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-
- The Unofficial Guide to Ticks and Combos in SFII
- Copyright 1992. [trick :) ]
-
- This is my contribution to the SFII netters. I have spent the
- past couple of weeks trying to compose this list of ticks and
- combinations. I hope this will help improve your games. Since
- this is a first release, I'm sure that there will be mistakes in
- it. Please email any corrections or additions to me,
- lhuynh@reed.edu.
-
- Thanks to these people for their help: rhett@u.washington.edu,
- tpordon@isis.es.du.edu
-
- A few abbreviations before we start. T will denote tick, AT will
- denote anti-tick, and C will denote combination. Since I do not
- consider any ticks or combos cheap or unfair, my opinion of what
- is a tick and what is a combo may differ from yours. Note also
- that I did not include a counter for the combos, but if you want,
- I'm sure I can write something up.
-
- Guile:
-
- T: Guile crouches, does a series of jabs, then goes in for
- the throw. Guile stands, does a series of shorts, then goes in
- for the throw. When you have knocked your opponent down, go
- toward your opponent, then pull the joystick to defensive crouch
- and start jabbing. After a few jabs, go in for the throw.
- Remember not to be predictable with the number of jabs you use.
- The dangerous thing about this is that your opponent can throw
- you if you start your jabs to close to them.
-
- AT: The easiest way to get out of this tick is to reverse the
- sucker when he goes in for the throw. After the first jab, move
- the joystick to offensive crouch (your character should still be
- blocking). When Guile stops jabbing, and if he is still in your
- throwing range, move the joystick to the forward position and
- press strong or fierce to throw. The dangerous thing about this
- is Guile can decide not to throw you, and do a flash kick
- instead. Similarly, if Guile does the short/throw tick, move the
- joysticks to the center after the first short, then go for the
- throw when Guile stops his shorts. If you are Zangief, do the
- spinning power driver after the jabs/shorts.
-
- T: Guile throws a slow sonic boom, and follows it in for the
- throw.
-
- AT: There are several ways to counter this, but it can get
- hard if Guile is close behind his sonic boom. If you are:
-
- 1) Ken/Ryu, after you block the sonic boom, do a jab dragon
- punch. This should hit Guile if timed right. You can also block
- high, then when Guile is close enough, sweep him with roundhouse.
- You can also move back then do a hurricane kick.
-
-
- 2) Zangief, do the spinning power driver. If Guile is
- anywhere near you, he'll get a headache.
-
- 3) Honda, after blocking the sonic boom, do the thousand
- hand slaps. This will hit Guile several times if he goes in to
- throw you. Be careful not to jump over Guile's sonic boom
- when he's following in. He can always jump up to meet you in the
- air, and throw you into the corner.
-
- 4) Anyone else, just go for the throw. Remember to move the
- joystick to the center after you block the sonic boom. Then go
- the throw immediately afterward.
-
- C: Jump into your opponent with the forward kick, do a crouch
- strong or jab, then a forward Razor Kick. Immediately after
- executing the jump, pull the joystick to defensive crouch to
- charge the Razor Kick. Don't wait to execute the Razor Kick after
- the crouch strong. If this is done successfully, your opponent
- will not be able to block or sac, and he/she will come up
- stunned.
-
- C: Jump into your opponent with fierce, pull the joystick
- back to back defense. When you land (about 1/2 sec. later), do the
- fierce upper cut, then immediately pull the joystick forward and
- do the sonic boom. If your opponent has a little bit on energy
- left, do the backhand immediately to finish your opponent off.
- After the first three hits, your opponent should be stunned
- again. Again, if this is done fast enough, your opponent cannot
- do the sac throw.
-
- Note: When doing the Razor Kick, you can go from defensive
- crouch to backward flip. In this way, you still have you sonic
- boom charged when you are doing the Razor Kick. This is very
- helpful if you do a lot of short Razor Kicks.
