SUPER STREET FIGHTER II X for Matching Service FAQ v0.1
for the Sega Dreamcast (import)
written by Chris MacDonald
Unpublished work Copyright 2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ was created and is owned by me, Chris
MacDonald <kmegura (at) yahoo (dot) com>. It can be found exclusively
at (www.GameFAQs.com), and is not to be put up on any other website
(such as www.cheatcc.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
This FAQ cannot be referenced, altered, or used by _anybody_ (including
webmasters, publishers, and magazine staff) without my express written
permission. Not that these people would know what that means: Ziff-
Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine,
IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power,
Official UK PlayStation Magazine, etc.), Brady Games, Eric Pratte of
Prima Games, and IGN. Remember, plagiarism is a crime and is
punishable by law.
The Street Fighter game series is (c) Capcom of Japan.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- Special Thanks
- Revision History
2. HOW TO PLAY
3. CHARACTER MOVELISTS
- Balrog
- Blanka
- Cammy
- Chun-Li
- Dee Jay
- Dhalsim
- E. Honda
- Fei Long
- Gouki
- Guile
- Ken Masters
- M. Bison
- Ryu
- Sagat
- T. Hawk
- Vega
- Zangief
4. SECRETS AND TRICKS
- Color Select
- SSF2-Style Characters
- Play as Gouki
- Enable EX Option
- Enable Secret Option
5. SECRET OPTION / DIP SWITCHES
- Secret Option Menu
- Dip Switch Listings
6. GAME ENGINE
- Juggles
- Combos
7. MISCELLANEOUS
- Menu Translations
- Misc Translations
- Glitches
========================================================================
1. INTRODUCTION
========================================================================
I wrote this FAQ for my own use, and it's been sitting on my computer
gathering dust since then. When I found out that people were still
asking questions about this game (mainly about the dip switches), I
decided to release the FAQ in the hopes of helping other SSF2X fanatics.
Hopefully this guide is being released late enough that I won't have
to put up with any plagarizers. It'd be a plus :)
I shouldn't even have to say what's already covered in the disclaimer,
but Shoryuken.com, don't use this FAQ for your site without permission.
The last thing I want to see is another GameData section with my work
in it.
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
T. Akiba <www.tt.rim.or.jp/~akiba/sf2/dc.html>
- The code to enable the Secret Options, as well as his list of dip
switch settings (which I used to figure out as many of the dips as I
could) were taken from his page.
Joh Higashi / DADA <page.freett.com/johhigashi/ssf2x.html>
- I got the SSF2X move names not mentioned in the DC SSF2X and Saturn
SF Collecton instruction booklets from his site.
Capcom of Japan <www.capcom.co.jp>
- For the SSF2 character codes.
Jeffrey's J<->E Dictionary <
http://www.linear.mv.com/cgi-bin/j-e/>
- As usual, I relied on this site for translating some of the Japanese
move names--this is a pretty cool dictionary.
NJStar <www.njstar.com/>
- Not only does NJStar offer great Japanese word processors, you can
also look up the translation for single or multiple kanji.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 0.1 (September 1, 2001)
- The first release. Some info. in here was taken from my SF
Collection FAQ, as it's still relevant to this game.
========================================================================
2. HOW TO PLAY
========================================================================
Please note that all information in this FAQ is based on the default
dip switch settings. Refer to Section 5 for more information.
This section outlines the basic controls for all characters:
[ Joystick Layout ] ---------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
Remember to reverse the commands if on the left side of the screen.
[ Button Layout ] -----------------------------------------------------
LP MP HP Light Punch Medium Punch Heavy Punch
LK MK HK Light Kick Medium Kick Heavy Kick
On the default Dreamcast pad, the front buttons are for the light and
medium attacks, while the Left trigger is for HP, and the Right trigger
is for HK. On a joystick or arcade pad, the (C) button is HP, and the
(Z) button is HK.
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
P / K - Press any Punch or Kick button.
PP / KK - Press two Punch or Kick buttons together.
PPP / KKK - Press all three Punch or Kick buttons together.
a-d - Press in any direction.
a-u - Press in any direction but directly up.
MP~HK - You can use MP, HP, MK, or HK for this move.
ub~uf - You can use any of the three upward directions.
ub~db - You can use any of the three backward directions.
db~df - You can use any of the three downward directions.
uf~df - You can use any of the three forward directions.
qcf / hcf - Input (d,df,f) or (b,db,d,df,f) on the controller.
qcb / hcb - Input (d,db,b) or (f,df,d,db,b) on the controller.
Charge - Hold in the first direction for 2 seconds, then press
in the next direction(s) before hitting the button.
Rotate 360 - Spin the controller in a full circle. The shorthand
method is to input (f,df,d,db,b,ub,u) or the reverse.
Rotate 720 - Spin the controller in two full circles.
tap d/p/k - Shake the joystick around and tap P and K rapidly.
n / f / c - n=standing near, f=standing far, c=crouching
v / j - v=jumping vertically, j=jumping diagonally
=1 - cancelable on first hit only
=E - either hit is cancelable
=A - only earliest possible hit animation is cancelable.
S> - Only "Super" (SSF2-versions) can do this.
X> - Only "Normal" (SSF2X-versions) can do this.
(air) - The move can be performed in mid-air (while jumping).
overhead - The move must be blocked low (crouch down-back).
SSF2 - Super Street Fighter II: The New Challengers.
SSF2X - Super Street Fighter II X: Grandmaster Challenge.
<movename> - I don't know the offical name for this move.
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Jump Press ub / u / uf
Walk Back / Forward Hold b / f
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Throw / Hold Attempt Press b / f + HP when close
Throw Escape (Tech. Hit) Press b / f + MP~HK when grabbed
Hold Recovery Tap d/p/k rapidly when dizzied
Dizzy Recovery Tap d/p/k rapidly when dizzied
Recovery Do a move as you get up off the floor
- You can escape from both ground and air throws, but not from "special
move throws" like E. Honda's Ooichou Nage or T. Hawk's Double Typhoon.
========================================================================
3. CHARACTER MOVELISTS
========================================================================
Characters are listed in alphabetical order. Moves are listed in this
order, normal throws, special moves, command attacks (if they have any),
and then that character's Super Combo. Afterwards are some notes on
that character's moves.
Following that is a little chart listing which moves are cancelable
(for X> and S>). Below that is a list of linkable attacks, and then
linkable command attacks or special moves. Linkable attacks were
tested against Zangief, sometimes in the corner of the screen, so not
all attacks will link in other situations.
------------------------------------------------------------------------
BALROG, masked honorable young nobleman
------------------------------------------------------------------------
Rainbow Suplex b / f + MP / HP when close
Stardust Drop a-u + MP / HP when close (both in air)
Rolling Crystal Flash Charge b,f + P
Scarlet Terror X> Charge db,f + K
Sky High Claw Charge d,ub~uf + P
<wall cling> Charge d,ub~uf + K, move b / f...
Flying Barcelona Attack ...then press P
Izuna Drop ...then press a-d + P when close
Backslash Press PPP
Short Backslash Press KKK
Sankaku Tobi Jump against a wall, press uf~df
<super wall cling> X> Charge db,df,db,ub~uf + K, move b / f...
Flying Barcelona Attack ...then press P
Rolling Izuna Drop ...then press a-d + P when close
- Compared to other characters' air throws, the Stardust Drop is very
difficult to land. I personally find that using uf + MP works better
than any other combination of direction + buttons.
- When you use any of Balrog's vertical charge moves, ending them with
ub makes him leap towards the wall behind him, while uf makes him
leap to the wall in front of him. Just using "charge d,u" makes him
jump towards whichever wall is closest to him.
- You can use the Backslash and Short Backslash to pass through
projectiles and physical attacks.
- During the Rolling Izuna Drop, you can still do a Flying Barcelona
Attack by pressing P when in mid-air. Doing so will not make you
empty your Super Combo gauge either--it's just a normal attack.
- The Izuna Drop and Rolling Izuna Drop are unblockable.
- If Balrog gets hit enough (blocked or not), he loses his claw.
- SSF2X Balrog can pick his claw up by passing over it (although you
can't grab it if you're dizzy). SSF2 Balrog loses his claw for the
remainder of the match. Note that your attack power stays the same
even without the claw equipped.
.------------------------------------------------.
| X> n LP,LK f LP,LK c LP,MP,LK,MK |
| S> n LP,MP,LK,MK f LP,LK,MK c LP,MP,LK,MK |
.-----------------------------------------------------.
| c MK -> n LP,MP,LK,MK f LP,LK,MK c LP,MP,LK,MK |
`-----------------------------------------------------'
| MP rolling crystal flash -> c LP,MP |
`--------------------------------------'
------------------------------------------------------------------------
BLANKA, great nature's wild child
------------------------------------------------------------------------
Wild Fang b / f + HP when close, tap d/p/k
Rolling Attack Charge b,f + P
Backstep Rolling Charge b,f + K
Vertical Rolling Charge d,u + K
Electric Thunder Tap P rapidly
Surprise Forward X> Press f + KKK
Surprise Back X> Press b + KKK
Rock Crush b / f + MP when close
Amazon River Run X> df + HP
Ground Shave Rolling X> Charge b,f,b,f + P (hold P to delay)
- You can be hit during either "Surprise" moves; they're really only
useful for moving around quickly, charging up your Super Combo gauge,
or passing through your opponent.
- The second hit of the Rock Crush hits low.
- The Amazon River Run can be used to slide under projectiles.
- You can use the starting animation of the Ground Shave Rolling to pass
through attacks.
- You can delay the Ground Shave Rolling (although this doesn't increase
the damage potential). If someone touches you while you're spinning
in place, Blanka will automatically perform the rest of the move.
