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    FAQ/Move List by PStroffolino

    Updated: 01/28/95 | Printable Version | Search Guide | Bookmark Guide

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      / __/_  __/ _ | __/ __/_  _/ / __/ / __/ // /_  __/ __/ _ |  / // /
     (__ ) / / /   / _// _/  / /  / _// / / / _  / / / / _//   /  / // /
    /___/ /_/ /_/\_>__/___/ /_/  /_/ /_/___/_//_/ /_/ /___/_/\_> /_//_/
      _____  _    _  _____   ______  _____  
     / ____|| |  | ||  __ \ |  ____||  __ \ 
    | (___  | |  | || |__) || |__   | |__) |
     \___ \ | |  | ||  ___/ |  __|  |  _  /  THE NEW CHALLENGERS
     ____) || |__| || |     | |____ | | \ \ 
    |_____/  \____/ |_|     |______||_|  \_\
       __ ____ ______________    ____________ ____________  ______
      / // / // / _  / __/ _ |  / __/ / __/ // /_  __/ /  \/ / __/
     / _  /__  / ___/ _//   /  / _// / / / _  / / / / / /\  / / /
    /_//_/____/_/  /___/_/\_> /_/ /_/___/_//_/ /_/ /_/_/ /_/___/
     ___ _ _ ___ _  _ ___ _ ___ _ _   ___ __  _ ___ _ ___ _ _
    |  _| | | . | \/ | . | |   | \ | | __|  \| |   | |   | \ |
    | |_|   |   |    |  _| | | |   | | _|| | | || || | | |   |
    |___|_|_|_|_|_||_|_| |_|___|_\_| |___|__/|_||_||_|___|_\_|
      __ _            _         
     / _| |__._ __ __(_)____
    | / | / _  / _/ _| /  _/
    | \_| |(_| \_ \_ | | |_
     \__|_\__;_(__(__|_\___\  _____
     ___ ___ _ ___ ___       / ____| ___ ___ _ ___ ___ _ ___
    | __|   | | __| __|      | |  __| __|   | | __| __| | __|
    |__ | | | | __|__ |      | |__\ | __| | | | __|__ | |__ |
    |___|_|___|___|___|      \_____/|___|_|___|___|___|_|___|
    StreetFighter2 FAQ
    Version 1/28/94
    --kept and maintained by ps1o@andrew.cmu.edu (Phil Stroffolino).
    The SF2 archive maintainer is a00563@giant.rsoft.bc.ca (Dave Kirsch)
    If you upload anything into /pub/sf2/upload, please send Dave some mail
    telling him about it.
      Host:       altair.krl.caltech.edu
      IP Addr:
      Directory:  /pub/sf2
    FTP site is provided courtesy of brown@reed.edu (C. Titus Brown)
    If you have any additions, corrections, suggestions, comments or gripes,
    please email ps1o@andrew.cmu
    This is the Street Fighter 2 FAQ listing.  This is where the common
    knowledge, basic information, and trivia about the game SF2 is kept.
    It is meant to accquaint the new user with the game and answer some common
    questions that they may have, as well as to compile other interesting
    information that may be later brought up.
    This FAQ is divided into four sections for your convenience:
    (1) general character information (moves & such)
    (2) version independent questions & answers (trivia & tactics)
    (3) version specific information (home systems & arcade)
    (4) FTP information and net etiquette/guidelines
    *                                                                           *
    *                       T H E   C H A R A C T E R S                         *
    *                                                                           *
    NOTATION: Kick:  any kick button (Short, Forward, Roundhouse)
              Punch: any punch button (Jab, Strong, Fierce)
              --O represents a joystick held to the right.  The "O" is
              supposed to resemble the knob of a joystick.
              O-- [2 charge] --O and Punch:
              means to hold the joystick back (left) for approximately two game
              seconds, then move the joystick forward (right) and press any punch
              button.  I usually press the attack button at the same moment the
              joystick makes contact with the opposite side when executing a
              "charge" move.
    NOTE:     Unless stated otherwise, any move description for CE applies to HF,
              and any move description for HF can be assumed to hold for Super
              Move descriptions are for characters facing right.  Joysticks
              movements for moves are reversed (mirror image) when a character
              faces left.
    Ryu, Japan; Ken, USA: Shotokan Karate
    "Ryu" means vigorous or abundant (as in successful).  It's different from
    the Ryu in Shou Ryu Ken, which means dragon.
    "Ken" means fist or punch.  A lot of people say that Ken means sword but
    that's written differently.
       FIREBALL "Ha Dou Ken" [Wave Motion Punch/Fist]
       |  \   --O  and Punch
       O   O
       FLAMEBALL (Super, Ryu only)
       O--  /  |  \  --O  and Punch
           O   O   O
        Opponent burns
       HURRICANE KICK "Tatsu Maki Sen Puu Kyaku" [Tornado Whirlwind Legs]
       |  /  O--  and Kick
       O O
        Knocks down after 1 hit (CE, Ryu only)
        Faster (CE, Ken only)
        Can be done in the air (HF)
        Hits on the way up (Super, Ken only)
       DRAGON PUNCH "Shou Ryu Ken" [Rising Dragon Punch/Fist]
       --O  |  \  and Punch
            O   O
        Fierce can hit twice (except Super Ryu)
        Wide arc (CE, Ken only)
        Super Ken can hit 2 times with Strong
        Super Ken can hit 3 times with Fierce
        Super Ryu knocks down in one hit
       Throws: Strong, Fierce, Forward, and Roundhouse
       Double Hit: Close Standing Roundhouse
    Chun Li, China: Wushu
    Chun = Spring, Li = Beautiful
    Chun Li wins: "Yatta!"
    [This is similar to alright!  Literally, it's "[I] did it!"]
       SPINNING BIRD KICK "Supiningu Baado Kikku"
       | [2 charge] O  and Kick
       O            |
        Can be done in the air (HF)
        Hits on the way up (HF)
        Knocks down on the way up (Super)
       FIREBALL (HF only) "Yap!"
       O--  /  |  and Punch
           O   O
       FIREBALL (Super) "Ki Kou Ken" [Spirit Attack Punch/Fist]
       O-- [2 charge] --O  and Punch (Super)
       LIGHTNING LEG "Yap Yap Yap!": rapidly press Kick
        Multiple hits
       HEEL STOMP: down and Forward while in the air
        Bounces away
       FLIPPING NECK BREAKER (CE): close, towards/away + Roundhouse
        Knocks down
       FLIP AWAY KICK (CE): close, towards/away + Forward
        Knocks down
        Hits twice (Super)    
       Throws: Strong and Fierce
       Air Throws: Strong and Fierce
       Chun Li can bounce off the walls
    Edmond Honda, Japan: Sumo
    "Honda" is a common Japanese name, which happens to translate literally to
    "origin in the fields"
       SUMO TORPEDO/HEADBUTT "Dos Koi" [Sumo saying with no real meaning]
       O-- [2 charge] --O  and Punch
        Jab can hit twice
       (1 kan is about 3 kg)
       | [3 charge] O  and Kick (HF)
       O            |
        Can hit twice
        2 charge on Super
       HUNDRED HAND SLAP/HYAKU-RETSU HARITE: rapidly press Punch
        Honda can move (CE)
       BODY SPLASH: down (Super) and Forward while flying
       Grabs: Fierce and Roundhouse
       Throw: Strong
       Double Hits: close, standing Forward and Roundhouse, ducking Forward
    Blanka, Brazil: Capoeira
       O-- [2 charge] --O  and Punch
       | [3 charge] O  and Kick
       O            |
        2 charge on Super
       O-- [2 charge] --O  and Kick
        Can hit twice
       DOUBLE HEAD BUTT: close, towards/away + Strong
       DOUBLE KNEE: close, towards/away + Forward
       Grab: Fierce
       Double Hit: close standing Fierce (classic only)
    Zangief, USSR: Sambo
       5/8 circle with joystick and Punch
        direction of spin determines which side opponent lands on
       AIR ATOMIC DROP (Super)
       far, 5/8 circle with joystick and Kick
       close, 5/8 circle with joystick and Kick
       SPINNNING LARIAT: all Punch
        Z can move (CE)
       SUPER SPINNING LARIAT (HF): all kick
        Z can move
        Z can't be swept (HF only)
       BODY SPLASH: down (HF) and Fierce while flying
       FLYING KNEE: down and Short while flying
       STOMACH CRUNCH:  up and Fierce while jumping
       Grabs (previous to Super):
        Strong/Fierce, standing/crouching at a distance
       Grabs (Super):
        Ducking Strong/Fierce, Standing Fierce/Roundhouse
       Throws (previous to Super):
        Strong, Forward, Fierce, Roundhouse
        also ducking Strong/Fierce
       Throws (Super): Strong, Forward
       Air Throws (Super): Fierce, Roundhouse
       Double Hit: close standing Roundhouse
    Guile, USA: Special Forces
       SONIC BOOM "Sonic Boom"
       O-- [2 charge] --O  and Punch
       | [2 charge] O  and Kick
       O            |
        Knocks down (except 1st part of CE, HF Roundhouse Flash Kick)
        Roundhouse can hit twice (CE, HF only)
       SIDE SWIPE/INVERTED FLIP KICK: towards/away and Roundhouse
       KNEE THRUST: towards/away and Forward
       Throws: Strong, Fierce
       Air Throws: Strong, Fierce, Forward, Roundhouse
       Double Sweep: ducking Roundhouse
    Dhalsim, India: Kabaddi
       YOGA FIREBALL "Yoga Fire"
       |  \  --O  and Punch
       O   O
       YOGA FLAME "Yoga Flame"
       O--  /  |  \  --O  and Punch
           O   O   O
       YOGA TELEPORT (HF) "Yoga"
       --O  |  \  and all Kick or Punch
            O   O
       O--  |  /  and all Kick or Punch
            O O 
       FOOT DRILL/DRILL KICK: down and Roundhouse while at apex of jump
        any time in air (CE)
        faster drill (CE only)
       YOGA MUMMY/HEAD SPEAR: down and Fierce while at apex of jump
        any time in air (CE)
       Grab: Strong
       Throw: Fierce
       Double Hit: close standing Fierce
       Slides: crouching kicks except close Forward, and close short on Classic
    Balrog, USA: Boxing
    He is named M. Bison ["Mike Tyson"] in Japan.  Capcom decided to avoid
    possible legal troubles with the name and likeness of the boxer in releases
    outside of Japan.
