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    Damage and Score Chart by Atombender

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                                - THE WORLD WARRIOR -
    
    
                           Copyright 1991, 1992 by Capcom
    
    -------------------------------------------------------------------------------
    
          Damage and Score Chart, written exclusively for the SNES Version	
                             By A. Kleibrink (Corbon440)
    
    
    ===============================================================================
    <TABLE OF CONTENTS>
    ===============================================================================
    
    1.  Revision History
    2.  Introduction
    3.  Basics
    4.  Ryu
    5.  E. Honda
    6.  Blanka
    7.  Guile
    8.  Ken
    9.  Chun Li
    10. Zangief
    11. Dhalsim
    12. The Bosses
    13. Credits
    14. Legal Disclaimer
    
    
    ===============================================================================
    1. REVISION HISTORY
    ===============================================================================
    
    -Original Version 1.0, 08/18/2003
    
    
    ===============================================================================
    2. INTRODUCTION
    ===============================================================================
    
    Welcome to Street Fighter II - The World Warrior! Though this game was "only"
    the sequel to the rather obscure Street Fighter, it proved to be an enduring
    success and a commercially, almost never-ending gold mine for the developer
    Capcom and spawned literally countless spin-offs, adaptations and imitations.
    The large variety of playable fighters (8), combined with the vast array of
    (special) moves, including such crowd-pleasers like the Dragon Punch and the
    mighty Spinning Pile Driver made the game an enduring hit and there are still
    a lot of people who play this game to this very day (and, like me, even prefer
    it over the endless chain of SF spin-offs). The SNES version came very close
    to the arcade original and was also the first 16-Bit cartridge for the system.
    Even if the home version misses quite a few animation frames and moves and
    suffers a bit from the poor sound effects, it offers a neat feature the arcade
    version doesn┤t have, the ability to choose the same character in a versus
    match, which becomes available after inputting a code in the title screen.
    The winning quotes in this FAQ are taken from the arcade version, everything
    else is mainly based on the US and European SNES port.
    
    This FAQ can be best viewed in NotePad (Windows 2000/XP only) or NotePad+
    
    ===============================================================================
    3. BASICS / FAQ┤s
    ===============================================================================
    
    This section gives you an insight about the damage mechanics and describes the
    calculated damage in the game that is featured in the move list of each listed
    fighter.
    
    
    STATS
    -------------------------------------------------------------------------------
    These values are neither 100% accurate nor the last word, they┤re simply based
    on my own gaming experience and comparison between the various fighters.
    
    POWER: Mainly based on the damage done by regular attacks, but also takes
           special moves and throws into consideration.
    SPEED: Based on the walking and jumping speed of a character, but also takes
           attacks into consideration.
    JUMP:  Based on the maximum height and distance of a jump. A bonus point if the
           fighter is able to perform an "off-the-wall" jump (Chun Li and Vega).
    RANGE: Mainly based on the range of regular moves, but also takes special moves
           and jumping range into consideration.  
    
    
    BASIC MOVES AND ATTACKS
    -------------------------------------------------------------------------------
    Press forward on the control pad to let your character move forward. Press
    backward to let him/her move backward. If you press backward while the opponent
    attacks you, your character will go into a block stance. To go into a crouching
    position, simply press down on the pad. If you want to block low attacks, press
    down and backward at the same time. To jump, press up on the control pad. To do
    a forward jump, press up and forward at the same time on the control pad. To do
    a backward jump, press up and backward at the same time on the control pad.
    Amazing, isn┤t it? Note that you can┤t block overhead attack (such as jumping
    kicks) while ducking and footsweepers that will make you fall can┤t be parried
    with a standing block.
    
    Abbreviations:
    --------------
    LK = Light Kick (Short)
    MK = Medium Kick (Forward)
    HK = Heavy Kick (Roundhouse)
    LP = Light Punch (Jab)
    MP = Medium Punch (Strong)
    HP = Heavy Punch (Fierce)
    
    "Close" means that you┤ll have to execute the attack when standing close to the
    opponent. "Down" means that you┤ll have to press down on the joypad prior to
    executing the attack. In Dhalsim┤s case, "Top" means that you┤ll have to be at
    the topmost position during a jump to execute the described move.
    
    A number after the attack description says that the move features more than one
    "hit-frame". All moves consist of at least two frames, but in most cases the
    opponent can only be hit during a single frame. Taking Ryu as an example, his
    Crouching HK is only able to hit the opponent at one point: One hit-frame. His
    Standing HP close is able to hit the opponent at two different hit-frames, but
    there┤s no difference in damage (4500) and the attack can only hit once. His 
    Crouching HP is able to hit at two different frames as well, but the hit-frame
    where Ryu┤s arm is fully extended, deals less damage (3300) than the hit-frame
    while he┤s still in a crounching position (4300). Both former examples are
    described as "No combo attacks" in the Miscellaneous section. And finally, his
    famed Dragon Punch consists of 2 hit-frames and can is an actual combo, it can
    hit the opponent twice during one move, described as Combo attack under Misc. 
    
    
    THROWS, GRABS
    -------------------------------------------------------------------------------
    Can be performed while standing (very) close to the enemy and pressing the
    joypad either to the left or right and pressing the respective fire button.
    Throws are one-hitters that usually deal a lot of damage. Grabs are multiple
    "hitters". Common for all grabs is that the first attack always does a lot more
    damage than the following attacks (hence netting the player more points). To 
    deal as much damage as possible, after you┤ve grabbed the opponent, keep pres-
    sing the fire button and repeatedly moving the joypad either to the left or
    right. Neither throws nor grabs can be blocked. Since it┤s next to impossible
    to determine the power of a single grab, be it the first one or the following
    grabs, only the scores will be listed.
    
    
    SPECIAL ATTACKS
    -------------------------------------------------------------------------------
    The name of the special attack and the corresponding joypad/button combination
    to execute it. The characteristics of a special attack are as follows:
    
    -Minor block damage (exceptions: M. Bison┤s Head Stomp and Scissor Kick).
    -When hit by a special attack in mid-air, the fighter will fall to the ground
     (exceptions: M. Bison┤s Head Stomp and Scissor Kick).
    
