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    FAQ/Move List by DWells

    Version: 1.0 | Updated: 05/01/96 | Printable Version | Search This Guide

    From: ladiflyer@aol.com (Ladi Flyer)
    Newsgroups: alt.games.sf2
    Subject: SFA2 FAQ 1.0 [1/3]
    Date: 1 Mar 1996 11:31:54 -0500
    
                           **** Street Fighter Alpha 2 ****
                         **** Frequently Asked Questions ****
                                    VERSION 1.0
    
    Written by Dan Wells (LadiFlyer@aol.com)
    
    Please send all corrections, comments, and additions to :
    
       dwells@harper.cc.il.us
    
    You can also send stuff to the AOL account if you want, but I would prefer
    
    the Harper account instead.  Harper's free.  :)
    
    
    ===================
    TABLE OF CONTENTS
    ===================
    
    INTRODUCTION
    
    -=Beta Sections=-
    
    TEST LOCATIONS
    STORYLINE
    THE NEW FIGHTERS
    GRAPHICS
    ANIMATION
    SOUND
    SFA2 INFO SITES
    
    -=Gameplay Sections=-
    
    MOVE LEGEND
    CHAIN COMBOS
    THE SUPER METER
    SUPER COMBOS
    CUSTOM COMBOS
    ALPHA COUNTERS
    AIR BLOCKING
    PROXIMITY BLOCKING
    BLOCK STUN
    AUTO BLOCKING
    REVERSALS AND MEATY ATTACKS
    THROWING, TECH HITS, AND TICKS
    GAME SPEED
    COLOR SELECTION
    TAUNTS
    
    THE WORLD WARRIORS (MOVES LIST)
     
     1) Ryu          6) Akuma       11) Sagat        16) Sakura
     2) Charlie      7) Ken         12) M. Bison     17) Rolento
     3) Chun Li      8) Sodom       13) Dan          18) Zangief
     4) Adon         9) Rose        14) Dhalsim
     5) Guy         10) Birdie      15) Gen
     
    CHARACTER ANALYSIS
    WISH LIST
    CONTRIBUTORS AND THANKS
    WHERE TO GET THIS FAQ
    QUICKFAQ
    
    ==============
    INTRODUCTION
    ==============
    
    Hello again, folks.  Capcom's decided to run with the SFA concept and put
    out a sequel.  The beta version has been out for 3 weeks now, and I
    decided
    to write a FAQ for it.  Right now, it's mainly a compilation of moves and
    descriptions for the people who want to see all that's been discussed
    about
    SFA2 the past few weeks.  Once the game is released, I will update the
    storyline and focus more on the final gameplay.
    
    I want to thank all the people who have helped me with this project
    directly
    and indirectly.
    
    Tom Cannon, 
       who was the first to play the game and has supplied lots of info.
    Chris Finnie, 
       who has had lots of valuable insights and suggestions for SFA2.  He
       was the person responsible for bringing the CC issues to the forefront.
    Capcom,
       for all the people who have taken my comments at Enchanted Castle and
       Tom's comments at Golfland.  We all appreciate your involvement greatly
    
       here on the Net.
    
    Since this FAQ is based on a non-released game, I have included "Beta
    Sections" that describe the characters and background graphics.  Once the
    game is released, those sections will disappear.
    
    I have not spell-checked this beast, so you will forgive any random errors
    
    that I have not caught.
    
    This thing is like 99% complete.  I don't think I finished the ticking
    sections or the Sakura gameplay section.  Some of the move names sound a
    bit weird because I don't know the real name and haven't had the time to
    look it up.
    
    Also, I am working on an HTML version of this FAQ with some nice graphics
    to spruce the FAQ up and make it easier to read and find info.  More in a
    few days...
    
    
    ================
    TEST LOCATIONS
    ================
    
    So far, there are only 2 known test locations in the U.S. for SFA2:
    
     1) Golfland Arcade, Sunnyvalle, CA
     2) Enchanted Castle, Lombard, IL 
     
    If you hear of any other places where SFA2 is testing, please let me know.
    
    
    ===========
    STORYLINE
    ===========
    
    Unofrtunately, there are no introductions, character stories, or endings
    in
    the game yet <sniff,sniff>.
    
    
    ==================
    THE NEW FIGHTERS
    ==================
    
    All of the old characters return from SFA.  Akuma, Bison, and Dan are all
    selectable without codes now.  5 new characters join the fray:
    
      -Dhalsim from SF2
      -Gen from SF1
        I've heard two stories on Gen.  The first is that he is Chun-Li's old
        sensai.  The second is that he oversaw the training of Akuma, and now
        Akuma is on a quest to kill him to hide the secret of the killing
    arts.
        The cool thing about Gen is that he fights with 2 different styles:
        Crane and Mantis Fist.  See his character section for more info.      
    
      -Sakura (new)
        Sakura is a Japanese schoolgirl who is a parody of Ryu.  She has all
    of
        Ryu's attacks, but they are completely warped and different.  She is
        NOT a fireball/uppercut clone for the most part.  Sakura has a number
        of comical quotes, winnning poses, and moves.  Expect Sakura to be a
        favorite among gamers, if for no other reason than she is hilarious to
        watch and is totally adorable.
      -Rolento from Final Fight
        Rolento was the grenade boss of Level 4 of Final Fight.  He now fights
        with a lead pipe and has a variety of jumping and off-the-wall
    attacks.
      -Zangief from SF2
        Like Sagat, Zangief has been majorly beefed up visually, and he has
    all
        of his original moves from ST.  Zangief throws off a cape at the 
        beginning of the match, which is from the anime movie.
    
    
    ==========
    GRAPHICS
    ==========
    
    The background graphics in SFA2 have been majorly re-done.  EVERYONE gets
    a
    brand-new stage.  On top of this, there are no more 4-color colloseum
    backgrounds like Rose's old stage.  All backgrounds, without exception,
    have lots of color, background animation, and parallax scrolling.  It
    really
    adds a nice touch to the game.  Here is a description of the backgrounds:
    
    RYU:  A snowy clearing with rolling, snow-covered hills and Ryu's dojo in 
    the background and a tree up close.  The scene is at night, and it
    probably
    has the fewest colors of all the backgrounds.  However, there are 4 levels
    of
    parallax in this stage, which is very nice.
    
    CHARLIE:  Some type of building top in a major city.  A huge military jet
    hovers onto the screen and remains in the background for the duration of
    the fight.
    
    CHUN-LI:  A major downtown street in China.  Buildings line the
    background,
    and literally hundreds of people ride on bicycles across the screen in the
    
    background.
    
    ADON:  The shore of a lake.  The forest is up front, and some type of old
    palace or castle lies across the lake in the background.  A fisherman
    stands
    in his boat just off the shore, cheering on the fight.
    
    GUY:  A dirt lot just off a street in the slums.  A varied assortment of
    scum and ruffian cheer on the fight.
    
    AKUMA:  A cave with some type of statue faintly visible in a large reclove
    
    in the cavern wall.  The statue stands the height of the screen, and the 
    figure wears the same large beads that Akuma wears around his neck.
    
    KEN:  A yacht at night, on which a birthday party for Eliza is being
    held.  Eliza cheers Ken on in the center, and the crowd of guests watches
    the fight in the background.  The party is a costume ball, and many of 
    Capcom's old characters make an appearance.
    
    SODOM:  A desert lot with a huge, painted freight truck in the background.
    Very similar to Big Bear's stage from Fatal Fury Special.
    
    ROSE:  Just off a pier by the riverside.  A beautiful city lies across the
    way, and a huge wooden ship slowly sails down the channel as the fight
    progresses.  Three or four levels of parallax.
    
    BIRDIE:  A bathroom in England.  Yes, yes, it sounds disgusting, but it's
    actually pretty funny.  Sometimes a guy will stand at the urinal, and you
    get to see a stream...well, you can picture it yourselves.  Also, the
    stall
    doors open randomly, sometimes to the embarrasment of some poor
    Englishman.
    People just arrive and leave normally during the whole fight.  A well-done
    and funny scene (IMHO, of course).
    
    SAGAT:  By that same, old statue again.  This time it's back at the head,
    and the statue is drawn very nicely (looks much better than it ever did). 
    
    The statue is in the distance, and between the fighters and the statue are
    
    2 rows of four stone collumns, one at the left and right side of the
    screen.  
    Envision the collumns placed behind each other, lined up toward the
    statue.  
    Each of the stone collumns moves in parallax, which makes a total of 6 
    levels of parallax for this stage.
    
    M. BISON:  The wing of one of his airships.  One of the engine fans spins
    in
    the background, and 2 Shadoloo guards watch over the fight, saluting 
    whenever Bison passes by.
    
    DAN:  An old-town marketplace with stands of vegetables and townspeople
    moving through the background.
    
    DHALSIM:  An elephant field with a wooden fence and several elephants 
    sleeping and playing in the background.
    