    BTW, a Balrog is a powerful monster from Tolkien's Middle Earth novels.
       O-- [1+ charge] --O  and Punch
        2 charge, hits ducking opponents (HF)
        Jab knocks down (Super)
       O-- [1+ charge] --O  and Kick
        2 charge on Super
       TURN AROUND PUNCH: hold all punch or all kick [1+ charge] release
        Longer charge = Greater damage (HF)
        Punch and kick TAPs have separate charges
       | [2 charge] O  and Punch (Super)
       O            |
       Grab: Strong, Fierce
    Vega, Spain: Savate/Bullfighting
    He is named "Balrog" in Japan.
       O-- [2 charge] --O  and Punch
        up to 6 hits (HF)
       Back twice rapidly, no buttons (CE only)
       All Punch  (HF)
       SINGLE BACKFLIP (Super): all Kick
       | [2 charge] O  and Punch
       O            |
       | [2 charge] O  or  O  and Kick
       O             \    /
        4-6 charge in Super unless attacking
       SCREAMING EAGLE: [Wall Spring] and Punch
        Knocks down (Super)
       AIR DROP: [Wall Spring] close, towards/away and Punch
       Throws: Strong, Fierce
       Air Throw: Strong, Fierce
       Slide: ducking Roundhouse
       Vega can bounce off the walls like Chun Li
    Sagat, Thailand: Muay Thai
    The huge scar on Sagat's chest is from Ryu's Dragon Punch in the original
    Street Fighter.
       HIGH TIGER SHOT "Tiger!"
       |  \  --O  and Punch
       O   O
       |  \  --O  and Kick
       O   O
       TIGER KNEE/CRUSH "Tiger Knee"
       |  O  and Kick
       O /
        Hits twice
       TIGER UPPERCUT "Tiger Uppercut"
       --O  |  \  and Punch
            O   O
       Throw: Strong, Fierce
       Double hit: standing Kicks
    M. Bison, Thailand: Ler Drit
    He is named "Vega" in Japan.  "Ler Drit" is fictional.
       O-- [2 charge] --O  and Punch
        Multiple hits against blocking opponents
       O-- [2 charge] --O  and Kick
        3 Charge (HF only)
        Knocks down (Super)
       | [2 charge] O  and Kick
       O            |
       | [2 charge] O  and Punch
       O            |
       Throw: Strong and Fierce
       Slide: ducking Roundhouse
    Thunder Hawk, Mexico: Indian Style Wrestling
        --O  |  \  and Punch
             O   O
         Hits twice
        CONDOR DIVE: [jump, and before you reach the apex] all Punch
        MEXICAN TYPHOON: 5/8 circle and Punch
        ELBOW DROP: down + Strong while flying
        Grab: Fierce and Roundhouse
        Throw: Strong
        Double Hit: standing/crouching close Fierce
        Double Sweep: crouching Roundhouse
    Fei Long, Hong Kong: Kung Fu
    "Fei Long" means "Flying Dragon"
        O--  |  /  and Kick
             O O
         Hits twice
        |  \  --O  and Punch
        O   O
         Repeat for three hit combo
        Rushing Double Kick: towards and Roundhouse
        Standing Double Kick: towards/away and Forward
        Throws: Strong, Fierce, Forward, Roundhouse
        Double Hit: close standing Roundhouse
    DeeJay, Jamaica: Western Style KickBoxing
        MAX OUT "Max Out"
        O-- [2 charge] --O  and Punch
        O-- [2 charge] --O  and Kick
         Hits twice
        | [2 charge] O  and Punch
        O            |
         Rapidly press punch for multiple hits
        Throw: Strong, Fierce, Forward, Roundhouse
        Double Hit: close standing Fierce
        Slide: ducking roundhouse
    Cammy, England: Special Forces
        THRUST KICK "Thrust Kick" [Cannon Spike in Japan]
        --O  |  \  and Kick
             O   O
         Knocks down
        CANNON DRILL "Cannon Drill" [Arrow Spiral in Japan]
        |  \  --O  and Kick
        O   O
         Knocks down
         Roundhouse can hit twice
        O--  /  --O  and Punch
         Knocks down
         Double hit
        Throw: Forward, Roundhouse, Strong, Fierce
        Air Throw: Roundhouse, Fierce
    Many thanks to kt12+@andrew.cmu.edu for translations and patience...
    *                                                                          *
    *  T R I V I A,  T A C T I C S,  &  G E N E R A L   I N F O R M A T I O N  *
    *                                                                          *
    01.  What is the correct pronounciation of "Ryu"?
    02.  What are the different types of dizzies?
    03.  In a magazine, I saw that you could fight Sheng Long?  Is this true?
    04.  I see the word combo (combination) used all the time.  What is it?
    05.  What is meant by buffering a move?
    06.  Many people talk about "ticking".  What are they talking about?
    07.  What is considered "cheap"?
    08.  What is the "Touch of Death (TOD)" combo?
    09.  Can I prevent the opponent from attacking as they get up?
    10.  What is Capcom's address?
    11.  What kinds of memorabilia exist?
    01.  What is the correct pronounciation of "Ryu"?
    kt12@andrew.cmu.edu explains:
    First of all, "Ryu" is not pronounced "roo" or "rai yoo." If you want
    to hear the correct pronounciation, listen closely when Ken or Ryu do
    their dragon punches. The second syllable is pronounced the same way
    Ryu's name is pronounced. The initial sound is not a "r" or an "l" but
    a combination of an "r" and a "y." That's why it's spelled that way. ^_^
    If you still care enough to pronounce this correctly, the first thing
    you need to do is learn how the Japanese "r" is pronounced. The Japanese
    "r" is said with a tap, like the English "d" or "t." Try saying "roo."
    Think about what you do with your tongue: you curl up the sides and tip
    and suspend it in the middle of your mouth. Now try saying "roo" again
    with your tongue the same way, except this time, lightly press it
    against the roof of your mouth and flick it off as you sound the "r," as
    you would when you're making the English "t" sound. Now do the same
    thing, except instead of trying to say "roo," say "yoo." This is how
    "Ryu" is pronounced
    This is hard to explain in writing and you really have to hear it to
    know what I'm talking about, but this is the best way I can think of to
    explain it.
    02.  What are the different kinds of dizzies?
    cw21219@uxa.cso.uiuc.edu comments:
    When a character gets dizzy, either stars or birds appear above his head.  
    Generally, the bird dizziness lasts a bit longer than the star dizziness...  
    It's a good way to judge whether you have enough time to run in and land a
    combo.  Of course I always try to regardless :)
    On Super there are four kinds of dizzy animations:
    inkblot@leland.stanford.edu informs:
    These are grim-reapers, not skulls.  As far as I know, they have nothing to
    do with killing your opponent.  The only difference between the symbols
    floating above your head is how difficult it is to 'RECOVER' (to coin a CPU
    phrase).  Incidentially, here's the list in order of ascending difficulty.
    Angels - Stars - Birdies - Grim Reapers.
    03.  In a magazine, I saw that you could fight Sheng Long.  Is this true?
    No, this is pure bull, and the magazine that originally published this
    trick did so intentionally, as an April Fool's Joke.  A LOT of people fell
    for this one. :)  There are even other magazines that went so far as to
    doctor up a picture that made it look like Sheng Long actually existed.
    04.  I see the word combo (combination) used all the time.  What is it?
    A combination (combo) is a series of moves that, under most conditions, is
    un-blockable after the first move connects.  Please note that I said _most_
    conditions.  There is always some crack-pot situation where nearly every
    combo fails, and lots of 'combos' don't work if your opponent's not in the
    corner.  Nevertheless, this is a general (if loose) definition.
    The simplest combo is 'jab + jab + jabjabjabjab.'  It fits the definition,
    but that is not type of combo that this guide will concern itself with. 
    Rather, this guide is concerned with the BIG combos, the combos that involve
    special moves and that maximize the penalty for your opponent's mistakes.
    Combos almost always follow pattern below...
    JUMPING ATTACK + GROUND (standing or crouched) ATTACK + SPECIAL MOVE
    The jumping attack + ground attack isn't too impressive, even the computer
    can pull them off.  What defines something as a combo is what comes after
    the second hit.  So let's go through step by step, and look at the execution
    of a combo:
    FIRST HIT: Jumping attack
    The way combos work is that you're hitting your opponent with a new blow
    before they can recover from the first one.  So, the first thing you want
    to make sure of is that your jumping attack hit's your opponent _late_. 
