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SF2
CE
SF2T
SSF2
ST
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Game mechanics:
Throws
Tech throws = When your opponent throws you, enter a throw command (back or
(ST only)
forwards plus MP or HP or MK or HK) within 13 frames, and you
will take half the damage and recover in the air. Teching
can only be done by ST characters when thrown by another ST
character. Multi-hit throws like Dhalsim's Noogie, Blanka's
Bite, Balrog's Headbutts, Ken's Kneebash can't be tech but they
can be mashed out of by hitting the diagonals on the stick and
mashing the buttons.
Terminology:
360
720
Cross-up
crouching
standing
wake up
corner
O.
Overhead
Jump in
buffer
stored
invincible
frame advantage
pokes
normals
reversal
juggling
recovery
startup
priority
ticks
re-dizzy
anti-air
2-in-1
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Hold down Start, Select SuperT mode, release Start and pick character.
* Old Characters cannot tech throws.
Move List:
- Ryu -------------------------------------------------------------------------------Fireball
- D, DF, F + any Punch
Hurricane
- D, DB, B + any Kick (can be done in air in SF2 Turbo and up)
Dragon Punch - F, D, DF + any Punch
Red Fireball - B, DB, D, DF, F + any Punch (SSF2 / ST only)
Overhead
- F + MP (2 hits) (ST only)
Rush Punch
- F + HP (2 hits) (ST only)
Super Fireball - D, DF, F x 2 + any Punch (ST only)
Combos:
[SF2] Cross-up HK, D + LK x 4 times
Jump in HP, standing HP, HP Fireball
Jump in HK, crouching LK, press LK + HP together, HP Fireball
[CE]
Notes:
[SF2] Most his combos dizzy. Hurricanes can go through Sonic Boom's and Yoga
Fire. LP Dragon Punches can go through fireballs.
[CE]
Best version: ST
Basic Strategy: Lockdown opponents in corner with fireballs. Punish jump in
attacks with Dragon Punches. Blocked crouching HK into fireball
is a great pressure tool. LP Dragon Punch is a great move
upclose to stop any close attacks, also on wake up. Use it
sparingly or you can be thrown. His Super Fireball has great
block damage, use it on a rising opponent for free damage.
- Ken -------------------------------------------------------------------------------Fireball
- D, DF, F + any Punch
Hurricane
- D, DB, B + any Kick (can be done in air in SF2T and up)
Dragon Punch
- F, D, DF + any Punch
Slap Kick
- F + HK (ST only)
Combo Kick
- D, DF, F + any Kick (hold Kick for an overhead) (ST only)
Super Dragon Punch - D, DF, F x 2 + any Punch (ST only)
Combos:
[SF2] Jump in HK, standing HP, LP Dragon Punch
crouching LK x 3, standing HP
[CE]
Notes:
[SF2] Most his combos dizzy. Hurricanes can go through Sonic Boom's and Yoga
Fire. LP Dragon Punches can go through fireballs.
[CE]
[SF2T] faster Hurricane. Jump in HK, air Hurricane dizzy's most of the time
[SSF2] Hurricane's arc from this game to Super Turbo. Good for cross-ups.
3 hit dragon punch.
[ST]
MK throw is great, good for mix ups. You can walk under a opponent
after. HK Combo Kick (no hold) will move Ken to the otherside when a
opponent is knocked down. Old Ken has a superior LP Dragon Punch that
can beat most all close attacks.
- E.Honda -------------------------------------------------------------------------------Headbutt
- Charge Back for 2 secs, Forward + Any Punch
Hand Slap
- press any Punch rapidly
Butt Slam
- Charge Down for 2 secs, Up + any K
Sweep
- Back or Forward + HK (ST only)
Ohicho Throw
- F, DF, D, DB, B + any Punch (ST only)
Double Headbutt - Charge Back for 2 secs, Forward, Back, Forward + any Punch
(ST only)
Combos:
[SF2] Cross-up MK, standing MP, standing MK
Cross-up MK, standing MP, crouching HP
[CE]
Notes:
[SF2] HP and HK throws do alot of damage
[CE]
Gained command throw Ohicho. Can be stored by holding the DB input then
press any Punch. Also you can store his Double Headbutt by inputting the
super command and hold Forward then press Punch when you want to. The 1st
headbutt can eat any on screen fireball. The 2nd headbutt is vulnerable
to Dragon Punches / Tiger Uppercuts / Cannon Spikes / fireballs etc.