    GEN:  An abandoned intersection in an old town at dusk (the same as in
    SF1)
    with grey clay buildings.  Puddles of water lie on the ground, and the
    water 
    reflects the fighters' images as they pass over it.  The water will even 
    ripple if touched, distorting the reflections (nice touch).
    
    SAKURA:  Her back yard.  Her small brother plays Nintendo inside the
    house,
    and he reacts to his sister winning or losing.
    
    ROLENTO:  A metal lift used for putting up billboards.  The lift rises
    during the match, scaling the side of a billboard.
    
    ZANGIEF:  An old Russian boiler room with a video screen in the
    center-back
    wall that flashes Russian text.  Russian workers cheer on the fight behind
    saftey fences.
    
    
    ===========
    ANIMATION
    ===========
    
    The animation has not changed from SFA.  Everyone is still drawn in the
    "4-color" style, although with the new backgroungs it does not stand out.
    Each character now has at least four different color schemes.
    
    
    =======
    SOUND
    =======
    
    Several of the characters have had their voices re-sampled or changed for
    variety.  These include Chun, Ken, Adon, Guy, and Dan.  The BGM for all of
    the old characters is the same, but some of the instruments for those
    tunes have been changed to give a different feel.  
    
    
    ================
    SFA2 RESOURCES
    ================
    
    This FAQ will be posted semi-regularly to rec.games.video.arcade and
    alt.games.sf2.   To get a copy of this FAQ, please try the following
    resources before sending a request via E-mail.
    
       Brawl Fighting Game Archive, courtesy of Chris Noel and Dave Korsch.
         ftp://brawl.mindlink.net
    
       Andy Eddy's Video Game Archive, courtesy of Andy Eddy of GamePro
         ftp://ftp.netcom.com/pub/vi/vidgames/faqs
    
    To find screen shots, reviews, AVI's, and other materials on SFA2, you can
    look in several places:
    
       Capcom's Web Site:  http://www.capcoment.com
          Screen shots and info (soon?)
    
       Chris Noel's Page of Nothing:  http://www.crl.com
          Screen shots, SFA2 reviews and posts
    
       Brawl Fighting Game Archive:  ftp://brawl.mindlink.net
          AVI's
    
    
    =============
    MOVE LEGEND
    =============
    
    The standard N. American joystick comes arranged like this:
         
       O O O
        \|/        JAB     STRONG    FIERCE
      O--O--O
        /|\        SHORT   FORWARD   ROUNDHOUSE
       O O O
    
    All button names will be listed in CAPS.  Thus, "forward" refers to a
    direction, while "FORWARD" refers to a button.
    
    There are several common abbreviations used in SF jargon and in this FAQ.
    
    DP -Dragon Punch, or the Dragon Punch joystick motion
    FB -Fireball, or the Fireball motion
    YF -Yoga Flame, or Yoga Flame motion (half circle forward)
    AC -Alpha Counter or Alpha Counter motion
    SC -Super Combo
    CC -Custom Combo
    C. -Crouching
    S. -Standing
    J. -Jumping
    RH -ROUNDHOUSE button
    PUNCH -Any punch button
    KICK  -Any kick button
    
    
    ==============
    CHAIN COMBOS
    ==============
    
    Chain combos have been completely removed from SFA2 with the single
    exception of Guy's 4-hitter.  All combos must be done in the classic SF2 
    style.
    
    To perform Guy's 4-hit chain combo, simply hit the 4 buttons rapidly in
    the proper order (see Guy's character section).
    
    
    =================
    THE SUPER METER
    =================
    
    Every character has a Super Meter at their bottom edge of the screen. 
    Doing
    certain things will charge the meter, but some actions charge it more 
    quickly than others.  In order from most to least gain, they are:
    
      1) Normal and special moves that damage your opponent.
      2) Special moves that do not damage your opponent (i.e. repeated FB's
    will
         charge your meter, even if they are blocked).
      3) Normal moves that do not damage your opponent (repeatedly doing a RH
         sweep will very slowly charge your meter).
      4) Blocking.
    
    The Super Meter has 3 levels of Power to it.  If you are playing with
    Autoblock, your Super Meter will instead be one long meter with only one
    Level of power; the power of that one Level will be the same as normal,
    but
    it will take longer to charge.
    
    Any charge you have accumulated in your Super Meter will be carried over
    to
    the next round.
    
    
    ==============
    SUPER COMBOS
    ==============
    
    The whole point of your Super Meter is to use Super Combos.  SC's come in
    three Levels, corresponding to the three Level of power in your Super
    Meter.
    The higher the Level of the SC, the more priority, damage, and hits it
    does.
    
    To perform a SC, you just perform the motion (almost always a double FB or
    double reverse FB motion) and press the proper PUNCH or KICK button.  If
    you press only one button, you will get a Level 1 SC.  Pressing two PUNCH
    or 
    KICK buttons gives you a Level 2 SC.  Pressing all three buttons gives you
    a 
    Level 3 SC.
    
    The Super Combos have varying degrees of invulnerability at different 
    Levels.  Level 1 Super Combos, in particular, have pretty low priority
    when
    compared to SFA.  Most Level 1 SC's will not go through projectiles, and
    sometimes normal moves even can knock you out of them.  Although Capcom 
    still needs to adjust the damage for each move, LV1 SC's look like they 
    will end up doing very little damage.  
    
    In light of this, it may be advantageous to save your Super Meter for one 
    big Level 3 SC.  Not only do most Level 3 SC's go through projectiles and
    override normal moves with ease, they do a lot of damage, typically more 
    than three individual LV1 SC's put together.  What approach you take will 
    obviously depend on you and your opponent, as well as the characters being
    used.
    
    There are 2 kinds of SC's:  those designed to hit airborne opponents and
    those designed to hit opponents on the ground.  If you try to use an air
    SC
    on a standing opponent, you will usually miss completely.  If you use a
    ground SC on a jumper, you will probably hit the opponent, but you will
    get
    a minimum number of hits; in effect, you will have an inefficent SC.
    
    When you perform a Super Combo, the screen will darken and energy will
    swirl around your character.  During this time, 2 things will happen.  
    
    First, if your opponent is doing anything besides blocking, the animation
    of your opponent's character will advance a couple frames.  That means
    that
    jumpers will continue to fall for a split second, RH sweeps will continue
    slightly, fireballs will edge forward, etc.
    
    Second, if your opponent is not blocking when a SC starts, they will not
    be able to block during the darkening of the screen  On top of this, they
    will not be able to block for a very split second after the SC is
    released.
    Thus, if your opponent is standing right next to you and is not blocking
    when you press the button to start a SC, they will not be able to block
    the
    SC.  You have to be very close for this "block delay" to harm you, but be
    aware of it.
    
    The above block delay can also be applied to jumpers.  If you start a SC
    right before an opponent lands from a jump, the jumping animation will
    progress so that the opponent is just starting to touch the ground.  In
    this
    case, the opponent is considered by the CPU to not be blocking.  Thus, 
    instead of using a DP or something on a jumper, you can force that jumper
    to
    land and take the full force of a ground-based SC if time it properly.
    
    Finally, it is possible to insert Super Combos into normal combos.  This
    is
    harder to do than in SFA because of the increased game speed and the lack
    of chain combos in SFA2.  To insert a SC into a normal combo, you have to
    insert a normal move into the motion for a SC.  The classic example is
    Ryu's
    Fireball SC combo, which looks like this:
    
      |   \  , FORWARD, --O   |   \   --O  +  PUNCH
      O    O                  O    O 
    
    Notice that the FORWARD kick is inserted as the joystick hits the first
    offensive crouch joystick position.  If you were to simply do a C. FORWARD
    and then try to do the double FB motion, it would be much harder to do.
    The little time you save by blending the FORWARD kick into the SC motion
    is
    actually very helpful in successfully linking the 2 moves.
    
    The above 2-move combo would normally be used with other attacks.  For 
    example, Ryu can do J. ROUNDHOUSE, C. STRONG, C. FORWARD, Super Combo.
    
    
    ===============
    CUSTOM COMBOS
    ===============
    
    Custom Combos are a new type of Super Combo in SFA2.  When you perform a
    CC, the screen darkens and energy swirls around your character (very
    similar
    to SC's).  When you start a CC, a Time Meter will appear right above your
    Super Meter.  Depending on how much Super Meter energy you have when you
    start, the Time Meter counts down for a short period of time.  During this
    period any normal or special moves that you perform will rapidly be
    executed in sequence.  You can insert any normal or special move you wish,
    although you get considerably more damage for using Special Moves, which
    obviously take longer to enter into the CC.
    
    Right now, there are several things wrong with the CC system.  Due to the
    number of complaints and cheeze that have resulted from CC's, they will
    obviously be changed in an update to the SFA2 beta.  Right now, these
    problems are:
    
    1) CC's are activated by pressing any 2 PUNCH and 1 KICK buttons.  Instant
       reaction time.
    2) CC's are totally invulnerable at the very beginning.  Thus, you can
       instantly react to a foot sweep or a DP (you can perform CC's in the
       air as well) simply by hitting a button.  Then, you can slide through
       the attack and harm your opponent.
    3) CC's will go through fireballs at all Levels if done properly.
    4) Once you start a CC, your Super Meter will begin to drain.  If you are 
       knocked out of the CC before your Super Meter is emptied, you will
       retain whatever energy is left.
    
