---Super Street Fighter 2-FAQ Version 0.1 
Mega Drive/Genesis-Written by the Golden Vortex a.k.a David Wilson.

Super Street Fighter 2 is a registered trademark of Capcom
This FAQ is copyright of David Wilson and should be on these websites: 
www.gamefaqs.com, www.honestgamers.com

If you wish to contact me about this FAQ to add any information then feel free 
to e-mail me at UnleashedVortex@aol.com
.
However if I find out that anyone has taken this FAQ and put
it on another website then I will be VERY angry. (and you won't like me 
when I'm angry)

You have been warned!!!
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Table of contents.

1. What is Super Street Fighter 2?
2. Basic controls
3. Game modes
4. Characters 
(i)    Fei Long
(ii)   Cammy
(iii)  Thunder Hawk
(iv)   Dee Jay
(v)    Ryu
(vi)   Edmond Honda
(vii)  Blanka
(viii) Guile
(ix)   Ken
(x)    Chun Li
(xi)   Zangief
(xii)  Dhalsim
-(xiii) Balrog
(xiv)  Vega
(xv)   Sagat
(xiv)  M. Bison

5. Bye
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					1
The challenge has been issued and four brave young fighters
have answered the call.  Cammy, Fei long, Dee Jay and  
T. Hawk all have their own reasons for entering the tournament and each will 
let nobody stand in their way.

Super Street Fighter 2 is one of Capcom’s first alteration of the Street 
Fighter 2 series.   It had the same classic gameplay that the original had but 
featured four brand new characters complete with their own new backgrounds and 
theme music.  It also allowed you to play as the four boss characters that 
were locked on the original Street Fighter 2 (not Championship edition).  
Unlike the Turbo version it didn’t have Akuma or anything to do with Akuma as 
the two games are different, even though this one had it’s own turbo mode it 
still had no Akuma.

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					2
The basic controls vary slightly if you have either a 3-button controller or a 
6-button controller. Although the layout is similar no matter which you use. I 
prefer a 6-button controller as you can easily pull of throws and punch-kick 
combos with worrying about messing around pushing start in order to switch 
from punch to kick. 

Having a six-button controller is ultimately the best option to go as it makes 
gameplay flow better. Using a 3-button controller is easy enough though and 
it’s a matter of preference, which one you use and I guess it’s hard to say 
which one is the best as it depends on the player.  

Here is a layout of the basic controls.

D-pad controls.

Up – Your character jumps
Diagonal up right- your character performs a forward flip
Right- your character moves forward
Diagonal down right- Offensive crouch
Down-   your character crouches 
Diagonal down left- Defensive Crouch
Left- Back Defensive
Diagonal up left- your character performs a backward flip

3-button controller layout.

Set one

A-	Light Punch
B-	Medium Punch
C-	Hard Punch

Set two

A-	Light Kick
B-	Medium Kick
C-	Hard Kick


To  switch between the two sets you have to press the start button. E.G 
pressing A will perform a Light Punch but if you press Start and then press A 
you’ll perform a light Kick.

6-button controller

A-	Light Kick
B-	 Medium Kick
C-	 Hard Kick

X- Light Punch
Y- Medium Kick
Z- Hard Kick

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 					3

SSF2 has a variety of gameplay modes to keep you entertained. Unlike the 
arcade version it had a lot of extra games that increased the replay value of 
the game and gave you and your friends some new things to do with the game.

Super Battle mode

In the Super Battle mode, you will choose a fighter and attempt to defeat all 
of the other challengers to earn the right to face M. Bison and the other 
Grand Masters. If you succeed, you will see a story ending for your character, 
which will complete his or her quest for the championship.

The Super Battle mode does allow a second player to join in and fight against 
you at any time. The  second player must hit the START button on his control 
pad and after a moment the game will return to the character selection screen  
and allow the player to choose his character.

Versus Battle mode

The Versus battle mode allows two players to battle head to head in a series 
of matches.  When the title screen appears, push the D-pad up or down to move 
the pointer next to Versus Battle and press the START button. When the next 
screen appears, each player chooses the character they wish to use and presses 
any button to continue to the next screen.

On the next screen, there are two options: Handicap and Stage Select.

Player one can used the D-Pad to highlight each option.

Handicap: When the Handicap option is highlighted, both players can press left 
or right on the D-pad to set their Attack Level. The number of stars showing 
determines the amount of damage players’ punches and kicks will do. The higher 
the number of stars, the greater the amount of damage the punches and kicks 
will do.

Stage Select: When the stage select option is highlighted, Player one can 
select the location of the match by pressing the D-pad left or right.  This 
option allows you to select the location of your fight.

After all the choices have been made , Player One can start the match by 
pressing the START button.
 
Group Battle

The group battle mode allows two players to have teams of up to eight Street 
Fighter characters in a series of one round matches. Choose the Group Battle 
option on the main screen and press the Start button. When the rule screen 
appears, press the D-pad up or down to select the tournament rules you are 
going to use.

Point Match

In this mode, the winner of the round will be given 8 points plus 1 point for 
each second left on the clock when his opponent his knocked out.  In the case 
of a draw  the team with the most points  will have 4 points deducted from its 
score. The matches will continue until all matches have been played  or until 
a winner is determined.

