Super Street Fighter II : The Casual Player's Guide, © Copyright 2011-2012 by johnluke728. Version 1.2a, Last Updated 4/9/2012. johnluke.728@gmail.com _______________________________________________________________________________ Super Street Fighter II : The New Challengers *** The Unofficial Casual Player's Guide by johnluke728 Table of Contents ------------------------- 01 . Introduction 02 . Basic Controls 03 . Guide-Related Notes 04 . Default Controller Map a . Super Nintendo Controls b . SEGA Genesis Controls 05 . Frequently Asked Questions a . Settings and Options b . Modes of Play c . Console Ports and Their Differences 06 . Helpful Fighting Tips 07 . Full Character Move-list 08 . Legal/Contact Information 09 . Miscellaneous Questions 10 . Change log ================ 1 . Introduction ================ If you're new to the Street Fighter series and wanted to start with the older titles, or just happened to buy a loose cartridge of the game lacking its manual, then this down-to-earth guide was written just for you! I won't weigh you down with damage stats only the elite care about knowing, or spoil every character ending. This is all about getting you up to speed so you can play this classic arcade fighter with your favorite characters, without the awkward learning curve that comes from figuring out how to use their moves through trial and error. Given its age, this game is hardly as deep as later Street Fighter titles, but there's still a surprisingly large amount of normal attacks for each character, and this makes it easy to get creative. (Street Fighter II's combat depth is almost comparable to the Super Smash Brothers series because of that.) Being the first truly successful fighting game in existence, (Before "Fighting" was even a genre! Some magazines had to label as "Action".) this older iteration still commands quite a bit of respect. It is no wonder CAPCOM was so quick to replicate that arcade experience for the Super Nintendo (SNES for you younger blokes!) and SEGA Genesis. Some might call them watered-down ports, which they are, but that hardly detracts from the amount of fun they brought to our home consoles in the early 90's. While this guide is meant to explain a lot of things to new players, which includes the full, readable move-list and other important topics of interest, it was never intended to cover deeper topics, like juggling, ticks, and other terms coined by dedicated players; all of which are far from casual practices, obviously! If you're already well past the learning curve, retained every move and trick of your favorite fighters, then you should be sifting through the many great in-depth guides on this site, not this one! Their syntax can be cryptic to read through, for me, but they'll show you how to make your friends jaws fall through the floor with honed, impossibly lethal techniques and refined strategies. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you're playing an older version of Street Fighter II =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To make this point clear, while this guide is primarily supporting and providing information on Super Street Fighter II, it does also point out what is relevent to players of older editions of the game, such as Turbo Hyper Fighting and World Warrior. If you are reading this for coverage of these older revisions, you might be disappointed to learn of all the newer content that isn't available in your copy as you pour over the pages of this guide! Don't be too discouraged! Anything that isn't possible in your copy is clearly marked, whether it be a move, playable character or game mode, so it shouldn't be too confusing trying to find the info you're searching for in this guide! As much as I am against syntax in guides, it did need this at least, which should prove useful to you readers throughout the whole move-list. I would suggest copying it into a small text window above your browser so you won't find yourself constantly flipping from the page you're reading to back here! I do feel the need to point out that you won't need this if you're playing Super Street Fighter II! This is only relevent to the older editions. There are a lot of moves that just weren't implemented until the last version, which were mostly attacks triggered while touching the opponent. Although for the most part, all special attacks and grabs are the same across all three. - / : This character is new to Super Street Fighter II : The New Challengers. \ : This character was already available for play in Street Fighter II : Turbo. /\ : This character was already available for play in the earliest version of the game. *--: This move was first seen in Street Fighter II : World Warrior. **-: This move was first seen in Street Fighter II : Turbo Hyper Fighting. ***: This move was totally new to Super Street Fighter II! ================== 2 . Basic Controls ================== The Street Fighter II games utilize three buttons - instead of two - for both kicking and punching, so there aren't any triggers directly assigned to grabbing, running, or blocking. Certain combos won't even work unless you're touching the opponent! It's something that may take time to adjust to if you're used to other arcade fighters, such as Mortal Kombat. These controls assume that you're facing in the right direction. Horizontal controls in the move-list are reversed when facing left! ---- Left : Step Back / Your character will automatically block when your opponent attacks, all while holding Left of course. - Right : Move Right / Hold the high or middle punch button in-front of your foe to grab him or her while holding Right, also works in mid-air under the right conditions. - Up : Jump upwards. When pressing Right or Left while jumping, the character will flip forward or backwards. - Down : Crouch; simple as that. Blocking still works in this position. - Low Punch : A swift, but weak punch. - Middle Punch : A stronger punch. - High Punch : The strongest, but slowest punch, reaching for the face or collar. - Low Kick : A fast, but weak kick in the gut. - Middle Kick : Lifts higher than Low Kick, and deals more damage. - High Kick : A slow, but heavy kick attack; occasionally aiming for the head. - Pause : Freezes the game until this button is pressed again, and it does nothing else. ======================= 3 . Guide-Related Notes ======================= There are a lot moves in this list, so using the Find tool in your web browser (Ctrl + F) may speed up your search for the character you want to know more about. I added search tags below each of their names, so you don't have to fret over typos as much. Also, I've structured the combos list in a way that should allow you scan over them for a quick review, instead of combing over it for whole minutes just trying to find one move. You'll also notice control maps for both the Genesis and SNES versions are provided, to avoid forcing anyone to retain and understand the syntax used in other FAQs. (Honestly, nerdy acronyms like HK and LP rake at my nerves. Just tell me what buttons to push for crying out loud!) That, and I don't feel the need to maintain two completely different versions of this guide. However, I did implement one form of syntax, but it's entirely optional, so you can just skip to the next section! ***** : Indicates the character's overall movement speed and jump height, from one star (*````) to five. (*****) One star is the slowest, while five is the fastest, with the most jump height. ========================== 4 . Default Controller Map ========================== These are the default controls for both the Super Nintendo and SEGA Genesis ports. The buttons can be changed in the options mode of either version should you find their configurations uncomfortable. However, the move-list assumes you're using the default settings, (And in Tournament Mode, you're forced to.) so you'll have to rely on the move's description (Or have memorized both your settings and the default controls.) to figure out how to execute it properly. ============================ 4.a. Super Nintendo Controls ============================ Personally, I always assign the shoulder triggers to middle kick and punch buttons. Using X for high punch and A for high kick just feels more natural to me. ^ - Up v - Down < - Left > - Right L - High Punch X - Middle Punch Y - Low Punch R - High Kick A - Middle Kick B - Low Kick Start - Pause Select - Unused ========================== 4.b. SEGA Genesis Controls ========================== I always wound up mirroring this control scheme on my SEGA Radica Edition of the Genesis version, personally, because it made reaching high kick/punch easier. I really should quit abusing the more powerful attacks, it gets me into trouble in fast-paced battles! ^ - Up v - Down < - Left > - Right A - Low Kick B - Middle Kick C - High Kick X - Low Punch Y - Middle Punch Z - High Punch Start - Pause / Switch between Punch and Kick button sets in three-button mode. Mode - SEGA designed this trigger solely to work around a system bug that sometimes prevent it from switching to 6-button mode. You might have to press the button a few times to make the thing cooperate! =-=-=-=-=-=-= A Quick Note! =-=-=-=-=-=-= While three-button mode works, it can be confusing to dish out combos with at times, and you can't pause the game at all. You would have to be one serious penny pincher to not invest in a decent six-button controller. If you're unfortunately still stuck with a three-button pad, you can at least be glad SSFII doesn't use both kicking and punching buttons for any of its combos! ============================== 5 . Frequently Asked Questions ============================== Every obvious question you might want answered about the console versions goes here. From adjustable game settings, play modes and controls to differences between various editions of the console ports. Little information is given about the original arcade cabinets, because the main focus here is on the home console ports, and I know nothing about the arcade versions anyway. If you still want to read more about all of the arcade originals, there are plenty of other guides on this site (and Wikipedia) just for that. ========================= 5.a. Settings and Options ========================= Is it possible to change the controller settings? ------------------------------------------------------------------------------- For both players 1 and 2, in-fact, on any version of the game. Check out the Options Mode, every attack button can be switched around any way you like. What about a sound test option? ------------------------------------------------------------------------------- All versions except for Super Street Fighter II have this option. Street Fighter II : Turbo allows you to playback both sounds and music in the options mode. Does Street Fighter II save my settings? ------------------------------------------------------------------------------- Unfortunately, no. I sure wish it would, personally, that's easily my biggest complaint about this game. Can I change the amount of time remaining for each round? ------------------------------------------------------------------------------- Every version except Super Street Fighter II allows you to change it from 30 to 60, or 90 seconds. The aforementioned title can only switch between infinite time and 90 seconds. Why is my character blue? I want his/her default color, so which button do I push? ------------------------------------------------------------------------------- The Low Punch button is the original color for any character, while every other button, including Start, will display another palette swap, depending on the fighter. (Original color palette is Y button by default on the SNES, and X button on Genesis versions.) Experimenting with other palettes can mix things up a bit, sometimes. I also noticed that if you hold down any one of the attack buttons for a few seconds, not Start, the character palette will change to an eighth alternate color. Some of the extra palette swaps look nice, especially Chun Li's aqua-green-colored dress! I have an older version of the game. and it won't let me change colors! ------------------------------------------------------------------------------- Well, that's because color-changing for end-users without additional equipment wasn't made possible until Super Street Fighter II. While Turbo Hyper Fighting used alternate palettes, you couldn't change them at will. (Although you can use VS. mode alt palette by pressing Start in Normal mode, or to Normal's default palette in Turbo Mode, but unfortunately that's it. Same goes for the Championship Edition.) ================== 5.b. Modes of Play ================== What is Super Battle Mode? I can't find Arcade Mode. ------------------------------------------------------------------------------- That is Arcade Mode, actually. You'll take on twelve of the sixteen fighters in an arcade ladder structure, with three bonus stages in between. While the first eight you fight are random, the last four are always Balrog, Vega, Sagat, and M. Bison, in that order. You will almost never fight yourself, unless you lose the match and are returned to the character select screen, then you could easily choose a different character, enter a fight with your previous fighter, lose, and rejoin the fight as your former character! If you're feeling lazy, it's even possible to play Arcade Mode as Player 2, no need for Player 1! Although if you're used to starting the match from the left, doing so from the right may seem awkward, but its still there if you don't feel like changing controllers or happened to grab the wrong one plugged into your system. Can I fight bots in VS. Mode? ------------------------------------------------------------------------------- Unfortunately, no. Although you can fight whoever you want in Time Challenge Mode on Super Street Fighter II. What's Time Challenge Mode about? (Super Street Fighter II Only) ------------------------------------------------------------------------------- You pretty much try to beat the CPU in as little time as possible, with a more detailed timer replacing the usual one on the HUD. Scores don't