********well, it's back******** Man, just when I thought I didn't have to update this thing anymore, someting big & new pops up! %O Okay, so the last version WASN'T the final version. Hey, how many of you saw this Akuma thing coming? I sure as hell didn't. And since this is supposed to be a Frequently Asked Questions guide, it's my duty to update it. ------------------------------- ____________________.___.___ ----------- ___| / _____/\_ _____/| | | \___ \ | | __ \ _ \ __| \_____ \ | __) | | | | | | | | __/ | / \ | \ | | | _____/ \__,_| .__/ \___|_| /_______ / \___ / |___|___| _| \/ \/ Monday, 8/1/1994 @ U of H __ __| | ____| | | | __| __ \ _ \ | _` | _` | Super SFII Turbo Faq | | | | | | ( | __| ( | ( | _|\__,_|_| _.__/ \___/ _| \__,_|\__, | -------------------------------------------------------------------------_| post-FINAL version. ** WHAT's NEW: !!AKUMA!!AKUMA!!PLAY AS AKUMA!! See section 4,5,7 & 8 for details. --------------------------------------------------------------------------- ** FAQ MAINTENANCE BY ** RpM ** MAJOR REMODELING: image advisor: D. Rion. Hall ** Originally created by: dj-wells@ux4.cso.uiuc.edu (Dan) ** Occasional consulting, advising, nagging ;) Alex Werner, Caine Schneider, the whole a.g.sf2 bunch --------------------------------------------------------------------------- Welcome to the FAQ! "share and enjoy!" (tm) SEND CORRECTIONS TO: st2a0@jane.uh.edu (RpM) FAQ _WAS_ posted every Friday. Now? Who knows? FAQ availabe via FTP at the following: ftp.netcom.com under pub/vi/vidgames/faqs courtesy of Andy Eddy, GamePro editor home of a lot of other FAQs. ftp.krl.caltech.edu THE STREET FIGHTER 2 dedicated site, filled with strategy guides, moves lists, gifs, jpegs, etc etc etc.... --------------------------------------------------------------------------- 1) What you should know about "Super Combos" 1.1) Maximum Hits & Damage 1.2) Super Combos in Combos 1.3) Charging up the Super Combo Meter 2) The New Throw System (how to "weaken" throws) 3) How to use the SSF2 version of Characters in SSF2T 4) The new moves for each character, alterations to old moves, as well as specific comparisons between the SSF2 version and the SSF2T version of each character 5) The "Hidden" Boss (Akuma? Goki Long? Whatever...) 6) Misc. Details of the game. 7) The Quirks of the "Volleyball" effect in SSF2T 8) The Known New Endings 9) Quick Reference Guide to Stick Movement *) The credits & TOP TEN LIST =============================================================== --------------------------------------------------------------------------- PART 1: REGARDING SUPER COMBOS --------------------------------------------------------------------------- - A super combo (SC) is a move that inflicts from 40% to 60% damage. It's primary trademark is that the attack leaves a trail of shadows and it is begun when your character lets off a spark of light in his/her eye. The game pauses for a slight moment when you execute your Super Combo. - Super Combos can only be done when the Super Combo Meter (seen at bottom corner of screen) is full. The Super Combo Meter (SCM) increases after the following: * You execute any special move * You strike (blocked or not blocked, it matters not) your opponent with any regular move. - The more powerful the move/hit, the quicker the SCM rises. - The SC's have the ability to "bounce" characters in the air (a la MK). Especially Bison's, Dhalsim's, Ken's, and Sagat's more so than others. Balrog's SC still can hit airborne opponents up to five times. This is known as the "Volleyball Effect" (VE) which is explained in section 7. - SC's are "combo"-able with regular moves and can dizzy opponents. - Vega's, T-hawk's and 'Gief's SC's do NOT lose their charge if you attempt and fail to do them. The charge only dies if you actually LAND the SC. (this is kinda obvious, as their SC's are all THROWS, but hey, it's worth a mention). - The following have SC's that can go through fireballs, but the timing for it is somewhat precise (i.e. if you time it wrong, you WON'T be able to cut through fireballs, certain frames of animation are able to cut through fireballs, but not all frames) * Chun Li: more difficult to time * Honda: vunerable at the beginning, but cuts through easy during flight * Blanka: the superball, in it's later frames, rolls under "small" fireballs (i.e. sonic boom, yoga flame, air slasher, high tiger shot) * Ken: rather easily * Fei Long: * Dee Jay: more difficult to time * Cammy: * Sagat: rather easily * Balrog: never been stopped by a fireball before * Bison: never been stopped by a fireball before * Ryu: destroys other fireballs in it's path and STILL travels towards the target. In reality, his "Vacuum Fireball" is several fireballs compacted into a very small area, so even if your opponent is airborne, he will get hit several times. His feet may be invulnerable during the SC. FIVE hits is the maximum number of hits Ryu's SC can do if it connects. - The exact frames where the SC's are immune to fireballs vary from character to character. Bison's and Balrog's cut through fairly easy while Chun Li's and Dee Jay's have just a little more difficulty in going through. Different timing for each character. - CHUN LI AND HONDA share a particular trait, and perhaps T-Hawk as well. Do the stick motion for the SC first, then keep your stick in a foward position, any forward position, don't change directions. Your Super Combo will be set to go off, and all you need to do is tap the appropriate button. Yes, this is a bug. ----------------------------- Part 1.1 Maximum Hit & Damage ----------------------------- Maximum Damage: * Zangief & T-Hawk will on average take off 50-60% Vega will usually take off 30-45% * Assuming that you get all possible hits in the Super Combo: Everyone else has a potential damage range from 25 - 55%, I've seen some cases where Ryu's SC connects and takes off little damage, so basically if the CPU gets moody as it often does, your SC damage will waver from high to low damage at moments you won't be able to predict. Maximum Hits: The best way to get the maximum # of hits is to have your opponent be as close as possible and on the ground. Ryu: 5 Guile: 6 Ken: 5 Dhalsim: 5 Blanka: 4 Honda: 5 Chun Li: 6 Zangief: n/a Dee Jay: 4 Cammy: 5 Fei Long: 5 T-Hawk: n/a Balrog: 5 Vega: n/a Sagat: 5 Bison: 4 --------------------------------- Part 1.2: Super Combos in Combos --------------------------------- Super Combos can be added into combos. I'd advise you to find your own, as individual creativity is what works best when making combos, but I'll put down some obvious ones. Chun Li: Jumping Fierce - SC - triple air kick air jab (anything?) - standing jab - SC - triple air kick Ken: Jumping Fierce - SC Cammy: Jumping fierce - SC Sagat: Jumping fierce - SC Dee Jay: hm... there was this really nasty one, about 11 hits... offhand I can't remember it but it went something like... Neck Forward Kick - crouching jab X 2-3 - Jack Knife Maximum (air kick) - SC - Jack Knife Maximum. ----------------------------------- Part 1.3: Charging up the SC meter ----------------------------------- (creds to Mr. Chang (actually, these are his direct words or actually Gamest Magazine) o To give a measure for the Super Meter, Gamest uses the term "dot" as in pixels on the screen. I'd prefer using the word "pixel" personally, but hey, "dot" is shorter to type. -_^ Super Meter increment chart (Super Meter takes 48 dots to reach max.) --------------------------------------------------------------------- | | Jab/Short | Strong/Forward | Fierce/Roundhouse | |-------------------------------------------------------------------| |Hit | 2 dots | 4 dots | 5 dots | |-------+---------------+-------------------+-----------------------| |Blocked| 1 dot | 3 dots | 4 dots | --------------------------------------------------------------------- Ryu: "Vacuum Fireball" Ken: "Rising Dragon Breaker" Hadoken - 2 dots Hadoken - 2 dots Dragon Punch - 7 dots Dragon Punch - 8 dots Cyclone Kick - 6 dots Cyclone Kick - 6 dots New kicks - 6 dots Honda: "Double Ghost" (!) ChunLi: "Thousand Burst" HHS - 6 dots Wind Kick - 4 dots Torpedo - 9 dots Kikkoken - 5 dots Buttafuoco - 9 dots Rising Kick - 8 dots Uchio Throw - 12 dots SBK - 8 dots Blanka: "Grand Shave Roll" Zangief: "Final Atomic Buster" Electricity - 5 dots Missed SPD - 5 dots Slide - 5 dots Lariat - 6 dots Horiz. Roll - 7 dots Green Hand - 7 dots Vert. Roll - 7 dots Rush PD - 12 dots Arch Roll - 7 dots SPD - 20 dots Double PD - 24 dots Guile: "Double Somersault" Dhalsim: "Yoga Inferno" Sonic Boom - 7 dots Yoga Fire - 3 dots Blade Kick - 8 dots Yoga Flame - 8 dots Yoga Blast - 7 dots Teleport - 7 dots T. Hawk: "Double Typhoon" Cammy: "Spin Dive Smasher" Thwk. Buster - 6 dots Thrust Kick - 6 dots Condor Dive - 8 dots Cannon Drill - 7 dots Mex. Typhoon - 20 dots Spin Knuckle - 4 dots Wall Bounce - 4 dots (miss) 9 dots (slam) 9 dots (kick) Fei Long: "Blazing Rekka Ken" Dee Jay: "Sobat Carnival" Rekka Ken - 6 dots Air Slicer - 4 dots Shien Kyaku - 8 dots Jumping Kick - 9 dots Jumping Kick - 7 dots Sobot Kick - 8 dots MGU - 7 dots Balrog: "Crazy Buffalo" Vega: "Rolling Izuna Drop" Straight - 6 dots Backflip - 5 dots Upper - 5 dots Roll - 10 dots Low Straight - 6 dots Wall Attack - 8 dots Low Upper - 5 dots Flip Kick - 10 dots TAP - 7 dots Horiz. Claw - 10 dots B. Headbutt - 5 dots Sagat: "Tiger Genocide" M. Bison: "Knee Press Nightmare" Tiger Shot - 3 dots Psycho Crusher - 6 dots Tiger Upper. - 7 dots Scissor Kick - 6 dots Tiger Knee - 6 dots Head Stomp - 8 dots DFA - 8 dots --------------------------------------------------------------------------- PART 2: THE NEW THROW SYSTEM --------------------------------------------------------------------------- NOTE: if you choose to use the SSF2 version of your character, you CANNOT do this. You MUST choose the SSF2T version of your character to do this. If you get thrown, you can reduce the damage in half or sometimes less and land on your feet. =Explanation= In the EARLY frames of animation of YOUR character being thrown, just tap a button, usually strong or fierce, possibly any. If it makes you feel better, move the stick left or right as well. Consequences: As you rebound from being thrown, you can get hit before you're able to defend it. One such example being Vega, who can throw-slide. NOTE: Someone managed to air-throw Ken out of his DRAGON PUNCH while it was STILL GOING UP. I've witnessed VEGA doing so, others used Cammy. --------------------------------------------------------------------------- PART 3: USING THE "SUPER" VERSION OF YOUR CHARACTER IN SUPER TURBO! (confirmed by Rasheed Rankins) (or: how to wimp out at ssf2t) --------------------------------------------------------------------------- If you want to play the "Super" version of a character (as opposed to the Super Turbo version), you have to select your character with JAB. Then, while the plane is flying to the top of the screen, tap JAB repeatedly while either moving the joystick left-to-right or up-to-down. On the character selection screen, characters belonging to odd-numbered columns use the left-to-right method while those belonging to even numbered columns use the up-to-down method. Exceptions: So far, there is one exception to this rule, which is Cammy. In order to get the SSF2 version of her, do the OPPOSITE of what would normally be the proper stick movement. select with & tap jab button and... SHAKE STICK LEFT/RIGHT: SHAKE STICK UP/DOWN: ----------------------- -------------------- Ryu, Ken, Blanka, Zangief Honda, Chun Li, Guile, T-Hawk, Balrog, Fei Long, Dhalsim, Cammy, Dee Jay, & Vega Sagat & M. Bison Gamest Magazine claims there's an EXACT set of stick motions for getting the characters, although the above technique works just fine as well. Here's their take on this: Picking the Super version of a character: ----------------------------------------- o To pick the Super version of a character, pick the character with any button. Then enter the following joystick motions and press jab. Ryu - RRRL T. Hawk - RRLL Ken - LLLR Cammy - UUDD E. Honda - UUUD Dee Jay - DDUU Chun Li - DDDU Fei Long - LLRR Blanka - LRRR Balrog - RLLL Zangief - RLLL Vega - LRRL Guile - UDDD Sagat - UDDU Dhalsim - DUUU M. Bison - DUUD NOTE: Choosing the SSF2 version of your character WILL NOT give you an exact replication of the SSF2 character. EXAMPLES: * Balrog: standing rushing punches, while they do hit low, are more vunerable to kicks that they used to be, and noticably shorter. * Sagat: roundhouse is still shorter than it used to be. So in other words, attempting to use the SSF2 version will _most likely_ give you a hybrid variation on your character (there may be exceptions) - If two players both pick the same character in SSF2 mode, (i.e. ken vs. ken) both characters will wear VERY similar, almost identical uniforms with just a very slight shade of colour difference between them. = There are two BIG weaknesses that come with choosing the SSF2 mode of characters. * The SSF2 versions CANNOT USE SUPER COMBOS. * The SSF2 versions CANNOT SOFTEN THROWS. --------------------------------------------------------------------------- PART 4: THE WORLD WARRIORS: INDIVIDUAL DETAILS --------------------------------------------------------------------------- ----------- ** AKUMA ** ----------- * Super Combo: None * Fireball | \ -O + punch O O * Red Multi-hit fireball O- / | \ -O + punch. Jab hits once, strong hits twice, O O O fierce hits 3 times. * Hurricane Kick | / O- + kick. Slightly invulnerable at start, hits on the O O way up (like ken's), slow as Ryu's, taps into VE. * Uppercut -O | \ -O + punch. All his uppercuts can hit up to 3 times. O O Taps into the VE as well. * Air fireball (jump) + | \ -O + punch. Shoots an aerial fireball, but CPU O O Akuma shoots two at a time. How? Dunno. * Gliding Teleport -O | \ -O + ALL punch or kick or O- | / O- + ALL punch or kick O O O O Using kicks makes you travel about a half-screen. Using punches makes you travel a full screen across. --------- ** RYU ** --------- * Super Combo: "Vacuum Fireball" "Shinkuu Hadouken" | \ --O | \ --O + any punch O O O O A fireball that hits up to FIVE times, even