.---------------------------------------------.
| X> n LP,MP f LP c LK,MK rock crush=1 |
| S> rock crush=1 |
.------------------------------------------------------.
| n MP -> n MP,HP,HK f P,K c P,K rock crush |
| c MK -> f LP,MP c LK,MK |
`------------------------------------------------------'
------------------------------------------------------------------------
CAMMY, innocent killer bee
------------------------------------------------------------------------
Hooligan Suplex b / f + MP / HP when close
Frankensteiner b / f + MK / HK when close
Flying Neck Hunt X> a-u + MP / HP when close (both in air)
Air Frankensteiner X> a-u + MK / HK when close (both in air)
Air Frankensteiner S> a-u + HK when close (both in air)
Spiral Arrow qcf + K
Cannon Spike f,d,df + K
Axle Spin Knuckle b,db,f + P
Hooligan Combination X> db,qcf,uf + P... (press K to cancel)
...Fatal Leg Twister a-d-u + K near foe's head / foe crouching
...Cross Scissors Pressure a-d-u + K near foe's waist / foe in air
...Razor Edge Slicer Do nothing after Hooligan Combination
Spin Drive Smasher X> qcf,d,df + K
- You can use the starting animation of the Axle Spin Knuckle to pass
through attacks.
- The Fatal Leg Twister and Cross Scissors Pressure are unblockable.
To perform them, either grab your opponent by the head or waist,
or grab them when they are crouching or are jumping, respectively.
- The Razor Edge Slicer must be blocked low.
.-------------------------------------------------.
| X> n P,LK,MK f LP,MP,HP=A,LK c LP,MP,LK,MK |
| S> n P,LK f LP,MP,HP=A,LK c LP,LK,MK |
`-------------------------------------------------'
| n LP -> n LP,MP f LP,HP,LK c LP,LK,MK |
| f LP -> f LP,HP c LP,LK |
| c LP -> n LP,MP f LP c LP |
| n MP -> n MP f P,LK,MK c LP,MP,K |
| c MP -> f P,LK,MK c P,K |
| n LK -> n LK f LK c LK |
| f LK -> f LK c LK |
| c LK -> f LK c LK |
| n MK -> f P,LK,MK c LP,MP,K |
| c MK -> f LP,MP,LK c LP,LK,MK |
`--------------------------------------------'
------------------------------------------------------------------------
CHUN-LI, magnificent air-ripping dance
------------------------------------------------------------------------
Koshuu Tou b / f + MP / HP when close
Ryuusei Raku a-u + HP when close (both in air)
Kikou Ken Charge b,f + P
Spinning Bird Kick X> Charge b,f + K (air)
Spinning Bird Kick S> Charge d,u + K
Tenshou Kyaku X> Charge d,u + K
Hyakuretsu Kyaku Tap K rapidly
Kouhou Kaiten Kyaku X> df + MK
Kouhou Kaiten Kyaku S> b / f + MK when close
Kaku Kyaku Raku X> df + HK
Kaku Kyaku Raku S> b / f + HK when close
Yousou Kyaku X> d + MK in air (can repeat or attack)
Yousou Kyaku S> db~df + MK in air (can repeat or attack)
Sankaku Tobi Jump against a wall, press uf~df
Senretsu Kyaku X> Charge b,f,b,f + K (can hold uf~df)
- Chun-Li's Kikou Ken will dissapate after covering a certain distance.
LP gives you the longest distance, while HP gives you the shortest.
- You can use the Spinning Bird Kick (also called the 'Kaiten-teki Kaku
Kyakushuu') in several ways. For example, if you do it right after
a triangle jump (charge ub,f + K), she'll fall straight down while
doing the move. Wait a split second more, and she'll get enough
momentum to jump diagonally down-forward during the move.
- Another way to perform it is to charge b,uf + K. If you do it
just as Chun-Li jumps, she'll do a sort of upwards arc (like an
upside-down U).
- SSF2 Chun Li's Kohou Kaiten Kyaku hits twice, whereas it only hits
once in SSF2X.
- You can use the Kaku Kyaku Raku to jump over an opponent. This
move is not an overhead attack, though.
- After the Yousou Kyaku, you can make any mid-air attack, or even
perform another Yousou Kyaku.
- You can use the starting animation of the Senretsu Kyaku to pass
through attacks.
- You can "pre-charge" your Super Combo, sort of like how you can
supercancel in the SFEX series. Just input "charge b,f + P" or
"charge db,uf + K", or "charge b,f + K" for those respective
special moves, but input "b, hold f" right as you press the attack
button. Chun-Li will do her respective move, but upon recovering,
you need only press K in order to her Senretsu Kyaku (see below for
how you can move forward and still do her Super Combo).
- The Senretsu Kyaku has a glitch in it; you can walk forward after
tapping b,f,b,f, and even jump, as long as you keep holding in a
forward direction, and you still keep the "charge". This means you
can tap b,f,b,f, then walk or jump over to your opponent and press
K to begin the move. You can even make a Punch attack and then
press K afterward to do the Senretsu Kyaku. Pressing in any
direction other than forward or up-forward makes the charge end.
.---------------------------------------------------.
| X> n P,LK,MK f LP,MP c LP,MP,LK,MK v LK,MP |
| S> n P,MK f LP,MP c LP,MP,MK |
.--------------------------------------------------------.
| n LP -> n LP,HP,LK,MK f LP c LP |
| f LP -> f LP c LP |
| c LP -> f LP |
| n MP -> n MP,HP,LK,MK f P,LK,MK c P,K kouhou |
| f MP -> f MP,HP,MK c HP,MK,HK |
| c MP -> n HP,MK f P,LK,MK c P,K kouhou |
| c MK -> n MP,HP,LK,MK f P,LK,MK c P,K kouhou |
.----------------------------------------------------------------------.
| yousou -> j P,K yousou |
| X> LP kikou -> n MP,HP,MK f P,K c P,K j HP,K kouhou senretsu |
| X> MP kikou -> senretsu |
`----------------------------------------------------------------------'
| S> LP kikou -> n MP,HP,LK,MK f P,K c P,K j HP,K kouhou |
`-----------------------------------------------------------------'
------------------------------------------------------------------------
DEE JAY, funky jamaican guy
------------------------------------------------------------------------
Funky Shout Throw b / f + MP / HP when close
Monkey Flip b / f + MK / HK when close
Air Slasher Charge b,f + P
Double Rolling Sobat Charge b,f + K (air)
Jackknife Maximum X> Charge d,u + K
Machine Gun Upper Charge d,u + P, tap P rapidly
Knee Shot Jump ub / uf, d + LK in air
Sobat Carnival X> Charge b,f,b,f + K
.---------------------------------------------.
| X> n LP,MP,LK,HK f LP,MP,LK c LP,HP,LK |
| S> n LP,MP,LK,HK f LP,MP,LK c P,LK |
.------------------------------------------------.
| n LP -> n P,LK,MK f P,LK c P,LK,MK |
| f LP -> f LP |
| c LP -> n P,LK,MK f P,LK c P,LK,MK |
| n MP -> n P f LP,HP,LK,MK c P,LK,MK |
| c MP -> f LP,MP,LK c P,LK,MK |
| n MK -> n P f P,LK,MK c P,LK,MK |
`------------------------------------------------'
------------------------------------------------------------------------
DHALSIM, superior yoga warrior
------------------------------------------------------------------------
Yoga Smash b / f + MP when close, tap d/p/k
Yoga Throw b / f + HP when close
Yoga Fire qcf + P
Yoga Flame hcf + P
Yoga Blast X> hcf + K
Yoga Teleport (Zenpou) f,d,df + PPP / KKK
Yoga Teleport (Kouhou) b,d,db + PPP / KKK
Drill Zutsuki d + HP in air
Drill Kick X> d + K in air
Drill Kick S> d + HK in air
<limb extend> X> f + LK
<standing limb shorten> X> b + P / MK / HK
<crouching limb shorten> X> db + P / K
Yoga Inferno X> hcf,hcf + P
- The LP Yoga Fire stuns an opponent instead of knocking them down.
- The Yoga Blast will only hit characters who are in mid-air.
- Dhalsim can control the length of his limbs by using the joystick
plus a button press. You can even do this while crouching (hold
db + P / K), but you can't do this while airborne.
- When using the Yoga Teleport, "f,d,df" makes you move forward,
while "b,d,db" makes you move backward. KKK has a greater effect
than PPP does (so f,d,df + PPP won't move Dhalsim as far forward
as f,d,df + KKK would).
.---------------------------------------------------------------------.
| X> b + LP,MP,MK db+LP,MP,K f LK c LK |
| S> n LP,MP,HP=1,LK,MK f LP,LK,MK near c LP,MP,LK,MK far c LK |
`---------------------------------------------------------------------'
| X> b + MP -> b + MP,MK db + P,K f HP,LK,MK c K |
| X> b + MK -> b + MP,MK db + LP,MP,K f LK c LK |
| X> b + HK -> db + LK |
| X> db + LP -> b + MP db + LP,LK,MK c LK |
| X> db + MP -> b + MP,MK db + LP,MP,K f LK c LK |
| X> db + HP -> db + LP,MK |
| X> db + MK -> b + MP,MK db + LP,MP,K f LK c LK |
| X> db + HK -> b + MK db + LP,MP,K f LK |
| S> n MP -> near c MK far c LK |
| S> n MK -> n LK,MK near c MK far c LK |
| S> near c LP -> near c LP,MP,MK |
| S> near c MP -> n LK,MK near c MK far c LK near |
| S> near c MK -> n LK near c MK far c LK,MK |
.----------------------------------------------------------------------.
| X> LP fire> yoga inferno |
| X> LP fire> f MP,HP,LK,MK c P,MK,HK f+LK j MK zutsuki LK drillkick |
| S> LP fire> f MP,HP,K far c P,MK,HK j MK drill zutsuki |
`----------------------------------------------------------------------'
- For Dhalsim's b+MP links, you have to hit your opponent with the last
part of the animation (when Dhalsim's arm is raised above his head).
