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- ********well, it's back********
-
- Man, just when I thought I didn't have to update this thing
- anymore, someting big & new pops up! %O
-
- Okay, so the last version WASN'T the final version. Hey,
- how many of you saw this Akuma thing coming? I sure as hell didn't.
- And since this is supposed to be a Frequently Asked Questions guide,
- it's my duty to update it.
-
- ------------------------------- ____________________.___.___ -----------
- ___| / _____/\_ _____/| | |
- \___ \ | | __ \ _ \ __| \_____ \ | __) | | |
- | | | | | __/ | / \ | \ | | |
- _____/ \__,_| .__/ \___|_| /_______ / \___ / |___|___|
- _| \/ \/
- Monday, 8/1/1994 @ U of H __ __| | ____|
- | | | __| __ \ _ \ | _` | _` |
- Super SFII Turbo Faq | | | | | | ( | __| ( | ( |
- _|\__,_|_| _.__/ \___/ _| \__,_|\__, |
- -------------------------------------------------------------------------_|
-
- post-FINAL version.
-
- ** WHAT's NEW:
- !!AKUMA!!AKUMA!!PLAY AS AKUMA!!
- See section 4,5,7 & 8 for details.
- ---------------------------------------------------------------------------
- ** FAQ MAINTENANCE BY **
- RpM
-
- ** MAJOR REMODELING:
- image advisor: D. Rion. Hall
- ** Originally created by:
- dj-wells@ux4.cso.uiuc.edu (Dan)
- ** Occasional consulting, advising, nagging ;)
- Alex Werner, Caine Schneider, the whole a.g.sf2 bunch
- ---------------------------------------------------------------------------
- Welcome to the FAQ!
- "share and enjoy!" (tm)
- SEND CORRECTIONS TO:
- st2a0@jane.uh.edu (RpM)
-
- FAQ _WAS_ posted every Friday. Now? Who knows?
-
- FAQ availabe via FTP at the following:
-
- ftp.netcom.com under pub/vi/vidgames/faqs
- courtesy of Andy Eddy, GamePro editor
- home of a lot of other FAQs.
- ftp.krl.caltech.edu
- THE STREET FIGHTER 2 dedicated site, filled with strategy guides,
- moves lists, gifs, jpegs, etc etc etc....
- ---------------------------------------------------------------------------
- <Table of Contents>
-
- 1) What you should know about "Super Combos"
- 1.1) Maximum Hits & Damage
- 1.2) Super Combos in Combos
- 1.3) Charging up the Super Combo Meter
- 2) The New Throw System (how to "weaken" throws)
- 3) How to use the SSF2 version of Characters in SSF2T
- 4) The new moves for each character, alterations to old moves, as well as
- specific comparisons between the SSF2 version and the SSF2T version of
- each character
- 5) The "Hidden" Boss (Akuma? Goki Long? Whatever...)
- 6) Misc. Details of the game.
- 7) The Quirks of the "Volleyball" effect in SSF2T
- 8) The Known New Endings
- 9) Quick Reference Guide to Stick Movement
- *) The credits & TOP TEN LIST
- ===============================================================
-
- ---------------------------------------------------------------------------
- PART 1: REGARDING SUPER COMBOS
- ---------------------------------------------------------------------------
- - A super combo (SC) is a move that inflicts from 40% to 60% damage.
- It's primary trademark is that the attack leaves a trail of shadows
- and it is begun when your character lets off a spark of light in his/her
- eye. The game pauses for a slight moment when you execute your
- Super Combo.
- - Super Combos can only be done when the Super Combo Meter (seen at
- bottom corner of screen) is full. The Super Combo Meter (SCM)
- increases after the following:
- * You execute any special move
- * You strike (blocked or not blocked, it matters not) your opponent
- with any regular move.
- - The more powerful the move/hit, the quicker the SCM rises.
- - The SC's have the ability to "bounce" characters in the air (a la MK).
- Especially Bison's, Dhalsim's, Ken's, and Sagat's more so than others.
- Balrog's SC still can hit airborne opponents up to five times.
- This is known as the "Volleyball Effect" (VE) which is explained in
- section 7.
- - SC's are "combo"-able with regular moves and can dizzy opponents.
- - Vega's, T-hawk's and 'Gief's SC's do NOT lose their charge if you
- attempt and fail to do them. The charge only dies if you actually LAND
- the SC. (this is kinda obvious, as their SC's are all THROWS, but hey,
- it's worth a mention).
- - The following have SC's that can go through fireballs, but the timing for
- it is somewhat precise (i.e. if you time it wrong, you WON'T be able to
- cut through fireballs, certain frames of animation are able to cut
- through fireballs, but not all frames)
- * Chun Li: more difficult to time
- * Honda: vunerable at the beginning, but cuts through easy during flight
- * Blanka: the superball, in it's later frames, rolls under "small"
- fireballs (i.e. sonic boom, yoga flame, air slasher, high tiger shot)
- * Ken: rather easily
- * Fei Long:
- * Dee Jay: more difficult to time
- * Cammy:
- * Sagat: rather easily
- * Balrog: never been stopped by a fireball before
- * Bison: never been stopped by a fireball before
- * Ryu: destroys other fireballs in it's path and STILL travels towards
- the target. In reality, his "Vacuum Fireball" is several fireballs
- compacted into a very small area, so even if your opponent is
- airborne, he will get hit several times. His feet may be invulnerable
- during the SC. FIVE hits is the maximum number of hits Ryu's
- SC can do if it connects.
- - The exact frames where the SC's are immune to fireballs vary from
- character to character. Bison's and Balrog's cut through fairly easy
- while Chun Li's and Dee Jay's have just a little more difficulty in going
- through. Different timing for each character.
- - CHUN LI AND HONDA share a particular trait, and perhaps T-Hawk as well.
- Do the stick motion for the SC first, then keep your stick in a foward
- position, any forward position, don't change directions. Your
- Super Combo will be set to go off, and all you need to do is tap the
- appropriate button. Yes, this is a bug.
-
- -----------------------------
- Part 1.1 Maximum Hit & Damage
- -----------------------------
- Maximum Damage:
- * Zangief & T-Hawk will on average take off 50-60%
- Vega will usually take off 30-45%
- * Assuming that you get all possible hits in the Super Combo:
- Everyone else has a potential damage range from 25 - 55%,
- I've seen some cases where Ryu's SC connects and takes
- off little damage, so basically if the CPU gets moody as it
- often does, your SC damage will waver from high to low
- damage at moments you won't be able to predict.
- Maximum Hits:
- The best way to get the maximum # of hits is to have your
- opponent be as close as possible and on the ground.
- Ryu: 5 Guile: 6
- Ken: 5 Dhalsim: 5
- Blanka: 4 Honda: 5
- Chun Li: 6 Zangief: n/a
- Dee Jay: 4 Cammy: 5
- Fei Long: 5 T-Hawk: n/a
- Balrog: 5 Vega: n/a
- Sagat: 5 Bison: 4
-
- ---------------------------------
- Part 1.2: Super Combos in Combos
- ---------------------------------
-
- Super Combos can be added into combos. I'd advise you to find your own,
- as individual creativity is what works best when making combos,
- but I'll put down some obvious ones.
-
- Chun Li: Jumping Fierce - SC - triple air kick
- air jab (anything?) - standing jab - SC - triple air kick
- Ken: Jumping Fierce - SC
- Cammy: Jumping fierce - SC
- Sagat: Jumping fierce - SC
- Dee Jay: hm... there was this really nasty one, about 11 hits...
- offhand I can't remember it but it went something like...
- Neck Forward Kick - crouching jab X 2-3 - Jack Knife Maximum (air kick)
- - SC - Jack Knife Maximum.