    
    ================
    ALPHA COUNTERS
    ================
    
    Alpha Coutners are guard reversal moves.  By performing the AC motion,
    
      O--   /   |  +  PUNCH or KICK
           O    O
    
    your character will automatically come out of a block stun and harm your
    opponent.  PUNCH Alpha Counters are usually uppercut moves or high
    punches;
    PUNCH AC's usually have little or no delay in execution (they come out
    instantly).  KICK AC's are sweeping attacks, designed for taking out
    opponents who attack from a distance.  KICK AC's usually have a bit of a
    lead time on them, and your opponent can sometimes knock you out of these
    slower AC's.
    
    You can AC from a crouch if need be.  Simply block the hit and very
    quickly
    flick the joystick to BACK and then roll to DOWN.
    
    An AC takes 1 Level of your Super Meter to execute.
    
    
    ================
    AIR BLOCKING
    ================
    
    SFA2 characters have the capability to block in the air.  Only jumping
    normal attacks and projectiles can be air-blocked 100% of the time.  Most 
    other moves cannot be air-blocked, including:
    
      * Ground-based normal and special moves (never air-blocked)
      * Super Combos (almost never air-blocked)
      * Uppercut moves (almost never air-blocked)
    
    If an air-block situation occurrs, both players should be looking for
    opportunities to strike their opponent, depending on who lands first and
    how far away.
    
    
    ====================
    PROXIMITY BLOCKING
    ====================
    
    SFA2 has what is termed "proximity blocking."  In old SF2 if a projectile 
    was thrown at you from across the screen, you could not move backwards. 
    If 
    you tried to do so, you went right into a block stance.  In SFA2 the game 
    will not do this.  In order to be forced into a block stance, you must be 
    close to your opponent's attack.  If a fireball is thrown at you, you will
    
    be able to back up until the fireball gets fairly close.
    
    
    ===============
    AUTO BLOCKING
    ===============
    
    When you choose your character at the Selection Screen, you are given the
    option of selecting Manual or Automatic blocking.  When you select Auto-
    blocking, the game gives you a certain number of "freebie" blocks.  As
    long
    as you do not touch a button, the game will automatically block your
    opponent's attacks for you.  Once you run out of Autoblocks, you must
    defend yourself as normal.
    
    On top of the blocking, Autoblock simplifies the Super Combo system for
    you.  
    Instead of having to perform a complex motion to activate a SC, all you
    have 
    to do is push adjacent PUNCH and KICK buttons.  Each pair of PUNCH-KICK 
    buttons represents a different SC for each character.  The disadvantage to
    
    this system is that you cannot link Super Combos into normal combos; also,
    
    your Super Meter can only hold one Level while in Autoblock, and it takes 
    longer to charge than it normally would.
    
    
    =============================
    MEATY ATTACKS AND REVERSALS
    =============================
    
    "Meaty Attack" is an old SF2 phrase that describes what happens when you
    attack someone getting up off the ground.  In SF2 if you timed an attack,
    be it a jump-in or a ground move, so that your opponent absolutely could
    not
    Dragon Punch (or equivelant) while getting up off the ground, it was
    called 
    a Meaty Attack.
    
    Later in the SF2 series, Reversals were added.  When you get up off the
    ground, there is a split-second window during which you can Reversal.
    A Reversal can be any attack you want, although an uppercut move is
    usually
    used.  If timed exactly right, it is impossible to stop a Reversal attack
    from being executed as the opponent gets up.  An uppercut Reversal will
    beat all jump-ins and Meaty Attacks.
    
    The timing for a Reversal is when your opponent has almost finished their
    standing up animation.  The window of opportunity is extremely small,
    reportedly 1/60 of a second long.  This may seem extremely small, but it
    is
    possible to get Reversals down somewhat consistently.  The risk for trying
    a
    Reversal is very high; if you screw up, chances are high that you will eat
    a large combo.  On the other hand, the risk associated with attempting a
    meaty attack or jump-in is relatively low (depending on how well your
    opponent can Reversal).  If you are hit with a Reversal, you can simply
    roll as you hit the ground and get back into position with only a small
    loss of life.
    
    Note that it is also possible to Reversal with a Super Combo.  This can be
    a definite problem for some characters.  For example ,if Guy tries to 
    FORWARD kick an opponent as they get up and that opponent Reversals with a
    
    large SC, it can be disaster.  Once again, you need to take into account 
    how well your opponent can Reversal before you use a bunch of Meaty
    Attacks.
    
    
    ================================
    THROWING, TECH HITS, AND TICKS
    ================================
    
    Throwing is exactly the same as it is in SFA.  Executing a throw simply
    requires you to be close enough to your opponent to execute the throw, and
    that opponent cannot be in a block stun when you attempt the throw.  
    
    When you are thrown, you can take half damage from the throw by performing
    a Tech Hit.  To do this, you need to wiggle the joystick back and forth
    VERY quickly after the throw animation starts.  If successful, the game
    will flash "TECH HIT," and you will land on your feet.  Note that if you
    Tech Hit a throw, you can be hit by any move on the way down.  Be careful
    about Tech Hits while in the corner.  Only normal throws can be softened
    this way.  You cannot Tech Hit a special or SC throw.
    
    [ticks...]
    
    ============
    GAME SPEED
    ============
    
    So far there are two selectable speeds.  The Normal setting is close to
    the
    fastest speed in SFA, and the Turbo setting is faster than anything in
    SFA.
    The preferred speed for most people seems to be Turbo.
    
    
    =================
    COLOR SELECTION
    =================
    
    To select from the standard two colors for your character, hit only one
    PUNCH or one KICK button.  To select from the 2 alternate colors, press
    two PUNCHES or two KICKS.
    
    
    ========
    TAUNTS
    ========
    
    The SFA taunts are back.  By pressing START anytime during the round, your
    character will perform a taunt.  During the taunt, your character is
    completely vulnerable.  There is no way to end a taunt early; you have to
    ride out the animation.  Of course, this is the perfect insult.  I've
    literally diven people insane with this. :) 
    
    You can taunt only once per round, unless you are playing Dan, who can
    taunt
    infinitely.  If you do play Dan, I highly recommend you taunt a LOT. 
    Then,
    on the off chance you actually win, your opponent is guaranteed feel like 
    utter garbage.
    
    
    =================================
    THE WORLD WARRIORS (MOVES LIST)
    ================================= 
    
    For a raw moves listing, see the QuickFaq at the end of this document.
    This moves listing assumes you know something about the original SFA.
    
    
    =====
    RYU
    =====
    
    WHAT'S NEW FROM SFA?
      1) Dragon Punch is no longer invincible
      2) Fake Fireball
    
    OVERHEAD
    
       --O  +  STRONG
    
    FIREBALL
    
       |   \   --O  +  PUNCH
       O    O
    
       The FIERCE fireball will flash Red for a brief moment at the beginning.
     
       Any opponent hit with it will be set on fire and will fall down.
    
    FAKE FIREBALL
    
       |   \   --O  +  SHORT
       O    O
    
       This has almost zero recovery, so it obviously is designed to be
    jump-in
       bait.  Ryu only says the "Ha-" portion of Hadoken, though, and it
    doesn't
       sound like a normal FB.  It probably won't fool opponents at random,
    but 
       in a tense situation it could prove very useful.
    
    DRAGON PUNCH
    
       --O   |   \   +  PUNCH
             O    O
    
       This is no longer invulnerable.  Actually, it wasn't invulnerable in
       SFA, but now it is _noticibly_ vulnerable.
    
    HURRICANE KICK
    
       |    /   O--  +  KICK
       O   O
    
       Goes over most projectiles.
    
    SUPER COMBO #1:  SHINKUU HADOKEN
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       A huge Fireball that will sail right through other projectiles.  The
       SC loses one hit for each projectile it must travel through to reach
    the
       opponent.  The LV1 of this SC is much weaker than it was in SFA, but
       since damage is still being adjusted, that may change.
    
    SUPER COMBO #2:  VACCUMN HURRICANE KICK
    
       |    /   O--   |    /   O--  +  KICK
       O   O          O   O
    
       Same old SC.  Ryu does a Hurricane Kick in-place.  Still does tons of
       damage at LV3, but it is hard to hit with it since Ryu doesn't move
       forward during the SC.
    
    
    =========
    CHARLIE
    =========
    
    WHAT'S NEW FROM SFA?
      1) Shorter Sonic Boom delay
      2) Somersault Kick is now harder to air-block
      3) Handspring
    
    OVERHEAD
    
       O--  +  FORWARD
    
    THRUST KICK
       
       --O  +  ROUNDHOUSE
    
    SONIC BOOM
    
       Charge O--  --O  +  PUNCH
    
       This has rediculously short recovery time.  Expect this to be altered
    in
       the final release.
    