------------------------------------------------------------------------
EDMOND HONDA, tenth-ranked 'harite' in a bout
------------------------------------------------------------------------
Tawara Nage b / f + MP when close
Saba Ori b / f + HP when close, tap d/p/k
Sekkan Kyaku b / f + HK when close, tap d/p/k
Super Zutsuki Charge b,f + P
Super Hyakkan Otoshi Charge d,u + K
Ooichou Nage hcb + P when close
Hyakuretsu Harite X> Tap P rapidly
Hyakuretsu Harite S> Tap P rapidly, move b / f
Kuuchuu Harite X> Jump u, press HP, move b / f
Flying Sumo Press Jump ub / uf, d + MK
Shiko Geri X> b + MK when close
Hiza Geri X> f + MK when close
Hiza Geri S> b / f + MK when close
Harai Geri X> b / f + HK
Oni Musou X> Charge b,f,b,f + P (can hold uf~df)
- When performing the Hyakuretsu Harite, using LP makes Honda stay
in place, while MP or HP makes him step forward, then attack.
- The Super Hyakkan Otoshi is an overhead attack.
- The Ooichou Nage is unblockable. This move has no 'missed'
animation, so if you do it from out of range, Honda will just do a
standing Punch attack.
- The Harai Geri must be blocked crouching.
- You can use the starting animation of the Oni Musou to pass through
attacks.
- You can "pre-charge" your Super Combo, sort of like how you can
supercancel in the SFEX series. Just input "charge b,f + P" or
"charge db,uf + K" for those respective special moves, but input
"b, hold f" right as you press the attack button. E. Honda will
do his respective move, but upon recovering, you need only press
P in order to his Oni Musou (see below for how you can move forward
and still do his Super Combo).
- This Oni Musou has a glitch in it; you can walk forward after tapping
b,f,b,f, and even jump, as long as you keep holding in a forward
direction, and you still keep the "charge". This means you can tap
b,f,b,f, then walk or jump over to your opponent and press P to begin
the move. You can even make a Kick attack and then press P afterward
to do the move. Pressing in any direction other than forward or
up-forward makes the charge end.
.----------------.
| n LP,LK c LK |
.---------------------------------------------------------------------.
| X> n LP -> n MP f LP c LP,LK |
| X> n MP -> n HK f P c P,K harai geri |
| S> n MP -> n LP,MP,LK,MK f LP,MP,LK,MK c P,HK |
| X> c LK -> c LK |
| X> n MK -> f LP,MP c P,LK,MK |
| X> c MK -> c LK |
`---------------------------------------------------------------------'
| X> hiza geri -> f LP c LP,HP,LK LP hyakuretsu harite |
| S> hiza geri -> n LP LP hyakuretsu harite |
`------------------------------------------------------------'
------------------------------------------------------------------------
FEI LONG, fire kung-fu hero
------------------------------------------------------------------------
Gankai Hou b / f + MP / HP when close
Ryuushu Kai b / f + MK / HK when close
Ryuushu Raku a-u + MP / HP when close (both in air)
Rekka Ken qcf + P (perform 3 times)
Shien Kyaku b,d,db + K
Rekkuu Kyaku X> hcf,uf + K
Chokka Rakushou b / f + MK
Engeki Shuu f + HK
Rekka Shin Ken X> qcf,qcf + P
- The Rekkuu Kyaku is an overhead attack.
- The Chokka Rakushou is an overhead attack, but only when using the
normal version of Fei Long. If you're using the SSF2 (aka "Super"
version), then it can be blocked crouching, and Fei Long will not
move forward if f + MK is used.
.-------------------------------------------.
| X> n P,LK f LP c LP |
| S> n P,LK,MK f P,LK,MK c LP,MP,LK,MK |
`-------------------------------------------'
| n LP -> n LP f LP c LP |
| f LP -> f LP |
| c LP -> n P,LK f LP c LP |
| n MP -> n LP,HP f P,K c P,K |
| c MP -> c LP |
| c HP -> f HP c MP,HP,K |
| n LK -> n LK f LK c LK |
| f LK -> f LK |
| c LK -> c LP |
| n MK -> n HP f P,LK,MK c LP,MP,MK |
`-------------------------------------------'
| engeki shuu -> f MP,HP c MP,HP,K |
`--------------------------------------'
------------------------------------------------------------------------
GOUKI, one with the ultimate fist
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tomoe Nage b / f + MK / HK when close
Gou Hadou Ken qcf + P
Zankuu Hadou Ken qcf + P in air
Shakunetsu Hadou Ken hcf + P
Tatsumaki Zankuu Kyaku qcb + K (air)
Gou Shouryuu Ken f,d,df + P
Ashura Senkuu (Zenpou) f,d,df + PPP / KKK
Ashura Senkuu (Kouhou) b,d,db + PPP / KKK
Shun Goku Satsu LP,LP,f,LK,HP
- When using the Ashura Senkuu, "f,d,df" makes you move forward, while
"b,d,db" makes you move backward. PPP has a greater effect than KKK
does (so f,d,df + KKK won't make Gouki move as far forward as using
f,d,df + PPP would). During this move, you can pass through attacks.
- The Shun Goku Satsu is unblockable. Only Ten Gouki can use this move.
Since it's a "button press" super, you can cancel any attack into it,
even uncancelable ones (like Gouki's close 2-hit HK).
,-----------------------------------------------.
| n P,MK f LP,MP,HK c P,K v P,LK,HK j P |
`-----------------------------------------------'
| n LP -> f c LP |
| f LP -> f LP c LP |
| c LP -> n LP f LP c LP |
| c MP -> n HP f P,HK c P,K |
| n LK -> n LK |
| c LK -> n LP f LP c LK |
`--------------------------------'
------------------------------------------------------------------------
GUILE, silent revenger
------------------------------------------------------------------------
Judo Throw b / f + MP when close
Dragon Suplex b / f + HP when close
Flying Mayor a-u + HP when close (both in air)
Flying Buster Drop a-u + HK when close (both in air)
Sonic Boom Charge b,f + P
Somersault Kick Charge d,u + K
Knee Bazooka X> b / f + LK
Knee Bazooka S> b / f + MK
Rolling Sobat X> b / f + MK
Reverse Spin Kick b / f + HK when close
Heavy Stub Kick Press HK from afar
Spinning Back Knuckle f + HP
Double Somersault Kick X> Charge db,df,db,ub~uf + K
.-----------------------------------.
| X> n P,LK f LP,MP,LK c LP,MP |
| S> n P,LK f LP,MP,LK c LP,MP |
.---------------------------------------------------------------.
| n LP -> n LP f LP c LP |
| f LP -> f LP c LP |
| c LP -> n LP f LP c LP |
| c MP -> n LP,HP,LK f LP,MP,LK c LP,MP |
| n LK -> n LK f LK c LK |
| f LK -> f LK c LK |
| c LK -> n LK f LK c LK knee bazooka |
| n MK -> n LK f LK c LK,MP knee bazooka |
| c MK -> n LP f LP c LP,MP |
| S> n HK -> n LP,LK f LP,MP,LK c K knee bazooka |
.----------------------------------------------------------------------.
| X> LP sonic> n/f/c P,K j P,MK,HK bazooka/sobat/knuckle/r.spinkick |
| X> MP sonic> n/f/c P,K j HK bazooka/sobat/knuckle |
| X> HP sonic> n/f/c P,K bazooka/sobat/knuckle |
.----------------------------------------------------------------------.
| S> LP sonic> n/c P,K f P,K j P,MK,HK bazooka/knuckle/r.spin |
| S> MP sonic> n/c P,K f P,LK,MK j HK bazooka/knuckle |
| S> HP sonic> n/c P,K f P,LK,MK bazooka/knuckle |
`----------------------------------------------------------------------'
------------------------------------------------------------------------
KEN MASTERS, approaching rival
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tsukami Hiza Geri X> b / f + MK when close, tap d/p/k
Jigoku Guruma S> b / f + MK / HK when close
Jigoku Guruma X> b / f + HK when close
Jigoku Fuusha X> a-u + MK / HK when close (both in air)
Hadou Ken qcf + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Shouryuu Ken f,d,df + P
Nata Otoshi Geri X> f,df,d + K
Kama Barai Geri X> qcf + K
Oosoto Mawashi Geri X> hcf + K
Inazuma Kakato Wari X> Hold K during any "Geri" move
Shouryuu Reppa X> qcf,d,df + P
- The Inazuma Kakato Wari is an overhead attack.
- You can combo the Kama Barai Geri or Nata Otoshi Geri into the
Inazuma Kakato Wari.
.--------------------------------------------------.
| X> n P f LP,MP c P,K v P,LK,HK j P |
| S> n P,MK f LP,MP,HK c P,K v P,LK,HK j P |
`--------------------------------------------------'
| n LP -> c LP |
| f LP -> f LP c LP |
| c LP -> n LP f LP c LP |
| X> c MP -> n HP f P c P,K |
| S> c MP -> n HP f P,HK c P,K |
| c LK -> n LP f LP c LK |
.--------------------------------------.
| X> Nata Otoshi Geri -> c K |
| X> f,df,d + K, hold K -> c MK,HK |
| X> qcf + K, hold K -> c MK,HK |
| X> qcb + K in air -> c MP,K |
`--------------------------------------'
------------------------------------------------------------------------
MIKE BISON, pityless hard puncher
------------------------------------------------------------------------
Head Bomber b / f + HP when close, tap d/p/k
Dash Straight Charge b,f + P
Dash Upper Charge b,f + K
Dash Ground Straight X> Charge b,df + P
Dash Ground Upper X> Charge b,df + K
Buffalo Headbutt Charge d,u + P
Turn Punch Hold PPP / KKK, then release
Impact Punch X> Jump u, press HP, move b / f
Crazy Buffalo X> Charge b,f,b,f + P / K (hold K to change)
- The Dash Ground Straight must be blocked crouching.