    
    POINTS
    -------------------------------------------------------------------------------
    Pretty self-explanatory: You receive the listed amount of points if you
    hit the opponent with a certain, unblocked attack.
    
    
    DAMAGE
    -------------------------------------------------------------------------------
    What you need to know is, that, in the SNES version, the full life meter of
    each fighter consists of 175 single tiles, each of them "worth" 100 points (in
    the arcade version, the life meter only consists of 144 tiles). Therefore, the
    full life bar is "worth" 17500 points (14400 in the arcade).
    
    By hitting an opponent with an attack, the life meter (naturally) decreases,
    until it reaches a point LOWER than zero. At this point, the round ends, either
    with the fighter having zero or more energy left being declared the winner of
    the round or with a double-KO. The lowest possible damage of a single attack in
    the game is 100, the highest possible damage in the game would be 6800 (6900,
    see below), not counting the damage done during certain special attacks by the
    opponent, as the opponent would receive twice the damage than regularly.
    
    There is no "defense" status in the game, which means that it makes no differ-
    ence whether Zangief or Chun Li or are chosen, they┤ll all receive the same 
    amount of damage from a certain move on the same setting (this also counts for
    the bosses).
    
    Now, in order to duplicate the listed figures, do the following:
    
    Start a 2-Player game and adjust the "difficulty" setting of Player 1 to 7
    (the highest) and the setting of Player 2 to 0 (the lowest). This setting will
    ensure that you will be able to CONSTANTLY duplicate the damage of a certain
    move listed in this FAQ (Player 1 being the one with the highest setting is
    just used as an example here, it makes no difference if you swap the roles).
    To make it a bit easier, disable the time counter.
    
    Once the game has begun, hit Player 2 (the player with the difficulty 0) with
    a certain attack by Player 1, and be sure to only hit him ONCE. No go ahead
    and finish off Player 1. Now, P2 will receive a bonus based on the remaining
    energy bar. Substract this bonus from 17500 (the "value" of the full life bar)
    and you have the damage dealt by a certain attack.  
    
    Example:
    --------
    Player 1 is Zangief (difficulty level 7)
    Player 2 is Chun Li (difficulty level 0)
    Time is enabled.
    
    Zangief hits Chun Li with a Crouching HK once.
    Chun Li finishes Zangief by not losing anymore energy, with 55 "sec." left.
    Chun Li receives the following bonus, based on remaining energy and time:
    
    17500 (Full bar) - 3800 (Crouching HK) = 13700 + 5500 (55 secs.) = 19200.
    
    
    If you┤re familiar with the arcade version, you might┤ve noticed that the
    power of various fighters seems to vary greatly, while the power of other
    fighters seems to be fairly constant.
    Of all the fighters that can be chosen, Ryu, Guile, Ken and Zangief seem to
    deal more constant damage than E. Honda, Blanka, Chun Li and Dhalsim. In
    E. Honda┤s case, at one point a jump kick may deliver 4000 damage, while the
    same attack may only deliver a couple of 100 damage later, which makes these
    character a bit unpredictable. Vega┤s attack power seems to vary greatly in
    strength in comparison to the other bosses, BTW. 
    
    
    Q: Why should the setting be at P1=7 and P2=0?
    A: Because only this setting will give you constant values throughout. I┤ve
       tried various other settings, like P1=4 and P2=0, and all of them were
       giving me inconsistent values, with differences between 100 and 300 damage
       per move, with the exception of throws. The damage done by throws is purely
       based o nthe difficulty setting of the player performing the throw and does
       not take the setting of the opponent into consideration. Surprisingly, the 
       setting with the most extreme spread (P1=7-P2=0) finally delivered constant
       values. 
    
    Q: Why are the values only based on the first actual hit?
    A: Because each attack after the first one has the tendency to add 100 points
       of damage to the initial attack damage. This goes for all moves
    
       Example
       -------
       Zangief hits the opponent with a Super Pile Driver (6800 damage). After
       that, he lands a Standing HK close 1-2 combo. The damage done by the combo
       is now (3800+100) + (400+100) = 4400. Adding the damage of the SPD, the
       opponent now has 17500 - 11200 = 6300 energy left. This is not a solid
       formula you can always rely on though, since the damage done by an attack
       becomes less stable, the less energy the opponent has. In Zangief┤s example,
       the opponent might or might not go down after two Standing MK┤s which are
       usually worth 3300+100 each, 6800 altogether.   
    
    
    MISCELLANEOUS
    -------------------------------------------------------------------------------
    Pretty self-explanatory as well. Indicates whether an attack consisting of more
    than one hit-frame is an actual combo-attack and various other info.
    
    
    ===============================================================================
    4. RYU (Japan)
    ===============================================================================
    
    "You must defeat Sheng Long to stand a chance."
    
    One of the most memorable winning quotes in fighting game history, it caused
    many, many rumours about a hidden boss (actually, Ryu┤s and Ken┤s teacher) and
    some of the described requirements to actually fight him in the game were so
    maniacally hard, that no one would would ever able to make it anyway. In short,
    there has NEVER been a secret boss named Sheng Long nor any other boss in SFII
    and, probably as an attempt to tame down the rumours, Ryu┤s SNES winning quote
    was subsequently altered in that the mystical "Sheng Long" was replaced with
    "my Dragon Punch". Together with Ken and Sagat, he┤s the only fighter from the
    original SF who┤s making a comeback. Always looking for a good fight and worthy
    opponents, he joins the tournament.
    