Elimination

In this mode each player chooses up to eight characters. (Players don’t need 
to choose the same number of characters). If a player wins a match he can 
continue until he is defeated.  The first player to lose all of his characters 
loses the match. 

On the next screen players will select the number of characters they will use. 
(If you are playing an Elimination match, each character will set his or her 
own number of characters) Press the D-pad up or down to increase or decrease 
the number of characters. Press the D-pad left or right to switch between 
manual and  automatic character selection. After  you have finished, press the 
Start button  to proceed to next screen.

If you make a mistake  and choose the wrong option, press any button during 
the “Number of characters” screen and you will return to the main “Battle mode 
select” screen.

After both players have chosen all their characters, the Handicap and Stage 
Select screen will appear automatically.  Use the D-pad to make your 
selections  just as in the Versus Battle mode and press the Start button to 
begin the tournament.

Once the battle is over and the victory screen appears, press one of the 
attack buttons to bring up a menu, which will allow you to continue or quit 
the mode.
         
The Tournament Battle mode.

In the tournament battle, up to eight players can compete for the Street 
Fighter championship. After you  select Tournament from the main screen, the 
first player can choose his fighter. Then the second player can pick who he 
wants to use.  Then when everyone is ready highlight END and press start.  
Obviously if you pick less than eight characters then the CPU will select the 
remaining characters randomly, filling up the remaining bracket.  Each fight 
is only one round and not the standard best two out of three. If you are 
eliminated in the first round then you’ll have to go into the loser’s bracket, 
which will determine your final ranking.   If you win you’ll proceed to the 
next round.

The Challenge mode.

The Time Challenge mode tests your speed and quickness as you try to knock out 
your CPU opponent as quick as you can.

Score challenge mode takes a little more skill and rewards your combinations 
as you try to KO the CPU opponent and score as many points as you can.

Whatever you choose though you’ll have to choose your character and then the 
second player will have to choose his character.   A one round fight will 
begin  and you’ll have to beat your selected goal you’ll be given a ranking.  
Once the fight is over just press any of the attack buttons that will bring 
out a menus asking if you want to continue or quit.

The Option mode

The option mode allows you to  change certain aspects of the gameplay. When 
the title screen appears you can use the D-pad to select options and press 
start.   Then pick what option you want to edit.

Difficulty: the amount if stars highlighter will show you how hard the CPU 
characters will be. 

Time Limit:  You  can have the 99 seconds time limit or an infinite time limit.

Key configuration: Here you can select what button does what.

Super mode:  Here you can choose between normal and super mode.  In the normal 
mode you will face 12 opponents and the bonus stages.   Super mode is bit more 
concise and will put you up against all of the 16 characters and no bonus 
stages.

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					4

(i)	Fei Long

Date of birth:                4-23-1969
Height:                       5’8”
Weight:                      132 lbs
Blood Type:                  O

The master of several styles of Shaolin Kung fu, the Hong Kong’s sensation 
dedicated himself to a life of rigorous training after seeing one of Hong 
Kong’s masters of Jeet  Kune Do. After perfecting several styles , Fei began 
teaching his own style  and it wasn’t long before he was being hounded  to 
appear in his own feature films. However, Fei was not interested in this 
lifestyle  and gave it all up to enter the World Warrior tournament to test 
his skills against other fighters.

Special moves.

Rekka Ken: down, diag-right, right + press any punch button.

This move can be done three times in a row and Fei will unleash a set of three 
punches out on the enemy. The first punch will be a jab, followed by a strong 
punch and a fierce punch.  It is quite a good move but it has a weakness where 
if you miss the opponent can hit with a projectile from a distance or can 
block the first attack and hit you as you perform the second hit.

It is a great move to do if your opponent is stunned as you can get a few good 
hits in. Also it serves as a great crowd pleaser for a finisher and generally 
looks good as the last blow.


Rising Dragon Kick:  left, down diag-down left + any kick button.

This move is similar to Ken and Ryu’s Dragon Punch. Fei Long goes up in the 
air  directly up with his leg pointed up with fire encircle it,  It is a 
perfect anti-air attack  and is handy if the opponent has jumped and his 
directly above you. It has to be timed exactly right however and if you miss 
it can leave vulnerable to other attacks, or even worse you can miss and land 
on another opponents attack like E. Honda’s hundred hand slap or Blanka’s 
electricity.

It serves as the perfect Fei Long finisher and if you do fierce kick then you 
can take off a great amount of damage if you press the fierce kick button 
after you punch in the combination.

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		(ii) 	Cammy

Date of birth:		1-6-1974
Height:			5’5”
Weight:		        101 lbs
Blood Type:		B


Currently an agent of British Intelligence, Cammy was found suffering  a total 
memory loss near a British Military installation. Taken in by British 
Intelligence, Cammy underwent Special forces training and quickly rose to the 
head of the class. Now working undercover in the tournament, Cammy is now 
trying to learn the truth about her startling past.

Special Moves

Front Kick: right, down, diag down right + any kick button

Cammy launches herself upward with a powerful kick, which launches her 
diagonally up. It does a lot of damage if it connects  and is a nice anti-air 
attack.  It is very handy to use after a character like Ryu has performed a 
Shoryuken or Sagat and his uppercut.   Most characters have attacks like this 
or ones that cause them to go off the ground so it is a superb counter attack 
to pull off in order to thwart aerial attacks. Be careful though because you 
might become a victim of your own techniques.