- The Dash Ground Upper will knock down an opponent.
- You can use the starting animation of the Buffalo Headbutt to pass
through attacks.
- Delaying the Turn Punch increases it's range and damage. The chart
below tells you when the Turn Punch's damage increases:
01-03 timer counts : Level 1 Punch
04-06 timer counts : Level 2 Punch
07-12 timer counts : Level 3 Punch
13-24 timer counts : Level 4 Punch
25-36 timer counts : Level 5 Punch
37-48 timer counts : Level 6 Punch
49-60 timer counts : Level 7 Punch
61-... timer counts : Final Punch
- You can also charge two Turn Punches at the same time (by holding
down PPP + KKK).
- During the Crazy Buffalo, you can hold K to make Bison attack with
Dash Uppers instead of Dash Straights. If you perform this move
with P, the first hit is always a Dash Straight (even if you hold
down a Kick button). Perform it with K, and the first hit is always
a Dash Upper (it then reverts to Dash Straights, unless you hold K).
.---------------------------------------.
| X> n LP,LK,MK f LP,LK c LP,MP,LK |
| S> n LP,LK,MK f LP,LK c LP,MP,LK |
.--------------------------------------------------.
| n LP -> n LP f LP c LP |
| f LP -> f LP c LP |
| c LP -> n LP,LK f LP,LK c LP,LK |
| c MP -> n LP,LK,MK f LP,LK c LP,MP,LK,MK |
| c LK -> n LP,LK f LP,LK c LP,LK |
| n MK -> n LP,LK f LP,LK c LP,MP,LK,MK |
| c MK -> n LP,LK f LP,LK,MK c LP,MP,LK,MK |
`--------------------------------------------------'
| dash upper -> f MP c MK |
`---------------------------'
------------------------------------------------------------------------
RYU, eternal fighter
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tomoe Nage b / f + MK / HK when close
Hadou Ken qcf + P
Fire Hadou Ken hcf + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Shouryuu Ken f,d,df + P
Sakotsu Wari X> f + MP
Hatobi Kudaki X> f + HP
Shinkuu Hadou Ken X> qcf,qcf + P
- The Fire Hadou Ken stuns an opponent from far away and knocks them
down when used up close.
- The Sakotsu Wari is an overhead attack.
- You can use the starting animation of the Shinkuu Hadou Ken to pass
through attacks.
- The Shinkuu Hadou Ken can negate and pass through other projectiles.
.------------------------------------------------------------.
| X> n P,MK f LP,MP,LK c P,K v P,LK,HK j LP,MP=1,HP |
| S> n P,MK f LP,MP,LK c P,K v P,LK,HK j P |
`------------------------------------------------------------'
| n LP -> c LP |
| f LP -> f LP c LP |
| c LP -> n LP f LP c LP |
| c MP -> n HP f P c P,K |
| c LK -> n LP f LP c LK |
.------------------------------------------------.
| X> hatobi kudaki -> n P f P,LK c P,K |
| X> LP hadou ken -> shinkuu hadou ken |
| X> LP fire hadou ken -> shinkuu hadou ken |
`------------------------------------------------'
- The timing on the fireball -> super fireball links are really tricky.
You want to be as close as possible (so that the super fireball has
less distance to travel), but far away enough that you recover before
your opponent does. These links won't work on large characters, only
on thin ones (Cammy, Dhalsim, etc.)
------------------------------------------------------------------------
SAGAT, king of fighting, again
------------------------------------------------------------------------
Tiger Carry b / f + MP / HP when close
Tiger Shot qcf + P
Ground Tiger Shot qcf + K
Tiger Uppercut f,d,df + P
Tiger Knee Crush d,f,uf + K
Tiger Genocide X> qcf,d,df + P
- The SSF2 version of the Tiger Uppercut only hits once.
.------------------------------------------------------.
| X> n P,LK=1,MK=1,HK=A f LP c LP,MP,LK,MK |
| S> n LP,LK=E,MK=E,HK=A f LP,LK,HK c LP,MP,LK,MK |
.------------------------------------------------------------.
| X> n LP -> n P,K f LP |
| S> n LP -> n LP,K f LP |
| X> c LP -> n P,LK,MK f LP c LP,LK,MP,MK |
| S> c LP -> n LP,MP,LK,MK f LP c LP,LK,MP,MK |
| n MP -> n HP,LK,MK |
| f MP -> f LP |
| c MP -> n HP,K f LP,MP,K c P,K |
| X> c MK -> n HP,K f LP,MP,LK,MK c LP,LK,MP,MK |
| S> c MK -> n K f LP,MP,LK,MK c LP,LK,MP,MK |
.---------------------------------------------------------------.
| LP tiger shot -> HP tiger shot HK ground tiger shot |
| LK ground tiger shot -> HP tiger shot HK ground tiger shot |
`---------------------------------------------------------------'
------------------------------------------------------------------------
THUNDER HAWK, hero of angry lightning
------------------------------------------------------------------------
Mexican Throw b / f + MP when close
Neck Hanging Three b / f + HP when close, tap d/p/k
Elbow Stomping b / f + HK when close, tap d/p/k
Tomahawk Buster f,d,df + P
Condor Dive Jump, then press PPP
Mexican Typhoon Rotate 360 + P when close
Heavy Shoulder Jump ub / uf, d + MP
Heavy Body Press Jump ub / uf, d + HP
Thrust Beak b / f + LP
Double Typhoon X> Rotate 720 + P when close
- The Condor Dive can be done any time after you start jumping until
just after reaching the apex of your jump. Once you start falling,
you can't use it anymore.
- The Mexican Typhoon and Double Typhoon are unblockable.
.---------------------------------------------------------------------.
| X> n LP,MP=A,LK,MK f LP c LP,LK v LP j LP thrust beak |
| S> n LP,MP=A,LK,MK f LP c LP,LK v LP j LP,LK thrust beak |
`---------------------------------------------------------------------'
| n LP -> n LP,MP,LK,MK f LP c LP thrust beak |
| f LP -> f LP c LP thrust beak |
| c LP -> n LP f LP c LP thrust beak |
| c MK -> n LP f LK,LP,MP c LP,LK thrust beak |
`-------------------------------------------------------------'
| thrust beak -> n LP,MP,LK,MK f LP c LP thrust beak |
`----------------------------------------------------------'
------------------------------------------------------------------------
VEGA, evil one cloaked in darkness
------------------------------------------------------------------------
Deadly Throw b / f + MP / HP when close
Psycho Crusher Attack Charge b,f + P
Double Knee Press Charge b,f + K
Devil Reverse S> Charge d,u + P
Devil Reverse X> Charge d,u + P, press P, move b / f
Head Stomp Charge d,u + K, move b / f
Somersault Skull Diver Press P after Head Stomp
Death Attack X> Jump ub / uf, press MP,MP
Knee Press Nightmare X> Charge b,f,b,f + K
- When you perform the Devil Reverse, ending the move in ub or uf
makes Vega fly in those directions, while u simply makes him go
vertically more than horizontally.
- When playing as "Super" (aka SSF2-style) Vega, the Devil Reverse
cannot be controlled. Instead, you automatically home in on an
opponent.
.---------------------------------------.
| n LP,MP,LK f LP,LK c LP,MP,LK,MK |
.--------------------------------------------.
| n LP -> n LP f LP c LP |
| f LP -> f LP c LP |
| c MP -> n LP,LK f LP,LK c MP,LK,MK |
| n LK -> n P,K f LP,MP,LK c P,K |
| f LK -> f LK |
`--------------------------------------------'
------------------------------------------------------------------------
ZANGIEF, earth-shaking body of steel
------------------------------------------------------------------------
Piledriver b / f + MP when close
Brain Buster b / f + MK when close
Iron Claw b / f + HP when close, tap d/p/k
Kamitsuki b / f + HK when close, tap d/p/k
Stomach Claw db~df + MP / HP when close, tap d/p/k
Kuuchuu Deadly Drive a-u + MP / HP when close (both in air)
Kuuchuu Leg Throw a-u + MK / HK when close (both in air)
Double Lariat Press PPP, move b / f
Quick Double Lariat Press KKK, move b / f
Screw Piledriver Rotate 360 + P
Atomic Suplex Rotate 360 + K when close
Flying Powerbomb Rotate 360 + K outside of throw range
Banishing Flat X> f,df,d + P
Flying Body Press Jump ub / uf, d + HP
Double Knee Drop Jump ub / uf, d + LK / MK
Kuuchuu Headbutt Jump u, u + MP / HP
Headbutt X> b / f + MP / HP
Final Atomic Buster X> Rotate 720 + P when close
- You can pass through projectiles using the 'Lariat' moves.
- The Banishing Flat can negate any projectile aside from the Shinkuu
Hadou Ken.
- The Kuuchuu Headbutt will dizzy an opponent the first time you hit
them with it. Afterwards, it takes multiple hits in order for it
to dizzy.
- The Screw Piledriver, Flying Powerbomb, Atomic Suplex, and Final
Atomic Buster are unblockable.