    Even though his stats might not reflect his superiority, Ryu (and Ken) is the
    top tier in the game, thanks to his high priority attacks and easily(!) execu-
    table and useful special moves. He is usually the most often chosen fighter
    and can be considered the main character in the game. During the rising Dragon
    Punch, Ryu enjoys a short time of invincibility, but be sure to hit the target,
    otherwise he┤ll be wide open for attacks. Against the CPU, his Hurricane Kick
    is often the better choice than a throw and his Fireball is a good way to keep
    the opponent at bay.
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  7
    SPEED:  7
    JUMP:   7
    RANGE:  7
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Fireball:               Down, down-right, right, [Punch]
    Hurricane Kick:         Down, down-left, left, [Kick]
    Dragon Punch:           Right, down, down-right, right, [Punch]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    2300     100
    Crouching MK                    3300     300
    Crouching HK                    4300     500    Floors opponent
    
    Standing LK                     2600     100
    Standing MK                     3300     300
    Standing HK                     4300     500
    Standing HK close 1             4500     500    Combo attack
    Standing HK close 2              400     100    Combo attack
    
    Jumping LK                      2600     100
    Jumping MK                      3600     400
    Jumping HK 1                    4500     500    No combo attack
    Jumping HK 2                    4500     500    No combo attack
    
    Forward Jump LK                 2300     100
    Forward Jump MK                 3300     300
    Forward Jump HK                 4300     500
    
    Backward Jump LK                2300     100
    Backward Jump MK                3300     300
    Backward Jump HK                4300     500
    
    Crouching LP                    2300     100
    Crouching MP                    3300     300
    Crouching HP 1                  4300     500    No combo attack
    Crouching HP 2                  3300     300    No combo attack
    
    Standing LP                     2300     100
    Standing LP close               2600     100
    Standing MP                     3300     300
    Standing MP close               3600     400
    Standing HP                     4300     500
    Standing HP close 1             4500     500    No combo attack
    Standing HP close 2             4500     500    No Combo attack
    
    Jumping LP                      2600     100
    Jumping MP                      3600     400
    Jumping HP                      4500     500
    
    Forward Jump LP                 2600     100
    Forward Jump MP                 3600     400
    Forward Jump HP                 4500     500
    
    Backward Jump LP                2600     100
    Backward Jump MP                3600     400
    Backward Jump HP                4500     500
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Throw MP                        5300    1000
    Throw HP                        5300    1000
    
    Throw MK                        5300    1000
    Throw HK                        5300    1000
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------	
    Fireball LP                     4500     500
    Fireball MP                     4500     500
    Fireball HP                     4500     500
    
    Hurricane Kick LK               3600     400    Multiple possible hits
    Hurricane Kick MK               3600     400    Multiple possible hits
    Hurricane Kick HK               3600     400    Multiple possible hits
    
    Dragon Punch LP 1               5800    1000    Combo attack
    Dragon Punch LP 2               3300     300    Combo attack
    Dragon Punch MP 1               5800    1000    Combo attack
    Dragon Punch MP 2               3300     300    Combo attack
    Dragon Punch HP 1               5800    1000    Combo attack
    Dragon Punch HP 2               3300     300    Combo attack
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    5. E. HONDA (Japan)
    ===============================================================================
    
    "Can┤t you do better than that?"
    
    Of course, everytime.  Wanting to prove that Sumo wrestlers are indeed the most
    powerful fighters in the world, he joins the tournament to prove his point. His
    stats might look good, but he┤s certainly not on a par with the Shotos and can
    be considered an average fighter. His first name is Edmond, if you┤re curious.
    
    E. Honda is the powerhouse among the fighters which can be chosen, his limited
    agility being his weakest point. His attacks have a long range and fairly good
    priority and his crouching HP is the only one of its kind that can floor an
    opponent. His specials are also easy to execute, though his Headbutt certainly
    lacks effectiveness and can be fairly easily countered. The Hundred Hand Slap
    is a good chipper and can be used to corner the opponent, It┤s also very useful
    in the bonus rounds. His throw is stronger than all other regualr throws, but
    even with two different grabs, he can┤t be considered a "grappler", like the
    Russian Bear, Zangief. If you┤re looking closely at the damage figure of his
    standing MK close combo, you┤ll notice that this very attack outbeats almost
    everything else and is even superior to a throw and his HK combo. This is not
    the only time the programmers responsible for the SNES port have messed up
    (see Zangief for similar details).
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  9
    SPEED:  6
    JUMP:   6
    RANGE:  7
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Hundred Hand Slap:         Repeatedly press [Punch]
    Sumo Headbutt:             Hold left for 2 seconds, right, [Punch]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    3100     200
    Crouching MK 1                  3600     400    Combo attack
    Crouching MK 2                  3600     400    Combo attack
    Crouching HK 1                  4300     500    No combo, floors opponent
    Crouching HK 2                  4300     500    No combo, floors opponent
    
    Standing LK                     3100     200    Floors opponent
    Standing MK                     3600     400    Floors opponent
    Standing MK close 1             4800     500    Combo attack
    Standing MK close 2             4800     500    Combo attack
    Standing HK                     4300     500    Floors opponent
    Standing HK close 1             4500     500    Combo attack	
    Standing HK close 2             3600     400    Combo attack
    
    Jumping LK                      3600     400
    Jumping MK                      4000     500
    Jumping HK                      4800     500
    
    Forward Jump LK                 3300     300
    Forward Jump MK                 3800     400
    Forward Jump HK                 4500     500
    		
    Backward Jump LK                3300     300
    Backward Jump MK                3800     400
    Backward Jump HK                4500     500
    
    Crouching LP                    3100     200
    Crouching MP                    3600     400
    Crouching HP                    4300     500    Floors opponent
    
    Standing LP                     3300     300
    Standing MP                     3800     400
    Standing HP 1                   4500     500    No combo Attack
    Standing HP 2                   4500     500    No combo Attack
    
    Jumping LP                      3600     400
    Jumping MP                      4000     500
    Jumping HP                      4800     500
    
    Forward Jump LP                 3300     300
    Forward Jump MP                 3800     400
    Forward Jump HP                 4500     500
    
    Backward Jump LP                3300     300
    Backward Jump MP                3800     400
    Backward Jump HP                4500     500
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------	
    Bear Hug HK 1                   ?        400
    Bear Hug HK 2                   ?        100
    
    Bear Hug HP 1                   ?        400
    Bear Hug HP 2                   ?        100
    
    Throw MP                        5800    1000
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------	
    Hundred Hand Slap LP            4500     500    Multiple possible hits
    Hundred Hand Slap MP            4500     500    Multiple possible hits
    Hundred Hand Slap HP            5300    1000    Multiple possible hits
    
    Sumo Headbutt LP 1              4800     500    No combo attack
    Sumo Headbutt LP 2              4800     500    No combo attack
    Sumo Headbutt MP 1              4800     500    No combo attack
    Sumo Headbutt MP 2              4800     500    No combo attack
    Sumo Headbutt HP 1              4800     500    No combo attack
    Sumo Headbutt HP 2              4800     500    No combo attack
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    6. BLANKA (Brazil)
    ===============================================================================
    
    "Seeing you in action is a joke."
    
