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    Combo FAQ by lhuynh

    Updated: 01/01/70 | Printable Version | Search This Guide

    
                The Unofficial Guide to Ticks and Combos in SFII
                          Copyright 1992. [trick :) ]
    
    This is my contribution to the SFII netters.   I have spent the
    past couple of weeks trying to compose this list of ticks and
    combinations.  I hope this will help improve your games. Since
    this is a first release, I'm sure that there will be mistakes in
    it. Please email any corrections or additions to me,
    lhuynh@reed.edu.
    
    Thanks to these people for their help: rhett@u.washington.edu,
    tpordon@isis.es.du.edu
    
    A few abbreviations before we start. T will denote tick, AT  will
    denote anti-tick, and C will denote combination. Since I do not
    consider any ticks or combos cheap or unfair, my opinion of what
    is a tick and what is a combo may differ from yours. Note also
    that I did not include a counter for the combos, but if you want,
    I'm sure I can write something up.
    
    Guile:
    
        T: Guile crouches, does a series of jabs, then goes in for
    the throw.  Guile stands, does a series of shorts, then goes in
    for the throw.  When you have knocked your opponent down, go
    toward your opponent, then pull the joystick to defensive crouch
    and start jabbing. After a few jabs, go in for the throw.
    Remember not to be predictable with the number of jabs you use.
    The dangerous thing about this is that your opponent  can throw
    you if you start your jabs to close to them.
    
        AT: The easiest way to get out of this tick is to reverse the
    sucker when he goes in for the throw.  After the first jab, move
    the joystick to offensive crouch (your character should still be
    blocking). When Guile stops jabbing, and if he is still in your
    throwing range, move the joystick to the forward position and
    press strong or fierce to throw. The dangerous thing about this
    is Guile can decide not to throw you, and do a flash kick
    instead.  Similarly, if Guile does the short/throw tick, move the
    joysticks to the center after the first short, then go for the
    throw when Guile stops his shorts.  If you are Zangief, do the
    spinning power driver after the jabs/shorts.
    
        T: Guile throws a slow sonic boom, and follows it in for the
    throw.
    
       AT: There are several ways to counter this, but it can get
    hard if Guile is close behind his sonic boom. If you are:
    
         1) Ken/Ryu, after you block the sonic boom, do a jab dragon
    punch.  This should hit Guile if timed right.  You can also block
    high, then when Guile is close enough, sweep him with roundhouse.
    You can also move back then do a hurricane kick.
    
    
         2) Zangief, do the spinning power driver. If Guile is
    anywhere near you, he'll get a headache.
    
         3) Honda, after blocking the sonic boom, do the thousand
    hand slaps. This will hit Guile several times if he goes in to
    throw you.  Be careful not to jump over Guile's sonic boom
    when he's following in. He can always jump up to meet you in the
    air, and throw you into the corner.
    
         4) Anyone else, just go for the throw. Remember to move the
    joystick to the center after you block the sonic boom.  Then go
    the throw immediately afterward.
    
        C: Jump into your opponent with the forward kick, do a crouch
    strong or jab, then a forward Razor Kick.  Immediately after
    executing the jump, pull the joystick to defensive crouch to
    charge the Razor Kick. Don't wait to execute the Razor Kick after
    the crouch strong.  If this is done successfully, your opponent
    will not be able to block or sac, and he/she will come up
    stunned.
    
        C: Jump into your opponent with fierce, pull the joystick
    back to back defense. When you land (about 1/2 sec. later), do the
    fierce upper cut, then immediately pull the joystick forward and
    do the sonic boom. If your opponent has a little bit on energy
    left, do the backhand immediately to finish your opponent off.
    After the first three hits, your opponent should be stunned
    again. Again, if this is done fast enough, your opponent cannot
    do the sac throw.
    
        Note: When doing the Razor Kick, you can go from defensive
    crouch to backward flip. In this way, you still have you sonic
    boom charged when you are doing the Razor Kick. This is very
    helpful if you do a lot of short Razor Kicks.
    