    That way, you have time to hit the ground and start your next move before 
    they recover from the first blow.  Think of it as aiming for your opponent's
    chest or stomach instead of his head.  If the 2nd blow of your combos is
    getting blocked, you're probably hitting too high.
    What happens next in dependent on what type of combo you're doing.  If you
    are 2nd hit is a jab or short, you have no problems.  Hit the jab/short, 
    then do your special attack (3rd hit) as quickly as you can.  End of combo.
    BUT, if you're playing the right character, and you want to do a bit of 
    extra damage, you're going to have to buffer the special attack.
    By: T. Cannon           Feel free to repost, so long as this document is not
    copyright 1993          altered in any way.  Send comments, suggestions, and
                            corrections to inkblot@leland.stanford.edu
    05.  What is meant by buffering a move?
    A 'buffered' move is a move executed _while_ the move before it (always a
    'normal' hit) is still going on.  When you finish the special technique, the
    animation of the normal attack is cut short, and the special attack 
    immediately begins.  Because of this, the two blows happen one right after 
    the other with very little pause.  This is why combos work.  There are two 
    ways to buffer a move. The 'press-press' technique and the 'press-release' 
    technique.  I'll use the fierce + fierce dragon punch combo to illustrate 
    each technique:
    Press-press buffering is identical to executing a jab + special move combo.
    It requires two presses of the button(s).  Do execute this type of buffer-
    ing, press your 'normal' attack button, then do a special technique _right_ 
    after the press.  Pretend like you never hit the first button.  If you're 
    fast, you'll get the combo.  An example is:
    FIERCE + --O   |   \   + FIERCE
                   O    O
    Note that the motion of the stick isn't started until after the first button
    press. If the first button is pressed after the --O , you'll get a throw
    instead of a combo.  Also note that only certain attacks can be used as the
    lead in of a buffered attack.  A roundhouse at the front end of this combo
    just wouldn't work.  In each character guide, I've noted which moves are
    'bufferable' in the COMBINATIONS section.
    Press fiece and hold it down.  Go ahead.  Got it held?  Good.  Now do the
    stick motion for a DP, and RELEASE the button at the end.  If you time it
    correctly, you get a DP.  The computer registers every PRESS and RELEASE of
    a button as a 'press.'  So, it's possible to do a combo like the one 
    mentioned above (the triple DP) with just one press of the fierce button.
    Here's how it goes...
    --O   |  press fierce  \   release fierce
          O                 O
    Note that this gives you a crouched fierce + DP combo, where as we got a
    _standing_ fierce + DP combo using the press-press method.  With practice,
    you can change that press-release to a 'tap.' When you get this good, you
    can do triple DPs with one tap of the button, just like a normal DP (only
    the tap is timed differently)  IMHO, this is where the confusion on the
    triple DP arises.  People can get 3 hits with one tap, so they assume
    that they're doing only one move, when in fact they are executing two.
    The only real disadvantage to this is that you can only use it with combos
    that require the same button for both attacks.  This method would not work
    for a crouched strong + flash-kick combo.
    So what do you do if you want a fierce + jab DP?  You could use the press-
    press method, but I think you'll find the press-release to be easier with
    practice.  So, an option here is to use a 'hold-press' method.  In this
    technique, you press the first button, HOLD it down, then press the second
    button.  An example is shown below.
      --O    |  press and hold fierce  \    press jab
             O                          O
    Because you never released the fierce button, only one 'press' was 
    registered.  If you just tried to press the fierce, the release may trigger
    a fierce DP instead of a jab DP.  Even if you prefer the press-press
    method, I recommend using this for crouched DP combos.  The press-press 
    alternative is....
      /   press fierce  --O  |  \     press jab
     O                       O   O
    The hold-press method may sound complex, but if you can press-release, you
    can hold-press very easily.  The first button press (the 'hold') is timed
    exactly the same way as the 'press' in press-release.  The only difference
    is that you hold the button down, and hit another button immediately 
    afterwards.  A good way to get the second press is to think of it as
    drumming your fingers.  It can be that fast.  Note that the hold-press 
    technique can also be used for an easy jab + TU combo.  Also, there's no
    reason to use the hold-press method if you're first button press isn't
    related to the special technique.  Consider the combo below.
      |   press forward    \        --O  press fierce
      O                     O
    This with give you a crouched forward + fireball combo, even if you use the
    press-press.  The reason is that there's no way the release of the forward
    button can be associated with the joystick motion.  |  \   --O  + forward 
    isn't a special move, so the computer ignores       O   O
    the release.
    By: T. Cannon           Feel free to repost, so long as this document is not
    copyright 1993          altered in any way.  Send comments, suggestions, and
                            corrections to inkblot@leland.stanford.edu
    06.  Many people talk about "ticking".  What are they talking about?
    inkblot@leland.stanford.edu authenticates:
    Back in the early days of Classic, back before combos, back before Guile 
    was overpowering, back when even the best couldn't DP consistently (we're 
    talking about nearly _right_ after the game was released), there was a 
    rather large SF2 tournament in Iceland Bowl, Albuquerque, New Mexico.
    Guile won the tournament, and here's how:  He'd sit in defensive crouch 
    till he could knock you down with a flash-kick.  Once he did, it was jab-
    jab throw.  You'd block the jabs, thinking you were safe, but would be 
    thrown anyway.  This was the first time anyone had seen anything like this, 
    so countering was all but impossible.  So, this Guile player, using only one
    technique, breezed through _many_ (over 6) rounds of the tournament and won 
    After the Guile's victory, there was much wailing and gnashing of teeth.
    Because the technique was _literally_ inescapable at the time, the players
    decided that it had to be some sort of over-sight on Capcom's part.  They
    gave it a name, a tick.  Why tick?  'Cause that's the sound of the repeated
    jabs right before you get thrown.  *tick tick HUUURRG!*  Once they'd named
    it, it was immediately banned.  The house rules all over the city (not just
    this arcade) suddenly became....
    I. Tick your opponent and he gets a free hit (throw at first which later
       developed into combo) on you
    II. Tick to win a round and you forfiet the next round.
    So, the original, formal definition of a 'tick' is throwing someone _right_
    after they've blocked one of your attacks.  If you did this to a player in
    Albuquerque, NM (even now), he'd be expecting to get a free hit on you.
    ANYTHING else you do... fireball traps... sac-throwing... even magic 
    throwing (on Classic) is _not_ a tick under the original definition, so in
    Albuquerque, it's O.K.
    caine@uxa.cso.uiuc.edu interjects:
    In a subsequent mail message, I found out that the jumping in attack in
    which you make the opponent block then throw is a tick under this defini-
    tion.  Just see the preceeding paragraph.  It says "throwing someone _right_
    after they've blocked one of your attacks."
    07.  What is considered "cheap"?
    This is actually a tough one to answer.  Most people say something is
    cheap is they can't seem to stop something that kills them.  Of course this
    varies from place to place.  You would want to ask many local players what
    they think.  Most things considered "cheap" are playing styles.  You might
    constantly electrocute your opponent w/ Blanka, but he should have blocked.
    Of you may grab the opponent w/ Honda, then pummel them with a HHS.  People
    may not like this, and you might be called cheap for doing so.  One last
    thing that may be considered cheap is jumping attacks then throwing.  This
    is not uncounterable, but it may be difficult to see.  Here are some 
    examples of play styles that may be called "cheap":
    	Fireball Traps			Cheesing them w/ Bison
            Grabbing then HHS w/ Honda	Electricity then bite w/ Blanka
    	Zangief's SPD (not!)		Doing FB-DP all the time
      	Playing keep away		Jumping all the time
    	Picking Vega or Bison (!)	Chun Li's flipping neck breaker
    	More or less anything that people might find difficult or nearly
    	impossible to defeat.  It might be annoying, but cries of cheap
     	might be heard instead.  It might all be related to your skill level
    	in the game as well, or how inventive you are.
    Most people say that "ticking" is cheap.  (See the question.)  This is so
    because it is *easy* to execute and *impossible* to counter.  Now, for some 
    master players, this is not so since it is part of how they play against
    each other (I play this way).  To the average player though, such things as
    jumping a lot, making the opponent block all the time, waiting in the corner
    after seriously damaging the opponent, etc. might be considered cheap.  It's 
    kind of a broad definition, depending on who you ask.  Just for the record,
    I don't think that anything is cheap.  As your skills improve, your defini-
    tion of cheap may or may not change.  It depends on how you play, where and 
    who you play against.  For all those concerned: this might be an opinion of
    what cheap is.  Most importantly, it may be biased by where I play and who
    I play against.  Ask who you play!
    08.  What is the "Touch of Death (TOD)" combo?
    In the original meaning of the word, it is a combo done with Ken that goes
    like this:  You get the combo on them once, and they are dizzy, you do the
    combo while they are dizzy, and then that is it, they are KO'd.  Its name
    came about because after the first "touch" the victim is doomed.  It is a
    Pretty effective combo, and you'll see why...  It consists of three attacks,
    hitting usually three times, but occasionally four times, and it involves
    the three most powerful attacks that Ken possesses.  This is it:
    1. Jump towards the opponent, hitting with late roundhouse/fierce attack.
    2. As soon as you land, immediately follow-up with a standing fierce.  Do
       this along with pressing towards the opponent at the same instant.  You
       should not throw them; you normally have to take a step to do so.