count here, only your fastest time down to the last millisecond. A second player cannot join, but it allows you to choose who you want to fight and their alternate color. And while the stage is selected randomly by the system, it's not really an issue since the environment never affects how the fight is engaged anyway. What is Tournament Mode? (Super Street Fighter II Only) ------------------------------------------------------------------------------- It allows up to eight players to duke it out in one-on-one matches until only the winner remains. Even bots can be used to fill in the blanks should there only be one or two human players, for instance. This mode is quite engaging if you can convince enough friends to give it a shot! You might want to keep two controllers handy, though, because sometimes Player 1 winds up on the right side of the screen instead of the left, forcing Player 1 to use the second controller in place of the first. It's messed up, obviously, but nothing worth bickering about if you already have two or more controllers for your system. What is Group Battle? (Super Street Fighter II and Champion Edition Only) ------------------------------------------------------------------------------- It offers you two different play modes, (As well as an option to return to the main menu after you're done, in the Genesis version.) Point Match and Elimination. In either mode, both players select four of their favorite fighters, and if you lose, your first character is eliminated and changes to your next choice until you lose them all. The winner takes all, depending on whether you won the most points in four rounds of Point Match, or survived and made your enemy lose all four of their characters in Elimination. Why can't I skip a bot vs. bot fight in Tournament Mode? It's so boring! ------------------------------------------------------------------------------- It sucks, I know! The better thing to do is play it with a lot of friends and leave those bots out of the tournament. At least you'd have fun eating chips while watching fellow human players beat the virtual crap out of each other. My control settings aren't working in Tournament Mode! What did I do wrong? ------------------------------------------------------------------------------- Nothing, actually. That's just the way it is, unfortunately. It forces the default controls onto all players, no matter what your settings changed. Is there a training mode? I can't find it! ------------------------------------------------------------------------------- It pains me tell you no! Not even one of the console versions of the game has this mode, making experimentation with new moves roughly inconvenient. At least "Super Street Fighter II : Turbo HD Remix" has a training mode, but that's the remake for the Playstation 3 and XBOX 360. Another story for another guide. (Not much point in writing a new guide for it since the remake has its own built-in move-list you can refer to!) Although if you're feeling creative, you could fake training mode in VS. with infinite time turned on, and a vacant second controller plugged in. No built-in move-list or AI behavior, but at least you would be able to practice new moves from this guide (or many others!) on a dummy of sorts! I just tap left or right on the d-pad, and more or less stars appear below the title screen graphics, what's up with that? (Super Street Fighter II Only) ------------------------------------------------------------------------------- Before you press Start to bring up the menu, it's possible to speed up the game's timing dramatically with Left or Right on the d-pad. One star is faster than normal, two stars speed up the game faster than most can keep up with, and three stars is close to impossible to control. Now you can't say I didn't warn you! What is Turbo Mode? (Street Fighter II : Turbo Only) ------------------------------------------------------------------------------- Turbo Mode is more or less a fast-paced spin on Normal Mode, with alterations in the game's timing to speed certain things up a notch. It's not blatantly faster as if you were fast-forwarding a tape, but there are a lot less pauses between landings, moves or attacks, for example. One of the more obvious differences is the forced alternate color, which is different from the palette in VS. mode, although you can switch to that if you like by pressing Start instead of any of the attack buttons. Normal Mode's character palettes, however, are not accessible while in Turbo Mode. ======================================== 5.c. Console Ports and Their Differences ======================================== Why are there so many versions of this game? My head is spinning! ------------------------------------------------------------------------------- While Street Fighter II was initially released for the SNES and SEGA Genesis in 1992, Capcom kept re-releasing those ports with much needed improvements from the newer arcade versions being distributed year after year. With each edition came new play modes and characters, giving further polish to an already unique experience. As of 2010, the SNES version of Street Fighter II is still Capcom's best-selling title, at more than 6.1 million units sold. Makes sense, but which version is the one I'd want to search for? ------------------------------------------------------------------------------- These are four console versions released for the SNES and SEGA Genesis. --- • Street Fighter II - Same as the original arcade version, just scaled-down to work within the weaker SNES's and Genesis's system limits. The original title screen was removed in the SNES version, but it wasn't in the Genesis port. However, it only has 8 playable characters, a noticeably slower battle- pace, no fancy title screen, no extra game modes outside of Arcade or Versus, sloppy character select portrait artwork, missing certain special moves for most characters, and the music sounds like terrible midi tunes, ouch! It is laugh-out-loud difficult to take seriously at times. To add to this, there were only three voice actors. One for the announcer, one for the only female fighter, and another for the rest of the males. That fact makes this earliest port feel rather dated and stale with such poor sound variety. The only upside (If you can call it that!) is this being more faithful to the arcade original. --- • Street Fighter II Turbo : Hyper Fighting (SNES Only!) - Improved the flow and pace of the battle by alterations in the game's timing, a reason for the "Turbo" in its name, while also still providing the original Normal Mode. It also allows you to play as the Grand Masters, adding four other playable characters to the roster, bumping up that number to twelve. Nothing much was changed from the first version outside the addition of those characters and the introduction of "Turbo Mode" to the title screen's menu. Also, the character portrait art was redone, but for the worse! On top of that, you are forced to fight all 12 characters in the arcade ladder, even yourself. --- • Street Fighter II : Special Championship Edition (Genesis/Megadrive Only!) Turbo Hyper Fighting was given a special treatment on the SEGA Genesis, with its own remixes of the music (Which sounds infinitely better than SSF:II the New Challengers on the Genesis!) and palettes that stay true to the arcade, for both characters and background art! There is also Group Battle mode and Turbo mode, while still providing the original Arcade and VS. modes. Overall it's not much different from SF:II Turbo on the SNES, but Genesis owners are still getting the better version! --- • Super Street Fighter II : The New Challengers - A "special edition" of sorts. It adds four new playable characters and their respective stages. Also included are extra play modes, such as "Tournament mode", improved palettes, music and character portrait art, as well as another bonus stage in the arcade ladder. (a.k.a. Super Battle mode.) It is also possible to change your character's palette in all game modes with any of the attack buttons. Each character was given their own voice clips, all sound effects were replaced with better ones, a new announcer voice was commissioned, and all of the music is remixed with new instruments. (Which unfortunately didn't carry over to the SEGA Genesis version, so the music sounds quite abysmal on that system.) Even the endings for most of the older characters were replaced with better ones. Easily the most polished variant of Street Fighter II for the home console, it boasts a whole 16 playable characters and stages. I would personally seek SSFII over the other aforementioned editions. You're really robbing yourself of too much to say here by purchasing the older releases, especially if this is your first time playing a 2D Street Fighter title. The poor voice acting, sloppy artwork, lack of content, and wonky palettes in earlier editions can be quite the turn off to newer players. Is there a SNES or Genesis version of Super Street Fighter II : Turbo? ------------------------------------------------------------------------------- Simply put : no. It is available for the Gameboy Advance, however, the modified controls might take time to adjust to, since the system only had four buttons instead of six. (They still could have used Start and Select for the low attack buttons instead, though, with Start+Select acting as the pause button. Lack of creativity on their part, I'd guess.) If you're dying to buy an extra Street Fighter title for your 4th Gen. collection, try looking for the SNES conversion of Street Fighter Alpha 2. Some animations in the port are missing a few frames, and it suffers from occasional loading delays, but it's still better than nothing if you can't find the Sony Playstation or Sega Saturn ports of that game. It's actually quite surprising how solid the SNES port is in action, but some dedicated players would still pass it off as nothing more than a novelty. As an added note, the number of prints for this release was quite slim at the time and now it is exceptionally rare, so expect to pay a little extra for it if demand in the pre-owned market is high at the time you sift through online auctions. How can I unlock Akuma? ------------------------------------------------------------------------------- Akuma was first introduced in Super Street Fighter II : Turbo, not the New Challengers. I'm afraid you're out of luck here, unless you can find the GBA version of SSFII : Turbo, or Turbo HD Remix on the PSN or Xbox Live. Was there ever a Nintendo DS or PSP port of Street Fighter II? ------------------------------------------------------------------------------- I'm afraid not, and whoever told you that sent you on a wild goose chase! It does, however, work just as well on home-brew SNES emulators for those systems, with the right settings of course. What makes the SNES version so much better than its Genesis counterparts? ------------------------------------------------------------------------------- The music in the Genesis version sounds far worse, (I think the NES's audio hardware could have done better.) missing multiple instrument in most tunes, and the quality of the sound effects are obviously bad. The difference between the SNES's soundtrack and the Genesis' version is like night and day. Even though the Genesis' system specs were inferior to the Super Nintendo's hardware in a multitude of ways, Capcom still could have put the same amount of effort they did for the SNES version's remixed soundtrack into their Genesis port as well. It's a real shame, too, because the frame-rate on the Genesis version was a lot smoother. It still has some advantages, though. The six-button pad may feel more natural to some players, there's a lot less lag, more particles in mini- games, the HUD looks a little more polished, and whatever blood (Which wasn't much.) that was censored from the SNES versions has not been removed or altered. It really depends on what feature(s) you're willing to live without. By the way, I used my SEGA Radica Edition of the SEGA Genesis version to confirm the above, so if I'm dead wrong and the Radica version is somehow inaccurate, modified, or slightly censored, feel free to correct me! What blood? I'm not seeing any! ------------------------------------------------------------------------------- It's nothing much, just enough to deserve a Teen rating by the ESRB's standards today. Since Nintendo was still rather strict with how much mature content they allowed in licensed games during the early 90's, this minor detail was almost completely removed from the Super Nintendo ports. I said "almost" because you can still see blood, not sweat, squirting from Blanka's and Zangief's grab moves. Oops! I guess the developers forgot to recolor a few sprites, or the amount already censored satisfied most rating boards. The SEGA Genesis ports, however, were not censored in any way, but their slightly lacking quality in the music department won't convince me to switch from the SNES cartridge over a few squirts of blood. Why are the walking animations reversed when moving backwards? I remember the arcade version having frames just for that. ------------------------------------------------------------------------------- Let's face it, flash memory wasn't as cheap in the early 90's as it is nowadays. They had to cut out quite a few frames, scaling down the sprites that were left to better suit the lower screen resolutions of the SEGA Genesis and SNES, also making the game fit in a 16 Megabit cartridge. (2 Megabyte.) The extra space of a 32 Megabit cartridge was eventually needed for Super Street Fighter II, so including the lost frames still wasn't a possibility. If it bothers you that badly, I'd suggest you see if Capcom ported the arcade versions over to the Xbox 360 or Playstation 3, (As far as I'm aware, there is a port of SFII: Hyper Fighting on XBOX Live and PSN.) since buying an original arcade cabinet may set you back nearly 1,000 USD, give or take. Being picky can be expensive sometimes! ========================= 6 . Helpful Fighting Tips ========================= Here in this section, I outline much of the core game-play