if target is airborne * Rushing Punch (1): --O + STRONG (stand to block) * Rushing Punch (2): --O + FIERCE (block in any position) * 2-Hit Air Punch: + STRONG This punch initiates the "Volleyball Effect" if it connects (section 7). * Fireball disappears after travelling roughly 3/4 of the playing field (not the screen area, the ENTIRE field) * Shorter ROUNDHOUSE and FORWARD sweeps. * Hurricane Kick seems improved, and "lands better" with Ryu more able to retaliate after landing. * NOTE: Ryu's Dragon Punches are no longer invincible. = VERSION ADVANTAGES: SSF2T: Better Hurricane Kick New rushing punches a fair asset to have. SSF2: Totally invulnerable uppercut Longer ROUNDHOUSE and FORWARD sweeps? Performs Fireball trapping better? --------- ** KEN ** --------- * Super Combo: "Violent Dragon Punch" "Double Dragon" "Shyoryureppa" --O | \ --O | \ + any punch O O O O JAB dragon punch followed by a FIERCE dragon punch * New Roundhouse Kick 1: | \ --O + tap any kick O O animation resembles his old roundhouse (far). * New Roundhouse Kick 2: --O \ | + tap any kick O O swings foot across at chest level, can be used in combos. * New Roundhouse Kick 3: O-- / | \ --O + tap any kick O O O These are new and better animated versions of the old regular roundhouse. They will knock an aerial opponent to the far side of the screen and can be used to end a combo. * New Axe Kick 1: | \ --O + hold down kick button O O * New Axe Kick 2: --O \ | + hold down kick button O O * New Axe Kick 3: O-- / | \ --O + hold down kick button O O O Theses will do Axe Kicks (new animation) that you must STAND up to block. There IS a difference between NAK 1 and NAK 2, but we're not really sure how one is better than the other. It's speculated NAK 2 is better in combos and generally faster. Also, NAK 2 swings higher faster. Don't know enough about how NAK #3 is dramatically different or such, but then again the diference between NAK 1 & 2 aren't extremely great either. * Air Throw: --O O-- + FORWARD ROUNDHOUSE * Knee Bash: --O O-- + FORWARD Ken will grab his opponent and hit'em with his knee repeatedly. Tap button & shake stick to increase bash speed. * Fireball now disappears after travelling 3/4 across the playing field (not the screen area, but the ENTIRE field) * His air ROUNDHOUSE no longer can do neck kicks H * His ground standing ROUNDHOUSE is a spin kick to the knee area which also moves him forward. It has great range & good damage. * His close range standing forward has been altered. It is no longer a knee, but instead a very brief one-hit axe kick. * The Hurricane Kick seems to "land better". He's more able to throw after landing. * Shorter ROUNDHOUSE and FORWARD Sweep. * New jumping FORWARD, better range and priority. * Uppercut damage has been boosted, as well as his TOD combo. * NOTE: Ken's Dragon Punch is NO longer invulnerable =VERSION ADVANTAGES: SSF2T: New attacks a fair asset to close-up fighting New FORWARD and ROUNDHOUSE may have good properties Jab Uppercut does more damage HK not as vunerable when it lands SSF2: Invulnerable uppercut Neck kick ability in ROUNDHOUSE kick (can't do that in SSF2T) Some may prefer his original regular kicks. Probbably performs Fireball trapping better. -------------- ** E. Honda ** -------------- * Super Combo: "Super Killer Head Ram" "Double Torpedo" O-- --O O-- --O + any punch Does 2 Torpedos that hit multiple times You can do the motions for it, but instead of immediately tapping punch just keep the stick in a forward direction (jumping forward, walking forward, crouching forward, whatever). When you tap a punch button, the Super Combo will automatically begin. You loose the charge if you reverse the direction of your stick or tap a kick button. * Uchio Throw (or "Mega-Buttafuco Slam") | / O-- + FIERCE O O Honda will grab your opponent, smash 'em head-first into the floor, leaps up, and then SITS ON 'EM! It has as much range as T-hawk's Dunk. The damage level is roughly 30%. * Regular move alterations: Now in SSF2T Was in SSF2 ------------ ----------- standing SHORT crouching SHORT crouching SHORT [close] SHORT standing FORWARD crouching FORWARD crouching FORWARD [close] FORWARD standing ROUNDHOUSE [close] ROUNDHOUSE O- or -O ROUNDHOUSE [far] ROUNDHOUSE standing FIERCE crouching FIERCE [close] FIERCE standing FIERCE * Fierce punch (grab at feet) no longer knocks down opponent. * Jumping straight up fierce can be moved forward by stick movement. * Priority of jumping fierce may be boosted. * his close standing strong punch now can hit earlier in it's animation. * HHS (Hundred Hand Slap) no longer controlled as before. The action of the HHS depends on which button you choose to mash: * FIERCE: flies forward VERY fast about half the screen, then doesn't move forward any more. If you keep tapping the button, he'll still do the HHS, he just won't budge any further in any direction. * STRONG: glides along forward at a fair pace, a little faster than his walking speed, and then stops just as the FIERCE HHS does. * JAB: starts up the HHS, but he won't budge at all. =VERSION ADVANTAGES: SSF2T: foot grab quicker to do Buttafuco attack seems to have better range he's got that mega-buttafuco throw really fast forward moving HHS. that bit about controlling the jumping straight up fierce. SSF2: overhead FIERCE chop comes out more than in SSF2T version precise control of HHS movement. ------------ ** BLANKA ** ------------ * Super Combo: "Grand Shave Roll" O-- --O O-- --O + any punch Rolls into ball, bounces up for a moment, and then rolls along ground for multiple hits. Can dive under "narrow" fireballs. (i.e. Sonic Boom, Air Slasher, High Tiger Shot, Yoga Fire, etc...) The ball can hit even as it's bounding upwards. Hold the punch button down to spin in place for a while. * Hop: O-- --O + all 3 kick The Hop is somewhat immune to any regular attack: you cannot punch/kick Blanka as he is moving forward. However, Blanka CAN get hit by a special move, particulary anything of a torpedo/projectile nature. Also, he has a _brief_ moment of vulnerability where he can get hit or thrown as he stops the hop, but it's very short. In earlier beta versions it could go through fireballs. * Sliding Punch: \ + FIERCE O This sliding punch can dive under only "narrow" fireballs (as explained above with the SuperCombo) _and_ Bison's torpedo. * Arch ball is faster, but who needs it? * Vertical ball now drops Blanka straight down instead of retreating. * His jumping ROUNDHOUSE, and all his FIERCE punches, have been greatly improved in range and speed. * Somewhat better recovery after BlankaBall, as he's able to jump over any retaliatory fireball from Ken, has a fair shot at blocking or dodging Sagat's, but still can't dodge Ryu's. =VERSION ADVANTAGES: Honestly, do you really have to ask? SSF2T is THE Blanka to use. There are NO advantages to using the SSF2 version. ----------- ** GUILE ** ----------- * Super Combo: "Double Summersault Kick" "Double Flash..." "Double Slash..." / \ / O + any kick O O O | SHORT flash kick followed by a ROUNDHOUSE flash kick * New forward kick: O-- --O + FORWARD