****************************************************************************
  ___________________________  ____________ _______________    _  _
 / __/_  __/ _ | __/ __/_  _/ / __/ / __/ // /_  __/ __/ _ |  / // /
(__ ) / / /   / _// _/  / /  / _// / / / _  / / / / _//   /  / // /
/___/ /_/ /_/\_>__/___/ /_/  /_/ /_/___/_//_/ /_/ /___/_/\_> /_//_/
 _____  _    _  _____   ______  _____
/ ____|| |  | ||  __ \ |  ____||  __ \
| (___  | |  | || |__) || |__   | |__) |
\___ \ | |  | ||  ___/ |  __|  |  _  /  THE NEW CHALLENGERS
____) || |__| || |     | |____ | | \ \
|_____/  \____/ |_|     |______||_|  \_\
  __ ____ ______________    ____________ ____________  ______
 / // / // / _  / __/ _ |  / __/ / __/ // /_  __/ /  \/ / __/
/ _  /__  / ___/ _//   /  / _// / / / _  / / / / / /\  / / /
/_//_/____/_/  /___/_/\_> /_/ /_/___/_//_/ /_/ /_/_/ /_/___/
___ _ _ ___ _  _ ___ _ ___ _ _   ___ __  _ ___ _ ___ _ _
|  _| | | . | \/ | . | |   | \ | | __|  \| |   | |   | \ |
| |_|   |   |    |  _| | | |   | | _|| | | || || | | |   |
|___|_|_|_|_|_||_|_| |_|___|_\_| |___|__/|_||_||_|___|_\_|
 __ _            _
/ _| |__._ __ __(_)____
| / | / _  / _/ _| /  _/
| \_| |(_| \_ \_ | | |_
\__|_\__;_(__(__|_\___\  _____
___ ___ _ ___ ___       / ____| ___ ___ _ ___ ___ _ ___
| __|   | | __| __|      | |  __| __|   | | __| __| | __|
|__ | | | | __|__ |      | |__\ | __| | | | __|__ | |__ |
|___|_|___|___|___|      \_____/|___|_|___|___|___|_|___|

****************************************************************************

StreetFighter2 FAQ
Version 1/28/94

--kept and maintained by [email protected] (Phil Stroffolino).


The SF2 archive maintainer is [email protected] (Dave Kirsch)
If you upload anything into /pub/sf2/upload, please send Dave some mail
telling him about it.

 Host:       altair.krl.caltech.edu
 IP Addr:    131.215.79.100
 Directory:  /pub/sf2

FTP site is provided courtesy of [email protected] (C. Titus Brown)

If you have any additions, corrections, suggestions, comments or gripes,
please email [email protected]

****************************************************************************

This is the Street Fighter 2 FAQ listing.  This is where the common
knowledge, basic information, and trivia about the game SF2 is kept.
It is meant to accquaint the new user with the game and answer some common
questions that they may have, as well as to compile other interesting
information that may be later brought up.

This FAQ is divided into four sections for your convenience:

(1) general character information (moves & such)
(2) version independent questions & answers (trivia & tactics)
(3) version specific information (home systems & arcade)
(4) FTP information and net etiquette/guidelines

Enjoy!

****************************************************************************


*****************************************************************************
*                                                                           *
*                       T H E   C H A R A C T E R S                         *
*                                                                           *
*****************************************************************************

NOTATION: Kick:  any kick button (Short, Forward, Roundhouse)
         Punch: any punch button (Jab, Strong, Fierce)

         --O represents a joystick held to the right.  The "O" is
         supposed to resemble the knob of a joystick.

         O-- [2 charge] --O and Punch:
         means to hold the joystick back (left) for approximately two game
         seconds, then move the joystick forward (right) and press any punch
         button.  I usually press the attack button at the same moment the
         joystick makes contact with the opposite side when executing a
         "charge" move.

NOTE:     Unless stated otherwise, any move description for CE applies to HF,
         and any move description for HF can be assumed to hold for Super

         Move descriptions are for characters facing right.  Joysticks
         movements for moves are reversed (mirror image) when a character
         faces left.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ryu, Japan; Ken, USA: Shotokan Karate

"Ryu" means vigorous or abundant (as in successful).  It's different from
the Ryu in Shou Ryu Ken, which means dragon.

"Ken" means fist or punch.  A lot of people say that Ken means sword but
that's written differently.
----------------------------------------------------------------------------

  FIREBALL "Ha Dou Ken" [Wave Motion Punch/Fist]

  |  \   --O  and Punch
  O   O

  FLAMEBALL (Super, Ryu only)

  O--  /  |  \  --O  and Punch
      O   O   O

   Opponent burns

  HURRICANE KICK "Tatsu Maki Sen Puu Kyaku" [Tornado Whirlwind Legs]

  |  /  O--  and Kick
  O O

   Knocks down after 1 hit (CE, Ryu only)
   Faster (CE, Ken only)
   Can be done in the air (HF)
   Hits on the way up (Super, Ken only)

  DRAGON PUNCH "Shou Ryu Ken" [Rising Dragon Punch/Fist]

  --O  |  \  and Punch
       O   O

   Fierce can hit twice (except Super Ryu)
   Wide arc (CE, Ken only)
   Super Ken can hit 2 times with Strong
   Super Ken can hit 3 times with Fierce
   Super Ryu knocks down in one hit

  Throws: Strong, Fierce, Forward, and Roundhouse

  Double Hit: Close Standing Roundhouse

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chun Li, China: Wushu

Chun = Spring, Li = Beautiful

Chun Li wins: "Yatta!"
[This is similar to alright!  Literally, it's "[I] did it!"]
----------------------------------------------------------------------------

  SPINNING BIRD KICK "Supiningu Baado Kikku"

  | [2 charge] O  and Kick
  O            |

   Can be done in the air (HF)
   Hits on the way up (HF)
   Knocks down on the way up (Super)

  FIREBALL (HF only) "Yap!"

  O--  /  |  and Punch
      O   O

  FIREBALL (Super) "Ki Kou Ken" [Spirit Attack Punch/Fist]

  O-- [2 charge] --O  and Punch (Super)

  LIGHTNING LEG "Yap Yap Yap!": rapidly press Kick
   Multiple hits

  HEEL STOMP: down and Forward while in the air
   Bounces away

  FLIPPING NECK BREAKER (CE): close, towards/away + Roundhouse
   Knocks down

  FLIP AWAY KICK (CE): close, towards/away + Forward
   Knocks down
   Hits twice (Super)

  Throws: Strong and Fierce

  Air Throws: Strong and Fierce

  Chun Li can bounce off the walls

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Edmond Honda, Japan: Sumo

"Honda" is a common Japanese name, which happens to translate literally to
"origin in the fields"
----------------------------------------------------------------------------

  SUMO TORPEDO/HEADBUTT "Dos Koi" [Sumo saying with no real meaning]
  O-- [2 charge] --O  and Punch

   Jab can hit twice

  SUMO BUTT CRUSH/SUPER HYAKKAN OTOSHI [Super 100-kan Drop]
  (1 kan is about 3 kg)

  | [3 charge] O  and Kick (HF)
  O            |

   Can hit twice
   2 charge on Super

  HUNDRED HAND SLAP/HYAKU-RETSU HARITE: rapidly press Punch
   Honda can move (CE)

  BODY SPLASH: down (Super) and Forward while flying

  Grabs: Fierce and Roundhouse

  Throw: Strong

  Double Hits: close, standing Forward and Roundhouse, ducking Forward

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Blanka, Brazil: Capoeira
----------------------------------------------------------------------------

  HORIZONTAL BALL ATTACK/ROLLING ATTACK

  O-- [2 charge] --O  and Punch

  VERTICAL BALL ATTACK (HF)

  | [3 charge] O  and Kick
  O            |

   2 charge on Super

  ARCING BALL ATTACK (Super)

  O-- [2 charge] --O  and Kick

   Can hit twice

  ELECTRICITY ATTACK/ELECTRIC THUNDER: rapidly press Punch

  DOUBLE HEAD BUTT: close, towards/away + Strong

  DOUBLE KNEE: close, towards/away + Forward

  Grab: Fierce

  Double Hit: close standing Fierce (classic only)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Zangief, USSR: Sambo
----------------------------------------------------------------------------

  SPINNING PILE DRIVER
  5/8 circle with joystick and Punch
   direction of spin determines which side opponent lands on

  AIR ATOMIC DROP (Super)
  far, 5/8 circle with joystick and Kick

  DOUBLE GERMAN SUPLEX (Super)
  close, 5/8 circle with joystick and Kick

  SPINNNING LARIAT: all Punch
   Z can move (CE)

  SUPER SPINNING LARIAT (HF): all kick
   Z can move
   Z can't be swept (HF only)

  BODY SPLASH: down (HF) and Fierce while flying

  FLYING KNEE: down and Short while flying

  STOMACH CRUNCH:  up and Fierce while jumping

  Grabs (previous to Super):
   Strong/Fierce, standing/crouching at a distance

  Grabs (Super):
   Ducking Strong/Fierce, Standing Fierce/Roundhouse

  Throws (previous to Super):
   Strong, Forward, Fierce, Roundhouse
   also ducking Strong/Fierce

  Throws (Super): Strong, Forward

  Air Throws (Super): Fierce, Roundhouse

  Double Hit: close standing Roundhouse

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Guile, USA: Special Forces
----------------------------------------------------------------------------

  SONIC BOOM "Sonic Boom"