elements you would be most interested in knowing about beforehand. Street Fighter II plays very differently from other fighting games, so without understanding how even blocking works, your experience can devolve into awkwardness very fast! When "Charging Up" Certain Moves ------------------------------------------------------------------------------- It doesn't really matter how long or when you hold down a required button for certain combos. For example, even if you're not walking backwards for Chun Li's fireball combo, it still counts as charging while you block, jump or fall backwards. As long as the Left button is held down, you can still push Right + High Punch and expect it to work once you're back on solid ground. This even works for moves that require rapid button presses! It's tactics like this that would make you less predictable in combat. If you just stand there and duck for three seconds, your opponent will suspect something's up, but charge it while performing another move, and he'll never see it coming! Get creative to avoid becoming a virtual punching bag. When You're Dizzy ------------------------------------------------------------------------------- Sometimes, you'll get hit with two or three moves in a row that deal a lot of damage. This will leave your character seeing stars for a moment, unable to move or attack. It always stops after maybe five seconds, but gives your opponent a huge opening. Try tapping the buttons quickly to regain focus in less time, and this will also earn you an extra 1000 points for recovering sooner. (The bots are shockingly fast at recovering, so you shouldn't hesitate to act when they're stunned!) There are four different icons which will represent just how severe the dizzy spell is. Three orbiting stars are normal, while little angels or chicks mean you can recover manually faster. Three skulls with hoods are the worst, spelling an inevitable beat-down for your character! Grabbing and Throwing Information ------------------------------------------------------------------------------- There isn't a button directly assigned to grabbing, unlike other fighting game series. It is usually a simple combo, and for the most part, all fighters have similar commands for their grab moves. Middle Punch, High Punch - and for some fighters, High Kick - can be pressed while holding Right into your opponent. Your character will grab the enemy, and either throw him or her, or just pummel them in a death lock, depending on that character's move-set. With the right timing, you even do this in mid-air! About Blocking ------------------------------------------------------------------------------- There also isn't a button assigned to blocking either! You must hold Left before your opponent's attack, and your fighter will block automatically, even if the foe is far away, to stop their projectiles. It can always be stopped by letting go of Left, jumping, or when your enemy stops attacking, allowing you to move backwards again. This does work while ducking as well, but it cannot be done in mid-air, obviously, and your head is still vulnerable from above. Taking Damage While Blocking ------------------------------------------------------------------------------- I must emphasize that only special combos still damage you while your character is blocking. All normal attacks doing nothing to your health bar unless there is an opening in your defenses, such as exposing your legs while standing up, or your head when blocking in a crouching stance. (Granted, hitting the head is still difficult, because you can only touch it from above with an aerial attack, and even then it might fail.) Also, opponents can still grab you while your blocking, so using a block to stop their epic throw combos won't do you any good. Retaliate with an attack, not a defensive stance! However, the damage you take from any special attack is noticeably weaker than if you were exposed, taking only 2% of health with each hit no matter what move your opponent used. This might not seem like a big deal, but the AI players love to abuse their special moves, so they can still drain your health fairly quickly if you're not careful! When Your Opponent Is Down ------------------------------------------------------------------------------- It's best not to stand too close to your foe when he or she is lying on the ground from a fall. You might think it's an open invitation to beat them back down with a special, but they can easily block it upon standing or even pull a grab move on you. Let him/her get back up and then continue the fight, because karma's not your friend here! To Get A Perfect Score In Bonus Stages ------------------------------------------------------------------------------- In each of the bonus stages in the arcade ladder, the real trick is not to hit the object with your heaviest, slowest attack, it will only take longer. Using fast and repetitive attacks like it's a button mini-game is the best approach, because you barely have thirty seconds to work with before the timer runs out. Take Chun Li's Lightning Kicks combo for example. Each hit doesn't deal a lot of damage, but if most of the kicks land, all of them combined start to add up pretty fast. The same can said of Edmond Honda's One-Hundred Hand Slap attack. This strategy doesn't work out so well in the falling-barrel stage though. The only thing you can really do is avoid using low punches and kicks, because the barrels would have rolled away long before your foot or fist could break them. The barrels themselves hurt too, so breaking them before they fall on your head really helps. How To Pull A Reverse Combo (Super Street Fighter II Only!) ------------------------------------------------------------------------------- A reverse combo is when you counter your opponent's combo with another combo. It only awards you 1000 points for doing this, so it's not worth going out of your way just to perform at every given opportunity. (And for whatever reason, your enemy doesn't even have to be hit by the reversal for it to count.) How Combos Are Started (Super Street Fighter II Only!) ------------------------------------------------------------------------------- In Street Fighter II, combos don't exactly work the way they normally would in other games. At some point in every attack animation of any character, it's possible to "cancel it" before it ends, and start using another move or command. By doing this, you are essentially "chaining" the moves together, forming a recognizable combo. It is remarkably difficult pull off a combo lasting longer than three or four hits, but it can be done with enough practice. By performing a combo, the points system awards you a given amount of score based on the buttons used for the combo. Low punches or kicks are 100 points each, for instance, and stronger attack buttons will yield more points for each hit. Once the combo ends, it tallies the points together and reveals the total score earned below your character's health bar. Personally, I have been hit with some real page turners in Time Challenge Mode, and the combos usually gave the bot a good 2400 to 2900 points on average! Mixing things up is always a rewarding strategy, if executed properly. Not that this game keeps track of your personal achievements anyway, so it's only boosting your ego. Common Enemy AI Behavior and Tactics ------------------------------------------------------------------------------- When you don't have any friends to fight, your only option is to spar with the game's AI players instead. While their intelligent enough to keep you on your toes, they excessively abuse their special combos like there's no tomorrow! Knowing what to expect before you enter a fight with one of them may save you the frustration of dealing with their repetitive tactics, and help you create workarounds for their sometimes desperate behavior! Not all of the characters behave in a similar way, but their most common response to your attacks are grab moves and special combos; very rarely do they actually make use of their normal attacks. Spamming projectile moves is also a favorite practice for them as well, so avoid any risky jumps if you can around the faster characters! Fighters like Sagat are extremely predictable because of this. For instance, when you hit him with an aerial kick while he lands from his trademark Tiger Uppercut, he will attempt to use it again even if you interupt his movement with an attack, allowing you to grab him, stomp on his head, watch him fly up, grab him again; rinse, lather and repeat until he's out of health! ============================ 7 . Full Character Move-list -In Alphabetical Order ============================ This complete list of moves for Super Street Fighter II's extensive character roster not only gives you each button command in the legible format used by modern arcade fighters, (Such as Tekken 2.) but will also explain how they work. Not just the special commands are covered; the normal moves are as well, so you can familiarize yourself with a character much faster. More obvious ones, like the low punch or kick "combos" don't get a mention unless they actually do something besides pointlessly weak jabs. Also, all the possible palette-swap options for each fighter are posted here, so you can decide an alternate outfit color before even making it to the character select screen. (This applies only to SSFII players, users of Turbo can only alternate to the palette mapped to High Kick in SSFII by pressing Start, and owners of World Warrior can't even change the character palettes at all.) While this list is structured in a manner that should immediately make sense, an example is still provided below. Example : Describes the conditions that need to be met for the move to work. *** (Separator line representing which version first included this move, from World Warrior, *--, to Super Street Fighter II, ***.) SNES Default : Actual button combo for the control map in the Super Nintendo version. GENS Default : Actual button combo for the control map in the SEGA Genesis version. -- (Separator line for the next move.) _________________________________ Balrog - American Pro-Boxer *```` |\| Default Color : Light Blue _________________________________ Victory Quote : "Get up you wimp!" Search Tags : balrog, bison, m.bison, mike, tyson, rip-off, ripoff, american, boxer, shadow, law, enforcer, pro-boxer. Alternate Outfit Colors (SNES) - Y : Light Blue X : Orange B : Dark Green A : Purple L : Light Green R : Red Start : Black Hold Any : Brown Alternate Outfit Colors (GENS) - X : Light Blue Y : Orange Z : Light Green A : Dark Green B : Purple C : Red Start : Brown Hold Any : Brown. ============ Special Moves ============ Charge Punch : Press and hold all of the punch buttons together. The long you hold before releasing, the more powerful it is once unleashed. Balrog will say "One!" if you held it only a few seconds, so then he would say "Two!" or "Three!" depending on how much additional strength is appended to the attack. (Voiced-out levels only in SSF:II, however; he's silent in Turbo!) **- SNES Default : Y + X + L GENS Default : X + Y + Z -- Leap Punch : Hold Down for two seconds, then press Up with any punch button. **- SNES Default : v -- ^ + Y GENS Default : v -- ^ + X -- Dash Punch : Hold Left for two seconds, then press Right with any punch button. **- SNES Default : < -- > + Y GENS Default : < -- > + X -- ========== Grab Moves ========== Head-butt Lock : Hold Right and press the high or middle punch button in touching distance of the opponent. It doesn't speed up at all if you tap the button rapidly; it just fends off resistance from the other fighter. Tapping it allows you to keep head-butting your foe longer before Balrog finally stops. - SNES Default : > + X (Repeat X Rapidly) GENS Default : > + Y (Repeat Y Rapidly) -- ============ Normal Moves ============ Balrog fights very differently from the other characters, because he has no kick moves at all, relying exclusively on his fists to do the talking. This provides him six whole buttons dedicated to punching. In mid-air, for instance, the kick buttons will use his left hand for downward punches, but the punch buttons also perform the same moves with his other hand. On the ground, the kick buttons are used for elbow jabs, and the punch buttons will perform actual punch attacks. =-=-=-=-=-=-=-=-=-=-=-=-=-= Ground-Based Punch Attacks =-=-=-=-=-=-=-=-=-=-=-=-=-= The Right Hook : Press the middle punch button while either moving or standing. Within touching distance of the opponent, the animation changes to perform it with his left hand. **- SNES Default : X or > + X or < + X GENS Default : Y or > + Y or < + Y -- The Freight Train Jab : Press the high punch button while either standing or moving to perform this long-reaching punch attack. **- SNES Default : L or > + L or < + L GENS Default : Z or > + Z or < + Z -- The Arrowhead Jab : Press the low punch button while either standing or moving to perform this fast, straight-forward punch. **- SNES Default : Y or > + Y or < + Y GENS Default : X or > + X or < + X -- Underhanded Wack : Press the middle kick button while either standing or moving to perform this underhanded punch attack. **- SNES Default : A or > + A or < + A GENS Default : B or > + B or < + B -- The Wrecking Ball : A slow, but powerful elbow jab. Press the high kick button while either moving or standing. **- SNES Default : R or > + R or < + R GENS Default : C or > + C or < + C -- =-=-=-=-=-=-=-=-=-=-=-= Mid-Air Punch Attacks =-=-=-=-=-=-=-=-=-=-=-= Crashing Fortress Punch (Right) : While in mid-air, press any punch button to perform a downward, long reaching punch. Its strength is effect by the button used, from low to high. **- SNES Default : X (Mid-Air) GENS Default : Y (Mid-Air) -- Crashing Fortess Punch (Left) : Same as the right-handed version, just with the kick buttons instead. (Except the animation doesn't change in SF:II Turbo version!) **- SNES Default : B or R (Mid-Air) GENS Default : A or C (Mid-Air) -- Open Mouth of the Bobcat : While in the air, press the middle kick button to perform this open palm strike attack. *** SNES Default : A (Mid-Air) GENS Default : B (Mid-Air) -- =-=-=-=-=-=-=-=-=-=-=-=-= Crouching Punch Attacks =-=-=-=-=-=-=-=-=-=-=-=-= Crouching Arrowhead Jab : Same as the standing version, and just as fast. Hold Down and press either the low punch or kick button to perform the move. **- SNES Default : v + Y or v + B GENS Default : v + X or v + A -- Raised Arrowhead Jab : Same as the above, but slower, more powerful, and longer reaching. Hold Down and press the middle punch button to perform the move. **- SNES Default : v + X GENS Default : v + Y -- Downward Strike : A powerful downward punch, striking at the feet. Hold Down and press the high kick button to perform it. *** SNES Default : v + R GENS Default : v + C -- Crouching Left Hook : Same as standing version, just with the left hand. Simply hold Down and press the high punch button. **- SNES Default : v + L GENS Default : v + Z -- _________________________________ Blanka - Brazilian Beastman ***`` |/\| Default Color : Green/Orange _________________________________ Victory Quote : "Seeing you in action is a joke!" Search Tags : blanka, blank, Blanka, amazon, south, america, jungle, beast, beastman, brazil, brazilian. Alternate Skin/Hair Colors (SNES) - Y : Green/Orange X : Orange/Blue B : Gray/Dark Red A : Gray/Green L : Blue/Yellow R : Orange/Green Start : Teal Blue/Green Hold All : Peach/Red Alternate Skin/Hair Colors (GENS) - X : Green/Orange Y : Orange/Blue Z : Blue/Yellow A : Gray/Dark Red B : Gray/Green C : Orange/Green Start : Teal Blue Hold All : Peach/Red ============= Special Moves ============= Electric Barrier : Press either the middle or high punches button rapidly. It electrocutes opponents who either get too close or try to attack, but this still leaves you exposed to projectile attacks. Kicks still hurt, but your foe is affected by the barrier. Chun Li's mid-air Heel Stomp, and pretty much any middle kick attack in mid-air is somehow immune to this attack. Blanka fans, you have been warned! *-- SNES Default : Y - Y - Y (Repeat Y Rapidly) GENS Default : X - X - X (Repeat X Rapidly) -- Barrel Roll : Hold Left for 2 seconds, then push Right and any punch button together. *-- SNES Default : < -- > + Y GENS Default : < -- > + X -- Vertical Barrel Roll : Hold Down for 2 seconds, then press Up and any kick button together. **- SNES Default : v -- ^ + B GENS Default : v -- ^ + A -- ========== Grab Moves ========== Blood-fest : Hold Right and Press the high punch button while touching the opponent. Tap the button rapidly to continue biting. It is one of the few uncensored moves in the game, so there will actually be blood! *-- SNES Default : > + L (Touching) GENS Default : > + Z (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Crouching Lion Punch : Hold Down and press the high punch button to perform a crouching uppercut. *-- SNES Default : v + L GENS Default : v + Z -- Downward Slap : Press high punch while standing or moving to perform this slap attack. *-- SNES Default : L or > + L or < + L GENS Default : Z or > + Z or < + Z -- Amazon Head-Butt : Hold Right and press the middle punch button while touching the opponent, and if they fail to block it, the move will dish out two hits instead of one. *-- SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Back-flip Kick : An awkward kick that doesn't change whether or not you're touching the opponent. While standing or moving, press high kick to perform the move, and deals more damage within touching distance of your opponent. *-- SNES Default : R or > + R or < + R GENS Default : C or > + C or < + C -- Hidden Double Kick : A slow kick that will strike the opponent twice, if they fail to block the second hit. Simply hold Hold and press high kick. *-- SNES Default : v + R GENS Default : v + C -- Soaring Jungle Kick : Whether moving or idle, press the high kick button in mid-air to use this long-range attack. *-- SNES Default : R (Mid-Air) GENS Default : C (Mid-Air) -- Amazon Knee-Jab : Hold Right and press the middle kick button while touching the opponent. If they fail to block it, the move will deal two hits instead of one. *-- SNES Default : > + A (Touching) GENS Default : > + B (Touching) -- _________________________________ Cammy White - British Intelligence Agent ****` |/| Default Color : Green/Red _________________________________ Victory Quote : "You must enjoy being beat! Let me remodel your face one more time!" Search Tags : cammy, white, camy, wite, british, english, england, britain, agent, intelligence, blonde, chick. Alternate Outfit Colors (SNES) - Y : Green/Red X : Salmon/Pink B : Orange/Light Blue A : Red/Dark Gray L : Pink/Light Blue R : Blue/Red Start : Pink/Lavender Hold Any : Pink/Light Blue Alternate Outfit Colors (GENS) - X : Green/Red Y : Salmon/Pink Z : Light Blue/Pink A : Orange/Light Blue B : Dark Gray/Red C : Blue/Red Start : Light Pink/Lavender Hold Any : Pink/Light Blue ============ Special Moves ============ Twist Kick : Right, Down, Down-Right + any kick button. *** SNES Default : > - v - v + > + B GENS Default : > - v - v + > + A -- Cannon Drill : Down, Down-Right, Right + any kick button. *** SNES Default : v - v + > - > + B GENS Default : v - v + > - > + A -- Spinning Knuckle : Left, Down-Left, Right + any punch button. (This is usually painful to pull off with a controller's d-pad, unless you're using a keyboard or arcade pad.) *** SNES Default : < - v + < - > + Y GENS Default : < - v + < - > + X -- ========== Grab Moves ========== Leg Grab : While touching your opponent, hold Right and either the high or middle kick buttons together. Also works in mid-air. *** SNES Default : > + R (Touching) GENS Default : > + C (Touching) -- Face-plant Throw : While touching your opponent, hold Right and high punch together. *** SNES Default : > + L (Touching) GENS Default : > + Z (Touching) -- ============= Physical Moves ============= =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Forward Knuckle : A straight forward punch that changes to an uppercut when touching your opponent. Press the middle punch button while either standing or moving. It also acts mostly the same when crouching. *** SNES Default : X or X + > or < + X GENS Default : Y or Y + > or < + Y -- Forward Slug Punch : Pounds an opponent using a painful straight-forward slug, while within touching distance. Otherwise the animation varies slightly. Simply press high punch while moving or standing. *** SNES Default : L or L + > or < + L GENS Default : Z or Z + > or < + Z -- Crouching Uppercut : Hold Down and press the high punch button to pull an uppercut punch from below. *** SNES Default : v + L GENS Default : v + Z -- =-=-=-=-=-=-= Kick Moves =-=-=-=-=-=-= Quick Kicks : Kick rapidly by tapping low kick, but doesn't deal much damage. When touching your opponent, the animation will change to a heel stomp. *** SNES Default : B (Repeat B Rapidly) GENS Default : A (Repeat A Rapidly) -- Swinging Break Dance Kick : Cammy will crouch to pull a forceful kick in the gut with both legs, but changes to an upward kick towards the face if touching the opponent, shortening attack range. Simply press the high kick button while walking or standing. *** SNES Default : R or R + > or < + R GENS Default : C or C + > or < + C -- Crouching Kick Barrage : Same as Quick Kicks, just while holding Down and tapping the low kick button rapidly. Once again, it does little damage, but still useful. *** SNES Default : v + B (Repeat B Rapidly) GENS Default : v + A (Repeat A Rapidly) -- Crouching Sweep Kick : Hold Down and press the high kick button to pull a break dance-style sweep kick while crouching. *** SNES Default : v + R GENS Default : v + C -- Mid-Air Split-Kick : Press either the high or middle kick buttons to perform a split kick in mid-air. The collision region is awkward, but it works. *** SNES Default : ^ + A (Mid-Air) GENS Default : ^ + B (Mid-Air) -- Reverse Heel Kick : Press the middle kick button while moving left or right to swing a leg towards the opponent. *** SNES Default : < + A or > + A GENS Default : < + B or > + B -- Crouching Kick : Simply kick forward while crouching with the middle kick button. The animation is different, but acts the same as Quick Kicks, just slower and stronger. *** SNES Default : v + A GENS Default : v + B -- Forward Mid-Air Kick : Press the high kick button while moving left or right in mid-air. *** SNES Default : > + R or < + R (Mid-Air) GENS Default : > + C or < + C (Mid-Air) -- _________________________________ Chun Li - Chinese Policewoman ***** |/\| Default Color : Blue _________________________________ Victory Quote : "I'm the strongest woman in the world!" Search Tags : ChunLi, chunli, chun, chun-li, china, chinese, police, woman, dress, hot, policewoman. Alternate Dress Colors (SNES) - Y : Blue X : White B : Gray A : Green L : Red R : Yellow Start : Pink Hold Any : Aqua-green Alternate Dress Colors (GENS) - X : Blue Y : White Z : Red A : Gray B : Green C : Yellow Start : Pink Hold Any : Aqua-green ============= Special Moves ============= Lightning Kicks : Press either the low or middle kick buttons repeatedly. You cannot start it with high kick! (Repeated kicks can be maintained with high kick, but it cannot begin the combo.) The speed will increase from low kick to high kick. Oddly enough, this works while crouching as well. Kinda strange, but it's true! *-- SNES Default : B - B - B (Repeat B Rapidly) GENS Default : A - A - A (Repeat A Rapidly) -- Spinning Bird Kick : Hold Down for two seconds, then Up with any kick button. (Some guides actually say one second, but I found that is not the case.) The distance it travels varies from low to high, depending on the kick button pressed. *-- SNES Default : v -- ^ + B GENS Default : v -- ^ + A -- Fireball : Charge Left for two seconds and then press Right with any punch button. The distance it travels depends on the punch button pressed, from low to high. *** SNES Default : < -- > + Y GENS Default : < -- > + Z -- ========== Grab Moves ========== Basic Throw : Hold Right while touching the opponent, and press either middle or high punch. *-- SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Basic Heavy Punch : When you tap the high punch button close to, but not touching your opponent, it will have a long reach. It turns into a forward shove if touching, however, with a shorter reach. Works whether or not your moving or standing. *-- SNES Default : L or > + L or < + L GENS Default : Z or > + Z or < + Z -- Mid-Air Downward Chop : Press any punch button while in mid-air, and this attack's strength will be affected by the button used, from low to high. *-- SNES Default : X (Mid-Air) GENS Default : Y (Mid-Air) -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Basic Kick : Tap the high kick button close to your opponent, but without touching him or her. This move changes to an upwards face kick if you are touching the opponent. (Only in SSF:II, not Turbo or World Warrior) Works even while moving on the ground. *-- SNES Default : R or > + R or < + R GENS Default : C or > + C or < + C -- Flip Kick : Charge into the opponent, hold Right and press the middle kick button. Will also work by holding Left instead. **- SNES Default : > + X or < + X (Touching) GENS Default : > + B or < + B (Touching) -- Break Dance Kick : Hold Down and press the high kick button. *-- SNES Default : v + R GENS Default : v + C -- High Flip Kick : Hold Right while touching the opponent, and press the high kick button. **- SNES Default : > + R (Touching) GENS Default : > + C (Touching) -- Mid-Air Face Kick : Press the high kick button while jumping. *-- SNES Default : R (Mid-Air) GENS Default : C (Mid-Air) -- Mid-Air Kick : Press either the high or middle kick buttons while in mid- air. *-- SNES Default : A (Mid-Air) GENS Default : B (Mid-Air) -- Mid-Air Heel Stomp : Hold Down and tap the middle kick button while in mid- air. *-- SNES Default : v + A (Mid-Air) GENS Default : v + B (Mid-Air) -- Falling Flip Kick : While jumping straight up or falling down, press the high kick button. This will not work with a diagonal jump! *-- SNES Default : R (Mid-Air) GENS Default : C (Mid-Air) -- Wall Jump : Not really a combo, but it is helpful. If you happen to jump into the wall, you can wall-jump off of it by reversing your controlled direction. Also works on either side of the screen if your opponent refuses to move. *-- SNES Default : < (Mid-Air Against Wall) GENS Default : < (Mid-Air Against Wall) -- _________________________________ Dhalsim - Indian Yoga Master **``` |/\| Default Color : Tan/Red/Yellow _________________________________ Victory Quote : "I will meditate and destroy you later!" Search Tags : dhalasim, dhalsim, dalasim, india, indian, yoga, master. Alternate Skin/Face/Pants Colors (SNES) - Y : Tan/Red/Yellow X : Yellow/White/Dark Gray B : Gray/Green/Yellow A : Gray/Blue/Red L : Blue/Brown/Purple R : Tan/Green/Blue Start : Blue/Yellow/Gray Hold Any : Gray/Purple/Light Blue Alternate Skin/Face/Pants Colors (GENS) - X : Tan/Red/Yellow Y : Gray/Blue/Red Z : Blue/Brown/Purple A : Gray/Green/Yellow B : Gray/Blue/Red C : Tan/Green/Blue Start : Blue/Yellow/Gray. Hold Any : Gray/Purple/Light Blue ============= Special Moves ============= Yoga Fireball : Press Down, Down-Right, then Right + any punch button. *-- SNES Default : v - v + > - > + Y GENS Default : v - v + > - > + X -- Yoga fire : Press Left, Down-Left, Down, Down-Right, then Right and any punch button. Breathes out a plume of fire, and has considerable range. *-- SNES Default : < - < + v - v - v + > - > + Y GENS Default : < - < + v - v - v + > - > + X -- Yoga Teleport : Press Left, Down, Down-Left, Down, then Down-Right and any kick or punch button. This combo is painful to pull off and retain, at first, but it's useful for evading powerful attacks. *-- SNES Default : < - v - v + < - v - v + > + Y GENS Default : < - v - v + < - v - v + > + X -- ========== Grab Moves ========== Yoga Throw : Simply hold Right and press either the middle or high punch buttons. *-- SNES Default : > + L GENS Default : > + Z -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Stretching Arm Shove : Hold Forward and press the high punch button. *-- SNES Default : > + L GENS Default : > + Z -- Floating Barrel Roll : Gently float downward in a barrel-roll