-
-
- Ken/Ryu:
-
- T: Ken walks to his fallen opponent, and then does a series
- of crouch or standing shorts, then goes for the throw. It is
- harder to reverse the crouch shorts, so I recommend doing that
- instead. Walk up to your opponent after knocking him/her down,
- pull the joystick back, and start the shorts. Then go for the
- throw. Again, remember to vary the number of shorts you use.
-
-
- [Newscanning - General Stuff] - [99/99 ?/Help]:t
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-
- File name/number to type [?=List]: 40
-
- The Unofficial Guide to Ticks and Combos in SFII
- Copyright 1992. [trick :) ]
-
- This is my contribution to the SFII netters. I have spent the
- past couple of weeks trying to compose this list of ticks and
- combinations. I hope this will help improve your games. Since
- this is a first release, I'm sure that there will be mistakes in
- it. Please email any corrections or additions to me,
- lhuynh@reed.edu.
-
- Thanks to these people for their help: rhett@u.washington.edu,
- tpordon@isis.es.du.edu
-
- A few abbreviations before we start. T will denote tick, AT will
- denote anti-tick, and C will denote combination. Since I do not
- consider any ticks or combos cheap or unfair, my opinion of what
- is a tick and what is a combo may differ from yours. Note also
- that I did not include a counter for the combos, but if you want,
- I'm sure I can write something up.
-
- Guile:
-
- T: Guile crouches, does a series of jabs, then goes in for
- the throw. Guile stands, does a series of shorts, then goes in
- for the throw. When you have knocked your opponent down, go
- toward your opponent, then pull the joystick to defensive crouch
- and start jabbing. After a few jabs, go in for the throw.
- Remember not to be predictable with the number of jabs you use.
- The dangerous thing about this is that your opponent can throw
- you if you start your jabs to close to them.
-
- AT: The easiest way to get out of this tick is to reverse the
- sucker when he goes in for the throw. After the first jab, move
- the joystick to offensive crouch (your character should still be
- blocking). When Guile stops jabbing, and if he is still in your
- throwing range, move the joystick to the forward position and
- press strong or fierce to throw. The dangerous thing about this
- is Guile can decide not to throw you, and do a flash kick
- instead. Similarly, if Guile does the short/throw tick, move the
- joysticks to the center after the first short, then go for the
- throw when Guile stops his shorts. If you are Zangief, do the
- spinning power driver after the jabs/shorts.
-
- T: Guile throws a slow sonic boom, and follows it in for the
- throw.
-
- AT: There are several ways to counter this, but it can get
- hard if Guile is close behind his sonic boom. If you are:
-
- 1) Ken/Ryu, after you block the sonic boom, do a jab dragon
- punch. This should hit Guile if timed right. You can also block
- high, then when Guile is close enough, sweep him with roundhouse.
- You can also move back then do a hurricane kick.
-
-
- 2) Zangief, do the spinning power driver. If Guile is
- anywhere near you, he'll get a headache.
-
- 3) Honda, after blocking the sonic boom, do the thousand
- hand slaps. This will hit Guile several times if he goes in to
- throw you. Be careful not to jump over Guile's sonic boom
- when he's following in. He can always jump up to meet you in the
- air, and throw you into the corner.
-
- 4) Anyone else, just go for the throw. Remember to move the
- joystick to the center after you block the sonic boom. Then go
- the throw immediately afterward.
-
- C: Jump into your opponent with the forward kick, do a crouch
- strong or jab, then a forward Razor Kick. Immediately after
- executing the jump, pull the joystick to defensive crouch to
- charge the Razor Kick. Don't wait to execute the Razor Kick after
- the crouch strong. If this is done successfully, your opponent
- will not be able to block or sac, and he/she will come up
- stunned.
-
- C: Jump into your opponent with fierce, pull the joystick
- back to back defense. When you land (about 1/2 sec. later), do the
- fierce upper cut, then immediately pull the joystick forward and
- do the sonic boom. If your opponent has a little bit on energy
- left, do the backhand immediately to finish your opponent off.