  O-- [2 charge] --O  and Punch

  FLASH KICK/SOMERSAULT KICK

  | [2 charge] O  and Kick
  O            |

   Knocks down (except 1st part of CE, HF Roundhouse Flash Kick)
   Roundhouse can hit twice (CE, HF only)

  SIDE SWIPE/INVERTED FLIP KICK: towards/away and Roundhouse

  KNEE THRUST: towards/away and Forward

  Throws: Strong, Fierce

  Air Throws: Strong, Fierce, Forward, Roundhouse

  Double Sweep: ducking Roundhouse

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Dhalsim, India: Kabaddi
----------------------------------------------------------------------------

  YOGA FIREBALL "Yoga Fire"

  |  \  --O  and Punch
  O   O

  YOGA FLAME "Yoga Flame"

  O--  /  |  \  --O  and Punch
      O   O   O

  YOGA TELEPORT (HF) "Yoga"

  --O  |  \  and all Kick or Punch
       O   O
or

  O--  |  /  and all Kick or Punch
       O O

  FOOT DRILL/DRILL KICK: down and Roundhouse while at apex of jump
   any time in air (CE)
   faster drill (CE only)

  YOGA MUMMY/HEAD SPEAR: down and Fierce while at apex of jump
   any time in air (CE)

  Grab: Strong

  Throw: Fierce

  Double Hit: close standing Fierce

  Slides: crouching kicks except close Forward, and close short on Classic

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Balrog, USA: Boxing

He is named M. Bison ["Mike Tyson"] in Japan.  Capcom decided to avoid
possible legal troubles with the name and likeness of the boxer in releases
outside of Japan.

BTW, a Balrog is a powerful monster from Tolkien's Middle Earth novels.
----------------------------------------------------------------------------

  DASHING PUNCH

  O-- [1+ charge] --O  and Punch

   2 charge, hits ducking opponents (HF)
   Jab knocks down (Super)

  DASHING UPPERCUT

  O-- [1+ charge] --O  and Kick

   2 charge on Super

  TURN AROUND PUNCH: hold all punch or all kick [1+ charge] release

   Longer charge = Greater damage (HF)
   Punch and kick TAPs have separate charges

  BUFFALO HEADBUTT (Super)

  | [2 charge] O  and Punch (Super)
  O            |

  Grab: Strong, Fierce

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Vega, Spain: Savate/Bullfighting

He is named "Balrog" in Japan.
----------------------------------------------------------------------------

  TUMBLING CLAW/ROLLING CRYSTAL FLASH

  O-- [2 charge] --O  and Punch

   up to 6 hits (HF)

  DOUBLE BACKFLIP
  Back twice rapidly, no buttons (CE only)
  All Punch  (HF)

  SINGLE BACKFLIP (Super): all Kick

  OFF-THE-WALL CLAW THRUST (Super)

  | [2 charge] O  and Punch
  O            |

  WALL SPRING/FLYING BARCELONA ATTACK

  | [2 charge] O  or  O  and Kick
  O             \    /

   4-6 charge in Super unless attacking

  SCREAMING EAGLE: [Wall Spring] and Punch
   Knocks down (Super)

  AIR DROP: [Wall Spring] close, towards/away and Punch

  Throws: Strong, Fierce

  Air Throw: Strong, Fierce

  Slide: ducking Roundhouse

  Vega can bounce off the walls like Chun Li

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Sagat, Thailand: Muay Thai

The huge scar on Sagat's chest is from Ryu's Dragon Punch in the original
Street Fighter.
----------------------------------------------------------------------------

  HIGH TIGER SHOT "Tiger!"

  |  \  --O  and Punch
  O   O

  LOW/CROUCH TIGER SHOT "Tiger!"

  |  \  --O  and Kick
  O   O

  TIGER KNEE/CRUSH "Tiger Knee"

  |  O  and Kick
  O /

   Hits twice

  TIGER UPPERCUT "Tiger Uppercut"

  --O  |  \  and Punch
       O   O

  Throw: Strong, Fierce

  Double hit: standing Kicks

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
M. Bison, Thailand: Ler Drit

He is named "Vega" in Japan.  "Ler Drit" is fictional.
----------------------------------------------------------------------------

  HELLFIRE TORPEDO/PSYCHO CRUSHER

  O-- [2 charge] --O  and Punch

   Multiple hits against blocking opponents

  SCISSOR KNEE

  O-- [2 charge] --O  and Kick

   3 Charge (HF only)
   Knocks down (Super)

  HEAD STOMP

  | [2 charge] O  and Kick
  O            |

  DEVIL REVERSE/PSYCHO AIR PUNCH (Super)

  | [2 charge] O  and Punch
  O            |

  Throw: Strong and Fierce

  Slide: ducking Roundhouse

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Thunder Hawk, Mexico: Indian Style Wrestling
----------------------------------------------------------------------------

   TOMAHAWK BUSTER

   --O  |  \  and Punch
        O   O

    Hits twice

   CONDOR DIVE: [jump, and before you reach the apex] all Punch

   MEXICAN TYPHOON: 5/8 circle and Punch

   ELBOW DROP: down + Strong while flying

   Grab: Fierce and Roundhouse

   Throw: Strong

   Double Hit: standing/crouching close Fierce

   Double Sweep: crouching Roundhouse

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Fei Long, Hong Kong: Kung Fu

"Fei Long" means "Flying Dragon"
----------------------------------------------------------------------------

   FLAMING LEG/SHIEN KYAKU

   O--  |  /  and Kick
        O O

    Hits twice

   CHARGING PUNCH

   |  \  --O  and Punch
   O   O

    Repeat for three hit combo

   Rushing Double Kick: towards and Roundhouse

   Standing Double Kick: towards/away and Forward

   Throws: Strong, Fierce, Forward, Roundhouse

   Double Hit: close standing Roundhouse

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DeeJay, Jamaica: Western Style KickBoxing
----------------------------------------------------------------------------

   MAX OUT "Max Out"

   O-- [2 charge] --O  and Punch

   DOUBLE ROLLING SOBAT/DOUBLE DREAD KICK

   O-- [2 charge] --O  and Kick

    Hits twice

   MACHINE GUN UPPERCUT/HYPER FIST

   | [2 charge] O  and Punch
   O            |

    Rapidly press punch for multiple hits

   Throw: Strong, Fierce, Forward, Roundhouse

   Double Hit: close standing Fierce

   Slide: ducking roundhouse

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Cammy, England: Special Forces
----------------------------------------------------------------------------

   THRUST KICK "Thrust Kick" [Cannon Spike in Japan]

   --O  |  \  and Kick
        O   O

    Knocks down

   CANNON DRILL "Cannon Drill" [Arrow Spiral in Japan]

   |  \  --O  and Kick
   O   O

    Knocks down
    Roundhouse can hit twice

   DOUBLE SPINNING BACKFIST/SPINNING KNUCKLE

   O--  /  --O  and Punch
       O

    Knocks down
    Double hit

   Throw: Forward, Roundhouse, Strong, Fierce

   Air Throw: Roundhouse, Fierce

============================================================================

Many thanks to [email protected] for translations and patience...



****************************************************************************
*                                                                          *
*  T R I V I A,  T A C T I C S,  &  G E N E R A L   I N F O R M A T I O N  *
*                                                                          *
****************************************************************************

01.  What is the correct pronounciation of "Ryu"?
02.  What are the different types of dizzies?
03.  In a magazine, I saw that you could fight Sheng Long?  Is this true?
04.  I see the word combo (combination) used all the time.  What is it?
05.  What is meant by buffering a move?
06.  Many people talk about "ticking".  What are they talking about?
07.  What is considered "cheap"?
08.  What is the "Touch of Death (TOD)" combo?
09.  Can I prevent the opponent from attacking as they get up?
10.  What is Capcom's address?
11.  What kinds of memorabilia exist?

****************************************************************************

01.  What is the correct pronounciation of "Ryu"?

[email protected] explains:

First of all, "Ryu" is not pronounced "roo" or "rai yoo." If you want
to hear the correct pronounciation, listen closely when Ken or Ryu do
their dragon punches. The second syllable is pronounced the same way
Ryu's name is pronounced. The initial sound is not a "r" or an "l" but
a combination of an "r" and a "y." That's why it's spelled that way. ^_^

If you still care enough to pronounce this correctly, the first thing
you need to do is learn how the Japanese "r" is pronounced. The Japanese
"r" is said with a tap, like the English "d" or "t." Try saying "roo."
Think about what you do with your tongue: you curl up the sides and tip
and suspend it in the middle of your mouth. Now try saying "roo" again
with your tongue the same way, except this time, lightly press it
against the roof of your mouth and flick it off as you sound the "r," as
you would when you're making the English "t" sound. Now do the same
thing, except instead of trying to say "roo," say "yoo." This is how
"Ryu" is pronounced

This is hard to explain in writing and you really have to hear it to
know what I'm talking about, but this is the best way I can think of to
explain it.

============================================================================

02.  What are the different kinds of dizzies?

[email protected] comments:

When a character gets dizzy, either stars or birds appear above his head.
Generally, the bird dizziness lasts a bit longer than the star dizziness...
It's a good way to judge whether you have enough time to run in and land a
combo.  Of course I always try to regardless :)

On Super there are four kinds of dizzy animations:

[email protected] informs:

These are grim-reapers, not skulls.  As far as I know, they have nothing to
do with killing your opponent.  The only difference between the symbols
floating above your head is how difficult it is to 'RECOVER' (to coin a CPU
phrase).  Incidentially, here's the list in order of ascending difficulty.

Angels - Stars - Birdies - Grim Reapers.