style spin. Press Down and high punch together to perform it. *-- SNES Default : v + L (Mid-Air) GENS Default : v + Z (Mid-Air) -- Crouching Arm Shove : Hold Down and press the middle or high punch buttons. Same as the standing version, it just attacks the opponent's lower body instead. *-- SNES Default : v + X GENS Default : v + Y -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Long Distance Kick : The legs stretch out to reach the opponent with a long- range kick. Simply hold Right and press either of the kick buttons to perform it. The leg's reach will vary based on which button is pressed. *-- SNES Default : > + A GENS Default : > + B -- Slide Kick : Hold Down and press any kick button to slide on your back. The distance traveled varies based on which button was pressed, from low to high. *-- SNES Default : v + R GENS Default : v + C -- Mid-Air Distance Kick : Press the middle kick button in mid-air, and the leg will stretch out to hit the opponent from above. *-- SNES Default : A (Mid-Air) GENS Default : B (Mid-Air) -- _________________________________ Dee-Jay - Jamaican Kick-boxer ***``` |/| Default Color : Red _________________________________ Victory Quote : "Were my combos too much for you mon?" Search Tags : deejay, dee-jay, d-jay, dj, jamaican, jamaica, kick, boxer, kickboxer. Alternate Pants Colors (SNES) - Y : Red X : Dark Green B : Lime-green A : Light Green L : Blue R : Purple Start : Black Hold Any : Lavender Alternate Pants Colors (GENS) - X : Red Y : Dark Green Z : Blue A : Lime-green B : Light Green C : Purple Start : Black Hold Any : Lavender ============ Special Moves ============ Fireball : This is a lot like Chun Li's fireball combo. Just hold Left for two seconds and then Right with any punch button. *** SNES Default : < -- > + Y GENS Default : < -- > + X -- Spin Kick : Hold Left for two seconds, then Right with any kick button. It's a little slow and easy to block, but deals a fair amount of damage when it hits. *** SNES Default : < -- > + B GENS Default : < -- > + A -- Uppercut : A rapid punching uppercut jab, and it's quite effective. Just hold Down for two seconds, then hold Up and tap any punch button rapidly. *** SNES Default : v -- ^ + Y (Repeat Y Rapidly) GENS Default : v -- ^ + X (Repeat X Rapidly) -- ========== Grab Moves ========== Rhythm Toss : Uses the legs to lift-throw the opponent. Hold Right within touching distance of the opponent, and press the middle or high punch buttons. *** SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- Roll and Throw : Throws the opponent the other way. Hold Right while touching your foe and press either the middle or high kick buttons. *** SNES Default : > + A (Mid-Air) GENS Default : > + B (Mid-Air) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Rhythm Uppercut : While either moving or standing, press the high punch button to throw a swift uppercut. When touching the opponent, it will start a 2-Hit combo attack. *** SNES Default : L or > + L or < + L GENS Default : Z or > + Z or < + Z -- Swingin' Uppercut : A faster, but weaker version of the uppercut above. Press the middle punch button while moving or standing. - SNES Default : X or > + X or < + X GENS Default : Y or > + Y or < + Y -- Swift Punch : A simple, straight-forward punch, like any other attack attached to the low punch button. Works while moving or standing. *** SNES Default : Y or > + Y or < + Y GENS Default : X or > + X or < + X -- Mid-Air Rhythm Uppercut : It's strangely the same move as its ground-based counterpart. Simply press the high punch button in mid-air. *** SNES Default : L (Mid-Air) GENS Default : Z (Mid-Air) -- Flyin' Hawaiian Punch : A simple downward punch, just press the middle punch button in mid-air. Also works with low punch. *** SNES Default : X (Mid-Air) GENS Default : Y (Mid-Air) -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Slide Kick : A very short distance slide kick, mostly used for tripping up an opponent up-close. Just hold Down and press the high kick button. *** SNES Default : v + R GENS Default : v + C -- Two-Hit Reverse Kick : Press the high kick button while moving or standing to do this. If your opponent doesn't block it, the move will deal two hits instead of one. *** SNES Default : A or > + A or < + A GENS Default : B or > + B or < + B -- Trip Kick : Press the low kick button while standing or moving to kick your opponent in the legs. It changes to a knee-jab if you're touching the enemy. *** SNES Default : B or > + B or < + B GENS Default : A or > + A or < + A -- ______________________________________ Edmond Honda - Japanese Sumo Wrestler *```` |/\| Default Color : Red/Blue ______________________________________ Victory Quote : "Is that the best you can do?" Search Tags : edmond, e.honda, honda, japanese, japan, sumo, wrestler. Alternate Face-Paint/Pants Colors (SNES) - Y : Red/Blue X : Green/Orange B : Blue/Red A : Red/Gray L : Purple/Green R : Green/Pink Start : Blue/Gray Hold All : Orange/Yellow Alternate Face-Paint/Pants Colors (GENS) - X : Red/Red Y : Green/Orange Z : Purple/Green A : Blue/Red B : Red/Gray C : Green/Pink Start : Blue/Gray Hold All : Orange/Yellow ============= Special Moves ============= Flying Strike Attack : Hold Left for 2 seconds then press Right and any punch button together. This move sends Honda flying straight into opponent, but at a distance, it leaves him exposed to projectile attacks, or a well- timed punch to the face. *-- SNES Default : < -- > + Y GENS Default : < -- > + X -- Vertical Strike : Hold Down for two seconds, then press Up with any kick button. Much like the other strike move, it leaves you exposed. It works best at close range. **- SNES Default : v -- ^ + B GENS Default : v -- ^ + A -- Rapid Swipes : One of the most powerful, and cheap, rapid punch (In this case, slap.) attacks in the character roster. All you have to do is press the low or middle punch buttons rapidly for a short time, and from there maintain the combo with high punch for extra swiftness. It deals a lot of damage even when the opponent is blocking. *-- SNES Default : Y - Y - Y (Repeat Y Rapidly) GENS Default : X - X - X (Repeat X Rapidly) -- ========== Grab Moves ========== Sumo Grip Lock : Hold Right and press the high punch button within touching distance of your opponent to grab his/her waist in a painful wrestling lock. Keep tapping the button rapidly to deal extra damage before eventually letting go. In older versions, this works with the kick buttons as well! *-- SNES Default : > + L (Touching) GENS Default : > + Z (Touching) -- Sumo Throw : Hold Right and middle punch together within touching distance of the opponent to throw him or her forward. *** SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Falling Sumo Chop : A heavy-hitting chop downwards. It doesn't change whether or not you're moving when pressing the high punch button. *-- SNES Default : L or L + > or < + L GENS Default : Z or Z + > or < + Z -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Butt Stomp : Hold Down and press the low kick button in mid-air. It will only work while flipping forward or backward, not a stationary jump. Works best within touching distance of the opponent. *-- SNES Default : v + B (Mid-Air) GENS Default : v + A (Mid-Air) -- Belly Flop : Hold Down and press the middle kick together in mid-air. It will only work while flipping forward or backward, not a stationary jump. Works best within touching distance of the opponent. *-- SNES Default : v + A (Mid-Air) GENS Default : v + B (Mid-Air) -- Mid-Air Kick : A simple mid-air kick that only changes strength depending on the kick button pressed, from low to high. *-- SNES Default : B or A or R GENS Default : A or B or C -- _________________________________ Fei Long - Chinese Kung Fu Master ****` |/| Default Color : Black _________________________________ Victory Quote : "You have trained to become a great loser! Now you must learn to fight!" Search Tags : feilong, fei-long, fei, long, chinese, china, kung, fu, pants, bruce, lee, ripoff, rip-off. Alternate Pants Colors (SNES) - Y : Black X : Green B : Blue A : Gray L : Purple R : Orange Start : Gold Hold Any : Red Alternate Pants Colors (GENS) - X : Black Y : Green Z : Purple A : Blue B : Gray C : Orange Start : Gold Hold Any : Red ============= Special Moves ============= Fiery Feet of Fury : Left, Down, Down-Left + any kick button. *** SNES Default : < - v - v + < + B GENS Default : < - v - v + < + A -- Judo Beat-down : Down, Down-Right, Right + any punch button. *** SNES Default : v - v + > - > + Y GENS Default : v - v + > - > + X -- ========== Grab Moves ========== Twirl Throw : Hold Right while touching the opponent, then press the high kick button. *** SNES Default : > + R (Touching) GENS Default : > + C (Touching) -- Juggle Throw : Hold Right while touching the opponent, then hold high punch. *** SNES Default : > + L (Touching) GENS Default : > + Z (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Crouching Double-Palm Shove : Hold Down and press the high punch button. *** SNES Default : v + L GENS Default : v + Z -- Uppercut Punch : Press the high punch button within touching distance of your opponent. Also works while moving. *** SNES Default : L (Touching) GENS Default : Z (Touching) -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= One-Two Skip Kick : Hold Right and press the high kick button while on the ground. *** SNES Default : > + R GENS Default : > + C -- Jump Kick : Hold Right or Left and press the middle kick button while on the ground. *** SNES Default : > + A or < + A GENS Default : > + B or < + B -- Three-Hit Punch : Tap the low punch button twice, then high punch right after. *** SNES Default : Y - Y - L GENS Default : X - X - Z -- Two-Hit Face Kick : While touching your opponent, press the high kick button once. Even works while moving. When away from the opponent, the animation changes to one high forward kick. *** SNES Default : R (Touching) GENS Default : C (Touching) -- Crouching Spin Kick : Press the high kick button while holding Down. *** SNES Default : v + R GENS Default : v + C -- _________________________________ Guile - American Special Ops ***`` |/\| Default Color : Green/Blonde _________________________________ Victory Quote : "Are you bad enough to fight with me?" (And encase you're wondering, that's not a typo on my part! Would it have killed the developers at CAPCOM to copy and paste his quote over from the arcade version? At least that made sense.) Search Tags : guile, gile, guyle, gyle, ops, special, america, american, blonde, guy. Alternate Uniform/Skin Colors (SNES) - Y : Green/Blonde X : Blue/Blonde B : Red/Blonde A : Gold/Pink L : Tan/Blonde R : Dark Blue/Peach Start : Gray/Bleach Blonde Hold Any : Darker Blue/Blonde Alternate Uniform/Skin Colors (GENS) - X : Green/Blonde Y : Blue/Blonde Z : Tan/Blonde A : Red/Blonde B : Gold/Pink C : Dark Blue/Peach Start : Gray/Bleach Blonde Hold Any : Darker Blue/Blonde ============ Special Moves ============ Sonic Boom : Hold Left for two seconds, then press Right and any punch button together. Besides the visual differences, it's much the same as Dee Jay's or Chun Li's fireball combos. *-- SNES Default : < -- > + Y GENS Default : < -- > + X -- Cycle Kick : Hold Down for two seconds, then press Up and any kick button together. *-- SNES Default : v -- ^ + B GENS Default : v -- ^ + A -- ========== Grab Moves ========== Face Slam : Very similar to one of Cammy's grab moves. Hold Right and press high punch within touching distance of your opponent. *-- SNES Default : > + L (Touching) GENS Default : > + Z (Touching) -- Long Distance Toss : Hold Right or Left while touching the opponent, and press the middle kick button. *** SNES Default : > + A (Touching) GENS Default : > + B (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Classic Uppercut : Hold Down and press the high punch button. *-- SNES Default : v + L GENS Default : v + Z -- Alternate Uppercut : Similiar to the above uppercut attack, just punchs with the other arm instead, only needing the middle punch button pressed within touching distance of the opponent. *-- SNES Default : A (Touching) GENS Default : B (Touching) -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Spin Kick : Hold Down and press the high kick button. Very slow, but can be repeated without pause. *-- SNES Default : v + R GENS Default : v + C -- Upside-Down Kick : Press the high kick button within touching distance of your opponent. This move is also slow, but will work whether you're moving left, right, or stationary. *-- SNES Default : R (Touching) GENS Default : C (Touching) -- Forward Knee Jab : Hold Right and press the middle kick button. *-- SNES Default : > + A GENS Default : > + B -- _________________________________ Ken - American Martial Artist ****` |/\| Default Color : Orange _________________________________ Victory Quote : "Attack me if you dare! I will crush you!" Search Tags : ken, karate, kin, american, master, barbie, cheap, jumpsuit, he-man-wannabe, highlander-ripoff. Alternate Outfit Colors (SNES) - Y : Orange X : Purple B : Green A : Light Green L : Dark Blue R : Blue Start : Gold Hold Any : Brown Alternate Outfit Colors (GENS) - X : Orange Y : Purple Z : Dark Blue A : Green B : Light Green C : Blue Start : Gold Hold Any : Brown =-=-=-= Notice =-=-=-= Ken's move-set is virtually the same as Ryu. He's just a clever head swap of Ryu with his own palettes and voice clips. (Unless you're playing Turbo or World Warrior, then he sounds the same as Ryu too!) Please refer to Ryu's move- list for his move-set! _________________________________ M. Bison - Underground Dictator ***`` |\| Default Color : Red _________________________________ Victory Quote : "Get Lost! Your powers can't compare with mine!" Search Tags : m.bison, bison, mbison, vega, shadow, law, evil, thailand, psycho, power, powerful, dangerous, cool, hat. Alternate Uniform Colors (SNES) - Y : Red X : White B : Blue A : Pink L : Green R : Brown Start : Black Hold Any : Pale Orange Alternate Uniform Colors (GENS) - X : Red Y : White Z : Green A : Blue B : Pink C : Brown Start : Black Hold Any : Pale Orange ============ Special Moves ============ Psycho Head Stomp : Hold Down for two seconds, then press Up with