- After the first three hits, your opponent should be stunned
- again. Again, if this is done fast enough, your opponent cannot
- do the sac throw.
-
- Note: When doing the Razor Kick, you can go from defensive
- crouch to backward flip. In this way, you still have you sonic
- boom charged when you are doing the Razor Kick. This is very
- helpful if you do a lot of short Razor Kicks.
-
-
- Ken/Ryu:
-
- T: Ken walks to his fallen opponent, and then does a series
- of crouch or standing shorts, then goes for the throw. It is
- harder to reverse the crouch shorts, so I recommend doing that
- instead. Walk up to your opponent after knocking him/her down,
- pull the joystick back, and start the shorts. Then go for the
- throw. Again, remember to vary the number of shorts you use.
-
- AT: This can be hard to reverse sometime. The trick is to pull
- the joystick to the crouch, then go for the throw when Ken stops
- shorting. Remember to watch for the throw. Ken might decide to
- sweep you instead (This usually happens when he is out of range
- to do the throw). Again if you are Zangief, do the spinning power
- driver. If you are Guile, you can do a short Razor Kick
- immediately after the shorts. This should get any Ken who goes in
- for the throw.
-
-
- T: Ken traps you in the corner, and starts his fireball. If
- you jump, he does the short or strong Dragon Punch and knocks you
- out of the air. After throwing the fireball, keep the joystick
- in the forward position so a that Dragon Punch can be executed
- quickly if the opponent jumps over. The trick to doing this tick
- successfully is not to be predictable. This mean varying the
- speed of your fireballs, and sometime just hitting the jab button
- instead of doing a fireball. This is very hard to get out of,
- and very annoying for rookies.
-
- AT: If you are:
-
- 1) Ryu, block the fireball, then do a jab dragon punch
- through the next fireball. You can now sweep Ken with roundhouse
- if he does another fireball. You can also just jump straight up,
- then come down and do a fireball.
-
- 2) Guile, block the fireball, then do a Razor Kick. Or you
- can time your forward flip right and do the auto-stun combo on
- Ken when he does his fireball. Or you can do a sonic boom to meet
- Ken's fireball, then do a backhand slap.
-
- 3) Honda, sweep Ken with the standing roundhouse before he
- does his fireball. Or you can time the fireball right to flip
- forward into Ken with the fierce or the roundhouse.
-
- 4) Chun Li, block the fireball, then do a crouch roundhouse
- to knock Ken down. Be careful because Ken can dragon punch your
- crouch roundhouse.
-
- 5) Zangief, time your forward flip so that you hit Ken with
- the roundhouse, then immediately do the spinning power driver.
- The range for this is incredible.
-
- 6) Any Ken trying this tick on Dhalsim is either stupid or
- desperate. Just time your slide to go under the fireball.
-
- C: Ken jumps behind his opponent with a roundhouse, then
- crouches and does a series of shorts. If the roundhouse hits,
- three more shorts should get his opponent stunned. Remember not
- to jump too far behind your opponent's head.
-
- C: Ken jumps behind his opponent with a roundhouse, then does
- a standing fierce, then a fierce dragon punch. When executed
- properly, you will stun your opponent. The trick to doing this
- combo is to leave the joystick in the center when doing to
- standing fierce punch, then immediately move the joystick to
- forward and execute the dragon punch. With practice, your
- opponent will not be able to defend the dragon punch if you get
- the fierce punch in.
-
-
-
-
-
- C: Ken jumps into his opponent with short, then crouches and
- does a series of shorts. The trick to successfully executing his
- combo is pressing all three kick buttons as fast as possible.
- This will keep your opponent from moving back after the first
- short. It is VERY hard to press all three kick buttons quickly,
- but it is possible. It just takes practice. Be careful when using
- this combo. It can be reversed with the sac throw.
