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    Link FAQ by OEverett

    Version: 3.0 | Updated: 04/24/99 | Printable Version | Search This Guide

    Super Street Fighter 2 Link FAQ (v. 3.0)
    By Onaje Everett (o_everett@hotmail.com)
    Done on 4-24-1999
    
    Disclaimer:  This FAQ is to be distributed FREELY and FOR FREE to the 
    uttermost parts of the internet and is not to be modified or copied from in 
    any way.  It CAN be used as a resource, which is its primary purpose, for 
    increasing your comboing knowledge and for other relevant SF-related FAQs 
    (though there won't be a need when the upgrade comes out).
    
    Version History
    ---------------
    
    Version 1.0: The first version of the FAQ. (3-26-1999)
    
    Version 2.0: Modified disclaimer.  Added the date.  Improved the format.  
    Added other missing links for various characters, including jumping attacks.
    (4-13-1999)
    
    Version 3.0: Added links involving whiffed moves.  Added the "What is a 
    link?" intro. (4-24-1999)
    
    Incidentally, this FAQ is best viewed using MS-DOS Editor, Windows Notepad, 
    or Microsoft Word or WordPerfect (with the font set to 10pt New Courier).
    
    What IS a link, anyway?  Some of you are wondering this, as you may be new
    to Street Fighter terminology.  A link is a type of combo.  What?  You don't
    know what a combo is?  Just kidding.  A combo is a set of attacks that, once
    the first attack hits, the rest of the attacks will also connect and the
    opponent can do nothing about it (in normal circumstances).  A link is
    probably the least complicated type of combo.  Basically, you do a move and 
    then you do another move as soon as the first one ends.  It's a simple 
    concept, but it's not always as easy to put into action, as you'll see when
    you try these links for yourself.
    
    Now that that's out of the way...
    
    I use the terms 'close' for close standing attacks, 'stand' for far standing 
    attacks, and 'crouch' for crouching attacks, like David Wright does on his 
    various combo lists.  Also, in Dhalsim's case, I may have two qualifiers 
    together with a move to describe it.  For example, close crouch jab simply 
    means Dhalsim's crouch jab at close range.
    
    I'll list the links in this format:
    
    (move): (moves that will link after that move)
    
    If I list a move without listing any qualifiers (close, crouch, or stand) or 
    list a special move without indicating what button to push for it, it means 
    that any version of the move will work.  For example, after any of Chun Li's 
    strong attacks (close, stand, or crouch), any fierce attack will work.  
    Another example is that after an early jab Hadouken, Ryu can link any version
    of his TatsuMakiSenpuuKyaku (better known as Hurricane Kick).  (Don't worry.
    If you don't know move names, I've listed the motion so that you know what
    I'm talking about.)  However, just so you know, it's usually the case that 
    you can't link two close medium or hard attacks together and there are very 
    few cases in which you can link a special move with itself.  Also, since 
    these links were tested on the Super Nintendo version of SSF2, some standing 
    moves are the same from close and far.  I count them as close/stand moves 
    for two reasons: you want to be close to link them anyway and the close move 
    that's missing is often as fast or faster than it's stand counterpart.  (Look 
    at Chun Li's close strong and stand strong for an example.)
    
    Additionally, in listing the links, I list moves that link in normal 
    circumstances and then I list moves that will link after an early (or 
    'meaty', as some call them) attack.  An early attack is an attack done as the 
    opponent is getting up.  It's timed so that the move is hitting at its last 
    possible instance.  For example, with Fei Long's crouch fierce, you time the 
    move so that your opponent gets hit RIGHT BEFORE Fei Long starts to draw back 
    his hands and recover from the move.  If you want to be technical, you are 
    hitting the opponent with the last possible hitting frame of animation of the 
    move.  The better you time it, the more time you have to hit them with 
    something else.  One more thing: it logically follows that if you can link 
    something normally, you can also link it from an early attack.
    
    Everything else should be self-explanatory. :)
    
    Also, remember that '/' means 'or'.
    
