_|_|_| _|_|_|_| _|_|_| _|_|_|_| _|_|_|_| _|_|_|_| _| _| _| _| _| _| _| _|_|_| _| _|_|_| _|_|_| _|_|_| _| _| _| _| _| _| _| _| _|_|_| _| _| _| _|_|_|_| _|_|_|_| _| _|_|_|_| _| _|_|_| _| _| _|_|_|_| _|_|_|_| _|_|_| _| _| _| _| _| _| _| _| _| _|_|_| _| _| _|_| _|_|_|_| _| _|_|_| _|_|_| _| _| _| _| _| _| _| _| _| _| _| _| _|_| _| _| _| _|_|_|_| _| _| _|_|_|_|_| _| _| _| _| _| _| _|_|_|_|_| - THE WORLD WARRIOR - Copyright 1991, 1992 by Capcom ------------------------------------------------------------------------------- Damage and Score Chart, written exclusively for the SNES Version By A. Kleibrink (Corbon440) =============================================================================== =============================================================================== 1. Revision History 2. Introduction 3. Basics 4. Ryu 5. E. Honda 6. Blanka 7. Guile 8. Ken 9. Chun Li 10. Zangief 11. Dhalsim 12. The Bosses 13. Credits 14. Legal Disclaimer =============================================================================== 1. REVISION HISTORY =============================================================================== -Original Version 1.0, 08/18/2003 =============================================================================== 2. INTRODUCTION =============================================================================== Welcome to Street Fighter II - The World Warrior! Though this game was "only" the sequel to the rather obscure Street Fighter, it proved to be an enduring success and a commercially, almost never-ending gold mine for the developer Capcom and spawned literally countless spin-offs, adaptations and imitations. The large variety of playable fighters (8), combined with the vast array of (special) moves, including such crowd-pleasers like the Dragon Punch and the mighty Spinning Pile Driver made the game an enduring hit and there are still a lot of people who play this game to this very day (and, like me, even prefer it over the endless chain of SF spin-offs). The SNES version came very close to the arcade original and was also the first 16-Bit cartridge for the system. Even if the home version misses quite a few animation frames and moves and suffers a bit from the poor sound effects, it offers a neat feature the arcade version doesn´t have, the ability to choose the same character in a versus match, which becomes available after inputting a code in the title screen. The winning quotes in this FAQ are taken from the arcade version, everything else is mainly based on the US and European SNES port. This FAQ can be best viewed in NotePad (Windows 2000/XP only) or NotePad+ =============================================================================== 3. BASICS / FAQ´s =============================================================================== This section gives you an insight about the damage mechanics and describes the calculated damage in the game that is featured in the move list of each listed fighter. STATS ------------------------------------------------------------------------------- These values are neither 100% accurate nor the last word, they´re simply based on my own gaming experience and comparison between the various fighters. POWER: Mainly based on the damage done by regular attacks, but also takes special moves and throws into consideration. SPEED: Based on the walking and jumping speed of a character, but also takes attacks into consideration. JUMP: Based on the maximum height and distance of a jump. A bonus point if the fighter is able to perform an "off-the-wall" jump (Chun Li and Vega). RANGE: Mainly based on the range of regular moves, but also takes special moves and jumping range into consideration. BASIC MOVES AND ATTACKS ------------------------------------------------------------------------------- Press forward on the control pad to let your character move forward. Press backward to let him/her move backward. If you press backward while the opponent attacks you, your character will go into a block stance. To go into a crouching position, simply press down on the pad. If you want to block low attacks, press down and backward at the same time. To jump, press up on the control pad. To do a forward jump, press up and forward at the same time on the control pad. To do a backward jump, press up and backward at the same time on the control pad. Amazing, isn´t it? Note that you can´t block overhead attack (such as jumping kicks) while ducking and footsweepers that will make you fall can´t be parried with a standing block. Abbreviations: -------------- LK = Light Kick (Short) MK = Medium Kick (Forward) HK = Heavy Kick (Roundhouse) LP = Light Punch (Jab) MP = Medium Punch (Strong) HP = Heavy Punch (Fierce) "Close" means that you´ll have to execute the attack when standing close to the opponent. "Down" means that you´ll have to press down on the joypad prior to executing the attack. In Dhalsim´s case, "Top" means that you´ll have to be at the topmost position during a jump to execute the described move. A number after the attack description says that the move features more than one "hit-frame". All moves consist of at least two frames, but in most cases the opponent can only be hit during a single frame. Taking Ryu as an example, his Crouching HK is only able to hit the opponent at one point: One hit-frame. His Standing HP close is able to hit the opponent at two different hit-frames, but there´s no difference in damage (4500) and the attack can only hit once. His Crouching HP is able to hit at two different frames as well, but the hit-frame where Ryu´s arm is fully extended, deals less damage (3300) than the hit-frame while he´s still in a crounching position (4300). Both former examples are described as "No combo attacks" in the Miscellaneous section. And finally, his famed Dragon Punch consists of 2 hit-frames and can is an actual combo, it can hit the opponent twice during one move, described as Combo attack under