Best version: ST
Basic Strategy: Honda is a slow character and is suspictable to anyone with a
fireball. You need to learn to use Butt slam to progress
forward. When you progress forward use Hand Slaps to stuff any
fireball or sweep attempts. In range F + HK is great to beat
fireballs too. When you get a opponent on the ground use
cross-over HK or D + MK to start combos or mix-ups. LP Headbutt
is a great anti-air tool. Use it on jump attempts on you. Also
use it on wake up. You can walk under a bear hug throw for some
mix up options. Ohicho is your main tool upclose. Use it after
a blocked crouching LP. Remember you can store the move. Butt
Slam on wakeup has some invincibility and will pass fireballs
(even Ryu's super).
Combos:
[SF2] Jump in MK, standing MP, standing HP
Jump in HP, crouching MK, crouching HK
[CE]
Notes:
[CE]
[SF2T] use fireballs has a shield to get close. Jumping LK is excellent for
mix-ups.
[SSF2] fireball is a charge move, can be use in a combo. Standing MP is great.
[ST]
Super Lightning Kick can be stored. Input the super command and hold
Forward and press Kick when you want to. Tack on a Upward kick after a
super. Upward kick is great to use when you rise from the ground.
Best version: ST
Basic Strategy: Chun-Li's normal moves are great and have priority. Crouching MK
is your main weapon, it's fast and beats mostly other peoples
normals. You can apply some pressure with fireballs too like
Ken/Ryu. Lightning Kicks can beat most lunge attacks like
Bison's Psycho Crusher, Dhalsim's Drill, Honda's Headbutt,
Balrog's Rushes, Blanka's Ball. Remember her Super can go
through fireballs.
Combos:
[SF2] Jump in HK, standing MP, standing HK
standing HP (2 hits)
[CE]
Notes:
[SF2] don't use!
[CE]
don't use!
[SF2T] Great speed. Great throw range. Upward ball hits on the way down, great
for throw mix-ups.
[SSF2] Backstep Ball gained. Nothing good here.
[ST]
Slide / Hop gained. Slide can pass any fireball. Hop is great for throw
mix-ups. You can also fill super meter faster by hopping. Excellent throw
range.
- Zangief -------------------------------------------------------------------------------Lariat
- press all Punches
Kick Lariat
- press all Kicks (SF2T only)
Spinning Pile Driver - 360 + P
Body Splash
- Jump, D + HP
Headbutt
- Up + MP or HP on the way up
Knee Press
- Jump D + LK (SF2T and up)
German Suplex
Flying Powerbomb
Glow Hand
Final Atomic Buster
Combos:
[SF2] Cross-up D + HP, crouching LP x 3, crouching HK
standing LK, crouching HK
[CE]
Notes:
[SF2] Spinning Pile Driver doesn't push you back far in this one.
[CE]
[SF2T] Kick Lariat gained, makes you invincible to crouching attacks. It also
recovers faster then Punch Lariat.
[SSF2] loses Kick Lariat
[ST]
Glow Hand gained, can eat all fireballs (except Ryu's super).
[SF2T] corner only: Jump in HP, standing HP, HP Sonic Boom, standing HP
crouching LK, standing MP, HK Flash Kick
[SSF2] corner only: crouching MK, standing HP, HP Sonic Boom, standing HP
Jump in HK, crouching LP, standing HP, HK Flash Kick
[ST]
corner only: HP Sonic Boom, crouching LP, standing LP, LP Sonic Boom,
crouching LK, Knee (F + MK)
Cross-up LK, crouching x 2 LK, standing LK, Double Flash Kick
Notes:
[SF2] Easy standing LP dizzy combos, can re-dizzy.