Guile will do his "Chuck Norris/Van Damme" type spin kick and move forward or backwards (dependant upon stick direction). Nice for SB type trap or surprise. May also be able to hop above low tiger shots. * Old knee hop: O-- --O + SHORT * Old backfist: --O + FIERCE * New roundhouse: If the opponent is far, it will do a skip-forward + kick to the shin. If the opponent is very near, Guile will do a stationary kick that aims for the head. * New fierce: a straight forward punch, Ken/Ryu-type punch range. * Size of Flash Kick proportional to strength of kick, SHORT FK being a bit smaller than a FORWARD FK. =VERSION ADVANTAGES SSF2T: Handy-dandy new FORWARD & ROUNDHOUSE Flash Kick may be longer. SSF2: Some may prefer his original FIERCE and ROUNDHOUSE ------------- ** CHUN LI ** ------------- * Super Combo: "Thousand Burst Kick" "Lightning Strike" O-- --O O-- --O + any kick Does a charging SHORT kick followed by a Lightning Kick barrage Chun can do the same trick with her SC that Honda has (in other words, for more info See Honda) * Spinning Bird Kick: O-- --O + any kick NOTE: the SBK no longer hits on it's way up. Essentially, it is kinda useless. * Jumping Lightning Kick: | O + any kick O | Hits 3 times in air, It is very vertical, having roughly the same range as Ryu's Uppercut. Not very impressive damage, but looks okay. taps into the "Volleyball Effect" but tough to do. * Parabolic Spinning Bird Kick is possible, but I'm not 100% sure of it's execution. It's probably O O-- / + kick * Neck Flip: \ + ROUNDHOUSE O can be done even if opponent is far away. Handy in some scenarios where you want to dodge fireballs. * Back Flip: \ + FORWARD O can be done even if opponent is far away. * Her fireball charge seems to be shorter. * Her forward kick is better in combos now. =VERSION ADVANTAGES: SSF2T: Seemingly quicker fireball chargeup New air kick Better modified forward kick SSF2: The only reason you'd want to use her is because you feel the new stuff is unnecessary or irritating. Superior SBK. ------------- ** Zangief ** ------------- * Super Combo: "Final Atomic Buster" 720 degree motion + any punch Does a German Double Suplex followed by a SPD has done up to 70% damage! The Super Meter will NOT lose it's charge until you actually succeed in grabbing your target. * Green Hand or "Banishing Hand" "Vanishing Flat" --O \ | + FIERCE O O Can follow with a SPD * Hopping Gut Crunch O-- --O + STRONG or FIERCE Don't use this too much. It HAS managed to stop a BlankaBall in mid-flight. Can *barely* go over some sweeps. * SPD may have more range. * Lariat punch seems to be improved, lower starting strike zone, can take out a Honda torpedo better. * NOTE: He no longer has the "magic throw" bug, not in ANY version. = VERSION ADVANTAGES SSF2T: "green hand" a fair anti-fireball tool but an excellent way to "tick" Lariat punch improved SSF2: The jabs can handle Honda's torpedo better Lacks the "gimp" move of SSF2T that can, if not managed carefully, can get Zangief killed ------------- ** Dhalsim ** ------------- * Super Combo: "Yoga Inferno" O-- / | \ --O O-- / | \ --O + any punch O O O O O O Super-charged Yoga Flame that hits multiple times. * Vertical Yoga Flame: "Yoga Blast" O-- / | \ --O + any kick O O O Dhalsim spews a flame cloud into the air. * Joystick must now be in neutral or forward to get extended limb attacks. * If you hold back, you'll get "short" attacks, those attacks that used to automatically come out when your opponent was near. Keeping the stick in neutral or offensive positioning will allow Dhalsim's limbs to extend to it's maximum lengths. * The torpedo is nearly horizontal. * The drills are of varying angles, based upon the kick button used. * ROUNDHOUSE: near vertical angle * FORWARD: 45 degree angle * SHORT: near horizontal angle * His crouching goofy SHORT kick from classic SF2 is back * A New very straight jumping STRONG punch * A New jumping JAB punch * His teleport has new animation and seems to be less vunerable. =VERSION ADVANTAGES SSF2T: Anti-air flame More angle-controlled drills Better air strong punch Teleport is fast any very much less vunerable SSF2: Limbs will naturally extend to appropriate length (don't that sound sick?) ----------- ** Cammy ** ----------- * Super Combo: "Spin Dive Smasher" | \ --O | \ + any kick O O O O Does a Cannondrill followed by a Thrust Kick * Cannonball Jump: / | \ --O O + strong/fierce O O O / She'll spin up in a ball, and the next part is up to you: (NOTE: nobody's 100% sure about this yet) # If she's near target, she'll do one of two throws. To execute the throw, tap a kick button as you're in the ball. The opponent should be reasonably near. # she'll leg grab you # she'll grab, plant her feet in your face and smash you to the ground It's theorized that this is determined either by using kick or punch, or by whether or not your opponent was crouching when he gets thrown. # In a Japanese vidmag, it's said that the kind of throw done is determined by the time that you press the kick button. According to them, if you push the button when she's near her opponent's head, she'll do the leg-grab, when she's near her opponent's mid-section she'll do the other throw, and if you've done it later you'll just do the slide. # If no throw is attempted, she will go into a slide which goes under fireballs and disrupts Honda's headbutt if Honda doesn't get it out in time. * She can do the jump w/o doing either a slide or throw, and it is GUESSED that you must leave the stick in neutral to do so. * The JAB spinning punch is known to have a FEW frames of invulnerability at the very earliest frames of invulnerability, while the STRONG & FIERCE seem to be lacking in invulnerability. (creds to mike chang) * Her air throw, particularly her leg air throw, has a BIGGER range. * Shorter hangtime * Shorter SHORT drill, but better recovery. =VERSION ADVANTAGES SSF2T: Cannonball Jump Better air throw Lower hangtime SSF2: Her Spinning Punch is more invulnerable -------------- ** Fei Long ** -------------- * Super Combo: "Grand Blazing-Flame Punch" "Rekkuukyaku" | \ --O | \ --O + any punch O O O O Fei does 5 Rekka Punches in a row. * Triple Axe Jump: "Rekkuukyaky" / | \ --O O + any kick O O O / Uses the frames of animation from his old jumping roundhouse to jump in an arch, can hit up to 3 times. Taps into Volleyball effect for a maximum of 3 times. Can be used in combos. * New Forward Kick: --O + FORWARD Uses the same frames as in Super, but it moves forward and it can only be blocked by standing up to block. It can travel over sweeps such as Ryu's ROUNDHOUSE and Guile's FORWARD. * New ROUNDHOUSE jumpkick uses animation of his old jump straight up roundhouse. * New near neutral standing forward kick. * His hangtime might be longer by a little bit. * Has air throw: he uses the animation of the grab-the-head-and-sling-you throw. Use STRONG or FIERCE. =VERSION ADVANTAGES SSF2T: Has new arching multi-hit Axe Kick SSF2: Shorter Hangtime (not by much) Retains goofy but effective jumping roundhouse kick ------------- ** DEE JAY ** ------------- * Super Combo: "Carnival