============================================================================

03.  In a magazine, I saw that you could fight Sheng Long.  Is this true?

No, this is pure bull, and the magazine that originally published this
trick did so intentionally, as an April Fool's Joke.  A LOT of people fell
for this one. :)  There are even other magazines that went so far as to
doctor up a picture that made it look like Sheng Long actually existed.

============================================================================

04.  I see the word combo (combination) used all the time.  What is it?

A combination (combo) is a series of moves that, under most conditions, is
un-blockable after the first move connects.  Please note that I said _most_
conditions.  There is always some crack-pot situation where nearly every
combo fails, and lots of 'combos' don't work if your opponent's not in the
corner.  Nevertheless, this is a general (if loose) definition.
The simplest combo is 'jab + jab + jabjabjabjab.'  It fits the definition,
but that is not type of combo that this guide will concern itself with.
Rather, this guide is concerned with the BIG combos, the combos that involve
special moves and that maximize the penalty for your opponent's mistakes.

Combos almost always follow pattern below...

JUMPING ATTACK + GROUND (standing or crouched) ATTACK + SPECIAL MOVE

The jumping attack + ground attack isn't too impressive, even the computer
can pull them off.  What defines something as a combo is what comes after
the second hit.  So let's go through step by step, and look at the execution
of a combo:

----------------------------------------------------------------------------
FIRST HIT: Jumping attack
----------------------------------------------------------------------------

The way combos work is that you're hitting your opponent with a new blow
before they can recover from the first one.  So, the first thing you want
to make sure of is that your jumping attack hit's your opponent _late_.
That way, you have time to hit the ground and start your next move before
they recover from the first blow.  Think of it as aiming for your opponent's
chest or stomach instead of his head.  If the 2nd blow of your combos is
getting blocked, you're probably hitting too high.

----------------------------------------------------------------------------
SECOND AND THIRD HITS: Buffering
----------------------------------------------------------------------------

What happens next in dependent on what type of combo you're doing.  If you
are 2nd hit is a jab or short, you have no problems.  Hit the jab/short,
then do your special attack (3rd hit) as quickly as you can.  End of combo.

BUT, if you're playing the right character, and you want to do a bit of
extra damage, you're going to have to buffer the special attack.

----------------------------------------------------------------------------

By: T. Cannon           Feel free to repost, so long as this document is not
copyright 1993          altered in any way.  Send comments, suggestions, and
                       corrections to [email protected]

============================================================================

05.  What is meant by buffering a move?

A 'buffered' move is a move executed _while_ the move before it (always a
'normal' hit) is still going on.  When you finish the special technique, the
animation of the normal attack is cut short, and the special attack
immediately begins.  Because of this, the two blows happen one right after
the other with very little pause.  This is why combos work.  There are two
ways to buffer a move. The 'press-press' technique and the 'press-release'
technique.  I'll use the fierce + fierce dragon punch combo to illustrate
each technique:

PRESS-PRESS BUFFERING
---------------------

Press-press buffering is identical to executing a jab + special move combo.
It requires two presses of the button(s).  Do execute this type of buffer-
ing, press your 'normal' attack button, then do a special technique _right_
after the press.  Pretend like you never hit the first button.  If you're
fast, you'll get the combo.  An example is:

FIERCE + --O   |   \   + FIERCE
              O    O

Note that the motion of the stick isn't started until after the first button
press. If the first button is pressed after the --O , you'll get a throw
instead of a combo.  Also note that only certain attacks can be used as the
lead in of a buffered attack.  A roundhouse at the front end of this combo
just wouldn't work.  In each character guide, I've noted which moves are
'bufferable' in the COMBINATIONS section.

PRESS-RELEASE BUFFERING
-----------------------

Press fiece and hold it down.  Go ahead.  Got it held?  Good.  Now do the
stick motion for a DP, and RELEASE the button at the end.  If you time it
correctly, you get a DP.  The computer registers every PRESS and RELEASE of
a button as a 'press.'  So, it's possible to do a combo like the one
mentioned above (the triple DP) with just one press of the fierce button.
Here's how it goes...

--O   |  press fierce  \   release fierce
     O                 O

Note that this gives you a crouched fierce + DP combo, where as we got a
_standing_ fierce + DP combo using the press-press method.  With practice,
you can change that press-release to a 'tap.' When you get this good, you
can do triple DPs with one tap of the button, just like a normal DP (only
the tap is timed differently)  IMHO, this is where the confusion on the
triple DP arises.  People can get 3 hits with one tap, so they assume
that they're doing only one move, when in fact they are executing two.

The only real disadvantage to this is that you can only use it with combos
that require the same button for both attacks.  This method would not work
for a crouched strong + flash-kick combo.

ADVANCED TACTICS
----------------

So what do you do if you want a fierce + jab DP?  You could use the press-
press method, but I think you'll find the press-release to be easier with
practice.  So, an option here is to use a 'hold-press' method.  In this
technique, you press the first button, HOLD it down, then press the second
button.  An example is shown below.

 --O    |  press and hold fierce  \    press jab
        O                          O

Because you never released the fierce button, only one 'press' was
registered.  If you just tried to press the fierce, the release may trigger
a fierce DP instead of a jab DP.  Even if you prefer the press-press
method, I recommend using this for crouched DP combos.  The press-press
alternative is....

 /   press fierce  --O  |  \     press jab
O                       O   O

The hold-press method may sound complex, but if you can press-release, you
can hold-press very easily.  The first button press (the 'hold') is timed
exactly the same way as the 'press' in press-release.  The only difference
is that you hold the button down, and hit another button immediately
afterwards.  A good way to get the second press is to think of it as
drumming your fingers.  It can be that fast.  Note that the hold-press
technique can also be used for an easy jab + TU combo.  Also, there's no
reason to use the hold-press method if you're first button press isn't
related to the special technique.  Consider the combo below.

 |   press forward    \        --O  press fierce
 O                     O

This with give you a crouched forward + fireball combo, even if you use the
press-press.  The reason is that there's no way the release of the forward
button can be associated with the joystick motion.  |  \   --O  + forward
isn't a special move, so the computer ignores       O   O
the release.

----------------------------------------------------------------------------

By: T. Cannon           Feel free to repost, so long as this document is not
copyright 1993          altered in any way.  Send comments, suggestions, and
                       corrections to [email protected]

============================================================================

06.  Many people talk about "ticking".  What are they talking about?

[email protected] authenticates:

Back in the early days of Classic, back before combos, back before Guile
was overpowering, back when even the best couldn't DP consistently (we're
talking about nearly _right_ after the game was released), there was a
rather large SF2 tournament in Iceland Bowl, Albuquerque, New Mexico.

Guile won the tournament, and here's how:  He'd sit in defensive crouch
till he could knock you down with a flash-kick.  Once he did, it was jab-
jab throw.  You'd block the jabs, thinking you were safe, but would be
thrown anyway.  This was the first time anyone had seen anything like this,
so countering was all but impossible.  So, this Guile player, using only one
technique, breezed through _many_ (over 6) rounds of the tournament and won
undefeated.

After the Guile's victory, there was much wailing and gnashing of teeth.
Because the technique was _literally_ inescapable at the time, the players
decided that it had to be some sort of over-sight on Capcom's part.  They
gave it a name, a tick.  Why tick?  'Cause that's the sound of the repeated
jabs right before you get thrown.  *tick tick HUUURRG!*  Once they'd named
it, it was immediately banned.  The house rules all over the city (not just
this arcade) suddenly became....

I. Tick your opponent and he gets a free hit (throw at first which later
  developed into combo) on you

II. Tick to win a round and you forfiet the next round.

So, the original, formal definition of a 'tick' is throwing someone _right_
after they've blocked one of your attacks.  If you did this to a player in
Albuquerque, NM (even now), he'd be expecting to get a free hit on you.
ANYTHING else you do... fireball traps... sac-throwing... even magic
throwing (on Classic) is _not_ a tick under the original definition, so in
Albuquerque, it's O.K.

[email protected] interjects:

In a subsequent mail message, I found out that the jumping in attack in
which you make the opponent block then throw is a tick under this defini-
tion.  Just see the preceeding paragraph.  It says "throwing someone _right_
after they've blocked one of your attacks."

============================================================================

07.  What is considered "cheap"?

This is actually a tough one to answer.  Most people say something is
cheap is they can't seem to stop something that kills them.  Of course this
varies from place to place.  You would want to ask many local players what
they think.  Most things considered "cheap" are playing styles.  You might
constantly electrocute your opponent w/ Blanka, but he should have blocked.
Of you may grab the opponent w/ Honda, then pummel them with a HHS.  People
may not like this, and you might be called cheap for doing so.  One last
thing that may be considered cheap is jumping attacks then throwing.  This
is not uncounterable, but it may be difficult to see.  Here are some
examples of play styles that may be called "cheap":

       Fireball Traps                  Cheesing them w/ Bison
       Grabbing then HHS w/ Honda      Electricity then bite w/ Blanka
       Zangief's SPD (not!)            Doing FB-DP all the time
       Playing keep away               Jumping all the time
       Picking Vega or Bison (!)       Chun Li's flipping neck breaker

       More or less anything that people might find difficult or nearly
       impossible to defeat.  It might be annoying, but cries of cheap
       might be heard instead.  It might all be related to your skill level
       in the game as well, or how inventive you are.