    
    Ken/Ryu:
    
        T: Ken walks to his fallen opponent, and then does a series
    of crouch or standing shorts, then goes for the throw.  It is
    harder to reverse the crouch shorts, so I recommend doing that
    instead. Walk up to your opponent after knocking him/her down,
    pull the joystick back, and start the shorts. Then go for the
    throw.  Again, remember to vary the number of shorts you use.
    
    
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    File name/number to type [?=List]: 40
    
                The Unofficial Guide to Ticks and Combos in SFII
                          Copyright 1992. [trick :) ]
    
    This is my contribution to the SFII netters.   I have spent the 
    past couple of weeks trying to compose this list of ticks and 
    combinations.  I hope this will help improve your games. Since 
    this is a first release, I'm sure that there will be mistakes in 
    it. Please email any corrections or additions to me, 
    lhuynh@reed.edu.
    
    Thanks to these people for their help: rhett@u.washington.edu,
    tpordon@isis.es.du.edu
    
    A few abbreviations before we start. T will denote tick, AT  will 
    denote anti-tick, and C will denote combination. Since I do not 
    consider any ticks or combos cheap or unfair, my opinion of what 
    is a tick and what is a combo may differ from yours. Note also 
    that I did not include a counter for the combos, but if you want, 
    I'm sure I can write something up.
    
    Guile:
    
        T: Guile crouches, does a series of jabs, then goes in for 
    the throw.  Guile stands, does a series of shorts, then goes in 
    for the throw.  When you have knocked your opponent down, go 
    toward your opponent, then pull the joystick to defensive crouch 
    and start jabbing. After a few jabs, go in for the throw. 
    Remember not to be predictable with the number of jabs you use.  
    The dangerous thing about this is that your opponent  can throw 
    you if you start your jabs to close to them.
       
        AT: The easiest way to get out of this tick is to reverse the 
    sucker when he goes in for the throw.  After the first jab, move 
    the joystick to offensive crouch (your character should still be 
    blocking). When Guile stops jabbing, and if he is still in your 
    throwing range, move the joystick to the forward position and 
    press strong or fierce to throw. The dangerous thing about this 
    is Guile can decide not to throw you, and do a flash kick 
    instead.  Similarly, if Guile does the short/throw tick, move the 
    joysticks to the center after the first short, then go for the 
    throw when Guile stops his shorts.  If you are Zangief, do the 
    spinning power driver after the jabs/shorts. 
    
        T: Guile throws a slow sonic boom, and follows it in for the 
    throw.  
    
       AT: There are several ways to counter this, but it can get 
    hard if Guile is close behind his sonic boom. If you are:
    
         1) Ken/Ryu, after you block the sonic boom, do a jab dragon 
    punch.  This should hit Guile if timed right.  You can also block 
    high, then when Guile is close enough, sweep him with roundhouse. 
    You can also move back then do a hurricane kick.
         
    
         2) Zangief, do the spinning power driver. If Guile is 
    anywhere near you, he'll get a headache.
    
         3) Honda, after blocking the sonic boom, do the thousand 
    hand slaps. This will hit Guile several times if he goes in to 
    throw you.  Be careful not to jump over Guile's sonic boom 
    when he's following in. He can always jump up to meet you in the 
    air, and throw you into the corner.
              
         4) Anyone else, just go for the throw. Remember to move the 
    joystick to the center after you block the sonic boom.  Then go 
    the throw immediately afterward.
    
        C: Jump into your opponent with the forward kick, do a crouch 
    strong or jab, then a forward Razor Kick.  Immediately after 
    executing the jump, pull the joystick to defensive crouch to 
    charge the Razor Kick. Don't wait to execute the Razor Kick after 
    the crouch strong.  If this is done successfully, your opponent 
    will not be able to block or sac, and he/she will come up 
    stunned.
    
        C: Jump into your opponent with fierce, pull the joystick 
    back to back defense. When you land (about 1/2 sec. later), do the 
    fierce upper cut, then immediately pull the joystick forward and 
    do the sonic boom. If your opponent has a little bit on energy 
    left, do the backhand immediately to finish your opponent off.  
    After the first three hits, your opponent should be stunned 
    again. Again, if this is done fast enough, your opponent cannot 
    do the sac throw.
    