    3. Then buffer a Fierce Dragon Punch into the Fierce.  It may hit once, so
       a Jab or Strong DP may be substituted.  Four hits can connect if Fierce 
       is used vs. the taller opponents and Dhalsim.  If you use a neck kick for
       the flying attack, you should not have problems getting four hits on most
       characters.  And the neck kick version can be used to bewilder the poor
       guy who is on the receiving end of this.  It can be easily countered by
       many characters, but if they fail to block at the right time, they will 
       be at a huge disadvantage afterwards.
       (Note: the standing Fierce needn't be used.  You can easily switch this
       over to a crouching Fierce simply by going towards then down just as you
       are about to land, then quickly hit Fierce, then move to the diagonal and
       hit Fierce for the DP.)
    The timing on this move is perhaps a bit confusing.  The hits go like this:
    smack-smack-smack--smack (the 4th hit sometimes).  The button presses aren't
    too different.  I go like this: press---press-press.  There has to be a 
    longer delay cuz you have to hit and then land.  Yes, the rest of the DP 
    motion has to be crammed into the small space, but if you have done the DP 
    hundreds of times, this shouldn't take long to learn.  If you encounter 
    problems, try to first learn a FB combo.  If you can do flying attack into
    standing fierce/FB combo, just put a triple-DP combo in instead of the 
    press-press FB.  Read the buffering section, and then this will be a bit 
    clearer.  You have to see someone's hands perform the motion to really 
    understand how it goes.  Anyways, I hope that this is clearer than mud to 
    most of you...
    Ryu has a Touch of Death similar to Ken's: the first attack is a neck kick,
    followed through with a Standing Fierce and Jab Dragon Punch.
    Now, with Super SF2 out, there appear to be a number of characters with
    combos that are very similar in effect to Ken's Touch of Death.  Some seem
    to work only if done at the beginning of the round, when dizzies are easiest.
    Others are inconsistant, or leave the opponent with a sliver of health.
    The criterion for a TOD combo is that, given the opponent has a full life
    bar, the first combo dizzies no less than, say 75% (subject to change)
    of the time, and a follow-up combo exists that will KO the opponent.
    09.  Can I prevent the opponent from attacking as they are getting up?
    Yes, a properly timed attack will prevent the opponent from being able to
    launch an attack or even throw as they get up.  If the defender tries to do
    anything, even the coveted Dragon Punch, they will get hit by the timed
    attack and risk eating a nasty combo.
    Needless to say, the timing and spacing to prevent "wake up DPs" and such
    is *very* critical.
    The timed attack can be a jump in or a ground-based strike.  Projectiles
    will not normally work in this situation, since they flicker in and out
    of existance rapidly.  This is easily observed with Ken and Ryu's
    Fireballs and Dhalsim's Yoga flame.  Likewise, wild short kicking, Honda's
    100-hands, and Blanka's electricity are often counterable.
    In addition, one can perform ground based combination attacks that that are
    not normally true combos.  For example, Fei Long can lash out with a late
    hitting ducking fierce, and follow up with another for a sure hit if the
    first one lands.  Under normal circumstances, the opponent has finished
    reeling by the time the second ducking fierce lashes out, and can block,
    but with a timed (late) attack on an opponent that is getting up, the
    victim (assuming the blow hits, of course) does not begin reeling until
    just before Fei Long's fist retracts.  These types of ground based combos
    also work on Dhalsim after a teleport.  These combos tend to have a lot of
    dizzying potential as well.  You may see them refered to as "meaty" combos
    on the net.
    10.  What is Capcom's address?
    1-4-12 Otedori
    Chuo-Ku, Osaka 540
    President: Kenzo Tsujimoto.
    Capcom USA
    3303 Scott Blvd.
    Santa Clara, CA  95054
    fax:   (408)496-5720
    phone: (408)727-0400
    11.  What kinds of memorablia exist?
    As far as I know, there was an extensive marketing program involving the
    characters of the game.  Much of the material has been licensed, but I am
    unaware of just how much stuff is actually out there.
    Among the things I know to exist are: t-shirts, coins, a movie, action
    figures, comic books, plush dolls, posters, and numerable other items such
    as keychains, etc.
    The figures are made by Hasbro (G.I. Joe).  They bear a striking resemblance
    to some of the G.I. Joe figures, and have weapons.  There are playsets 
    like a vehicle and a fortress (I think).  Just imagine SF2 characters living
    with the Joes.
    inkblot, wanderer, and asw @leland.stanford.edu collaborate:
       Written and Directed by:  Steven de Souze ("Die Hard", "Die Hard2",
           "Commando", "Running Man", co-writer of "48 Hours").
       Produced by:  the Edward R. Pressman Film Corp. ("Reveral of
           Fortune", "Wall Street", "Hoffa", "Bad Lieutenant", "Conan
           the Barbarian", "Homicide", "Talk Radio", "Plenty", "Blue
           Steel", "To Sleep With Anger", "True Stroies", "Badlands",
           "Das Boot", "The Phantom of Paradise", and others totaling 35).
       Expected Release:    July, 1994
       Approximate Budget:  $25,000,000
    I didn't learn much new information about the movie, I'm afraid. The script
    is in its final stages, and there hasn't been any casting yet.  In any
    case, they do _not_ plan to cast any known faces (no Arnold as Zangeif,
    etc. =).   The film will be executive produced by "Galaxy Films partner
    Sasha Harari who, after a successful career in the high technology and
    computer industry, moved into the film business and produced Oliver Stone's
    'The Doors'."  The Capcom representative was adament that the film was
    being directed at an adult audience (they _know_ the kids will go see it,
    so why direct it at them?).  Ryu, Ken, Guile and Chun Li will, of course,
    be major characters.  Originally, Blanka had been written out of the script
    (oh no!), but the Capcom people pushed hard enough and now he's in.  Cammy,
    T-Hawk, and possibly Fei Long will be in there, but Dee Jay definitely
    Personal Opinion:  To tell the truth, I'm not sure about this one.  de
    Souza has some major action/thriller titles under his belt ("Die Hard",
    "Running Man"), and Pressman has a few great titles ("Hoffa" "WallStreet"),
    but he's also got at least one lemon ("Blue Steel").  I've never heard of
    Harari, so I don't know what to expect there....  I think it's either going
    to be very good, or very very bad.  I wouldn't be so worried if the script
    was finished and the casting done.  If they started tomorrow, they would
    only have about 9 1/2 months till their expected release date. (ponder).
    *                                                                          *
    *         A R C A D E   S P E C I F I C   I N F O R M A T I O N            *
    *                                                                          *
    01.  I've heard that there is a way to find out many times a character has
         been played on a particular machine.  How is this done?
    02.  I've seen a game where you could do every special move in the air.
         What kind of machine is this?
    03.  When will SF3 be released?
    04.  What are the different types of endings?
    05.  What are the differences in the versions of the game?
    06.  How can I get the secret color on Super SF2?
    07.  What is this Zangief Magic throw I've been hearing about?
    01.  I've heard that there is a way to find out many times a character has
         been played on a particular machine.  How is this done?
    The code is as follows, on 2P controller:
    Up-Up, Down-Down, Left-Right, Left-Right, Strong, Jab.
    It can be put in on the Classic and Champion Edition machines.  It may work
    on some of the Hyper Machines, but most likely not.  This is what the 
    numbers on the screen mean (on Classic, numbers 13-16 don't appear):
    wiwiriya@mailbox.syr.edu provides:
    0001 0002 0003 0004
    0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016
    0001 - No idea, probably some sort of "experience points" for 1P side.
    0002 - The no. of tokens/quarters put in in the left-hand slot. 
           => It's not the first player.  I tried inserting into the right-hand 
              slot and pressing 1P button.  The number showed up in 004.
    0003 - Same as 0001, but for 2nd player.
    0004 - Same as 0002, but for right-hand slot.
    0005 - No. of times Ryu has been used.
    0006 - No. of times Honda has been used.
    0007 - No. of times Blanka has been used
    0008 - No. of times Guile has been used.
    0009 - No. of times Ken has been used.
    0010 - No. of times Chun Li has been used.
    0011 - No. of times Zangief has been used.
    0012 - No. of times Dhalsim has been used.
    0013 - No. of times M.Bison (US version) has been used.
    0014 - No. of times Sagat has been used.
    0015 - No. of times Balrog (US version) has been used.
    0016 - No. of times Vega (US version) has been used.
    caine@uiuc.edu adds:
    It turns out that this an operator adjustable feature, and that will explain
    any machines on which this does not work.  As a matter of fact, I have tried
    this on several HF machines without success.  I wonder if it was taken out
    when the HF chips were put in?
    02.  I've seen a game where you could do every special move in the air.
         What kind of machine is this?
    It is an illegal "accelerated" version.  They are mainly responsible for the 
    creation of HF.  They are not as balanced, or as playable as the official 
    one.  The are notoriously unpopular.  There are many added features in these 
    games, this includes, but is not limited to: all special moves can be done
    in the air, sinusoidal fireballs, wider-arc Dragon Punch, Fireballs for 
    other characters and extra Fireballs, no charge times, and lots of other 
    These machines might go under the name Accelerator, Accelerator II,
    Quicken, or whatever.  If it is not a Classic, CE, HF, or Super, then it
    is a hack.