-
- C: A VERY good combo for Ken is the sweep/fireball. This is
- very hard to do, but once mastered, Ken will be a very hard
- opponent to beat, even with Guile. Pull the joystick to
- defensive crouch and hit the forward or roundhouse button, then
- immediately move the joystick in a circular path to forward and
- hit a punch button. The idea is to press the kick and the punch
- button in one motion for a fireball. After mastering this
- technique, you can make up your own combo. For instance, jump
- with roundhouse, crouch with forward kick, then fireball with
- fierce. Note that instead of sweeping your opponent, you can
- also do a crouch punch.
-
- C: Jump in with roundhouse kick, then couch and do another
- roundhouse. This combo is old, but it works good against
- opponent who sac throw a lot.
-
-
- Dhalsim:
-
- T: Dhalsim crouches, does a jab or a short, then noogies or
- throws his opponent. Move close to a fallen opponent, but just
- out of his/her throwing range, then pull the joystick to
- defensive crouch and hit jab, then immediately hit strong while
- moving the joystick to forward. I found that it helps to get the
- joystick in the forward position until I have them in my grip. If
- you see that your opponent is going for the reverse throw, then
- just pull the joystick to back defense after the jab/short and do
- the head butt.
-
- AT: This is VERY hard to get out of sometime, but not
- impossible. If you are:
-
- 1) Ryu, Chun Li, Honda, or Zangief, just go for the throw
- immediately after the jab. Remember to keep the joystick in the
- center after Dhalsim jabs you. If Dhalsim makes a mistake, and
- starts his jab too close, then just throw him when you are
- getting up. Here, the Spinning Power Driver works , but not as
- well as a regular throw.
-
- 2) Guile. It is very hard for Guile to get out of this tick.
- There are several ways for Guile to reverse this. There is first
- the reverse throw (see 1) where Guile blocks that jab, then goes
- for the throw. Second, Guile can crouch and jab. Third, and
- probably the most effective way to get out of this tick is for
- Guile to do a short Razor Kick immediately after Dhalsim jabs.
-
-
- T: When Dhalsim traps his opponent in the corner, he does a
- fireball, then goes in for the throw. Do the fireball when your
- opponent is getting up, keeping the joystick in the forward
- position afterward. Then go in and tap fierce quickly. If your
- opponent tries to reverse throw you, they will usually get thrown
- back into the corner 90% of the time. Do NOT try this tick on
- Zangief, he will do the Spinning Power Driver on you.
-
- AT: It is nearly impossible to reverse throw Dhalsim if he
- does this tick on you, unless you are Zangief. So the most
- obvious thing is not to try the reverse throw, just keep blocking
- after the fireball hits you. If Dhalsim is tapping the fierce
- button after the fireball, it is most likely that he will do the
- head butt instead of throwing you. If you are against a Dhalsim
- who has not perfected the distance for this tick, then you can
- try to reverse throw him. Remember to pull the joystick back to
- the center after the fireball hits, then go for the throw
- immediately. I have found that it is easier to reverse throw
- Dhalsim if you are blocking with back defense instead of
- defensive crouch. If you are:
-
- 1) Guile, you can do a short Razor Kick immediately after
- the fireball. This will hit Dhalsim if he tries to throw you.
- The short Razor Kick is fast enough that if Dhalsim blocks, he
- will not be able to hit you afterward. Dhalsim might go in to
- throw you after you miss with the Razor Kick. In he does,
- just go for the back breaker.
-
- 2) Zangief, do the Spinning Power Driver.
-
- T: Dhalsim spins into his opponent, with head first or feet
- first, then does the throw. I found that this works best if you
- do the feet first spin, and aim your spin so that the feet hits
- your opponent's leg. The reason for this is to distance yourself
- from your opponent so that he/she cannot throw you. This is not a
- very good tick to use because it can be reversed very easily.
-
- AT: Just go for the throw just before Dhalsim is finished with
- the spin.
-
- C: Dhalsim fireballs, then kicks this opponent out of the air
- if they jumps in. Do not be predictable with the fireballs.