        Note: When doing the Razor Kick, you can go from defensive 
    crouch to backward flip. In this way, you still have you sonic 
    boom charged when you are doing the Razor Kick. This is very 
    helpful if you do a lot of short Razor Kicks.
    
    
    Ken/Ryu:
    
        T: Ken walks to his fallen opponent, and then does a series 
    of crouch or standing shorts, then goes for the throw.  It is 
    harder to reverse the crouch shorts, so I recommend doing that 
    instead. Walk up to your opponent after knocking him/her down, 
    pull the joystick back, and start the shorts. Then go for the 
    throw.  Again, remember to vary the number of shorts you use.
    
       AT: This can be hard to reverse sometime. The trick is to pull 
    the joystick to the crouch, then go for the throw when Ken stops 
    shorting. Remember to watch for the throw. Ken might decide to 
    sweep you instead (This usually happens when he is out of range 
    to do the throw). Again if you are Zangief, do the spinning power 
    driver. If you are Guile, you can do a short Razor Kick 
    immediately after the shorts. This should get any Ken who goes in 
    for the throw.
    
    
        T: Ken traps you in the corner, and starts his fireball. If 
    you jump, he does the short or strong Dragon Punch and knocks you 
    out of the air.  After throwing  the fireball, keep the joystick 
    in the forward position so a that Dragon Punch can be executed 
    quickly if the opponent jumps over.  The trick to doing this tick 
    successfully is not to be predictable. This mean varying the 
    speed of your fireballs, and sometime just hitting the jab button 
    instead of doing a fireball.  This is very hard to get out of, 
    and very annoying for rookies.
       
       AT: If you are:
               
         1) Ryu, block the fireball, then do a jab dragon punch 
    through the next fireball.  You can now sweep Ken with roundhouse 
    if he does another fireball.  You can also just jump straight up, 
    then come down and do a fireball.
                  
         2) Guile, block the fireball, then do a Razor Kick. Or you 
    can time your forward flip right and do the auto-stun combo on 
    Ken when he does his fireball. Or you can do a sonic boom to meet 
    Ken's fireball, then do a backhand slap.
                  
         3) Honda, sweep Ken with the standing roundhouse before he 
    does his fireball. Or you can time the fireball right to flip 
    forward into Ken with the fierce or the roundhouse.
                
         4) Chun Li, block the fireball, then do a crouch roundhouse 
    to knock Ken down. Be careful because Ken can dragon punch your 
    crouch roundhouse.
                  
         5) Zangief, time your forward flip so that you hit Ken with 
    the roundhouse, then immediately do the spinning power driver. 
    The range for this is incredible.
                  
         6) Any Ken trying this tick on Dhalsim is either stupid or 
    desperate. Just time your slide to go under the fireball.
    
        C: Ken jumps behind his opponent with a roundhouse, then 
    crouches and does a series of shorts.  If the roundhouse hits, 
    three more shorts should get his opponent stunned. Remember not 
    to jump too far behind your opponent's head.
    
        C: Ken jumps behind his opponent with a roundhouse, then does 
    a standing fierce, then a fierce dragon punch. When executed 
    properly, you will stun your opponent. The trick to doing this 
    combo is to leave the joystick in the center when doing to 
    standing fierce punch, then immediately move the joystick to 
    forward and execute the dragon punch.  With practice, your 
    opponent will not be able to defend the dragon punch if you get 
    the fierce punch in.
    
    
    
    
    
        C: Ken jumps into his opponent with short, then crouches and 
    does a series of shorts.  The trick to successfully executing his 
    combo is pressing all three kick buttons as fast as possible.  
    This will keep your opponent from moving back after the first 
    short.  It is VERY hard to press all three kick buttons quickly, 
    but it is possible. It just takes practice. Be careful when using 
    this combo.  It can be reversed with the sac throw.
    
