------------------------------------------------------------------------------ Super Street Fighter II Turbo Revival FAQ: VERSION 1.00 -Created, Edited and Compiled by: Psychochronic (Brettdude in Gamefaqs) Anotehr form of Psychochronic Literature! ------------------------------------------------------------------------------ Last Update: April 3, 2006 ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is NOT a tier list. This is a move list of every character in Super Street Fighter II Turbo Revival for Game Boy Advance so don't expect anything answered like "Which character is top-tier?". If this is not the information you are looking for, please close this text now. 2a) This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This document is for private and personal use only--it cannot be reprinted in part or inwhole or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. Although I am...the author in the majority of the text, please respect the other authors whose work I have included in this guide. 2b) This document cannot be hotlinked to any other forums/ sites other than Gamefaqs and Shoryuken. To kinda repeat point #2a, this guide cannot be referenced, altered, or used by anybody (including webmasters, publishers and magazine staff) without my express written permission. This guide is created and is owned by me, Brett "Psychochronic" Navarro (aka. "Brettdude" in Gamefaqs) of Shoryuken. Plagarizing is a crime and is punishable by law. 3) This document is better read on Notepad with the Font set on "Times New Roman" on Regular setting, Size "10" and the screen resolution set on 1024x768. Use the Find feature (Ctrl + F) to find whatever term you're looking for easy mobility. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Legend 3) The Breakdown List (Akuma not written) *Each character having the following: ^Biography ^Personal Information ^Stage Modification ^Command Normals ^Special Moves ^Super Combo ^Pros and Cons -Ryu -E. Honda -Blanka -Guile -Ken -Chun-Li -Zangief -Dhalsim -T. Hawk -Cammy -Fei-Long -Dee Jay -Balrog (M. Bison) -Vega (Balrog) -Sagat -M. Bison (Vega) 4) Contact 5) Credits ------------------------------------------------------------------------------ Version Changes: ------------------------------------------------------------------------------ 1.00 - April 3, 2006: Compilated on April 3, 2006. ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ U = Up UF = Up-Forward F = Forward DF = Down-Forward D = Down DB = Down-Back B = Back UB = Back QCF = Quarter-Circle Forward QCB = Quarter-Circle Back HCF = Half-Circle Forward HCB = Half-Circle Backward 360 = 360 Degree Motion 720 = 720 Degree Motion P = Punch LP = Light Punch MP = Medium Punch HP = Hard Punch K = Kick LK = Light Kick MK = Medium Kick HK = Hard Kick Game Boy Advance Controls: LP = B MP = Press B long HP = L LK = A MK = Press A long HK = R ------------------------------------------------------------------------------ The Breakdown List: ------------------------------------------------------------------------------ 1) Ryu: Continues his fighting style through seeking formidable opponents to fight. That is his fight with himself, the result being the challenges are never over. Birthday: 1964 July 21 Height: 175cm Weight: 68kg BWH sizes: B110, W81, H85 Blood type: O Birthplace: Japan Special Skill: Can sleep anywhere, Hitch hiking Likes: Youkan, Martial Arts Dislikes: Spiders Fighting Style: Ansatsuken Stage Modified? Yes: Ryu's stage is his background from 3S except it's a night theme instead of a daytime theme and there's no plants, bushes and birds. Command Normals: Thurst Strong: F + MP: An overhead that does 2 hits which is great to keep the opponent guessing and a good normal to start off for a combo. Thrust Fierce: F + HP: An advancing move wher eRyu punches to the opponent. Very good speed, increases offensive and pressure game and builds meter very good. Special Moves: Hadoken: QCF + P: The classic projectile which can be used to pressure the opponents and force them to jump or make a mistake. Shoryuken F, D, DF + P: Ryu's most recognized move as it's a punishable anti-air. Compared to Ken's, it's not capable of multiple hits just like Tatsumaki Senpuu-Kyaku and it doesn't go at an arc that makes it easier to use as an anti-air but is great to do after a ground normal to bring the pain.. Tatsumaki Senpuu-Kyaku: QCB + K (also in air): A multi-hit spin kick and great to use in combos. Compared to Ken's, it does a knockdown on the first hit. Shakunetsu Hadoken: HCF + P: A flaming version of the Hadoken, it can dizzy from great distances and knocks the opponent down at close range. Super Combo: Shinkuu Hadoken: QCFx2 + P: The only super projectile in the game, this super combines 5 Hadokens into one for big damage. Great to eat out other projectiles and has invincibility on startup. Great for corner traps and pressure game and can also be used on wakeup. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 2) E. Honda: Diligent from the effort and disposition being the creed of sumo's training. A possessor of a one-track mind that hates to bend. Birthday: 1960 November 3 Height: 185cm Weight: 137kg BWH sizes: B212, W180, H210 Blood type: A Birthplace: Japan Likes: Bathing, Chanko Nabe (a kind of soup that sumo wrestlers eat) Dislikes: Indecision Fighting Style: Sumo Wrestling Stage Modified? No: Still the same sumo stage seen in the past SFII games. Command Normals: Splash: D + MK (air only): Best crossup in the game and it has priority as it leads into some of his best damaging combos. Also great to use against opponents who have no wakeup moves or reversals with high-priority. Sweep: B/F + HK: A standing sweep that can take out opponents from a long distance on a standing level. Special Moves: Headbutt: Charge B then F + P: Honda rises off the ground and rushes towards with a Headbutt. Does good speed, nice damage and a good anti-air. Hundred-Hand Slap: P rapidly: Honda slaps his hands at the opponent with fast speed. Can cause severe damage, great chip damage and can pressure an opponent good. Sumo Smash: Charge D then U + K: Honda does a vertical attack starting in his MK action and ending in his LK action. Great for overheads and going over projectiles. Can hit on the way up and on the way down. Ohicho Throw: HCB + P: A command grab similar to Zangief's Spinning Pile Driver as Honda throws the opponent down then sits on them inflicting major pain. Super Combo: Double Sumo Headbutt: Charge B, F, B then F + P: A combination of 2 Headbutts that can hit 4 times depending on the distance. Also great to fade out projectiles but if it doesn't knock the opponent down on the first Headbutt, the opponent can simply do a reversal or anti-air right after. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 3) Blanka: With no memory of the time of his infancy, the jungle's Mother Nature his mother, he fights as his means to live. Birthday: 1966 February 12 Height: 192cm Weight: 98kg BWH sizes: B198, W120, H172 Blood type: B Birthplace: Brazil Special Skill: Hunting, Electricity Likes: Tropical fruits, Pirarucu, his mom Dislikes: Army ants Fighting Style: Self-taught Savage fighting Stage Modified? No: Still the same jungle-village theme stage seen in the past SFII games. Command Normals: Headbutt: F + MP: Blanka does a Headbutt which is great for last second combos when a charge move is of no avail. Goes very qucik and does decent damage. Slide: DF + HP: Blanka does a slide move that can go under various projectiles, is extremely safe and is great for footsie and ground game. Forward Hop: F + Kx2: An advancing hop that can go across the screen in a matter of seconds. Great for meter buildup and offense game. Backward Hop: B + Kx2: A backward hop for defensive purposes and can charge his meter fast. Special Moves: Electricity: P rapidly: Blanka's body gets surrounded in electricity as it shocks the opponent when hit. Great for anti-airs and good to be used in a combo at any time. Rolling Attack: Charge B then F + P: Basic rushing attack that has two uses; One is done in a combo and the other for positional purposes. The move can do full screen and next to an opponent within a matter of seconds. Vertical Rolling Attack: Charge D then U + K: Same thing as Rolling Attack but goes in a vertical motion. The move can go to the top of the screen of aerial attack purposes. Backstep Rolling Attack: Charge B then F + K: Does an HK which hops back than does a hop version of Rolling Attack. Good for going over projectiles and throws setups but unsafe if blocked. Super Combo: Ground Shave Rolling: Charge B, F, B then F + P: A combination of 5 Rolling Attacks