the high kick button. Very difficult to dodge up close, and deals a lot of damage when it hits. **- SNES Default : v -- ^ + R GENS Default : v -- ^ + C -- Psycho Cannon Drill : Hold Left for two seconds, then press Right with high or middle punch buttons to soar across the arena inside a spinning electrical aura. **- SNES Default : < -- > + X GENS Default : < -- > + Y -- Flying Psycho Uppercut : Hold Down for two seconds, then press Up with either the high or middle punch buttons. In SF:II Turbo, it turns into a crouching uppercut. *** SNES Default : v -- ^ + X GENS Default : v -- ^ + Y -- Flying Psycho Kick : Hold Left for two seconds, then press Right and high kick together. Deals two hits if it lands. **- SNES Default : < -- > + R GENS Default : < -- > + C -- ========== Grab Moves ========== Twirl Throw : Spins around once and tosses the opponent forward. Hold Right while touching the opponent, and press either the middle or high punch buttons. **- SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Crouching Psycho Punch : Hold Down and press the middle or high punch buttons. In SF:II Turbo, all attack buttons will perform the move. **- SNES Default : v + L or v + X GENS Default : v + Z or v + Y -- Normal Psycho Punch : Press either the middle or high punch buttons while moving or standing. Changes to an underhanded attack with high punch. **- SNES Default : X or > + X or < + X GENS Default : Y or > + Y or < + Y -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Psycho Slide Kick : A fast and difficult to dodge slide kick move. Hold Down and press the high kick button. **- SNES Default : v + R GENS Default : v + C -- Psycho Wide Kick : Press the middle or high kick buttons while moving or standing. Holding the button in SF:II Turbo will force Bison to hold still as if charging the move, but it doesn't add any more damage than if released upon pressing! - SNES Default : R or > + R or < + R GENS Default : C or > + C or < + C -- _________________________________ Ryu - Japanese Martial Artist ****` |/\| Default Color : White/Red _________________________________ Victory Quote : "You must defeat my dragon punch to stand a chance!" Search Tags : ryu, raiu, ryoo, rioo, japan, japanese, karate, master, cheap, noob. Alternate Outfit/Headband Colors (SNES) - Y : White/Red X : Light Blue/White B : Orange/Blue A : Green/Lime-green L : Black/Blue R : Blue/Red Start : Brown/Black Hold Any : Dark Gray/Red Alternate Outfit/Headband Colors (GENS) - X : White Red Y : Light Blue/White Z : Black/Blue A : Orange/Blue B : Green/Lime-green C : Blue/Red Start : Brown/Black Hold Any : Dark Gray/Red ================================ Special Moves - Handle with care ================================ Super Fireball : This one's infamous for being the cheapest move in any fighting game, ever. All you have to do is press Down, then Down-Left and any punch button together. The button used will affect the fireball's speed, from low to high. *-- SNES Default : v - v + < + Y GENS Default : v - v + < + X -- Stunning Fireball : It's basically the same as the other fireball combo, except it's red and stuns the opponent, giving you a chance to pummel through most of their health bar. It's a little tricky to describe. Push Left, then Down-Left, Down, Down-Right, and Right with any punch button. Once again, it's speed is affected by the punch button used, from low to high. *** SNES Default : < - v + < - v - v + > - > + Y GENS Default : < - v + < - v - v + > - > + X -- Dragon Punch : This move has no starting wind-up time at all. It is lethal the second you start flying up, and no other attack will stop you. It does leave you wide open while falling down, however, not that an opponent can get back up in time to slug you for your cheap moves. The Dragon Punch has to be Ryu's cheapest, most powerful move. Forget his fireball combo, because you can actually dodge that one! However, if your opponent was blocking, you're pretty much screwed into getting grabbed or pummeled upon landing! Don't be too quick to use it against your friends! *-- SNES Default : > - v - v + < + Y GENS Default : > - v - v + < + X -- Super-spin Kick : Even more powerful than Chun Li's Spinning Bird Combo, this swift, painful move will chip away at your foe's health, even if he or she is blocking it. To perform it, push Down, Down-Left, then Left and any kick button at once. The speed and distance varies depending on the kick button pressed. *-- SNES Default : v - < + v - < + B GENS Default : v - < + v - < + A -- ========== Grab Moves ========== Reverse Throw : Throws the opponent behind you. Hold Right or Left and press the high or middle punch buttons. *-- SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- Leap Frog Launch : Uses the legs to throw the opponent far behind you. Hold Right or Left and press the high kick button. *-- SNES Default : > + R (Touching) GENS Default : > + C (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Rising Uppercut : Hold Down and press the high punch button. *-- SNES Default : v + L GENS Default : v + Z -- Uppercut Punch : A simpler version of the other uppercut punch. Press the middle punch button within touching distance of your opponent. Also works while moving. *-- SNES Default : X (Touching) GENS Default : Y (Touching) -- Diving Fist Strike : Throws a downward punch in mid-air. Pressing either middle or high punch buttons will perform the move. It doesn't change even if you're moving. *-- SNES Default : X (Mid-Air) GENS Default : Y (Mid-Air) -- Forward Jab : A simple, straight-forward jab. Press the middle punch button whether you're moving or standing. *-- SNES Default : X or > + X or < + X GENS Default : Y or > + Y or < + Y -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Rising Waterfall Kick : Simply press the high kick button within touching distance of your opponent. If it's not blocked, this move will deal two hits as it lands. *-- SNES Default : R (Touching) GENS Default : C (Touching) -- Crouching Twirl Kick : Hold Down and press the high kick button. *-- SNES Default : v + R GENS Default : v + C -- Mid-Air Sweep Kick : Press the high kick button while in mid-air, but without moving, otherwise the animation will change to another attack. *-- SNES Default : R (Mid-Air) GENS Default : C (Mid-Air) -- High Kick : Press the high kick button while either standing or moving. Slow, but very effective when it lands. *-- SNES Default : R or R + > or < + R GENS Default : C or C + > or < + C -- _________________________________ Sagat - Thailand Muay Thai Master *```` |\| Default Color : Blue _________________________________ Victory Quote : "You're not a warrior, you're a beginner!" Search Tags : sagat, sagot, sogat, sogot, muay, thai, grand, master, thailand. Alternate Shorts Colors (SNES) - Y : Blue X : White B : Purple A : Light Purple L : Red R : Green Start : Dark Gray Hold Any : Yellow Alternate Shorts Colors (GENS) - X : Blue Y : White Z : Red A : Purple B : Light Purple C : Green Start : Dark Gray Hold Any : Yellow ============= Special Moves ============= Tiger Flame : Press Down, Down-Right, then Right + any punch or kick button. It's very different from any other projectile attack since you can change whether or not it flies high with the punch buttons, but low with the kick buttons. The speed with either set can be changed from low to high. However, it leaves you much more open to jump attacks or kicks from your opponent. **- SNES Default : v - v + > - > + Y or B GENS Default : v - v + > - > + X or A -- Tiger Knee : Press Down, Down-Right, then Up-Right and any punch button. *** SNES Default : v - v + > - > + ^ + Y GENS Default : v - v + > - > + ^ + X -- Tiger Uppercut : Press Right, Down, then Down-Right and any punch button. It starts out slow, leaving you exposed to an aerial attack, it but deals way more damage than Ryu's Dragon Punch. **- SNES Default : > - v - v + > + Y GENS Default : > - v - v + > + X -- ========== Grab Moves ========== Straight Throw : A straight-forward toss. Hold Right while touching the opponent, and press either the middle or high punch buttons. **- SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Flying Tiger Claw : A normal, long-reaching punch. All of the punch buttons affect the move's strength and animation length, from low to high. Also works while moving. **- SNES Default : L or X or Y GENS Default : X or Y or Z -- Crouching Tiger Claw : Similar to the above move, just while crouching. Hold Down and press either one of the punch buttons, from low to high, for more speed or strength. **- SNES Default : v + L GENS Default : v + Z -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Tiger Kick : A high-reaching kick move that deals an extra hit if touching the opponent. Press either of the kick buttons for more strength or speed, from low to high. **- SNES Default : R or X or Y GENS Default : A or B or C -- Hidden Tiger Kick : Same as the above, just while crouching. Hold Down and press either of the kick buttons for more strength or speed, from low to high. **- SNES Default : v + A or v + B or v + R GENS Default : v + B or v + A or v + C -- Flying Tiger Kick : A straight-forward mid-air kick. Press either of the kick buttons in mid-air for more or less strength, from low to high. **- SNES Default : A (Mid-Air) GENS Default : B (Mid-Air) -- _________________________________ Thunder Hawk - Indian/Mexican Wrestler *```` |/| Default Color : Blue _________________________________ Victory Quote : "Your screams sound like a pathetic war cry!" Search Tags : t-hawk, thawk, thunder, hawk, indian, mexican, wrestler, mexico. Alternate Outfit Colors (SNES) - X : Green Y : Blue B : Dark Gray A : Yellow L : Light Gray R : Brown Start : Gold Hold Any : Tan. Alternate Outfit Colors (GENS) - X : Blue Y : Green Z : Light Gray A : Dark Gray B : Yellow C : Brown Start : Gold Hold Any : Tan ============= Special Moves ============= Mid-Air Aerial Dive : Dives straight into the opponent while in mid-air. It really hurts, but the move is slow enough to be easily blocked or countered from a distance. This might sound crazy, but you have to push all the kick buttons together in mid-air to make it work. *** SNES Default : B + A + R (Mid-Air) GENS Default : A + B + C (Mid-Air) -- Knee Dive : Press Right, Down, and then Down-Right plus any punch button. Since it jumps into the opponent, it's a little difficult to pull off, but deals a lot of damage in close range. *** SNES Default : > - v - v + > + Y GENS Default : > - v - v + > + X -- Thunder Slam : Press the d-pad's buttons in a circular fashion, then with any punch button. It might feel strange to turn a d-pad like an analog stick, but this grab move will work best up close. If your opponent fails to block it, he or she will lose a lot of health from this painful-looking body slam! *** SNES Default : < - <^ - ^ - ^> - > - v> - v - - > - v> - v - + L (Touching) GENS Default : > + Z (Touching) -- One-Arm Toss : A simple, one-armed toss forward. Within touching distance of the opponent, hold Right and press the middle punch button. *** SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- Forearm Crunch : Locks the enemy around one arm and slams the other forearm into his or her face. Simply hold Right while touching the opponent, and press the high kick button. Continue tapping to fight any resistance from your opponent. *** SNES Default : > + R (Touching) GENS Default : > + C (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Flying War Hammer : Hammers down both fists on the opponent's head. Simply press the high punch button in mid-air. *** SNES Default : L (Mid-Air) GENS Default : Z (Mid-Air) -- Soaring Knee Hammer : Hold Down and press the middle punch button in mid- air. *** SNES Default : v + X (Mid-Air) GENS Default : v + Y (Mid-Air) -- Swipe of the Bobcat : A long-reaching, open hand swipe. Press the high punch button while moving or standing. *** SNES Default : L or > + L or < + L GENS Default : Z or > + Z or < + Z -- Badger Jab : A weak finger jab that's too slow to be repeated rapidly. Simply press the low punch button while either moving or standing. *** SNES Default : Y or > + Y or < + Y GENS Default : X or > + X or < + X -- Arms of the Bear : Spreads out both arms for a double-hand swipe. Hold Down and press the middle punch button. *** SNES Default : v + X GENS Default : v + Y -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Kick the Jackel : If touching the opponent, press the high kick button while moving or standing to pull off this strong kick. *** SNES Default : A (Touching) GENS Default : B (Touching) -- Reverse Buck : This long-reaching kick is one of his many moves which compensate for his lack of speed. Hold Left and press the high kick button. *** SNES Default : < + R GENS Default : < + C -- Buffalo Sweep : A very slow, but difficult to dodge sweep kick. Just hold Down and press the high kick button. *** SNES Default : v + R GENS Default : v + C -- _________________________________ Vega - Spanish Cage Fighter ***`` |\| Default Color : Purple _________________________________ Victory Quote : "Handsome fighters never lose a battle!" Search Tags : balrog, vega, spanish, cage, fighter, beauty, obsessed, ninja, ninjitsu, spain. Alternate Pants Colors (SNES) - Y : Purple X : Black B : Red A : Blue L : Green R : Pink Start : White Hold Any : Yellow Alternate Pants Colors (GENS) - X : Purple Y : Black Z : Green A : Red B : Blue C : Pink Start : White Hold Any : Yellow ============= Special Moves ============= Mid-Air Leap Attack : Hold Down for two seconds, then press Up with any kick button. Once in mid-air, press Right with any punch button. This move is very fast and difficult to avoid, maybe even scaring your opponent with its blinding agility. **- SNES Default : v -- ^ + B -- > + Y GENS Default : v -- ^ + A -- > + X -- Wall Leap : Much like the previous move, except it strikes the opponent instead of grabbing them. Just hold Down for two seconds, then press Up. Once in mid-air, hold Up and any punch button together. **- SNES Default : v -- ^ + B -- ^ + Y GENS Default : v -- ^ + A -- ^ + X -- Claw roll : Hold Left for two seconds, then press Right and any punch button together. This move will be difficult for