,------------------------------------------.
| X> n LP f LP c LP,LK,MK |
| S> n LP,MP f LP,MP,LK,HK c LP,LK,MK |
,------------------------------------------------------------.
| n LP -> n LP f LP c LP |
| f LP -> f LP c LP |
| c LP -> n P,MK f P,K c P,K |
| n MP -> n P,MK f P,K c P,K |
| f MP -> f P,K c P,K |
| X> f LK -> f P,K c P,K LP/HP Banishing Flat |
| S> f LK -> f P,K c P,K |
`------------------------------------------------------------'
========================================================================
4. SECRETS AND TRICKS
========================================================================
------------------------------------------------------------------------
COLOR SELECT
------------------------------------------------------------------------
Each character has eight colors. Six are available by choosing your
character with P or K. The seventh is used by pressing and holding any
P or K. The eight is used by picking your character with the Start
button.
There are also two colors for the SSF2-style characters (see below).
------------------------------------------------------------------------
SSF2-STYLE CHARACTERS
------------------------------------------------------------------------
Pick the character you want with any button(s), then enter the following
command:
Balrog - D,U,U,D Guile - U,D,D,D
Blanka - R,L,L,L Ken - L,L,L,R
Cammy - U,U,D,D M. Bison - L,R,R,L
Chun-Li - D,D,D,U T. Hawk - R,R,L,L
Dee Jay - D,D,U,U Ryu - R,R,R,L
Dhalsim - D,U,U,U Sagat - U,D,D,U
E. Honda - U,U,U,D Vega - R,L,R,L
Fei Long - L,L,R,R Zangief - L,R,R,R
Afterwards, press LP (for their 1P color) or LP+LK (for their 2P color).
If you did it correctly, that character will say their 'continue' quote.
Oh, and that's (L)eft and (R)ight, the directions, not the L / R
triggers.
------------------------------------------------------------------------
PLAY AS GOUKI
------------------------------------------------------------------------
To play as Gouki:
Press PPP + Start (black outfit)
Press PPP + K + Start (blue outfit)
To play as Shin Gouki, turn on dip 3-09, (see Section 5) then:
Press KKK + Start (blue outfit)
Press KKK + P + Start (black outfit)
- Shin Gouki possess a double air fireball (the Zankuu Hadou Ken),
and his qcb + MK / HK move (the Tatsumaki Zankuu Kyaku) hits three
times instead of two.
To play as Ten Gouki, turn on dips 3-08 and 3-09, (see Sec. 4) then:
Press MP+MK+HP+HK+Start (black outfit)
Press MP+HP+KKK+Start (blue outfit)
- Ten Gouki plays the same as Shin Gouki, but has a Super Combo (the
Shungoku Satsu) as well.
------------------------------------------------------------------------
ENABLE EX OPTION
------------------------------------------------------------------------
Highlight "Options", hold Z, and press Start.
------------------------------------------------------------------------
ENABLE SECRET OPTION
------------------------------------------------------------------------
The Secret Option can be enabled by highlight OPTION on the main screen,
holding the Y button, and pressing Start. However, you have to have
beaten Shin Gouki in Arcade Mode using every character (excluding Gouki)
and their SSF2 version (this means beating Arcade Mode 32 times in all).
The easiest way to do this is to use the EX Options to give yourself
infinite Super Combo gauge power. Now set the options to 1 round
matches, and put the difficulty down to 1 star.
Alternately, you can go to booyaka.com or gamefaqs.com and find out
about downloading Nexus Card or VMU files that already have this option
unlocked. Please don't ask me about how to do this, as I don't know.
========================================================================
5. SECRET OPTION / DIP SWITCHES
========================================================================
------------------------------------------------------------------------
SECRET OPTION MENU
------------------------------------------------------------------------
To enable the Secret Option menu, see the previous section. Anyway,
the Secret Option screen lookes like this:
AUTO SETTING
1993/10/05 ver
1994/02/23 ver
1994/05/29 ver
2000/12/22 ver
????/??/?? ver
MANUAL SETTING
1 0 1 0 0 1 0 0 0 1 0 0 1 0 1 0
1 1 0 0 1 0 1 0 1 0 1 1 0 1 0 1
1 1 0 0 1 1 1 0 1 0 1 1 0 1 0 1
1 0 1 0 1 0 1 0 0 1 0 1 0 1 0 1
Using "Auto Setting" will automatically set the dip switches to 0 or 1
depending on what revision date you use. "Manual Setting" lets you do
it yourself. Below is a table listing the effects of each dip switch.
Changing the dip gives you the opposite effect, so, for example, set
3-16 to 0, and you get the SSF2X intro and the SSF2X-colored title
screen.
------------------------------------------------------------------------
DIP SWITCH LISTINGS
------------------------------------------------------------------------
I will just go by 1-4 for the rows, and then 01-16, running right to
left. So, 1-01 is the dip switch in the upper left corner, and 4-16
is the dip switch in the lower right corner.
This list is a translation of information found at T. Akiba's page
<
http://tt.rim.or.jp/~akiba/sf2/dc.html>, along with my own notes and
observations. In some cases, T. Akiba lists an explanation of a switch
that I have been unable to confirm. So, for those switches, I've listed
his original text and what I think the switch's effect may be. You will
need a program that can view Shift-JIS encoded text to read the Japanese
(try www.njstar.com and check out one of their products).
NUM. DIP EFFECT
------------------------------------------------------------------------
1-01 Unknown.
1-02 Unknown.
1-03 ジャンプモーション中の2ヒットコンボ後
0=地上 1=吹っ飛び
I think it refers to how you land after being hit by a 2-hit
combo (0 is on your feet, 1 is knocked to the ground), but I
can't figure it out.
1-04 (1) You get the "beta version" ending, which shows Vega sniveling
in defeat, then some text in Japanese and English. If you
have dip 3-11 turned on, then Vega's face is static, and
only the English portion of the text is shown. Either way,
there's no staff roll or anything else, even if you beat the
game without continuing or you beat Shin Gouki.
1-05 (1) If you beat the game without continuing, the whole SF2 crew
will be shown after the credits. (0) gives them their
original (SF2) colors, while (1) puts them in some of the
new SSF2X-only colors.
1-06 (1) This gives you the original staff credits instead of the DC
version (so none of staff who did the DC port are mentioned).
1-07 (0) Gouki's vertical jumping HP sounds like a jumping MP instead
of a jumping HP.
'' (0) Gouki's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits.
1-08 (1) If you combo into Dee Jay's diagonal jumping HP, you get a
larger point bonus in Arcade Mode.
1-09 (1) If you combo into Fei Long's diagonal jumping HK, you get a
larger point bonus in Arcade Mode.
1-10 (0) Dhalsim's db + HP sounds like a MP attack instead of a HP
attack. T. Akiba's page mentions something about a combo
bonus, but comboing into this move doesn't change the sound
of the move hitting, nor do you get a different point bonus
for comboing into it, no matter how the dips are set.
1-11 (0) Zangief's f + MP Headbutt sounds like a HP attack instead of
a MP attack when it hits.
'' (0) Zangief's far standing LP sounds like a MP attack instead of
a LP attack when it hits.
1-12 (1) If you combo into Chun-Li's Kouhou Kaiten Kyaku, you get a
larger point bonus in Arcade Mode.
1-13 (0) Ken's vertical jumping HP sounds like a jumping MP instead
of a jumping HP when it hits (also applies to SSF2 Ken).
'' (0) Ken's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits (also applies to SSF2 Ken).
1-14 (0) If you combo into Guile's Knee Bazooka, you get a larger
point bonus in Arcade Mode, and it sounds like a MK attack
when it hits.
1-15 (0) E. Honda's Hiza Geri sounds like a HK attack instead of a
MK attack.
1-16 (0) Ryu's Sakotsu Wari sounds like a HP attack instead of a MP
attack. You also get a higher point bonus when the move
combos.
'' (0) Ryu's vertical jumping HP sounds like a jumping MP instead
of a jumping HP when it hits (also applies to SSF2 Ryu).
'' (0) Ryu's diagonal jumping MP sounds like a jumping HP instead
of a jumping MP when it hits (also applies to SSF2 Ryu).
NUM. DIP EFFECT
------------------------------------------------------------------------
2-01 (1) The screen darkens during the start of a Super Combo.
2-02 (1) Balrog's Rolling Izuna Drop causes the SC gauge to empty when
he touches the wall, not when he actually grabs his opponent.
This means that if you miss the grab attempt or do the Flying
Barcelona Attack, you've still drained your SC gauge.
2-03 バーチカル1フレーム目のガード確率
0=50% 1=100%
It has something to do with the probability of being able
to block one frame of Blanka's Vertical Rolling.
2-04 ローリング1フレーム目のガード確率
0=50% 1=100%
As above, but this applies to Blanka's Rolling Attack.
2-05 ゴウキの空中竜巻1フレーム目のガード確率
0=50% 1=100%
As above, but this applies to Gouki's mid-air Tatsumaki
Zankuu Kyaku.
2-06 Sリュウ・Sケンの空中竜巻1フレーム目のガード確率
0=50% 1=100%
As above, but this applies to SSF2 Ryu and Ken's mid-air
Tatsumaki Senpuu Kyaku.
2-07 Unknown.
2-08 Unknown.
2-09 車の面で踏み付けの後のヒットストップ
0=なし 1=あり
This is something about Chun-Li's Yousou Kyaku causing
"hit stop" when used on the car bonus stage (0 is no,
1 is yes).
2-10 (1) This turns off the "slowdown" feature that occurs when you
hit an opponent. This prevents you from doing combos like
following Guile's Sonic Boom with an attack, as your enemy
recovers too quickly.
2-11 Unknown.