-
- -----------------------------------
- Part 1.3: Charging up the SC meter
- -----------------------------------
- (creds to Mr. Chang (actually, these are his direct words
- or actually Gamest Magazine)
-
- o To give a measure for the Super Meter, Gamest uses the term "dot" as in
- pixels on the screen. I'd prefer using the word "pixel" personally,
- but hey, "dot" is shorter to type. -_^
-
- Super Meter increment chart (Super Meter takes 48 dots to reach max.)
- ---------------------------------------------------------------------
- | | Jab/Short | Strong/Forward | Fierce/Roundhouse |
- |-------------------------------------------------------------------|
- |Hit | 2 dots | 4 dots | 5 dots |
- |-------+---------------+-------------------+-----------------------|
- |Blocked| 1 dot | 3 dots | 4 dots |
- ---------------------------------------------------------------------
-
- Ryu: "Vacuum Fireball" Ken: "Rising Dragon Breaker"
- Hadoken - 2 dots Hadoken - 2 dots
- Dragon Punch - 7 dots Dragon Punch - 8 dots
- Cyclone Kick - 6 dots Cyclone Kick - 6 dots
- New kicks - 6 dots
-
- Honda: "Double Ghost" (!) ChunLi: "Thousand Burst"
- HHS - 6 dots Wind Kick - 4 dots
- Torpedo - 9 dots Kikkoken - 5 dots
- Buttafuoco - 9 dots Rising Kick - 8 dots
- Uchio Throw - 12 dots SBK - 8 dots
-
- Blanka: "Grand Shave Roll" Zangief: "Final Atomic Buster"
- Electricity - 5 dots Missed SPD - 5 dots
- Slide - 5 dots Lariat - 6 dots
- Horiz. Roll - 7 dots Green Hand - 7 dots
- Vert. Roll - 7 dots Rush PD - 12 dots
- Arch Roll - 7 dots SPD - 20 dots
- Double PD - 24 dots
-
- Guile: "Double Somersault" Dhalsim: "Yoga Inferno"
- Sonic Boom - 7 dots Yoga Fire - 3 dots
- Blade Kick - 8 dots Yoga Flame - 8 dots
- Yoga Blast - 7 dots
- Teleport - 7 dots
-
- T. Hawk: "Double Typhoon" Cammy: "Spin Dive Smasher"
- Thwk. Buster - 6 dots Thrust Kick - 6 dots
- Condor Dive - 8 dots Cannon Drill - 7 dots
- Mex. Typhoon - 20 dots Spin Knuckle - 4 dots
- Wall Bounce - 4 dots (miss)
- 9 dots (slam)
- 9 dots (kick)
-
- Fei Long: "Blazing Rekka Ken" Dee Jay: "Sobat Carnival"
- Rekka Ken - 6 dots Air Slicer - 4 dots
- Shien Kyaku - 8 dots Jumping Kick - 9 dots
- Jumping Kick - 7 dots Sobot Kick - 8 dots
- MGU - 7 dots
-
- Balrog: "Crazy Buffalo" Vega: "Rolling Izuna Drop"
- Straight - 6 dots Backflip - 5 dots
- Upper - 5 dots Roll - 10 dots
- Low Straight - 6 dots Wall Attack - 8 dots
- Low Upper - 5 dots Flip Kick - 10 dots
- TAP - 7 dots Horiz. Claw - 10 dots
- B. Headbutt - 5 dots
-
- Sagat: "Tiger Genocide" M. Bison: "Knee Press Nightmare"
- Tiger Shot - 3 dots Psycho Crusher - 6 dots
- Tiger Upper. - 7 dots Scissor Kick - 6 dots
- Tiger Knee - 6 dots Head Stomp - 8 dots
- DFA - 8 dots
-
- ---------------------------------------------------------------------------
- PART 2: THE NEW THROW SYSTEM
- ---------------------------------------------------------------------------
-
- NOTE: if you choose to use the SSF2 version of your character, you CANNOT
- do this. You MUST choose the SSF2T version of your character to do
- this.
- If you get thrown, you can reduce the damage in half or sometimes less
- and land on your feet.
- =Explanation=
- In the EARLY frames of animation of YOUR character being thrown,
- just tap a button, usually strong or fierce, possibly any.
- If it makes you feel better, move the stick left or right as well.
- Consequences:
- As you rebound from being thrown, you can get hit before you're
- able to defend it. One such example being Vega, who can
- throw-slide.
- NOTE:
- Someone managed to air-throw Ken out of his DRAGON PUNCH while it
- was STILL GOING UP. I've witnessed VEGA doing so, others
- used Cammy.
-
- ---------------------------------------------------------------------------
- PART 3: USING THE "SUPER" VERSION OF YOUR CHARACTER IN SUPER TURBO!
- (confirmed by Rasheed Rankins)
- (or: how to wimp out at ssf2t)
- ---------------------------------------------------------------------------
-
- If you want to play the "Super" version of a character (as opposed to the
- Super Turbo version), you have to select your character with JAB. Then,
- while the plane is flying to the top of the screen, tap JAB repeatedly
- while either moving the joystick left-to-right or up-to-down. On the
- character selection screen, characters belonging to odd-numbered columns
- use the left-to-right method while those belonging to even numbered
- columns use the up-to-down method.
-
- Exceptions:
- So far, there is one exception to this rule, which is Cammy. In
- order to get the SSF2 version of her, do the OPPOSITE of what would
- normally be the proper stick movement.
-
- select with & tap jab button and...
-
- SHAKE STICK LEFT/RIGHT: SHAKE STICK UP/DOWN:
- ----------------------- --------------------
- Ryu, Ken, Blanka, Zangief Honda, Chun Li, Guile,
- T-Hawk, Balrog, Fei Long, Dhalsim, Cammy, Dee Jay,
- & Vega Sagat & M. Bison
-
-
- Gamest Magazine claims there's an EXACT set of stick motions
- for getting the characters, although the above technique
- works just fine as well. Here's their take on this:
-
- Picking the Super version of a character:
- -----------------------------------------
-
- o To pick the Super version of a character, pick the character with any
- button. Then enter the following joystick motions and press jab.
-
- Ryu - RRRL T. Hawk - RRLL
- Ken - LLLR Cammy - UUDD
- E. Honda - UUUD Dee Jay - DDUU
- Chun Li - DDDU Fei Long - LLRR
- Blanka - LRRR Balrog - RLLL
- Zangief - RLLL Vega - LRRL
- Guile - UDDD Sagat - UDDU
- Dhalsim - DUUU M. Bison - DUUD
-
-
- NOTE:
- Choosing the SSF2 version of your character WILL NOT give you an
- exact replication of the SSF2 character.
- EXAMPLES:
- * Balrog: standing rushing punches, while they do hit low, are
- more vunerable to kicks that they used to be, and
- noticably shorter.
- * Sagat: roundhouse is still shorter than it used to be.
- So in other words, attempting to use the SSF2 version will _most
- likely_ give you a hybrid variation on your character (there may be
- exceptions)
-
- - If two players both pick the same character in SSF2 mode, (i.e. ken vs.
- ken) both characters will wear VERY similar, almost identical uniforms
- with just a very slight shade of colour difference between them.
-
- = There are two BIG weaknesses that come with choosing
- the SSF2 mode of characters.
- * The SSF2 versions CANNOT USE SUPER COMBOS.
- * The SSF2 versions CANNOT SOFTEN THROWS.
-
- ---------------------------------------------------------------------------
- PART 4: THE WORLD WARRIORS: INDIVIDUAL DETAILS
- ---------------------------------------------------------------------------
- -----------
- ** AKUMA **
- -----------
- * Super Combo: None
- * Fireball
- | \ -O + punch
- O O
- * Red Multi-hit fireball
- O- / | \ -O + punch. Jab hits once, strong hits twice,
- O O O fierce hits 3 times.
