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    FAQ/Move List by CGrey

    Version: 2.80 | Updated: 02/01/06 | Search Guide | Bookmark Guide

    Street Fighter II Turbo: Hyper Fighting
    Arcade/PS2/XBox Version FAQ
    version 2.80  02/01/06
    (c) 2003-2006 By Charles Grey (iceout5002@netzero.com)
    
    1/22/06 - Minor move and gameplay changes on the Capcom Classics
    Collection port added. Updated scoring info as well.
    
    
    -- CONTENTS
    01. Legend
    02. Codes and Secrets *updated*
    03. Gameplay Overview *Updated*
    04. Basic Moves
    05. Ryu/Ken
    06. Blanka
    07. E.Honda
    08. Guile
    09. Chun-Li
    10. Dhalsim *updated*
    11. Zangief *updated*
    12. Balrog
    13. Vega *updated*
    14. Sagat
    15. M.Bison
    16. Bonus Stages
    17. Credits
    
    
    -- 01. Legend
    
    Joystick (facing right)
    UB  U  UF
    B   *  F
    DB  D  DF
    
    Buttons
    (P)>LP MP HP (jab)  (strong) (fierce)
    (K)>LK MK HK (short)(forward)(roundhouse)
    
    P/K: any punch/kick
    QCT: quarter cicrle forward - D-DF-F
    QCB: quarter circle back - D-DB-B
    HCT: half circle forward - B-DB-D-DF-F
    HCB: half cicrle back - F-DF-D-DB-B
    DP : 'dragon punch' - F-D-DF
    HC : horizontal charge - hold B then F
    VC : vertical charge - hold D then U
    *  : tap rapidly
    ^  : do during jump
    (^): also can be done during jump
    (c): do close to opponent
    
    
    -- 02. Codes and Secrets
    
    Select Your Color -
    Arcade
    * Any P/K for 'Turbo' color.
    * Start for original color.
    Capcom Classics Collection
    * Any button for 'Turbo' color.
    * Circle(PS2) / 'B'(XBox)(?) for original color.
    
    Special Ending Credits -
    * Finish the 1-player game without any continues or join-ins for credits
      screen with fighting and stages in the background.
      Tap any button to speed it up.
    * But if you didn't lose any rounds either, you get the credit screen where
      the fighters perform their best moves on steel drums.
    * Getting all perfects as well also shows a picture of your character
      doing his/her win pose with 'YOU HAVE MASTERED [name]!!!'
      against a blue background before the credits.
    
    
    -- 03. Gameplay Overview
    
    Pretty simple. Win 2 out of 3 rounds against your opponent. Each round lasts
    until 99 seconds or on a KO. Do that and you move on.
    Don't and you'll have to try again.
    
    1-Player Fight Order -
    1-8: Non-boss char.
         in this order - Ryu>E.Honda>Blanka>Guile>Ken>Chun-Li>Zangief>Dhalsim>
    9: Balrog
    10: Vega
    11: Sagat
    12: M.Bison
    
    SIDE NOTES -
    * When a fighter is eliminated, their square is greyed out.
      In 2-player games, anyone except M.Bison can be eliminated out of sequence.
    * There are special bonus stages after 3,6,and 9 eliminations.
      See Section 16 for details.
    Other
    * Each fighter has two win and one time over loss animation.
    * Fights take place at current CPU oppnent stage.
    
    
    SCORING -
    Rounds
    * After winning a round, you get 100 x seconds left on clock, and points for
      remaining KO bar (0 - 30000+).
    * A perfect round, with no damage taken, is worth 30000 points.
      If against a computer Balrog, Vega, or Sagat, it's 50000.
      Against the computer M.Bison, it's 80000!
    * No bonus is awarded if on the 'F. ROUND'.
    
    In-Game
    * Knocking off Vega's claw earns you 10000 points.
    * Continues and join-ins give you 1 point.
    * Basic Attacks are 100-500 points.
    * Throws are 500-1500 points.
    * Holds are 300-500 plus 100 for each 'hit'.
    * Specials are 100-2000 points.
    * Special Move that K.O. are 3x the point value.
      (Spinning Pile Driver is 6000 instead of 2000.)
    
    Time Over
    * Player with more KO bar wins.
    
    Draw/Double KO
    * If this happens, the fight may go to a 4th or 'F. ROUND'.
    * If there's a draw on the final round, both players lose. Period.
    
    Stage Objects
    * On Ryu, Ken, Guile, and M. Bison's stages, there are breakable objects on
      either end. Any move that downs your opponent breaks them.
      It's 1000 points and that's about it.
    
    
    -- 04. Basic Moves
    
    UB   : jump backwards
    U    : jump straight up
    UF   : jump forwards
    D    : crouch
    B    : walk back / high block
    DB   : low block
    F    : walk forward
    *any : recover (when dizzied)
           hold speed-up (when doing hold)
           hold resist (when in a hold)
    
    
    -- 05. Ryu/Ken
    
    Ryu: 'YOU MUST DEFEAT SHENG LONG TO STAND A CHANCE.'
    Ken: 'ATTACK ME IF YOU DARE, I WILL CRUSH YOU!'
    