Cannon Drill: Down, diag-down right,  right  + any kick button.

This a good attack for Cammy where she wraps herself up and corkscrews down 
into the lower regions of the opponents body.  It is ideal for hitting 
fighters who are dropping down from missed anti-aerial attacks and jumps.  
It’s also a great attack for attacking low down, so if a character throws a 
punch you can easily hit the open part of the body with the Cannon Drill. 
However if the opponent delivers a swift kick it may knock you off track so 
aim it well, either dizzy opponents or those falling from aerial attacks.


Spinning Knuckle:  Left, diag down left, right + any punch

 Cammy turns around and delivers a crushing punch at the opponent. This move 
is fairly powerful and will knock an opponent down in one hit.  Also it serves 
as a good move to use if the opponent is blocking a lot.  If you connect while 
blocking it will take a good enough amount of damage considering what other 
moves would do in the situation. It is a very strong move, which is highly 
effective to use, but it takes practice to pull off.


(iii)	  Thunder Hawk

Date of birth:    7-21-1959
Height:            7’7”
Weight:           357 lbs
Blood Type:       O   
      
After his homeland was taken from him by Shadowlaw, T. Hawk and his family 
were moved to Mexico. Now he has vowed to regain the homeland and destroy 
Bison. Using his huge size and powerful Native American wrestling techniques, 
T. Hawk has advanced to the World Warrior tournament and has set his sights on 
destroying Bison.


Special Moves

The Hawk: While in mid-air, press all three-punch buttons simultaneously

This move is a great aerial attack and his very easy to pull off.   It does a 
reasonable amount of damage for an attack that is so easy to perform and is 
superb for attacking characters that are ground based and have little anti-air 
attacks such as Zangief or Cammy. However it can leave T-Hawk wide open for 
aerial attacks like Blanka’s vertical cannonball or the Dragon Punch/Kick.  
However though if its great against ground based opponents and works well on 
those who are seeing stars.

Thunderstrike: Right, down, diag-down left + any punch button

As well as a great aerial attack T-Hawk has a great anti-air attack also.  It 
does around the same amount of damage that the aerial one does.  T-Hawk 
basically charges diagonally upwards towards to opponent and uses his entire 
body as a missile, knocking opponents out of the air. It’s great on missed 
Shoryukens and Dragon Kicks and any other aerial attack.  However it can 
easily fall victim to this strategy if the opponent uses an anti-aerial attack 
while you pull this move off.

The Storm Hammer- Press the D-pad in a 360 degrees rotation and press any 
punch button 

 
This move is very hard to pull  off and requires a lot of skill to do. Adept 
Zangief players won’t find this that hard as it is similar to his Spinning 
Pile Driver but the rest of us may find it hard. After practising the rotation 
technique it isn’t too hard to do and basically in entails T. Hawk  grabbing 
the opponent by the throat, leaping up into the air and bringing the opponent 
hard down on the ground. This move is one of the most powerful moves in the 
game and takes a huge amount of damage of the opponent. Try to do it on dizzy 
opponents first so you can practice it but when you master the move it becomes 
T-Hawk’s deadliest attack.

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(iv)	      Dee Jay

Date of birth:       10-31-1965
Height:              6’0”
Weight:              203 lbs
Blood Type:          0

Trained as a kick boxer in Jamaica, Dee Jay’s first love is his music. Over 
the years, Dee Jay has even integrated the beat of his music into his fighting 
style. Together his music and his kickboxing have formed a unique style, which 
Dee Jay thinks will lead him to the top of the charts and to the top of the 
World Warrior tournament.

Special Moves:

Hyper Fist: Hold down for two seconds and press up with a Punch button 
repeatedly.

Deejay lets rip with a fearsome uppercut, which can hit a maximum of four 
times.  It’s basically a four-punch combo in one. It serves as a great ground 
attack to perform on opponents and it serves as relatively good anti-air 
attack, which will do a small amount of damage, but it works better if  you 
use it as a basic offensive move.

Max out: Press back for two seconds and press forward with any punch button.

This move is similar to Guiles Sonic Boom but is less effective.  Dee Jay does 
an uppercut that sets his arm alight, also firing a projectile at the 
opponent, which goes at reasonably good speed.  It has some recovery time 
however so if an opponent leaps over it he can quickly hit Dee Jay with a 
quick strike.  It is handy to knock out other projectiles and is a reasonably 
good move to use, especially if you are an expert with Guile.

Double Dread Kick: Press back for two seconds and press forward with any kick 
button

This is a strong kick combo where Dee Jay delivers a strong kick aimed to the 
side of the opponent and follows it up with a huge pump kick to the chest, 
which will knock the opponent down.  It does quite a lot of damage and isn’t 
that hard to pull off, also a great ground attack to boot that works 
brilliantly on dizzy opponents.

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(v)	Ryu

Date of Birth:     7-21-1964
Height:            5’10”
Weight:           150 lbs
Blood Type:        O

A quite and dignified fighter, Ryu has spent his life studying Shotokan Karate 
and honing the power of inner strength known as the Chi. A wanderer,  with no 
family and few friends, Ryu’s closest bond is with Ken. Seeking neither fame 
nor the crown of “champion”, Ryu only fights to perfect himself in the true 
spirit of Karate. 	