Hook Kick" "Quadruple Rolling Sabot Kick" O-- --O, O-- --O + any kick He'll do 2 Double Dred Kicks. * Double Axe Jump: "Jack Knife Maximum" | O + any kick O | He does a spin kick in the air. The stronger the kick, the more spins you do. Looks sweet, and is fairly effective. NOTE: This move taps into the "Volleyball effect". If the kick does not hit three times, you can do another axe jump to make the total # of hits three. * Slide is altered. It travels shorter but more easily travels cleanly under small fireballs (sonic boom, yoga fire, etc...) * MGU does more damage, but NO LONGER contains ANY invulnerable frames of animation. * Hang time is improved. * Jumping FIERCE is now a downward angled punch, while jumping STRONG is an upward angled punch. * Jumping roundhouse animation is _very_ much faster. * Jumping STRONG and FIERCE animation switched from Super to Super Turbo. =VERSION ADVANTAGES SSF2T: Seemingly better hang time Better damage New air attack Slide cuts under some fireballs SSF2: Slide is longer?? MGU may have invulnerability ------------- ** T. HAWK ** (credits to Julien Beasley) ------------- * Super Combo: "Double Mexican Typhoon" "Double Dunk" <720 degree motion> + any punch One fierce Mega-Dunk followed by a jab Mega-Dunk. He only loses the charge when the throw is done. Missed attempts do not empty the power meter. One person has managed to do the stick motions first, then walk forward a bit and tap the button to do the SC. * All you need to do to execute a Dive is to hit all 3 punch buttons. No stick movement required. * Shorter crouching FORWARD and standing ROUNDHOUSE * MAYBE a reduced hangtime. * Relatively sped up. =VERSION ADVANTAGES SSF2T: possibly all-around just a little faster SSF2: his FORWARD and ROUNDHOUSE kick is longer. ------------ ** BALROG ** ------------ * Super Combo: "Dashing Upper Cuts" "Frenzy" "Mad Dash" "Crazy Buffalo" O-- --O, O-- --O + any punch or kick He does 5 rushing punches in a row. * Two New Ducking Rushing punches: O-- \ + any punch or kick O The punch will end in a ROUNDHOUSE animation and (obviously) hit low, but has less range than his old charging punches. I don't know why they bothered with the kick, as it's justa lower version of the charging kick and still doesn't hit low. * Balrog, while jumping straight up, can move forward by using the FIERCE button and the stick. * Balrog seems to do more damage per hit. * Balrog's standing FIERCE punch is shorter BUT faster. * Balrog's Buffalo Headbutt goes longer and hits lower. =VERSION ADVANTAGES SSF2T: low dashing punch which is an asset in some situations (especially against Zangief) SSF2: standing rushing punches hit low (but _are_ shorter ranged than in previous versions) ---------- ** VEGA ** ---------- * Super Combo: "Rolling Izuna Backdrop" / \ / O O + any kick O O O \ / This executes a normal wall dive. However, if you connect with the bodyslam, you will get 3 bodyslams instead of one. The SUPER METER _ONLY_ goes down when you get the 3 bodyslams off. You will NOT see Vega leaving a trail of shadows UNTIL you actually grab your target, otherwise, it looks like a normal dive and you can make opponents nervous like this. * Forward Flip: / --O + any kick O Barely goes through fireballs, can hit aerial target twice. Once you have this move charged, you may stand up but you MUST stay in a defensive stance (i.e. hold your stick away from opponent). Taps into volleyball effect. * NOTE: you may stand up after your Forward Flip is charged. Just keep your stick in a defensive position. * If your claw falls off, you can pick it up again by just walking over it. * You must stand up to block Vega's off-the-wall slash (missed air-backbreaker/izuna drop). * The range of his crouching STRONG and JAB have been shortened a little. =VERSION ADVANTAGES SSF2T: very effective new forward flip can pick up claw after it falls off quick chargeup time for everything. SSF2: None known. ----------- ** SAGAT ** ----------- * Super Combo: "Tiger Genocide" --O | \ --O | \ + any punch O O O O A Tiger Knee followed by a Tiger Uppercut. * Fireball recovery is almost as bad as his HF delay * TU damage is now reduced to unimpressive, very Ken/Ryu-type levels, even though it hits for a maximum of 5 times. Sometimes it won't even hit that much. * Roundhouse has less rage, jumping and crouching. * All of his kicks are now interruptable and therefore usable in combos. * Only the JAB Tiger Uppercut is sure to knock down an opponent if struck on the ground. The FIERCE TU has left opponents standing on occasion. * Also, his kicks can be used in FULL extension for combos: in other words, you can allow his SHORT and FORWARD kicks to make contact TWICE and STILL shoot a fireball for a combo, and with this a 5 hit combo MAY be possible (jumping kick - standing STRING - Tiger Knee) =VERSION ADVANTAGES SSF2T: the standard SC & softening throws stuff. SSF2: This is strange. BOTH versions have the ability to use BOTH hits of his FORWARD and SHORT kick as part of a combo, and BOTH have the shortened ROUNDHOUSE. BUT SSF2 mode Sagat has a more powerful uppercut and quicker fireball recovery. Makes for a better long range fight and fireball trapping. I have to wonder what the advantage of using SSF2T Sagat is, other than the standard two reasons. -------------- ** M. BISON ** -------------- * Super Combo: "Knee Press Nightmare" O-- --O O-- --O + any kick Does 2 Scissor Kicks in a row * "Devil's reverse": | O O O + any punch O \ | / It is now controllable. He'll fly where you send him and fake a headstomp. If you press punch AGAIN, he will dive down, and you can control his descent. Don't press it and you'll fly off, maybe to a safe distance. Has less priority than in SUPER (credits to Stiltman) * Scissor Kick has improved "bounceback" and recovery, leaving Bison not-as-vunerable afterwards anymore. Still, you can't get reckless with it. * Scissor kicks lash out faster than before. * Scissor Kick charge time just a little longer than before. * Damage levels are _fairly_ high, and torpedo seems to take off a little bit more when blocked than his SSF2 version. * Also may retain high stun ability. * Jumping STRONG punch is altered: It is a two-hitter punch. The first uses the graphics of his SSF2 straight up jumping jab now for jumping forward & back. To get the second hit, you must tap the button again, and he'll execute another punch which uses the animation of his jumping straight up fierce punch. So graphically, it will look like a left-right punch combination. =VERSION ADVANTAGES SSF2T: Torpedo takes off more damage if blocked Scissor kick is faster in it's execution and it's recovery (you are less likely to be thrown after your scissor kick is blocked) Also his regular hits are more damaging. Oh yeah, that cool volleyball stuff :) SSF2: Uses original "Devil's Reverse". --------------------------------------------------------------------------- PART 5: HIDDEN CHARACTER --------------------------------------------------------------------------- Name: ??? His energy bar has NO name, so nobody is 100% sure. There are