[CE]
some of his normal moves change. Good offensively. 2nd best Guile.
crouching MK x 2
Notes:
[SF2] Drills needs to be done at peak of the jump. Can do LK/MK slide into
Noogie (MP throw) loops.
[CE]
Has better drill control. Kick drills can stop Honda's Headbutt or
Psycho Crusher. Most standing attacks are good for anti airs.
[SF2T] Gained Teleport. Can use to escape while getting up. Dhalsim moves are
weaker.
[SSF2] Drills angle a bit. Can counter fireballs better. Plays the same as ST.
[ST]
Normal moves changed a bit. Can control limbs from any distance. Gained
Yoga Blast.
Best version: ST
Basic Strategy: Keeping your distance is the best way to play Dhalsim. Mix up
Yoga Fire and limbs if they try to jump in on you. His slides
can pass all fireballs except low Tiger shots. Use this upclose
and mix in limbs and fire. In later games his drills can beat
most fireballers if timed correctly. His noogie trap is his
excellent throw loop. To do this do a MP throw, then LK slide,
and MP throw again. Be careful though because it can be dragon
punched out of if you mess up. Another great strategy is to mix
up LP Yoga Flame and Yoga Fire in the corner. Flame is fast so
you can repeat it a couple of times. If you feel like they will
jump then do a Blast or a anti-air normal like B + LP or B + MK.
Notes:
[SSF2] standing HK hits crouched opponents. Body press crosses up.
[ST]
Body press still crosses up but its harder to pull off. Old T.Hawk's
Thunderstrike has more invincibility and can go through fireballs.
Combos:
[SSF2] Cross-up HP, standing HP, crouching MK, HK Cannon Drill
Jump in HK, standing HP, HK Cannon Spike
[ST]
Notes:
[SSF2] Better Spin Knuckle
[ST]
Best version: ST
Basic Strategy: Like Chun-Li her ground moves are excellent. Use crouching MK,
standing MK and HP for pokes. Her jumping MP is a great priority
move, it even trades with dragon punches. Jumping HK is good for
dealing with fireballs. Hooligan can jump over fireballs if
timed right. Learn to space Cannon Drill so it can't be
punished. Cannon Spike can beat lunge attacks like Bison's
Psycho Crusher, Dhalsim's Drill, Honda's Headbutt, Balrog's
Rushes, Blanka's Ball. Cross-up LK can lead to big combos.
[ST]
Notes:
[SSF2] Good ground moves. Rekka does great damage.
[ST]
Best version: ST
Basic Strategy: He plays the best when you're upclose to your opponent.
Apply pressure with Rekka mix-ups and Arc Kicks. LK Rising Kick
on wake-up is a great option near a opponent. Try to get your
opponent in the corner. Fei works best in the corner. Use his
super in the corner for best results during mix-ups. His
crouching HP is his best poke. It can also be combo'd twice on
a rising opponent. Standing MP, HP, and MK are his best close up
attacks. O.Fei Long can buffer his crouching LK, MK, and MP into
Rekka Ken's. Remember his super can pass fireballs.
Notes:
[SSF2] Hyper Fist can go through fireballs, also a good anti-air option.
[ST]
Best version: ST
Basic Strategy: Another pressure character. He works best when your close / midrange to your opponent. His Max Out is somewhat slow during
start up but fast when its out. Use this in conjuction with
crouching HK to get close. If you're in a fireball war his
jumping HK is excellent from afar and it connects. His jumping
LP can beat out Honda's Headbutt, Blanka's Ball, and Bison's
Crusher. LK Jacknife is great on wake-up. LK Dread Kick goes
over crouching attacks. Hyper Fist can dizzy easy, use only in
combo. Crouching HP can be used as an anti-air attack and is
good against other normal attacks. Remember his super can pass
fireballs (fireball has to near though).