    Seeing Blanka in action is kinda funny, actually. A truly unique character with
    a good palette of moves. Blanka was lost in an airplane crash over Brazil at a
    very early age and grew up in the Jungle and became some kind of a man-beast.
    Despite his looks, he┤s got a good heart and joins the tournament to find out
    about his past.
    
    Average in all departments, he has a lot of fast attacks and moves which can be
    easily chained into combos, which is important since he is the only playable
    character who doesn┤t have a throw in his repertoir and his bite attack doesn┤t
    make up for it. His Electricity is not as effective as Honda┤s button masher
    and his Rolling Attack, though fast, should be used with extreme caution, since
    it has weak priority and Blanka will receive double damage if being hit during
    the attack. Rely on medium combos (his HP close combo is a bit obscure).
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  7 
    SPEED:  6
    JUMP:   6	
    RANGE:  7
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Rolling Attack:         Hold left for 2 seconds, right, [Punch]
    Electricity:            Repeatedly press [Punch]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    3100     200
    Crouching MK                    3600     400
    Crouching HK                    4000     500    Floors opponent
    
    Standing LK                     3100     200
    Standing LK close               3300     300
    Standing MK                     3600     400
    Standing MK close 1             3800     400    Combo attack
    Standing MK close 2             3800     400    Combo attack
    Standing HK                     4000     500
    Standing HK close               4300     500    Floors opponent
    
    Jumping LK                      3300     300
    Jumping MK                      3800     400
    Jumping HK                      4300     500
    
    Forward Jump LK                 3100     200
    Forward Jump MK                 3600     400
    Forward Jump HK                 4000     500
    
    Backward Jump LK                3100     200
    Backward Jump MK                3600     400
    Backward Jump HK                4000     500
    
    Crouching LP                    3100     200
    Crouching MP                    3600     400
    Crouching HP                    4000     500
    
    Standing LP                     3100     200
    Standing LP close               3300     300
    Standing MP                     3600     400
    Standing MP close               3800     400
    Standing MP close forward 1     3600     400    Combo attack
    Standing MP close forward 2     3600     300    Combo attack
    Standing HP 1                   4000     500    No combo attack
    Standing HP 2                   4000     500    No combo attack
    Standing HP close 1             4300     500    Combo attack
    Standing HP close 2             4300     500    Combo attack
    
    Jumping LP                      3300     300
    Jumping MP                      3800     400
    Jumping HP                      4300     500
    
    Forward Jump LP                 3100     200
    Forward Jump MP                 3600     400
    Forward Jump HP                 4000     500
    
    Backward Jump LP                3100     200
    Backward Jump MP                3600     400
    Backward Jump HP                4000     500
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Bite HP 1                       ?        400
    Bite HP 2                       ?        100
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Rolling Attack LP               4500     500
    Rolling Attack MP               4500     500	
    Rolling Attack HP               4500     500	
    
    Electricity LP                  5800    1000    Stuns and floors opponent
    Electricity MP                  5800    1000    Stuns and floors opponent
    Electricity HP                  5800    1000    Stuns and floors opponent
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    7. GUILE (USA)
    ===============================================================================
    
    "Go home and be a family man."
    
    This is a really bad winning quote when Guile┤s being victorious over the only
    female in the line-up, Chun Li. A man on a mission, Guile is seeking revenge
    against Bison, who was responsible for the death of Guile┤s partner, Charlie.
    He is married to a woman named Jane (who happens to be Eliza┤s sister, Ken┤s
    girlfriend and bride in spe) and has a little daughter, Amy.
    
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  8
    SPEED:  8
    JUMP:   7
    RANGE:  8
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Sonic Boom:             Hold left for 2 seconds, right, [Punch]	
    Flash Kick:             Hold down for 2 seconds, up, [Kick]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    2300     100
    Crouching MK                    3300     300
    Crouching HK 1                  4300     500    No combo, floors opponent
    Crouching HK 2                  4300     500    No combo, floors opponent
    
    Standing LK                     2600     100
    Standing MK                     3300     300
    Standing MK close               3600     400
    Standing HK                     4300     500
    Standing HK close               4500     500
    Standing HK close forward       4500     500
    
    Jumping LK                      2600     100
    Jumping MK                      3600     400
    Jumping HK                      4300     500
    
    Forward Jump LK                 2300     100
    Forward Jump MK                 3300     300
    Forward Jump HK                 4300     500
    
    Backward Jump LK                2300     100
    Backward Jump MK                3300     300
    Backward Jump HK                4300     500
    
    Crouching LP                    2300     100
    Crouching MP                    3300     300
    Crouching HP 1                  4300     500    No combo attack
    Crouching HP 2                  4300     500    No combo attack
    
    Standing LP                     2300     100
    Standing LP close               2600     100
    Standing MP                     3300     300
    Standing MP close               3600     400
    Standing HP                     4300     500
    Standing HP close               4500     500
    
    Jumping LP                      2600     100
    Jumping MP                      3600     400
    Jumping HP                      4500     500
    
    Forward Jump LP                 2600     100
    Forward Jump MP                 3600     400
    Forward Jump HP                 4500     500
    
    Backward Jump LP                2600     100
    Backward Jump MP                3600     400
    Backward Jump HP                4500     500
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Throw MP                        5300    1000
    Throw HP                        5300    1000
    
    Air Throw MK                    6400    1500
    Air Throw HK                    6400    1500
    
    Air Throw MP                    6400    1500
    Air Throw HP                    6400    1500
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Sonic Boom LP                   4500     500
    Sonic Boom MP                   4500     500
    Sonic Boom HP                   4500     500
    
    Flash Kick LK 1                 5300    1000    No combo, floors opponent
    Flash Kick LK 2                 5300    1000    No combo, floors opponent
    Flash Kick MK 1                 5300    1000    No combo, floors opponent
    Flash Kick MK 2                 5300    1000    No combo, floors opponent
    Flash Kick HK 1                 5300    1000    No combo, floors opponent
    Flash Kick HK 2                 5300    1000    No combo, floors opponent
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    8. KEN (USA)
    ===============================================================================
    
    "Attack me if you dare, I will crush you."
    