Misc. THROWS, GRABS ------------------------------------------------------------------------------- Can be performed while standing (very) close to the enemy and pressing the joypad either to the left or right and pressing the respective fire button. Throws are one-hitters that usually deal a lot of damage. Grabs are multiple "hitters". Common for all grabs is that the first attack always does a lot more damage than the following attacks (hence netting the player more points). To deal as much damage as possible, after you´ve grabbed the opponent, keep pres- sing the fire button and repeatedly moving the joypad either to the left or right. Neither throws nor grabs can be blocked. Since it´s next to impossible to determine the power of a single grab, be it the first one or the following grabs, only the scores will be listed. SPECIAL ATTACKS ------------------------------------------------------------------------------- The name of the special attack and the corresponding joypad/button combination to execute it. The characteristics of a special attack are as follows: -Minor block damage (exceptions: M. Bison´s Head Stomp and Scissor Kick). -When hit by a special attack in mid-air, the fighter will fall to the ground (exceptions: M. Bison´s Head Stomp and Scissor Kick). POINTS ------------------------------------------------------------------------------- Pretty self-explanatory: You receive the listed amount of points if you hit the opponent with a certain, unblocked attack. DAMAGE ------------------------------------------------------------------------------- What you need to know is, that, in the SNES version, the full life meter of each fighter consists of 175 single tiles, each of them "worth" 100 points (in the arcade version, the life meter only consists of 144 tiles). Therefore, the full life bar is "worth" 17500 points (14400 in the arcade). By hitting an opponent with an attack, the life meter (naturally) decreases, until it reaches a point LOWER than zero. At this point, the round ends, either with the fighter having zero or more energy left being declared the winner of the round or with a double-KO. The lowest possible damage of a single attack in the game is 100, the highest possible damage in the game would be 6800 (6900, see below), not counting the damage done during certain special attacks by the opponent, as the opponent would receive twice the damage than regularly. There is no "defense" status in the game, which means that it makes no differ- ence whether Zangief or Chun Li or are chosen, they´ll all receive the same amount of damage from a certain move on the same setting (this also counts for the bosses). Now, in order to duplicate the listed figures, do the following: Start a 2-Player game and adjust the "difficulty" setting of Player 1 to 7 (the highest) and the setting of Player 2 to 0 (the lowest). This setting will ensure that you will be able to CONSTANTLY duplicate the damage of a certain move listed in this FAQ (Player 1 being the one with the highest setting is just used as an example here, it makes no difference if you swap the roles). To make it a bit easier, disable the time counter. Once the game has begun, hit Player 2 (the player with the difficulty 0) with a certain attack by Player 1, and be sure to only hit him ONCE. No go ahead and finish off Player 1. Now, P2 will receive a bonus based on the remaining energy bar. Substract this bonus from 17500 (the "value" of the full life bar) and you have the damage dealt by a certain attack. Example: -------- Player 1 is Zangief (difficulty level 7) Player 2 is Chun Li (difficulty level 0) Time is enabled. Zangief hits Chun Li with a Crouching HK once. Chun Li finishes Zangief by not losing anymore energy, with 55 "sec." left. Chun Li receives the following bonus, based on remaining energy and time: 17500 (Full bar) - 3800 (Crouching HK) = 13700 + 5500 (55 secs.) = 19200. If you´re familiar with the arcade version, you might´ve noticed that the power of various fighters seems to vary greatly, while the power of other fighters seems to be fairly constant. Of all the fighters that can be chosen, Ryu, Guile, Ken and Zangief seem to deal more constant damage than E. Honda, Blanka, Chun Li and Dhalsim. In E. Honda´s case, at one point a jump kick may deliver 4000 damage, while the same attack may only deliver a couple of 100 damage later, which makes these character a bit unpredictable. Vega´s attack power seems to vary greatly in strength in comparison to the other bosses, BTW. Q: Why should the setting be at P1=7 and P2=0? A: Because only this setting will give you constant values throughout. I´ve tried various other settings, like P1=4 and P2=0, and all of them were giving me inconsistent values, with differences between 100 and 300 damage per move, with the exception of throws. The damage done by throws is purely based o nthe difficulty setting of the player performing the throw and does not take the setting of the opponent into consideration. Surprisingly, the setting with the most extreme spread (P1=7-P2=0) finally delivered constant values. Q: Why are the values only based on the first actual hit? A: Because each attack after the first one has the tendency to add 100 points of damage to the initial attack damage. This goes for all moves Example ------- Zangief hits the opponent with a Super Pile Driver (6800 damage). After that, he lands a Standing HK close 1-2 combo. The damage done by the combo is now (3800+100) + (400+100) = 4400. Adding the damage of the SPD, the opponent now has 17500 - 11200 = 6300 energy left. This is not a solid formula you can always rely on though, since the damage done by an attack becomes less stable, the less energy the opponent has. In Zangief´s example, the opponent might or might not go down after two Standing MK´s which are usually worth 3300+100 each, 6800 altogether. MISCELLANEOUS ------------------------------------------------------------------------------- Pretty