2-12 (1) This hides the character portraits that normally appear at
the end of your life gauge.
2-13 (1) This makes the color of your character's name yellow instead
of blue.
2-14 (0) This makes the life and Super Combo gauges transparent.
2-15 (1) In Arcade Mode, you fight 16 opponents in a random order,
then you fight Gouki. This repeats until you lose a round,
at which point you cannot continue and the game ends. It's
sort of like "Survival Mode" from the KoF games (the main
difference being that you get a full life gauge at the start
of every round.
2-16 (1) This gives the SSF2 characters the same cancelable attacks as
their SSF2X counterparts (for example, SSF2 Sagat's close MP
would be cancelable, as would the 2nd hit of his standing LK
and MK).
NUM. DIP EFFECT
------------------------------------------------------------------------
3-01 Unknown.
3-02 (1) If Balrog loses his claw, it will flash 1P or 2P for a while,
then stop (normally, it keeps flashing until Balrog picks up
his claw).
3-03 (1) In vs. CPU play, your future opponents are displayed, instead
of being hidden behind a "?" box.
3-04 ゴウキの勝ちセリフの1文字目(画面切換前の乱入時)
0=正常 1=消える
I have no idea what this is about. It's something about
Gouki's "victory serif character" that changes before a
2-player battle (0 is normal, 1 makes it disappear).
3-05 (1) This changes the default high score names from POO, SIN, KID,
MIN, and MCH to MNR, KRM, MEI, CHA, and CZY.
3-06 Unknown.
3-07 ヘッドプレス後のヒットストップ
0=なし 1=あり
This is something about Vega's Head Press causing "hit stop"
when used (0 is no, 1 is yes).
3-08 (1) You can pick Ten Gouki by pressing MP+MK+HP+HK+Start, but
only if 3-10 is set to (1) as well.
3-09 (1) You can pick Shin Gouki by pressing KKK + Start.
3-10 車等から春麗の百裂で落とされた後
0=吹っ飛ぶ 1=無敵になる
I think this determines how Chun-Li's Hyakuretsu Kyaku
affects the obstacles in any of the bonus stages. 0
knocks them down, 1 makes them invincible to that move.
3-11 (1) This gives the game US features, including:
- English text
- Only 1-2 winquotes per person (and none for Gouki)
- Changed names (so Balrog is the boxer)
- Changed voice samples (i.e. Dee Jay's "Max Out!" quote
for his Air Slasher, instead of "Slash!")
- No 'advice' shown during the Continue Screen.
- Gouki doesn't talk to you when you fight him, and he
doesn't kill Shin Gouki after beating him.
- The "location test" ending is altered (see 1-04)
The Versus Mode record screen stays the same, however, so
Gouki is still called 'Gouki', and Vega is the last boss,
and not the Spanish guy with the claw.
3-12 (1) This will display the bonus messages (i.e. First Attack)
for the CPU as well as yourself.
'' (1) During the game's demo, bonus points (i.e. for a First
Attack) are not displayed (they are if 3-12 is set to 0).
3-13 (0) You can input "charge b,f,b,hold f" for Chun-Li's Senretsu
Kyaku. As long as you hold uf~df, the 'charge' is maintained
until you press K. You can even change the direction press
(as long as it's always uf~df), and attack with punches or
her throws. If you cross up an opponent, switch to ub~db
right as you turn around to keep the charge going.
3-14 (0) You can input "hcb" for Honda's Ooichou Nage. As long as you
hold ub~db, the 'charge' is maintained until you press P (you
won't throw unless your opponent is within throw range,
though). Unlike 3-13 and 3-15, you cannot reverse the
controls when you jump over an opponent to keep the charge.
3-15 (0) This works like 3-13, but it applies to Honda's Oni Musou.
He can use any Kick attack or his Kick throws and still keep
the charge going (until you press P, obviously).
3-16 (1) This gives you the old SSF2 intro (it only shows Ryu).
It also changes the title screen colors.
NUM. DIP EFFECT
------------------------------------------------------------------------
4-01 (1) If either CPU character attempts a Super Combo during the
demo, they will freeze in place until the demo ends.
4-02 (1) This forces you to select Gouki the old way (pause on each
of these characters for 1 second: Ryu, Guile, Cammy, Ryu,
(move to any character), then press PPP + Start for Gouki
(or KKK + Start or MP+MK+HP+HK + Start, if you have those
dip switches activated and want to use Shin Gouki or the
alternate version of Shin Gouki).
4-03 ゴウキ同色対戦
0=なし 1=あり
This has something to do with a Gouki vs. Gouki match in
which both characters have the same color outfit (0 is no,
1 is yes).
4-04 (1) If you throw someone and the throw dizzies them, you cannot
throw them until they recover.
4-05 Unknown.
4-06 空キャンセル灼熱波動拳
0=変化なし 1=スキ短縮
Something about being able to "kara cancel" Gouki's
Shakunetsu Hadou Ken. The only kara cancelling I know of
applies to throws in SF3: 3rd Strike (in which you cancel a
normal attack very early into a throw, thus giving it more
range), so I'm not sure how this works. 0 is "no change",
while 1 is "shortened miss." (?)
4-07 (1) With this turned on, you can do a "vacuum" version of the
Final Atomic Buster (I assume this means that you suck
them in from anywhere onscreen). How you do this, however,
is a mystery to me.
4-08 Unknown.
4-09 Unknown.
4-10 レバー上での特殊入力技
0=あり 1=なし
It says something like, "lever up for special input
technique" (0 is yes, 1 is no). I haven't figured out what
this is referring to, though.
4-11 (0) You can use Ken's Shouryuu Reppa as a reversal. Can't get
it to work, though.
4-12 (0) You can use Dhalsim's Yoga Inferno as a reversal. Can't get
it to work, though.
4-13 キックボタンでジェノサイド
0=出ない 1=出る
Literally, "Kick button Genocide." I assume that this means
you can perform the Tiger Genocide with a Kick button, but
that doesn't work (0 is won't occur, 1 is will occur).
4-14 (0) You can use Sagat's Tiger Genocide as a reversal. Can't get
it to work, though.
4-15 Unknown.
4-16 (0) You can use SSF2 Vega's Devil Reverse as a reversal. Can't
get it to work, though.
========================================================================
6. GAME ENGINE
========================================================================
------------------------------------------------------------------------
JUGGLES
------------------------------------------------------------------------
The basic rule of juggling is that if you have one move that juggles, it
can connect only into itself (such as with Balrog's Scarlet Terror). If
you have two moves that juggle, they can connect in any order, which is
why Tenshou Kyaku -> Senretsu Kyaku and Senretsu Kyaku -> Tenshou Kyaku
are both possible.
Some of these juggles don't work in the corner, since your opponent will
fall faster when knocked down. Others require that your opponent is
near the corner, so that the first attack doesn't trigger the "fast
fall", but the opponent still hits the wall while falling, enabling you
to juggle them. Finally, there are juggles require that your opponent
is jumping, so that the move you're using doesn't hit the full number of
times.
BALROG
------------------------------------------------------------------------
- He can do an HK Scarlet Terror (2 hits), then follow it with another
HK Scarlet Terror for 3 hits total.
- With your opponent near the corner, you can do an HK Scarlet Terror
(2 hits), then a Scarlet Terror (any strength), for 3 hits in all.
- Unfortunately, Flying Barcelona Attack -> Scarlet Terror doesn't
work. If you mess with the dip switch settings, you can give his
Flying Barcelona Attack super combo shadows (this happens when you
charge db,df,db,uf + K but don't grab your opponent). Sadly, the
CPU doesn't consider the F.B.A to be an actual Super Combo, meaning
that you get no juggle. Oh well.
CHUN-LI
------------------------------------------------------------------------
- If your opponent is near the corner and is jumping, you can do a
Tenshou Kyaku that doesn't get the full number of hits, then do
a MK or HK Tenshou Kyaku for 3 hits total.
- You can follow the Senretsu Kyaku with a MK or HK Tenshou Kyaku.
- Or, you can do a Tenshou Kyaku, then a Senretsu Kyaku.
- She should be able to do Tenshou Kyaku (1 hit), Tenshou Kyaku (2
hits), Senretsu Kyaku, but the lack of horizontal range on the
Tenshou Kyakus makes this impossible, AFAIK.
DEE JAY
------------------------------------------------------------------------
- If you do a MK or HK Jackknife Maximum that doesn't get the full
number of hits, you can do an MK or HK Jackknife Maximum for 3 hits
in all.
- You can follow an MK Jackknife Maximum with an MK or HK Jackknife
Maximum for 3 hits total.
- You can follow the MK or HK Jackknife Maximum with the Sobat
Carnival.
- Or, you can follow the Sobat Carnival with an MK or HK Jackknife
Maximum.
- You should be able to do Jackknife Maximum (1 hit) -> Jackknife
Maximum (2 hits) -> Sobat Carnival (the 2 hits are required so
that you have enough charge time for the Sobat Carnival, sort of
like how Vega's j MP, j MP, Knee Press Nightmare combo works).
I haven't been able to pull it off, though, even though it seems
possible.
FEI LONG
------------------------------------------------------------------------
- If you do a Rekkuu Kyaku that only gets 2 hits (since your opponent
is jumping), you can follow it with another Rekkuu Kyaku for 3 hits
total. You can then juggle with the Rekka Shin Ken upon landing.
- Against a jumping opponent, you can do a Rekkuu Kyaku (full hits or
not) followed by the Rekka Shin Ken.
- With your opponent near the corner, do a Rekka Shin Ken, then a
Rekkuu Kyaku for two more hits. Since the Rekka Shin Ken pushes
your opponent forward, make sure your enemy won't be knocked too
far into the corner (otherwise, they won't fly as high into the
air after the final hit).