Special Moves:

Fireball (Hadoken): Down, diagonal down and right + any punch button.

This move needs no introduction.  It’s probably the most popular fighting move 
in the history of gaming ever and probably one of the cheapest fighting moves 
ever.  Known by every player who has ever played any Street Fighter game or 
any Capcom spin off.   Ryu cups his hands behind his back and  throws his 
hands forward to release a fireball which goes at medium speed, if it connects 
it does a fair amount of damage to the opponent and has little recovery time.


Red fireball (stun Hadoken) left, diag-down left, down, diag-down right and 
right +      any punch button

This is basically a stronger version of the regular Hadoken, which will stun 
the opponent if it connects.  It is quite hard to pull off however and takes a 
lot of practice to do it. Obviously it is best to pull off if the opponent is 
a good way away to give you time to complete the combination but it is a very 
handy projectile attack that takes a good deal of health off the opponent.


Dragon Punch (Shoryuken) right, down and diag-down right + any punch button

Another popular move and a great air attack which can take a lot off if you 
perform a strong attack.   The punch sends Ryu into the air and the harder 
punch button used will show how high Ryu will go and how much damage he will 
pull off if the move connects. This move is good to use if you are close to 
opponents and is handy if they are stunned. Also if an opponent is trying to 
jump over you or as done an aerial move then the Shoryuken will do an 
impressive amount of damage if the connection is made.

Hurricane Kick: Down, diag-down left Left +  any kick button

Yet another famous move from Ryu  and this one does quite a bit of damage and 
can hit numerous times.  Ryu whirls around with his leg extended and kicks the 
opponent  up to four times. This move can be effective to use of ground based 
opponents but Ryu can easily be hit with projectiles if the move is performed 
a distance away from an opponent so it should be used as a short range move 
and can also be a handy Anti-air attack.  If performed in the air Ryu will 
sail along in the sky so it can be helpful for hitting air attacks although 
timing is everything here.

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(vi) Edmond Honda

  Date of Birth: 	11-3-1960
  Height:		6’2”
  Weight:		304 lbs
  Blood Type:		A


A lifetime spent perfecting the art of Sumo, Honda eventually worked his way 
to the title of “Yokozuna.” However, when he stepped outside of the arena and 
into the world of street fighting, he was amazed to find that the rest of the 
world did not consider Sumo a true sport. Now using adaptations of traditional 
Sumo techniques, Honda plans to win the World Warrior tournament and show the 
world the true majesty of this ancient form of wrestling.

Special Moves

Hundred hand slap: Any punch button repeatedly

This is a strong move that can do various amounts of damage and does a 
brilliant job of fending off close range attacks.  If you pull it off when you 
are close to the opponent it can hit up to four times.  However a projectile 
or an aerial attack can easily thwart it although this move has a slight anti-
air attack usage and is handy on people who have a majority of close range 
attacks.


Sumo Head butt: Press back for two seconds  and press forward and any punch 
button

Honda throws his whole body forward  in a projectile attack.  Honda goes 
flying towards his foe with great speed and charges into them head first. This 
move is quite powerful and can do a huge amount of damage if it connects 
well.  This move will send Honda forward at a fast speed but it will leave 
Honda open for a projectile attack so don’t use it from too far away as you 
may receive a Sonic Boom to the head.  Despite this weakness it can be a very 
powerful attack if it hits.

Sumo Smash: Press down for two seconds, then press up and any kick button 

E. Honda leaps vertically up in the air which will do damage if it connects 
but Honda crouches into a butt drop which will take off a lot off.  If it 
connects all of the way it will be very effective in defeating the opponent. 
However it can leave you open if you miss and an enemy with a strong anti-air 
attack can easily knock Honda off course so when against Ken, Blanka or Guile 
beware of strong anti-airs that will knock you down.

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(vii)	Blanka

Date of Birth: 		2-12-1966    
Height:			6’5”
Weight:		        218 lbs
Blood Type:		B

At first Blanka, “The Beast from Brazil”, appears to be little more than a 
mutant of limited intelligence. But within his savage form lies a wealth of 
animal cunning acquired from a life spent deep within the jungles of Brazil. 
Using a series of bizarre attacks learned from creatures living with in the 
rain forests, Blanka has defeated all fighters that have opposed him. Now on 
the eve of the World Warrior tournament , Blanka stands ready to achieve 
greatness and find the link to his mysterious beginnings. 

Special Moves

Electricity: Press any punch button repeatedly.

Blanka has an aura of electricity around himself, which will protect him from 
most physical attacks and also electrocute the opponent that touches him doing 
reasonable damage.  Although this seems like a move that is indestructible it 
can easily be countered by a projectile attack. If an opponent kicks Blanka 
while he is doing this move both Blanka and the opponent will take damage.  It 
is a defensive move and can be handy to counter missed aerial attacks to give 
the opponent a nasty landing. 