into one, has some invincibility on startup and can go through projectiles if timed right. It can also be held and buffered. ----------------------------------------------------------------------------- ------------------------------------------------------------------------------ 4) Guile: M. Bison killed his comrade-in-arms Charlie. That memento he grasps, his battle for revenge has begun... Birthday: 1960 December 23 Height: 182cm Weight: 86kg BWH sizes: B125, W83, H89 Blood type: O Birthplace: U.S.A. Special Skill: ? Likes: American Coffee Dislikes: Being forced to eat Natto (fermented Soy Beans) while in Japan, Healthy Food Fighting Style: Special Force Techniques Stage Modified? Yes: Guile's stage is a setting on a helipad of some sort with an ocean in the background and fighter jets flying close to the stage. Command Normals: Reverse Spin Kick: B/F + HK (close): Guile does an upside-down kick up close which can hover over low attacks. A very slow move to serve as a primary attack against opponents who have quick reaction time. Only good to use to catch opponents off guard. Knee Bazooka: B/F + MK: Good for mobility and can move forward while having his charge stored. It has a big recovery period so avoid it using as a conventional hit. Knee Bazooka: B/F + LK: Same as his CE/HF/NC/O description, just a new command for it now. Sobat: B/F + MK: Guile's MK in the past versions allow it to be controllable to move extremely fast both forward and back. Special Moves: Sonic Boom: Charge B then F + P: The quickest recovery of all projectiles and used to keep opponents away, sets up for throws, forces opponents to jump and control the distance between Guile and the opponent. This move probably revolves around Guile's gameplan which forces opponents to commit errors and learn from their mistakes. Somersault Kick: Charge D then U + K: One of the best anti-airs in the game which results in the opponent to get automatically knocked down. Can be done to finish a combo after a crouching poke and can bring out the damage. Super Combo: Double Somersault Kick: Charge DB, DF, DB then UF + K: Guile does 2 Flash Kicks one at a time which does at most 6 hits. Great for an anti-air but unsafe if blocked or missed, leacing Guile open to be attacked right after. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 5) Ken: Having lived a life of loving and indulgent living, a burning spirit of a fighting style commanded him. Ryu's worthy opponent. Birthday: 1965 February 14 Height: 175cm Weight: 72kg BWH sizes: B110, W82, H86 Blood type: B Birthplace: U.S.A. Hobby: Driving Special Skill: Cooking (Pasta's) Likes: Skateboarding, Pasta's Dislikes: Umeboshi, Soap Opera's Fighting Style: Ansatsuken Stage Modified? Yes: Ken's stage is set on a neighborhood under a bridge with a giant billboard on the left showing a saxophone and what looks like a young drawing of Martin Luther King Jr. and Rosa Parks. Command Normals: None... Special Moves: Hadoken: QCF + P: The classic projectile which can be used to pressure the opponents and force them to jump or make a mistake. Shoryuken: F, D, DF + P: Ken's most recognized move as it's a punishable anti-air. It's capable of multiple hits just like Tatsumaki Senpuu- Kyaku and it goes at an arc that makes it easier to use as an anti-air. Tatsumaki Senpuu-Kyaku: QCB + K (also in air): A multi-hit spin kick and great to use in combos. Compared to Ryu's, it doesn't knockdown on the first hit as it'll do 3+ hits. Overhead Kick: QCF + K (hold for second overhead kick): Ken has 3 different types of kicks that can punish crouchers and can play a good pressure game. Some of these kicks can also knockdown too. Super Combo: Shoryureppa: QCFx2 + P: Ken does an MP Shoryuken followed by an HP Shoryuken that has good anti-air and good priority. Also good to do after a combo and has invincibility on startup. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 6) Chun-Li: A woman in the narcotics investigations division whose father was murdered by someone. The gleam in her eyes pursuing the truth... Birthday: 1968 March 1 Height: 169cm Weight: Unknown BWH sizes: B84, W59, H89 Blood type: A Birthplace: China Special Skill: Shooting (ranked 6th in an international contest) Likes: Fruits, European treats Dislikes: Crime, people who aren't clear of themselves, M. Bison Fighting Style: Taichi Stage Modified? Yes: Chun-Li's stage is as similar as her SFA2 stage. Command Normals: Heel Stomp: D + MK (air only): A unique move that results in a double-jump in the game off the opponents head. Very abusable and has potential for some interesting setups. Backflip Kick: DF + MK: Where Chun-Li does a vertical backflip kick to her opponent. Hits twice on block and is great for combos where a charge move is not needed. Knee Flip Kick: DF + HK: An overhead to which Chun-Li flips to her and hits on the other side. Great for crossups, going over projectiles and on their wakeups. Great for guessing games. Special Moves: Hyakuretsu Kyaku: K rapidly: The classic kicks that's great for chip damage and surprise attacks. Spinning Bird Kick: Charge D then U + K: Great for going over projectiles if timed right but it's her only reversal in her ST version. Also great from escaping from tough spots. Kikoken: Charge B then F + P: Chun-Li's new fireball that's more faster and more powerful but fading near full-screen. Whirlwind Kick: Charge D then U + K: A series of spinning kicks and one of the best wakeups in the game. A very effective move and a passable anti-air. Super Combo: Senretsukyaku: Charge B, F, B then F + K: A series of dashing kicks and ending with a Hyakuretsu Kyaku. Can pass by projectiles if timed right and can do a Whirlwind Kick right after. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 7) Zangief: The burning thought in the homeland, fighting is his drive. From the outer appearance the supposition wouldn't be that he's a kindhearted man. Birthday: 1956 June 1 Height: 214cm Weight: 121kg BWH sizes: B172, W133, H154 Blood type: A Birthplace: Russia Special Skill: Drinking Vodka in one gulp, enduring the cold Likes: Wrestling, Kosacs dance Dislikes: Projectiles ("Hadoken, Sonic Boom, Yoga Fire, Tiger Shot" listed specifically in SFII), young beautiful women Fighting Style: Wrestling Stage Modified? Slightly: Just like the power plant stage seen in the past SFII games, the elevator where the people in the backgorund is still there, the other parts are a stairway on the right side and big drain pipes on both the left and right sides of the background. Command Normals: Headbutt: U + MP/HP (straight jump only): A strong move to which it can automatically stun on hit. Body Press: D + HP (only in air): A crossup normal that forces the opponent to block standing which can lead to a throw setup. Double Knee Press: D + LK/MK (only in air): A command normal that's good for tick-pokes from the air which can lead to a throw setup. Hopping Headbutt: B/F + HP: Just like the Headbutt command listed above, this version hops a bit forward on ground. Great for throw setups. Special Moves: Spinning Lariat: P/Kx2: This move is good to get in close while protecting yourself or for a projectile to easily pass through and to move forwards or backwards and the K version does a faster but shorter version to which Zangief can't be swept out of it. Spinning Pile Driver: 360 + P: Zangief grabs the opponent and spins them around in the air in a Pile Driver position. Does a lot of damage and has a lot of range too. Flying Powerbomb: 360 + K (correct distance): Zangief catches the opponent then jumps while grabbing and does a Powerbomb. It can throw most people off but it's very easy to avoid leaving Zangief open while still in his grabbing animation. Double German Suplex: 360 + K (close only): Zangief does one German Suplex then does another while jumping. Not having much range like Spinning Pile Driver, it has less startup time and it doesn't need to be whiffed making it good as a tick-throw. Banishing Punch: F, DF, D + P: Zangief does a flaming-like fist that can fade out projectiles and gives him an attempt to real closer to the opponent. Super Combo: Final Atomic Buster: 720 + P: Zangief does a Double German Suplex then finishes it off with a Spinning Pile Driver. Very good for tick-throws, can do excellent damage and has good range. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 8) Dhalsim: For the sake of his young son, the yoga master entrusts his body to street fight. Has a kind heart. Birthday: 1952 November 22 Height: 176cm Weight: 48kg BWH sizes: B107, W46, H65 Blood type: O Birthplace: India Special Skill: Studying Yoga, emptying one self, peaching, selflessness Likes: Curry, Meditation Dislikes: Sweet Food, Meat Fighting Style: Yoga Stage Modified? No: Still the same shrine stage seen in the past SFII games. Command Normals: Spear: D + HP (only in air): Dhalsim swirls his body and rushes towards the opponent head first. Great for aerial and offense game. Drill: D + K (only in air): Dhalsim swirls his body and rushes towards the opponent feet first. Great for aerial and offense game and enables him to land quicker compared to his Spear. Dhalsim has a total of three more Drills in his arsenal which varies upon button pressed which measures his range. Special Moves: Yoga Fire: QCF + P: Fairly standard projectile on where he spits a small ball of fire from his mouth. Yoga Flame: HCF + P: A stalled bigger version of Yoga Fire and great for wakeups and corner traps. Good for maximum and block damage. Toga Teleport: F, D, DF / B, D, DB + P/Kx2: An ability to make Dhalsim teleport from various locations in the stage. Even though it's somewhat slow, it's great to get out of corners and traps and but slow recovery as he can become vulnerable to attacks. Yoga Blast: QCF + K: A vertical version of Yoga Flame. Very good for anti-airs and has quick recovery time as it goes away extremely fast. Good to build meter when the opponent is knocked down. Super Combo: Yoga Inferno: QCFx2 + P: A combination of 5 Yoga Flames and is good for anti-air, chip damage and on opponents wakeups. Also very hard to do in a combo but good to do it in situational purposes. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 9) T. Hawk: Owing to Shadoloo the tribe's survival at the sacred grounds was ended. From that time his fight began. Birthday: 1959 July 21 Height: 230cm Weight: 162kg BWH sizes: B114, W98, H112 Blood type: O Birthplace: Mexico Likes: Hair accessories, animals Dislikes: Lies Fighting Style: Thunder Foot martial arts Stage Modified? No: Still the same village stage seen in the past SFII games. Command Normals: Heavy Body Press: D + HP (only in air): Another good crossup in the game which is great for starting off combos which can force the opponent to block standing then land a Storm Hammer (which is very hard to do). Special Moves: Storm Hammer: 360 + P: The most powerful command grab in the game that's not a super, it can be used to punish whiffed moves and tick-throw after some blocked normals. The range here is not as good as Zangief's Spinning Pile Driver, but there is no whiff animation which makes it safe if done far away. Thunderstrike: F, D, DF + P: His best anti-air move as it has decent priority and can be used as a wakeup reversal. The MP and HP versions will go higher leaving Hawk open if blocked and that only the second hit will knockdown. The Hawk: Px2 (only in air): Hawk does his Heavy Body Press in a diving formation. Very good for Storm Hammer attempts and can punish projectiles or slow attacks that have longer delay. Super Combo: Double Typhoon: 720 + P: Hawk is invincible in the startup of this move as he does 2 Storm Hammers for big damage. It will grab a lot of reversal and anti-air moves if time right too. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 10) Cammy: With no memory from three years on, the English information bureau's specially crafted member. Does she approach the truth? Birthday: 1974 January 6 Height: 164cm Weight: 46kg BWH sizes: B86, W57, H88 Blood type: B Birthplace: ? Hobby: ? Special Skill: ? Likes: Cats Dislikes: Anything when she's pissed off Fighting Style: Shadowloo elite special force techniques Stage Modified? No: Still the same castle-bridge stage seen in the past SFII games. Lake, mountains, mansion, birds and the northern lights are all there too. Command Normals: None... Special Moves: Spin Knuckle: HCF + P: Cammy spins towards the opponent and nails her HP in the end. It has several frames of invincibility on startup enabling her to pass through certain attack and projectiles with ease. Cannon Drill: QCF + K: Cammy assumes in a drill form and advances towards the opponent, hitting them on crouch. Great for mixup, footsie, confusion and ground game, although unsafe if blocked. Cannon Spike: F, D, DF + K: Cammy's anti-air as she launches herself in the air, leg first. Totally unsafe if blocked as she bounces back down ready to get hit. Great for combos and clse attempts as the LK