GOUKI
------------------------------------------------------------------------
- Gouki is pretty nuts, since his Gou Shouryuu Ken and ground and air
Tatsumaki Zankuu Kyaku all have the ability to juggle for up to 3
hits. The only thing to watch out for is his LK Tatsumaki Zankuu
Kyaku, since on the ground, it's range is too short to be used in
juggles. Here are some sample juggles:
> You can do a ground Tatsumaki Zankuu Kyaku into itself, a mid-air
Tatsumaki Zankuu Kyaku, or a Gou Shouryuu Ken.
> You can do an aerial Tatsumaki Zankuu Kyaku into itself, a ground
Tatsumaki Zankuu Kyaku, or a Gou Shouryuu Ken.
> You can do a Gou Shouryuu Ken against a jumping opponent, and
follow it with a ground Tatsumaki Zankuu Kyaku, a mid-air Tatsumaki
Zankuu Kyaku, or (if your opponent is near the corner) a Gou
Shouryuu Ken.
> Since you can juggle for up to three hits, this allows for neat
combos like 3 jumping mid-air LK hurricane kicks (jump in with
qcb + LK, then jump uf and immediately do qcb + LK, then repeat
upon landing).
RYU
------------------------------------------------------------------------
- He can do his diagonal jumping MP for 2 hits, then do another
diagonal jumping MP for 3 hits in all.
- Or you can do the reverse; get 1 hit from the jumping MP, and
2 hits from the second jumping MP for 3 hits total.
- Or, you can do three diagonal jumping MPs in a row that each only
hit once.
- After any of the above combos, you can juggle your opponent with
a Shinkuu Hadou Ken as they fall.
- Or, with your opponent near to the corner, you can hit them as
they land from a jump with a Shinkuu Hadou Ken (so you don't get
the full number of hits), then juggle them with a jumping MP.
SAGAT
------------------------------------------------------------------------
- He can follow a 5-hit HP Tiger Uppercut with the Tiger Genocide,
(as long as his opponent is near the corner) for 6 hits.
- Or you can hit a jumping opponent with the Tiger Genocide, so that
not all the hits connect. You can then juggle with an HP Tiger
Uppercut for one more hit. Since the Tiger Genocide pushes your
opponent forward, you need to make sure your opponent is near the
corner, but further away from it than usual.
- If his opponent is near the corner, and he does a Tiger Uppercut
that doesn't get all five hits (because his opponent is jumping),
then you can follow that with another HP Tiger Uppercut for up to
5 hits in all.
VEGA
------------------------------------------------------------------------
- He can do his diagonal jumping MP,MP for 2 hits, then do another
diagonal jumping MP for 3 hits in all.
- Or you can do the reverse; get 1 hit from the jumping MP, and
2 hits from the jumping MP,MP for 3 hits total.
- After the MP -> MP,MP juggle listed above, you can follow with a
Knee Press Nightmare upon landing. This is the only way to tack
on the KPN because only the MP,MP gives you enough time to charge
for the Super Combo.
- You can do a Knee Press Nightmare, then follow it with one jumping
MP,MP, or two jumping MPs.
- Or, you can do three diagonal jumping MPs in a row that each only
hit once.
There is a limit on how many hits you can get from a juggle, which I
believe is determined by the normal max number of hits you can get.
For example, Ryu's Shinkuu Hadou Ken hits five times. If you hit twice
with his diagonal jumping MP, you can get 3 hits off the Shinkuu Hadou
Ken. If you hit 3 times with the MP, you can only get 2 hits off the
super fireball. Either way, you get 5 hits in all. As far as I know,
it's impossible to get more than one hit past the maximum amount (for
example, Sagat's HP Tiger Uppercut followed by the Tiger Genocide gives
you 6 hits).
------------------------------------------------------------------------
COMBOS
------------------------------------------------------------------------
A combo is a series of attacks that keep your opponent in hit stun, so
that they cannot retaliate. Most combos run along the line of jump-in
attack, ground attack (x1-2), special move or Super Combo. I'm not
that great at combos (check out the TZW Combo FAQ at www.gamefaqs.com
for some really impressive stuff), but here's a list of example combos
for each character, nontheless (alll combos were done vs. Zangief).
X: means only an SSF2X character can do a certain combo, while S: means
only the SSF2 version of a character can do that combo. A: means that
either type can perform the combo. "Cross up" moves require that you
jump over your opponent and attack them so that you hit the back of
their body (usually this means the neck or shoulder).
BALROG
X: c MK -> HK Scarlet Terror (2 hits) -> HK Scarlet Terror (1 hit)
A: Cross up HK -> c MK (x2) -> c MP
BLANKA
A: Cross up LK -> n MP (x2) -> c HP
A: Cross up HP -> n MP (x2) -> c HP
CAMMY
X: Cross up HP -> c MP (x2) -> Spin Drive Smasher
X: Cross up LK -> c MP -> c MK -> HK Spiral Arrow or Cannon Spike
A: Cross up HP -> s MP -> c MK -> HK Spiral Arrow
CHUN-LI
A: Yousou Kyaku x4
A: Cross up MK -> c MK (x3)
A: Cross up HP -> n MP (x2) -> f HP
DEE JAY
A: Cross up MK -> n MP (x2) -> HK Double Rolling Sobat (hits once)
DHALSIM
X: db + LP -> db + MK (x2)
S: LP Yoga Fire -> Drill Zutsuki -> f HP
E. HONDA
X: Cross up HK -> n LP -> c HP
X: Cross up HK -> n LP -> n MP -> c MP
X: Cross up HK -> c LK (x2) -> HP Super Zutsuki
S: Cross up Flying Sumo Press -> n MP -> n LK -> HP Super Zutsuki
FEI LONG
X: Cross up MK -> n MP -> n HP -> HP Rekka Ken (x3)
S: Engeki Shuu -> f MP -> HP Rekka Ken (x3)
GOUKI
X: Cross up HK -> c MP (x2) -> HK Hurricane Kick -> HP Gou Shouryuu Ken
X: Jump in, qcb + MK -> Land, jump uf, qcb + LK -> land, qcb + HK
X: LP Zankuu Hadou Ken -> deep j HP -> c HP -> HP Shakunetsu Hadou Ken
GUILE
X: Cross up LK -> s LK (x3) -> c LK -> Knee Bazooka
A: j HP -> n HP -> HP Sonic Boom -> Spinning Back Knuckle
A: Cross up LK -> c MP (x2) -> HK Somersault Kick
A: n LK (x5)
KEN
X: Cross up MK -> c MP -> (qcf + K -> hold K) -> c HK
S: Cross up HK -> c MP (x2) -> HK Tatsumaki Senpuu Kyaku
M. BISON
A: Deep j HK -> c MP (x2) -> Dash Straight (or Dash Ground Straight)
RYU
X: Hatobi Kudaki -> c MP -> c MK -> HP Hadou Ken
A: Cross up HK -> c MP (x2) -> HK Tatsumaki Senpuu Kyaku
SAGAT
X: Cross up MK -> n HP -> HP Tiger Uppercut
A: Deep j HP -> n HP -> HK Tiger Knee Crush
S: Deep j HP -> n MK (2 hit) -> HP Tiger Uppercut
S: Deep j HK -> n MK (2 hit) -> HK Tiger Knee Crush
T. HAWK
A: Cross up Heavy Body Press -> n MP -> HP Tomahawk Buster
VEGA
A: Cross up HK -> n LK (x2) -> f HK
A: Cross up HK -> c MP (x2) -> HK Double Knee Press
ZANGIEF
A: Cross up Flying Body Attack -> n MP -> n MP -> c HK
X: Cross up F.B.A. -> n MP -> c LP -> f LP -> LP Banishing Flat
========================================================================
7. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
MENU TRANSLATIONS
------------------------------------------------------------------------
Below is a listing of the menus, which have been translated (though not
literally). You will need a program that can view Shift-JIS encoded
text to read the Japanese text (again, try www.njstar.com and download
one of their Japanese text viewers / word processors).
--------------------------------------------------------------------
OPTIONS オプション設定
--------------------------------------------------------------------
GAME OPTIONS ゲーム設定
SOUND OPTIONS サウンド設定
SCREEN ADJUST 画面調整
BUTTON CONFIG. ボタン設定
MEMORY CARD メモリーカード
EXIT EXIT
--------------------------------------------------------------------
GAME OPTIONS ゲーム設定
--------------------------------------------------------------------
DIFFICULTY 難昜度
TIME LIMIT 時間制限
> Yes / No > あり/なし
ROUND COUNT ラウンド数
GAME SPEED ゲームスピード
AUTO SAVE オートセーブ
> No / Yes > しない/する
DEFAULT SETTINGS 初期設定に戻す
EXIT EXIT
--------------------------------------------------------------------
SOUND OPTIONS サウンド設定
--------------------------------------------------------------------
SOUND OUTPUT 音声出力設定
> Monaural / Stereo > モノラル/ステレオ
VM SOUND VMサウンド
> Yes / No > あり/なし
DEMO SOUND デモサウンド
> Yes / No > あり/なし
BGM TEST BGMテスト
SE TEST SEテスト
BGM VOLUME BGMボリューム
> Max, 14-01, Minimum > 最大・01‐14・最小
SE VOLUME SEボリューム
> Max, 14-01, Minimum > 最大・01‐14・最小
DEFAULT SETTINGS 初期設定に戻す
EXIT EXIT
--------------------------------------------------------------------
SCREEN ADJUST 画面調整
--------------------------------------------------------------------
SCREEN ADJUST 画面位置調整
DEFAULT SETTINGS 初期設定に戻す
EXIT EXIT
--------------------------------------------------------------------
BUTTON CONFIG. ボタン設定
--------------------------------------------------------------------
X BUTTON 弱パンチ Weak Punch
Y BUTTON 中パンチ Medium Punch
Z BUTTON (L TRIGGER) 強パンチ Strong Punch
A BUTTON 弱パンチ Weak Kick
B BUTTON 中パンチ Medium Kick
C BUTTON (R TRIGGER) 強パンチ Strong Kick
(can set to any button) 弱中強パンチ All 3 Punches
(can set to any button) 弱中強キック All 3 Kicks
VIBRATE OPTION 震動設定
> No / Yes > しない/する
DEFAULT SETTINGS 初期設定に戻す
EXIT EXIT
--------------------------------------------------------------------
MEMORY CARD メモリーカード
--------------------------------------------------------------------
SAVE SAVE
"Save your file?" ファイルをセーブしますか?