        C: A VERY good combo for Ken is the sweep/fireball. This is 
    very hard to do, but once mastered, Ken will be a very hard 
    opponent to beat, even with Guile.  Pull the joystick to 
    defensive crouch and hit the forward or roundhouse button, then 
    immediately move the joystick in a circular path to forward and 
    hit a punch button.  The idea is to press the kick and the punch 
    button in one motion for a fireball.  After mastering this 
    technique, you can make up your own combo. For instance, jump 
    with roundhouse, crouch with forward kick, then fireball with 
    fierce.  Note that instead of sweeping your opponent, you can 
    also do a crouch punch.
    
        C: Jump in with roundhouse kick, then couch and do another 
    roundhouse.  This combo is old, but it works good against 
    opponent who sac throw a lot.
    
    
    Dhalsim:
    
        T: Dhalsim crouches, does a jab or a short, then noogies or 
    throws his opponent.  Move close to a fallen opponent, but just 
    out of his/her throwing range, then pull the joystick to 
    defensive crouch and hit jab, then immediately hit strong while 
    moving the joystick to forward.  I found that it helps to get the 
    joystick in the forward position until I have them in my grip. If 
    you see that your opponent is going for the reverse throw, then 
    just pull the joystick to back defense after the jab/short and do 
    the head butt. 
       
       AT: This is VERY hard to get out of sometime, but not 
    impossible. If you are:
    
         1) Ryu, Chun Li, Honda, or Zangief, just go for the throw 
    immediately after the jab. Remember to keep the joystick in the 
    center after Dhalsim jabs you. If Dhalsim makes a mistake, and 
    starts his jab too close, then just throw him when you are 
    getting up. Here, the Spinning Power Driver works , but not as 
    well as a regular throw.
               
         2) Guile. It is very hard for Guile to get out of this tick. 
    There are several ways for Guile to reverse this. There is first 
    the reverse throw (see 1) where Guile blocks that jab, then goes 
    for the throw. Second, Guile can crouch and jab. Third, and 
    probably the most effective way to get out of this tick is for 
    Guile to do a short Razor Kick immediately after Dhalsim jabs.
    
    
        T: When Dhalsim traps his opponent in the corner, he does a 
    fireball, then goes in for the throw.  Do the fireball when your 
    opponent is getting up, keeping the joystick in the forward 
    position afterward. Then go in and tap fierce quickly. If your 
    opponent tries to reverse throw you, they will usually get thrown 
    back into the corner 90% of the time.  Do NOT try this tick on 
    Zangief, he will do the Spinning Power Driver on you.
    
       AT: It is nearly impossible to reverse throw Dhalsim if he 
    does this tick on you, unless you are Zangief.  So the most 
    obvious thing is not to try the reverse throw, just keep blocking 
    after the fireball hits you.  If Dhalsim is tapping the fierce 
    button after the fireball, it is most likely that he will do the 
    head butt instead of throwing you. If you are against a Dhalsim 
    who has not perfected the distance for this tick, then you can 
    try to reverse throw him.  Remember to pull the joystick back to 
    the center after the fireball hits, then go for the throw 
    immediately.  I have found that it is easier to reverse throw 
    Dhalsim if you are blocking with back defense instead of 
    defensive crouch. If you are:
              
         1) Guile, you can do a short Razor Kick immediately after 
    the fireball. This will hit Dhalsim if he tries to throw you.  
    The short Razor Kick is fast enough that if Dhalsim blocks, he 
    will not be able to hit you afterward. Dhalsim might go in to 
    throw you after you miss with the Razor Kick. In he does, 
    just go for the back breaker.
    
         2) Zangief, do the Spinning Power Driver.
    
        T: Dhalsim spins into his opponent, with head first or feet 
    first, then does the throw. I found that this works best if you 
    do the feet first spin, and aim your spin so that the feet hits 
    your opponent's leg.  The reason for this is to distance yourself 
    from your opponent so that he/she cannot throw you. This is not a 
    very good tick to use because it can be reversed very easily.
    
       AT: Just go for the throw just before Dhalsim is finished with 
    the spin.
    