    Hadoken: QCT+P
    Shoryuken: DP+P
    Tatsimaki Senpuukyaku: (^)QCB+K
    
    Throws
    Shoulder Slam: B/F+MP/HP(c)
    Back Roll: B/F+MK/HK(c)
    
    Notes
    - Ken's HP Shoryuken has better range.
    - Ryu's T.S. knocks down, Ken's dosen't but has multiple hit points.
    - Occasionally, the Hadoken is red instead of blue.
    
    Combos
    jump HP/cross jump HK - HP/D+MK - Hadoken/Shoryuken
    jump P/K - air T.Senpuukyaku (tall chars. only)
    
    
    -- 06. Blanka
    
    'SEEING YOU IN ACTION IS A JOKE.'
    
    Roll Attack: HC+P
    Electric Thunder: *P
    Vertical Roll: VC+K
    
    Extra
    Rock Crush: B/F+MP(c) (2 hits)
    
    Throws
    Blanka Bite: B/F+HP(c) (*)
    
    Combos
    jump MP/HP - MP - E.Thunder
    close MP - D+HP/HK
    hold D - neutral close MP - Vert. Roll
    
    
    -- 07. E. Honda
    
    'CAN'T YOU DO BETTER THAN THAT?'
    
    100 Hand Slap: *P,(B/F to move)
    Sumo Headbutt: HC+P
    Sumo Smash: VC+K
    
    Extra
    Double Knee: B/F+MK(c)
    Standing Sweep: at distance, K
    
    Throws
    Body Toss: B/F+MP(c)
    Bear Hug: B/F+HP(c) (*)
    Knee Bash: B/F+HK(c) (*)
    
    Notes
    - Stand Sweep must be blocked low.
    - HK Sumo Smash has two possible hit points, on the way up and while landing.
    
    Combos
    LP/MP - 100 Hand Slap
    cross jump MK - MP - D+HP
    
    
    -- 08. Guile
    
    'ARE YOU MAN ENOUGH TO FIGHT WITH ME?'
    
    Sonic Boom: HC+P
    Flash Kick: VC+K
    
    Extra
    Knee Dash: B/F+MK
    Inverted Kick: B/F+HK(c)
    
    Throws
    Body Toss: B/F+MP(c)
    Suplex: B/F+HP(c)
    Throw Down: ^B/F+MP/HP(c)
    Air-to-Ground Drop: ^B/F+MK/HK(c)
    
    Combos
    LP Sonic Boom - HP
    jump HP - MP - Sonic Boom - HP
    D+MP x2 - Flash Kick
    
    Notes
    - Sonic Boom can be followed in.
    - HK Flash Kick can hit twice.
    
    
    -- 09. Chun-Li
    
    'I'M THE STRONGEST WOMAN IN THE WORLD!'
    
    Fireball: HCT+P
    Lightning Kick: *K
    Spinning Bird Kick: (^)VC+K
    
    Extra
    Heel Kick: ^D+MK
    Backflip Kick: B/F+MK(c)
    Tumbling Kick: B/F+HK(c)
    Midair Flip Kick: jump U,HK
    Wall Jump: jump at wall, F
    
    Throws
    One Arm Slam: (^)B/F+MP/HP(c)
    
    Notes
    - She can attack again in air after connecting a Heel Kick
      (unless in the corner.)
    
    Combos
    jump D+MK - repeat before landing
    LP Fireball - walk in - HP
    close MP - HP / D+HK / B/F+MK
    
    
    -- 10. Dhalsim
    
    'I WILL MEDITATE THEN DESTROY YOU.'
    
    Yoga Fire: QCT+P
    Yoga Flame: HCT+P
    Teleport(front): B-D-DB+all P or K**
    Teleport(behind): F-D-DF+all P or K**
    ** any two P/K for Classics Collection
    
    Extra
    Yoga Mummy: ^D+HP
    Drill Kick: ^D+HK
    
    Throws
    Yoga Noogie: B/F+MP(c) (*)
    Body Toss: B/F+HP(c)
    
    Notes
    - For the Teleport, P reappears close, K reappears far.
    - His close HP hits twice and dizzies quickly.
    - His extended limbs can be countered from a distance by various moves
      (like the Shoryuken.)
    
    Combos
    close (D+)MP/MK - Yoga Fire
    jump MK - far MK
    
    
    -- 11. Zangief
    
    'MY STRENGTH IS MUCH GREATER THAN YOURS!'
    
