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- 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-