    Ryu┤s long-time rival and friend, he was trained by Sheng Long and mastered the
    art of Shotokan Karate mainly due to pure talent. Unlike Ryu, Ken hails from
    a wealthy family and is often described as arrogant and selfish. He┤s in love
    with a girl named Eliza, which will become his bride after the tournament.
    
    Everything that can be said about Ryu, can be said about Ken. They share the
    exact same palette of moves and specials. The only (tiny) differences between
    both of them are the MK/HK throw (Ken adds an "extra" roll to it, which results
    in the opponent being thrown a bit farther away) and the fact that Ken moves
    around a tad faster, but it┤s not that fast to earn him a plus point in the
    speed department.
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  7
    SPEED:  7
    JUMP:   7
    RANGE:  7
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Fireball:               Down, down-right, right, [Punch]
    Hurricane Kick:         Down, down-left, left, [Kick]
    Dragon Punch:           Right, down, down-right, right, [Punch]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    2300     100
    Crouching MK                    3300     300
    Crouching HK                    4300     500    Floors opponent
    
    Standing LK                     2600     100
    Standing MK                     3300     300
    Standing HK                     4300     500
    Standing HK close 1             4500     500    Combo attack
    Standing HK close 2              400     100    Combo attack
    
    Jumping LK                      2600     100
    Jumping MK                      3600     400
    Jumping HK 1                    4500     500    No combo attack
    Jumping HK 2                    4500     500    No combo attack
    
    Forward Jump LK                 2300     100
    Forward Jump MK                 3300     300
    Forward Jump HK                 4300     500
    
    Backward Jump LK                2300     100
    Backward Jump MK                3300     300
    Backward Jump HK                4300     500
    
    Crouching LP                    2300     100
    Crouching MP                    3300     300
    Crouching HP 1                  4300     500    No combo attack
    Crouching HP 2                  3300     300    No combo attack
    
    Standing LP                     2300     100
    Standing LP close               2600     100
    Standing MP                     3300     300
    Standing MP close               3600     400
    Standing HP                     4300     500
    Standing HP close 1             4500     500    No combo attack
    Standing HP close 2             4500     500    No Combo attack
    
    Jumping LP                      2600     100
    Jumping MP                      3600     400
    Jumping HP                      4500     500
    
    Forward Jump LP                 2600     100
    Forward Jump MP                 3600     400
    Forward Jump HP                 4500     500
    
    Backward Jump LP                2600     100
    Backward Jump MP                3600     400
    Backward Jump HP                4500     500
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Throw MP                        5300    1000
    Throw HP                        5300    1000
    
    Throw MK                        5300    1000
    Throw HK                        5300    1000
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------	
    Fireball LP                     4500     500
    Fireball MP                     4500     500
    Fireball HP                     4500     500
    
    Hurricane Kick LK               3600     400    Multiple possible hits
    Hurricane Kick MK               3600     400    Multiple possible hits
    Hurricane Kick HK               3600     400    Multiple possible hits
    
    Dragon Punch LP 1               5800    1000    Combo attack
    Dragon Punch LP 2               3300     300    Combo attack
    Dragon Punch MP 1               5800    1000    Combo attack
    Dragon Punch MP 2               3300     300    Combo attack
    Dragon Punch HP 1               5800    1000    Combo attack
    Dragon Punch HP 2               3300     300    Combo attack
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    9. CHUN LI (China)
    ===============================================================================
    
    "I┤m the strongest woman in the world."
    
    That┤s probably true, because Chun Li still lives in a time before fighting
    chicks became more and more popular in fighting games (most notably the KOF and
    the DOA series. Another character who┤s had a bad experience with M. Bison in
    the past, she┤s out to avenge her father, who was killed by the crime boss
    years ago. Now that she has mastered the arts of Kung-Fu, she enters the tour-
    nament to bring Shadaloo down (she┤s really an undercover-cop, but you won┤t
    find any hints about it in this game).
    
    Despite her quote, Chun Li doesn┤t rely on brute strength, but on  speed and
    swiftness and is certainly successful in doing so. She doesn┤t have any "true"
    long-range attacks and her specials are not as effective as similar moves by
    E. Honda and Ryu/Ken, but her speed and jump power makes more than up for this.
    Her off-the-wall jump sounds like it gives her a distinct over the opponent,
    but it can be seen miles away and has no surprise effect. Rely on her quickness
    and you won┤t have much trouble against most CPU-controlled enemies.
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  6
    SPEED:  9
    JUMP:   9
    RANGE:  7
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Lightning Kick:         Repeatedly press [Kick]
    Spinning Bird Kick:     Hold down for 2 seconds, up, [Kick]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    2300     100
    Crouching MK                    2800     200
    Crouching HK                    3300     300
    
    Standing LK                     2300     100
    Standing LK close               2800     200
    Standing MK                     2800     200
    Standing MK close               3300     300
    Standing HK                     3300     300
    Standing HK close               3800     400
    
    Jumping LK                      2800     200
    Jumping MK                      3300     300
    Jumping MK down                 3300     300
    Jumping HK                      3800     400
    
    Forward Jump LK                 2600     100
    Forward Jump MK                 3100     200
    Forward Jump MK down            3100     200	
    Forward Jump HK                 3600     400
    		
    Backward Jump LK                2600     100
    Backward Jump MK                3100     200
    Backward Jump MK down           3100     200		
    Backward Jump HK                3600     400
    
