Super Street Fighter 2 Link FAQ (v. 3.0)
By Onaje Everett (o_everett@hotmail.com)
Done on 4-24-1999

Disclaimer:  This FAQ is to be distributed FREELY and FOR FREE to the 
uttermost parts of the internet and is not to be modified or copied from in 
any way.  It CAN be used as a resource, which is its primary purpose, for 
increasing your comboing knowledge and for other relevant SF-related FAQs 
(though there won't be a need when the upgrade comes out).

Version History
---------------

Version 1.0: The first version of the FAQ. (3-26-1999)

Version 2.0: Modified disclaimer.  Added the date.  Improved the format.  
Added other missing links for various characters, including jumping attacks.
(4-13-1999)

Version 3.0: Added links involving whiffed moves.  Added the "What is a 
link?" intro. (4-24-1999)

Incidentally, this FAQ is best viewed using MS-DOS Editor, Windows Notepad, 
or Microsoft Word or WordPerfect (with the font set to 10pt New Courier).

What IS a link, anyway?  Some of you are wondering this, as you may be new
to Street Fighter terminology.  A link is a type of combo.  What?  You don't
know what a combo is?  Just kidding.  A combo is a set of attacks that, once
the first attack hits, the rest of the attacks will also connect and the
opponent can do nothing about it (in normal circumstances).  A link is
probably the least complicated type of combo.  Basically, you do a move and 
then you do another move as soon as the first one ends.  It's a simple 
concept, but it's not always as easy to put into action, as you'll see when
you try these links for yourself.

Now that that's out of the way...

I use the terms 'close' for close standing attacks, 'stand' for far standing 
attacks, and 'crouch' for crouching attacks, like David Wright does on his 
various combo lists.  Also, in Dhalsim's case, I may have two qualifiers 
together with a move to describe it.  For example, close crouch jab simply 
means Dhalsim's crouch jab at close range.

I'll list the links in this format:

(move): (moves that will link after that move)

If I list a move without listing any qualifiers (close, crouch, or stand) or 
list a special move without indicating what button to push for it, it means 
that any version of the move will work.  For example, after any of Chun Li's 
strong attacks (close, stand, or crouch), any fierce attack will work.  
Another example is that after an early jab Hadouken, Ryu can link any version
of his TatsuMakiSenpuuKyaku (better known as Hurricane Kick).  (Don't worry.
If you don't know move names, I've listed the motion so that you know what
I'm talking about.)  However, just so you know, it's usually the case that 
you can't link two close medium or hard attacks together and there are very 
few cases in which you can link a special move with itself.  Also, since 
these links were tested on the Super Nintendo version of SSF2, some standing 
moves are the same from close and far.  I count them as close/stand moves 
for two reasons: you want to be close to link them anyway and the close move 
that's missing is often as fast or faster than it's stand counterpart.  (Look 
at Chun Li's close strong and stand strong for an example.)

Additionally, in listing the links, I list moves that link in normal 
circumstances and then I list moves that will link after an early (or 
'meaty', as some call them) attack.  An early attack is an attack done as the 
opponent is getting up.  It's timed so that the move is hitting at its last 
possible instance.  For example, with Fei Long's crouch fierce, you time the 
move so that your opponent gets hit RIGHT BEFORE Fei Long starts to draw back 
his hands and recover from the move.  If you want to be technical, you are 
hitting the opponent with the last possible hitting frame of animation of the 
move.  The better you time it, the more time you have to hit them with 
something else.  One more thing: it logically follows that if you can link 
something normally, you can also link it from an early attack.

Everything else should be self-explanatory. :)

Also, remember that '/' means 'or'.

Here's a layout of the joystick directions that I use.  (Character facing to
the right.)

         ub=up-back      u=up      uf=up-forward
                \         |         /
                  \       |       /
                    \     |     /
                      \   |   /
                        \ | /
         b=back ----------+----------- f=forward
                        / | \
                      /   |   \
                    /     |     \
                  /       |       \
                /         |         \
         db=down-back   d=down   df=down-forward

Finally, here's the button layout, in case you may have forgotten or are 
confused by the terms I use for each move:

           Light    Medium     Hard

(punches)  jab      strong     fierce

(kicks)    short    forward    roundhouse

Note that these links can be used in ANY version of Street Fighter 2 from 
Street Fighter 2: World Warrior up to Super Street Fighter 2 Turbo, provided 
that the character in question has that move.