    SOMERSAULT KICK
    
                 O
       Charge |  |  +  KICK
              O
    
       I have yet to see the SHORT and FORWARD versions of this move air-
       blocked, but the RH version is _still_ perfectly blockable.  Watch out
       for this.
    
    HANDSPRING
    
       ALL KICK
    
       This is like Vega's Handspring, except Charlie hops forward.  You can
       use it to move forward and keep a charge, but it isn't a great idea to
       use this move too much as Charle is pretty vulnerable as he does so.
    
    SUPER COMBO #1:  SONIC BLADE
    
       Charge O--  --O  O--  --O  +  PUNCH,  (PUNCHX2,3,4)
    
       Still as useless as ever.  Charlie throws from 2-4 Sonic Booms in a
    row.
       I think the SB's come out a bit faster than in SFA, but it might just 
       be the game speed fooling me.
    
    SUPER COMBO #2:  SOMERSAULT JUSTICE
                             
                            O
       Charge  /  \    /   /   +  KICK 
              O    O  O
    
       Charlie does multiple Somersault Kicks.  This is best used against
       opponents on the ground.
    
    SUPER COMBO #3:  CROSSFIRE BLITZ
    
       Charge O--  --O  O--  --O  +  KICK
    
       Charlie does several kicks and punches as he moves forward.  Doesn't
       have very good range or speed.
    
    
    =========
    CHUN-LI
    =========
    
    WHAT'S NEW FROM SFA?
      1) New Kikoken motion
      2) Insanely fast C. FORWARD sweep
      
    KNEE FLIP
    
       \   +  ROUNDHOUSE
        O
    
       You can use it to advance over fireballs without having to jump.
    
    KIKOKEN
    
       |   \   --O  +  PUNCH
       O    O
    
       Much quicker than in SFA and a FB motion to boot.  What was Capcom
       thinkin'?
    
    SPINNING KICK
    
                 O
       Charge |  |  +  KICK
              O
    
    SPLIT KICK
    
       |    /   O--  +  KICK
       O   O
    
       This has better recovery and invulnerability (?) than in SFA.
    
    LIGHTNING KICK
    
       HIT KICK REPEATEDLY
    
    SUPER COMBO #1:  THOUSAND BURST KICK
    
       Charge O--  --O  O--  --O  +  KICK
    
       Chun rushes forward with her classic kicking SC.  You can still juggle
       in the corner after this.
    
    SUPER COMBO #2:  MEGA KIKOKEN
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       A big mass of energy appears over Chun's head.  Used for nailing
       jumpers.
    
    SUPER COMBO #3:  MEGA SPINNING KICK
                             
                            O
       Charge  /  \    /   /   +  KICK 
              O    O  O
    
       One nice, big Spinning Kick.
    
    ======
    ADON
    ======
    
    WHAT'S NEW FROM SFA?
      1) New Jaguar Kick motion
      2) Jaguar Kick is more vulnerable
      3) New Jaguar Knee motion
      4) Overhead attack
      5) Shortened range on the Elbow SC
    
    OVERHEAD
       
       --O  +  STRONG
    
       This looks pretty weird, and Adon cries out when he does it.  Very
       predictable.
    
    JAGUAR KICK
    
       |   \   --O  +  KICK
       O    O
    
       They took away some of the priority that Adon had with this move in
       exchange for the new motion.  Although this isn't the case with every
       character, I was cleanly knocking Adon out of the JK with Sagat's new 
       and improved S. RH kick on reaction.  Other characters have a harder 
       time doing this, but expect more trades with the JK overall.  Also, 
       the Jaguar Kick can now be done in mid-air, which is interesting.  The 
       move is still air-blockable, but it may turn out to be useful somehow.
    
    JAGUAR KNEE
    
       --O   |   \   +  KICK
             O    O
    
       New motion makes it easier.  This doesn't have DP-like priority by
       any means, so carefully decide when it's best to use the C. FORWARD
       kick, the Jaguar Knee, or the JK SC.
    
    JAGUAR TOOTH
    
       --O  \    |    /  O--  +  KICK
             O   O   O
    
    SUPER COMBO #1:  JAGUAR ELBOWS
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       Adon now stands in-place when he does the Elbows.  He doesn't rush
       forward at all.  Sucks.
    
    SUPER COMBO #2:  JAGUAR KICKS THINGIE
    
       |    /   O--   |    /   O--  +  KICK
       O   O          O   O
    
       Still great as an air defense or for whacking fireballers.
    
    
    =====
    GUY
    =====
    
    WHAT'S NEW FROM SFA?
      1) Guy still has his Chain Combo
      2) Spin Elbow
      3) Less range on the Bushido Leap throw (not the leap itself)
    
    CHAIN COMBO
    
       JAB-->STRONG-->FIERCE-->ROUNDHOUSE
    
       Guy's chain is harder to work with.  It doesn't have the "sucking"
    power
       it had in SFA.
    
    OVERHEAD
       
       --O  +  STRONG
    
    SPIN KICK
    
       |    /   O--  +  KICK
       O   O
    
       Still a great anti-air move.  SHORT version hits low to the ground,
       FORWARD and FIERCE versions will miss ground opponents and hit higher
       up in the air.
    
    SPIN ELBOW
    
       |    /   O--  +  PUNCH
       O   O
    
       Not terribly useful, and you can get into trouble with doing it too
       close.  Semi-useful in combos.
    
    BUSHIDO RUN
    
       |   \   --O  +  KICK,  (KICK)
       O    O
    
       Guy will run across the screen or until he reaches his opponent.  The
       run can be ended in three ways.  The FIRST kick pressed determines how
       the run is ended; the second button actually ends the run.  SHORT will 
       make Guy stop without attacking.  FORWARD ends the run in a slide, and
       RH ends it in a jump kick, which is an overhead attack.
    
    BUSHIDO LEAP
    
       |   \   --O  +  PUNCH,  (PUNCH)
       O    O
    
       Pressing the first PUNCH makes Guy jump forward.  The arc is determined
       by the button pressed.  Pressing PUNCH a second time has one of two
       effects.  If Guy is close enough, he will pick his opponent up and
       body slam them.  The range for this special throw has been reduced from
       SFA.  If Guy is not close enough, the jump will instantly end in a 
       Drop Elbow, which has good priority.
    
    SUPER COMBO #1:  BUSHIDO RAMPAGE
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Guy does several rushing kicks and punches.  Good speed and range.
    
    SUPER COMBO #2:  ???
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Guy does a series of rising punches and kicks.  Used against jumpers,
       but it has a funky range that sometimes will completely miss your 
       opponent.  In general, it is best to be a little bit away from your
       opponent when trying this SC instead of being right next to them.
    
    
    =======
    AKUMA
    =======
    
    WHAT'S NEW FROM SFA?
      1) New Red Fireball motion
      2) Decreased range on the Air Fireball
      3) Dragon Punch is no longer invulnerable
      4) Changed motion for the Raging Demon SC
    
    OVERHEAD
       
       --O  +  STRONG
    
    DIVE KICK
    
       |  +  FORWARD (IN THE AIR)
       O
    
    FIREBALL
    
       |   \   --O  +  PUNCH
       O    O
    
    RED FIREBALL
    
       |    /   O--  +  PUNCH
       O   O
    
       The new motion allows Akuma to throw a FB while walking backwards,
       a definite improvement.
    
    AIR FIREBALL
    
       |   \   --O  +  PUNCH (IN THE AIR)
       O    O
    
       The range on this FB has been *majorly* reduced.  It has maybe half
       the horizontal arc it used to.  If you try to throw a FB while jumping
       backwards, you almost land on your own FB.
    
    DRAGON PUNCH
    
       --O   |   \   +  PUNCH
             O    O
    
       No longer invulnerable.
    
    HURRICANE KICK
    
       |    /   O--  +  KICK
       O   O
    
       This juggles the opponent in the air and can sometimes be followed up
       with a DP.
    
    TELEPORT
    
       --O   |   \   +  ALL PUNCH or ALL KICK
             O    O
    
                OR
    
       O--   |    /  +  ALL PUNCH or ALL KICK
             O   O 
    
       Akuma's Teleport goes through all attacks cleanly.
    
    BUSHIDO LEAP
    
       ???
    
       This is Guy's overhead throw move.  Akuma's version can be ended in
       a couple different ways, I believe, but I do not know how to reliably
       do the move.
    
    SUPER COMBO #1:  SHINKUU HADOKEN
    
       ???
    
       Eh, what's the motion for this...I never did learn the true motion
       after it changed from the beta SFA, since I never use him anyway.
    
    SUPER COMBO #2:  SHORYUREPPA
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
    SUPER COMBO #3:  (AIR) SHINKUU HADOKEN
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
    SUPER COMBO #4:  RAGING DEMON
    
       ???
    
       Akuma grabs you and pummels you for 15 hits.  This is a Level-3-only
       Super Combo.  The motion has been changed from SFA.
    