your foe to dodge. *-- SNES Default : < -- > + Y GENS Default : < -- > + X -- Cage Climb : Hold Down for two seconds and press up with any attack button. He will climb up the wall in any stage and perform the leap attack on the opponent below! This is only possible in older versions, not SSF:II! *-- SNES Default : v -- ^ + Y GENS Default : v -- ^ + X -- ========== Grab Moves ========== Mewing Lion : Hold Right while touching the opponent, and press the middle or high punch buttons. *-- SNES Default : > + X (Touching) GENS Default : > + Y (Touching) -- ============ Normal Moves ============ Vega is possibly the only character in the roster with a weapon. (And it has a strangely irritating, cartoon-like jabbing sound every time it hits.) His claw weapon eventually breaks over time, either after blocking too much or taking one too many hits. This will slightly effect the range of any attack, since only his fist and gauntlet are left, but as far as I'm aware, it doesn't disable the special commands. (Although the reach is somewhat shorter, obviously.) It is restored on the next round, so no need to panic when the claw breaks! Also, to make this clear, the claw WILL NOT break from excessive use! After attacking an AI relentlessly with Vega's weapon for two minutes straight or longer, I am very certain of that fact. =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Long-Range Swipe : Press the high punch button while moving or standing to perform this long-reaching stab. Also works with the middle punch button, but the claw curves inwards near the end of the animation, and it has less strength than if the high punch button was used. *-- SNES Default : L or > + L or < + L (Also works with X.) GENS Default : Z or > + Z or < + Z (Also works with Y.) -- Throat Gash : While in close-range of your opponent, tap either the middle or high punch buttons to jab them in the upper-body. You have to be touching him/her for it to work, and it's slightly faster than the Long-Range Swipe. For some reason, this is also possible to use from the high kick button in older versions as well. *-- SNES Default : X or L (Touching) GENS Default : Y or Z (Touching) -- Flying Tiger Claw : Press either the middle or high punch buttons in mid-air to thrust a forward jab into your opponent. The angle of Vega's claw weapon changes to a lower-jab with the high punch button. *-- SNES Default : X or L (Mid-Air) GENS Default : Y or Z (Mid-Air) -- Crouching Uppercut : A high-reaching uppercut from the crouching stance. Hold Down and press the high punch button. It turns into a straight jab with the middle punch button. Also, this is impossibly fast with the low punch button, but still a weak move; don't waste any good openings on the weaker jab! (As a side note, the high punch animation WILL miss if your opponent is ducking too. Hench the need for the forward jab.) *-- SNES Default : v + L or v + X GENS Default : v + Z or v + Y -- =-=-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-=-= Slide Kick : A short-distance slide kick for tripping up the opponent. Hold Down and press the high kick button. **- SNES Default : v + R GENS Default : v + C -- Forward High Kick : Thrusts an over-the-head kick into the opponent. While moving or standing, press the high kick button to perform it. Also works with the middle kick button, but with less height and strength, and the animation alternates while touching the opponent as well. If touching the opponent, Vega's leg will reach even higher while acting out the move. *** SNES Default : R or R + > or < + R (Also works with A.) GENS Default : C or C + > or < + C (Also works with B.) -- Kick the Mule : An almost fit-like kick that's very forceful, and has a wide range. Press the low kick button while moving or standing to execute it. While touching the opponent, the animation alternates to a knee-jab. *** SNES Default : B or B + > or < + B GENS Default : A or A + > or < + A -- Soaring Heel : While in mid-air, press the low kick button to force your foot into your opponent's face! It alternates to a different kick without moving in the air. *-- SNES Default : B (Mid-Air) GENS Default : A (Mid-Air) -- Aerial Ninja Kick : Press either the middle or high kick buttons in mid- air to put your best foot forward! The animation and strength changes based on which button is pressed. *-- SNES Default : X or L (Mid-Air) GENS Default : Y or Z (Mid-Air) -- Wall Jump : Not really a combo, but it is helpful. If you happen to jump into a wall, you can wall-jump off of it by reversing your controlled direction, just like with Chun Li. Also works on either side of the screen if your opponent refuses to move. *-- SNES Default : < (Mid-Air Against Wall) GENS Default : < (Mid-Air Against Wall) -- _________________________________ Zangief - Russian Pro-Wrestler *```` |/\| Default Color : Red _________________________________ Victory Quote : "My strength is much greater than yours!" Search Tags : zangreif, zangief, zan, grief, russian, bear, wrestler, russia, soviet, union, moscow, bahee, zangrief, zangeif. Alternate Uniform Colors (SNES) - Y : Red X : Pale Blue L : Gray R : Gold B : Dark Gray A : Green Start : Blue Hold Any : Black Alternate Uniform Colors (GENS) - X : Red Y : Pale Blue Z : Gray A : Dark Gray B : Green C : Gold Start : Blue Hold Any : Black ============= Special Moves ============= Clothesline Spin : Just press Right with the middle and low punch buttons together, it's that easy! He will spin with arms extended, dodging projectiles and hitting your foes when they get too close. Perfect for beating up Ryu. Also works while moving. This combo is simpler in older versions, using only the attack buttons, but it cannot move at all with this attack. *-- SNES Default : > + Y + X GENS Default : > + X + Y -- Forward Kick : Same as the above move, just shorter and faster, using middle and low kick buttons together instead. - SNES Default : > + B + A GENS Default : > + A + B -- Signature Pile-Driver : Press the d-pad in a circular fashion, as if rotating an analog stick, then end it with any punch button. This is difficult to type in at first, but if your opponent's close enough for a grab move, there is little chance they can dodge this fatal ground slam. *-- SNES Default : < - <^ - ^ - ^> - > - v> - v - - > - v> - v - + A or < + A (Touching) GENS Default : > + B or < + B (Touching) -- Cannonball : Pins your opponent in an upside-down bear hug and slams him or her into the ground. Hold Right and press the middle punch button within touching distance of your opponent to perform it. *-- SNES Default : > + X or < + X (Touching) GENS Default : > + Y or < + Y (Touching) -- Head Lock : Grips the opponent's head tightly and squeezes it repetitively for a short time. While touching the opponent, hold Right and press the high punch button to perform the move. *** SNES Default : > + L (Touching) GENS Default : > + Z (Touching) -- Bear Hug : This guy has no shortage when it comes to grab moves! It basically locks the opponent in a blood-spewing "hug", and it's one of the few uncensored bits of blood in the game because of this. Simple hold Right while touching the foe, and press the high kick button. Continue tapping the button for more speed and less resistance from your opponent. *** SNES Default : > + R (Touching) GENS Default : > + C (Touching) -- Gut Crusher : Holds up the opponent by the torso and squeezes their gut, much like his head lock move. Hold Down while touching the opponent, and press either the middle or high punch buttons. Press either button rapidly to continue performing the move for a short time. *** SNES Default : v + L (Touching) GENS Default : v + Z (Touching) -- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Grab Moves In Older Versions Only! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Wood Chuck : Slings the opponent behind you. Press and hold Down while touching the opponent, then press the high punch button. For some reason this move was removed from SSF:II and replaced with the Gut Crusher! *-- SNES Default : v + L (Touching) GENS Default : v + Z (Touching) -- Into the Frying Pan : The Gut Crusher replaces this move in SSF:II as well! In older versions, press Down and middle punch together while touching your opponent. *-- SNES Default : v + X (Touching) GENS Default : v + Y (Touching) -- Hit the Dirt : The Bear Hug replaces this move in SSF:II! In older versions, hold Right and press the high kick button while touching your opponent to slam their torsos into the ground! *-- SNES Default : > + L (Touching) GENS Default : > + Z (Touching) -- ============ Normal Moves ============ =-=-=-=-=-=-=-= Punch Attacks =-=-=-=-=-=-=-= Iron Fist : A curving forward punch that is executed more or less completely depending on the punch button pressed. Works while either moving or standing. *-- SNES Default : Y or X or L GENS Default : X or Y or Z -- Crouching Iron Fist : Same as the above, just executed from a crouching stance. Just like the other move, it is more or less powerful depending on the punch button pressed. *-- SNES Default : v + Y or v + X or v + L GENS Default : v + X or v + Y or v + Z -- Stalingrad Fist-dive : In mid-air, press the high punch button to assume a flight-like pose with Zangief's fist in-front. Without movement, it becomes a somewhat generic karate-chop. *-- SNES Default : L + > or < + L (Mid-Air) GENS Default : Z + > or < + Z (Mid-Air) -- Sickle Chop : Perform a karate-like chop while in mid-air, with either the middle or low punch buttons. The animation is the same whether you are moving in-flight or not. *-- SNES Default : Y or X (Mid-Air) GENS Default : A or B (Mid-Air) -- =-=-=-=-=-=-= Kick Attacks =-=-=-=-=-=-= Kneeling Trip Kick : Press any kick button while holding Down to perform this move. If high kick is pressed, and the opponent isn't blocking, it will deal two hits instead of one. (Although it does not deal extra damage in older versions of the game!) *-- SNES Default : v + B or v + A or v + R GENS Default : v + A or v + B or v + C -- Best Foot Forward : Hold Right and press the middle kick button to crush your opponent with a huge foot to the face! *-- SNES Default : > + A (Touching) GENS Default : > + B (Touching) -- Soviet Missile Kick : While in mid-air, press the middle kick button. Works even when jumping backwards or forwards. *-- SNES Default : A or R (Mid-Air) GENS Default : B or C (Mid-Air) -- Iron Knees : While in mid-air, press the low kick button to land on your opponent's head with both knees! Doesn't deal much damage, though. Works while moving or remaining still in the air. *-- SNES Default : B (Mid-Air) GENS Default : A (Mid-Air) -- _________________________________ ============================= 8 . Legal/Contact Information ============================= This guide is written by johnluke728. You may transfer this document to an electronic system or print it out for personal use. However, you may not post this on another website or distribute it in physical or digital form for monetary gain, nor will consent of the author be given to individuals seeking permission for mass-distribution in these forms, regardless of whether the person, or persons, involved actually profit from the circulation of unauthorized duplications. In other words, plagiarists will be shot, habitual offenders will be shot again. And encase you took that too literally, here's the tl;dr version : Do not post this anywhere but Gamefaqs or Neoseeker without my permission, simply because I do not have the time to maintain guide updates accurately on multiple websites. Only GameFaqs and Neoseeker are official sources of this guide. If you are reading it from anywhere else, it is the work of a plagiarist. (And a lazy one at that if they were to leave this part of the document untouched!) All characters in "Super Street Fighter II : The New Challengers", are trademarks ® of Capcom Ltd. All rights reserved. The game is © Copyright 1991 - 1994 by Capcom. Mike Tyson's name and likeness also belong soley to the real-life professional boxer. The use of either in any commercial product without approval or license to do so might result in lawsuits and loss of distinguishable facial features. Text version of "SSFII : The Unofficial Casual Player's guide", is © Copyright 2011-2012 by johnluke728. This non-derivative guide is designed to provide accurate and detailed information of the multi-platform game, "Super Street Fighter II : The New Challengers", by Capcom. It is written specifically for and catered towards casual players, by a casual player. If you have any comments about this guide, criticism, suggestions, or corrections, feel free to contact me by email at johnluke.728@gmail.com. I check it whenever I can, and any useful information or corrections you might provide will be promptly appended into the next guide update, with proper credit to your alias given in the change log. =========================== 9 . Miscellaneous Questions =========================== In this section, all other obvious questions that didn't fit into the FAQ's categories were pasted here for your quick review. How do I pronounce Ryu's name? ------------------------------------------------------------------------------- In Tournament Mode, (SSFII and Champion Edition Only!) the narrator always announces the fighters' name before the match begins. Add Ryu to the tournament, and he will say the name when it's time to fight the guy! I think pronouncing it in Japanese might be dramatically different, but that should be the proper way to say his name in English. Although if you don't feel like digging your copy out of the closet just to hear it, then I'll say it for your convenience : "Ree-ooh wins!" What's wrong with Ryu's AI? He won't stop throwing fireballs at me, that cheap noob! ------------------------------------------------------------------------------- Besides the fact that it and his infamous dragon punch are the only moves he'll use, it gets worse when you pin him in a corner, or pin yourself into a corner with him. It's the last thing you want to do, trust me! Of course, you could always knock a few dents in Ryu's health bar and jump away from him until the timer stops, (Giving you the victory.) assuming