- * Hurricane Kick
- | / O- + kick. Slightly invulnerable at start, hits on the
- O O way up (like ken's), slow as Ryu's, taps into VE.
- * Uppercut
- -O | \ -O + punch. All his uppercuts can hit up to 3 times.
- O O Taps into the VE as well.
- * Air fireball
- (jump) + | \ -O + punch. Shoots an aerial fireball, but CPU
- O O Akuma shoots two at a time. How? Dunno.
- * Gliding Teleport
- -O | \ -O + ALL punch or kick or O- | / O- + ALL punch or kick
- O O O O
- Using kicks makes you travel about a half-screen. Using punches
- makes you travel a full screen across.
- ---------
- ** RYU **
- ---------
- * Super Combo: "Vacuum Fireball" "Shinkuu Hadouken"
- | \ --O | \ --O + any punch
- O O O O
- A fireball that hits up to FIVE times, even if target is airborne
- * Rushing Punch (1):
- --O + STRONG (stand to block)
- * Rushing Punch (2):
- --O + FIERCE (block in any position)
- * 2-Hit Air Punch:
- <jump forward/back> + STRONG
- This punch initiates the "Volleyball Effect" if it connects (section 7).
- * Fireball disappears after travelling roughly 3/4 of the playing
- field (not the screen area, the ENTIRE field)
- * Shorter ROUNDHOUSE and FORWARD sweeps.
- * Hurricane Kick seems improved, and "lands better" with Ryu more able to
- retaliate after landing.
- * NOTE: Ryu's Dragon Punches are no longer invincible.
- = VERSION ADVANTAGES:
- SSF2T: Better Hurricane Kick
- New rushing punches a fair asset to have.
- SSF2: Totally invulnerable uppercut
- Longer ROUNDHOUSE and FORWARD sweeps?
- Performs Fireball trapping better?
- ---------
- ** KEN **
- ---------
- * Super Combo: "Violent Dragon Punch" "Double Dragon" "Shyoryureppa"
- --O | \ --O | \ + any punch
- O O O O
- JAB dragon punch followed by a FIERCE dragon punch
- * New Roundhouse Kick 1:
- | \ --O + tap any kick
- O O
- animation resembles his old roundhouse (far).
- * New Roundhouse Kick 2:
- --O \ | + tap any kick
- O O
- swings foot across at chest level, can be used in combos.
- * New Roundhouse Kick 3:
- O-- / | \ --O + tap any kick
- O O O
- These are new and better animated versions of the old regular roundhouse.
- They will knock an aerial opponent to the far side of the screen and
- can be used to end a combo.
- * New Axe Kick 1:
- | \ --O + hold down kick button
- O O
- * New Axe Kick 2:
- --O \ | + hold down kick button
- O O
- * New Axe Kick 3:
- O-- / | \ --O + hold down kick button
- O O O
- Theses will do Axe Kicks (new animation) that you must STAND up to
- block. There IS a difference between NAK 1 and NAK 2, but
- we're not really sure how one is better than the other.
- It's speculated NAK 2 is better in combos and generally faster.
- Also, NAK 2 swings higher faster. Don't know enough about how
- NAK #3 is dramatically different or such, but then again the
- diference between NAK 1 & 2 aren't extremely great either.
- * Air Throw:
- <jumping> --O <or> O-- + FORWARD <or> ROUNDHOUSE
- * Knee Bash:
- --O <or> O-- + FORWARD
- Ken will grab his opponent and hit'em with his knee repeatedly.
- Tap button & shake stick to increase bash speed.
- * Fireball now disappears after travelling 3/4 across the playing
- field (not the screen area, but the ENTIRE field)
- * His air ROUNDHOUSE no longer can do neck kicks H
- * His ground standing ROUNDHOUSE is a spin kick to the knee area which
- also moves him forward. It has great range & good damage.
- * His close range standing forward has been altered. It is no longer
- a knee, but instead a very brief one-hit axe kick.
- * The Hurricane Kick seems to "land better". He's more able to throw
- after landing.
- * Shorter ROUNDHOUSE and FORWARD Sweep.
- * New jumping FORWARD, better range and priority.
- * Uppercut damage has been boosted, as well as his TOD combo.
- * NOTE: Ken's Dragon Punch is NO longer invulnerable
- =VERSION ADVANTAGES:
- SSF2T: New attacks a fair asset to close-up fighting
- New FORWARD and ROUNDHOUSE may have good properties
- Jab Uppercut does more damage
- HK not as vunerable when it lands
- SSF2: Invulnerable uppercut
- Neck kick ability in ROUNDHOUSE kick (can't do that in SSF2T)
- Some may prefer his original regular kicks.
- Probbably performs Fireball trapping better.
- --------------
- ** E. Honda **
- --------------
- * Super Combo: "Super Killer Head Ram" "Double Torpedo"
- O-- <charge> --O O-- --O + any punch
- Does 2 Torpedos that hit multiple times
- You can do the motions for it, but instead of immediately tapping punch
- just keep the stick in a forward direction (jumping forward,
- walking forward, crouching forward, whatever). When you tap a
- punch button, the Super Combo will automatically begin.
- You loose the charge if you reverse the direction of your
- stick or tap a kick button.
- * Uchio Throw (or "Mega-Buttafuco Slam")
- | / O-- + FIERCE
- O O
- Honda will grab your opponent, smash 'em head-first into the floor,
- leaps up, and then SITS ON 'EM! It has as much range as T-hawk's Dunk.
- The damage level is roughly 30%.
- * Regular move alterations:
- Now in SSF2T Was in SSF2
- ------------ -----------
- standing SHORT crouching SHORT
- crouching SHORT [close] SHORT
- standing FORWARD crouching FORWARD
- crouching FORWARD [close] FORWARD
- standing ROUNDHOUSE [close] ROUNDHOUSE
- O- or -O ROUNDHOUSE [far] ROUNDHOUSE
- standing FIERCE crouching FIERCE
- [close] FIERCE standing FIERCE
- * Fierce punch (grab at feet) no longer knocks down opponent.
- * Jumping straight up fierce can be moved forward by stick movement.
- * Priority of jumping fierce may be boosted.
- * his close standing strong punch now can hit earlier in it's animation.
- * HHS (Hundred Hand Slap) no longer controlled as before. The action
- of the HHS depends on which button you choose to mash:
- * FIERCE:
- flies forward VERY fast about half the screen, then doesn't move
- forward any more. If you keep tapping the button, he'll still do
- the HHS, he just won't budge any further in any direction.
- * STRONG:
- glides along forward at a fair pace, a little faster than his
- walking speed, and then stops just as the FIERCE HHS does.
- * JAB:
- starts up the HHS, but he won't budge at all.
- =VERSION ADVANTAGES:
- SSF2T: foot grab quicker to do
- Buttafuco attack seems to have better range
- he's got that mega-buttafuco throw
- really fast forward moving HHS.
- that bit about controlling the jumping straight up fierce.
- SSF2: overhead FIERCE chop comes out more than in SSF2T version
- precise control of HHS movement.
- ------------
- ** BLANKA **
- ------------
- * Super Combo: "Grand Shave Roll"
- O-- <charge> --O O-- --O + any punch
- Rolls into ball, bounces up for a moment, and then
- rolls along ground for multiple hits. Can dive under "narrow" fireballs.
- (i.e. Sonic Boom, Air Slasher, High Tiger Shot, Yoga Fire, etc...)
- The ball can hit even as it's bounding upwards.
- Hold the punch button down to spin in place for a while.