    
    =====
    KEN
    =====
    
    WHAT'S NEW FROM SFA?
      1) Roll has more vulnerability
      2) Fake Hurricane Kick
      3) Dragon Punch is no longer invulnerable
      4) Ken's has his old Hyper Fighting Fireball, which is kinda neat
    
    OVERHEAD
       
       --O  +  FORWARD
    
    KRAZY KICK
    
       --O  +  ROUNDHOUSE
    
    FIREBALL
    
       |   \   --O  +  PUNCH
       O    O
    
       Ken's got the ol' Hyper Fighting FB back, which looks cool.
    
    DRAGON PUNCH
    
       --O   |   \   +  PUNCH
             O    O
    
       No longer invulnerable.
    
    HURRICANE KICK
    
       |    /   O--  +  KICK
       O   O
    
       Goes over most projectiles.
    
    FAKE HURRICANE KICK
    
       |   \   --O  +  SHORT  ???
       O    O
    
       Doesn't seem very useful.  Ken just hops forward, like Ryu's Hop Kick,
       but he doesn't attack.
    
    ROLL
    
       |    /   O--  +  PUNCH
       O   O
    
       It is harder to roll under projectiles with this because of the new
       vulnerablility at the beginning.  I guess Capcom got freaked out from
       the Roll Trap and decided that it wasn't going to happen again.
    
    SUPER COMBO #1:  SHORYUREPPA
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
    SUPER COMBO #2:  SHINRYUKEN
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Slam on ALL KICK to get more hits.  
    
    
    =======
    SODOM
    =======
    
    WHAT'S NEW FROM SFA?
      1) Changed motion for the Jitte Strike
      2) Different priorities for the Jitte Strikes
      3) Slide range reduced and invulnerability removed
      4) C. FIERCE has less priority
    
    JITTE STRIKE
    
       |   \   --O  +  PUNCH
       O    O
    
       The Jitte Strikes, besides having a new motion, now have some different
       priorities.  The JAB version will hit crouchers but won't hit jumpers.
       The STRONG version hits jumpers well but will completely miss
    crouchers.
       The FIERCE version is the same.
    
    POWER BOMB
                                
                                O
       O--   /   |   \   --O   /   +  PUNCH
            O    O    O  
    
       Unblockable SPD throw.
    
    CARPET DROP
                                
                                O
       O--   /   |   \   --O   /   +  KICK
            O    O    O  
    
       This can be used in any combo.  No matter how far your opponent gets
       pushed back by your moves, you can still nab them with this move in a
       combo.  This move is blockable.
    
    SUPER COMBO #1:  MEGA POWER BOMB
                                
                                O   O   O
       O--   /   |   \   --O   /    |    \   O--   /   |   \   --O  +  PUNCH
            O    O    O                           O    O    O
    
       Grab 'em and away we go....
    
    SUPER COMBO #2:  MEGA JITTE STRIKE
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       This has the annoying tendancy to miss crouchers in the corner.  Still
       a great anti-air move at LV1.
    
    
    ======
    ROSE
    ======
    
    WHAT'S NEW FROM SFA?
      1) Slide vulnerability and recovery increased
      2) Soul Charge
      3) More energy gained when Soul Reflect is used
      4) C. FIERCE has less priority
    
    SOUL SPARK
    
       O--   /   |   \   --O  +  PUNCH
            O    O    O  
    
    SOUL REFLECT
    
       |    /   O--  +  PUNCH
       O   O
    
       Rose now gains MAJOR Super Meter energy when she absorbs a FB.  We're
       talking half a Level for each FB!
    
       Rose reflects projectiles with her scarf.  JAB absorbes projectiles
    into
       the Super Meter, STRONG reflects them back horizontally, and FIERCE
       reflects them back diagonally.
    
    SOUL FIST
    
       --O   |   \   +  PUNCH
             O    O
    
    SOUL THRUST
    
       |    /   O--  +  KICK
       O   O
    
       Has a big recovery for the FORWARD and FIERCE versions, but it can be
       used in jump-in combos (now that Rose doesn't have her infamous chain).
    
    SUPER COMBO #1:  MEGA SOUL FIST
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       At LV1 this Super Combo is still strong.  The LV2 and LV3 versions,
       however, have less priority than before.  Be careful, or you'll waste
       a whole Super Meter on a single trade with a jumper if you don't
       position yourself correctly.
    
    SUPER COMBO #2:  FRIENDS
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Becuase of the long slide delay, there's no more 20+ hits in the corner
       with this SC.
    
    SUPER COMBO #3:  MEGA SOUL SPARK
    
       |    /   O--   |    /   O--  +  PUNCH
       O   O          O   O
    
       Rose does some nifty things with a scarf.
    
       JAB:  A slow Super Fireball.
       STRONG:  Some rushing attacks with her scarf.
       FIERCE:  A Soul Reflect followed by a slow Super Fireball.
    
    
    ========
    BIRDIE
    ========
    
    WHAT'S NEW FROM SFA?
      1) Shorter invulnerability on the Headbutt Charge
      2) Shorter invulnerability on the Turn Around Headbutt
      3) New S. STRONG
    
    OVERHEAD
       
       --O  +  ROUNDHOUSE
    
    HEADBUTT RUSH
    
       Charge O--  --O  +  PUNCH
    
    TURN AROUND HEADBUTT
    
       Charge ANY TWO PUNCH or KICK BUTTONS,  release
    
       Seems to have less invulnerability than it used to, but it might just
       be the game speed.
    
    CHAIN GRAB
                                
                                O
       O--   /   |   \   --O   /   +  PUNCH
            O    O    O  
    
    SUPER COMBO #1:  CHAIN MASSACRE
    
       |   \   --O   |   \   --O  +  ANY BUTTON
       O    O        O    O
    
       Perfect for nailing fireballers, Birdie leaps across the screen and
       does a Chain Grab.  The distance is determined by which button you
       press, JAB being the shortest and RH being the longest.
    
    SUPER COMBO #2:  MEGA HEADBUTT CHARGE
    
       Charge O--  --O  O--  --O  +  KICK
    
       Birdie does multiple Headbutt Rushes.
    
    
    =======
    SAGAT
    =======
    
    WHAT'S NEW FROM SFA?
      1) Faster overall
      2) Priority on S. and J. ROUNDHOUSE greatly increased
      
    TIGER SHOT
    
       |   \   --O  +  PUNCH
       O    O
    
       Sagat STILL is very vulnerable during this FB move since he's so dang
       big on the screen.
    
    LOW TIGER SHOT
    
       |   \   --O  +  KICK
       O    O
    
       Can be buffered into a C. SHORT or FORWARD.
    
    TIGER CRUSH
    
       --O   |   \   +  KICK
             O    O
    
    TIGER BLOW
    
       --O   |   \   +  PUNCH
             O    O
    
       Still pretty hard to hit consistently with all 7 hits, and the damage
       isn't that great either.
    
    SUPER COMBO #1:  TIGER CANNON
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       A nice, big Tiger Shot FB.  Loses one hit for each projectile it goes
       through, and it STILL misses crouchers (grrr...).
    
    SUPER COMBO #2:  TIGER GENOCIDE
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Sagat does a Tiger Crush followed by one or more uppercuts.  Good
       range and priority.
    
    SUPER COMBO #3:  TIGER RAID
    
       |    /   O--   |    /   O--  +  KICK
       O   O          O   O
    
       Sagat does a couple of ground kicks, then launches into a lungeing
       horizontal kick.
    
    
    ==========
    M. BISON
    ==========
    
    WHAT'S NEW FROM SFA?
      1) Vulnerability of Scissors Kick increased
      2) Only one FB at a time
    
    PSYCHO AURA
    
       Charge O--  --O  +  PUNCH
    
       No longer can you throw multiple projectiles on the screen.
    
    SCISSORS KICK
    
       Charge O--  --O  +  KICK
    
       There is now a BIG recovery time on the FORWARD and RH versions of this
       move.  DON'T let this move be blocked, or your opponent has all the
       time in the world to decide how he wants to kill you.
    
    HEAD STOMP
    
                 O
       Charge |  |  +  KICK,  (PUNCH)
              O
    
       Bison stomps on the opponent, then floats back.  Hitting PUNCH after
    the
       stomp will make Bison double back and dive downward and attack.
    
    DEVIL'S REVERSE
    
                 O
       Charge |  |  +  PUNCH,  (PUNCH)
              O
    
       Like the Head Stomp, but Bison fakes the stomp, then can double back
       to dive attack.
    
    TELEPORT
    
       --O   |   \   +  ALL PUNCH or ALL KICK
             O    O
    
                OR
    
       O--   |    /  +  ALL PUNCH or ALL KICK
             O   O 
    
    SUPER COMBO #1:  PSYCHO CRUSHER
    
       Charge O--  --O  O--  --O  +  PUNCH
    
       Bison does a MASSIVE Torpedo.  While extremely powerful and damaging, 
       it has the drawback of not going through projectiles at ANY Level.
    