your own health bar hasn't been chipped away by his near constant fireball combo! It's the only easy strategy I can honestly think of. What's that strange sound I hear every time I pause the game? ------------------------------------------------------------------------------- In the SNES version, it's the sound of Ryu throwing someone. I dunno what possessed the developers to put that sound clip there, besides the fact that he's the flagship character of the Street Fighter series. (One more shameless plug for him, I'd guess.) In earlier versions, it's a bunch of random sounds from different fighters by the same voice actor; at least the Genesis ports added a beat to it! Why are some users on the boards calling Bison "Vega"? I'm confused! ------------------------------------------------------------------------------- That was his name in Japan, but when they named Balrog "M.Bison", as a spoof of Mike Tyson, (An infamous boxer, if you didn't know.) Capcom feared a likeness law-suit might follow when Street Fighter II cabinets made it to the US, so they swapped a few names around while localizing the game. (Personally, I think the name-switching was for the better; I can't imagine M.Bison with the name "Vega".) Why are some characters really huge when compared to the other fighters? It makes me feel tiny! ------------------------------------------------------------------------------- Four of the available characters were originally Grand Masters in the first arcade version, so that might explain the height difference. Then again, they made T-Hawk and Zangief just as tall way after that point, so I'm just as puzzled as you are. What is "cheap"? I hear that a lot. ------------------------------------------------------------------------------- There are many different interpretations of the term, but it usually refers to players who repetitively abuse the same combo(s) over and over again, just because it brings them a desperately-wanted victory. This generally annoys even most casual players, because the opponent lacks "style", hardly using their character's other moves or applying anymore than one stale strategy to the fight. So if you play like this in an online fighting game, expect to labeled as a "noob" before your opponent disconnects and looks for someone better to challenge. Desperate tactics won't get you anywhere! Are there any unlockable characters? ------------------------------------------------------------------------------- All of the characters are already available, there are none to unlock. Hidden stages, maybe? ------------------------------------------------------------------------------- Nope! Oh come on, there has to be something unlockable! ------------------------------------------------------------------------------- No version of Street Fighter II saves any of your progress, has a password system, or any special "codes" to type-in related to its game content. That's all there is to it. If it did, Capcom might have implemented an SRAM IC inside the cartridge (and included drivers in the game engine to support the additional function.) so it could remember what was unlocked. Some of the characters have more than one victory quote. Why just one for each? ------------------------------------------------------------------------------- Strong emphasis on "some". Not all of the fighters have two taunts, so I just listed one from each of them for the heck of it. That only applies to Super Street Fighter II, however, because in the earlier versions each character had two, even Chun Li. (I'd guess they were removed for good reason, since none of them were really that insulting to the point it's laughable. "Go home and become a family man!" - Guile to Chun Li, or "What a wimpy woman! ..." - Chun Li to Chun Li.) Why can't I jump as high or low as I want? I'm tapping the buttons right! ------------------------------------------------------------------------------- Street Fighter II doesn't have a variable jump-height for vertical movement, so it won't matter what you do. This isn't a 2D platformer anyway, why bother implementing it? Almost none of these moves are listed with their official names! ------------------------------------------------------------------------------- With more than a hundred moves already written in the move-list, I doubt I could begin to find even half of their official names with a search engine, assuming all the normal moves were assigned and drafted with names by Street Fighter II's designers in the first place. So what do I do instead? Get creative and come up my own names that best describe each move. Seemed easier than stifling progress by going on a wild goose-chase. Although if I'm dead wrong, feel free to correct me! That would improve the quality of this guide, and your contribution would be recognized in the change log. The game's story stinks, and the ending artwork and text for most the characters are really cheesy! Can I skip them somehow? ------------------------------------------------------------------------------- Afraid not. Fighting games rarely do have a story worth reading into, and the Street Fighter series is no exception. At least some of the characters don't have shabby endings, like Fei Long and Chun Li, but the sloppy artwork for Cammy's ending made me want to laugh out loud, and it still does. The game never saves your high scores anyway, so you could just push the reset button and call it done! What do you mean by "casual"? That term's better suited for content-surfing newbies! ------------------------------------------------------------------------------- When it comes to fighting games, the term "casual", to me, is the difference between a player who just wants to master two or three fighters, and the guy who makes a so-called hobby out of mastering them all through excessive game play. I guess you could call the latter, "elites", who are near impossible to beat in any online match, I might add! I've always preferred fighting with competitive friends or tough bots anyway, its less torture towards the controller's continued longevity. Who cares about the controller, this is a fighting game for crying out loud! ------------------------------------------------------------------------------- This might sound crazy, but I take good care of my joy-pads, and disassemble them for regular cleanings every other week. Call me a geeky clean freak all you want, but buttons are a lot less responsive when their contact pads are partially obscured in skin flakes, grease, dust, and hair cells. Since I prefer to tap, not mash commands into the game, dirty controllers mess up my combos and hold me back, and it gets even worse when a grease-caked controller shell makes me lose my grip. I guess you could consider it a tip towards becoming more competitive : clean tools equals cleaner execution. This guide was written in 2011?! You really got into the series kinda late! ------------------------------------------------------------------------------- Better late than never! I was bound to try it eventually, it just took longer than most. So why did you write this guide in this first place? There are plenty of them out there already! ------------------------------------------------------------------------------- Most of the move-lists out there only cover the special attacks for each character, and believe me, there's a lot more to this game than abusing those specials like the bots do. You might not think these characters have more than three combos, but they do, they're just easier to execute than special moves, and are mapped to certain buttons instead of a general set. Heck, I didn't even know about Chun Li's Flip Kick or Heel Stomp moves until two weeks after first playing the game; it would have been nice to now that much sooner! This is why I included the normal moves in the move-list as well, so you can familiarize yourself with your favorite characters faster, without the need to figure out nearly twelve or more of their normal moves through trial and error. (Which is sort of difficult without a training mode.) Also, I got tired of reading past the HK/LP syntax of some of the guides on this site, because few lists will tell you, in plain English, what buttons to push. I know everyone's control settings are different, but the use of non-universal, one guide-specific syntax that I have no time or willingness to retain doesn't help new players either. So, I wanted to write one of my own with a more commonly used move-list structure, similar to what you will see in the pause menu of recent arcade fighting games, such as Tekken 4, while also explaining how to execute them. It's clean and simple; all you have to do is press a series of actual console buttons on the list. Better than retaining what button "K" represents in Soul Caliber IV's own move-list menu, which is still the most irritating move-list I've ever tried to make sense of. Why don't you cover ALL of the moves? ------------------------------------------------------------------------------- Because it wouldn't be very useful. I can't think of a good reason why I should bother describing the more universal ones, like how tapping the low punch button rapidly with any character beside T-Hawk would result in weak, but rapid punch attacks. The whole point of this guide was to list all the normal moves that aren't quite as obvious to figure out, and showcase moves you probably wouldn't even know about until you saw an AI bot do it. Besides that, I also felt the need to explain how special attacks are controlled in further detail, because a lot of guides just give you the half-correctly stated combo by itself and list a bunch of plainly obvious strategies for the move below it. If I did otherwise anyway, I would have to write down both collision box coordinates of every character frame and any associated damage stats that go with them for that information to be of any use, but then this wouldn't be a "casual" guide anymore. =============== 10 . Change Log =============== Version 0.01 ------------------ Started out as a simple text file to keep tabs on my favorite characters' moves in a way that made sense, so I wouldn't forget them. Version 0.2 ------------------ As the favorites move-list expanded, it had to be restructured, which resulted in me deciding to write a complete guide on all of the characters instead of just three. There were a lot of placeholder sections! Also got a head-start the FAQs section. Version 0.3 ------------------ All the specials moves and alternate color choices for every character is done! Added the tips section and restructured the guide yet again. The legal/contact information is also complete. Version 0.5 ------------------ Added even more tips, and covered nearly all of the characters' normal moves, except for T-Hawk, M.Bison, Balrog, Zangief, and Vega. Victory quotes and search tags for all the characters were also added. Version 0.6 ------------------ Every character has most of their normal moves and grab moves covered. Made a lot of corrections about the special moves and restructured the move- list's syntax again. Expanded further on the FAQs section and made corrections to errors in the FAQs that were already present in earlier versions. Version 0.7 ------------------ Nothing significant changed other than polishing it a little further for publication on Gamefaqs. The rest of the normal moves for each character were decided against appending to the move-list because they are universal. (Meaning the same button command executes the exact same move for all the game's characters.) Still haven't figured out how to execute Zangief's fifth grab move, among other things, including the lack of listed moves for Vega. The low version number still stands due to the lack of overall completeness. I also added the change log at this point, believe it or not! Version 1.0 ------------------ Added a few moves to Vega's incomplete move-set, and polished the guide's spelling/grammar a little further in general. Also, I had to fix the margin errors so it could be properly submitted on GameFAQs. I decided against adding SNES/GENS Custom to the move-list, since all it did was clutter and confuse the layout. Also, I somehow discovered Zangief had a sixth grab move. Version 1.0a ------------------ My original submission suffered from a few typos, and a couple bits of information were incorrect. Oops! I had to fix those errors, and include additional legal information stating that Neoseeker is also an official source of the guide as well. Pretty much just a minor, but much necessary revision that will do until I'm ready to submit the next true update for this FAQ. Version 1.1 ------------------ Fixed a few serious misspellings I didn't catch until now, (Why did I think there was an R in Zangief's name? Makes me feel like an idiot! He's one of my favorite characters too, so that's even more shameful.) and expanded on both Zangief's and Vega's move-set. I'm still missing one move of Vega's that I know of, but still can't figure out how the AI is doing it. The same goes for Zangief, since he has a sixth grab move I still can't discern the combo of. Overall, the guide is a lot more complete with the bulk of Vega's moves out of the way, his were the least covered compared to the other characters. Version 1.2 ------------------ Introduced more direct support of the older editions of the game after recently obtaining them myself for detailed review; changing a bit of the guide's structure to cater to each. Now the guide can be fully utilized by players of every edition on the SEGA Genesis and SNES console platforms! Also updated the coverage of differences between each edition as well. Version 1.2a ------------------ Added more subjects to the F.A.Qs that weren't covered previously and added additional moves that I discovered for some of the other characters. A lot was added, but not enough to justify updating the version number itself up to 1.3. A 1.2a will do for now! _______________________________________________________________________________ Super Street Fighter II : The Casual Player's Guide, © Copyright 2011-2012 by johnluke728. Version 1.2a, Last Updated 4/9/2012. johnluke.728@gmail.com