> Yes / No > はい/いいえ
"Overwrite this file?" すでにファイルが存在します
上書きしますか?
> Yes / No > はい/いいえ
LOAD LOAD
"Load your file?" ファイルをロードしますか?
> Yes / No > はい/いいえ
EXIT EXIT
--------------------------------------------------------------------
TRAINING MENU トレーニングメニュー
--------------------------------------------------------------------
ACTION SET 行動設定
> Standing > 立ち
> Crouching > しゃがみ
> Jumping > ジャンプ
> CPU-Controlled > COM
> 2nd Player-Controlled > 人間
SUPER COMBO GAUGE SPゲージ
> Normal > 通常
> Infinite SC Gauge > 無制限
GUARD ガード
> Auto / Always / Never > 自動/する/しない
GAME SPEED ゲームスピード
- The 'COM' option isn't available if you're using the SSF2 version
of a character.
--------------------------------------------------------------------
EX OPTIONS EXオプション設定
--------------------------------------------------------------------
The EX Options can be enabled by highlight OPTION on the main screen,
holding the Z button, and pressing Start.
1P SC GAUGE 1P SPゲージ
> Normal > 通常
> Carries Over to Next Round > 持ち越し
> Infinite SC Gauge > 無制限
2P SC GAUGE 2P SPゲージ
> Normal > 通常
> Carries Over to Next Round > 持ち越し
> Infinite SC Gauge > 無制限
TIME LAG タイムラグ
> None, 1-15 > なし/1‐15
BONUS STAGE ボーナスステージ
> No / Yes > なし/あり
"SUPER" CHARACTER USE スーパーキャラ選択
> No / Yes > なし/あり
CPU-CONTROLLED CHARACTER COM選択
> No / Yes > なし/あり
HANDICAP ハンディキャップ
> Yes / No > あり/なし
SCORE DATA CLEAR スコアデータのクリア
DEFAULT SETTINGS 初期設定に戻す
EXIT EXIT
- The "Super" Character option lets you use the SSF2 versions of
characters, but only in VS Mode and Training Mode. You'll still
have to use the manual codes in Arcade Mode.
- The CPU-Controlled Character option only works for VS Mode. You
still have to have a 2P controller plugged in, so that you can
select the 2P character, though. You cannot pick COM if you're
using a SSF2 character.
- The Handicap Option only affects VS Mode.
------------------------------------------------------------------------
MISC. TRANSLATIONS
------------------------------------------------------------------------
All translations were done by yours truly. My Japanese is not that
great, so there are undoubtedly some mistakes.
CHARACTER TITLES
------------------------------------------------------------------------
kamen no kikoushi Masked Honorable Young Nobleman
dai shizen no yasei ji Great Nature's Wild Child
mujaki na sentou bachi Innocent Combat Bee
kuu wo saku kareinaru mai Magnificent Air-Ripping Dance
aitsu wa funky jamaican Funky Jamaican Guy
kokou no yoga senshi Superior Yoga Warrior
harite juuban shoubu Tenth-ranked 'harite' in a bout
kaen-teki koufuu eiyuu Blaze-like Kung-Fu Hero
shizukanaru fukushuu sha Silent Revenger
kaettekita koutekishu Approaching Opponent
naseke muyou no hard puncher Pityless Hard Puncher
eien no chousensha Eternal Challenger
kakutou ou, futatabi Fighting Lord, Again
ikareru ikazuchi no yuusha Hero of Angry Lightning
yami wo matou majin Evil One Cloaked in Darkness
daichi wo yurugasu hagane no nikutai Earth-Shaking Body of Steel
- Honda's title is referring to a sumo move (harite). Think of his
Hyakuretsu Harite, if you still don't get it. I guess it means
that his "harite" is ranked 10 out of the top sumo wrestlers.
- Some of these titles differ from the ones listed above, since some
of the titles were written in Japanese with English spellings (for
example, they wrote 'killer bee' over 'sentou bachi').
BASIC TERMS
------------------------------------------------------------------------
Nage Waza Throw Technique
Ukemi Tumble
Kizetsu Faint
BALROG
------------------------------------------------------------------------
Izuna Drop Well Rope Drop
Rolling Izuna Drop Rolling Well Rope Drop
Sankaku Tobi Triangle Hop
CHUN-LI
------------------------------------------------------------------------
Koshuu Tou Attacking Tiger Fall
Ryuusei Raku Shooting Star Drop
Kikou Ken Chi Fist
Kaiten-teki Kaku Kyakushuu Spinning Crane Leg Kick
Tenshou Kyaku Ascension Kick
Hyakuretsu Kyaku Hundred Rending Kicks
Kouhou Kaiten Kyaku Backward-Spinning Kick
Kaku Kyaku Raku Crane Leg Drop
Yousou Kyaku Hawk's Talon Kick
Sankaku Tobi Triangle Hop
Senretsu Kyaku Thousand Rending Kicks
DHALSIM
------------------------------------------------------------------------
Yoga Teleport (Zenpou) Yoga Teleport (Forward)
Yoga Teleport (Kouhou) Yoga Teleport (Backward)
Drill Zutsuki Drill Headbutt
EDMOND HONDA
------------------------------------------------------------------------
Tawara Nage Straw Bale Throw
Saba Ori Mackerel Snapper
Sekkan Kyaku Chastising Kick
Super Zutsuki Super Headbutt
Super Hyakkan Otoshi Super Hundred-weight Drop
Ooichou Nage Great Gingko Tree Throw
Hyakuretsu Harite Hundred Rending Slaps
Kuuchuu Harite Mid-Air Slap
Shiko Geri Arm-and-Leg Kick
Harai Geri Sweeping Kick
Hiza Geri Knee Kick
Oni Musou Unparalleled Demon
FEI LONG
------------------------------------------------------------------------
Gankai Hou Rock Cluster Hold
Ryuushu Kai Neck Attack Cut
Ryuushu Raku Neck Attack Drop
Rekka Ken Conflageration Fist
Shien Kyaku Kindling Blaze Kick
Rekkuu Kyaku Violent Air Kick
Chokka Rakushou Falling Underneath Heel
Engeki Shuu Distant Attack Kick
Rekka Shin Ken True Conflageration Fist
GOUKI
------------------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Air-Slashing Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Tatsumaki Zankuu Kyaku Air-Slashing Tornado Kick
Gou Shouryuu Ken Great Rising Dragon Fist
Ashura Senkuu (Zenpou) "God of War" Air Flash (Forward)
Ashura Senkuu (Kouhou) "God of War" Air Flash (Backward)
Shun Goku Satsu Imprisoning Death Flash
KEN MASTERS
------------------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tsukami Hiza Geri Grabbing Knee Kick
Jigoku Guruma Hell Wheel
Jigoku Fuusha Hell Windmill
Hadou Ken Surge Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Shouryuu Ken Rising Dragon Fist
Nata Otoshi Geri Falling Hatchet Kick
Kama Barai Geri Sweeping Scythe Kick
Oosoto Mawashi Geri Great Outer Spinning Kick
Inazuma Kakato Wari "Flash of Lightning" Heel Splitter
Shouryuu Reppa Rising Dragon Renderer
RYU
------------------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Hadou Ken Surge Fist
Fire Hadou Ken Fire Surge Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Shouryuu Ken Rising Dragon Fist
Sakotsu Wari Collarbone Breaker
Hatobi Kudaki Solarplexus Smasher
Shinkuu Hadou Ken Vacuum Surge Fist
ZANGIEF
------------------------------------------------------------------------
Kamitsuke Biting
Kuuchuu Deadly Drive Mid-Air Deadly Drive
Kuuchuu Leg Throw Mid-Air Leg Throw
Kuuchuu Headbutt Mid-Air Headbutt
------------------------------------------------------------------------
GLITCHES
------------------------------------------------------------------------
- When playing as Ten Gouki, if you have the Bonus Stage option turned
on, the game often hangs after beating a character prior to going to
the bonus stage. You'll be stuck at the victory quote screen, but
pressing the buttons doesn't do anything aside from speed up the
background scrolling. However, you can get out of this by having the
2nd player join in and having the two of you play the bonus stages
together.
- Although I haven't pulled it off myself, Mike Z discovered a neat
glitch. Apparently, if Ryu hits Ten Gouki with a super fireball
right as Gouki does his Shun Goku Satsu, the whole game will freeze,
except for Gouki. You can unfreeze the game by doing another Shun
Goku Satsu on Ryu.
------------------------------------------------------------------------
IN CLOSING
------------------------------------------------------------------------
Thanks for reading, I hope you enjoyed this FAQ. If you have any
comments or contributions, feel free to send them to the address listed
in the disclaimer. If you've seen this guide reprinted in a magazine or
on a website other than GameFAQs, please let me know--I'd really
appreciate it.
Unpublished work Copyright 2001 Chris MacDonald