    SUPER COMBO #2:  KNEE PRESS NIGHTMARE
    
       Charge O--  --O  O--  --O  +  KICK
    
       Bison does multiple Scissors Kicks.  This WILL go through projectiles
       at higher Levels.
    
    
    =====
    DAN
    =====
    
    WHAT'S NEW FROM SFA?
      1) He really sucks now
      2) Gale Kick weakened
      3) Jumping attacks weakened
      4) Did I mention he sucks?
    
    FIREBALL
    
       |   \   --O  +  PUNCH
       O    O
    
       A projectile with a 1-inch range.
    
    DRAGON PUNCH
    
       --O   |   \   +  PUNCH
             O    O
    
       Not in the least bit invulnerable.
    
    GALE KICK
    
       |    /   O--  +  KICK
       O   O
    
       Most opponents can duck this move, but the bigger guys have to block
    it.
    
    SUPER COMBO #1:  SHORYUREPPA
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       A pathetic version of Ken's SC.
    
    SUPER COMBO #2:  SHINKUU HADOKEN
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       A really bad SC Fireball.
    
    SUPER COMBO #3:  ULTRA KICK THINGIE
    
       |    /   O--   |    /   O--  +  KICK
       O   O          O   O
    
       Robert Garcia's Desperation move from KoF95, but without the lunge at
       the beginning.  This actually looks and sounds really cool at LV3 if
       you can get it to connect, but it has no range.
    
    
    =========
    DHALSIM
    =========
    
    WHAT'S NEW FROM SSF2T?
      1) Slides cannot be used as air defense
      2) S. STRONG is Dhalsim's air defense
      3) New Super Combos
    
    YOGA FIRE
    
       |   \   --O  +  PUNCH
       O    O
    
       A Ryu FB it ain't...watch the recovery.  The FB dissipates with
    distance.
    
    YOGA FLAME
    
       O--   /   |   \   --O  +  PUNCH
            O    O    O  
    
    (UPWARD) YOGA FLAME
    
       ???
    
    AIR DRILL
    
       |  +  FIERCE or SHORT or FORWARD or ROUNDHOUSE (IN THE AIR)
       O
    
       You can use these Drills to go over projectiles quickly and to move in
       for throws.  Unfortunately, they are air-blockable.  The button used
       determines the angle of flight.
    
    TELEPORT
    
       --O   |   \   +  ALL PUNCH or ALL KICK
             O    O
    
                OR
    
       O--   |    /  +  ALL PUNCH or ALL KICK
             O   O 
    
    SUPER COMBO #1:  MEGA YOGA FIREBALL
    
       ???
    
       A SC fireball.
    
    SUPER COMBO #2:  MEGA YOGA FLAME
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       This is designed to hit opponents on the ground instead of the air.
       Hitting an airborne opponent with it will do minimal damage, but it 
       will cleanly hit a jumper no matter what.  On the ground it does very 
       good damage, particularly at LV3.
    
    SUPER COMBO #3:  WEIRDO AIR THROW THINGIE
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Dhalsim gently floats up to grab his opponent.  This move has almost
       ZERO priority, so pick and choose your moments carefully.
    
    
    =====
    GEN
    =====
    
    -=CRANE STYLE (ALL PUNCH)=-
    
    LEG THRUST
    
       --O   |   \   +  KICK
             O    O
    
       A DP move.  Gen kinda "lays" down on the ground and thrusts his leg up
       quickly.  It will miss very close opponents sometimes, so be careful.
    
    RAPID PUNCH
    
       HIT JAB REPEATEDLY
    
       Hard to do, just like Chun's Lightning Kicks.  Best used in Custom
       Combos.
    
    SUPER COMBO #1:  LUNGEING THINGIE
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       Gen rushes about 3/4 of the way across the screen and strikes his
       opponent as he passes by.  Very fast and goes through projectiles at
       LV2 and LV3.
    
    SUPER COMBO #2:  RAPID PUNCH THINGIE
    
       |    /   O--   |    /   O--  +  PUNCH
       O   O          O   O
    
       Gen does a bunch of standing rapid punches.  Woo hoo.
    
    -=MANTIS STYLE (ALL KICK)=-
    
    ROLL
    
       Charge O--  --O  +  PUNCH
    
       Pretty much like vega's Roll, except it goes under projectiles.
    
    WALL DIVE
    
                 O
       Charge |  |  +  KICK
              O
    
       You can control his flight by pointing the joystick to different parts
       of the screen.  After he goes to the wall, he can drop to the ground
       without attaking, lunge straight-on, or go to the opposite side and
       come down right on top of his opponent.  Gen automatically attacks
       during this move when he gets close to his opponent.
    
    SUPER COMBO #3:  AIR THROW THINGIE
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Gen leaps up and tries to throw his opponent.  Bad priority and weird
       range, like Guy's SC.
    
    
    ========
    SAKURA
    ========
    
    OVERHEAD
       
       --O  +  FORWARD
    
       A must-see.
    
    FIREBALL
    
       |   \   --O  +  PUNCH,  (PUNCH),  (PUNCH)
       O    O
    
       This projectile has a very slow delay and recovery, so it cannot be
    used 
       quite like Ryu's FB.  Instead, Sakura can control the size of the FB
       by tapping PUNCH once or twice after the initial PUNCH.  The
    medium-sized
       FB isn't much better than the first, but the biggest FB is just big
       enough to snag many jumpers.  If you do it at the correct distance, 
       it is somewhat hard for your opponent to jump kick you out of the 
       fireball.  The bigger the FB, the shorter distance the FB travels.
    
    DRAGON PUNCH
    
       --O   |   \   +  PUNCH
             O    O
    
       These are running uppercuts.  In the JAB version, Sakura only takes a
       single step forward before uppercutting; this has semi-decent priority.
       In the STRONG and FIERCE versions Sakura runs forward a bit before
       uppercutting.  The only use for these uppercuts is snagging a missed 
       sweep or in a combo.  It is possible to tag a FIERCE DP onto
       a C. FORWARD or even a S. ROUNDHOUSE kick.
       
    HURRICANE KICK
    
       |    /   O--  +  KICK
       O   O
    
       Sakura's HK has a short range and moves in a an arc.  However, the
       RH version goes over projectiles, and all versions have EXCELLENT
       priority against most moves.  At minimum you will probably trade,
       but you can also cleanly hit many kinds of attacks.  This move is
       excellent for trapping an opponent in the corner since there is
       virtually no recovery time to it.
    
    SUPER COMBO #1:  SHINKUU HADOKEN
    
       |   \   --O   |   \   --O  +  PUNCH
       O    O        O    O
    
       A slow SC Fireball.
    
    SUPER COMBO #2:  SHORYUREPPA
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Same as Ken's.
    
    SUPER COMBO #3:  VACCUMN HURRICANE KICK
    
       |    /   O--   |    /   O--  +  KICK
       O   O          O   O
    
       Sakura spins repeatedly on the ground and moves forward slowly.
       This is actually better than Ryu's SC since it has a bit more range.
    
    
    =========
    ROLENTO
    =========
    
    PIPE TWIRL
    
       |   \   --O  +  PUNCH,  (PUNCH),  (PUNCH)
       O    O
    
       This move is best used in combos only.  If it is blocked, do NOT
       finish out the sequence.  If you do, there is a HUGE HUGE recovery
       to this move which will get you killed.  Not that it's totally bad.
       One person I talked to got a 14-hit combo with J. STRONG, C. JAB,
       C.JAB, Pipe Twirl.  Demoralizing at the least.
    
    ROLL ATTACK
    
       |    /   O--  +  PUNCH, (PUNCH)
       O   O
    
       This is a weird move.  The first PUNCH makes Rolento quickly roll
       backwards.  If you press PUNCH a second time during the roll, he
       quickly leaps at his opponent with a pipe attack.  It is somewhat
       possible to control the leaps, but I'm not totally sure how yet.
    
    LUNGE ATTACK
    
       |   \   --O  +  KICK
       O    O
    
       This is the leaping pipe attack of the Roll Attack, but without the
       Roll.
    
    KNIFE THROW
    
       --O   |   \   +  KICK,  (KICK)
             O    O
    
       First KICK makes Rolento jump straight up, second KICK throws the
    knife.
    
    SUPER COMBO #1:  GRENADE AMBUSH
    
       |    /   O--   |    /   O--  +  PUNCH
       O   O          O   O
    
       Rolento rolls back and drops 2-4 grenades.  If you land on them or
       don't block, you are juggled by all of the explosions.  A good anti-air
       move.
    
    SUPER COMBO #2
    
       ???
    
       I don't even really understand this one...some spark runs across the
       floor.  If you don't block it, you get strung up by some metal bar and
       wire, and Rolento pulls down on you.  I think there's an explosion in
       there somewhere...I donno.  More info later<shrug>.
    