- * Hop:
- O-- <or> --O + all 3 kick
- The Hop is somewhat immune to any regular attack: you cannot punch/kick
- Blanka as he is moving forward. However, Blanka CAN get hit by a special
- move, particulary anything of a torpedo/projectile nature. Also, he has
- a _brief_ moment of vulnerability where he can get hit or thrown as he
- stops the hop, but it's very short.
- In earlier beta versions it could go through fireballs.
- * Sliding Punch:
- \ + FIERCE
- O
- This sliding punch can dive under only "narrow" fireballs (as explained
- above with the SuperCombo) _and_ Bison's torpedo.
- * Arch ball is faster, but who needs it?
- * Vertical ball now drops Blanka straight down instead of retreating.
- * His jumping ROUNDHOUSE, and all his FIERCE punches, have been greatly
- improved in range and speed.
- * Somewhat better recovery after BlankaBall, as he's able to jump over
- any retaliatory fireball from Ken, has a fair shot at blocking or dodging
- Sagat's, but still can't dodge Ryu's.
- =VERSION ADVANTAGES:
- Honestly, do you really have to ask? SSF2T is THE Blanka
- to use. There are NO advantages to using the SSF2 version.
- -----------
- ** GUILE **
- -----------
- * Super Combo: "Double Summersault Kick" "Double Flash..." "Double Slash..."
- / <charge> \ / <to> O + any kick
- O O O |
- SHORT flash kick followed by a ROUNDHOUSE flash kick
- * New forward kick:
- O-- <or> --O + FORWARD
- Guile will do his "Chuck Norris/Van Damme" type spin kick and move
- forward or backwards (dependant upon stick direction). Nice for SB type
- trap or surprise. May also be able to hop above low tiger shots.
- * Old knee hop:
- O-- <or> --O + SHORT
- * Old backfist:
- --O + FIERCE
- * New roundhouse: If the opponent is far, it will do a skip-forward
- + kick to the shin. If the opponent is very near, Guile will
- do a stationary kick that aims for the head.
- * New fierce: a straight forward punch, Ken/Ryu-type punch range.
- * Size of Flash Kick proportional to strength of kick, SHORT FK being a
- bit smaller than a FORWARD FK.
- =VERSION ADVANTAGES
- SSF2T: Handy-dandy new FORWARD & ROUNDHOUSE
- Flash Kick may be longer.
- SSF2: Some may prefer his original FIERCE and ROUNDHOUSE
- -------------
- ** CHUN LI **
- -------------
- * Super Combo: "Thousand Burst Kick" "Lightning Strike"
- O-- <charge> --O O-- --O + any kick
- Does a charging SHORT kick followed by a Lightning Kick barrage
- Chun can do the same trick with her SC that Honda has (in other
- words, for more info See Honda)
- * Spinning Bird Kick:
- O-- <charge> --O + any kick
- NOTE: the SBK no longer hits on it's way up.
- Essentially, it is kinda useless.
- * Jumping Lightning Kick:
- | <charge> O + any kick
- O |
- Hits 3 times in air, It is very vertical, having
- roughly the same range as Ryu's Uppercut.
- Not very impressive damage, but looks okay.
- taps into the "Volleyball Effect" but tough to do.
- * Parabolic Spinning Bird Kick is possible, but I'm not 100% sure
- of it's execution. It's probably
- O
- O-- <charge> / + kick
- * Neck Flip:
- \ + ROUNDHOUSE
- O
- can be done even if opponent is far away. Handy in some
- scenarios where you want to dodge fireballs.
- * Back Flip:
- \ + FORWARD
- O
- can be done even if opponent is far away.
- * Her fireball charge seems to be shorter.
- * Her forward kick is better in combos now.
- =VERSION ADVANTAGES:
- SSF2T: Seemingly quicker fireball chargeup
- New air kick
- Better modified forward kick
- SSF2: The only reason you'd want to use her is because you feel
- the new stuff is unnecessary or irritating.
- Superior SBK.
- -------------
- ** Zangief **
- -------------
- * Super Combo: "Final Atomic Buster"
- 720 degree motion + any punch
- Does a German Double Suplex followed by a SPD has done up to 70% damage!
- The Super Meter will NOT lose it's charge until you actually succeed in
- grabbing your target.
- * Green Hand or "Banishing Hand" "Vanishing Flat"
- --O \ | + FIERCE
- O O
- Can follow with a SPD
- * Hopping Gut Crunch
- O-- <or> --O + STRONG or FIERCE
- Don't use this too much. It HAS managed to stop a BlankaBall in mid-flight.
- Can *barely* go over some sweeps.
- * SPD may have more range.
- * Lariat punch seems to be improved, lower starting strike zone, can take
- out a Honda torpedo better.
- * NOTE: He no longer has the "magic throw" bug, not in ANY version.
- = VERSION ADVANTAGES
- SSF2T: "green hand" a fair anti-fireball tool
- but an excellent way to "tick"
- Lariat punch improved
- SSF2: The jabs can handle Honda's torpedo better
- Lacks the "gimp" move of SSF2T that can, if not managed
- carefully, can get Zangief killed
- -------------
- ** Dhalsim **
- -------------
- * Super Combo: "Yoga Inferno"
- O-- / | \ --O O-- / | \ --O + any punch
- O O O O O O
- Super-charged Yoga Flame that hits multiple times.
- * Vertical Yoga Flame: "Yoga Blast"
- O-- / | \ --O + any kick
- O O O
- Dhalsim spews a flame cloud into the air.
- * Joystick must now be in neutral or forward to get extended limb attacks.
- * If you hold back, you'll get "short" attacks, those attacks that used to
- automatically come out when your opponent was near. Keeping the stick in
- neutral or offensive positioning will allow Dhalsim's limbs to extend to
- it's maximum lengths.
- * The torpedo is nearly horizontal.
- * The drills are of varying angles, based upon the kick button used.
- * ROUNDHOUSE: near vertical angle
- * FORWARD: 45 degree angle
- * SHORT: near horizontal angle
- * His crouching goofy SHORT kick from classic SF2 is back
- * A New very straight jumping STRONG punch
- * A New jumping JAB punch
- * His teleport has new animation and seems to be less vunerable.
- =VERSION ADVANTAGES
- SSF2T: Anti-air flame
- More angle-controlled drills
- Better air strong punch
- Teleport is fast any very much less vunerable
- SSF2: Limbs will naturally extend to appropriate length
- (don't that sound sick?)
- -----------
- ** Cammy **
- -----------
- * Super Combo: "Spin Dive Smasher"
- | \ --O | \ + any kick
- O O O O
- Does a Cannondrill followed by a Thrust Kick
- * Cannonball Jump:
- / | \ --O O + strong/fierce
- O O O /
- She'll spin up in a ball, and the next part is up to you:
- (NOTE: nobody's 100% sure about this yet)
- # If she's near target, she'll do one of two throws. To execute the
- throw, tap a kick button as you're in the ball. The opponent should be
- reasonably near.
- # she'll leg grab you
- # she'll grab, plant her feet in your face and smash you to the ground
- It's theorized that this is determined either by using kick or punch,
- or by whether or not your opponent was crouching when he gets thrown.
- # In a Japanese vidmag, it's said that the kind of throw done
- is determined by the time that you press the kick button. According
- to them, if you push the button when she's near her opponent's head,
- she'll do the leg-grab, when she's near her opponent's mid-section
- she'll do the other throw, and if you've done it later you'll just
- do the slide.
- # If no throw is attempted, she will go into a slide which goes under
- fireballs and disrupts Honda's headbutt if Honda doesn't get it out in
- time.
- * She can do the jump w/o doing either a slide or throw, and it is
- GUESSED that you must leave the stick in neutral to do so.