Most people say that "ticking" is cheap.  (See the question.)  This is so
because it is *easy* to execute and *impossible* to counter.  Now, for some
master players, this is not so since it is part of how they play against
each other (I play this way).  To the average player though, such things as
jumping a lot, making the opponent block all the time, waiting in the corner
after seriously damaging the opponent, etc. might be considered cheap.  It's
kind of a broad definition, depending on who you ask.  Just for the record,
I don't think that anything is cheap.  As your skills improve, your defini-
tion of cheap may or may not change.  It depends on how you play, where and
who you play against.  For all those concerned: this might be an opinion of
what cheap is.  Most importantly, it may be biased by where I play and who
I play against.  Ask who you play!

============================================================================

08.  What is the "Touch of Death (TOD)" combo?

In the original meaning of the word, it is a combo done with Ken that goes
like this:  You get the combo on them once, and they are dizzy, you do the
combo while they are dizzy, and then that is it, they are KO'd.  Its name
came about because after the first "touch" the victim is doomed.  It is a
Pretty effective combo, and you'll see why...  It consists of three attacks,
hitting usually three times, but occasionally four times, and it involves
the three most powerful attacks that Ken possesses.  This is it:

1. Jump towards the opponent, hitting with late roundhouse/fierce attack.

2. As soon as you land, immediately follow-up with a standing fierce.  Do
  this along with pressing towards the opponent at the same instant.  You
  should not throw them; you normally have to take a step to do so.

3. Then buffer a Fierce Dragon Punch into the Fierce.  It may hit once, so
  a Jab or Strong DP may be substituted.  Four hits can connect if Fierce
  is used vs. the taller opponents and Dhalsim.  If you use a neck kick for
  the flying attack, you should not have problems getting four hits on most
  characters.  And the neck kick version can be used to bewilder the poor
  guy who is on the receiving end of this.  It can be easily countered by
  many characters, but if they fail to block at the right time, they will
  be at a huge disadvantage afterwards.

  (Note: the standing Fierce needn't be used.  You can easily switch this
  over to a crouching Fierce simply by going towards then down just as you
  are about to land, then quickly hit Fierce, then move to the diagonal and
  hit Fierce for the DP.)

The timing on this move is perhaps a bit confusing.  The hits go like this:
smack-smack-smack--smack (the 4th hit sometimes).  The button presses aren't
too different.  I go like this: press---press-press.  There has to be a
longer delay cuz you have to hit and then land.  Yes, the rest of the DP
motion has to be crammed into the small space, but if you have done the DP
hundreds of times, this shouldn't take long to learn.  If you encounter
problems, try to first learn a FB combo.  If you can do flying attack into
standing fierce/FB combo, just put a triple-DP combo in instead of the
press-press FB.  Read the buffering section, and then this will be a bit
clearer.  You have to see someone's hands perform the motion to really
understand how it goes.  Anyways, I hope that this is clearer than mud to
most of you...

Ryu has a Touch of Death similar to Ken's: the first attack is a neck kick,
followed through with a Standing Fierce and Jab Dragon Punch.

Now, with Super SF2 out, there appear to be a number of characters with
combos that are very similar in effect to Ken's Touch of Death.  Some seem
to work only if done at the beginning of the round, when dizzies are easiest.
Others are inconsistant, or leave the opponent with a sliver of health.
The criterion for a TOD combo is that, given the opponent has a full life
bar, the first combo dizzies no less than, say 75% (subject to change)
of the time, and a follow-up combo exists that will KO the opponent.

============================================================================

09.  Can I prevent the opponent from attacking as they are getting up?

Yes, a properly timed attack will prevent the opponent from being able to
launch an attack or even throw as they get up.  If the defender tries to do
anything, even the coveted Dragon Punch, they will get hit by the timed
attack and risk eating a nasty combo.

Needless to say, the timing and spacing to prevent "wake up DPs" and such
is *very* critical.

The timed attack can be a jump in or a ground-based strike.  Projectiles
will not normally work in this situation, since they flicker in and out
of existance rapidly.  This is easily observed with Ken and Ryu's
Fireballs and Dhalsim's Yoga flame.  Likewise, wild short kicking, Honda's
100-hands, and Blanka's electricity are often counterable.

In addition, one can perform ground based combination attacks that that are
not normally true combos.  For example, Fei Long can lash out with a late
hitting ducking fierce, and follow up with another for a sure hit if the
first one lands.  Under normal circumstances, the opponent has finished
reeling by the time the second ducking fierce lashes out, and can block,
but with a timed (late) attack on an opponent that is getting up, the
victim (assuming the blow hits, of course) does not begin reeling until
just before Fei Long's fist retracts.  These types of ground based combos
also work on Dhalsim after a teleport.  These combos tend to have a lot of
dizzying potential as well.  You may see them refered to as "meaty" combos
on the net.

============================================================================

10.  What is Capcom's address?

Capcom
1-4-12 Otedori
Chuo-Ku, Osaka 540

Tel.:(81-6)946-6622
President: Kenzo Tsujimoto.

----------------------------------------------------------------------------

Capcom USA
3303 Scott Blvd.
Santa Clara, CA  95054

fax:   (408)496-5720
phone: (408)727-0400

============================================================================

11.  What kinds of memorablia exist?

As far as I know, there was an extensive marketing program involving the
characters of the game.  Much of the material has been licensed, but I am
unaware of just how much stuff is actually out there.

Among the things I know to exist are: t-shirts, coins, a movie, action
figures, comic books, plush dolls, posters, and numerable other items such
as keychains, etc.

The figures are made by Hasbro (G.I. Joe).  They bear a striking resemblance
to some of the G.I. Joe figures, and have weapons.  There are playsets
like a vehicle and a fortress (I think).  Just imagine SF2 characters living
with the Joes.

inkblot, wanderer, and asw @leland.stanford.edu collaborate:

  Written and Directed by:  Steven de Souze ("Die Hard", "Die Hard2",
      "Commando", "Running Man", co-writer of "48 Hours").

  Produced by:  the Edward R. Pressman Film Corp. ("Reveral of
      Fortune", "Wall Street", "Hoffa", "Bad Lieutenant", "Conan
      the Barbarian", "Homicide", "Talk Radio", "Plenty", "Blue
      Steel", "To Sleep With Anger", "True Stroies", "Badlands",
      "Das Boot", "The Phantom of Paradise", and others totaling 35).

  Expected Release:    July, 1994

  Approximate Budget:  $25,000,000

I didn't learn much new information about the movie, I'm afraid. The script
is in its final stages, and there hasn't been any casting yet.  In any
case, they do _not_ plan to cast any known faces (no Arnold as Zangeif,
etc. =).   The film will be executive produced by "Galaxy Films partner
Sasha Harari who, after a successful career in the high technology and
computer industry, moved into the film business and produced Oliver Stone's
'The Doors'."  The Capcom representative was adament that the film was
being directed at an adult audience (they _know_ the kids will go see it,
so why direct it at them?).  Ryu, Ken, Guile and Chun Li will, of course,
be major characters.  Originally, Blanka had been written out of the script
(oh no!), but the Capcom people pushed hard enough and now he's in.  Cammy,
T-Hawk, and possibly Fei Long will be in there, but Dee Jay definitely
won't.

Personal Opinion:  To tell the truth, I'm not sure about this one.  de
Souza has some major action/thriller titles under his belt ("Die Hard",
"Running Man"), and Pressman has a few great titles ("Hoffa" "WallStreet"),
but he's also got at least one lemon ("Blue Steel").  I've never heard of
Harari, so I don't know what to expect there....  I think it's either going
to be very good, or very very bad.  I wouldn't be so worried if the script
was finished and the casting done.  If they started tomorrow, they would
only have about 9 1/2 months till their expected release date. (ponder).

****************************************************************************


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*         A R C A D E   S P E C I F I C   I N F O R M A T I O N            *
*                                                                          *
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01.  I've heard that there is a way to find out many times a character has
    been played on a particular machine.  How is this done?
02.  I've seen a game where you could do every special move in the air.
    What kind of machine is this?
03.  When will SF3 be released?
04.  What are the different types of endings?
05.  What are the differences in the versions of the game?
06.  How can I get the secret color on Super SF2?
07.  What is this Zangief Magic throw I've been hearing about?

****************************************************************************

01.  I've heard that there is a way to find out many times a character has
    been played on a particular machine.  How is this done?

The code is as follows, on 2P controller:

Up-Up, Down-Down, Left-Right, Left-Right, Strong, Jab.

It can be put in on the Classic and Champion Edition machines.  It may work
on some of the Hyper Machines, but most likely not.  This is what the
numbers on the screen mean (on Classic, numbers 13-16 don't appear):

[email protected] provides:

0001 0002 0003 0004
0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016

0001 - No idea, probably some sort of "experience points" for 1P side.
0002 - The no. of tokens/quarters put in in the left-hand slot.
      => It's not the first player.  I tried inserting into the right-hand
         slot and pressing 1P button.  The number showed up in 004.
0003 - Same as 0001, but for 2nd player.
0004 - Same as 0002, but for right-hand slot.
0005 - No. of times Ryu has been used.
0006 - No. of times Honda has been used.
0007 - No. of times Blanka has been used
0008 - No. of times Guile has been used.
0009 - No. of times Ken has been used.
0010 - No. of times Chun Li has been used.
0011 - No. of times Zangief has been used.
0012 - No. of times Dhalsim has been used.
0013 - No. of times M.Bison (US version) has been used.
0014 - No. of times Sagat has been used.
0015 - No. of times Balrog (US version) has been used.
0016 - No. of times Vega (US version) has been used.

[email protected] adds:

It turns out that this an operator adjustable feature, and that will explain
any machines on which this does not work.  As a matter of fact, I have tried
this on several HF machines without success.  I wonder if it was taken out
when the HF chips were put in?