    Here's a layout of the joystick directions that I use.  (Character facing to
    the right.)
    
             ub=up-back      u=up      uf=up-forward
                    \         |         /
                      \       |       /
                        \     |     /
                          \   |   /
                            \ | /
             b=back ----------+----------- f=forward
                            / | \
                          /   |   \
                        /     |     \
                      /       |       \
                    /         |         \
             db=down-back   d=down   df=down-forward
    
    Finally, here's the button layout, in case you may have forgotten or are 
    confused by the terms I use for each move:
    
               Light    Medium     Hard
    
    (punches)  jab      strong     fierce
    
    (kicks)    short    forward    roundhouse
    
    Note that these links can be used in ANY version of Street Fighter 2 from 
    Street Fighter 2: World Warrior up to Super Street Fighter 2 Turbo, provided 
    that the character in question has that move.
    
    -----------------------------------------------------------------------------
    
    Ryu/Ken
    -------
    
    Links
    =====
    
    close jab: jab, crouch short, strong, crouch forward, close/crouch fierce, 
    crouch/stand roundhouse.
    
    crouch jab: jab, close/crouch short, strong, crouch forward, fierce, 
    crouch/stand roundhouse.
    
    stand jab: jab, crouch short, crouch/stand strong, crouch forward, crouch 
    roundhouse.
    
    close short: jab, crouch short.
    
    crouch short: jab, close/crouch short, strong, crouch forward, fierce, 
    crouch/stand roundhouse.
    
    crouch strong: jab, crouch short, strong, crouch forward, fierce, 
    crouch/stand roundhouse, jump jab.
    
    stand strong: crouch short, crouch forward, crouch roundhouse.
    
    close forward: jab, crouch short, (early) crouch strong, crouch forward, 
    close fierce, crouch roundhouse.  
    
    crouch forward: jab, crouch short, strong, crouch forward, crouch roundhouse.
    
    close roundhouse: (early) crouch forward, crouch roundhouse.
    
    jab Hadouken (d, df, f+punch)/HienHadouken (b, db, d, df, f+punch): (early) 
    crouch short, stand strong, crouch forward, stand fierce, crouch roundhouse, 
    Hadouken, HienHadouken, TatsuMakiSenpuuKyaku (d, db, b+kick), (after whiffed
    air roundhouse TatsuMakiSenpuuKyaku, near full screen range) crouch forward, 
    crouch roundhouse, (Ryu) fierce Hadouken/HienHadouken.
    
    Best moves to link from (least recovery): crouch short and crouch strong.
    
    Best moves to link to (least startup): crouch forward, close/crouch fierce, 
    stand roundhouse.
    
    Note: There's not much to say.  Ryu and Ken are famous for their powerful 
    combos without links.  Just imagine what they can do when they USE links in 
    their combos.  Get creative and get your opponent dizzy easier.
    
    Chun Li
    -------
    
    Links
    =====
    
    close jab: jab, strong, crouch forward, Flip Kick (b/f+close forward), close 
    fierce.
    
    close short: stand jab.
    
    close/stand strong: jab, short, strong, forward, Flip Kick (first hit only), 
    fierce, crouch roundhouse, Kikkoken (charge b, f+punch), Lightning Kick (tap 
    kick rapidly), jump towards forward, jump up/towards roundhouse.
    
    crouch strong: jab, short, strong, forward, Flip Kick (first hit only), 
    fierce, crouch roundhouse, Kikkoken, Lightning Kick, jump up roundhouse.
    
    crouch forward: jab, short, strong, forward, fierce, Flip Kick (first hit 
    only), crouch roundhouse, Kikkoken, Lightning Kick, jump up roundhouse.
    
    Heel Stomp (jump, d+forward): any jump towards attack, Heel Stomp.
    
    jab Kikkoken: (early) any normal attack, Flip Kick, Lightning Kick, jump 
    towards strong, jump towards forward, jump towards fierce, jump up/towards 
    roundhouse, (from maximum, almost full screen, range) any jumping attack deep 
    enough to start a combo.
    
    Best moves to start links with: strong, crouch forward.
    
    Best moves to end links with: strong, crouch forward, close fierce, crouch
    roundhouse.
    