    03.  When will SF3 be released?
    No official word on this.  Probably a good sign that SF3 is on its way is
    when a home version of SF2 Super is announced.  Don't hold your breath.
    inkblot, wanderer, and asw @leland.stanford.edu inform:
    At this time, no one is actively working on SFIII.  She said that they'd be
    crazy not to make one, given the success of SFII, though.  In case you're
    curious, the next game to be released by Capcom will be "Dungeons and
    Dragons: Tower of Doom", which has a TSR license.  (She was a Capcom rep.)
    04.  What are the different types of endings?
      a. If you finish the game, you get to see your character's ending.
      b. If you finish the game on one quarter, without challenges, you see the 
         characters fight as credits roll by.
      c. Finish without challenges, or losing a round, it's the same as b, but 
         you also see mugshots of the programmers. 
      Better endings for each character, plus boss endings.  Same as for Classic 
      except that if you do (c), it shows the characters attack some of the 
      various inanimate objects such as barrels and oil cans, etc.  Endings for 
      the bosses are rather generic with a diamond formation with the champion
      at the top, and scrolling text rolling by.  The endings for the bosses 
      go a little like this:
      Balrog rises out of the ghetto, an inspiration to young children.
      Vega is insane, and wants to kill all the ugly people.
      Sagat chats - comes across as a more intense Ryu.
      Bison thanks you for helping him achieve world domination.
      Same as for Champion Edition.  The last shot is a platform showing the 
        Win with Bison: #1 Bison, #2 Sagat, #3 Vega
        Win with Sagat: #1 Sagat, #2 Bison, #3 Vega
        Win with <xxx>: #1 <xxx>, #2 Bison, #3 Sagat
      Ryu does show up on the platform (sellout!), like his ending says he 
      shouldn't.  I thought that the fight was all...
      The endings in this game are better done in a way, at least for the boss
      characters.  They each have new text, and also personalized illustrations.
      Ryu: some better animation in the trees.
      ChunLi: "choose your own" ending: become detective or single young girl.
        The graphics for each is identical except that Chun's outfit in the
        pictures is different, as is the text.
      Zangief, Ken, Blanka: UNCHANGED.
      FeiLong: gets a movie offer from a director that wants to capture his
        "4-hit redizzy combo" (which does not exist) on film, but declines,
        saying he wants to improve his skills even more; homage to the Lees.
      T.Hawk: gets back the land that Bison took away.
      Cammy: her mission is complete, and Bison reveals that she has lost
        part of her memory, and the she was once in love with him.  But, her
        friends tell her not to believe him, and then she leaves with friends.
      DeeJay: his music is important to him; becomes a big music star.
      Balrog: earns the number one title, retires wealthy with two gorgeous
        women sitting on his lap.
      Vega: goes back to his mansion, and admires himself.
      Sagat: broods over Ryu.
      Bison: achieves his evil goals - the world burns.
      He also refers to "the Ancient One" -- a hint about SF3..?
    05.  What are the differences in the versions of the game?
    SF2: CLASSIC   Early 1991   $3500 new
      There are 4 versions of the original game, the differences are below:
      Version 1 and 2: Guile's bugs, no Dhalsim bugs, Ryu/Ken can destroy
        the car with roundhouse only.
      Version 3: Guile's and Dhalsim's bugs, no char vs. char.
      Version 4: No Guile bugs, Dhalsim's bugs though, char vs. char.
      This is the least balanced of the versions; Guile and Dhalsim were the 
      most dominant.  This game is quite slow, the Dragon Punch did not have 
      the knockdown capability among other things.
    SF2: CHAMPION EDITION   Early 1992   $4000 new
      One version of this game.  It sports character vs. character, as well as
      the ability to play the boss characters.  Many graphical changes, as well
      as changes to the characters.  Each fighter has an additional uniform
      color.  The game is quite a bit (about 50%) faster than the Classic.
      The endings for the characters were revised with better graphics, and
      the bosses got generic endings...
    TURBO SF2: HYPER FIGHTING   Winter 1992   $500 upgrade
      This version gives each character a new uniform color along with the 
      Classic colors.  Most characters are changed significantly enough so 
      that the game is a bit difficult to catch on to.  Many new moves were
      added, most notable is the ability to do some moves in the air, and the
      new vertical attacks.  This game is 10%-25% faster than CE, depending on
      the prototype.  Some are slower, some faster.  There is an appended 
      ending for each character.
    SUPER SF2   Fall 1993    $??? replacement kit   $???? new
      Here, four new characters are added.  The speed has been reduced to 
      slightly faster than CE.  Each character now has 8 uniform colors,
      the 3 from previous editions, plus 5 new ones.  There are obviously
      4 new backgrounds, some of the existing ones were modified for the
      better, and the sound has been changed to the Q-Sound system.  Some
      of the characters have new moves, and there have been some touch ups
      on existing moves, and variations on others.
      There is at least one other version of SF2 Super.  It has been observed
      that on certain (newer) machines, Zangief's "magic" throw no longer works.
      Also, on a local machine, you can start a one player game on the P2 side.
    06.  How can I get the secret color on Super SF2?
    Hold down the button you use to select your character for 3 seconds or so,
    and you can get what is called the "super" secret color.  You can't use the
    1P or 2P start buttons to get the secret color.
    Just in case you didn't know, this is how the choices of colors are set up:
    Jab		Strong		Fierce		Hold button for 3 secs.
    Classic		Champion	Hyper/Turbo	Super Secret
    Short		Forward		Roundhouse	1P/2P Button
    Super #1	Super #2	Super #3	Super #4
    maestas@cs.arizona.edu and caine@uiuc.edu compiled:
    And here is a complete listing of the colors that are available for all the
    characters for each of the above listed items:
      Color definitions (just so you know what I mean on some of these):
        Chartreuse.. a light yellow-green color, like those green firetrucks.
        Sandstone... an orange-brown color
        Magenta..... red-violet
        Beige....... yellow-brown
        Tan......... slightly yellowish brown (but more like tanned skin)
        Fuchsia..... hot pink-violet
        Olive....... Army drab green color, a greyish green
        Teal........ Blue-green
        Aqua........ slightly greenish blue
         This is a list that was compiled by myself and caine@uxa.cso.uiuc.edu.
    All of the colors listed are basically arbitrary.  Some colors have fancy
    names others are just plain.  However, if you have any conflicts, e-mail me
    and I will look into the situation.  Sorry about some of the designations, I
    work in a frame shop and we've got a zillion colors of mats to choose from.
     Legend: Ja- Jab     St-Strong     Fi-Fierce       P#-Player #
             Sh- Short   Fo-Forward    Ro-Roundhouse   Su-Super (hold 3 sec.)
             Lt-Light    Dk-Dark       Br- Bright      P - Pale
            RYU                 (Gi, headband)
             Ja - White, Red                   Sh - Orange, Blue 
             St - Grey, Purple                 Fo - Lt Blue, Red
             Fi - Lt Blue, White               Ro - Lt Green, Chartreuse
             P# - Brown, Dk Brown              Su - Forest Green, Red 
            KEN                 (Gi)
             Ja - Red                          Sh - Br Green
             St - Dk Grey                      Fo - Teal
             Fi - Indigo                       Ro - Lt Olive
             P# - Yellow                       Su - Bronze
            E. HONDA            (Face paint, Trunks)
             Ja - Red, Blue & Lt Blue          Sh - Lt Purple, Green & Lt Green
             St - Blue, Red & Lt Red           Fo - Teal, Dk & Lt Sandstone
             Fi - Green, Orange & Lt Orange    Ro - Red, Dk & Lt Grey
             P# - Lt Blue, Dk & Lt Grey        Su - Orange-Red, Dk Yellow &
            CHUN LI             (Outfit, Trim)
             Ja - Blue, Gold                   Sh - Dk Grey, Bronze
             St - Red, Bronze                  Fo - Br Yellow, Bronze
             Fi - Grey, Gold                   Ro - Dk Green, Bronze
             P# - Lt Purple, Gold              Su - Mint Green, Bronze 
            BLANKA              (Skin, Hair)
             Ja - Yellow, Orange               Sh - Grey, Dk Magenta
             St - Blue, Yellow                 Fo - Dk Yellow, Green
             Fi - Yellow, Blue                 Ro - Flesh, Green
             P# - Teal, Green                  Su - Beige, Dk Pink
            ZANGIEF             (Trunks, Bracelets)
             Ja - Red, Gold                    Sh - Lt Grey, Gold
             St - Dk Green, Lt Green           Fo - Bright Yellow, Peach
             Fi - Baby Blue, Gold              Ro - Green, Gold
             P# - Bright Blue, Gold            Su - Black, Gold
            GUILE               (Fatigues, Hair)
             Ja - Green/Brown/White, Blonde    Sh - Red/Tan/White, Blonde
             St - Tan/Brown/White, Blonde      Fo - Dk Blue/Pink/White, Grey
             Fi - Blue/Red/White, Blonde       Ro - Dk Yellow/Tan/White, Dk Pink
             P# - Grey/Tan/Lt Beige, Blonde    Su - Blue-violet/Brown/Beige, 
                                                    Dk Orange
            DHALSIM             (Skin, Paint, Trunks)
             Ja - Tan, Red, Beige               Sh - Sunburn, ?