============================================================================

02.  I've seen a game where you could do every special move in the air.
    What kind of machine is this?

It is an illegal "accelerated" version.  They are mainly responsible for the
creation of HF.  They are not as balanced, or as playable as the official
one.  The are notoriously unpopular.  There are many added features in these
games, this includes, but is not limited to: all special moves can be done
in the air, sinusoidal fireballs, wider-arc Dragon Punch, Fireballs for
other characters and extra Fireballs, no charge times, and lots of other
"improvements".

These machines might go under the name Accelerator, Accelerator II,
Quicken, or whatever.  If it is not a Classic, CE, HF, or Super, then it
is a hack.

============================================================================

03.  When will SF3 be released?

No official word on this.  Probably a good sign that SF3 is on its way is
when a home version of SF2 Super is announced.  Don't hold your breath.

inkblot, wanderer, and asw @leland.stanford.edu inform:

At this time, no one is actively working on SFIII.  She said that they'd be
crazy not to make one, given the success of SFII, though.  In case you're
curious, the next game to be released by Capcom will be "Dungeons and
Dragons: Tower of Doom", which has a TSR license.  (She was a Capcom rep.)

============================================================================

04.  What are the different types of endings?

SF2: CLASSIC
 a. If you finish the game, you get to see your character's ending.

 b. If you finish the game on one quarter, without challenges, you see the
    characters fight as credits roll by.

 c. Finish without challenges, or losing a round, it's the same as b, but
    you also see mugshots of the programmers.

SF2: CHAMPION EDITION
 Better endings for each character, plus boss endings.  Same as for Classic
 except that if you do (c), it shows the characters attack some of the
 various inanimate objects such as barrels and oil cans, etc.  Endings for
 the bosses are rather generic with a diamond formation with the champion
 at the top, and scrolling text rolling by.  The endings for the bosses
 go a little like this:

 Balrog rises out of the ghetto, an inspiration to young children.
 Vega is insane, and wants to kill all the ugly people.
 Sagat chats - comes across as a more intense Ryu.
 Bison thanks you for helping him achieve world domination.

TURBO SF2: HYPER FIGHTING
 Same as for Champion Edition.  The last shot is a platform showing the
 following:

   Win with Bison: #1 Bison, #2 Sagat, #3 Vega
   Win with Sagat: #1 Sagat, #2 Bison, #3 Vega
   Win with <xxx>: #1 <xxx>, #2 Bison, #3 Sagat

 Ryu does show up on the platform (sellout!), like his ending says he
 shouldn't.  I thought that the fight was all...

SUPER SF2
 The endings in this game are better done in a way, at least for the boss
 characters.  They each have new text, and also personalized illustrations.

 Ryu: some better animation in the trees.

 ChunLi: "choose your own" ending: become detective or single young girl.
   The graphics for each is identical except that Chun's outfit in the
   pictures is different, as is the text.

 Zangief, Ken, Blanka: UNCHANGED.

 FeiLong: gets a movie offer from a director that wants to capture his
   "4-hit redizzy combo" (which does not exist) on film, but declines,
   saying he wants to improve his skills even more; homage to the Lees.

 T.Hawk: gets back the land that Bison took away.

 Cammy: her mission is complete, and Bison reveals that she has lost
   part of her memory, and the she was once in love with him.  But, her
   friends tell her not to believe him, and then she leaves with friends.

 DeeJay: his music is important to him; becomes a big music star.

 Balrog: earns the number one title, retires wealthy with two gorgeous
   women sitting on his lap.

 Vega: goes back to his mansion, and admires himself.

 Sagat: broods over Ryu.

 Bison: achieves his evil goals - the world burns.
 He also refers to "the Ancient One" -- a hint about SF3..?

============================================================================

05.  What are the differences in the versions of the game?

SF2: CLASSIC   Early 1991   $3500 new

 There are 4 versions of the original game, the differences are below:

 Version 1 and 2: Guile's bugs, no Dhalsim bugs, Ryu/Ken can destroy
   the car with roundhouse only.

 Version 3: Guile's and Dhalsim's bugs, no char vs. char.

 Version 4: No Guile bugs, Dhalsim's bugs though, char vs. char.

 This is the least balanced of the versions; Guile and Dhalsim were the
 most dominant.  This game is quite slow, the Dragon Punch did not have
 the knockdown capability among other things.

SF2: CHAMPION EDITION   Early 1992   $4000 new

 One version of this game.  It sports character vs. character, as well as
 the ability to play the boss characters.  Many graphical changes, as well
 as changes to the characters.  Each fighter has an additional uniform
 color.  The game is quite a bit (about 50%) faster than the Classic.
 The endings for the characters were revised with better graphics, and
 the bosses got generic endings...

TURBO SF2: HYPER FIGHTING   Winter 1992   $500 upgrade

 This version gives each character a new uniform color along with the
 Classic colors.  Most characters are changed significantly enough so
 that the game is a bit difficult to catch on to.  Many new moves were
 added, most notable is the ability to do some moves in the air, and the
 new vertical attacks.  This game is 10%-25% faster than CE, depending on
 the prototype.  Some are slower, some faster.  There is an appended
 ending for each character.

SUPER SF2   Fall 1993    $??? replacement kit   $???? new

 Here, four new characters are added.  The speed has been reduced to
 slightly faster than CE.  Each character now has 8 uniform colors,
 the 3 from previous editions, plus 5 new ones.  There are obviously
 4 new backgrounds, some of the existing ones were modified for the
 better, and the sound has been changed to the Q-Sound system.  Some
 of the characters have new moves, and there have been some touch ups
 on existing moves, and variations on others.

 There is at least one other version of SF2 Super.  It has been observed
 that on certain (newer) machines, Zangief's "magic" throw no longer works.
 Also, on a local machine, you can start a one player game on the P2 side.

============================================================================

06.  How can I get the secret color on Super SF2?

Hold down the button you use to select your character for 3 seconds or so,
and you can get what is called the "super" secret color.  You can't use the
1P or 2P start buttons to get the secret color.

Just in case you didn't know, this is how the choices of colors are set up:

Jab             Strong          Fierce          Hold button for 3 secs.
Classic         Champion        Hyper/Turbo     Super Secret

Short           Forward         Roundhouse      1P/2P Button
Super #1        Super #2        Super #3        Super #4

[email protected] and [email protected] compiled:

And here is a complete listing of the colors that are available for all the
characters for each of the above listed items:

 Color definitions (just so you know what I mean on some of these):

   Chartreuse.. a light yellow-green color, like those green firetrucks.
   Sandstone... an orange-brown color
   Magenta..... red-violet
   Beige....... yellow-brown
   Tan......... slightly yellowish brown (but more like tanned skin)
   Fuchsia..... hot pink-violet
   Olive....... Army drab green color, a greyish green
   Teal........ Blue-green
   Aqua........ slightly greenish blue

    This is a list that was compiled by myself and [email protected].
All of the colors listed are basically arbitrary.  Some colors have fancy
names others are just plain.  However, if you have any conflicts, e-mail me
and I will look into the situation.  Sorry about some of the designations, I
work in a frame shop and we've got a zillion colors of mats to choose from.

Legend: Ja- Jab     St-Strong     Fi-Fierce       P#-Player #
        Sh- Short   Fo-Forward    Ro-Roundhouse   Su-Super (hold 3 sec.)
        Lt-Light    Dk-Dark       Br- Bright      P - Pale

       RYU                 (Gi, headband)
        Ja - White, Red                   Sh - Orange, Blue
        St - Grey, Purple                 Fo - Lt Blue, Red
        Fi - Lt Blue, White               Ro - Lt Green, Chartreuse
        P# - Brown, Dk Brown              Su - Forest Green, Red

       KEN                 (Gi)
        Ja - Red                          Sh - Br Green
        St - Dk Grey                      Fo - Teal
        Fi - Indigo                       Ro - Lt Olive
        P# - Yellow                       Su - Bronze

       E. HONDA            (Face paint, Trunks)
        Ja - Red, Blue & Lt Blue          Sh - Lt Purple, Green & Lt Green
        St - Blue, Red & Lt Red           Fo - Teal, Dk & Lt Sandstone
        Fi - Green, Orange & Lt Orange    Ro - Red, Dk & Lt Grey
        P# - Lt Blue, Dk & Lt Grey        Su - Orange-Red, Dk Yellow &
                                               Yellow

       CHUN LI             (Outfit, Trim)
        Ja - Blue, Gold                   Sh - Dk Grey, Bronze
        St - Red, Bronze                  Fo - Br Yellow, Bronze
        Fi - Grey, Gold                   Ro - Dk Green, Bronze
        P# - Lt Purple, Gold              Su - Mint Green, Bronze

       BLANKA              (Skin, Hair)
        Ja - Yellow, Orange               Sh - Grey, Dk Magenta
        St - Blue, Yellow                 Fo - Dk Yellow, Green
        Fi - Yellow, Blue                 Ro - Flesh, Green
        P# - Teal, Green                  Su - Beige, Dk Pink

       ZANGIEF             (Trunks, Bracelets)
        Ja - Red, Gold                    Sh - Lt Grey, Gold
        St - Dk Green, Lt Green           Fo - Bright Yellow, Peach
        Fi - Baby Blue, Gold              Ro - Green, Gold
        P# - Bright Blue, Gold            Su - Black, Gold