    
    =========
    ZANGIEF
    =========
    
    WHAT'S NEW FROM SSF2T?
      1) Lariat has more range and priority, but moves across the screen
    slower
      2) All of Z's punches and kicks have much longer range
      3) SPD range and damage reduced
      4) New Green Hand motion
      5) Green Hand knocks down
    
    LARIAT
    
       ALL PUNCH
    
       Has a near-DP-like priority.  It will go through projectiles.  Zangief
       can move forward or backward while in the Lariat, but he moves very
       slowly.  
    
    SHORT LARIAT
    
       ALL KICK
    
       The KICK Lariat lasts shorter than the PUNCH Lariat, meaning that the 
       KICK Lariat is the preferred Lariat when knocking someone into the
       corner.  This gives you more time to set up a tick attempt.
    
    GREEN HAND
    
       --O   |   \   +  PUNCH
             O    O
    
       This will snuff out projectiles and knock your opponent down if they
       are hit with it.  The button you use determines the distance of the
       move, as well as the speed at which the Green Hand actually comes out.
       Don't use the FIERCE Green Hand on a point-block FB as the delay is
       too long; use the JAB version instead.
    
    SPINNING PILEDRIVER
                                
                                O
       O--   /   |   \   --O   /   +  PUNCH
            O    O    O  
    
       Right away Z loses two things.  One, the SPD has much less range than
       in SF2.  Two, the damage isn't too hot either.  However, there is an
       upside.  Zangief now has some killer ticks that are hard to escape.
       Unlike ST where you could DP or throw your way out of just about any
       Zangief tick, Z's ticks in SFA2 are quick, clean, and hard to escape.
    
    GERMAN SUPLEX
                                
                                O
       O--   /   |   \   --O   /   +  KICK (CLOSE)
            O    O    O  
    
       An SPD for when you're _really_ close.
    
    BEAR HUG
                                
                                O
       O--   /   |   \   --O   /   +  KICK (FAR)
            O    O    O  
    
       Zangief walks (not run), walks forward and tries to grab his opponent
       for a throw.  Unblockable, but slow as molassas.  Only useful against
       opponents on vallium.
    
    SUPER COMBO #1:  FINAL ATOMIC BUSTER
                                
                                O   O   O
       O--   /   |   \   --O   /    |    \   O--   /   |   \   --O  +  PUNCH
            O    O    O                           O    O    O
    
       Like the normal SPD, the SC SPD has a pathetic range.  It is best used
       in ticks.
    
    SUPER COMBO #2:  AIR THROW THINGIE
    
       |   \   --O   |   \   --O  +  KICK
       O    O        O    O
    
       Zangief jumps up and tries to grab his opponent.  Like almost all of
    the
       anti-air SC's, this one bites as well.
    
    
    ====================
    CHARACTER ANALYSIS
    ====================
    
    This is just a very preliminary view of all the character right now.  Most
    will probably undergo some type of change before the final version is 
    released, so don't take any of this for gospel.  Also, I'm starting to see
    double right now from typing too much, so I'm going to race through this
    and do a more thorough job once the final version comes out.  :)
    
    **RYU**
       Ryu seems weaker overall.  Ryu loses vulnerability on the DP, and one
    of
       the good local Ryu players mentioned that one of his kicks was
    shortened.
       I, not being a Ryu/Ken player at all, am not certain about this.  The
       only thing Ryu really gained was the Fake Fireball, but that may or may
       not be super-effective once people get used to it.  The added game
    speed
       may help Ryu as well.  Theoretically, Ryu appears to be a tad weaker.
    
    **CHARLIE**
    
      I won't make any comment until they fix the stupid recovery of the Sonic
      Boom.
    
    **CHUN-LI**
    
      Another character that needs major over-hauling.  She's just WAAAY too
      powerful with the ability to buffer her Kikoken into her ultra-fast
      C. FORWARD kick.
    
    **ADON**
    
      Adon is weaker than before.  The only thing he gained is the new Jaguar
      Kick and Jaguar Knee motion.  However, I'm sure Adon players would
    gladly
      give those up to get back the high-priority Jaguar Kick and the Rushing
      SC.
    
    **GUY**
    
      Guy is Guy.  It's harder to do the Bushido Throw ticks, but that's about
      it.  Everything seems pretty much the same on the surface.  The new Spin
      Elbow is basically a jabbing move.  No more re-dizzy.
    
    **AKUMA**
    
      Majorly toned down with the air fireball.  Akuma plays a lot like Ryu
      now, but with some added extras.  Fireball traps will not be nearly the 
      problem they were in ST and SFA.
    
    **KEN**
    
      Since Ken/Ryu cannot chain C. SHORTS anymore (when Capcom says no
    chains, 
      they really mean it!), I presume that the Roll Trap is ineffective. 
    Ken's
      Roll is way more vulnerable at the beginning, so forget going under
      projectiles on the fly.  The fake HK seems totally useless.  Basically, 
      Ken is weaker overall.
      
    **SODOM**
      ANOTHER toned-down character, but this time it's for the better.  The 
      slide has been shortened considerably, and it is vulnerable if blocked. 
    
      No more unblockable RH kick while getting up.  The new Jitte Strikes are
    
      a nice change.  Also, you cannot combo a Jitte Strike into a S. RH kick.
     
      You must use the FW kick instead.  Basically, you have to use Sodom's
      Jitte Strikes and slide with discession and skill now instead of a blind
    
      Ryu-killing slide barrage.
    
    **ROSE**
      The spaz-slide is gone.  There is now a definite delay if the slide is
      blocked, meaning Rose gets plastered.  Other than this and a weakened
      C. FIERCE, it's Rose as normal.  The JAB Soul Reflect now gives Rose
      1/2 a Level of Super Energy when she absorbes a projectile.  The new
      Shawl Charge move is pretty much only useful in combos.
    
    **BIRDIE**
      Except for a new S. and C. STRONG, Birdie is identical to his SFA form.
    
    **SAGAT**
      Capcom gave Sagat back his high-priority RH kicks, meaning that you can
      S. RH anyone out of the air with ease, and the J. RH from a distance
      is effective as well.  It is still hard to hit with all 7 hits of the
      Tiger Blow, and the damage is less than desireable.  Sagat has also been
    
      sped up from SFA.  It's too early to tell whether Sagat will be a major 
      contender or not.  He probably won't be a top character, but he doesn't 
      suck eggs like he did in SFA.
    
    **M. BISON**
      The only change to Bison is the increased recovery time in the Scissors
      Kicks, which definitely works to his disadvantage.  This makes him
      definitely less powerful than in SFA.  Other than this, no changes.
    
    **DAN**
      Uh, Dan sucks completely now.  They messed with all of his normal
    attacks, 
      and the Gale Kick is now duckable.  Bleeeecccchhh!!!!!
    
    **DHALSIM**
      Dhalsim looks like he will be a very good character.  He plays similar
    to
      ST, except that the RH slide is no longer usable as an air defense.  
      Instead, Dhalsim's anti-air attack is the S. STRONG, which can be
    followed
      up with a FORWARD slide and a throw.  In fact, all of Dhalsim's
    tick-throw
      tricks seem to be in-tact, although you have to deal with the reduced
      throw ranges when attempting them.
    
    **GEN**
      Gen will probably be a good character.  He's got lots of poking/jabbing
      kicks like Vega's claw, and there's no chance in the world of jumping in
      on him.  The one SC that goes through projectiles is a good assett.
    
    
    **ZANGIEF**
      How do you play Zangief without the long-range SPD?  By ticking like
    mad.
      S. SHORT and C. JAB to SPD ticks are awesome.  Once Zangief gets someone
      in the corner, it can be really tough to get out with that massive C. RH
      kick of his and the high priority on his Latiat.  Use the Lariat a lot
    to 
      build up the Super Meter, and go for SPD SC ticks.  Everytime you knock 
      your opponent down with the RH kick or in the corner, you should go for 
      the SPD or SPD SC.  A good Reversal player may give give Zangief a
    harder 
      time, but that just means that Zangief has to mix it up a bit and fake
    the 
      opponent out.  Once you are touched by a C. JAB or S. SHORT, it's SPD
    time.
    
    
    ===========
    WISH LIST
    ===========
    
    #1) NO ALPHA COUNTERS!!!  Make it so they can be disabled through the
    START
        button.  This doesn't hurt a soul, and it gives people who do not like
        AC's the option to remove them.
    
    #2) Change CC's.  Make the motion like all of the other SC's, or make CC's
        completely vulnerable.  Preferrably both.
    
    #3) Increase Charlie's SB delay.
    
    #4) Fix Chun-Li.  I like to call her Psycho-chick, since she's now a
        living, no-skill nightmare.  She replaces Rose as the spaz-meister of
        SFA2.
    
    #5) Give Zangief more range on his SPD SC.  Maybe more range on the normal
        SPD as well.
    
    #6) Make it easier to connect with all 7 hits of Sagat's Tiger Blow.
    
    #7) Reduce the recovery on Bison's Scissors Kick.  It's pretty bad now.
    