    Crouching LP                    2300     100
    Crouching MP                    2800     200
    Crouching HP                    3300     300
    
    Standing LP                     2300     100
    Standing LP close               2800     200
    Standing MP                     2800     200
    Standing MP close               3300     300
    Standing HP                     3300     300
    Standing HP close               3800     400
    
    Jumping LP                      2800     200
    Jumping MP                      3300     300
    Jumping HP                      3800     400
    
    Forward Jump LP                 2600     100
    Forward Jump MP                 3100     200
    Forward Jump HP                 3600     400
    
    Backward Jump LP                2600     100
    Backward Jump MP                3100     200
    Backward Jump HP                3600     400
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Throw MP                        5300    1000
    Throw HP                        5300    1000
    
    Air Throw MP                    5800    1000
    Air Throw HP                    5800    1000
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Lightning Kick LK               4800     500    Multiple possible hits
    Lightning Kick MK               4800     500    Multiple possible hits
    Lightning Kick HK               4800     500    Multiple possible hits
    
    Spinning Bird Kick LK           4800     500    Multiple possible hits
    Spinning Bird Kick MK           4800     500    Multiple possible hits
    Spinning Bird Kick HK           4800     500    Multiple possible hits
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    10. ZANGIEF (USSR)
    ===============================================================================
    
    "My strength is much greater than yours."
    
    Looking at Sprite of Zangief, you might expect that this is actually true. But 
    if you look at the much more accurate stats and damage table below, he┤s actu-
    ally a weak-ass (forget what you┤ve learned about physiognomy, look at Blanka,
    that monster is a pieceful mother). After Zangief got tired of wrestling with
    Russian bears (that hobby left him some souvenirs in the form of countless
    scratches, covering his massive body like a patchwork), he decided to enter the
    World Warrior tournament to represent the (old) USSR and prove that the Russian
    spirit can overcome all obstacles. Uh huh...
    
    ------------------------------------------------------------------------------- 
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  7
    SPEED:  5
    JUMP:   4
    RANGE:  4
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Spinning Clothesline:   Press 2 [Punch] buttons at the same time
    Spinning Piledriver:    270░ motion when close to the opponent, [Punch]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    2800     200
    Crouching MK                    3300     300
    Crouching HK                    3800     400
    
    Standing LK                     2800     200
    Standing LK close               3100     200
    Standing MK                     3300     300
    Standing MK close               3600     400
    Standing HK                     3800     400
    Standing HK close 1             3800     400
    Standing HK close 2              400     100
    		
    Jumping LK                      3100     200
    Jumping MK                      3600     400
    Jumping HK                      4000     500
    
    Forward Jump LK                 2800     200
    Forward Jump MK                 3300     300
    Forward Jump HK                 3800     400
    
    Backward Jump LK                2800     200
    Backward Jump MK                3300     300
    Backward Jump HK                3800     400
    
    Crouching LP                    2800     200
    Crouching MP                    3800     400
    Crouching HP                    3300     300
    
    Standing LP                     2800     200
    Standing LP close               3100     200
    Standing MP                     3300     300
    Standing HP                     3800     400
    
    Jumping LP                      3100     200
    Jumping MP                      4000     500
    Jumping MP up                   4500     500
    Jumping HP                      3300     300
    Jumping HP up                   4500     500
    
    Forward Jump LP                 3600     400
    Forward Jump MP                 3800     200
    Forward Jump HP                 3800     400
    Forward Jump HP down            3800     400
    
    Backward Jump LP                3600     400
    Backward Jump MP                3800     200
    Backward Jump HP                3800     400
    Backward Jump HP down           3800     400
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Face Smash MP 1                 ?        300
    Face Smash MP 2                 ?        100
    
    Bite HP 1                       ?        300
    Bite HP 2                       ?        100
    
    Stomach Press MP 1              ?        300
    Stomach Press MP 2              ?        100
    Stomach Press HP 1              ?        300
    Stomach Press HP 2              ?        100
    
    Throw MK                        5300    1000
    Throw HK                        5300    1000
    
    Throw MP                        5300    1000
    Throw MP down                   4800     500
    Throw HP                        5300    1000
    Throw HP down                   4800     500
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Spinning Clothesline            4300     500    Multiple possible hits
    
    Spinning Piledriver LP          6800    2000    Throw attack
    Spinning Piledriver MP          6800    2000    Throw attack	
    Spinning Piledriver HP          6800    2000    Throw attack
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    11. DHALSIM (India)
    ===============================================================================
    
    "I will meditate and then destroy you."
    
    Most likely, Dhalsim himself will be destroyed instead. A master of Yoga, he┤s 
    attempting to reach an even higher level by winning the tournament. Good luck
    in reaching that goal, you┤ll certainly need it.
    
    A truly original character, Dhalsim is hard to master, even for pro players.
    He┤s always been a low tier character, and his moves are too awkward to be of
    any great efficiency. His range is everything, but the extended limbs also
    provide an easy target to all kind of attacks. Most of the time, you┤ll find
    yourself flinging fireballs at the opponent and when he┤s trying to jump over
    them, he┤ll leap into one of the Indian┤s grotesque long-range attacks. Even
    though he seems the be rather small, at least his size while crouching is large
    enough so that Sagat can nail him into a corner with HIGH Tiger Shots, which
    are hard to avoid, not to mention Vega┤s Izuna Drop/Barcelona Attack. By far
    the slowest and weakest of all fighters, you have no other choice than to use
    his incredible (basic attack and throw) range to your (only) advantage.
    ------------------------------------------------------------------------------- 
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  5
    SPEED:  4
    JUMP:   6
    RANGE: 10
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS AND MOVEMENTS
    -------------------------------------------------------------------------------
    Yoga Fire:              Down, down-right, right, [Punch]
    Yoga Flame:             Left, down-left, down, down-right, right, [Punch]
    -------------------------------------------------------------------------------
    
    BASIC ATTACKS                   DAMAGE  POINTS  MISCELLANEOUS
    -------------------------------------------------------------------------------
    Crouching LK                    2100     100
    Crouching LK close              2300     100
    Crouching MK                    2100     100
    Crouching MK close              2800     200
    Crouching HK                    3300     300
    