Rolling Attack:  Press back for two seconds and press forward + Punch together

This attack sees Blanka curling up and using his whole body as a projectile 
attack. It does reasonable damage and is a fast attack which opponents may 
find hard to dodge or block.  However it is handy to use at close contact as 
it has a bigger chance of hitting the opponent and stunning them. If used 
against projectile based opponents it can be dangerous for you as a simple 
Hadoken can knock you off.

Vertical Rolling Attack: Press down and up with any kick button

Blanka will perform a cannonball attack that goes vertically instead of 
horizontally.  It does a good deal of damage and is a handy anti-air attack 
that is perfect for knocking out enemies in the air, for hitting missed 
Shoryukens, Dragon Kicks and Flash Kicks although it needs to be perfectly 
timed as it may leave Blanka open to projectiles and other attacks.  If used 
right it can be effective but if you waste you chances it can leave you wide 
open.

Beast Leap: press back for two seconds and press forward and any kick button 
together.

Blanka performs a blend of a back flip and a cannonball attack which is quite 
damaging and can stun opponents if used in correlation with Blanka’s other 
strong moves


(viii) Guile
                                                                               
                                  

Date of birth:  12-23-1960
Height: 	6’1”
Weight:         191 lbs
Blood Type:     O

An ex-member of an elite Special Forces team, Guile and his co-pilot Charlie 
were captured during a mission in Thailand six years ago. After many months of 
imprisonment, he and Charlie managed to escape from their jungle prison. 
During the dangerous trek to civilisation, Charlie died and Guile has been 
consumed by vengeance ever since.

Special Moves

Sonic Boom: Press back  for two seconds and press forward and punch together

This is a standard projectile attack, which works like the Max Out technique 
used by Dee Jay.   It does normal damage for a projectile attack, about the 
same as the Hadoken. It is a little hard to pull off because you have to 
charge it two seconds and then press forward and punch at the same time. After 
you practice it though it can be handy to use to phase out other projectiles 
and is great to use on opponents with little long range attacks

Flash Kick:  Press and hold down for 2 seconds and press up and kick together

Although this move takes time to practice it  is a great anti-air attack to 
stop enemies jumping around all over the place.  It does a great amount of 
damage if it connects and is a wonderful finishing move.  It is recommended  
that you practice this move a lot so you can be a pro at it as it handy 
against aerial opponents like Blanka and Vega.

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			(ix)	Ken

Date of Birth:     2-14-1965
Height:            5’10”
Weight:            169 lbs
Blood Type:        B

A disciple of the Shotokan school of Karate, Ken is a natural athlete. 
Unfortunately, Ken’s  natural fighting skill has fuelled his giant ego and he 
is constantly reminding his opponents that he is the greatest fighter of all 
time.  Over the past few years Ken has let his skills deteriorate and has 
spent most of his on the beach with his girlfriend. Only a challenge from his 
old training partner, Ryu has rekindled his fighting spirit and caused him to 
try and perfect his Dragon Punch and Hurricane Kick.

Special Moves

Fireball (Hadoken): Down, diag-down right and right + punch

 This move needs no introduction.  It’s probably the most popular fighting 
move in the history of gaming ever and probably one of the cheapest fighting 
moves ever.  Known by every player who has ever played any Street Fighter game 
or any Capcom spin off.  Ken cups his hands behind his back and  throws his 
hands forward to release a fireball which goes at medium speed, if it connects 
it does a fair amount of damage to the opponent and has little recovery time.


Dragon punch (Shoryuken): right, down, diag-down right + punch
         
Another popular move and a great air attack which can take a lot off if you 
perform a strong attack.   The punch sends Ken into the air and the harder 
punch button used will show how high Ken will go and how much damage he will 
pull off if the move connects. This move is good to use if you are close to 
opponents and is handy if they are stunned. Also if an opponent is trying to 
jump over you or as done an aerial move then the Shoryuken will do an 
impressive amount of damage if the connection is made.

Unlike Ryu, if you press fierce punch after the combination Ken will do the 
Flaming Dragon Punch, which sets the opponent on fire, although the damage is 
the same.

Hurricane Kick: press down, diag-down left and back + any kick button

Yet another famous move from Ken and this one does quite a bit of damage and 
can hit numerous times.  Ken whirls around with his leg extended and kicks the 
opponent  up to four times. This move can be effective to use of ground based 
opponents but Ken can easily be hit with projectiles if the move is performed 
a distance away from an opponent so it should be used as a short range move 
and can also be a handy Anti-air attack.  If performed in the air Ken will 
sail along in the sky so it can be helpful for hitting air attacks although 
timing is everything here.

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(x)	Chun Li

Date of Birth:		3-1-1968
Height:			5’8”
Weight:		       (She won’t tell)
Blood Type:		A

Unlike many of the other contestants, Chun Li has not entered the tournament 
for personal glory. Instead, she is secretly tracking of the movements of 
Shadow Law. The trail has led her to the tournament and she now believes that 
one of the Grand Masters may have been responsible for her father’s death.

Special Moves

Lightning Kick: Press any kick button repeatedly

This move is like Honda’s hundred hand slap and can do a lot of damage if trap 
opponent inside the kick therefore knocking them back and hitting them a good 
few times. If an opponent misses an aerial attack then landing in this is a 
great welcome present for them. Also it works well for fending off those who 
have little long-range attacks like Zangief.

Whirlwind kick: Charge down for one second and press up and any kick button 
together.