        C: Dhalsim fireballs, then kicks this opponent out of the air 
    if they jumps in.  Do not be predictable with the fireballs.  
    This means varying the speed, and sometimes just hitting jab, or 
    short.  After the fireball, move forward a little, and use either 
    the forward or the short button to kick your opponent out of the 
    air.  To keep your opponent at a safe distance, use the fierce or 
    the strong punch.
    
    
    
    
    
    
    
    
        C: Dhalsim slides into his opponent with forward or short, 
    then jumps back and does a roundhouse or a fierce punch.  Most 
    opponents will jump into you after they your slide. If you use 
    the forward or the short button, you will recover quickly enough 
    so that you can jump back and hit roundhouse. The roundhouse will 
    knock you opponent out of the air if timed correctly.  Replace 
    the roundhouse with the fierce punch if you opponent is just 
    walking into you.
    
    
    Chun Li:
    
        T: Chun Li walks into a fallen opponent, then jabs and 
    throws.  This is similar to all the other jab/throw tick. Pull 
    the joystick to back defense, hit jab or strong,  then to forward 
    and throw. This tick is easily countered, so don't go for the 
    throw a lot.  Move forward as though you are going to throw, then 
    sweep with the forward instead.  The trick to doing any tick is 
    not to be predictable.
    
       AT: Just go for the reverse throw. If you are:
           
         1) Guile, you can reverse throw Chun Li, or you can do a 
    short Razor Kick after the jab, which will also work.
           
         2) Zangief, do the reverse throw or the Spinning Power 
    Driver if you are fast enough. The reverse throw usually works 
    better.  Remember that you want to keep her close to you, so use 
    the strong button to throw.
    
        T: Chun Li jumps into her opponent with the forward or short, 
    NOT the head-hop, then throw. When doing this, don't hit your 
    opponent too high, or else you will be thrown even before you 
    land.  Do NOT try this tick on Zangief; it would be hazardous to 
    you health! 
       
       AT: The sac throw should work well here.  You can also block, 
    then go for the throw.  If Chun Li is too close when she starts 
    her jump, then walk under her, and turn around for the throw. If 
    Chun Li has her timing down such that she throws you even when 
    you walk under her, then just walk under her, turn around and 
    crouch jab, then throw her.
    
        T: Chun Li jumps over her opponent with the forward kick, 
    turns around and throws. The timing for this tick is very hard to 
    get down.  The idea is to time the forward kick so that Chun Li 
    pulls her leg in right before she lands. In this way, she can 
    immediately throw her opponent.  This is a very hard tick to 
    counter if your opponent doesn't know how to reverse throw you.
       
    
    
    
    
    
       AT: This is easy to counter if you get your timing down. The 
    easiest thing to do is wait for her to land, then hit her with 
    fierce. You can also try to throw her, but if you hit the button 
    too early or too late, you will get thrown.  This problem most 
    people have with countering this tick is that they hit the fierce 
    too early.
    
        C: Once Chun Li has cornered an opponent, she can safely do 
    the head hop.  Jump into your opponent. While in the air, pull 
    the joystick down to crouch, and hit the forward kick. Chun Li 
    will bounce on her opponent's head, then bounce back out. While 
    she is bouncing out, hit the forward kick again, but this time, 
    leave the joystick in the center.  She will do her other forward 
    kick. This will hit her opponent if he tries to jump after her.  
    If the first head hop doesn't bounce her out, then keep the 
    joystick in the crouch position and hit forward again.
    
        C: Chun Li jumps into her opponent with the forward kick, 
    lands and does a strong punch, then crouches and does a forward 
    sweep.  This is a good combo to use.  If you do this fast enough, 
    your opponent will get stunned.  Vary this combo with the ticks 
    listed above for an almost unstoppable game.  There are several 
    variations of this combo. For instance, using the roundhouse as 
    the sweep instead of forward, jumping into your opponent with the 
    fierce punch instead of the forward kick, etc.,.
    
        C: Jump into your opponent with the fierce punch, then land 
    and hit fierce again. The second fierce should hit your opponent 
    if the first one hits, and if you do this combo fast enough.
    