    Standing LK                     2800     200
    Standing LK close               2300     100
    Standing MK                     2600     100
    Standing MK close               2100     100
    Standing HK                     3100     200
    Standing HK close               3300     300
    
    Jumping LK                      2300     100
    Jumping MK                      2800     200
    Jumping HK                      3600     400
    Jumping HK top                  2800     200
    
    Forward Jump LK                 2300     100
    Forward Jump MK                 2800     200
    Forward Jump HK                 3600     400
    Forward Jump HK top             3800     200
    
    Backward Jump LK                2300     100
    Backward Jump MK                2800     200
    Backward Jump HK                3600     400
    Backward Jump HK top            2800     200
    
    Crouching LP                    2100     100
    Crouching LP close              2300     100
    Crouching MP                    2600     100
    Crouching MP close              2800     200
    Crouching HP                    3300     300
    
    Standing LP                     2100     100
    Standing LP close 1             2300     100    No combo attack
    Standing LP close 2             2300     100    No combo attack
    Standing MP                     2600     100
    Standing MP close 1             2800     200    No combo attack
    Standing MP close 2             2800     200    No combo attack
    Standing HP                     3100     200
    Standing HP close 1             3300     300    Combo attack
    Standing HP close 2             3300     300    Combo attack
    
    Jumping LP                      2300     100
    Jumping MP                      2800     200
    Jumping HP                      3600     400
    Jumping HP top                  2800     200
    
    Forward Jump LP                 2300     100
    Forward Jump MP                 2800     200
    Forward Jump HP                 3600     400
    Forward Jump HP top             2800     200
    
    Backward Jump LP                2300     100
    Backward Jump MP                2800     200
    Backward Jump HP                3600     400
    Backward Jump HP top            2800     200
    -------------------------------------------------------------------------------
    
    THROWS, GRABS                   DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Head Punch MP 1                 ?        500
    Head Punch MP 2                 ?        100
    
    Throw HP                        4800     500
    -------------------------------------------------------------------------------
    
    SPECIAL ATTACKS                 DAMAGE  POINTS  MISCELLANOUS
    -------------------------------------------------------------------------------
    Yoga Fire LP                    4800     500    Stuns and floors opponent
    Yoga Fire MP                    4800     500    Stuns and floors opponent
    Yoga Fire HP                    4800     500    Stuns and floors opponent
    
    Yoga Flame LP                   5300    1000    Stuns and floors opponent
    Yoga Flame MP                   5300    1000    Stuns and floors opponent
    Yoga Flame HP                   5300    1000    Stuns and floors opponent
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    12. THE BOSSES
    ===============================================================================
    
          USA/EU        JAPAN
         _________     _________
    1.  |BALROG   |   |M. BISON |
        |---------|   |---------|
    2.  |VEGA     |   |BALROG   |
        |---------|   |---------|
    3.  |SAGAT    |   |SAGAT    |
        |---------|   |---------|
    4.  |M. BISON |   |VEGA     |
         »»»»»»»»»     »»»»»»»»»
    I don┤t want to go into any further detail about the names given to them by
    CAPCOM JP, but I┤ll make it short.
    
    M.Bison is a reference to the real boxer, M. Tyson, which was eventually
    changed to Balrog, due to CAPCOM USA being afraid of legal wringle-wrangle.
    Of course the question is, why CAPCOM didn┤t give the Spaniard Balrog his
    Spanish name Vega in the first case... 
    
    Ok, the bosses. Compared to some of the SNK monsters, these ones are rather
    simple to defeat. All of them have (at least) three special moves in their
    repertoir, but a very limited array of regular attacks, which almost entirely
    consists of heavy punches/kicks (exception: Balrog). Even though these attacks
    might look and act like low ones, they actually deal heavy attack damage.
    
    Bosses aren┤t very good in blocking attacks and merely rely on brute strength,
    speed and devastating special moves. But their most powerful specials are also
    their weak points; Similar to Blanka┤s Rolling Attack, if they┤re hit during
    the execution of the move, they┤ll take double damage. Balrog┤s Turn Punch,
    Vega┤s Izuna Drop and Barcelona Attack (?), Sagat┤s Tiger Uppercut and finally,
    M. Bison┤s Psycho Crusher all suffer from this weakness.
    
    Since the bosses cannot be selected as playable characters or in a single match
    with adjustable damage on both sides, it┤s quite hard to determine the power
    of their regular attacks, so I┤ve left them out completely and only listed the
    special attacks and throws.
    
    
    -------------------------------------------------------------------------------
    BALROG (USA)		
    -------------------------------------------------------------------------------
    
    "My fists have your blood on them."
    
    His gloves surely must be soaked through and through. A former heavyweight
    champion, he became corrupt and eventually lost his title. He┤s now working
    for M. Bison┤s Shadaloo syndicate, fighting for money. Appropiately, his stage
    is set in Las Vegas.
    
    The only character who solely relies on his fists. A strong and fast fighter,
    he can easily pin you into the corner with repeated Dash Punches and Uppercuts
    and if you happen to play with a slow character, there┤s nothing you can do
    against it. Damn block damage, eh? His range is incredible, but, unusual for a
    boxer, his guard is rather weak, making him a fairly easy attack for a lot of
    attacks. He can barely jump over a fireball, and if you┤re using a fighter who
    can cast projectiles, it┤s best to keep him at a distance.
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER: 10
    SPEED:  8
    JUMP:   4
    RANGE:  8
    -------------------------------------------------------------------------------
    
    ATTACKS                         DAMAGE          MISCELLANEOUS
    -------------------------------------------------------------------------------
    Dash Punch                      5300
    Dash Uppercut                   5300
    Turn Punch                      6400(?)         Variable in power
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    VEGA (Spain)	
    -------------------------------------------------------------------------------
    
    "Handsome fighters never lose battles."
    