             St - Greyish Purple, Red, Orange   Fo - Red-brown, Lt grey-blue, 
                                                     Dk Beige
             Fi - Brown, Blue, Grey             Ro - Mint Green, Bronze
             P# - Greyish Blue, Lt Pink, Tan    Su - Lt Grey, Lt Blue, Lt Purple
            BALROG              (Shirt, Gloves)
             Ja - Lt Blue, Red                  Sh - Lt Green, Red
             St - Gold, Orange                  Fo - Red, Dk Teal
             Fi - Orange, Red                   Ro - Lt Purple, Red
             P# - Dk Bronze, Red                Su - Dk Grey, Red
            VEGA                (Tights, Sash)
             Ja - Violet-Blue/Yellow, Red       Sh - Red/Tan, Black
             St - Green/Yellow, Yellow          Fo - Purple/P Yellow, Orange
             Fi - Black/Yellow, Br Green        Ro - Blue/P Yellow, Purple
             P# - P Blue/White/P Red, Black     Su - Dk Yellow/Yellow, Blue
            SAGAT               (Trunks, Trunk Stripe)
             Ja - Blue, Red                     Sh - Purple, White 
             St - Red, Green                    Fo - Olive, Orange
             Fi - Lt Beige, Red                 Ro - Blue-Grey, Lt Blue
             P# - Dk Grey, Lt Grey              Su - Yellow, Black 
            M. BISON            (Outfit, Padding)
             Ja - Red, Grey                     Sh - Grey-Blue, Red
             St - Green, Orange                 Fo - Dk Tan, Dk Grey
             Fi - Grey, Red                     Ro - Purple, Green
             P# - Dk Grey, Lt Grey              Su - Bronze, Bronze
            CAMMY               (Outfit, Beret/Gloves)
             Ja - Olive, Red                    Sh - Lt Grey-Blue, Orange-Red
             St - Platinum, Fuchsia             Fo - Blue, Red
             Fi - Hot Pink, Fuchsia             Ro - Grey, Red
             P# - Purple, Fuchsia               Su - Bluish Grey, Fuchsia
            DEE JAY             (Pants, MAXIMUM Stripe)
             Ja - Orange, Dk Orange             Sh - Lt Green, Dk Green
             St - Blue, Dk Blue                 Fo - Lt Purple, Dk Purple
             Fi - Green, Dk Green               Ro - Lt Olive, Dk Olive
             P# - Grey, Black                   Su - Lt Purple, Dk Purple
            FEI LONG            (Pants)
             Ja - Dk Grey                       Sh - Aqua
             St - Purple                        Fo - Reddish Brown
             Fi - Olive                         Ro - Lt Grey
             P# - Brown                         Su - Red
            T. HAWK             (Outfit)
             Ja - Lt Blue                       Sh - Lt Magenta
             St - Off White                     Fo - Pink
             Fi - Mint Green                    Ro - Grey
             P# - Beige                         Su - Brown
    07.  What is this Zangief Magic throw I've been hearing about?
    Zangief can, under certain conditions, grab an opponent from outrageous
    distances with a Double German Suplex, a move that normally requires
    you to be fairly close.
    In case you are curious, Matthew A Wallace (mwallace@ucscb.UCSC.EDU) wrote:
      I talked with one of the game's designers, and the glitch is
      unintentional. They did find out about it before the game shipped,
      but it was not put in on purpose.
    So far as is known, Z's "magic" throw requires using Forward kick when
    executing the move, and it only works in the following conditions:
    1) at the start of a round
    2) when Zangief gets up after being knocked down
    3) after blocking anything
    4) after being hit
    In general, the bug does not work if the opponent is in the air, although at
    least one exception has been noted - a T. Hawk player was magic thrown on the
    rebound from a Condor Dive that hit low.
    The timing is tricky - you need to execute the move at a precise time that 
    varies with each condition.  When blocking a fireball, for instance, I've 
    found it necessary to wait a moment after blocking before attempting the
    The Zangief "Magic Throw" bug has apparently been corrected on the newest
    versions of SSF2.
    *                                                                          *
    *    H O M E   V E R S I O N   S P E C I F I C   I N F O R M A T I O N     *
    *                                                                          *
    01.  When will Super SF2 come out?
    02.  What are the different types of endings?
    03.  What are the differences in the versions of the game?
    04.  What are the codes for the SNES SF2 versions?
    05.  Where can I find Game Genie codes for the SNES?
    06.  What is SF2IBM?
    07.  Is there a legal version of SF2 available for PC's?
    01.  When will Super SF2 come out?
    There has been no official word, but it seems likely that there will be a 
    version for the SNES and Sega Genesis sometime in the future.
    02.  What are the different types of endings?
      Level 0-2: Why don't you try the harder difficulty level?
      Level 3-5: Personalized ending for your character
      Level 6-7: Credits scroll across the screen as characters battle.
      Level 7: Beat the game without changing characters, a special showing the 
               original eight warriors.
      Level 7: Don't use any continues, same as above, but all 12.
      Level 7: Don't lose a round, same as above.  Pushing start will make Chun 
               Li's sound of "Ya Tai."
      Level 0-2: Why don't you try the harder difficulty level?
      Level 3-7: Well, you get the ending for your character.  On level 6 and 7,
    	     you get a picture of a promotional poster or something.
    	     Plus the same ending as in the HF arcade game.
      If you disable the special moves using the code for a 1P game only, and 
      beat the game on level 3, you will get to see the appropriate poster.  And
      if a 2nd player joins in, you get you special moves back for that fight.
      I only played this on the default and the hardest level.  The default was
      incredibly easy, and the endings are like for the arcade HF.  The hardest 
      level is quite difficult, and it is easy to see how much the computer 
      cheats on everything (Sagat even throws you!).  There is a digital picture 
      at the end no matter how you finish, but I was unable to beat it without 
      having to continue at least once.
      Level 0-4: Why don't you try the harder difficulty level?
      Level 5-7: The ending for your character.  On level 7, at the end you see
    	     a picture of Chun Li doing a standing forward kick.
      This game is very much a translation of SNES: Turbo.  The computer play
      is like the SNES.  If you have played the SNES version, you have basically
      played this version.
      No information available.
    03.  What are the differences in the versions of the game?
    SNES: CLASSIC   Summer 1992   $50-70 game
      This is very similar to the Classic version.  You can play char vs. 
      char with a special code.  Bosses are also available with a third party
      device.  Most of the game is like Classic, but there are missing frames
      of animation, a few missing moves, a lot less blood that the arcade, and
      the sound is not nearly as well done.  The characters are smaller in
      relation to the screen, and there may *slight* play differences as well.  
    SNES: TURBO   Summer 1993  $60-80 game
      Very similar to the arcade with a few easy to pick up tricks and what not.
      It is faster than the arcade on the normal setting, but everything comes
      off as normal.  The bonus stages are like the old SNES version.  Plus 
      there is other stuff like on the SNES, and a way to get the game to go
      extremely fast...  There is a Normal mode, which plays like CE in some
      ways, and HF in others.  The Normal mode utilizes the Disable Special
      Moves option that is available through a code.  11 speeds are available
      through the use of a code as well.
      All in all, this is the SNES: Turbo version for the Genesis.  The coded
      options listed above are built in to the game without codes.  There is
      a group battle mode which is useless.  The sound of the game is redone
      slightly, and in some cases sounds better, even though the quality is
      lesser.  The voices are hoarse sounding, and the sound FX for hitting
      the opponent are all nearly the same.  This game is a decent translation
      of the arcade game, and plays closer to the arcade than the SNES by the
      way it feels.  This doesn't have the extra sound FX that SNES does,
      but there are voices for Balrog's TAP and the continue countdown, unlike
      the SNES.  The "skyscraper" introduction from the arcade versions previous
      to Super is also included, but made more politically correct.
    TURBO DUO: CHAMPION EDITION   Fall 1993   $65-80 game
      Not much info from me here.  It has been highly regarded as a good trans-
      lation of the game though, except for the sound.
    04.  What are the codes for the SNES SF2 versions?
    The Code (and will hereafter be referred to as the "Code") in question is 
    shown below, and must be done with a fair amount of speed at the specified 
    times, on the correct controller:
    Direction Down, Button R, Direction Up, Button L, Button Y, Button B.
    The Sound (referred to as the "Sound") sounds like this:
    It is identical to the sound when you pick a character from the selection
    On SNES Classic, the only applicable time to use it is when the CAPCOM
    logo appears.  Using the 1P controller, put the Code in then, just as 
    the CAPCOM logo fades you should finish, and hear the Sound.
    This will give you Player vs. Player.  Using the ABLRXY buttons will give
    you the original Classic color, and Start will give you the Champion 
    Edition color for that character.  If you are going to fight Player vs.
    Player, then each player will get the color that the first person didn't
    The rest of the instances apply to SNES Turbo.  They are done at different 
    times, and on different controllers.
    For 10-star Turbo speed, you can begin to put in the Code from 2P controller
    as the screen with the distant "Street Fighter 2" appears, and as late as
    when the word "TURBO" scrolls right to left.  You need to finish the Code
    before the whole title screen appears.  If you do this correctly, you will
    hear the Sound.
    Like said above in the 10-star Turbo section, this is the way to use the
    Code to disable Special Moves.
    There are 2 ways to disable Special Moves.  One way is to disable all 
    Special Moves for the Player in a 1P match.  Do it at the same time as 
    shown for the 10-star Turbo speed mode.  I don't know about the Special 
    Moves for the 2P side if he decides to join in, but I would guess that he 
    is the same boat as you: no Special Moves.