two version of what his REAL name should be. * Goki Long: ("son of Sheng Long") assigned by several magazines & assumed by everyone since that stupid EGM april fools stunt. * Goki (spelling?) (no Long) his name in japanese versions? * Sheng Long: again, a byproduct of kids and that April EGM. * Akuma: (japanese for "devil") the name he's known by in Japan. EGM also calls him Akuma. Also... according to Ming (you're not kidding, right?) "Akuma" was the name on some promotional posters and such that Capcom gave out. * -=His Story=- And so vctrl113062@aol.com writes.... "[from the EGM book] there are two pages devoted to Akuma. The book gives some of his stats and says, among other things, that he is named Gouki in Japan, and that according to "Japanese sources" he is the brother of Ken and Ryu's Master (Sheng Long in the US, Gouken in Japan). It says that Akuma/Gouki & Sheng Long/Gouken both learned the fireball/hurricane kick/dragon punch from a Master Goutetsu, and that these three techniques were initially meant for killing. Sheng Long/Gouken removed the "intent to kill" from these moves when he taught them to Ken & Ryu. Akuma/Gouki has no such reservations, and Master Goutetsu's "mysterious death" was supposedly at his hands. And now, it seems as though Akuma/Gouki wanders the world looking for worthy opponents to fight to the death..." * Description: Imagine Ryu's body with a ponytailed head on it, the hair looking a bit fiery. His clothes are all black, his pants are ragged at the ends. He is darkly tanned and his face says "I'm pissed". He's also sporting sandals and a necklace of some sort. His fireballs are shot with a grunt, "hrgh!", and his uppercuts sound similar to this as well. He does _not_ use any words. He has two victory poses. One of them is Akuma shaking his fists much like Fei Long does. The other is him turning his back away while a red symbol fades into his back (it resembles an "E" and might mean "heaven" or something like that) * The Grand Entrance: Your plane will fly off to Bison's place. You and Bison will be standing there, but there won't be a "ROUND 1: FIGHT!" voice. You'll _know_ you got Akuma if the picture box where Bison's portrait should be is left black. From _behind_ you, Akuma will warp in, stopping in front of Bison. The screen will fade to white, you'll hear the sounds of hits being landed and see the little star marks which indicate that someone was hit, and then the screen will fade from total white to normal, revealing Akuma standing over the beaten body of M. Bison. It's kinda weird if you are using Bison at the moment. Oh yeah, Bison's body stays on the scene for all the rounds you fight Akuma :::How to Reach Him::: I have NO idea. People have reached him in various ways: * even though they have lost rounds * even though they have continued * even though they have previously engaged in two player mode (I myself have gotten to Akuma after many people played the machine and switched characters, colors, and sides, lost many rounds, & continued a ridiculous amount of times) * A theory from Gamest Magazine claims that you must beat The first three bosses w/o loosing a round or continuing. :::The Most Sure-Fire Way to Get to Akuma::: * Use SC's every chance you get, don't loose rounds, don't continue don't win by timeout. This may not be the exact requirement, but if you go by this stuff, you've covered just about any guess as to how to get to Akuma. *but even if you do all this, there's no guarantees. :::Theories (NOT proven)::: * One theory suggests it is related to your points scored. * One more theory links the performing of SC's to getting to Akuma. * Final theory: It's all just RANDOM :::Statistics (how badass is he?)::: (big assist by caine schneider ) Having seen him a few times, here are some things to expect: * triple hit red fireball. like ryu's SC. You'll know when he shoots it because you can see him tense up before shooting it. However, his fireball is released _faster_ than _any_ character. It also engulfs you in flames if it hits. He is disabled by the fireball long enough for most characters to get a hit in (except probably Zangief, T-Hawk, & Honda). The damage done by this is heavy, about 30% or more. He will often attempt to catch you off guard by doing a forward sweep - red fireball combo. If you don't block the sweep, you probably won't block the fireballs. * double air fireball, aimed down about 45 degrees. this is actually two fireballs side by side. The graphics for this are new. You can see the image of Akuma's left & right hands in the two fireballs. The primary hazard of this attack is that it pins you down and is hard to get past/jump over. The damage done by it is not overwhelming, about the strength of a strong/fierce punch. * two or three hit hurricane kick. It does tremendous damage and leaves you knocked down after it's done. Akuma will often use this in his jumps at you. He can also follow the hurricane kick with an uppercut (this is a massive combo) * two/three-hit dragon punch, which acts like a super combo move, meaning he can hit you while you are in the air, AND that the damage is massive. * regular fireball that resembles Ryu's but is shot out _much_ faster. * screen dash that has invulnerability. he switches sides very rapidly with black (not blue) shadows trailing him. He is vulnerable after he emerges from it for a brief while. * ticks. he will tick you. standing short kick followed by leg throw seems to be one of his favorites. * this fight is all ranges. you have to fight him from mid-range to win. too close is bad since he is so fast, too far and he will pummel you with all of his fireballs. the ground fireballs are really fast! he likes to jump. * he is not big at all. just imagine ryu's black outfit, and a gnarly looking head with red hair. * he is fast. faster than ken or ryu, but not like vega or chun li. more like fei long. * he performed this combo: two-hit air hurricane, jab dp. the DP hit before the guy landed like a super combo. Attack Patterns and habits: There are several offensive sets that Akuma will employ. * Often, he will jump up, do the air fireball, land before you're through blocking them, and launch a red fireball. * He'll jump away shooting air fireballs and back them up with a red fireball as soon as he lands. * He will jump at you with a helicopter kick, and if it hits, he'll follow through with a DP. * At least half the time he'll soften a throw if you try to toss him. * He will mostly not DP the Blankaball and just block it. In the second round, the odds of him DPing it increase. * He will mostly DP any other attack that approaches him, including any badly timed jumps, Bison attacks, Vega punches/kicks, Dhalsim limbs, etc etc etc. * Every now and then he will just jump at you with a normal roundhouse kick. You must take advantave of when he does this. * Going offensive at him mostly won't work. Reacting to his mistakes (warping at you, jumping at you, shooting a fireball when you can see it coming a mile away, etc...) is your best bet. Known weaknesses: * Will jump towards you. Easy target for any anti-air attacks. he won't do this often, so take advantage if it when it happens. * Will not block or retaliate after Vega's wall spike. He WILL once in a while, but not often. * Will _mostly_ just block blankaballs. Once in a while he may dragon punch it, but mostly not. * His multi-hit flaming fireball has a longer delay before launch and after. Watch for when he tenses up and seems on fire, and attack. 