Chun Li will spin around and lash out with her legs. It’s similar to an upside 
down Hurricane Kick and does around the same amount of damage.  However an 
opponent can easily duck the move allowing Chun Li to pass over, therefore 
leaving herself open to attack, so a crouched fighter could easily get a hit 
in, Guile could strike with a Flash Kick. This move can also be performed in 
the air also and knock down air attacks although it may become prone to these 
when in mid air.


Fireball (KioKen) Charge back for two seconds  and press forward + punch

This is a basic fireball attack, which works identically to Dee Jay’s Max out 
and Guiles Sonic Boom

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

(xi)	Zangief

Date of birth:		 6-1-1956
Height:			7’
Weight:		        256 lbs
Blood Type:		A

Good natured, with a great sense of humour, Zangief loves to fight. He left 
the Russian Wrestling Federation because of the lack of competition and now 
seeks suitable opponents wherever he can find them.  Totally fearless, Zangief 
is more than willing to walk into a punch as long as he can grab his opponent 
and drive them into the pavement with his Spinning Pile Driver. What else 
would you expect from a man who wrestles bears for fun?

Special Moves


Spinning Clothesline: Press two punch buttons simultaneously 

Zangief spins around with his fists flying out, which can do multiple, attacks 
on enemies. It does reasonably good damage and is a good offensive move. It 
also has  a slight anti-air effectiveness, for example it can hit an opponent 
that is jumping towards you.  Zangief can also dodge projectiles when he spins 
around so projectile based characters can be made easier to defeat with this 
as it dodges the attack and can also knock the air attacks that all projectile 
characters have.

Double Spinning Lariat: Press two kick buttons simultaneously 

This is pretty much the same as the last move except that it hits double.  
Zangief spins around with his fists  flying out, which can do multiple, 
attacks on enemies. It does reasonably good damage and is a good offensive 
move. It also has a slight anti-air effectiveness, for example it can hit an 
opponent that is jumping towards you.  Zangief can also dodge projectiles when 
he spins around so projectile based characters can be made easier to defeat 
with this as it dodges the attack and can also knock the air attacks that all 
projectile characters have.     

Spinning Pile Driver: Press the D-pad in a 360 degrees rotation and press any 
punch button (while close to the opponent.)

Next to T-Hawk’s storm hammer this is easily one of the strongest moves in the 
game but it is quite tricky to pull off.  If it is pulled off then Zangief 
will grab the opponent, go flying up in the air while spinning in circles and 
slam them down on the ground which will do so much damage, actually it takes 
almost about a quarter of damage on the opponent and will easily cause stun.  
If you miss it will leave Zangief wide open for attack, and if you perform it 
while far away   Zangief will perform the Siberian Bear Crusher instead, which 
may leave him open even more.


Siberian Suplex: Press the D-pad in a 360-degree rotation and press any kick 
button (while far away from the opponent.

This is another powerful move by Zangief where he grabs the opponent and 
performs a huge suplex, which does a huge amount of damage. This is yet 
another tricky move to do due the awkward rotation move, especially on the pad 
for the Mega Drive but when performed it is fantastic.  If an opponent is 
dizzy it is reasonably easier to pull off and is a great finishing move and a 
smooth crowd pleaser.

Siberian Bear Crusher: Press the D-pad  in a 360-degree rotation and press any 
punch button( while far away from the opponent)
                                     
Although the damage that this move does is about the same as any other Zangief 
special move it has a fatal weakness.  Since you can only pull it off when you 
are far away it can leave Zangief wide open with his arms in the air.  For 
example if you pull it off against Ryu he can easily plug you in the chest 
with a Hadoken and ruin your chances of doing a great move.  It does 
immaculate damage and is perfect as a finishing move although if it is used at 
the wrong time it can leave him wide open.

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(Dhalsim                                                                       
                                                                               
                        

Date of birth:		11-22-1952
Height:			5’10”
Weight:		107 lbs
Blood Type:		O

Over the course of his life, Dhalsim has sought to unify his mind, body and 
soul through the discipline of Yoga. Now, as he nears his goal, Dhalsim must 
test himself and his skills before he can rise to a higher state of 
consciousness. 

Special Moves


Yoga fire: Press down, diag down forward and right + punch

This is a standard projectile attack similar to the Hadoken and the like. 
Dhalism rears his head back and spits a ball of fire at the opponent. It is 
just an average move and does the same amount of damage as a Hadoken and a 
Sonic Boom.  It is quite easy to pull off  and can knock other projectile 
attacks out of the air and is great to hit missed aerials and dizzy opponents.


Yoga Flame: left, diag-down left, down, diag-down right and right + any punch 
button

Unlike the Yoga Fire attack this move isn’t that much of a projectile attack 
as it doesn’t throw a ball of fire at the opponent but creates a sheet of 
flame which reaches quite far, it is a great close range move and when used 
with the Yoga teleport it can be a great move to use is you hit the opponent 
from behind unexpectedly.  Also it has pretty good anti aerial qualities as it 
can easily burn falling enemies, either from jumping or missed aerial moves. 
The damage it does is fairly good as well although it’s tricky to get the 
combination right.

Yoga teleport: Press back down, diag down left or forward, down diag-down 
right and all three kick/punch buttons.