    The other way is in the vs. battle, i.e. a two player game.  On the screen
    after you have selected your characters, you will see the stage select 
    screen.  On the 2P controller, input the Code.  I'm not sure if you will
    hear the sound, but you will know for sure when you hit Start on the 2P
    controller.  This will bring up the Special Moves screen, and will enable
    you to disable any or all of the Special Moves for the characters.  To
    do this before each battle, after you have correctly inputted the Code,
    you will only need to hit Start on the 2P controller at the stage select 
    screen.  If you disable the moves that are specific only to Turbo mode, 
    you can play a Normal game with the Turbo colors at more speeds.
    The move disable code is the only difference between the Turbo and Normal
    modes.  Otherwise, they are the same, except for the speed and the colors.
    These are unlike the more numerous changes that were made between the 
    Champion Edition (Normal) and the Hyper Fighting (Turbo) arcade games.
    The Sega Genesis SF2:SCE allows these options to be selected without codes.
    05.  Where can I find Game Genie codes for the SNES?
      They are too numerous to list here, but there is one very complete and
    excellent file at the ftp site.  It is called codes.game-genie, it is 
    avaiable at the ftp site.  This file is updated as new codes are discover-
    ed by the writers, so any new versions will be there.  If you are looking
    for Game Action Replay codes, look for the file called codes.action-replay.
    See question #4 in part 3 of the FAQ for the list of files available at the
    FTP site.  They are in the /pub/local/sf2/other/codes.* file names.
    06.  What is SF2IBM?
    It is an illegal version of the game for the PC.  It can be found at various
    FTP sites.  The newest version of the game is 1.96.  There are a number of
    patches available for the original, and they aren't necessary to play the
    game, but they surely make it more fun.
    You can find more information at the FTP site, in the FAQ for SF2IBM.
    07.  Is there a legal version of SF2 available for PC's?
    It can be found in software stores and is considerably cheaper than any of
    the versions for dedicated game systems; however, it is not generally
    considered a very good translation of the arcade version.  Buyer beware.
    *                                                                          *
    *                    F T P   S I T E  &  T H E   N E T                     *
    *                                                                          *
    01.  Where or how can I get more information about SF2?
    02.  How can I separate SF2 rumors from truths on the Net?
    03.  I want to post about SF2 on the Net, is there any etiquette that I 
         should observe?
    04.  I see all these abbreviations used, what do they mean?
    05.  What about move lists/FAQs for other video games?
    01.  Where or how can I get more information about SF2?
    If you need something about SF2, chances are that it can be found at the
    FTP site, as listed in Part 1: General Information, in the listed directory.
    If not, poke around a little, and if nothing turns up, mail me at
    FTP site is:
      Host:       altair.krl.caltech.edu
      IP Addr:
      Directory:  /pub/sf2
    SF2FAQ				The Street Figher II FAQ
    SF2INDEX			SF2 FTP Site Index (this file)
    guides/				Strategy for each World Warrior
    misc/				Misc stuff, interesting things
    other/				Moves list, combos, throwing, etc.
    prose/				Fiction involving the World Warriors
    xtra/				Other game's FAQs, moves, etc.
    pictures/			GIF and JPG images of the World Warriors
    balrog.champ.mmsf		Balrog by MMSF
    balrog.champ.pjs		Stroffolino Balrog
    balrog.champ.strachman		CE Balrog guide
    balrog.hyper.3fist.euming	Sheng Shou Fang for Balrog
    balrog.hyper.combos.euming	Ming's Balrog combos
    balrog.hyper.hints.pjs		Trouble going from CE->HF w/ Balrog?
    balrog.super.review.rpm		How is Balrog on Super?
    balrog.super.trap.rpm		Trap characters in the corner
    blanka.champ.mmsf		Blanka by MMSF
    blanka.champ.vs-cpu.etp		Beat the computer with Blanka
    blanka.class.ff			Feather Falcon's Classic guide
    cammy.super.notes.rpm		Cammy, the new Super Street Fighter
    chunli.champ.mmsf		ChunLi by MMSF
    chunli.champ.rjr		Another Chunny guide
    chunli.champ.vs-ken-ryu.nishina	Beat Ken and Ryu with ChunLi
    chunli.class.ff			Feather Falcon's Classic guide
    chunli.super.notes.inkblot	Notes about Chun Li in SSF2
    chunli.super.review.rpm		Play ChunLi on SSF2
    deejay.super.review.rpm		Overview of DeeJay for SSF2
    dhalsim.champ.bodom		The complete Dhalsim guide
    dhalsim.champ.mmsf		Dhalsim by MMSF
    dhalsim.class.ff		Feather Falcon's Classic guide
    dhalsim.super.review.ww		Review of Stretch for Super
    ehonda.champ.maestas		Terminator's CE Honda
    ehonda.champ.mmsf		E.Honda by MMSF
    ehonda.class.ff			Feather Falcon's Classic guide
    feilong.super.fmlin		Guide for the new addition in Super
    guile.champ.mmsf		Guile by MMSF
    guile.champ.pattern.cywang	Play pattern Guile on CE
    guile.champ.trapped.euming	Getting Fireball trapped/escaping
    guile.class.ff			Feather Falcon's Classic guide
    guile.class.vs-ken.larsen	Beat Ken and Ryu on Classic
    guile.hyper.mmsf		HF Guile by MMSF
    guile.super.vs-ken-ryu.scho	Tips and tactics for defeating Ken and Ryu
    ken.hyper.wkbk.inkblot		Learn to play Ken on CE and HF
    ken.champ.mmsf			Ken by MMSF
    ken.hyper.caine			Completist's Ken guide
    ken.hyper.krazy.euming		Play Krazy Ken on Hyper
    mbison.champ.mmsf		M.Bison by MMSF
    mbison.hyper.vs-cpu.stiltman	Beat the CPU with Bison on HF
    mbison.super.notes.stiltman	Notes about Super Bison
    mbison.super.review.rpm 	Psycho Bison on SSF2
    mbison.super.stiltman		A guide for the Super mayhem master
    ryu.champ.mmsf			Ryu by MMSF
    ryu.class.ff			Feather Falcon's Classic guide
    sagat.hyper.wkbk.inkblot	T.Cannon tells you how to learn Sagat
    sagat.champ.inkblot		T.Cannon tells you how to win with Sagat
    sagat.champ.mmsf		Sagat by MMSF
    sagat.super.review.rpm		Changes for the former champ
    thawk.super.review.rpm		The big man for SSF2
    vega.champ.ff			Feather Falcon's CE guide
    vega.champ.mmsf			Vega by MMSF
    vega.super.review.rpm		Vega?  On Super?
    vega.super.vs-cpu.balee		Beat the SSF2 CPU with Vega
    zangief.champ.mmsf		Zangief by MMSF
    zangief.champ.vs-guile.ff	Beat Guile with Zangief
    zangief.champ.vs-ken.ff		Beat Ken with Zangief
    zangief.class.ff		Feather Falcon's Classic guide
    zangief.hyper.hogue		HF Zangers by Jowfus
    zangief.super.hogue		Super Zangief guide
    dhalsim.teleport		Where does the teleport put you?
    faq.header			Header for the old FAQ
    faq.sinister-stairs		Really old version of the FAQ
    help.ftp-mail			Help with FTP-Mail
    help.how-to-ftp			Help with FTPing files
    laughs.mmsf			MMSF comedy; a response
    laughs.stupid-moves		Some moves you never knew existed
    misc.article.sf.boyz		News article about SF2
    misc.bg-signs			The BG signs on the levels say
    misc.char.info			History for the characters
    misc.char.quotes		Quotes for the Warriors
    misc.char.super.info		Info on the new characters
    misc.music-cd			A music CD for SF2 exists
    misc.newbie.do-dont		What to do and not do when you start
    misc.pinball.rules		The pinball game, how to win
    misc.sounds.snes		The SNES sounds listing
    misc.tourn-rules		Make up your own tournament
    ryu.belt			Ryu's belt close-up
    sagat.muay-thai			Interesting fact about Muay-Thai
    sf2ibm.faq			FAQ for SF2IBM
    sf2ibm.ftp-sites		Where to get SF2IBM
    sf2ibm.info			Info about SF2IBM
    sf2ibm.sprite-data		Sprite data for SF2IBM
    strategy.4-chars.lee		Win with 4 of the characters
    strategy.general.falcon		General overview by Feather Falcon
    super.sf2			The hottest new SF2 version
    beginners.guide			Tips to make yourself good fast
    bugs.classic			Classic bugs
    bugs.magic-throw		Guile's Classic Magic Throw
    codes.action-replay		Codes for the GAP
    codes.genie.classic		Codes for SNES Classic
    codes.genie.ocf			Some more codes for the SNES
    codes.genie.turbo		Turbo codes for the SNES
    combos-buffer.wkbk.cannon	Learn combos and buffering with T. Cannon
    combos-ticks.ff			Feather Falcon's combos and ticking guide
    combos.euming			Some dizziness combos to try
    combos.nishina			More general combos
    combos.prock			Beginner to expert combos
    combos.strachman		Another combo listing
    combos.super.rpm		Some truly Super combos
    cpu-behavior			Behavior patterns for the computer
    dizziness			An idea about how dizzies work
    landing-zone			Is there a zone where you land?