5.1) ============How to USE Akuma/Gouki================== That's right. You can play AS the hidden character. Here's the safest method known so far: - put your square on ryu. Say in your head "thousand-1, thousand-2, thousand-3" Don't be afraid to say it a bit fast. - go to T-Hawk's square. Again, do the 3-count. - go to Guile's square. Again, do the 3-count. - go to Cammy's square. Again, do the 3-count. - go to Ryu/Ken's square. Again, do the 3-count. - Hit ALL punch buttons and the start button AT THE SAME TIME. If you misfire, keep on mashing those buttons. The computer gives you a half second to get it right. *note: the pause on each character can be as short as 1 1/2 seconds. Just make sure that you keep the delay consistent for every character. If you start with a 3 second delay, stay with it for all squares. *note2: AFTER you have finished moving to all the squares and BEFORE you press all the buttons, there is one precaution you may want to try. Move your square to a character you want to play in case the code does not work, and THEN press the buttons. REMEMBER, do this AFTER you're done moving through all the squares and BEFORE you hit the buttons. ===DIFFERENCES BETWEEN CPU GOUKI/AKUMA & HUMAN GOUKI/AKUMA=== Anyone who's played against Akuma/Goki would think that being allowed to use A/G would be unfair. Not so. The playable version of Akuma/Goki is toned down in two ways: - more delay after fireballs, ESPECIALLY the red fireballs. - fireballs do less damage. This makes A/G much easier to fight against than the CPU A/G. Still, he's a tough bastard. He has all the standard moves of the classic ken/ryu, his uppercut has ryu-like (or more) damage & range, but hits multiple times a la Ken and is invulnerabe, or at least has the highest possible priority, as it does beat Ken & Ryu's DP, Sagat's TU, and just about anything else that is of a DP/FK nature. His HK hits on the way up & can hit multiple times like Ken's but is slightly invulnerable at the start like Ryu's HK. His red fireball delay is as bad/worse than Ken's fireball delay, his normal fireball travels fast and it's delay is near/equal to Ryu's. Not faster, I think. Basically, he's a Ryu/Ken blend with more tricks and better speed. --------------------------------------------------------------------------- PART 6: MISC. DETAILS --------------------------------------------------------------------------- Most Improved Characters: Blanka Dee Jay Least Improved Characters: T-Hawk Sagat Speed: For the first couple of days that you play it, the speed will overwhelm you, but after about 3 days, you'll be comfortable with it again, and even maximum speed is easy. Just before you play the CPU you'll be given a choice of speeds 1 through 3. In one-on-one situations, the winner of the last game will choose speed. Speed 3 is ideal for the "fast" characters such as Vega, Chun, and Blanka. Also, it certainly can't hurt to boost up the speed if you are a tickfest-type player. Introduction: Just as in SSF2, there will be Ryu, pacing himself and getting a fireball ready. The screen will flash to Cammy's scene, a slightly different perspective, and Chun Li will appear with her back turned away (they drew her neck & chin too think, imho). Then it will flash back to Ryu, further into his fireball shot, flash back to Cammy's place again, with Cammy now coming into view, sticking her tongue out. Ryu's reeealy tensing up now when the hidden boss is shown in profile black & white, his back turned to you. It quickly flashes between him and Ryu until Ryu finally lets his fireball go. Selection screen: Two rows of characters, much less crowded than the SSF2 selection screen, with a redrawn map. The original characters occupy the left 8 boxes, the 4 bosses occupy the far right boxes, and the characters introduced from SSF2 are in the center area. When you and an opponent are about to go at it, the portraits of the opposing characters are shown, with a blue frame and a moving background (very nice, imho). Overall: The characters seem to have been modified for better close-range fighting (and for some, at the cost of their long range strategy). Some examples would be the improvement of Bison's Scissor Kick, Sagat's ability to tack on a fireball if his opponent blocks (or doesn't) a SHORT/FORWARD kick, Ryu's new rushing punch, and the alteration of Vega since Super. Even Dhalsim's alterations may have been an attempt to improve his close-range abilities, and his new Teleport certainly has more offensive possibilities. The emphasis on this one, definitely close range fighting. --------------------------------------------------------------------------- Part 7: The Volleyball Effect (VE) --------------------------------------------------------------------------- The Volleyball effect is a new feature in SSF2T that is somewhat akin to the attack mode of MK. If you have an opponent in the air, and you've already hit them, you can hit them again in their "reeling back" frames of animation. It's _guessed_ that the "Volleyball Effect" (VE) was a byproduct of the installation of SuperCombos, as SuperCombos naturally have the VE, while the normal moves may have acquired them by accident. HOWEVER, it doesn't really matter if they were originally accidental because Capcom has officially promoted it as a new feature and NOT a bug that slipped by them (like Zangief's SSF2 magic throw). The primary requirement SEEMS to be that your character must have a multi-air hit capability. When struck by such an attack, the CPU places the one who was hit into an alternate stun mode where they are reeling back but still hittable, so that the multi-hit air attack can hit multiple times. (note: non-throw super combos also place targets into alternate-stun mode, so you can combine v-ball attacks with supercombos) * All known non-SuperCombo VE attacks are multi-hitting attacks, and are using attacks that are unique to SSF2T. ALL SuperCombo's by their very nature retain the "Volleyball Effect" and are capable of hitting opponents in the air for more than three hits in a row. As for _Regular_ moves: The maximum number of hits you can get from exploiting the volleyball effect is 3 so far. It is confirmed that Ryu, Bison, Fei Long, Vega, and Dee Jay _cannot_ use the VE for more than 3 hits. * Akuma: His VE moves are the most damaging of the non-SC volleyball attacks. As usual, the limit is 3 hits. His hurricane kick and uppercut tap into the VE, for a nice potential of combos. In the corner, two jab uppercuts in a row will work, or a HK & uppercut, or vice versa, etc etc etc. Fairly easy to take advantage of Akuma's VE talent. Try to work