version arches horizontal instead of vertical. Hooligan Combo: HCF, UF + P: Cammy flips over going towards her opponent. If no buttons are pressed, she'll do a simple slide which will knockdown if it connects. The jump makes her overy open in the air if no buttons are pressed. -Hooligan Throw (during Hooligan Combo): K: When Cammy is in the upward-trajectory of her flip, she'll do a frankensteiner that'll throw the opponent to the opposite direction. When Cammy is in the downward-trajectory of her flip, she'll do a rolling throw by slamming her opponent with a stomp. -Hooligan Cancel (during Hooligan Combo): K: By pressing any K before she lands on her downward part of the Hooligan Combo, Cammy will cancel out of the roll and land on her feet with a good recovery, ready to strike in front of the opponent. Super Combo: Spin Drive Smasher: QCFx2 + K: Cammy does a multi-hit Cannon Drill and ending with a multi- hit Cannon Spike in the end. Unlike Cannon Spike, Cammy will not bounce if it's blocked yet it still leaves Cammy open to get hit. This move has invulnerability to go through some projectiles, normals, specials and even some supers. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 11) Fei-Long: A star in the school of kung fu. For the sake of polishing his kung fu performance ability, he aims at the strongest of fighting schools. Birthday: 1969 April 23 Height: 172cm Weight: 60kg BWH sizes: B108, W76, H80 Blood type: O Birthplace: Hong Kong Special Skill: Using Knunchucks Likes: Kung-Fu, self-assertion Dislikes: Helpless, Indifference, Non-excitement Fighting Style: Hitenryu Kung-Fu Stage Modified? No: Still the same dojo stage seen in the past SFII games. The animals in the background are still there too. Command Normals: Forward Hop: B/F + MK: Fei does a quick overhead kick which can simply catch opponents off guard, even crouchers. By holding F, Fei dashes forward a bit slightly. Roundhouse Hop: F + HK: Fei advances forward as he does a 2-hit kick. Covers a good set of distance, great to build meter but comes out a bit slow and can be punished before it actually hits if done from far distances. Special Moves: Rekka Ken: QCF + P (repeat up to 3 times): Fei thrusts fowards as he extends his fist. It can hit 3 times and it's great for combos but some can hit in succession and some can miss so timing is crucial. The 3rd Rekka is unsafe if blocked, leaving Fei in an open position to get merced. Rising Dragon Kick: B, D, DB + K: Fei does the vertical splits as he jumps and spins around with his upper leg on fire. Fei's anti-air and the HK version hits twice. Good for combos as it's more reliable and less hassle than the Rekka Kens. If the HK version hits too far away, the second hit will whiff and will not knock the opponent down. Dragon Arc Kick: HCF, UF + K: Fei does a punishing style kick that can go near full-screen. This move can be easily buffered if done up close, leaving a very small chance for the opponent to hit Fei from it. It also has a long amount of recovery time aftter landing. Also good to hop over projectiles and land big combos and juggles. Super Combo: Rekka Shin Ken: QCFx2 + P: Fei does 5 Rekka Kens. This move puts Fei in a vulnerable position if it whiffs but he's completely safe if blocked and it's invulnerable for most of the move. Great for surprise game and wakeups and a Dragon Arc Kick can be done after the final hit of the Rekka is finished. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 12) Dee Jay: Striving to revive the natural rhythm of a pro musician, he advances in the path of the kickboxer. Birthday: 1965 October 31 Height: 184cm Weight: 92kg BWH sizes: B130, W89, H94 Blood type: AB Birthplace: Jamaica Special Skill: Dancing, Singing Likes: Shouting, Singing, Dancing Dislikes: Maturity Fighting Style: Kickboxing Stage Modified? Slightly: Still the same beach stage except not many dancers in the middle of the background. Command Normals: Knee Shot: D + LK (only in air): An alternative jumping LK which has strange properties and has crossup potential. Special Moves: Max Out: Charge B then F + P: A fast projectile released but has a longer release time though. The projectile size is long, which makes jumping over very hard. Good for pressure game at full-screen. Hyper Fist: Charge D then U + P then P rapidly: Dee Jay does a rapid