- * The JAB spinning punch is known to have a FEW frames of
- invulnerability at the very earliest frames of invulnerability, while
- the STRONG & FIERCE seem to be lacking in invulnerability.
- (creds to mike chang)
- * Her air throw, particularly her leg air throw, has a BIGGER range.
- * Shorter hangtime
- * Shorter SHORT drill, but better recovery.
- =VERSION ADVANTAGES
- SSF2T: Cannonball Jump
- Better air throw
- Lower hangtime
- SSF2: Her Spinning Punch is more invulnerable
- --------------
- ** Fei Long **
- --------------
- * Super Combo: "Grand Blazing-Flame Punch" "Rekkuukyaku"
- | \ --O | \ --O + any punch
- O O O O
- Fei does 5 Rekka Punches in a row.
- * Triple Axe Jump: "Rekkuukyaky"
- / | \ --O O + any kick
- O O O /
- Uses the frames of animation from his old jumping roundhouse to jump in
- an arch, can hit up to 3 times. Taps into Volleyball effect for
- a maximum of 3 times. Can be used in combos.
- * New Forward Kick:
- --O + FORWARD
- Uses the same frames as in Super, but it moves forward and it can only be
- blocked by standing up to block. It can travel over sweeps such as Ryu's
- ROUNDHOUSE and Guile's FORWARD.
- * New ROUNDHOUSE jumpkick uses animation of his old jump straight up
- roundhouse.
- * New near neutral standing forward kick.
- * His hangtime might be longer by a little bit.
- * Has air throw: he uses the animation of the grab-the-head-and-sling-you
- throw. Use STRONG or FIERCE.
- =VERSION ADVANTAGES
- SSF2T: Has new arching multi-hit Axe Kick
- SSF2: Shorter Hangtime (not by much)
- Retains goofy but effective jumping roundhouse kick
- -------------
- ** DEE JAY **
- -------------
- * Super Combo: "Carnival Hook Kick" "Quadruple Rolling Sabot Kick"
- O-- <charge> --O, O-- --O + any kick
- He'll do 2 Double Dred Kicks.
- * Double Axe Jump: "Jack Knife Maximum"
- | <charge> O + any kick
- O |
- He does a spin kick in the air. The stronger the kick, the more spins
- you do. Looks sweet, and is fairly effective.
- NOTE: This move taps into the "Volleyball effect". If the kick does not
- hit three times, you can do another axe jump to make the total #
- of hits three.
- * Slide is altered. It travels shorter but more easily travels
- cleanly under small fireballs (sonic boom, yoga fire, etc...)
- * MGU does more damage, but NO LONGER contains ANY invulnerable frames of
- animation.
- * Hang time is improved.
- * Jumping FIERCE is now a downward angled punch, while jumping
- STRONG is an upward angled punch.
- * Jumping roundhouse animation is _very_ much faster.
- * Jumping STRONG and FIERCE animation switched from Super to Super Turbo.
- =VERSION ADVANTAGES
- SSF2T: Seemingly better hang time
- Better damage
- New air attack
- Slide cuts under some fireballs
- SSF2: Slide is longer??
- MGU may have invulnerability
- -------------
- ** T. HAWK ** (credits to Julien Beasley)
- -------------
- * Super Combo: "Double Mexican Typhoon" "Double Dunk"
- <720 degree motion> + any punch
- One fierce Mega-Dunk followed by a jab Mega-Dunk. He only loses the
- charge when the throw is done. Missed attempts do not empty the power
- meter. One person has managed to do the stick motions first, then
- walk forward a bit and tap the button to do the SC.
- * All you need to do to execute a Dive is to hit all 3 punch buttons.
- No stick movement required.
- * Shorter crouching FORWARD and standing ROUNDHOUSE
- * MAYBE a reduced hangtime.
- * Relatively sped up.
- =VERSION ADVANTAGES
- SSF2T: possibly all-around just a little faster
- SSF2: his FORWARD and ROUNDHOUSE kick is longer.
- ------------
- ** BALROG **
- ------------
- * Super Combo: "Dashing Upper Cuts" "Frenzy" "Mad Dash" "Crazy Buffalo"
- O-- <charge> --O, O-- --O + any punch or kick
- He does 5 rushing punches in a row.
- * Two New Ducking Rushing punches:
- O-- <charge> \ + any punch or kick
- O
- The punch will end in a ROUNDHOUSE animation and (obviously) hit low,
- but has less range than his old charging punches. I don't know why they
- bothered with the kick, as it's justa lower version of the charging kick
- and still doesn't hit low.
- * Balrog, while jumping straight up, can move forward by
- using the FIERCE button and the stick.
- * Balrog seems to do more damage per hit.
- * Balrog's standing FIERCE punch is shorter BUT faster.
- * Balrog's Buffalo Headbutt goes longer and hits lower.
- =VERSION ADVANTAGES
- SSF2T: low dashing punch which is an asset in some situations
- (especially against Zangief)
- SSF2: standing rushing punches hit low
- (but _are_ shorter ranged than in previous versions)
- ----------
- ** VEGA **
- ----------
- * Super Combo: "Rolling Izuna Backdrop"
- / <charge> \ / <to> O O + any kick
- O O O \ /
- This executes a normal wall dive. However, if you connect with the
- bodyslam, you will get 3 bodyslams instead of one. The SUPER METER
- _ONLY_ goes down when you get the 3 bodyslams off. You will NOT see Vega
- leaving a trail of shadows UNTIL you actually grab your target,
- otherwise, it looks like a normal dive and you can make opponents
- nervous like this.
- * Forward Flip:
- / <charge> --O + any kick
- O
- Barely goes through fireballs, can hit aerial target twice. Once you have
- this move charged, you may stand up but you MUST stay in a defensive stance
- (i.e. hold your stick away from opponent). Taps into volleyball effect.
- * NOTE: you may stand up after your Forward Flip is charged. Just
- keep your stick in a defensive position.
- * If your claw falls off, you can pick it up again by just walking over it.
- * You must stand up to block Vega's off-the-wall slash (missed
- air-backbreaker/izuna drop).
- * The range of his crouching STRONG and JAB have been shortened a little.
- =VERSION ADVANTAGES
- SSF2T: very effective new forward flip
- can pick up claw after it falls off
- quick chargeup time for everything.
- SSF2: None known.
- -----------
- ** SAGAT **
- -----------
- * Super Combo: "Tiger Genocide"
- --O | \ --O | \ + any punch
- O O O O
- A Tiger Knee followed by a Tiger Uppercut.
- * Fireball recovery is almost as bad as his HF delay
- * TU damage is now reduced to unimpressive, very Ken/Ryu-type levels, even
- though it hits for a maximum of 5 times. Sometimes it won't even
- hit that much.
- * Roundhouse has less rage, jumping and crouching.
- * All of his kicks are now interruptable and therefore usable in combos.
- * Only the JAB Tiger Uppercut is sure to knock down an opponent if struck
- on the ground. The FIERCE TU has left opponents standing on occasion.
- * Also, his kicks can be used in FULL extension for combos: in other
- words, you can allow his SHORT and FORWARD kicks to make contact TWICE
- and STILL shoot a fireball for a combo, and with this a 5 hit combo MAY
- be possible (jumping kick - standing STRING - Tiger Knee)
- =VERSION ADVANTAGES
- SSF2T: the standard SC & softening throws stuff.
- SSF2: This is strange. BOTH versions have the ability to use BOTH
- hits of his FORWARD and SHORT kick as part of a combo, and
- BOTH have the shortened ROUNDHOUSE. BUT SSF2 mode Sagat has
- a more powerful uppercut and quicker fireball recovery.
- Makes for a better long range fight and fireball trapping.
- I have to wonder what the advantage of using SSF2T Sagat
- is, other than the standard two reasons.