    Note: The Kikkoken, unfortunately, only links from a normal move done at 
    point-blank range.  Also, her Flipping Neck Breaker (b/f+close roundhouse)
    and Spinning Bird Kick (charge d, u+kick, can be done in mid-air) cannot be 
    comboed at all.  Otherwise, there's not much to complain about.  Chun Li's 
    normals allow for quick dizzies and very nasty combos, if she finds an 
    opening.
    
    Guile
    -----
    
    Links
    =====
    
    jab: jab, strong, close fierce.
    
    short: short, stand strong.
    
    crouch strong: jab, stand short, strong, Bazooka Knee (b/f+forward), fierce, 
    Sonic Boom (charge b, f+punch), Flash Kick (charge d, u+kick).
    
    close forward: jab, short, strong, close/crouch forward, Bazooka Knee,
    fierce.
    
    crouch forward: jab, stand short, strong, close fierce.
    
    close roundhouse: short, strong, crouch forward, Bazooka Knee, roundhouse. 
    
    jab Sonic Boom: any normal move, Bazooka Knee, Upside-Down Roundhouse 
    Kick (b/f+close roundhouse), jump towards forward, jump up/towards 
    roundhouse, (early) any deep jumping attack, fierce Sonic Boom, Flash Kick,
    (after whiffed Bazooka Knee) jab, short, strong, crouch forward, close/stand
    fierce, crouch/stand roundhouse, Sonic Boom, (early) close/stand forward, 
    close roundhouse, jump towards forward, jump up/towards roundhouse, Bazooka
    Knee, Upside-Down Roundhouse Kick.
    
    Best moves to link from: jab, crouch strong, close forward, jab Sonic Boom.
    
    Best moves to link to: jab, strong, close fierce, Sonic Boom.
    
    Note: If you've seen the TZW Combo Video (of which there is a FAQ), then you 
    know where I'm going with this.  It's as TZW (a group of SF combo-masters) 
    once said: "If I touch you with Guile, you're dead."  Words that are more 
    true have never been spoken when it comes to SF.  Beware the Sonic Boom.
    
    E. Honda
    --------
    
    Links
    =====
    
    close/stand jab: jab, close short, stand strong.
    
    close short: jab, close short, crouch fierce.
    
    close/stand strong: jab, close short, strong, close forward, fierce, 
    close/crouch roundhouse, jab 100 Hand Slap (tap punch rapidly).
    
    close forward: jab, close short.
    
    Knee Butt (b/f+close forward): jab, close short, strong, close forward, 
    crouch fierce, jab 100 Hand Slap.
    
    Best moves to link from: close short, close/stand strong, Knee Butt.
    
    Best moves to link to: close short, crouch fierce, jab 100 Hand Slap.
    
    Note: Contrary to popular opinion, E. Honda can do some damage on you if 
    you're not careful.  Also, his linking moves are excellent for ticking into 
    throws.
    
    Blanka
    ------
    
    Links
    =====
    
    close strong: close/stand jab, crouch short, strong, Head Butt (b/f+close 
    strong), crouch forward, fierce, roundhouse, jump up/towards short, jump 
    up/towards forward, jump up/towards fierce.
    
    crouch forward: jab, crouch short, close/stand strong, Head Butt, crouch 
    forward, close/stand fierce, Horizontal Blanka Ball (charge b, f+punch), 
    Vertical Blanka Ball (charge d, u+kick).
    
    short Beast Roll (charge b, f+kick): (started at or near point-blank range) 
    any normal move, Head Butt, Horizontal/Vertical Blanka Ball, Electricity (tap 
    punch rapidly).
    
    Best moves to link from: close strong, crouch forward.
    
    Best moves to link to: Head Butt, fierce, crouch roundhouse, 
    Horizontal/Vertical Blanka Ball.
    
    Note: Though Blanka only has three moves that he can link from, it's the ease 
    of his links that can make him dangerous.  Of course, that danger is 
    eliminated if you block, especially if you block a Blanka Ball, so he's still 
    underpowered, unfortunately.
    