       GUILE               (Fatigues, Hair)
        Ja - Green/Brown/White, Blonde    Sh - Red/Tan/White, Blonde
        St - Tan/Brown/White, Blonde      Fo - Dk Blue/Pink/White, Grey
        Fi - Blue/Red/White, Blonde       Ro - Dk Yellow/Tan/White, Dk Pink
        P# - Grey/Tan/Lt Beige, Blonde    Su - Blue-violet/Brown/Beige,
                                               Dk Orange

       DHALSIM             (Skin, Paint, Trunks)
        Ja - Tan, Red, Beige               Sh - Sunburn, ?
        St - Greyish Purple, Red, Orange   Fo - Red-brown, Lt grey-blue,
                                                Dk Beige
        Fi - Brown, Blue, Grey             Ro - Mint Green, Bronze
        P# - Greyish Blue, Lt Pink, Tan    Su - Lt Grey, Lt Blue, Lt Purple

       BALROG              (Shirt, Gloves)
        Ja - Lt Blue, Red                  Sh - Lt Green, Red
        St - Gold, Orange                  Fo - Red, Dk Teal
        Fi - Orange, Red                   Ro - Lt Purple, Red
        P# - Dk Bronze, Red                Su - Dk Grey, Red

       VEGA                (Tights, Sash)
        Ja - Violet-Blue/Yellow, Red       Sh - Red/Tan, Black
        St - Green/Yellow, Yellow          Fo - Purple/P Yellow, Orange
        Fi - Black/Yellow, Br Green        Ro - Blue/P Yellow, Purple
        P# - P Blue/White/P Red, Black     Su - Dk Yellow/Yellow, Blue

       SAGAT               (Trunks, Trunk Stripe)
        Ja - Blue, Red                     Sh - Purple, White
        St - Red, Green                    Fo - Olive, Orange
        Fi - Lt Beige, Red                 Ro - Blue-Grey, Lt Blue
        P# - Dk Grey, Lt Grey              Su - Yellow, Black

       M. BISON            (Outfit, Padding)
        Ja - Red, Grey                     Sh - Grey-Blue, Red
        St - Green, Orange                 Fo - Dk Tan, Dk Grey
        Fi - Grey, Red                     Ro - Purple, Green
        P# - Dk Grey, Lt Grey              Su - Bronze, Bronze

       CAMMY               (Outfit, Beret/Gloves)
        Ja - Olive, Red                    Sh - Lt Grey-Blue, Orange-Red
        St - Platinum, Fuchsia             Fo - Blue, Red
        Fi - Hot Pink, Fuchsia             Ro - Grey, Red
        P# - Purple, Fuchsia               Su - Bluish Grey, Fuchsia

       DEE JAY             (Pants, MAXIMUM Stripe)
        Ja - Orange, Dk Orange             Sh - Lt Green, Dk Green
        St - Blue, Dk Blue                 Fo - Lt Purple, Dk Purple
        Fi - Green, Dk Green               Ro - Lt Olive, Dk Olive
        P# - Grey, Black                   Su - Lt Purple, Dk Purple

       FEI LONG            (Pants)
        Ja - Dk Grey                       Sh - Aqua
        St - Purple                        Fo - Reddish Brown
        Fi - Olive                         Ro - Lt Grey
        P# - Brown                         Su - Red

       T. HAWK             (Outfit)
        Ja - Lt Blue                       Sh - Lt Magenta
        St - Off White                     Fo - Pink
        Fi - Mint Green                    Ro - Grey
        P# - Beige                         Su - Brown

============================================================================

07.  What is this Zangief Magic throw I've been hearing about?

Zangief can, under certain conditions, grab an opponent from outrageous
distances with a Double German Suplex, a move that normally requires
you to be fairly close.

In case you are curious, Matthew A Wallace ([email protected]) wrote:
 I talked with one of the game's designers, and the glitch is
 unintentional. They did find out about it before the game shipped,
 but it was not put in on purpose.

So far as is known, Z's "magic" throw requires using Forward kick when
executing the move, and it only works in the following conditions:

1) at the start of a round
2) when Zangief gets up after being knocked down
3) after blocking anything
4) after being hit

In general, the bug does not work if the opponent is in the air, although at
least one exception has been noted - a T. Hawk player was magic thrown on the
rebound from a Condor Dive that hit low.

The timing is tricky - you need to execute the move at a precise time that
varies with each condition.  When blocking a fireball, for instance, I've
found it necessary to wait a moment after blocking before attempting the
move.

The Zangief "Magic Throw" bug has apparently been corrected on the newest
versions of SSF2.

****************************************************************************
*                                                                          *
*    H O M E   V E R S I O N   S P E C I F I C   I N F O R M A T I O N     *
*                                                                          *
****************************************************************************

01.  When will Super SF2 come out?
02.  What are the different types of endings?
03.  What are the differences in the versions of the game?
04.  What are the codes for the SNES SF2 versions?
05.  Where can I find Game Genie codes for the SNES?
06.  What is SF2IBM?
07.  Is there a legal version of SF2 available for PC's?

****************************************************************************

01.  When will Super SF2 come out?

There has been no official word, but it seems likely that there will be a
version for the SNES and Sega Genesis sometime in the future.

============================================================================

02.  What are the different types of endings?

SNES: CLASSIC
 Level 0-2: Why don't you try the harder difficulty level?
 Level 3-5: Personalized ending for your character
 Level 6-7: Credits scroll across the screen as characters battle.
 Level 7: Beat the game without changing characters, a special showing the
          original eight warriors.
 Level 7: Don't use any continues, same as above, but all 12.
 Level 7: Don't lose a round, same as above.  Pushing start will make Chun
          Li's sound of "Ya Tai."

SNES: TURBO
 Level 0-2: Why don't you try the harder difficulty level?
 Level 3-7: Well, you get the ending for your character.  On level 6 and 7,
            you get a picture of a promotional poster or something.
            Plus the same ending as in the HF arcade game.

 If you disable the special moves using the code for a 1P game only, and
 beat the game on level 3, you will get to see the appropriate poster.  And
 if a 2nd player joins in, you get you special moves back for that fight.
 I only played this on the default and the hardest level.  The default was
 incredibly easy, and the endings are like for the arcade HF.  The hardest
 level is quite difficult, and it is easy to see how much the computer
 cheats on everything (Sagat even throws you!).  There is a digital picture
 at the end no matter how you finish, but I was unable to beat it without
 having to continue at least once.

SEGA GENESIS: SPECIAL CHAMPION EDITION
 Level 0-4: Why don't you try the harder difficulty level?
 Level 5-7: The ending for your character.  On level 7, at the end you see
            a picture of Chun Li doing a standing forward kick.

 This game is very much a translation of SNES: Turbo.  The computer play
 is like the SNES.  If you have played the SNES version, you have basically
 played this version.

TURBO DUO: CHAMPION EDITION
 No information available.

============================================================================

03.  What are the differences in the versions of the game?

SNES: CLASSIC   Summer 1992   $50-70 game
 This is very similar to the Classic version.  You can play char vs.
 char with a special code.  Bosses are also available with a third party
 device.  Most of the game is like Classic, but there are missing frames
 of animation, a few missing moves, a lot less blood that the arcade, and
 the sound is not nearly as well done.  The characters are smaller in
 relation to the screen, and there may *slight* play differences as well.

SNES: TURBO   Summer 1993  $60-80 game
 Very similar to the arcade with a few easy to pick up tricks and what not.
 It is faster than the arcade on the normal setting, but everything comes
 off as normal.  The bonus stages are like the old SNES version.  Plus
 there is other stuff like on the SNES, and a way to get the game to go
 extremely fast...  There is a Normal mode, which plays like CE in some
 ways, and HF in others.  The Normal mode utilizes the Disable Special
 Moves option that is available through a code.  11 speeds are available
 through the use of a code as well.

SEGA GENESIS: SPECIAL CHAMPION EDITION   Fall 1993  $45-70 game
 All in all, this is the SNES: Turbo version for the Genesis.  The coded
 options listed above are built in to the game without codes.  There is
 a group battle mode which is useless.  The sound of the game is redone
 slightly, and in some cases sounds better, even though the quality is
 lesser.  The voices are hoarse sounding, and the sound FX for hitting
 the opponent are all nearly the same.  This game is a decent translation
 of the arcade game, and plays closer to the arcade than the SNES by the
 way it feels.  This doesn't have the extra sound FX that SNES does,
 but there are voices for Balrog's TAP and the continue countdown, unlike
 the SNES.  The "skyscraper" introduction from the arcade versions previous
 to Super is also included, but made more politically correct.

TURBO DUO: CHAMPION EDITION   Fall 1993   $65-80 game
 Not much info from me here.  It has been highly regarded as a good trans-
 lation of the game though, except for the sound.

============================================================================

04.  What are the codes for the SNES SF2 versions?

The Code (and will hereafter be referred to as the "Code") in question is
shown below, and must be done with a fair amount of speed at the specified
times, on the correct controller:

Direction Down, Button R, Direction Up, Button L, Button Y, Button B.

The Sound (referred to as the "Sound") sounds like this:

It is identical to the sound when you pick a character from the selection
screen.

On SNES Classic, the only applicable time to use it is when the CAPCOM
logo appears.  Using the 1P controller, put the Code in then, just as
the CAPCOM logo fades you should finish, and hear the Sound.

This will give you Player vs. Player.  Using the ABLRXY buttons will give
you the original Classic color, and Start will give you the Champion
Edition color for that character.  If you are going to fight Player vs.
Player, then each player will get the color that the first person didn't
pick.

The rest of the instances apply to SNES Turbo.  They are done at different
times, and on different controllers.