    
    E. Honda:
    
        T: Honda jumps into his opponent with the belly flop and then 
    throw.  The belly flop is done with the forward kick button. 
    While in the air, pull the joystick to defensive crouch, then go 
    for the throw after your opponent blocks.
       
       AT: The sac throw works good here.  You can also block, and 
    then go for the throw. Remember to move the joystick to the 
    center after you block.
    
        C: Honda crouches, hits jab fast, but not fast enough to do 
    the thousand hand, then does a jab torpedo when his opponent 
    jumps in. This is a great move to use because your opponent will 
    get hit every time if they jump in too close.  Use the torpedo 
    when you have fallen and your opponent is jumping into you.  Even 
    though this is not a tick, I will show how to counter this move. 
    For Chun Li and Blanka, jump in with the forward kick.  Do not 
    aim for Honda's head.  Instead aim for where his head will be if 
    he does the torpedo. If Honda doesn't do the torpedo, then throw 
    him. For Zangief, the roundhouse would work better.
    
    
    
        C: Honda jumps into his opponent with fierce, crouches and 
    does a roundhouse, then a torpedo.  After jumping into your 
    opponent, pull the joystick to defensive crouch.  If your 
    opponent is far away, do the fierce torpedo.  If your opponent 
    jumps over the fierce torpedo, immediately do the thousand hand 
    slaps.  If you opponent jumps into you when you are doing the 
    roundhouse, then do a jab torpedo. 
    
    
    Blanka:
    
        T: Blanka jumps into his opponent with a kick, then goes for 
    the bite. 
       
       AT: This is a regular tick. Do sac throw or block, then throw. 
    Both should work equally well.
    
        C: Blanka jumps into his opponent with fierce, lands and does 
    a strong punch, then crouches and does a forward kick.  Jump into 
    your opponent with the fierce punch, when you land hit strong 
    quickly while keeping the joystick in the center, then pull the 
    joystick to defensive crouch and hit forward immediately.
    
        C: Jump into your opponent with either the roundhouse or the 
    fierce punch. While in the air, pull the joystick to back 
    defensive and hit either roundhouse or fierce punch, then do the 
    furball.  You can trick your opponent pulling the joystick to 
    back defense, then hitting either strong or forward, then doing a 
    fierce furball.
    
        C: Jump into your opponent with the fierce claw. While in the 
    air, pull the joystick to back defense. When you land, hit jab, 
    then do the furball with any punch button.  This is like Guile's 
    fierce-fierce-sonic boom combo, but slower.
    
    
    Zangief: 
    
        T: Zangief jumps into his opponent, then does the Spinning 
    Power Driver.  The trick to doing this successfully, is to keep 
    your distance when you jump in.  Time you jump so that Zangief 
    just barely touches his opponent, then immediately do the  
    SPD. Use the strong button for the SPD.
    
       AT: This is very hard to get out of. In fact any combos or 
    ticks of Zangief are hard to get out of. You can sac throw, which 
    will work sometimes. If you are:
    
           1) Ken, do the jab or strong Dragon Punch if Zangief jumps 
    in too late, otherwise try the sac throw.
    
           2) Guile, do the short Razor Kick if Zangief jumps in too 
    late, otherwise try the sac throw.
           
           3) Honda, try the jab torpedo, or the sac throw.
        T: After his opponent has fallen down, Zangief goes toward 
    his opponent, crouches and does a short or a series of jabs, then 
    the SPD. This is EXTREMELY hard to counter.
       
       AT: Do not try to reverse throw Zangief is he does this tick 
    on you.  You can escape if you just flip backup, unless you're in 
    the corner, in which case jump back with a kick.  If you are 
    Guile, do the short Razor Kick.
    
        C: Jump into a fallen opponent with the fierce punch. Don't 
    pull the joystick back when you are hitting the fierce punch. You 
    want Zangief to do the punch, not the body flop. After the punch, 
    pull the joystick to defensive crouch and hit short, then do the 
    SPD. This is EXTREMELY hard to counter, even for a master-blank 
    player.
    
        C: Jump into your opponent with the roundhouse kick. If the 
    kick hits, do the SPD. This is very useful against opponents with 
    missiles.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
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