    Zangief
    -------
    
    Links
    =====
    
    close jab: jab.
    
    stand jab: jab, crouch short, crouch forward.
    
    crouch jab: jab, crouch/stand short, strong, crouch/stand forward, crouch 
    fierce, crouch/stand roundhouse, Lariat (3P or 3K).
    
    stand short: jab, short, strong, crouch forward, close/stand fierce, 
    crouch/stand roundhouse.
    
    close/stand strong: jab, crouch/stand short, strong, forward, fierce, 
    crouch/stand roundhouse, jump short, jump forward, jump roundhouse.
    
    close forward: jab, short, strong, crouch forward, crouch roundhouse.
    
    crouch forward: stand jab.
    
    Best moves to link from: crouch jab, stand short, close/stand strong.
    
    Best moves to link to: crouch jab, stand short, close/stand strong, crouch 
    roundhouse.
    
    Note: Technically, throws can't be linked because you can't throw someone in 
    hit stun.  Despite that fact, Zangief is a big threat in close.  If he 
    doesn't throw you, he can still combo you for decent to great damage.
    
    Dhalsim
    -------
    
    Links
    =====
    
    close crouch jab: close crouch jab, close/crouch short, close/close crouch 
    strong, close/close crouch forward.
    
    stand jab: crouch forward.
    
    crouch short: close crouch jab, close strong.
    
    close strong: crouch forward.
    
    close crouch strong: close crouch/stand jab, close/crouch short, close/close 
    crouch forward.
    
    stand strong: (early) stand forward.
    
    close forward: close/crouch short, close/close crouch forward, (early) close 
    fierce.
    
    close crouch forward: close strong, close/close crouch forward.
    
    close roundhouse: (early) stand fierce, close roundhouse.
    
    jab Yoga Fire (d, df, f+punch): far crouch jab, crouch/stand short, far 
    crouch/stand strong, far crouch/stand forward, crouch/stand fierce, 
    crouch/stand roundhouse, jump jab, jump short, jump strong, jump forward, 
    jump fierce, Yoga Mummy (jump, d+fierce), Yoga Drill (jump, d+roundhouse), 
    (early) Yoga Fire, Yoga Flame (b, db, d, df, f+punch), (after Yoga Teleport
    (b, d, db+3P/3K or f, d, df+3P/3K)) any normal move, Yoga Mummy, Yoga Drill,
    Yoga Fire.
    
    Best moves to link from: close crouch jab, close crouch strong, close 
    forward, jab Yoga Fire.
    
    Best moves to link to: crouch short, forward, fierce, roundhouse.
    
    Note: Though he's better known for his defensive capabilities, Dhalsim can 
    take some advantage of connecting up close.  However, a good Dhalsim knows 
    that it's better to just grab 'em with the Yoga Noogie (strong throw) and do 
    that repeated tick trick until the round's over (or Dhalsim messes up).
    
    T. Hawk
    -------
    
    Links
    =====
    
    close/stand jab: jab, short, close strong, close forward.
    
    crouch jab/short: jab, short, close forward.
     
    close short: same as close/stand jab.
    
    crouch forward: jab, short, strong, crouch forward, close fierce, crouch 
    roundhouse (first hit), jump towards jab.
    
    Best moves to link from: close jab, crouch forward.
    
    Best moves to link to: jab, close forward.
    
    Note: T. Hawk is not a combo master...he just does damage.  He has decent 
    comboability and up close is where he shines.
    
    Fei Long
    --------
    
    Links
    =====
    
    close jab: jab.
    
    crouch jab: jab, short, strong, forward, close/stand fierce.
    
    stand jab: stand jab.
    
    close short: jab, short.
    
    crouch short: jab, short, strong, close/stand forward, close/stand fierce.
    
    stand short: short.
    
    close strong: jab, short, strong, crouch/stand forward, fierce, crouch/stand 
    roundhouse, Rising Dragon Kick (b, d, db+kick), jump jab, jump towards short, 
    jump up/towards strong, jump back/towards forward.
    
    crouch strong: jab, close fierce.
    
    stand strong: crouch short, crouch strong, crouch forward, crouch/stand 
    fierce, crouch/stand roundhouse.
    
    close forward: jab, short, strong, forward, fierce, crouch/stand roundhouse, 
    Rising Dragon Kick, jump towards jab, jump towards strong, jump towards 
    forward.
    
    crouch forward: (early) jab, strong, forward, close/stand fierce, 
    crouch/stand roundhouse.
    
    close fierce: (early) crouch short, strong, crouch forward, fierce, 
    roundhouse, Rekka Ken (d, df, f+punch).
    
    crouch fierce: stand jab, short, strong, forward, crouch/stand fierce, 
    crouch/stand roundhouse, jump towards jab, jump towards forward, (early) 
    Rekka Ken, Rising Dragon Kick.
    
    close roundhouse: (early) short, strong, forward, fierce, crouch/stand 
    roundhouse, Rising Dragon Kick.
    