fist attack that does a lot of hits when done up close. Double Dread Kick: Charge B then F + K: Dee Jay does swing kicks depending on which K you press. Great for combos and can advance towards the opponent which increases his rushdown. Maximum Jacknife: Charge D then U + K: A good anti-air attack similar to Chun-Li's Whirlwind Kick. Great to use for wakeups and reversal and has high priority. Super Combo: Dread Carnival: Charge B, F, B then F + K: It has invincibility on startup as it can pass through projectiles and does 4 hits as he does 2 Double Dread Kicks. Once done, a Maximum Jacknife can be done after to juggle for 2 more hits. Great for footsies, especially if the opponent flinches by doing a normal or special attack. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 13) Balrog (M. Bison): The enlivened man's back is turned back to the height of the glamorous stage, in some respects the title is loneliness. Birthday: 1968 September 4 Height: 198cm Weight: 102kg BWH sizes: B120, W86, H100 Blood type: A Birthplace: America Special Skill: Gambling Likes: Women, Beer Dislikes: Fish, Hard work, Math Fighting Style: Boxing Stage Modified? Slightly: Still has the "LAS VEGAS" carpet on the floor like in the past SFII games but has neon signs on the opposite ends of the background, not much people cheering and a neon woman shaped as a bunny seen from his SFA3 stage. Command Normals: None... Special Moves: Turn-Around Punch: Hold P/Kx2 then release: Balrog simply turns back and punches right after. Very good for pressure game as it also adds to Balrog's attack strings. Dash Straight: Charge B then F + P: Balrog rushes forward with an HP in the end. Good for rush and chip damage and it's also good for combo and throw attempts. Dash Uppercut: Charge B then F + K: Balrog rushes forward with a crouching HP in the end. Often good as an anti-air, even if the opponent is playing a rushing or turtling game. Good for mindgames too as if the opponent is blocking low, it can setup another move like Dash Straight or a throw or combo attempt. Buffalo Headbutt: Charge D then U + P: Balrog simply jumps up and does a Headbutt that has good range, knocks down, doesn't trade damage and can pass through projectiles, moves and even supers with ease. Dash Low: Charge B then DF + P: Balrog rushes forward with a crouching HK in the end. Good for ground and footsie games and it's much more powerful than Dash Uppercut. Super Combo: Crazy Buffalo: Charge B, F, B then F + P/K: One of the best supers in the game, Balrog does 5 Dash Straights (pressing P) or Dash Uppercuts (pressing K). It hits very fast, goes through projectiles due to it's invincibility startup and can be used in corner game and if timed right, an anti-air. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 14) Vega (Balrog): Spanish ninja. Under the mask, that imaginative beauty cannot hold a viciously cruel face within. Birthday: 1967 January 27 Height: 186cm Weight: 72kg BWH sizes: B121, W73, H83 Blood type: O Birthplace: Spain Special Skill: Climbing walls, being vain Likes: Beautiful things, himself Dislikes: Ugly things, getting the blood of his opponent on himself Fighting Style: Arranged Ninjitsu Stage Modified? No: Still the same pit stage seen in the past SFII games. The wall even clashes down the stage before the match starts as usual. Command Normals: Backflip: Px2: Vega does a long backflip which makes him completely invincible during that time. Great for any opponent jump- ins and incoming projectiles. Short Backflip: Kx2: Same as the above description, except it goes quicker and when Vega lands, he's immediately ready to attack. Special Moves: Rolling Crystal Flash: Charge B then F + P: Vega does a rolling hopping attack towards the opponent and ends with his HP. Great to use in a combo and does chip damage. Flying Barcelona Attack: Charge D then U + K then P near opponent: Vega rushes towards a wall, does a wall-jump then spreads his arms that are ready to hit. Great to catch an opponent off guard and can crossup. Izuna Drop: Charge D then U + K then F + P near opponent: Vega rushes towards a wall, does a wall-jump then catches the opponent doing a suplex. Sky High Claw: Charge D then U + P: A risky move to which Vega rushes towards the opponent doing a strike after a wall-jump. If it hits, the opponent has no time to hit back and if it's blocked, Vega is open, ready to get hit. Flip Kick: Charge B then F + K: Vega's new anti-air as his Backflip animation goes forward and it hits twice in the air. It can be followed up again after the first hit. Super Combo: Rolling Izuna Drop: Charge DB, DF, DB then UF + K then F + P near opponent: A great move, even if the opponent is in the air as Vega does a few Izuna Drops, one after the other. The meter will not be used until the throw connects which is good and can fake out by using the Flying Barcelona Attack. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 15) Sagat: Once a man whose name was famous as a hero. The scar that Ryu affixed on his chest drives his fighting spirit. Birthday: 1955 July 2 Height: 226cm Weight: 109kg BWH sizes: B140, W87, H95 Blood type: B Birthplace: Thailand Special Skill: Diving underwater (able to stay for over 20 minutes) Likes: Strong opponents Dislikes: People who do small things, Shoryuken (SFII) Fighting Style: Muay Thai Stage Modified? No: Still the same statue stage seen in the past SFII games. Command Normals: None... Special Moves: Tiger Shot: QCF + P: Sagat does a projectile that goes very fast across the screen. Ground Tiger Shot: QCF + K: Same thing a Tiger Shot except Sagat is too tall and he kneels down as he throws his projectiles. Tiger Uppercut: F, D, DF + P: Sagat's anti-air that's similar to Ryu's Shoryuken. It can be used in wakeups and reversals but leaves Sagat unsafe if blocked as he's open to get hit. Tiger Knee: DB, D, DF, F, UF + K: Starts on the ground and ends high but does great for combos and advance game. Super Combo: Tiger Genocide: QCFx2 + P: Sagat does a Tiger Knee then does a Tiger Uppercut on the same spot. Great to pass through projectiles and to punish the opponent right after. Decent invincibility on startup, doesn't have much horizontal range and extremely unsafe if blocked. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 16) M. Bison (Vega): Those abilities conceived within the emperor of evil are from the dark strength Psycho Power. The man is the boss of the evil organization Shadowloo. Birthday: Unknown April 17 Height: 182cm Weight: 96kg BWH sizes: B133, W90, H92 Blood type: A Birthplace: Unknown Special Skill: Mind control Likes: World domination Dislikes: Useless soldiers Fighting Style: Psycho Power Stage Modified? Yes: Bison's stage is now held in a cavern of some sort with statues seen at the opposite ends of the background. Seen in the middle of the background are three super computers. Command Normals: None... Special Moves: Psycho Crusher: Charge B then F + P: Bison rushes towards the opponent surrounded in purple flames. Very good on priority and can lead to a combo or throw right after. Double Knee Press Charge B then F + K: A flying kick that hits high then low as it advances towards the opponent. Head Press: Charge D then U + K then P right after: A great counter-attack against projectiles, Bison immediately targets the opponents head, even from a far distance of the screen. Devil Reverse: Charge D then U + P then P again: Very good to hit opponents who have useful anti-airs and can crossup which can play a tricky game. Super Combo: Knee Press Nightmare: Charge B, F, B then F + K: Bison does 2 Knee Presses, one after the other with some invincibility time on startup. Great to use in order to get out of the corner. ------------------------------------------------------------------------------ Contact: ------------------------------------------------------------------------------ Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: MSN Messenger/Hotmail: b_unit905@hotmail.com Yahoo!: psychochronic2004@yahoo.ca Internet Forums: Gamefaqs.com: brettdude Shoryuken.com: psychochronic MIRC (channels on EFnet): #Capcom (The main channel for Shoryuken.com) #Gamecombos (The main channel for Gamecombos.com) #Srkgd (The General Discussion part of Shoryuken.com) #Srklive (The XBOX Live part of Shoryuken.com) My Fighting Game Site: www.geocities.com/psychochronic2004 XBOX Live Gamertag: psychochronic ------------------------------------------------------------------------------ Credits: ------------------------------------------------------------------------------ Props to those who made this guide possible: Me. Copyright (c) Brett Navarro 2005-2007