This move allows Dhalsim to transport himself behind his opponent.  It does no 
damage to the opponent whatsoever but it can be very effective if you use a 
yoga flame/fire attack behind the opponent.  However if you pull it off at the 
wrong time you could end up in front of a projectile or land right next to the 
open arms of an opponent, however it is ultimately one of the cheapest moves 
to use to defeat the opponent.

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-
(xiii)	Balrog

Date of birth:		9-1-1968
Height:			6’5”
Weight:		252 lbs
Blood Type:		A

A former heavyweight champion, Balrog was barred from professional boxing 
after he ignored the rules of the ring. Wild and aggressive,  Balrog now makes 
a living as an enforcer for Shadowlaw.  Once thought to be somewhat weak in 
his fighting ability, Balrog has learned some new moves to keep him on top.

Special Moves


Turn Punch: Press and hold all punch or kick buttons for 2 seconds and then 
release

Balrog turns around and delivers one amazing punch that does considerable 
damage and a lot of stun factor. It’s one Balrog’s easiest moves to pull off.  
Balrog faces away from the opponent briefly and turns around throwing an 
almighty punch that knocks the socks of anyone it touches.  Although a very 
damaging move it can be countered by a low attack, or and anti-aerial such as 
the Dragon punch/kick or the flash kick.

Final Punch:  Press and hold all kick/punch buttons and release, the longer 
the three buttons are held down then the stronger the attack will be.

Balrog does a similar action to the turn punch except that he turns away from 
the opponent while the buttons are held.  The announcer counts with you as you 
hold the buttons and down and when you release Balrog charges forward with a 
punch, its power depend on the time you spend charging it. It can be a deadly 
attack , which causes stun if you hold it for three seconds or more.

Shoulder Butt: Charge down for two seconds and press up and any punch button.

Balrog crouches down with impressive force he leaps up, driving his shoulder 
into the face of his opponent.  This move is a great close contact move and 
does a good deal of damage.  It is best used after you have knocked an 
opponent down with a punch and this move should be used as a follow up to 
knock them back down again. If they didn’t get stunned before then a nudge 
with the shoulder butt should knock them back.

Dash Punch: Press back for two seconds and press forward with any kick/punch 
button

Balrog lunges forward with a very fierce punch, which will knock the stuffing 
out of the opponent.  He will run at the opponent and with a cry he’ll release 
a punch, which goes like an express train. The damage is amazingly high and is 
a great finishing move to pull off.  If you press punch after the combination 
Balrog will do a normal punch but if you press kick he will perform an 
uppercut although there is no real difference between the two.

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				(xiv)	Vega

Date of Birth:		1-27-1967
Height:			6’
Weight:		       208 lbs
Blood Type:		O

Of noble blood, Vega has successfully blended the Japanese art of Ninjitsu 
with the skills he learned as a matador. The result is a beautiful and deadly 
ballet, which has earned Vega the nickname of the “Spanish Ninja”. Vain and 
egotistical, Vega lives by the philosophy that beauty is strength and uses a 
mask to prevent his beautiful face from being scarred in battle.


Special Moves


Claw Dive: Press down and hold it for two seconds and press up + any kick 
button
	       When in mid-air press the D-pad towards the opponent and press 
punch


On the Spain stage Vega climbs up the cage around the area and with a battle 
cry he dives down, like a bird of prey on his opponent.  He uses his claw, 
which strikes, into his opponent, which does reasonably good damage and is 
worth learning to pull off despite the moves trickiness.  Although it is a 
very fast move it can be countered by a good anti-aerial attack, such as 
Blanka’s Cannon Ball or Guile’s flash kick.  However it is an ideal move to 
pull off as a finisher or on a stunned opponent so it’s best to perform it 
right. 

Wall leap: Press down for two seconds and press up and any kick button. 
     While in mid-air push the D-pad up and press any punch button.

Like previously Vega will kick off the wall or he will climb up the cage and 
dive down. However on this occasion Vega will grab the opponent and deliver a 
fearsome German suplex, grabbing the opponent from behind and slamming them 
down hard on the floor.  The damage done here is pretty high, about the same 
as a normal throw but as usual it can be easily thwarted by a good timed anti-
aerial attack. Like the above move it is handy to use on a dizzy opponent or 
on someone who has just missed out on a move.

Claw Roll: Press back for two seconds and forward + any punch button

This move is pulled off in the same way as the Sonic Boom or the Max Out 
techniques.  It is a reasonably good attack and will hit the opponent a number 
of times and it is also fast and therefore quite hard  to block.  Vega rolls 
forward and lunges his claw forward and into the opponent.  The harder the 
punch button pressed the further that Vega will go across and more damage will 
be down.  Vega will be open to a lot of projectile attacks and other strong 
moves in the build up to this move so timing is a necessity, when performed it 
is a good move for Vega to pull off.

Claw thrust: Press down for two seconds and then press up with any punch button

This is a reasonably weak attack for Vega but it is a very swift and 
surprising strike attack that is very hard to counter or block. Although the 
damage isn’t too great it can be a handy move to swiftly pull off in order to 
thwart opponents coming at you and it is hard to dodge.   Doing this on a 
stunned opponent is a waste however due to it’s weakness so best to use as a 
defensive move rather than an offensive.