    Skipping Front Kick (f+roundhouse): crouch short, strong, crouch forward, 
    fierce, roundhouse, Rising Dragon Kick.
    
    Best moves to link from: crouch jab, crouch short, close strong, close 
    forward, early crouch forward, crouch fierce, early close roundhouse (2nd 
    hit), Skipping Front Kick.
    
    Best moves to link to: close strong, crouch forward, fierce, crouch/stand 
    roundhouse.
    
    Note: As I was telling David Wright as I was typing this up: Fei Long is the 
    MAN, mayyan!!  The disciple of the true legend, Bruce Lee, has tons upon tons 
    of links.  He has high combo-ability and high damage to boot!  Whaddya 
    expect?!  It's Fei Long!
    
    Dee Jay 
    -------
    
    Links
    =====
    
    close/crouch jab: jab, short, strong, forward, fierce, crouch roundhouse,
    jump jab, jump up/towards short.
    
    stand jab: stand jab.
    
    close short: jab, short, strong, forward, fierce.
    
    crouch short: close/crouch jab, short, close strong.
    
    stand short: crouch jab, short, crouch strong.
    
    close strong: all normal moves, jump towards jab, jump up short.
    
    crouch strong: jab, short, strong, forward, fierce, jump up short.
    
    close forward: all normal moves, jump towards jab, jump up short.
    
    close fierce: roundhouse, (early off of 2nd hit) stand jab, short, crouch 
    strong, forward, stand fierce, Max-Out (charge b, f+punch).
    
    crouch fierce: (early) stand jab, short, crouch strong, stand forward, 
    fierce, roundhouse, Max-Out, forward Double Dread Kick (charge b, f+kick).
    
    jab Max-Out: (early) any normal attack or a jumping attack deep enough to 
    start a combo (if done at jumping range).
    
    Best moves to link from: crouch jab, crouch strong, all close moves, early 
    jab Max-Out.
    
    Best moves to link to: close strong, fierce, roundhouse, Max-Out, Double 
    Dread Kick.
    
    Note:  I thought Fei Long had links!  Dee Jay has links, too!  Plus, the 
    links help Dee Jay to be another character that you don't want to get hit by.  
    You don't want to eat a re-dizzy combo, right mon? :)
    
    Cammy
    -----
    
    Links
    =====
    
    close jab: jab, short, strong, close/crouch forward, stand fierce.
    
    crouch jab: jab, short, strong, crouch forward, stand fierce.
    
    stand jab: jab, crouch short, strong, crouch forward.
    
    close short: jab, close short.
    
    crouch short: jab, short, close/stand strong, crouch forward, stand fierce.
    
    stand short: short.
    
    close strong: jab, short, strong, forward, fierce, crouch roundhouse.
    
    crouch strong: all normal attacks, jump up/towards short, jump towards 
    strong, jump towards fierce, jump towards roundhouse, Front Kick (Cannon 
    Spike) (f, d, df+kick).
    
    close forward: all normal attacks, jump up/towards short, Front Kick (Cannon 
    Spike).
    
    crouch forward: jab, short, strong, crouch forward, stand fierce, (early) 
    stand strong, roundhouse.
    
    close fierce: stand jab, crouch/stand strong, forward, fierce, crouch 
    roundhouse, jump towards short, jump towards roundhouse, Front Kick (Cannon 
    Spike).
    
    crouch fierce: stand jab, stand strong, crouch forward.
    
    Best moves to link from: crouch jab, crouch short, close/crouch strong, 
    close forward, and close fierce.
    
    Best moves to link to: crouch strong, crouch forward, stand fierce, Front 
    Kick (Cannon Spike).
    