    If that is true, then Chun Li would hardly lose any battle, wouldn┤t she?
    The former Matador (bullfighter) is one of Bison┤s henchmen as well and the
    only armed fighter in the line-up, wearing a claw on one of his hands. A true
    narcis, he thinks that everything ugly needs to be destroyed. He was certainly
    the first ever "Bishounen" fighter, a pretty boy with lots of female attitudes.
    Thes species seem to be very popular in Japan. His stage (set in a Spanish 
    tavern) and background theme is still one of my favourites settings in any
    fighting game.
    
    His stats say a lot about him. He is the fastest and one of the most powerful
    fighters and, like Chun Li, is also able to do an off-the-wall jump. Most of 
    his attacks have incredible range and the claw adds a firther bit to his punch
    range. If he catches too many hits (blocked or unblocked), he will lose his
    claw but I┤m not entirely sure whether it will make his punches really weaker,
    his punching range will certainly decrease though. When preparing either a
    Barcelona Attack or Izuna Drop, he will cling to the wall in the background,
    climb a bit around and then leap into the air towards the player with a cry,
    trying to shred or catch him/her, very hard to avoid with slow players like
    Zangief and Dhalsim. Though he can back-flip to avoid an incoming attack com-
    pletely, he┤s not very good in blocking attacks and can be nailed into the
    corner fairly easily.
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  9
    SPEED: 10
    JUMP:   8
    RANGE:  9
    -------------------------------------------------------------------------------
    
    ATTACKS                         DAMAGE          MISCELLANEOUS
    -------------------------------------------------------------------------------
    Throw                           5300
    -------------------------------------------------------------------------------
    Barcelona Attack                6400
    Izuna Drop                      5300            Throw	
    Rolling Crystal Flash           5800
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    SAGAT (Thailand)	
    -------------------------------------------------------------------------------
    
    "You are not a warrior, you┤re a beginner."
    
    But you can┤t really be considered a "beginner" for making it this far, eh?
    Sagat was the final boss in the original Street Fighter (and the only opponent
    I wasn┤t able to beat, grrr) and is making a comeback, seeking revenge against
    Ryu, who defeated him and left a huge scar on Sagat┤s chest as a small souvenir
    (Sagat lost an eye during a fight with Dan┤s father, whom he killed; But this
    story doesn┤t really belong here).
    
    Even though he doesn┤t seem to be very agile, Sagat┤s attacks are fast and
    powerful throughout and his Tiger Shots come out REALLY quick, making it some-
    times impossible to avoid them completely (if you happen to play as Zangief or
    Dhalsim against him, his High Tiger Shots can easily chip away your health to
    zero, since they even hit you when you┤re in a crouching position. You┤ll have
    to keep that in mind). His Uppercut is strong as well but, due to Sagat┤s huge
    size, can be fairly easily countered, since it doesn┤t enjoy the same priority
    as the Dragon Punch. Overall, Sagat┤s size makes him a fairly easy target to
    all kind of attacks.
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER: 10
    SPEED:  6
    JUMP:   5
    RANGE:  8
    -------------------------------------------------------------------------------
    
    ATTACKS                         DAMAGE          MISCELLANEOUS
    -------------------------------------------------------------------------------
    High Tiger Shot                 5300		
    Low Tiger Shot                  5300
    Tiger Uppercut                  6400
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    M. BISON (Thailand?)	
    -------------------------------------------------------------------------------
    
    "Get lost, you can┤t compare with my powers."
    
    No, you really can┤t. Or can you? Whether M. Bison is actually from Thailand,
    that┤s a moot point, you┤ll meet him after beating Sagat almost at the same
    place, period. He┤s the leader of crime syndicate called Shadaloo and has made
    himself a lot of enemies, including some of the World Warrior contestants. In
    SFII:WW you┤ll never get to see the deranged face after his defeat, since the
    ending sequence for each fighter starts immediately after the round has ended.
    
    Look at his stats and you┤ll see that he deserves to be the final boss. All of
    his attacks are strong, have a high priority (most notably his sliding "HK")
    and are not easy counter. He also moves around very fast and has the longest
    ans highest jump of all fighters. His Head Stomp is unique in that it doesn┤t
    deal block damage (same as his Scissor Kick) and doesn┤t floor the opponent if
    being hit in mid-air. He only executes the Flying Punch after the Head Stomp
    has hit the opponent unblocked. After all, the player should be glad about the
    non-block damage of the Scissor Kick, because in the SNES version, Bison tends
    to nail you into the corner with a seemingly endless chain of repeatedly exe-
    cuted Scissor Kicks. His throw is also quite powerful. His Psycho Crusher seems
    to have a "LP" and a "HP" version and is not easy to counter. It┤s a shame that
    you can┤t use him by yourself, but the same can be said about all bosses.
    -------------------------------------------------------------------------------
    
    STATS
    -------------------------------------------------------------------------------
    POWER:  9
    SPEED:  9
    JUMP:   9
    RANGE:  9
    -------------------------------------------------------------------------------
    
    ATTACKS                         DAMAGE          MISCELLANEOUS
    -------------------------------------------------------------------------------
    Throw                           5800
    -------------------------------------------------------------------------------
    Scissor Kick 1                  ?               Combo attack, no block damage
    Scissor Kick 2                  ?               Combo attack, no block damage
    Head Stomp                      ?               Combo attack, no block damage
    Flying Punch after Head Stomp   ?               Combo attack, no block damage
    Psycho Crusher                  6400            Stuns and floors opponent
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
    13. CREDITS
    ===============================================================================
    
    Thanks to...
    
    -CjayC for running the best internet site
     concerning Video and Computer Game FAQ┤s. 
    
    -Gerhard for everything regarding computers.
    
    -Kritikal at CE for various other stuff.
    
    -Siegfried for his extensive "Fighter Mania" project, which can
     be found at http://kattuggla.oru.se/dmd01/dm0103/test/index.html
    
    
    ===============================================================================
    14. LEGAL DISCLAIMER
    ===============================================================================
    
    This Document is copyright 2003 by A. Kleibrink. You may freely distribute
    this FAQ for any non-profitable and non-commercial purposes, provided that
    it remains unaltered. This FAQ can only be found at www.gamefaqs.com.
    
     
    -EOF-
    
    

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