- --------------
- ** M. BISON **
- --------------
- * Super Combo: "Knee Press Nightmare"
- O-- <charge> --O O-- --O + any kick
- Does 2 Scissor Kicks in a row <kinda like how he always did in Classic SF2>
- * "Devil's reverse":
- | <charge> <to> O O O + any punch
- O \ | /
- It is now controllable. He'll fly where you send him and fake a
- headstomp. If you press punch AGAIN, he will dive down, and you can
- control his descent. Don't press it and you'll fly off, maybe to a safe
- distance. Has less priority than in SUPER (credits to Stiltman)
- * Scissor Kick has improved "bounceback" and recovery, leaving Bison
- not-as-vunerable afterwards anymore. Still, you can't get
- reckless with it.
- * Scissor kicks lash out faster than before.
- * Scissor Kick charge time just a little longer than before.
- * Damage levels are _fairly_ high, and torpedo seems to take off a little
- bit more when blocked than his SSF2 version.
- * Also may retain high stun ability.
- * Jumping STRONG punch is altered:
- It is a two-hitter punch. The first uses the graphics of his SSF2 straight
- up jumping jab now for jumping forward & back. To get the second
- hit, you must tap the button again, and he'll execute another punch which
- uses the animation of his jumping straight up fierce punch.
- So graphically, it will look like a left-right punch combination.
- =VERSION ADVANTAGES
- SSF2T: Torpedo takes off more damage if blocked
- Scissor kick is faster in it's execution and it's
- recovery (you are less likely to be thrown after
- your scissor kick is blocked)
- Also his regular hits are more damaging.
- Oh yeah, that cool volleyball stuff :)
- SSF2: Uses original "Devil's Reverse".
- ---------------------------------------------------------------------------
- PART 5: HIDDEN CHARACTER
- ---------------------------------------------------------------------------
-
- Name: ???
- His energy bar has NO name, so nobody is 100% sure. There are two
- version of what his REAL name should be.
- * Goki Long: ("son of Sheng Long") assigned by several
- magazines & assumed by everyone since that stupid EGM april fools
- stunt.
- * Goki (spelling?) (no Long) his name in japanese versions?
- * Sheng Long: again, a byproduct of kids and that April EGM.
- * Akuma: (japanese for "devil") the name he's known by in
- Japan. EGM also calls him Akuma. Also... according to Ming
- (you're not kidding, right?) "Akuma" was the name on some
- promotional posters and such that Capcom gave out.
-
- * -=His Story=-
-
- And so vctrl113062@aol.com writes....
-
- "[from the EGM book] there are two pages devoted to Akuma. The
- book gives some of his stats and says, among other things, that
- he is named Gouki in Japan, and that according to "Japanese
- sources" he is the brother of Ken and Ryu's Master (Sheng Long in
- the US, Gouken in Japan). It says that Akuma/Gouki & Sheng
- Long/Gouken both learned the fireball/hurricane kick/dragon punch
- from a Master Goutetsu, and that these three techniques were
- initially meant for killing. Sheng Long/Gouken removed the "intent
- to kill" from these moves when he taught them to Ken & Ryu.
- Akuma/Gouki has no such reservations, and Master Goutetsu's
- "mysterious death" was supposedly at his hands. And now, it
- seems as though Akuma/Gouki wanders the world looking for
- worthy opponents to fight to the death..."
-
- * Description:
- Imagine Ryu's body with a ponytailed head on it, the hair looking a
- bit fiery. His clothes are all black, his pants are ragged at the
- ends. He is darkly tanned and his face says "I'm pissed".
- He's also sporting sandals and a necklace of some sort.
- His fireballs are shot with a grunt, "hrgh!", and his uppercuts
- sound similar to this as well. He does _not_ use any words.
- He has two victory poses. One of them is Akuma shaking his
- fists much like Fei Long does. The other is him turning his back
- away while a red symbol fades into his back (it resembles an
- "E" and might mean "heaven" or something like that)
-
- * The Grand Entrance: Your plane will fly off to Bison's place.
- You and Bison will be standing there, but there won't be a
- "ROUND 1: FIGHT!" voice. You'll _know_ you got Akuma if
- the picture box where Bison's portrait should be is left black.
- From _behind_ you, Akuma will warp in, stopping in front of
- Bison. The screen will fade to white, you'll hear the sounds
- of hits being landed and see the little star marks which indicate
- that someone was hit, and then the screen will fade from total
- white to normal, revealing Akuma standing over the beaten
- body of M. Bison. It's kinda weird if you are using
- Bison at the moment. Oh yeah, Bison's body stays on the scene
- for all the rounds you fight Akuma
-
- :::How to Reach Him:::
- I have NO idea. People have reached him in various ways:
- * even though they have lost rounds
- * even though they have continued
- * even though they have previously engaged in two player mode
- (I myself have gotten to Akuma after many people played
- the machine and switched characters, colors, and sides,
- lost many rounds, & continued a ridiculous amount of times)
- * A theory from Gamest Magazine claims that you must beat
- The first three bosses w/o loosing a round or continuing.
- :::The Most Sure-Fire Way to Get to Akuma:::
- * Use SC's every chance you get, don't loose rounds, don't continue
- don't win by timeout. This may not be the exact requirement,
- but if you go by this stuff, you've covered just about any guess
- as to how to get to Akuma.
- *but even if you do all this, there's no guarantees.
- :::Theories (NOT proven):::
- * One theory suggests it is related to your points scored.
- * One more theory links the performing of SC's to getting to Akuma.
- * Final theory: It's all just RANDOM
-
- :::Statistics (how badass is he?):::
-
- (big assist by caine schneider <caines@ncsa.uiuc.edu>)
-
- Having seen him a few times, here are some things to expect:
-
- * triple hit red fireball. like ryu's SC. You'll know when he shoots
- it because you can see him tense up before shooting it. However,
- his fireball is released _faster_ than _any_ character. It also
- engulfs you in flames if it hits. He is disabled by the fireball
- long enough for most characters to get a hit in (except probably
- Zangief, T-Hawk, & Honda). The damage done by this is heavy, about
- 30% or more. He will often attempt to catch you off guard by
- doing a forward sweep - red fireball combo. If you don't
- block the sweep, you probably won't block the fireballs.
- * double air fireball, aimed down about 45 degrees. this is actually two
- fireballs side by side. The graphics for this are new. You
- can see the image of Akuma's left & right hands in the two fireballs.
- The primary hazard of this attack is that it pins you down and
- is hard to get past/jump over. The damage done by it is not
- overwhelming, about the strength of a strong/fierce punch.
- * two or three hit hurricane kick. It does tremendous damage and leaves
- you knocked down after it's done. Akuma will often use this in his
- jumps at you. He can also follow the hurricane kick with an uppercut
- (this is a massive combo)
- * two/three-hit dragon punch, which acts like a super combo move,
- meaning he can hit you while you are in the air, AND that the
- damage is massive.
- * regular fireball that resembles Ryu's but is shot out _much_ faster.
- * screen dash that has invulnerability. he switches sides very rapidly
- with black (not blue) shadows trailing him. He is vulnerable after he
- emerges from it for a brief while.
- * ticks. he will tick you. standing short kick followed by leg throw seems
- to be one of his favorites.
- * this fight is all ranges. you have to fight him from mid-range to win.
- too close is bad since he is so fast, too far and he will pummel you
- with all of his fireballs. the ground fireballs are really fast! he
- likes to jump.
- * he is not big at all. just imagine ryu's black outfit, and a gnarly
- looking head with red hair.
- * he is fast. faster than ken or ryu, but not like vega or chun li. more
- like fei long.
- * he performed this combo: two-hit air hurricane, jab dp. the DP hit before
- the guy landed like a super combo.