    #8) Give back the priority on Adon's Jaguar Kicks.
    
    #9) Give back Adon's Rushing SC!!!!!!!!!!
    
    
    =========================
    CONTRIBUTORS AND THANKS
    =========================
    
    Several people have contributed to the knowledge of SFA2 and this FAQ.
    You people all have my sincere thanks and gratitude.
    
    Tom Cannon
    Chris Finnie
    Everyone on alt.games.sf2 for their suggestions and discussions 
       about the game
    Capcom
    
    
    ==========
    QUICKFAQ
    ==========
    
    Yes, it's the QuickFaq.  Short, sweet, and to the point, what better way
    to show how cool you are than to have your convenient SFA2 Net FAQ rolled
    up
    in your back pocket.  Look like a pro, steal the local champ's girl, and
    win 
    the respect and admiration of the whole arcade, all in one swoop.  Comes 
    with a free sample of jacket fluff.
    
    -=KEY=-
    
    JB=JAB            QCF=QUARTER CIRCLE FORWARD       "." signifies a charge
    ST=STRONG         QCB=QUARTER CIRCLE BACK
    FR=FIERCE         HCF=HALF CIRCLE FORWARD
    SH=SHORT          HCB=HALF CIRCLE BACK
    FW=FORWARD         DP=DRAGON PUNCH
    RH=ROUNDHOUSE     SPD=SPINNING PILEDRIVER(360)
    
    *****RYU******                          ***CHARLIE****
          OVERHEAD  forward + ST                  OVERHEAD  back + FW
          FIREBALL  QCF + PUNCH                THRUST KICK  forward + RH
     FAKE FIREBALL  QCF + SHORT                 SONIC BOOM  .back,forwd +
    PUNCH
     DRAGON PUNCH  DP + PUNCH                   FLASH KICK  .down,up + KICK
    HURRICANE KICK  QCB + KICK                  HANDSPRING  ALL KICK
    SUPER COMBO #1  QCFX2 + PUNCH           SUPER COMBO #1  .bk,fw,bk,fw +
    PUNCH
    SUPER COMBO #2  QCBX2 + KICK            SUPER COMBO #2  .bkdn,fwdn,bkdn,up
    + K
                                            SUPER COMBO #3  .bk,fw,bk,fw +
    KICK
    
    ***CHUN-LI****                          
         KNEE FLIP  downforward + RH        *****ADON*****
           KIKOKEN  .back,forwd + PUNCH           OVERHEAD  fw,ST
     SPINNING KICK  .down,up + KICK            JAGUAR KICK  QCF,KICK
        SPLIT KICK  QCB + KICK                 JAGUAR KNEE  DP,KICK
    LIGHTNING KICK  KICK repeatedly           JAGUAR TOOTH  HCB,KICK
    SUPER COMBO #1  .bk,fw,bk,fw,KICK       SUPER COMBO #1  QCFX2,PUNCH
    SUPER COMBO #2  QCFX2,PUNCH             SUPER COMBO #2  QCBX2,KICK
    SUPER COMBO #3  .bkdn,fwdn,bkdn,up + K
    
    *****GUY******                          ****AKUMA*****
       CHAIN COMBO  JB>ST>FR>RH                   OVERHEAD  fw,ST
          OVERHEAD  fw,ST                        DIVE KICK  dn,FW
         SPIN KICK  QCB,KICK                      FIREBALL  QCF,PUNCH
        SPIN ELBOW  QCB,PUNCH                 RED FIREBALL  QCB,PUNCH
       BUSHIDO RUN  QCF,KICK,KICK             AIR FIREBALL  QCF,PUNCH
      BUSHIDO LEAP  QCF,PUNCH,PUNCH           DRAGON PUNCH  DP,PUNCH
    SUPER COMBO #1  QCFX2,KICK              HURRICANE KICK  QCB,KICK
    SUPER COMBO #2  QCFX2,PUNCH                   TELEPORT  DP/RDP,ALL
    KICK/PUNCH
                                              BUSHIDO LEAP  ???
    *****KEN******                          SUPER COMBO #1  ???
          OVERHEAD  fw,FW                   SUPER COMBO #2  QCFX2,PUNCH
        KRAZY KICK  fw,RH                   SUPER COMBO #3  QCFX2,PUNCH(AIR)
          FIREBALL  QCF,PUNCH               SUPER COMBO #4  ???
      DRAGON PUNCH  DP,PUNCH 
    HURRICANE KICK  QCB,KICK                ****SODOM*****
    FAKE HUR. KICK  QCF,RH ?                  JITTE STRIKE  QCF,PUNCH
              ROLL  QCB,PUNCH                   POWER BOMB  SPD,PUNCH
    SUPER COMBO #1  QCFX2,PUNCH                CARPET DROP  SPD,KICK
    SUPER COMBO #2  QCFX2,KICK              SUPER COMBO #1  QCFX2,PUNCH
                                            SUPER COMBO #2  SPDX2,PUNCH
    *****ROSE*****
        SOUL SPARK  HCF,PUNCH               ****BIRDIE****
      SOUL REFLECT  QCB,PUNCH                     OVERHEAD  fw,RH
         SOUL FIST  DP,PUNCH                 HEADBUTT CHRG  .bk,fw,PUNCH
       SOUL THRUST  QCF,KICK                 T.A. HEADBUTT  .ANY 2 BUTTONS
    SUPER COMBO #1  QCFX2,PUNCH                 CHAIN GRAB  SPD,PUNCH
    SUPER COMBO #2  QCFX2,KICK              SUPER COMBO #1  QCFX2,PUNCH
    SUPER COMBO #3  QCBX2,PUNCH             SUPER COMBO #2 
    .bk,fw,bk,fw,PUNCH
    
    ****SAGAT*****                          ***M. BISON***
        TIGER SHOT  QCF,PUNCH                  PSYCHO AURA  .bk,fw,PUNCH
    LOW TIGER SHOT  QCF,KICK                 SCISSORS KICK  .bk,fw,KICK
       TIGER CRUSH  DP,KICK                     HEAD STOMP  .dn,up,KICK,PUNCH
        TIGER BLOW  DP,PUNCH                DEVIL'S REVRSE  .dn,up,PUNCH,PUNCH
    SUPER COMBO #1  QCFX2,PUNCH                   TELEPORT  DP/RDP,ALL
    KICK/PUNCH
    SUPER COMBO #2  QCFX2,KICK              SUPER COMBO #1  .bk,fw,bk,fw,PUNCH
    SUPER COMBO #3  QCBX2,KICK              SUPER COMBO #2  .bk,fw,bk,fw,KICK
    
    *****DAN******                          ***DHALSIM****
          FIREBALL  QCF,PUNCH                    YOGA FIRE  QCF,PUNCH
      DRAGON PUNCH  DP,PUNCH                    YOGA FLAME  HCF,PUNCH
         GALE KICK  QCB,KICK                 UP YOGA FLAME  ???
    SUPER COMBO #1  QCFX2,PUNCH                  AIR DRILL  D(IN AIR) + BUTTON
    SUPER COMBO #2  QCFX2,KICK                    TELEPORT  DP/RDP,ALL
    KICK/PUNCH
    SUPER COMBO #3  QCBX2,KICK              SUPER COMBO #1  QCFX2,PUNCH
                                            SUPER COMBO #2  QCFX2,KICK
    *****GEN******                          SUPER COMBO #3  ???
     =CRANE STYLE=  ALL PUNCH
        LEG THRUST  DP,KICK                 ****SAKURA****
       RAPID PUNCH  JB REPEATEDLY                 OVERHEAD  fw,FW
    SUPER COMBO #1  QCFX2,PUNCH                   FIREBALL  QCF,PUNCH
    SUPER COMBO #2  QCBX2,PUNCH               DRAGON PUNCH  DP,PUNCH
    =MANTIS STYLE=  ALL KICK                HURRICANE KICK  QCB,KICK
              ROLL  .bk,fw,PUNCH            SUPER COMBO #1  QCFX2,PUNCH
         WALL DIVE  .dn,up,KICK             SUPER COMBO #2  QCFX2,KICK
    SUPER COMBO #3  QCFX2,KICK              SUPER COMBO #3  QCBX2,KICK
    
    ***ROLENTO****                          ***ZANGIEF****
        PIPE TWIRL  (QCF,PUNCH)X3                   LARIAT  ALL PUNCH
       ROLL ATTACK  QCB,PUNCH,PUNCH           SHORT LARIAT  ALL KICK
      LUNGE ATTACK  QCF,KICK                    GREEN HAND  DP,PUNCH
       KNIFE THROW  DP,KICK                  S. PILEDRIVER  SPD,PUNCH
    SUPER COMBO #1  QCBX2,PUNCH              GERMAN SUPLEX 
    SPD,KICK(CLOSE)
    SUPER COMBO #2  ???                           BEAR HUG  SPD,KICK(FAR)
                                            SUPER COMBO #1  SPDX2,PUNCH
                                            SUPER COMBO #2  QCFX2,KICK