    moves.champ.sinister		CE moves list
    moves.hyper.axl			Axl's large move listing
    moves.hyper.caine		Special moves for HF in text
    moves.hyper.graph		Graphical special moves for HF
    moves.super.caine		Addendum for the HF moves list
    moves.super.mkruse		Super SF2 moves and updates
    moves.super.nishina		More SSF2 moves and updates
    throws.art-of			Art of Throwing
    throws.counter			Counter Throwing
    throws.speed			The old throw speed debate
    addiction.cox.Z   		Are you an SF2 addict?
    advice.cox.Z      		Guile/Chun Li/Vega/Ryu/Bison offer advice
    balrog.cox.Z      		Balrog's beginnings
    balrog.pjs.Z      		Another Balrog story
    blanka.cox.Z      		Tales of the mutant man
    chunli.cox.Z      		Chun's early days
    dhalsim.cox.Z     		"Concentration"
    guile.cox.Z       		"Before" "Debts Unpaid" "Before III"
    ken-ryu.cox.Z     		"A Lesson To Remember"
    mbison.cox.Z      		"The Seed Of Evil"
    ryu.muwab.Z       		Ryu's first story
    vega.cox.Z        		"The Drive For Perfection"
    ArtOfFighting.moves.Z		Galen Komatsu's Art of Fighting move list
    ArtOfFighting.tips.Z		Galen Komatsu's tips on Art of Fighting
    FatalFury.moves.Z		Galen Komatsu's Fatal Fury move list
    FatalFury.tips.Z		Tips on Fatal Fury
    FatalFury2.moves.Z		Ken Alexander's Fatal Fury 2 move list
    FightersHistory.moves.Z		Galen Komatsu's Fighters History move list
    KnuckleHeads.moves.Z		Galen Komatsu's Knuckleheads move list
    KnuckleHeads.tips.Z		Bethany Cox's Knuckleheads strategy guide
    MartialChampion.moves.Z		Galen Komatsu's Martial Champion move list
    MortalKombat.faq.Z		Lei Wang's Mortal Kombat FAQ
    MortalKombat.text.Z		Jim Leonard's listing of text from SNES MK
    MortalKombat2.faq.Z		Mortal Kombat ][ FAQ
    NBAJam.faq.Z			Randolph S. Vance's "How to WIN at NBA JAM!"
    RGVA.faq.Z			Jonathan Deitch's rec.games.video.arcade FAQ
    SamuraiShodown.faq.Z		Ewan Ng's Samurai Showdown FAQ (move list)
    SegaCD.tips.Z			Bob Rusbasan's SegaCD Easter Egg list
    SegaGenesis.tips.Z		Bob Rusbasan's Sega Genesis Easter Egg list
    TaoTaido.moves.Z		Galen Komatsu's Tao Tadio move list
    Terminator2.faq.Z		Randolph S. Vance's "How to WIN at Terminator2"
    TimeKillers.moves.Z		Time Killers move list
    ToonKombat.faq.humor.Z		Toon Kombat FAQ (Mortal Kombat spoof)
    WorldHeroes.moves.Z		Eric Garcia's World Heroes move list
    WorldHeroes2.moves.Z		Galen Komatsu's World Heroes 2 move list
    /pub/sf2/pictures/gif and /pub/sf2/pictures/jpg:
    blanka.gif			Blanka (from the SNES SF2 manual)
    cammy2.gif			Cammy (hand drawn greyscale)
    cammy3.gif			Cammy (scanned from magazine)
    cehonda.gif			E. Honda (chinese drawing)
    cguile.gif			Guile (chinese drawing)
    chunli.gif			Chun Li (from the SNES SF2 manual)
    chunli01.gif			Cuun Li (chinese drawing)
    cken.gif			Ken (chinese drawing)
    cryu.gif			Ryu (chinese drawing)
    dhalsim.gif			Dhalsim (from the SNES SF2 manual)
    ehonda.gif			E. Honda (from the SNES SF2 manual)
    guile.gif			Guile (from the SNES SF2 manual)
    hzangief.gif			Zangief (handdrawn)
    ken.gif				Ken (from the SNES SF2 manual)
    kensnap.gif			Ken (scanned snapshot)
    ken_chun.gif			Ken and Chun Li (handdrawn)
    ryu.gif				Ryu (from the SNES SF2 manual)
    ryusnap.gif			Ryu (scanned snapshot)
    ryu_ken.gif			Ryu and Ken (Cross the Time?)
    sf2cover.gif			Scan of the SNES SF2 cover picture
    zangief.gif			Zangief (from the SNES SF2 manual)
    02.  How can I separate SF2 rumors from truths on the Net?
    sinister.stairs@um.cc.umich.edu writes:
    The newsgroups tend to get a lot of traffic, and are suspect to lots of
    garbage postings.  Keep your eye out for these key phrases, and any other
    suspicious sounding statements.  Read follow-up postings to confirm your
    beliefs and clear things up.
      "A friend of mine", "A friend of a friend", "My brother's friend", etc.
      "credible", "reliable", etc. to describe the above.  "I didn't see it 
      myself, but", "I wasn't there but", "I wasn't really paying attention, 
      but", "Out of the corner of my eye", etc.  "secret move", "secret screen", 
      "secret character", etc.  "secret"
    Generally, the less people reporting something *and* the less details
    given, the greater the chance it's bullsh*t.  Likewise, the more people 
    agreeing on something *and* giving specifics, the more credible.  But you 
    should always question whatever you read, *especially* when reading 
    and caine@uiuc.edu adds:
    Watch out for flames.  The good portion of debatable material about the
    game has been depleted.  Be aware that you may be flamed for a seemingly
    harmless comment.  Take it in stride, and ignore it.
    03.  I want to post about SF2 on the Net, is there any etiquette that I 
         should observe?
    sinister.stairs@um.cc.umich.edu says:
    Please post to alt.games.sf2 (the SF2 newsgroup) if your site carries it in 
    order to keep bandwidth down.
    If you post to rec.games.video.arcade, please put "SF2" or "Street Fighter 
    2" or something thereof in your subject header.  As hard as it may be to 
    believe, there really *are* people who do not want to have anything to do 
    with Street Fighter 2.  Please respect that, so they can kill SF2 posts.  
    (And likewise, SF2 fans could mark *only* SF2 posts.)
    If you've heard a neat, unconfirmed trick, don't pass it off as truth.  
    Let everyone know that this *is* a rumor.  Otherwise, you'll find people 
    quick to flame, and you probably deserve each and every flame that comes 
    your way.  ;-)
    caine@uiuc.edu adds:
    READ THIS!  Since there are now 6 versions of the game, it makes sense to 
    include an inkling of which game you speak of.  So include HF, CE, Classic, 
    SNES, SNES Turbo, or Genesis in your subject header.  Without this (unless 
    what you are talking about is obvious) you may get misleading information.  
    In other words, it is correct, but for the wrong game.
    And likewise, don't post stuff about other games.  We have had long running
    threads that are cross-posts.  So, if you cross-post, or if you are follow-
    ing-up to a post, check if it is cross-posted.  If your material doesn't
    relate, delete the appropriate newsgroups.
    If you are interested in the home video games systems or arcade games in
    general, you may not be aware that there are newsgroups for them.  They are
    in the "rec.games.video.*" heirarchy.
    04.  I see all these abbreviations used, what do they mean?
    Here are the most common abbreviations used when talking about a certain
    character's moves and whatnot.  When the abbreviations are used, the
    character in question is usual mentioned.
    	DP=Dragon Punch			HK=Hurricane Kick
    	FB=Fireball			TU=Tiger Uppercut
    	TK=Tiger Knee			WK=Whirlwind Kick
    	LL=Lightning Leg		HHS=Hundred Hand Slap
    	TAP=Turn Around Punch		RC=Rolling Claw
    	SB=Sonic Boom			RK/FK=Razor Kick/Flash Kick
    	SPD=Spinning Pile Driver	SL=Spinning Lariat
    	SSL=Super Spinning Lariat	SF2=Street Fighter 2
    	CE=Champion Edition		HF=Hyper Fighting
    	TOD=Touch of Death		SNES=Super Nintendo
    	SG=Sega Genesis			SF2T=SNES Turbo version
    	SSF2=Super SF2			DRS=Double Rolling Sobot
    	RP=Rushing Punch		FL=Flaming Leg
    	TB=Tomahawk Buster		MT=Mexican Typhoon
    	BH=Buffalo Headbutt		MGU=Machine Gun Upper
    Here are some common abbreviations used when making comments about some-
    thing.  They are used for short phrases, etc.
            BTW    by the way
            FYI    for your information
            IMO    in my opinion
            agsf2  alt.games.sf2
            rgva   rec.games.video.arcade
            IMHO   in my honest/humble opinion
            FTP    file transfer protocol 
            ROTFL  rolling on the floor, laughing
    I'm sure that there are others, and I don't know all of them, but if you
    see one you don't know, try to match it with the context of the rest of 
    text, and guess at it's meaning.
    05.  What about move lists/FAQs for other video games?
    See the question #1 in Part 3.  Keep in mind, though, that none of the
    material shown in that section of the file index is by me.  All the files
    about other games are written and compiled by other people.
    special thanks to Caine Schneider & Mike McCool
    Without Caine, originator and organizer of most of the above,
    this glorious document would not exist...
    Phil Stroffolino  ps1o@andrew.cmu.edu