-
- Attack Patterns and habits:
- There are several offensive sets that Akuma will employ.
- * Often, he will jump up, do the air fireball, land before
- you're through blocking them, and launch a red fireball.
- * He'll jump away shooting air fireballs and back them up
- with a red fireball as soon as he lands.
- * He will jump at you with a helicopter kick, and if it hits,
- he'll follow through with a DP.
- * At least half the time he'll soften a throw if you try to
- toss him.
- * He will mostly not DP the Blankaball and just block it.
- In the second round, the odds of him DPing it increase.
- * He will mostly DP any other attack that approaches him,
- including any badly timed jumps, Bison attacks, Vega
- punches/kicks, Dhalsim limbs, etc etc etc.
- * Every now and then he will just jump at you with
- a normal roundhouse kick. You must take advantave
- of when he does this.
- * Going offensive at him mostly won't work. Reacting to
- his mistakes (warping at you, jumping at you, shooting
- a fireball when you can see it coming a mile away, etc...)
- is your best bet.
-
- Known weaknesses:
- * Will jump towards you. Easy target for any anti-air attacks.
- he won't do this often, so take advantage if it when it happens.
- * Will not block or retaliate after Vega's wall spike. He WILL once
- in a while, but not often.
- * Will _mostly_ just block blankaballs. Once in a while he may
- dragon punch it, but mostly not.
- * His multi-hit flaming fireball has a longer delay before launch and
- after. Watch for when he tenses up and seems on fire, and attack.
-
- 5.1) ============How to USE Akuma/Gouki==================
- That's right. You can play AS the hidden character.
- Here's the safest method known so far:
- - put your square on ryu. Say in your head
- "thousand-1, thousand-2, thousand-3"
- Don't be afraid to say it a bit fast.
- - go to T-Hawk's square. Again, do the 3-count.
- - go to Guile's square. Again, do the 3-count.
- - go to Cammy's square. Again, do the 3-count.
- - go to Ryu/Ken's square. Again, do the 3-count.
- - Hit ALL punch buttons and the start button AT THE SAME TIME.
- If you misfire, keep on mashing those buttons. The computer
- gives you a half second to get it right.
-
- *note: the pause on each character can be as short as
- 1 1/2 seconds. Just make sure that you keep the
- delay consistent for every character. If you start
- with a 3 second delay, stay with it for all squares.
- *note2: AFTER you have finished moving to all the squares
- and BEFORE you press all the buttons, there is one
- precaution you may want to try. Move your square
- to a character you want to play in case the
- code does not work, and THEN press the buttons.
- REMEMBER, do this AFTER you're done moving through
- all the squares and BEFORE you hit the buttons.
-
- ===DIFFERENCES BETWEEN CPU GOUKI/AKUMA & HUMAN GOUKI/AKUMA===
- Anyone who's played against Akuma/Goki would think that being
- allowed to use A/G would be unfair. Not so. The playable
- version of Akuma/Goki is toned down in two ways:
- - more delay after fireballs, ESPECIALLY the red fireballs.
- - fireballs do less damage.
- This makes A/G much easier to fight against than the CPU
- A/G. Still, he's a tough bastard. He has all the standard
- moves of the classic ken/ryu, his uppercut has ryu-like
- (or more) damage & range, but hits multiple times a la Ken
- and is invulnerabe, or at least has the highest possible
- priority, as it does beat Ken & Ryu's DP, Sagat's TU, and
- just about anything else that is of a DP/FK nature.
- His HK hits on the way up & can hit multiple times
- like Ken's but is slightly invulnerable at the start
- like Ryu's HK. His red fireball delay is as bad/worse than
- Ken's fireball delay, his normal fireball travels fast
- and it's delay is near/equal to Ryu's. Not faster, I think.
- Basically, he's a Ryu/Ken blend with more tricks and better speed.
- ---------------------------------------------------------------------------
- PART 6: MISC. DETAILS
- ---------------------------------------------------------------------------
-
- Most Improved Characters: Blanka
- Dee Jay
-
- Least Improved Characters: T-Hawk
- Sagat
-
- Speed:
- For the first couple of days that you play it, the speed will
- overwhelm you, but after about 3 days, you'll be comfortable with
- it again, and even maximum speed is easy. Just before you
- play the CPU you'll be given a choice of speeds 1 through
- 3. In one-on-one situations, the winner of the last game
- will choose speed. Speed 3 is ideal for the "fast" characters
- such as Vega, Chun, and Blanka. Also, it certainly can't
- hurt to boost up the speed if you are a tickfest-type player.
-
- Introduction:
- Just as in SSF2, there will be Ryu, pacing himself and getting
- a fireball ready. The screen will flash to Cammy's scene,
- a slightly different perspective, and Chun Li will appear with
- her back turned away (they drew her neck & chin too think,
- imho). Then it will flash back to Ryu, further into his fireball
- shot, flash back to Cammy's place again, with Cammy now coming into
- view, sticking her tongue out. Ryu's reeealy tensing up now
- when the hidden boss is shown in profile black & white, his
- back turned to you. It quickly flashes between him and
- Ryu until Ryu finally lets his fireball go.
-
- Selection screen:
- Two rows of characters, much less crowded than the SSF2 selection
- screen, with a redrawn map. The original characters occupy
- the left 8 boxes, the 4 bosses occupy the far right boxes,
- and the characters introduced from SSF2 are in the center area.
- When you and an opponent are about to go at it,
- the portraits of the opposing characters are shown,
- with a blue frame and a moving background
- (very nice, imho).
-
- Overall:
- The characters seem to have been modified for better close-range
- fighting (and for some, at the cost of their long range strategy).
- Some examples would be the improvement of Bison's Scissor Kick,
- Sagat's ability to tack on a fireball if his opponent blocks (or
- doesn't) a SHORT/FORWARD kick, Ryu's new rushing punch, and the
- alteration of Vega since Super. Even Dhalsim's alterations may have
- been an attempt to improve his close-range abilities, and his new
- Teleport certainly has more offensive possibilities. The emphasis
- on this one, definitely close range fighting.
-
-
- ---------------------------------------------------------------------------
- Part 7: The Volleyball Effect (VE)
- ---------------------------------------------------------------------------
-
- The Volleyball effect is a new feature in SSF2T that is somewhat akin to
- the attack mode of MK. If you have an opponent in the air, and you've
- already hit them, you can hit them again in their "reeling back" frames of
- animation.
-
- It's _guessed_ that the "Volleyball Effect" (VE) was a byproduct of the
- installation of SuperCombos, as SuperCombos naturally have the VE, while
- the normal moves may have acquired them by accident. HOWEVER,
- it doesn't really matter if they were originally accidental because
- Capcom has officially promoted it as a new feature and NOT a bug that
- slipped by them (like Zangief's SSF2 magic throw).
-
- The primary requirement SEEMS to be that your character must have a
- multi-air hit capability. When struck by such an attack, the CPU places the
- one who was hit into an alternate stun mode where they are reeling back but
- still hittable, so that the multi-hit air attack can hit multiple times.
-
- (note: non-throw super combos also place targets into alternate-stun
- mode, so you can combine v-ball attacks with supercombos)
-
- * All known non-SuperCombo VE attacks are multi-hitting attacks,
- and are using attacks that are unique to SSF2T.
-
- ALL SuperCombo's by their very nature retain the "Volleyball Effect" and
- are capable of hitting opponents in the air for more than
- three hits in a row.
-
- As for _Regular_ moves:
- The maximum number of hits you can get from exploiting the volleyball
- effect is 3 so far. It is confirmed that Ryu, Bison, Fei Long, Vega,
- and Dee Jay _cannot_ use the VE for more than 3 hits.