    Note:  Cammy is the queen of links in this game.  You can form combos galore 
    from these links...including rather deadly ones.  Also, often times a link to 
    standing fierce will give you a hit with the first frame of the move, which 
    is her interruptable frame for that move.
    
    Balrog (M.Bison in Japan)
    -------------------------
    
    Links
    =====
    
    close jab/short: jab, short.
    
    crouch jab/short: jab, short, crouch strong, close forward.
    
    close strong: jab, close short, strong, forward, close roundhouse, Dashing 
    Straight (charge b, f+punch).
    
    crouch strong: jab, short, strong, forward, crouch fierce, close roundhouse, 
    jump up/towards jab, jump up/towards short, Dashing Straight.
    
    stand strong: stand strong.
    
    close/crouch forward: jab, short, strong, forward, crouch fierce, close 
    roundhouse, jump up/towards jab, jump up/towards short, Dashing Straight.
    
    Dashing Uppercut (charge b, f+kick): stand short, strong, stand forward.
    
    Turn Around Punch (hold 3P/3K for at least 1 tick of the timer and release): 
    (any level, early) close short, crouch/stand strong, stand forward, stand 
    fierce, stand roundhouse, Dashing Straight, Dashing Uppercut.
    
    Best moves to link from: crouch jab, close/crouch strong, close/crouch 
    forward.
    
    Best moves to link to: crouch jab, close short, close/crouch strong, 
    close/crouch forward, Dashing Straight.
    
    Note: Boxers live off of their jab.  So does Balrog.  The good boxers have a 
    mix of combinations.  So does Balrog.  When the time is needed for a big hit, 
    a good boxer knows when to close in for the kill.  So does Balrog.  I think 
    you get my point.
    
    Vega (Balrog in Japan)
    ----------------------
    
    Links
    =====
    
    jab: crouch jab, crouch strong.
    
    close/crouch short: crouch jab, crouch strong.
    
    close strong: crouch jab, stand short, crouch strong.
    
    crouch strong: crouch jab, crouch strong.
    
    crouch forward: jab, stand short, close/crouch strong, crouch/stand forward,
    close fierce.
    
    close fierce: crouch jab, crouch strong, stand forward. 
    
    close roundhouse: jab, stand short, crouch strong, stand forward. 
    
    Rolling Crystal Flash (charge b, f+punch): crouch jab, strong, stand forward,
    (early) crouch fierce.
    
    Best moves to link from: crouch forward, close fierce, close roundhouse, 
    Rolling Crystal Flash.
    
    Best moves to link to: crouch jab, crouch strong, stand forward.
    
    Note: Vega is known for his poking and his quick moves.  These quick moves 
    help him to link moves together fairly easily.  He's not as much of a threat 
    as everybody else combo-wise, but he's deadly all the same.  'Speed kills' is 
    the phrase that comes to mind.
    
    Sagat
    -----
    
    Links
    =====
    
    (Note: For Sagat's standing kicks, I'll use 'close' to mean the first hit 
    (the interruptable knee frame) and 'stand' to mean the second hit.)
    
    close jab: jab, close/crouch short, close/crouch strong, close/crouch 
    forward, close roundhouse, Tiger Uppercut (f, d, df+punch), Tiger Knee (d, 
    df, f, uf+kick).
    
    crouch jab: jab, short, strong, forward, close roundhouse, Tiger Uppercut, 
    Tiger Knee.
    
    stand jab: stand jab.
    
    crouch short: close/stand jab, close short, close forward, close roundhouse, 
    Tiger Uppercut.
    
    close strong: jab, crouch short, crouch strong, crouch forward, close 
    roundhouse, Tiger Uppercut, Tiger Knee, jump towards short, (early) stand 
    short, stand forward, fierce.
    
    crouch strong: any normal attack, jump jab, jump back/towards short, jump 
    forward, jump roundhouse, Tiger Uppercut, Tiger Knee.
    
    crouch forward: jab, short, strong, forward, close/crouch fierce, roundhouse, 
    jump jab, jump towards short, jump forward, Tiger Uppercut, Tiger Knee.
    