in the HK with combos. * Ryu: is proven to be able to manipulate the volleyball effect. He's the first one to be noticed for this trait. His v-ball attack is very much similar to Bison's. * Dee Jay: His Axe Jump is able to first use the Air Spin Kick on an opponent, and then use another Axe Jump before they land. Very easy to do. * Fei Long: His axe jump can be repeated on an opponent before they land for a maximum of 3 times. Extremely difficult to pull off. * Vega: His roundhouse forward flip hits twice. Immediately follow with _another_ roundhouse forward flip and you'll get the total 3 hit limit. Very tough to pull off. * Bison: His jumping strong punch taps into the "Volleyball effect" as well. By repeated hitting the STRONG after the first hit, Bison will then hit the opponent with his OTHER hand. This will knock the opponent high enough in the air so that Bison can land and jump one more time for the final jumping STRONG punch. BUT you don't have to use the one-two punch, but instead just go one punch at a time to maximize time and push your opponent back. Bison's volleyball attack is very easy to use. You can even tack it unto the end of his SC for a total of 7 hits. * Chun Li: Her jumping triple kick, while it is much like Dee Jay's, cannot v-ball like Dee Jay. Instead, her best shot at using it in a v-ball situation is to use the triple kick AFTER her Super Combo connects and her opponent is reeling. * Sagat: it's been reported that it's possible to get a bounce from his fierce uppercut, either after a Super Combo or if you've nailed your opponent when the both of you are packed in the corner. Probbably ridiculously hard to manipulate. * it's likely that there are MORE moves which tap into the VE yet to be discovered. --------------------------------------------------------------------------- PART 8: NEW ENDINGS (SO FAR) --------------------------------------------------------------------------- In addition to the endings, one frame pictures have been added to the endings. In general, these new pics are (imho) very well done. Akuma: After he wins, the screen narrows, just as Guile's & Cammy's does. Then he does one of his winning poses. The credits roll by while each character is shown in his or her _loosing_ pose. Bison: He sits on an Athena-in-the-Panthenon type throne holding a suspended globe (earth?) in his right hand, his face wearing an evil smile. Chun: She's trying out a new dress before a mirror in some kind of store, while her friend stands in the back, holding Chun's spiked bracers (they seem to be very heavy) and her hair is down. Dhalsim: Standing over a cliff by a raging river. A boy is in the river and is about to be hit by a falling log. Dhalsim saves the boy in one hand and pushes the log away with the other hand. Balrog: Busy breaking a sandbag with a straight punch, while several sandbag sits broken in the background and other boxers cling to their sandbags in fright. Ryu: Engaged in another street fight, blocking a straight punch from a punk (might be Birdie, a character of SF1 fame), some people in the background. Guile: Down on one knee before Charlie's grave, wearing a solemn expression on his face and holding his friend's dog tag. Ken: He's in a department store, there's an escalator in the back. Ken and Elisa are rushing off in a hurry with Eliza ahead and Pulling Ken by the hand. Elisa is in a blue dress cut on the side, Ken is in a suit (white?). He's carrying lots of boxes which are about to topple over him. (See? marriage made him a wuss already.) Zangief: He's flexing his muscles and leaning on a broken mirror, looks like he's in a locker room or gym of some sort. A picture of Vega that's been defaced by some pink colored ink is taped to the mirror. Blanka: He's standing in a busy street, the people seem frightened or horrified by him. He's holding a mask of some sort and blocking traffic. E. Honda: He's rampaging in his (dojo? school?), the ground trembling, the walls kinda shaking, his students running for cover. Cammy: She's on a sidewalk by a London street full of cars, wearing a school uniform. She's kneeling down and extending a hand to a kitten. Dee Jay: Wearing headphones, a keyboard on his lap, lying out on a hammockon the beach and (as usual) wearing that smile. Fei Long: He's sitting in a movie star's chair, a blond lady wiping the sweat from his brow. T-Hawk: Background desert, a few ruins too. He's facing you with his head turned away over his shoulder where a hawk is approaching. Vega: He's in his mansion, decor being nice (tribal weapons, furs, etc), He's standing sideways away from you, wearing a baggy blue outfit, one hand in pocket, the other enjoying a nice drink. He's peering over his shoulder looking at you. Sagat: Doing one-fingered pushups at his place (say, have any of you ever watched the Emmys when Billy Crystal first hosted them, and Jack Palance put in an appearance?) --------------------------------------------------------------------------- PART 9: QUICK REFERENCE GUIDE TO STICK MOVEMENT --------------------------------------------------------------------------- (jump away) (jump towards) O O O \ | / (away from opponent) O-- @ --O (towards opponent) / | \ O O O (defensive crouch) (offensive crouch) @: neutral stick position --------------------------------------------------------------------------- --------------------------------------------------------------------------- yeah, I know, I know, last time was supposed to be the last faq. so sue me ;) === RpM "some days are honest some days are not === Some days you're thankfull for what you've got Some days you wake up in the army And some days... it's the enemy" - U2 --------------------------------------------------------------------------- ** CREDITS ** --------------------------------------------------------------------------- A BIG "THANK YA!!!" TO.... In General: ALT.GAMES.SF2 _and Specifically_ |Mark Maestas|Tom Cannon|John Nishinaga|Kenchiro Tanaka|Stiltman| |Matt Kruse|Derek Liu|Brian Chan|Rasheed Rankins|Caine Schneider| |Kelvin Cabrera|Julien Beasley|Mario Hernandez|Lewis Tu|J. Klein| |Robert Morishige|Randy|Po-Han Lin|Ronald Ko|"I want a cookie" Ken| |Milo D. Cooper|Eric Steffensen|Darren Rion Hall|Alex Werner| |Dan|The U of H arcade bunch| (and two dozen guys whose names escape me at the moment) (Sorry about that, guys) --------------------------------------------------------------------------- DISCLAIMER: --------------------------------------------------------------------------- * any resemblance between this FAQ and any real-life FAQ is purely coincidental. * no animals were harmed during the testing of the FAQ * the disk space it currently takes up is 100% recyclable * proven perfectly safe to your health. ------------------------------------------------------------- ==TOP TEN THINGS PEOPLE THINK AKUMA IS SAYING== ------------------------------------------------------------- 10) HGRF!!! 9) HRRR!!! 8) UMMMMMM!!! 7) HG!! 6) narf! 5) GRRR! 4) BRRR!!! 3) HUH!!! 2) RUH!!! 1) UHHH!!! -------------------------------------------------------------