self-explanatory as well. Indicates whether an attack consisting of more than one hit-frame is an actual combo-attack and various other info. =============================================================================== 4. RYU (Japan) =============================================================================== "You must defeat Sheng Long to stand a chance." One of the most memorable winning quotes in fighting game history, it caused many, many rumours about a hidden boss (actually, Ryu´s and Ken´s teacher) and some of the described requirements to actually fight him in the game were so maniacally hard, that no one would would ever able to make it anyway. In short, there has NEVER been a secret boss named Sheng Long nor any other boss in SFII and, probably as an attempt to tame down the rumours, Ryu´s SNES winning quote was subsequently altered in that the mystical "Sheng Long" was replaced with "my Dragon Punch". Together with Ken and Sagat, he´s the only fighter from the original SF who´s making a comeback. Always looking for a good fight and worthy opponents, he joins the tournament. Even though his stats might not reflect his superiority, Ryu (and Ken) is the top tier in the game, thanks to his high priority attacks and easily(!) execu- table and useful special moves. He is usually the most often chosen fighter and can be considered the main character in the game. During the rising Dragon Punch, Ryu enjoys a short time of invincibility, but be sure to hit the target, otherwise he´ll be wide open for attacks. Against the CPU, his Hurricane Kick is often the better choice than a throw and his Fireball is a good way to keep the opponent at bay. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 7 SPEED: 7 JUMP: 7 RANGE: 7 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Fireball: Down, down-right, right, [Punch] Hurricane Kick: Down, down-left, left, [Kick] Dragon Punch: Right, down, down-right, right, [Punch] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 2300 100 Crouching MK 3300 300 Crouching HK 4300 500 Floors opponent Standing LK 2600 100 Standing MK 3300 300 Standing HK 4300 500 Standing HK close 1 4500 500 Combo attack Standing HK close 2 400 100 Combo attack Jumping LK 2600 100 Jumping MK 3600 400 Jumping HK 1 4500 500 No combo attack Jumping HK 2 4500 500 No combo attack Forward Jump LK 2300 100 Forward Jump MK 3300 300 Forward Jump HK 4300 500 Backward Jump LK 2300 100 Backward Jump MK 3300 300 Backward Jump HK 4300 500 Crouching LP 2300 100 Crouching MP 3300 300 Crouching HP 1 4300 500 No combo attack Crouching HP 2 3300 300 No combo attack Standing LP 2300 100 Standing LP close 2600 100 Standing MP 3300 300 Standing MP close 3600 400 Standing HP 4300 500 Standing HP close 1 4500 500 No combo attack Standing HP close 2 4500 500 No Combo attack Jumping LP 2600 100 Jumping MP 3600 400 Jumping HP 4500 500 Forward Jump LP 2600 100 Forward Jump MP 3600 400 Forward Jump HP 4500 500 Backward Jump LP 2600 100 Backward Jump MP 3600 400 Backward Jump HP 4500 500 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Throw MP 5300 1000 Throw HP 5300 1000 Throw MK 5300 1000 Throw HK 5300 1000 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Fireball LP 4500 500 Fireball MP 4500 500 Fireball HP 4500 500 Hurricane Kick LK 3600 400 Multiple possible hits Hurricane Kick MK 3600 400 Multiple possible hits Hurricane Kick HK 3600 400 Multiple possible hits Dragon Punch LP 1 5800 1000 Combo attack Dragon Punch LP 2 3300 300 Combo attack Dragon Punch MP 1 5800 1000 Combo attack Dragon Punch MP 2 3300 300 Combo attack Dragon Punch HP 1 5800 1000 Combo attack Dragon Punch HP 2 3300 300 Combo attack ------------------------------------------------------------------------------- =============================================================================== 5. E. HONDA (Japan) =============================================================================== "Can´t you do better than that?" Of course, everytime. Wanting to prove that Sumo wrestlers are indeed the most powerful fighters in the world, he joins the tournament to prove his point. His stats might look good, but he´s certainly not on a par with the Shotos and can be considered an average fighter. His first name is Edmond, if you´re curious. E. Honda is the powerhouse among the fighters which can be chosen, his limited agility being his weakest point. His attacks have a long range and fairly good priority and his crouching HP is the only one of its kind that can floor an opponent. His specials are also easy to execute, though his Headbutt certainly lacks effectiveness and can be fairly easily countered. The Hundred Hand Slap is a good chipper and can be used to corner the opponent, It´s also very useful in the bonus rounds. His throw is stronger than all other regualr throws, but even with two different grabs, he can´t be considered a "grappler", like the Russian Bear, Zangief. If you´re looking closely at the damage figure of his standing MK close combo, you´ll notice that this very attack outbeats almost everything else and is even superior to a throw and his HK combo. This is not the only time the programmers responsible for the SNES port have messed up (see Zangief for similar details). ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 9 SPEED: 6 JUMP: 6 RANGE: 7 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Hundred Hand Slap: Repeatedly press [Punch] Sumo Headbutt: Hold left for 2 seconds, right, [Punch] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 3100 200 Crouching MK 1 3600 400 Combo attack Crouching MK 2 3600 400 Combo attack Crouching HK 1 4300 500 No combo, floors opponent Crouching HK 2 4300 500 No combo, floors opponent Standing LK 3100 200 Floors opponent Standing MK 3600 400 Floors opponent Standing MK close 1 4800 500 Combo attack Standing MK close 2 4800 500 Combo attack Standing HK 4300 500 Floors opponent Standing HK close 1 4500 500 Combo attack Standing HK close 2 3600 400 Combo attack Jumping LK 3600 400 Jumping MK 4000 500 Jumping HK 4800 500 Forward Jump LK 3300 300 Forward Jump MK 3800 400 Forward Jump HK 4500 500 Backward Jump LK 3300 300 Backward Jump MK 3800 400 Backward Jump HK 4500 500 Crouching LP 3100 200 Crouching MP 3600 400 Crouching HP 4300 500 Floors opponent Standing LP 3300 300 Standing MP 3800 400 Standing HP 1 4500 500 No combo Attack Standing HP 2 4500 500 No combo Attack Jumping LP 3600 400 Jumping MP 4000 500 Jumping HP 4800 500 Forward Jump LP 3300 300 Forward Jump MP 3800 400 Forward Jump HP 4500 500 Backward Jump LP 3300 300 Backward Jump MP 3800 400 Backward Jump HP 4500 500 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Bear Hug HK 1 ? 400 Bear Hug HK 2 ? 100 Bear Hug HP 1 ? 400 Bear Hug HP 2 ? 100 Throw MP 5800 1000 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Hundred Hand Slap LP 4500 500 Multiple possible hits Hundred Hand Slap MP 4500 500 Multiple possible hits Hundred Hand Slap HP 5300 1000 Multiple possible hits Sumo Headbutt LP 1 4800 500 No combo attack Sumo Headbutt LP 2 4800 500 No combo attack Sumo Headbutt MP 1 4800 500 No combo attack Sumo Headbutt MP 2 4800 500 No combo attack Sumo Headbutt HP 1 4800 500 No combo attack Sumo Headbutt HP 2 4800 500 No combo attack ------------------------------------------------------------------------------- =============================================================================== 6. BLANKA (Brazil) =============================================================================== "Seeing you in action is a joke." Seeing Blanka in action is kinda funny, actually. A truly unique character with a good palette of moves. Blanka was lost in an airplane crash over Brazil at a very early age and grew up in the Jungle and became some kind of a man-beast. Despite his looks, he´s got a good heart and joins the tournament to find out about his past. Average in all departments, he has a lot of fast attacks and moves which can be easily chained into combos, which is important since he is the only playable character who doesn´t have a throw in his repertoir and his bite attack doesn´t make up for it. His Electricity is not as effective as Honda´s button masher and his Rolling Attack, though fast, should be used with extreme caution, since it has weak priority and Blanka will receive double damage if being hit during the attack. Rely on medium combos (his HP close combo is a bit obscure). ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 7 SPEED: 6 JUMP: 6 RANGE: 7 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Rolling Attack: Hold left for 2 seconds, right, [Punch] Electricity: Repeatedly press [Punch] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 3100 200 Crouching MK 3600 400 Crouching HK 4000 500 Floors opponent Standing LK 3100 200 Standing LK close 3300 300 Standing MK 3600 400 Standing MK close 1 3800 400 Combo attack Standing MK close 2 3800 400 Combo attack Standing HK 4000 500 Standing HK close 4300 500 Floors opponent Jumping LK 3300 300 Jumping MK 3800 400 Jumping HK 4300 500 Forward Jump LK 3100 200 Forward Jump MK 3600 400 Forward Jump HK 4000 500 Backward Jump LK 3100 200 Backward Jump MK 3600 400 Backward Jump HK 4000 500 Crouching LP 3100 200 Crouching MP 3600 400 Crouching HP 4000 500 Standing LP 3100 200 Standing LP close 3300 300 Standing MP 3600 400 Standing MP close 3800 400 Standing MP close forward 1 3600 400 Combo attack Standing MP close forward 2 3600 300 Combo attack Standing HP 1 4000 500 No combo attack Standing HP 2 4000 500 No combo attack Standing HP close 1 4300 500 Combo attack Standing HP close 2 4300 500 Combo attack Jumping LP 3300 300 Jumping MP 3800 400 Jumping HP 4300 500 Forward Jump LP 3100 200 Forward Jump MP 3600 400 Forward Jump HP 4000 500 Backward Jump LP 3100 200 Backward Jump MP 3600 400 Backward Jump HP 4000 500 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Bite HP 1 ? 400 Bite HP 2 ? 100 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Rolling Attack LP 4500 500 Rolling Attack MP 4500 500 Rolling Attack HP 4500 500 Electricity LP 5800 1000 Stuns and floors opponent Electricity MP 5800 1000 Stuns and floors opponent Electricity HP 5800 1000 Stuns and floors opponent ------------------------------------------------------------------------------- =============================================================================== 7. GUILE (USA) =============================================================================== "Go home and be a family man." This is a really bad winning quote when Guile´s being victorious over the only female in the line-up, Chun Li. A man on a mission, Guile is seeking revenge against Bison, who was responsible for the death of Guile´s partner, Charlie. He is married to a woman named Jane (who happens to be Eliza´s sister, Ken´s girlfriend and bride in spe) and has a little daughter, Amy. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 8 SPEED: 8 JUMP: 7 RANGE: 8 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Sonic Boom: Hold left for 2 seconds, right, [Punch] Flash Kick: Hold down for 2 seconds, up, [Kick] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 2300 100 Crouching MK 3300 300 Crouching HK 1 4300 500 No combo, floors opponent Crouching HK 2 4300 500 No combo, floors opponent Standing LK 2600 100 Standing MK 3300 300 Standing MK close 3600 400 Standing HK 4300 500 Standing HK close 4500 500 Standing HK close forward 4500 500 Jumping LK 2600 100 Jumping MK 3600 400 Jumping HK 4300 500 Forward Jump LK 2300 100 Forward Jump MK 3300 300 Forward Jump HK 4300 500 Backward Jump LK 2300 100 Backward Jump MK 3300 300 Backward Jump HK 4300 500 Crouching LP 2300 100 Crouching MP 3300 300 Crouching HP 1 4300 500 No combo attack Crouching HP 2 4300 500 No combo attack Standing LP 2300 100 Standing LP close 2600 100 Standing MP 3300 300 Standing MP close 3600 400 Standing HP 