For 10-star Turbo speed, you can begin to put in the Code from 2P controller
as the screen with the distant "Street Fighter 2" appears, and as late as
when the word "TURBO" scrolls right to left.  You need to finish the Code
before the whole title screen appears.  If you do this correctly, you will
hear the Sound.

Like said above in the 10-star Turbo section, this is the way to use the
Code to disable Special Moves.

There are 2 ways to disable Special Moves.  One way is to disable all
Special Moves for the Player in a 1P match.  Do it at the same time as
shown for the 10-star Turbo speed mode.  I don't know about the Special
Moves for the 2P side if he decides to join in, but I would guess that he
is the same boat as you: no Special Moves.

The other way is in the vs. battle, i.e. a two player game.  On the screen
after you have selected your characters, you will see the stage select
screen.  On the 2P controller, input the Code.  I'm not sure if you will
hear the sound, but you will know for sure when you hit Start on the 2P
controller.  This will bring up the Special Moves screen, and will enable
you to disable any or all of the Special Moves for the characters.  To
do this before each battle, after you have correctly inputted the Code,
you will only need to hit Start on the 2P controller at the stage select
screen.  If you disable the moves that are specific only to Turbo mode,
you can play a Normal game with the Turbo colors at more speeds.

The move disable code is the only difference between the Turbo and Normal
modes.  Otherwise, they are the same, except for the speed and the colors.
These are unlike the more numerous changes that were made between the
Champion Edition (Normal) and the Hyper Fighting (Turbo) arcade games.

The Sega Genesis SF2:SCE allows these options to be selected without codes.

============================================================================

05.  Where can I find Game Genie codes for the SNES?

 They are too numerous to list here, but there is one very complete and
excellent file at the ftp site.  It is called codes.game-genie, it is
avaiable at the ftp site.  This file is updated as new codes are discover-
ed by the writers, so any new versions will be there.  If you are looking
for Game Action Replay codes, look for the file called codes.action-replay.

See question #4 in part 3 of the FAQ for the list of files available at the
FTP site.  They are in the /pub/local/sf2/other/codes.* file names.

============================================================================

06.  What is SF2IBM?

It is an illegal version of the game for the PC.  It can be found at various
FTP sites.  The newest version of the game is 1.96.  There are a number of
patches available for the original, and they aren't necessary to play the
game, but they surely make it more fun.

You can find more information at the FTP site, in the FAQ for SF2IBM.

============================================================================

07.  Is there a legal version of SF2 available for PC's?

It can be found in software stores and is considerably cheaper than any of
the versions for dedicated game systems; however, it is not generally
considered a very good translation of the arcade version.  Buyer beware.

****************************************************************************


****************************************************************************
*                                                                          *
*                    F T P   S I T E  &  T H E   N E T                     *
*                                                                          *
****************************************************************************

01.  Where or how can I get more information about SF2?
02.  How can I separate SF2 rumors from truths on the Net?
03.  I want to post about SF2 on the Net, is there any etiquette that I
    should observe?
04.  I see all these abbreviations used, what do they mean?
05.  What about move lists/FAQs for other video games?

****************************************************************************

01.  Where or how can I get more information about SF2?

If you need something about SF2, chances are that it can be found at the
FTP site, as listed in Part 1: General Information, in the listed directory.
If not, poke around a little, and if nothing turns up, mail me at
[email protected]

FTP site is:
 Host:       altair.krl.caltech.edu
 IP Addr:    131.215.79.100
 Directory:  /pub/sf2

/pub/sf2
--------------------------------
SF2FAQ                          The Street Figher II FAQ
SF2INDEX                        SF2 FTP Site Index (this file)
guides/                         Strategy for each World Warrior
misc/                           Misc stuff, interesting things
other/                          Moves list, combos, throwing, etc.
prose/                          Fiction involving the World Warriors
xtra/                           Other game's FAQs, moves, etc.
pictures/                       GIF and JPG images of the World Warriors

/pub/sf2/guides:
--------------------------------
balrog.champ.mmsf               Balrog by MMSF
balrog.champ.pjs                Stroffolino Balrog
balrog.champ.strachman          CE Balrog guide
balrog.hyper.3fist.euming       Sheng Shou Fang for Balrog
balrog.hyper.combos.euming      Ming's Balrog combos
balrog.hyper.hints.pjs          Trouble going from CE->HF w/ Balrog?
balrog.super.review.rpm         How is Balrog on Super?
balrog.super.trap.rpm           Trap characters in the corner
blanka.champ.mmsf               Blanka by MMSF
blanka.champ.vs-cpu.etp         Beat the computer with Blanka
blanka.class.ff                 Feather Falcon's Classic guide
cammy.super.notes.rpm           Cammy, the new Super Street Fighter
chunli.champ.mmsf               ChunLi by MMSF
chunli.champ.rjr                Another Chunny guide
chunli.champ.vs-ken-ryu.nishina Beat Ken and Ryu with ChunLi
chunli.class.ff                 Feather Falcon's Classic guide
chunli.super.notes.inkblot      Notes about Chun Li in SSF2
chunli.super.review.rpm         Play ChunLi on SSF2
deejay.super.review.rpm         Overview of DeeJay for SSF2
dhalsim.champ.bodom             The complete Dhalsim guide
dhalsim.champ.mmsf              Dhalsim by MMSF
dhalsim.class.ff                Feather Falcon's Classic guide
dhalsim.super.review.ww         Review of Stretch for Super
ehonda.champ.maestas            Terminator's CE Honda
ehonda.champ.mmsf               E.Honda by MMSF
ehonda.class.ff                 Feather Falcon's Classic guide
feilong.super.fmlin             Guide for the new addition in Super
guile.champ.mmsf                Guile by MMSF
guile.champ.pattern.cywang      Play pattern Guile on CE
guile.champ.trapped.euming      Getting Fireball trapped/escaping
guile.class.ff                  Feather Falcon's Classic guide
guile.class.vs-ken.larsen       Beat Ken and Ryu on Classic
guile.hyper.mmsf                HF Guile by MMSF
guile.super.vs-ken-ryu.scho     Tips and tactics for defeating Ken and Ryu
ken.hyper.wkbk.inkblot          Learn to play Ken on CE and HF
ken.champ.mmsf                  Ken by MMSF
ken.hyper.caine                 Completist's Ken guide
ken.hyper.krazy.euming          Play Krazy Ken on Hyper
mbison.champ.mmsf               M.Bison by MMSF
mbison.hyper.vs-cpu.stiltman    Beat the CPU with Bison on HF
mbison.super.notes.stiltman     Notes about Super Bison
mbison.super.review.rpm         Psycho Bison on SSF2
mbison.super.stiltman           A guide for the Super mayhem master
ryu.champ.mmsf                  Ryu by MMSF
ryu.class.ff                    Feather Falcon's Classic guide
sagat.hyper.wkbk.inkblot        T.Cannon tells you how to learn Sagat
sagat.champ.inkblot             T.Cannon tells you how to win with Sagat
sagat.champ.mmsf                Sagat by MMSF
sagat.super.review.rpm          Changes for the former champ
thawk.super.review.rpm          The big man for SSF2
vega.champ.ff                   Feather Falcon's CE guide
vega.champ.mmsf                 Vega by MMSF
vega.super.review.rpm           Vega?  On Super?
vega.super.vs-cpu.balee         Beat the SSF2 CPU with Vega
zangief.champ.mmsf              Zangief by MMSF
zangief.champ.vs-guile.ff       Beat Guile with Zangief
zangief.champ.vs-ken.ff         Beat Ken with Zangief
zangief.class.ff                Feather Falcon's Classic guide
zangief.hyper.hogue             HF Zangers by Jowfus
zangief.super.hogue             Super Zangief guide

/pub/sf2/misc:
--------------------------------
dhalsim.teleport                Where does the teleport put you?
faq.header                      Header for the old FAQ
faq.sinister-stairs             Really old version of the FAQ
help.ftp-mail                   Help with FTP-Mail
help.how-to-ftp                 Help with FTPing files
laughs.mmsf                     MMSF comedy; a response
laughs.stupid-moves             Some moves you never knew existed
misc.article.sf.boyz            News article about SF2
misc.bg-signs                   The BG signs on the levels say
misc.char.info                  History for the characters
misc.char.quotes                Quotes for the Warriors
misc.char.super.info            Info on the new characters
misc.music-cd                   A music CD for SF2 exists
misc.newbie.do-dont             What to do and not do when you start
misc.pinball.rules              The pinball game, how to win
misc.sounds.snes                The SNES sounds listing
misc.tourn-rules                Make up your own tournament
ryu.belt                        Ryu's belt close-up
sagat.muay-thai                 Interesting fact about Muay-Thai
sf2ibm.faq                      FAQ for SF2IBM
sf2ibm.ftp-sites                Where to get SF2IBM
sf2ibm.info                     Info about SF2IBM
sf2ibm.sprite-data              Sprite data for SF2IBM
strategy.4-chars.lee            Win with 4 of the characters
strategy.general.falcon         General overview by Feather Falcon
super.sf2                       The hottest new SF2 version