- Balrog -------------------------------------------------------------------------------Turn Around Punch - Hold all 3 Punches or Kicks, release (longer the hold the
more damage it does)
Dash Straight
- Charge Back for 2 secs, Forward + any Punch
Dash Uppercut
- Charge Back for 2 secs, Forward + any Kick
Buffalo Headbutt - Charge Down for 2 secs, Up + any Punch (SSF2 / ST only)
Dash Low
- Charge Back for 2 secs, DF + any Punch (ST only)
Crazy Buffalo
- Charge Back for 2 secs, Forward, Back, Forward + any Kick or
Punch (ST only)
Combos:
[CE]
Notes:
[CE]
You can walk under someone after a throw. Good for mix-ups.
[SF2T] Turn Around Punch is invincible against low attacks and fireballs if
it is charged for less then 2 secs.
[SSF2] Turn Around Punch is no longer invincible and doesn't go through
fireballs. Gained Buffalo Headbutt which can go through fireballs.
[ST]
Gained Low Dash Punch. He can float in the air with Up + HP and move the
stick forward or back. Good with dealing with fireballs.
Glitch Dash Uppercut: Input the Dash Uppercut command and then press
and B + F any Punch (when your Super meter is full)
Best version: ST
Basic Strategy: Total rush down character. Using dashes is his main way to
apply pressure on your opponent. Headbutt throw is also key to
his game. You can also walk under them after a throw. Do
crouching MK, crouching MP, Low dash combo when you walk under.
His Crazy Buffalo is one of the most damaging supers in the
game. Use it in conjuction with the Glitch Uppercut trick
(ST only). If you choose to play Balrog more slower then
learning his Turn Around Punch is key. 2 and 3 TAP's can do
decent damage and can trade with most moves in the game. This
does limit your play since you have to hold down 3 buttons at
a time. Learn to place your bottom of your fingers (directly
above the lower joints) to charge kick TAP and use your
fingertips for punch buttons. Place your fingers over the 3 rows
so that all 6 buttons are pressed. Now try to lift the top of
your fingers while still holding the lower column (kick buttons)
in place. Bait fireballers and do his super, it will pass
through and you can do it from a long reach and it will still
connect.
- Vega -------------------------------------------------------------------------------Rolling Crystal Flash - Charge Back for 2 secs, Forward + any Punch
Flying Barcelona Attack - Charge Down for 2 secs, Up + any Kick
Izuna Drop
- Charge Down for 2 secs, Up + any Kick, Forward + Punch
Backflip
- Back, Back (CE only)
- Press all 3 Punches (SF2T and up)
Sky High Claw
Flip Kick
Backflip
Rolling Izuna Drop
Combos:
[CE]
crouching MK x 2, crouching MP
close: crouching LP, HP Rolling Crystal Flash, standing HP
Notes:
[CE]
Gained Flip Kick and Sky High. Flip Kick can be juggled twice.
Combos:
[CE]
Notes:
[CE]
Weak Tiger Uppercut. Slowed down Tiger Shot, speed and recovery.
Old Sagat is superior. O.Sagat has faster Tiger Shots, 2-in-1 close
kicks that can be combo'd, better Uppercut, also a cross-up LK. Best
version. Tiger Genocide can pass by fireballs.
Notes:
[CE]
Block damage on Psycho Crusher is high. Combos can re-dizzy and can
lock down a opponent in the corner who blocks them repeatedly.
[SF2T] Weakened. No re-dizzy combos. LP Psycho Crusher upclose can sometimes hit
a opponent who gets up and trys to block.
[SSF2] Improved a little from SF2T but not great.
[ST]
Gained a juggling jumping MP. Standing MK and HK are great pokes, they
can stuff fireballs from coming out if timed right. Use Scissor Nightmare
- Akuma -------------------------------------------------------------------------------Fireball
- D, DF, F + any Punch (can also be done in air)
Hurricane
- D, DB, B + any Kick
Dragon Punch - F, D, DF + any Punch
Red Fireball - B, DF, D, DF, F + any Punch
Combos:
[ST]
Notes:
[ST]
Cheapest character in the game. He's crazy fast and can kill quickly.
Air Fireballs and Red Fireballs can lock down opponents.
punches, you basically have a milisecond before hitting all 3 punches in order
to get Akuma.
Basic Strategy: He's banned from tournaments and casual players might be mad at
you if you pick him. He's just cheap!