Back flip:  press all three-punch buttons to do a double back flip and all 
three-kick buttons to do a single.

Vega does a back flip, which can dodge projectiles and is also a very speedy 
technique to use.
 
-------------------------------------------------------------------------------
------------------------
(xiv)	Sagat

Date of birth: 		7-2-1955
Height:			7’4”
Weight:		        283 lbs
Blood Type:		O

Once called “King of the Street Fighters”, Sagat reigned supreme until his 
narrow defeat at the hands of Ryu. Humiliated at his loss, he now plans to 
regain the title at any cost. With the exception of M. Bison, no other fighter 
comes close to his overall fighting ability.
  
Special Moves
 	

Tiger Uppercut: Press forward, down, diagonal down forward + any punch button

This move is an uppercut very much like the Shoryuken. Sagat leaps high in the 
air with his arm outstretched  and delivers a powerful uppercut.  The damage 
that attack does varies on which punch button is pressed at the end of the 
combination.  It is a handy anti-aerial attack to hit jumping opponents or 
those who have performed an air attack and have missed. The main weakness here 
is that Sagat does go quite high in the air and if he misses the attack he is 
very open for second and he could easily be subjected to projectile attacks or 
anti-aerial attacks so use with caution.

Tiger Knee: Press Down, diag-down forward and diag up forward + any kick button

Sagat jumps forward with his knee out so he can strike the opponent in the 
head region. This attack is very quick and therefore hard for the opponent to 
block and the damage it does is fairly strong.  If an opponent is falling from 
a jump then this move is ideal for knocking them down and if pretty good on 
dazed opponents.  It is a great offensive move for Sagat because it does a 
decent amount of damage and is a very swift when it strikes. The combination 
is a bit tricky so I recommend practicing it a lot first before going head 
first into the game with it.

Tiger Shot: Press down, diag down forward and forward + any punch/kick button
	       
Sagat throws his own projectile attack that seems to be an arc of fire. The 
combination is the same as the Ryu/Ken Hadoken so players who control them and 
the damage are pretty much the same. The problem with the Tiger Shot is that 
it can be too high and may just sail over the opponents head so if this is 
your problem do the same combination and Sagat will do the Low Tiger Shot 
which skims across the ground. This is handy for hitting enemies falling from 
a jump etc.  The damage both Tiger Shots do are about the same as any normal 
projectile.


(xv)	M. Bison

Date of Birth:		Unknown
Height:			5’11”
Weight:		        254 lbs
Blood Type:		A

Never has a man been more cloaked in secrecy than M. Bison. Ever since he 
emerged to lead the criminal organization Shadow law, the world has been awed 
by the incredible power at his command. Unmatched by his power and agility, M. 
Bison remains supreme as the greatest Street Fighter in the world.

Special Moves.		

		
Psycho Crusher: Press back for two seconds and press forward + any punch button

Bison charges for two seconds and throws himself forward with an aura of 
electricity around his body.  It spears the opponent right in the chest and 
does a lot of damage.  Even if the opponent blocks the attack the damage that 
the move does is impressive. The move is also very fast and reaches all of the 
way across the screen.  It can only be properly blocked if it goes into a 
projectile however if the opponent hits you when you are doing this technique 
both fighters will take damage.

Scissor Kick: Press back for two seconds and press forward + any kick button

Bison does a front flip, which extend his legs in a kicking motion, and 
follows it up with another kick doing multi-damage.  Bison also goes at a good 
speed when doing this move, which makes it harder to block and counter.  
However if done at the wrong time it can be hit with a projectile or an air 
attack so using on more ground based opponents and those who have missed 
aerial attacks are the easiest of targets.  The damage it does is reasonably 
good.

Head Stomp: Press down for two seconds and press up + any kick button

Bison jumps up very high in the air and stands on the opponent’s head, which 
does a lot of damage and has a very large stun factor. It is such a fast move 
that is hard to dodge and hard to counter and if a counter is made then both 
fighters will receive damage.  This move is handy to do on ground-based 
opponents who have little anti-air attacks like Dhalsim or Chun Li.  It is a 
great finishing move and a great addition to Bison’s amazing arsenal.

Flying Psycho Fist: Press down for two seconds and press up + any punch button

Bison does an immense leap in the air followed by an amazing acrobatic flip, 
he then extends his hand, surrounded with energy and strikes on the head of 
the opponent with the flaming palm of his hand.  Like the head stomp this move 
does a lot of damage and a whole lot of stun factor even though it can be 
slightly tricky to pull off.  It also can be countered by a well-timed anti-
air move like a Dragon Punch but it will do some damage on both fighters.  
This move is great is the perfect Bison finisher and is also a smooth air 
attack.

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					5

That’s the end of my Super Street Fighter 2 FAQ and I hope that it helped 
you.  Like I said earlier feel free to e-mail me about anything that should be 
added to the FAQ and I will update with your name in the credits.

Thanks go to: CjayC (for hosting this guide on Gamefaqs)
		Jason Venter (for hosting this guide on Honestgamers .com)
		Yami Shuryou for linking me to FAQ tool a while back
		My pals on AIM: Ultima Genjuro, Fastkilr and Midwinta

This FAQ copyright David Wilson September  2004