/pub/sf2/other:
--------------------------------
beginners.guide                 Tips to make yourself good fast
bugs.classic                    Classic bugs
bugs.magic-throw                Guile's Classic Magic Throw
codes.action-replay             Codes for the GAP
codes.genie.classic             Codes for SNES Classic
codes.genie.ocf                 Some more codes for the SNES
codes.genie.turbo               Turbo codes for the SNES
combos-buffer.wkbk.cannon       Learn combos and buffering with T. Cannon
combos-ticks.ff                 Feather Falcon's combos and ticking guide
combos.euming                   Some dizziness combos to try
combos.nishina                  More general combos
combos.prock                    Beginner to expert combos
combos.strachman                Another combo listing
combos.super.rpm                Some truly Super combos
cpu-behavior                    Behavior patterns for the computer
dizziness                       An idea about how dizzies work
landing-zone                    Is there a zone where you land?
moves.champ.sinister            CE moves list
moves.hyper.axl                 Axl's large move listing
moves.hyper.caine               Special moves for HF in text
moves.hyper.graph               Graphical special moves for HF
moves.super.caine               Addendum for the HF moves list
moves.super.mkruse              Super SF2 moves and updates
moves.super.nishina             More SSF2 moves and updates
throws.art-of                   Art of Throwing
throws.counter                  Counter Throwing
throws.speed                    The old throw speed debate

/pub/sf2/prose:
--------------------------------
addiction.cox.Z                 Are you an SF2 addict?
advice.cox.Z                    Guile/Chun Li/Vega/Ryu/Bison offer advice
balrog.cox.Z                    Balrog's beginnings
balrog.pjs.Z                    Another Balrog story
blanka.cox.Z                    Tales of the mutant man
chunli.cox.Z                    Chun's early days
dhalsim.cox.Z                   "Concentration"
guile.cox.Z                     "Before" "Debts Unpaid" "Before III"
ken-ryu.cox.Z                   "A Lesson To Remember"
mbison.cox.Z                    "The Seed Of Evil"
ryu.muwab.Z                     Ryu's first story
vega.cox.Z                      "The Drive For Perfection"

/pub/sf2/xtra:
--------------------------------
ArtOfFighting.moves.Z           Galen Komatsu's Art of Fighting move list
ArtOfFighting.tips.Z            Galen Komatsu's tips on Art of Fighting
FatalFury.moves.Z               Galen Komatsu's Fatal Fury move list
FatalFury.tips.Z                Tips on Fatal Fury
FatalFury2.moves.Z              Ken Alexander's Fatal Fury 2 move list
FightersHistory.moves.Z         Galen Komatsu's Fighters History move list
KnuckleHeads.moves.Z            Galen Komatsu's Knuckleheads move list
KnuckleHeads.tips.Z             Bethany Cox's Knuckleheads strategy guide
MartialChampion.moves.Z         Galen Komatsu's Martial Champion move list
MortalKombat.faq.Z              Lei Wang's Mortal Kombat FAQ
MortalKombat.text.Z             Jim Leonard's listing of text from SNES MK
MortalKombat2.faq.Z             Mortal Kombat ][ FAQ
NBAJam.faq.Z                    Randolph S. Vance's "How to WIN at NBA JAM!"
RGVA.faq.Z                      Jonathan Deitch's rec.games.video.arcade FAQ
SamuraiShodown.faq.Z            Ewan Ng's Samurai Showdown FAQ (move list)
SegaCD.tips.Z                   Bob Rusbasan's SegaCD Easter Egg list
SegaGenesis.tips.Z              Bob Rusbasan's Sega Genesis Easter Egg list
TaoTaido.moves.Z                Galen Komatsu's Tao Tadio move list
Terminator2.faq.Z               Randolph S. Vance's "How to WIN at Terminator2"
TimeKillers.moves.Z             Time Killers move list
ToonKombat.faq.humor.Z          Toon Kombat FAQ (Mortal Kombat spoof)
WorldHeroes.moves.Z             Eric Garcia's World Heroes move list
WorldHeroes2.moves.Z            Galen Komatsu's World Heroes 2 move list

/pub/sf2/pictures/gif and /pub/sf2/pictures/jpg:
--------------------------------
blanka.gif                      Blanka (from the SNES SF2 manual)
cammy2.gif                      Cammy (hand drawn greyscale)
cammy3.gif                      Cammy (scanned from magazine)
cehonda.gif                     E. Honda (chinese drawing)
cguile.gif                      Guile (chinese drawing)
chunli.gif                      Chun Li (from the SNES SF2 manual)
chunli01.gif                    Cuun Li (chinese drawing)
cken.gif                        Ken (chinese drawing)
cryu.gif                        Ryu (chinese drawing)
dhalsim.gif                     Dhalsim (from the SNES SF2 manual)
ehonda.gif                      E. Honda (from the SNES SF2 manual)
guile.gif                       Guile (from the SNES SF2 manual)
hzangief.gif                    Zangief (handdrawn)
ken.gif                         Ken (from the SNES SF2 manual)
kensnap.gif                     Ken (scanned snapshot)
ken_chun.gif                    Ken and Chun Li (handdrawn)
ryu.gif                         Ryu (from the SNES SF2 manual)
ryusnap.gif                     Ryu (scanned snapshot)
ryu_ken.gif                     Ryu and Ken (Cross the Time?)
sf2cover.gif                    Scan of the SNES SF2 cover picture
zangief.gif                     Zangief (from the SNES SF2 manual)

============================================================================

02.  How can I separate SF2 rumors from truths on the Net?

[email protected] writes:

The newsgroups tend to get a lot of traffic, and are suspect to lots of
garbage postings.  Keep your eye out for these key phrases, and any other
suspicious sounding statements.  Read follow-up postings to confirm your
beliefs and clear things up.

 "A friend of mine", "A friend of a friend", "My brother's friend", etc.
 "credible", "reliable", etc. to describe the above.  "I didn't see it
 myself, but", "I wasn't there but", "I wasn't really paying attention,
 but", "Out of the corner of my eye", etc.  "secret move", "secret screen",
 "secret character", etc.  "secret"

Generally, the less people reporting something *and* the less details
given, the greater the chance it's bullsh*t.  Likewise, the more people
agreeing on something *and* giving specifics, the more credible.  But you
should always question whatever you read, *especially* when reading
newsgroups.

and [email protected] adds:

Watch out for flames.  The good portion of debatable material about the
game has been depleted.  Be aware that you may be flamed for a seemingly
harmless comment.  Take it in stride, and ignore it.

============================================================================

03.  I want to post about SF2 on the Net, is there any etiquette that I
    should observe?

[email protected] says:

Please post to alt.games.sf2 (the SF2 newsgroup) if your site carries it in
order to keep bandwidth down.

If you post to rec.games.video.arcade, please put "SF2" or "Street Fighter
2" or something thereof in your subject header.  As hard as it may be to
believe, there really *are* people who do not want to have anything to do
with Street Fighter 2.  Please respect that, so they can kill SF2 posts.
(And likewise, SF2 fans could mark *only* SF2 posts.)

If you've heard a neat, unconfirmed trick, don't pass it off as truth.
Let everyone know that this *is* a rumor.  Otherwise, you'll find people
quick to flame, and you probably deserve each and every flame that comes
your way.  ;-)

[email protected] adds:

READ THIS!  Since there are now 6 versions of the game, it makes sense to
include an inkling of which game you speak of.  So include HF, CE, Classic,
SNES, SNES Turbo, or Genesis in your subject header.  Without this (unless
what you are talking about is obvious) you may get misleading information.
In other words, it is correct, but for the wrong game.

And likewise, don't post stuff about other games.  We have had long running
threads that are cross-posts.  So, if you cross-post, or if you are follow-
ing-up to a post, check if it is cross-posted.  If your material doesn't
relate, delete the appropriate newsgroups.

If you are interested in the home video games systems or arcade games in
general, you may not be aware that there are newsgroups for them.  They are
in the "rec.games.video.*" heirarchy.

============================================================================

04.  I see all these abbreviations used, what do they mean?

Here are the most common abbreviations used when talking about a certain
character's moves and whatnot.  When the abbreviations are used, the
character in question is usual mentioned.

       DP=Dragon Punch                 HK=Hurricane Kick
       FB=Fireball                     TU=Tiger Uppercut
       TK=Tiger Knee                   WK=Whirlwind Kick
       LL=Lightning Leg                HHS=Hundred Hand Slap
       TAP=Turn Around Punch           RC=Rolling Claw
       SB=Sonic Boom                   RK/FK=Razor Kick/Flash Kick
       SPD=Spinning Pile Driver        SL=Spinning Lariat
       SSL=Super Spinning Lariat       SF2=Street Fighter 2
       CE=Champion Edition             HF=Hyper Fighting
       TOD=Touch of Death              SNES=Super Nintendo
       SG=Sega Genesis                 SF2T=SNES Turbo version
       SSF2=Super SF2                  DRS=Double Rolling Sobot
       RP=Rushing Punch                FL=Flaming Leg
       TB=Tomahawk Buster              MT=Mexican Typhoon
       BH=Buffalo Headbutt             MGU=Machine Gun Upper

Here are some common abbreviations used when making comments about some-
thing.  They are used for short phrases, etc.

       BTW    by the way
       FYI    for your information
       IMO    in my opinion
       agsf2  alt.games.sf2
       rgva   rec.games.video.arcade
       IMHO   in my honest/humble opinion
       FTP    file transfer protocol
       ROTFL  rolling on the floor, laughing

I'm sure that there are others, and I don't know all of them, but if you
see one you don't know, try to match it with the context of the rest of
text, and guess at it's meaning.

============================================================================

05.  What about move lists/FAQs for other video games?

See the question #1 in Part 3.  Keep in mind, though, that none of the
material shown in that section of the file index is by me.  All the files
about other games are written and compiled by other people.

****************************************************************************

---------------------------------------------------------------------------

special thanks to Caine Schneider & Mike McCool

Without Caine, originator and organizer of most of the above,
this glorious document would not exist...

Phil Stroffolino  [email protected]

----------------------------------------------------------------------------