    Spinning Clothesline: all P or K**,(B/F to move)
    Spinning Piledriver: full circle+P(c)
    ** two P/K in Classics Collection
    
    Extra
    Body Splash: ^D+HP
    Leg Drop: jump up, U+MP/HP
    Knee Drop: ^D+LK
    
    Throws
    Stomach Grip: D+MP/HP(1 step) (*)
    Head Chomp: B/F+HP(1 step) (*)
    Face Grab: B/F+MP(1 step) (*)
    Floor Slam: D+MP(c)
    Back Toss: D+HP(c)
    Back Drop: B/F+HP(c)
    Body Slam: B/F+HK(c)
    Piledriver: B/F+MP(c)
    Backwards Drop: B/F+MK(c)
    
    Notes
    - Clothesline can go through projectiles.
    - The K Clothesline is faster.
    - Leg Drop can dizzy quickly.
    
    Combos
    cross jump D+HP - close LP - Lariat
    cross jump D+HP - D+LP x3 - D+HK
    
    
    -- 12. Balrog
    
    'MY FISTS HAVE YOUR BLOOD ON THEM.'
    
    Turn Punch: hold all P or K, release
    Dash Straight: HC+P
    Dash Upper: HC+K
    
    Throws
    Head Bash: B/F+MP/HP(c) (*)
    
    Notes
    - Turn Punch can be charged 10 levels, with increasing damage and range.
      (You hear the charge level when released.)
    - Hold the buttons 30 seconds for 'FINAL!' punch. (50% damage!)
    - Balrog is vulnerable to low attacks during his specials.
    
    Combos
    jump HP/HK - D+LP x2 - LP - Dash Straight
    
    
    -- 13. Vega
    
    'HANDSOME FIGHTERS NEVER LOSE BATTLES!'
    
    Rolling Crystal Flash: HC+P
    Barcelona Attack: VC+K (B/F to steer)
     - claw dive: P
     - Izuna Drop: any direction+P(c)
    Backflip: all P (any two P in Classics Collection)
    
    Extra
    Wall Jump: jump at wall, F
    
    Throws
    Suplex: B/F+MP/HP(c)
    Air Choke: ^B/F+MP/HP(c)
    
    Notes
    - In his home stage, he'll climb the cage briefly during his B.Attack.
    - Finishing the Barcelona Attack command with UB/UF+K goes toward the
      corresponding wall. U has him jump to the nearer one.
    - The Backflip is an evasive move and won't hit his opponent.
    - Vega's claw falls off after several(blocked or not) hits
      in succession.
    - Without the claw, he has less dizzying power.
    
    Combos
    D+LP - R.C. Flash
    R.C. Flash - D+MP
    
    
    -- 14. Sagat
    
    'YOU'RE NOT A WARRIOR, YOU'RE A BEGINNER!'
    
    Tiger Shot: QCT+P
    Ground Tiger Shot: QCT+K
    Tiger Uppercut: DP+P
    Tiger Knee: D-DF-UF+K
    
    Throws
    Body Toss: B/F+MP/HP(c)
    
    Combos
    jump HP/HK - LP - Tiger Shot/Uppercut
    (far) LK Tiger Shot - HK Tiger Shot
    
    
    -- 15. M. Bison
    
    'GET LOST. YOU CAN'T COMPARE WITH MY POWERS!'
    
    Psycho Crusher: HC+P
    Double Knee Press: HC+K
    Head Stomp: VC+K,(B/F to steer)
     - jump punch: P
    
    Throws
    Deadly Throw: B/F+MP/HP(c)
    
    Notes
    - Psycho Crusher has several hit points when blocked.
    
    Combos
    D+LP - Psycho Crusher/Knee Press
    D+LP - LP - Knee Press
    
    
    -- 16. Bonus Stages
    
    CAR CRUSH (after 3 defeated opponents)
    * Wreck the car within 40 seconds. When it stops taking damage on one side,
      go to the other.
      (4 heavy hits on the first side, 24 on the other to finish.)
    
    FALLING BARRELS (after 6 defeated opponents)
    * 20 barrels will fall from the top of the screen, destroy them before they
      roll away. Randomly ordered special barrels take an extra hit.
      Getting hit by a rolling barrel knocks you down.
    
    BURNING DRUM PYRAMID (after 9 defeated opponents)
    * 6 large drums with fire coming off the sides arranged in a 1+2+3 formation.
      Pretty easy because they only take 3 heavy hits (18 total). They fly up
      when you hit them, and getting hit by one or burned stuns you briefly.
      Beat in 40 secs.
    
    Bonus
    * Completing it 100% gets you 30000 points plus 1000 x seconds left on clock.
      In a 2-player game, the bonus goes to who had the higher damage score.
    
    
    -- 17. Credits
    
    - vertigo@ukonline.co.uk - additions and corrections to secrets.
    - Phil Straffolino's original SFII FAQ.
    - Capcom/GamePro SFII: Turbo Strategy Guide(1993).
    
    -END-
    Romans 10:9-13

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