- This means varying the speed, and sometimes just hitting jab, or
- short. After the fireball, move forward a little, and use either
- the forward or the short button to kick your opponent out of the
- air. To keep your opponent at a safe distance, use the fierce or
- the strong punch.
-
-
-
-
-
-
-
-
- C: Dhalsim slides into his opponent with forward or short,
- then jumps back and does a roundhouse or a fierce punch. Most
- opponents will jump into you after they your slide. If you use
- the forward or the short button, you will recover quickly enough
- so that you can jump back and hit roundhouse. The roundhouse will
- knock you opponent out of the air if timed correctly. Replace
- the roundhouse with the fierce punch if you opponent is just
- walking into you.
-
-
- Chun Li:
-
- T: Chun Li walks into a fallen opponent, then jabs and
- throws. This is similar to all the other jab/throw tick. Pull
- the joystick to back defense, hit jab or strong, then to forward
- and throw. This tick is easily countered, so don't go for the
- throw a lot. Move forward as though you are going to throw, then
- sweep with the forward instead. The trick to doing any tick is
- not to be predictable.
-
- AT: Just go for the reverse throw. If you are:
-
- 1) Guile, you can reverse throw Chun Li, or you can do a
- short Razor Kick after the jab, which will also work.
-
- 2) Zangief, do the reverse throw or the Spinning Power
- Driver if you are fast enough. The reverse throw usually works
- better. Remember that you want to keep her close to you, so use
- the strong button to throw.
-
- T: Chun Li jumps into her opponent with the forward or short,
- NOT the head-hop, then throw. When doing this, don't hit your
- opponent too high, or else you will be thrown even before you
- land. Do NOT try this tick on Zangief; it would be hazardous to
- you health!
-
- AT: The sac throw should work well here. You can also block,
- then go for the throw. If Chun Li is too close when she starts
- her jump, then walk under her, and turn around for the throw. If
- Chun Li has her timing down such that she throws you even when
- you walk under her, then just walk under her, turn around and
- crouch jab, then throw her.
-
- T: Chun Li jumps over her opponent with the forward kick,
- turns around and throws. The timing for this tick is very hard to
- get down. The idea is to time the forward kick so that Chun Li
- pulls her leg in right before she lands. In this way, she can
- immediately throw her opponent. This is a very hard tick to
- counter if your opponent doesn't know how to reverse throw you.
-
-
-
-
-
-
- AT: This is easy to counter if you get your timing down. The
- easiest thing to do is wait for her to land, then hit her with
- fierce. You can also try to throw her, but if you hit the button
- too early or too late, you will get thrown. This problem most
- people have with countering this tick is that they hit the fierce
- too early.
-
- C: Once Chun Li has cornered an opponent, she can safely do
- the head hop. Jump into your opponent. While in the air, pull
- the joystick down to crouch, and hit the forward kick. Chun Li
- will bounce on her opponent's head, then bounce back out. While
- she is bouncing out, hit the forward kick again, but this time,
- leave the joystick in the center. She will do her other forward
- kick. This will hit her opponent if he tries to jump after her.
- If the first head hop doesn't bounce her out, then keep the
- joystick in the crouch position and hit forward again.
-
- C: Chun Li jumps into her opponent with the forward kick,
- lands and does a strong punch, then crouches and does a forward
- sweep. This is a good combo to use. If you do this fast enough,
- your opponent will get stunned. Vary this combo with the ticks
- listed above for an almost unstoppable game. There are several
- variations of this combo. For instance, using the roundhouse as
- the sweep instead of forward, jumping into your opponent with the
- fierce punch instead of the forward kick, etc.,.
-
- C: Jump into your opponent with the fierce punch, then land
- and hit fierce again. The second fierce should hit your opponent
- if the first one hits, and if you do this combo fast enough.
-
-
- E. Honda:
-
- T: Honda jumps into his opponent with the belly flop and then
- throw. The belly flop is done with the forward kick button.