    jab Tiger Shot (d, df, f+punch/kick): (2/3 screen range) fierce/roundhouse
    Tiger Shot, (early) crouch/stand jab, crouch/stand short, crouch/stand
    strong, crouch/stand forward, crouch/stand fierce, crouch/stand roundhouse,
    Tiger Shot, Tiger Knee, (early, after whiffed short Tiger Knee) crouch/stand
    jab, crouch short, crouch strong, crouch forward, crouch fierce, Tiger
    Uppercut.
    
    short Tiger Shot: (3/4 screen range) fierce/roundhouse Tiger Shot, (early)
    crouch/stand jab, crouch/stand short, crouch/stand strong, crouch/stand
    forward, crouch/stand fierce, crouch/stand roundhouse, Tiger Shot, Tiger
    Knee, (early, after whiffed short Tiger Knee) crouch/stand jab, crouch short,
    Tiger Uppercut.
                  
    Best moves to link from: crouch jab, crouch strong, crouch forward, Tiger
    Shot.
    
    Best moves to link to: crouch strong, crouch forward, fierce, any close kick, 
    Tiger Uppercut.
    
    Note: Sagat's links are actually pretty versatile.  You can choose to go into 
    a decent combo or a safe one pretty well.  The problem that he has is a lack 
    of range with his linkable attacks.  Still, you don't wanna get hit unless 
    you want to hear "Tiger Uppercut" and see your life bar drain out.
    
    M. Bison (Vega in Japan)
    ------------------------
    
    Links
    =====
    
    close/crouch jab: jab, short, close/crouch strong, crouch forward, jump
    back/towards jab, jump short.
    
    close short: jab, short, close/crouch strong, forward, crouch fierce, 
    roundhouse, jump jab, jump short, jump strong, jump up/towards forward, jump
    up fierce, jump roundhouse.
    
    crouch short: jab, close short, close strong.
    
    crouch strong: jab, short, crouch strong, crouch forward, jump towards jab,
    jump up/towards short, jump towards strong.
    
    crouch forward: close jab, short, crouch strong, crouch forward, jump towards
    jab, jump up/towards short.
    
    Best moves to link from: jab, close short, crouch strong/forward.
    
    Best moves to link to: jab, close short, close/crouch strong, forward, 
    crouch fierce, roundhouse.
    
    Note: Bison is better suited to poking, but he is great up close and in the 
    opponent's face.  If he connects a jab, you could come out of the ensuing 
    combo dizzy and then ready to be near dizzy at the end of the next one.
    
    -----------------------------------------------------------------------------
    
    That's all, folks!
    
    What to expect from the next version:
    Anything that I missed that people correct me on.
    
    Also, be prepared when I turn this FAQ into a Link and Combo FAQ, full of 
    stuff that'll make your chin hit the floor...if you haven't seen it already, 
    that is.
    
    Please, please, PLEASE e-mail me if there are any errors.  I want this FAQ to 
    be its best.
    
    Credits:
    
    God, who gave me the abilities, talents, resources, and most of all, the 
    passion that I have for SF.
    
    David Wright, for storing the information for me because I didn't want to 
    risk something silly happening like the hard drive having to be 
    erased...which happened the last time I tried this.
    
    Gamest and TZW, for inspiring me to become the combo fanatic that I am, along 
    with providing me with a resource with which to perfect this FAQ...or try to, 
    anyway.
    
    Alt.games.sf2, for putting up with the announcements that my FAQ would be out 
    soon when it wasn't and for being the first place where I actually heard the 
    word 'combo' and then made me understand what it meant...even though I was 
    already doing them in a scrubby kind of way.  Without a.g.sf2, I'm sure I'd 
    still be a scrub.
    
    And also, anyone else out there that either told me links that I never 
    would've thought of or simply cheered me on as I took on this task.  Thanks 
    to all of y'all.
    
    Bottom line: ('cause information that isn't shared is worthless.)
    
    Onaje Everett                  o_everett@hotmail.com
    Meaning: The Sensitive One     
    IRC and ICQ Nicknames: FreshOJ, DaJooce
    Other Nickname: The Juice
    Mantra: "I can do ALL things through Christ, who strengthens me."
    -Philippians 4:13