4300 500 Standing HP close 4500 500 Jumping LP 2600 100 Jumping MP 3600 400 Jumping HP 4500 500 Forward Jump LP 2600 100 Forward Jump MP 3600 400 Forward Jump HP 4500 500 Backward Jump LP 2600 100 Backward Jump MP 3600 400 Backward Jump HP 4500 500 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Throw MP 5300 1000 Throw HP 5300 1000 Air Throw MK 6400 1500 Air Throw HK 6400 1500 Air Throw MP 6400 1500 Air Throw HP 6400 1500 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Sonic Boom LP 4500 500 Sonic Boom MP 4500 500 Sonic Boom HP 4500 500 Flash Kick LK 1 5300 1000 No combo, floors opponent Flash Kick LK 2 5300 1000 No combo, floors opponent Flash Kick MK 1 5300 1000 No combo, floors opponent Flash Kick MK 2 5300 1000 No combo, floors opponent Flash Kick HK 1 5300 1000 No combo, floors opponent Flash Kick HK 2 5300 1000 No combo, floors opponent ------------------------------------------------------------------------------- =============================================================================== 8. KEN (USA) =============================================================================== "Attack me if you dare, I will crush you." Ryu´s long-time rival and friend, he was trained by Sheng Long and mastered the art of Shotokan Karate mainly due to pure talent. Unlike Ryu, Ken hails from a wealthy family and is often described as arrogant and selfish. He´s in love with a girl named Eliza, which will become his bride after the tournament. Everything that can be said about Ryu, can be said about Ken. They share the exact same palette of moves and specials. The only (tiny) differences between both of them are the MK/HK throw (Ken adds an "extra" roll to it, which results in the opponent being thrown a bit farther away) and the fact that Ken moves around a tad faster, but it´s not that fast to earn him a plus point in the speed department. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 7 SPEED: 7 JUMP: 7 RANGE: 7 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Fireball: Down, down-right, right, [Punch] Hurricane Kick: Down, down-left, left, [Kick] Dragon Punch: Right, down, down-right, right, [Punch] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 2300 100 Crouching MK 3300 300 Crouching HK 4300 500 Floors opponent Standing LK 2600 100 Standing MK 3300 300 Standing HK 4300 500 Standing HK close 1 4500 500 Combo attack Standing HK close 2 400 100 Combo attack Jumping LK 2600 100 Jumping MK 3600 400 Jumping HK 1 4500 500 No combo attack Jumping HK 2 4500 500 No combo attack Forward Jump LK 2300 100 Forward Jump MK 3300 300 Forward Jump HK 4300 500 Backward Jump LK 2300 100 Backward Jump MK 3300 300 Backward Jump HK 4300 500 Crouching LP 2300 100 Crouching MP 3300 300 Crouching HP 1 4300 500 No combo attack Crouching HP 2 3300 300 No combo attack Standing LP 2300 100 Standing LP close 2600 100 Standing MP 3300 300 Standing MP close 3600 400 Standing HP 4300 500 Standing HP close 1 4500 500 No combo attack Standing HP close 2 4500 500 No Combo attack Jumping LP 2600 100 Jumping MP 3600 400 Jumping HP 4500 500 Forward Jump LP 2600 100 Forward Jump MP 3600 400 Forward Jump HP 4500 500 Backward Jump LP 2600 100 Backward Jump MP 3600 400 Backward Jump HP 4500 500 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Throw MP 5300 1000 Throw HP 5300 1000 Throw MK 5300 1000 Throw HK 5300 1000 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Fireball LP 4500 500 Fireball MP 4500 500 Fireball HP 4500 500 Hurricane Kick LK 3600 400 Multiple possible hits Hurricane Kick MK 3600 400 Multiple possible hits Hurricane Kick HK 3600 400 Multiple possible hits Dragon Punch LP 1 5800 1000 Combo attack Dragon Punch LP 2 3300 300 Combo attack Dragon Punch MP 1 5800 1000 Combo attack Dragon Punch MP 2 3300 300 Combo attack Dragon Punch HP 1 5800 1000 Combo attack Dragon Punch HP 2 3300 300 Combo attack ------------------------------------------------------------------------------- =============================================================================== 9. CHUN LI (China) =============================================================================== "I´m the strongest woman in the world." That´s probably true, because Chun Li still lives in a time before fighting chicks became more and more popular in fighting games (most notably the KOF and the DOA series. Another character who´s had a bad experience with M. Bison in the past, she´s out to avenge her father, who was killed by the crime boss years ago. Now that she has mastered the arts of Kung-Fu, she enters the tour- nament to bring Shadaloo down (she´s really an undercover-cop, but you won´t find any hints about it in this game). Despite her quote, Chun Li doesn´t rely on brute strength, but on speed and swiftness and is certainly successful in doing so. She doesn´t have any "true" long-range attacks and her specials are not as effective as similar moves by E. Honda and Ryu/Ken, but her speed and jump power makes more than up for this. Her off-the-wall jump sounds like it gives her a distinct over the opponent, but it can be seen miles away and has no surprise effect. Rely on her quickness and you won´t have much trouble against most CPU-controlled enemies. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 6 SPEED: 9 JUMP: 9 RANGE: 7 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Lightning Kick: Repeatedly press [Kick] Spinning Bird Kick: Hold down for 2 seconds, up, [Kick] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 2300 100 Crouching MK 2800 200 Crouching HK 3300 300 Standing LK 2300 100 Standing LK close 2800 200 Standing MK 2800 200 Standing MK close 3300 300 Standing HK 3300 300 Standing HK close 3800 400 Jumping LK 2800 200 Jumping MK 3300 300 Jumping MK down 3300 300 Jumping HK 3800 400 Forward Jump LK 2600 100 Forward Jump MK 3100 200 Forward Jump MK down 3100 200 Forward Jump HK 3600 400 Backward Jump LK 2600 100 Backward Jump MK 3100 200 Backward Jump MK down 3100 200 Backward Jump HK 3600 400 Crouching LP 2300 100 Crouching MP 2800 200 Crouching HP 3300 300 Standing LP 2300 100 Standing LP close 2800 200 Standing MP 2800 200 Standing MP close 3300 300 Standing HP 3300 300 Standing HP close 3800 400 Jumping LP 2800 200 Jumping MP 3300 300 Jumping HP 3800 400 Forward Jump LP 2600 100 Forward Jump MP 3100 200 Forward Jump HP 3600 400 Backward Jump LP 2600 100 Backward Jump MP 3100 200 Backward Jump HP 3600 400 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Throw MP 5300 1000 Throw HP 5300 1000 Air Throw MP 5800 1000 Air Throw HP 5800 1000 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Lightning Kick LK 4800 500 Multiple possible hits Lightning Kick MK 4800 500 Multiple possible hits Lightning Kick HK 4800 500 Multiple possible hits Spinning Bird Kick LK 4800 500 Multiple possible hits Spinning Bird Kick MK 4800 500 Multiple possible hits Spinning Bird Kick HK 4800 500 Multiple possible hits ------------------------------------------------------------------------------- =============================================================================== 10. ZANGIEF (USSR) =============================================================================== "My strength is much greater than yours." Looking at Sprite of Zangief, you might expect that this is actually true. But if you look at the much more accurate stats and damage table below, he´s actu- ally a weak-ass (forget what you´ve learned about physiognomy, look at Blanka, that monster is a pieceful mother). After Zangief got tired of wrestling with Russian bears (that hobby left him some souvenirs in the form of countless scratches, covering his massive body like a patchwork), he decided to enter the World Warrior tournament to represent the (old) USSR and prove that the Russian spirit can overcome all obstacles. Uh huh... ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 7 SPEED: 5 JUMP: 4 RANGE: 4 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Spinning Clothesline: Press 2 [Punch] buttons at the same time Spinning Piledriver: 270° motion when close to the opponent, [Punch] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 2800 200 Crouching MK 3300 300 Crouching HK 3800 400 Standing LK 2800 200 Standing LK close 3100 200 Standing MK 3300 300 Standing MK close 3600 400 Standing HK 3800 400 Standing HK close 1 3800 400 Standing HK close 2 400 100 Jumping LK 3100 200 Jumping MK 3600 400 Jumping HK 4000 500 Forward Jump LK 2800 200 Forward Jump MK 3300 300 Forward Jump HK 3800 400 Backward Jump LK 2800 200 Backward Jump MK 3300 300 Backward Jump HK 3800 400 Crouching LP 2800 200 Crouching MP 3800 400 Crouching HP 3300 300 Standing LP 2800 200 Standing LP close 3100 200 Standing MP 3300 300 Standing HP 3800 400 Jumping LP 3100 200 Jumping MP 4000 500 Jumping MP up 4500 500 Jumping HP 3300 300 Jumping HP up 4500 500 Forward Jump LP 3600 400 Forward Jump MP 3800 200 Forward Jump HP 3800 400 Forward Jump HP down 3800 400 Backward Jump LP 3600 400 Backward Jump MP 3800 200 Backward Jump HP 3800 400 Backward Jump HP down 3800 400 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Face Smash MP 1 ? 300 Face Smash MP 2 ? 100 Bite HP 1 ? 300 Bite HP 2 ? 100 Stomach Press MP 1 ? 300 Stomach Press MP 2 ? 100 Stomach Press HP 1 ? 300 Stomach Press HP 2 ? 100 Throw MK 5300 1000 Throw HK 5300 1000 Throw MP 5300 1000 Throw MP down 4800 500 Throw HP 5300 1000 Throw HP down 4800 500 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Spinning Clothesline 4300 500 Multiple possible hits Spinning Piledriver LP 6800 2000 Throw attack Spinning Piledriver MP 6800 2000 Throw attack Spinning Piledriver HP 6800 2000 Throw attack ------------------------------------------------------------------------------- =============================================================================== 11. DHALSIM (India) =============================================================================== "I will meditate and then destroy you." Most likely, Dhalsim himself will be destroyed instead. A master of Yoga, he´s attempting to reach an even higher level by winning the tournament. Good luck in reaching that goal, you´ll certainly need it. A truly original character, Dhalsim is hard to master, even for pro players. He´s always been a low tier character, and his moves are too awkward to be of any great efficiency. His range is everything, but the extended limbs also provide an easy target to all kind of attacks. Most of the time, you´ll find yourself flinging fireballs at the opponent and when he´s trying to jump over them, he´ll leap into one of the Indian´s grotesque long-range attacks. Even though he seems the be rather small, at least his size while crouching is large enough so that Sagat can nail him into a corner with HIGH Tiger Shots, which are hard to avoid, not to mention Vega´s Izuna Drop/Barcelona Attack. By far the slowest and weakest of all fighters, you have no other choice than to use his incredible (basic attack and throw) range to your (only) advantage. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 5 SPEED: 4 JUMP: 6 RANGE: 10 ------------------------------------------------------------------------------- SPECIAL ATTACKS AND MOVEMENTS ------------------------------------------------------------------------------- Yoga Fire: Down, down-right, right, [Punch] Yoga Flame: Left, down-left, down, down-right, right, [Punch] ------------------------------------------------------------------------------- BASIC ATTACKS DAMAGE POINTS MISCELLANEOUS ------------------------------------------------------------------------------- Crouching LK 2100 100 Crouching LK close 2300 100 Crouching MK 2100 100 Crouching MK close 2800 200 Crouching HK 3300 300 Standing LK 2800 200 Standing LK close 2300 100 Standing MK 2600 100 Standing MK close 2100 100 Standing HK 3100 200 Standing HK close 3300 300 Jumping LK 2300 100 Jumping MK 2800 200 Jumping HK 3600 400 Jumping HK top 