- While in the air, pull the joystick to defensive crouch, then go
- for the throw after your opponent blocks.
-
- AT: The sac throw works good here. You can also block, and
- then go for the throw. Remember to move the joystick to the
- center after you block.
-
- C: Honda crouches, hits jab fast, but not fast enough to do
- the thousand hand, then does a jab torpedo when his opponent
- jumps in. This is a great move to use because your opponent will
- get hit every time if they jump in too close. Use the torpedo
- when you have fallen and your opponent is jumping into you. Even
- though this is not a tick, I will show how to counter this move.
- For Chun Li and Blanka, jump in with the forward kick. Do not
- aim for Honda's head. Instead aim for where his head will be if
- he does the torpedo. If Honda doesn't do the torpedo, then throw
- him. For Zangief, the roundhouse would work better.
-
-
-
- C: Honda jumps into his opponent with fierce, crouches and
- does a roundhouse, then a torpedo. After jumping into your
- opponent, pull the joystick to defensive crouch. If your
- opponent is far away, do the fierce torpedo. If your opponent
- jumps over the fierce torpedo, immediately do the thousand hand
- slaps. If you opponent jumps into you when you are doing the
- roundhouse, then do a jab torpedo.
-
-
- Blanka:
-
- T: Blanka jumps into his opponent with a kick, then goes for
- the bite.
-
- AT: This is a regular tick. Do sac throw or block, then throw.
- Both should work equally well.
-
- C: Blanka jumps into his opponent with fierce, lands and does
- a strong punch, then crouches and does a forward kick. Jump into
- your opponent with the fierce punch, when you land hit strong
- quickly while keeping the joystick in the center, then pull the
- joystick to defensive crouch and hit forward immediately.
-
- C: Jump into your opponent with either the roundhouse or the
- fierce punch. While in the air, pull the joystick to back
- defensive and hit either roundhouse or fierce punch, then do the
- furball. You can trick your opponent pulling the joystick to
- back defense, then hitting either strong or forward, then doing a
- fierce furball.
-
- C: Jump into your opponent with the fierce claw. While in the
- air, pull the joystick to back defense. When you land, hit jab,
- then do the furball with any punch button. This is like Guile's
- fierce-fierce-sonic boom combo, but slower.
-
-
- Zangief:
-
- T: Zangief jumps into his opponent, then does the Spinning
- Power Driver. The trick to doing this successfully, is to keep
- your distance when you jump in. Time you jump so that Zangief
- just barely touches his opponent, then immediately do the
- SPD. Use the strong button for the SPD.
-
- AT: This is very hard to get out of. In fact any combos or
- ticks of Zangief are hard to get out of. You can sac throw, which
- will work sometimes. If you are:
-
- 1) Ken, do the jab or strong Dragon Punch if Zangief jumps
- in too late, otherwise try the sac throw.
-
- 2) Guile, do the short Razor Kick if Zangief jumps in too
- late, otherwise try the sac throw.
-
- 3) Honda, try the jab torpedo, or the sac throw.
- T: After his opponent has fallen down, Zangief goes toward
- his opponent, crouches and does a short or a series of jabs, then
- the SPD. This is EXTREMELY hard to counter.
-
- AT: Do not try to reverse throw Zangief is he does this tick
- on you. You can escape if you just flip backup, unless you're in
- the corner, in which case jump back with a kick. If you are
- Guile, do the short Razor Kick.
-
- C: Jump into a fallen opponent with the fierce punch. Don't
- pull the joystick back when you are hitting the fierce punch. You
- want Zangief to do the punch, not the body flop. After the punch,
- pull the joystick to defensive crouch and hit short, then do the
- SPD. This is EXTREMELY hard to counter, even for a master-blank
- player.
-
- C: Jump into your opponent with the roundhouse kick. If the
- kick hits, do the SPD. This is very useful against opponents with
- missiles.
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