-
- * Akuma: His VE moves are the most damaging of the non-SC volleyball
- attacks. As usual, the limit is 3 hits. His hurricane kick
- and uppercut tap into the VE, for a nice potential of combos.
- In the corner, two jab uppercuts in a row will work, or
- a HK & uppercut, or vice versa, etc etc etc. Fairly easy
- to take advantage of Akuma's VE talent. Try to work in
- the HK with combos.
-
- * Ryu: is proven to be able to manipulate the volleyball effect.
- He's the first one to be noticed for this trait. His
- v-ball attack is very much similar to Bison's.
-
- * Dee Jay: His Axe Jump is able to first use the Air Spin Kick on
- an opponent, and then use another Axe Jump before
- they land. Very easy to do.
-
- * Fei Long: His axe jump can be repeated on an opponent
- before they land for a maximum of 3 times.
- Extremely difficult to pull off.
-
- * Vega: His roundhouse forward flip hits twice. Immediately
- follow with _another_ roundhouse forward flip and
- you'll get the total 3 hit limit. Very tough
- to pull off.
-
- * Bison: His jumping strong punch taps into the "Volleyball effect"
- as well. By repeated hitting the STRONG after the first
- hit, Bison will then hit the opponent with his OTHER hand.
- This will knock the opponent high enough in the air so that
- Bison can land and jump one more time for the final jumping
- STRONG punch. BUT you don't have to use the one-two
- punch, but instead just go one punch at a time to maximize
- time and push your opponent back. Bison's volleyball
- attack is very easy to use. You can even tack it unto
- the end of his SC for a total of 7 hits.
-
- * Chun Li: Her jumping triple kick, while it is much like
- Dee Jay's, cannot v-ball like Dee Jay. Instead, her best
- shot at using it in a v-ball situation is to use the
- triple kick AFTER her Super Combo connects and her opponent
- is reeling.
-
- * Sagat: it's been reported that it's possible to get a bounce
- from his fierce uppercut, either after a Super Combo or
- if you've nailed your opponent when the both of you are
- packed in the corner. Probbably ridiculously hard to manipulate.
-
- * it's likely that there are MORE moves which tap into the VE yet
- to be discovered.
-
- ---------------------------------------------------------------------------
- PART 8: NEW ENDINGS (SO FAR)
- ---------------------------------------------------------------------------
-
- In addition to the endings, one frame pictures have been added to the
- endings. In general, these new pics are (imho) very well done.
-
- Akuma: After he wins, the screen narrows, just as Guile's &
- Cammy's does. Then he does one of his winning poses.
- The credits roll by while each character is shown in his
- or her _loosing_ pose.
-
- Bison: He sits on an Athena-in-the-Panthenon type throne holding a
- suspended globe (earth?) in his right hand, his face wearing an
- evil smile.
-
- Chun: She's trying out a new dress before a mirror in some kind of store,
- while her friend stands in the back, holding Chun's spiked bracers
- (they seem to be very heavy) and her hair is down.
-
- Dhalsim: Standing over a cliff by a raging river. A boy is in the
- river and is about to be hit by a falling log. Dhalsim saves the
- boy in one hand and pushes the log away with the other hand.
-
- Balrog: Busy breaking a sandbag with a straight punch, while several
- sandbag sits broken in the background and other boxers cling to
- their sandbags in fright.
-
- Ryu: Engaged in another street fight, blocking a straight punch from a
- punk (might be Birdie, a character of SF1 fame), some people in the
- background.
-
- Guile: Down on one knee before Charlie's grave, wearing a
- solemn expression on his face and holding his friend's dog tag.
-
- Ken: He's in a department store, there's an escalator in the back.
- Ken and Elisa are rushing off in a hurry with Eliza ahead and
- Pulling Ken by the hand. Elisa is in a blue dress cut on the side,
- Ken is in a suit (white?). He's carrying lots of boxes which are
- about to topple over him. (See? marriage made him a wuss already.)
-
- Zangief: He's flexing his muscles and leaning on a broken mirror, looks
- like he's in a locker room or gym of some sort. A picture of Vega
- that's been defaced by some pink colored ink is taped to the mirror.
-
- Blanka: He's standing in a busy street, the people seem frightened or
- horrified by him. He's holding a mask of some sort and blocking
- traffic.
-
- E. Honda: He's rampaging in his (dojo? school?), the ground trembling, the
- walls kinda shaking, his students running for cover.
-
- Cammy: She's on a sidewalk by a London street full of cars, wearing a
- school uniform. She's kneeling down and extending a hand to a
- kitten.
-
- Dee Jay: Wearing headphones, a keyboard on his lap, lying out on
- a hammockon the beach and (as usual) wearing that smile.
-
- Fei Long: He's sitting in a movie star's chair, a blond lady wiping the
- sweat from his brow.
-
- T-Hawk: Background desert, a few ruins too. He's facing you with his head
- turned away over his shoulder where a hawk is approaching.
-
- Vega: He's in his mansion, decor being nice (tribal weapons, furs, etc),
- He's standing sideways away from you, wearing a baggy blue outfit,
- one hand in pocket, the other enjoying a nice drink. He's peering
- over his shoulder looking at you.
-
- Sagat: Doing one-fingered pushups at his place (say, have any of you ever
- watched the Emmys when Billy Crystal first hosted them, and Jack
- Palance put in an appearance?)
-
- ---------------------------------------------------------------------------
- PART 9: QUICK REFERENCE GUIDE TO STICK MOVEMENT
- ---------------------------------------------------------------------------
-
- (jump away) (jump towards)
- O O O
- \ | /
-
- (away from opponent) O-- @ --O (towards opponent)
-
- / | \
- O O O
- (defensive crouch) (offensive crouch)
-
-
- @: neutral stick position
- ---------------------------------------------------------------------------
- ---------------------------------------------------------------------------
- yeah, I know, I know, last time was supposed to be the last faq.
- so sue me ;)
-
- ===
- RpM "some days are honest some days are not
- === Some days you're thankfull for what you've got
- Some days you wake up in the army
- And some days... it's the enemy"
-
- - U2
- ---------------------------------------------------------------------------
- ** CREDITS **
- ---------------------------------------------------------------------------
-
- A BIG "THANK YA!!!" TO....
-
- In General:
- ALT.GAMES.SF2
-
- _and Specifically_
-
- |Mark Maestas|Tom Cannon|John Nishinaga|Kenchiro Tanaka|Stiltman|
- |Matt Kruse|Derek Liu|Brian Chan|Rasheed Rankins|Caine Schneider|
- |Kelvin Cabrera|Julien Beasley|Mario Hernandez|Lewis Tu|J. Klein|
- |Robert Morishige|Randy|Po-Han Lin|Ronald Ko|"I want a cookie" Ken|
- |Milo D. Cooper|Eric Steffensen|Darren Rion Hall|Alex Werner|
- |Dan|The U of H arcade bunch|
-
- (and two dozen guys whose names escape me at the moment)
-
- (Sorry about that, guys)
-
- ---------------------------------------------------------------------------
- DISCLAIMER:
- ---------------------------------------------------------------------------
- * any resemblance between this FAQ and any real-life FAQ is purely
- coincidental.
- * no animals were harmed during the testing of the FAQ
- * the disk space it currently takes up is 100% recyclable
- * proven perfectly safe to your health.
- -------------------------------------------------------------
- ==TOP TEN THINGS PEOPLE THINK AKUMA IS SAYING==
- -------------------------------------------------------------
- 10) HGRF!!!
- 9) HRRR!!!
- 8) UMMMMMM!!!
- 7) HG!!
- 6) narf!
- 5) GRRR!
- 4) BRRR!!!
- 3) HUH!!!
- 2) RUH!!!
- 1) UHHH!!!
- -------------------------------------------------------------
-