2800 200 Forward Jump LK 2300 100 Forward Jump MK 2800 200 Forward Jump HK 3600 400 Forward Jump HK top 3800 200 Backward Jump LK 2300 100 Backward Jump MK 2800 200 Backward Jump HK 3600 400 Backward Jump HK top 2800 200 Crouching LP 2100 100 Crouching LP close 2300 100 Crouching MP 2600 100 Crouching MP close 2800 200 Crouching HP 3300 300 Standing LP 2100 100 Standing LP close 1 2300 100 No combo attack Standing LP close 2 2300 100 No combo attack Standing MP 2600 100 Standing MP close 1 2800 200 No combo attack Standing MP close 2 2800 200 No combo attack Standing HP 3100 200 Standing HP close 1 3300 300 Combo attack Standing HP close 2 3300 300 Combo attack Jumping LP 2300 100 Jumping MP 2800 200 Jumping HP 3600 400 Jumping HP top 2800 200 Forward Jump LP 2300 100 Forward Jump MP 2800 200 Forward Jump HP 3600 400 Forward Jump HP top 2800 200 Backward Jump LP 2300 100 Backward Jump MP 2800 200 Backward Jump HP 3600 400 Backward Jump HP top 2800 200 ------------------------------------------------------------------------------- THROWS, GRABS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Head Punch MP 1 ? 500 Head Punch MP 2 ? 100 Throw HP 4800 500 ------------------------------------------------------------------------------- SPECIAL ATTACKS DAMAGE POINTS MISCELLANOUS ------------------------------------------------------------------------------- Yoga Fire LP 4800 500 Stuns and floors opponent Yoga Fire MP 4800 500 Stuns and floors opponent Yoga Fire HP 4800 500 Stuns and floors opponent Yoga Flame LP 5300 1000 Stuns and floors opponent Yoga Flame MP 5300 1000 Stuns and floors opponent Yoga Flame HP 5300 1000 Stuns and floors opponent ------------------------------------------------------------------------------- =============================================================================== 12. THE BOSSES =============================================================================== USA/EU JAPAN _________ _________ 1. |BALROG | |M. BISON | |---------| |---------| 2. |VEGA | |BALROG | |---------| |---------| 3. |SAGAT | |SAGAT | |---------| |---------| 4. |M. BISON | |VEGA | ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ I don´t want to go into any further detail about the names given to them by CAPCOM JP, but I´ll make it short. M.Bison is a reference to the real boxer, M. Tyson, which was eventually changed to Balrog, due to CAPCOM USA being afraid of legal wringle-wrangle. Of course the question is, why CAPCOM didn´t give the Spaniard Balrog his Spanish name Vega in the first case... Ok, the bosses. Compared to some of the SNK monsters, these ones are rather simple to defeat. All of them have (at least) three special moves in their repertoir, but a very limited array of regular attacks, which almost entirely consists of heavy punches/kicks (exception: Balrog). Even though these attacks might look and act like low ones, they actually deal heavy attack damage. Bosses aren´t very good in blocking attacks and merely rely on brute strength, speed and devastating special moves. But their most powerful specials are also their weak points; Similar to Blanka´s Rolling Attack, if they´re hit during the execution of the move, they´ll take double damage. Balrog´s Turn Punch, Vega´s Izuna Drop and Barcelona Attack (?), Sagat´s Tiger Uppercut and finally, M. Bison´s Psycho Crusher all suffer from this weakness. Since the bosses cannot be selected as playable characters or in a single match with adjustable damage on both sides, it´s quite hard to determine the power of their regular attacks, so I´ve left them out completely and only listed the special attacks and throws. ------------------------------------------------------------------------------- BALROG (USA) ------------------------------------------------------------------------------- "My fists have your blood on them." His gloves surely must be soaked through and through. A former heavyweight champion, he became corrupt and eventually lost his title. He´s now working for M. Bison´s Shadaloo syndicate, fighting for money. Appropiately, his stage is set in Las Vegas. The only character who solely relies on his fists. A strong and fast fighter, he can easily pin you into the corner with repeated Dash Punches and Uppercuts and if you happen to play with a slow character, there´s nothing you can do against it. Damn block damage, eh? His range is incredible, but, unusual for a boxer, his guard is rather weak, making him a fairly easy attack for a lot of attacks. He can barely jump over a fireball, and if you´re using a fighter who can cast projectiles, it´s best to keep him at a distance. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 10 SPEED: 8 JUMP: 4 RANGE: 8 ------------------------------------------------------------------------------- ATTACKS DAMAGE MISCELLANEOUS ------------------------------------------------------------------------------- Dash Punch 5300 Dash Uppercut 5300 Turn Punch 6400(?) Variable in power ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- VEGA (Spain) ------------------------------------------------------------------------------- "Handsome fighters never lose battles." If that is true, then Chun Li would hardly lose any battle, wouldn´t she? The former Matador (bullfighter) is one of Bison´s henchmen as well and the only armed fighter in the line-up, wearing a claw on one of his hands. A true narcis, he thinks that everything ugly needs to be destroyed. He was certainly the first ever "Bishounen" fighter, a pretty boy with lots of female attitudes. Thes species seem to be very popular in Japan. His stage (set in a Spanish tavern) and background theme is still one of my favourites settings in any fighting game. His stats say a lot about him. He is the fastest and one of the most powerful fighters and, like Chun Li, is also able to do an off-the-wall jump. Most of his attacks have incredible range and the claw adds a firther bit to his punch range. If he catches too many hits (blocked or unblocked), he will lose his claw but I´m not entirely sure whether it will make his punches really weaker, his punching range will certainly decrease though. When preparing either a Barcelona Attack or Izuna Drop, he will cling to the wall in the background, climb a bit around and then leap into the air towards the player with a cry, trying to shred or catch him/her, very hard to avoid with slow players like Zangief and Dhalsim. Though he can back-flip to avoid an incoming attack com- pletely, he´s not very good in blocking attacks and can be nailed into the corner fairly easily. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 9 SPEED: 10 JUMP: 8 RANGE: 9 ------------------------------------------------------------------------------- ATTACKS DAMAGE MISCELLANEOUS ------------------------------------------------------------------------------- Throw 5300 ------------------------------------------------------------------------------- Barcelona Attack 6400 Izuna Drop 5300 Throw Rolling Crystal Flash 5800 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- SAGAT (Thailand) ------------------------------------------------------------------------------- "You are not a warrior, you´re a beginner." But you can´t really be considered a "beginner" for making it this far, eh? Sagat was the final boss in the original Street Fighter (and the only opponent I wasn´t able to beat, grrr) and is making a comeback, seeking revenge against Ryu, who defeated him and left a huge scar on Sagat´s chest as a small souvenir (Sagat lost an eye during a fight with Dan´s father, whom he killed; But this story doesn´t really belong here). Even though he doesn´t seem to be very agile, Sagat´s attacks are fast and powerful throughout and his Tiger Shots come out REALLY quick, making it some- times impossible to avoid them completely (if you happen to play as Zangief or Dhalsim against him, his High Tiger Shots can easily chip away your health to zero, since they even hit you when you´re in a crouching position. You´ll have to keep that in mind). His Uppercut is strong as well but, due to Sagat´s huge size, can be fairly easily countered, since it doesn´t enjoy the same priority as the Dragon Punch. Overall, Sagat´s size makes him a fairly easy target to all kind of attacks. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 10 SPEED: 6 JUMP: 5 RANGE: 8 ------------------------------------------------------------------------------- ATTACKS DAMAGE MISCELLANEOUS ------------------------------------------------------------------------------- High Tiger Shot 5300 Low Tiger Shot 5300 Tiger Uppercut 6400 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- M. BISON (Thailand?) ------------------------------------------------------------------------------- "Get lost, you can´t compare with my powers." No, you really can´t. Or can you? Whether M. Bison is actually from Thailand, that´s a moot point, you´ll meet him after beating Sagat almost at the same place, period. He´s the leader of crime syndicate called Shadaloo and has made himself a lot of enemies, including some of the World Warrior contestants. In SFII:WW you´ll never get to see the deranged face after his defeat, since the ending sequence for each fighter starts immediately after the round has ended. Look at his stats and you´ll see that he deserves to be the final boss. All of his attacks are strong, have a high priority (most notably his sliding "HK") and are not easy counter. He also moves around very fast and has the longest ans highest jump of all fighters. His Head Stomp is unique in that it doesn´t deal block damage (same as his Scissor Kick) and doesn´t floor the opponent if being hit in mid-air. He only executes the Flying Punch after the Head Stomp has hit the opponent unblocked. After all, the player should be glad about the non-block damage of the Scissor Kick, because in the SNES version, Bison tends to nail you into the corner with a seemingly endless chain of repeatedly exe- cuted Scissor Kicks. His throw is also quite powerful. His Psycho Crusher seems to have a "LP" and a "HP" version and is not easy to counter. It´s a shame that you can´t use him by yourself, but the same can be said about all bosses. ------------------------------------------------------------------------------- STATS ------------------------------------------------------------------------------- POWER: 9 SPEED: 9 JUMP: 9 RANGE: 9 ------------------------------------------------------------------------------- ATTACKS DAMAGE MISCELLANEOUS ------------------------------------------------------------------------------- Throw 5800 ------------------------------------------------------------------------------- Scissor Kick 1 ? Combo attack, no block damage Scissor Kick 2 ? Combo attack, no block damage Head Stomp ? Combo attack, no block damage Flying Punch after Head Stomp ? Combo attack, no block damage Psycho Crusher 6400 Stuns and floors opponent ------------------------------------------------------------------------------- =============================================================================== 13. CREDITS =============================================================================== Thanks to... -CjayC for running the best internet site concerning Video and Computer Game FAQ´s. -Gerhard for everything regarding computers. -Kritikal at CE for various other stuff. -Siegfried for his extensive "Fighter Mania" project, which can be found at http://kattuggla.oru.se/dmd01/dm0103/test/index.html =============================================================================== 14. LEGAL DISCLAIMER =============================================================================== This Document is copyright 2003 by A. Kleibrink. You may freely distribute this FAQ for any non-profitable and non-commercial purposes, provided that it remains unaltered. This FAQ can only be found at www.gamefaqs.com. -EOF-