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

Ryu/Ken
-------

Links
=====

close jab: jab, crouch short, strong, crouch forward, close/crouch fierce, 
crouch/stand roundhouse.

crouch jab: jab, close/crouch short, strong, crouch forward, fierce, 
crouch/stand roundhouse.

stand jab: jab, crouch short, crouch/stand strong, crouch forward, crouch 
roundhouse.

close short: jab, crouch short.

crouch short: jab, close/crouch short, strong, crouch forward, fierce, 
crouch/stand roundhouse.

crouch strong: jab, crouch short, strong, crouch forward, fierce, 
crouch/stand roundhouse, jump jab.

stand strong: crouch short, crouch forward, crouch roundhouse.

close forward: jab, crouch short, (early) crouch strong, crouch forward, 
close fierce, crouch roundhouse.  

crouch forward: jab, crouch short, strong, crouch forward, crouch roundhouse.

close roundhouse: (early) crouch forward, crouch roundhouse.

jab Hadouken (d, df, f+punch)/HienHadouken (b, db, d, df, f+punch): (early) 
crouch short, stand strong, crouch forward, stand fierce, crouch roundhouse, 
Hadouken, HienHadouken, TatsuMakiSenpuuKyaku (d, db, b+kick), (after whiffed
air roundhouse TatsuMakiSenpuuKyaku, near full screen range) crouch forward, 
crouch roundhouse, (Ryu) fierce Hadouken/HienHadouken.

Best moves to link from (least recovery): crouch short and crouch strong.

Best moves to link to (least startup): crouch forward, close/crouch fierce, 
stand roundhouse.

Note: There's not much to say.  Ryu and Ken are famous for their powerful 
combos without links.  Just imagine what they can do when they USE links in 
their combos.  Get creative and get your opponent dizzy easier.

Chun Li
-------

Links
=====

close jab: jab, strong, crouch forward, Flip Kick (b/f+close forward), close 
fierce.

close short: stand jab.

close/stand strong: jab, short, strong, forward, Flip Kick (first hit only), 
fierce, crouch roundhouse, Kikkoken (charge b, f+punch), Lightning Kick (tap 
kick rapidly), jump towards forward, jump up/towards roundhouse.

crouch strong: jab, short, strong, forward, Flip Kick (first hit only), 
fierce, crouch roundhouse, Kikkoken, Lightning Kick, jump up roundhouse.

crouch forward: jab, short, strong, forward, fierce, Flip Kick (first hit 
only), crouch roundhouse, Kikkoken, Lightning Kick, jump up roundhouse.

Heel Stomp (jump, d+forward): any jump towards attack, Heel Stomp.

jab Kikkoken: (early) any normal attack, Flip Kick, Lightning Kick, jump 
towards strong, jump towards forward, jump towards fierce, jump up/towards 
roundhouse, (from maximum, almost full screen, range) any jumping attack deep 
enough to start a combo.

Best moves to start links with: strong, crouch forward.

Best moves to end links with: strong, crouch forward, close fierce, crouch
roundhouse.

Note: The Kikkoken, unfortunately, only links from a normal move done at 
point-blank range.  Also, her Flipping Neck Breaker (b/f+close roundhouse)
and Spinning Bird Kick (charge d, u+kick, can be done in mid-air) cannot be 
comboed at all.  Otherwise, there's not much to complain about.  Chun Li's 
normals allow for quick dizzies and very nasty combos, if she finds an 
opening.

Guile
-----

Links
=====

jab: jab, strong, close fierce.

short: short, stand strong.

crouch strong: jab, stand short, strong, Bazooka Knee (b/f+forward), fierce, 
Sonic Boom (charge b, f+punch), Flash Kick (charge d, u+kick).

close forward: jab, short, strong, close/crouch forward, Bazooka Knee,
fierce.

crouch forward: jab, stand short, strong, close fierce.

close roundhouse: short, strong, crouch forward, Bazooka Knee, roundhouse. 

jab Sonic Boom: any normal move, Bazooka Knee, Upside-Down Roundhouse 
Kick (b/f+close roundhouse), jump towards forward, jump up/towards 
roundhouse, (early) any deep jumping attack, fierce Sonic Boom, Flash Kick,
(after whiffed Bazooka Knee) jab, short, strong, crouch forward, close/stand
fierce, crouch/stand roundhouse, Sonic Boom, (early) close/stand forward, 
close roundhouse, jump towards forward, jump up/towards roundhouse, Bazooka
Knee, Upside-Down Roundhouse Kick.

Best moves to link from: jab, crouch strong, close forward, jab Sonic Boom.

Best moves to link to: jab, strong, close fierce, Sonic Boom.

Note: If you've seen the TZW Combo Video (of which there is a FAQ), then you 
know where I'm going with this.  It's as TZW (a group of SF combo-masters) 
once said: "If I touch you with Guile, you're dead."  Words that are more 
true have never been spoken when it comes to SF.  Beware the Sonic Boom.

E. Honda
--------

Links
=====

close/stand jab: jab, close short, stand strong.

close short: jab, close short, crouch fierce.

close/stand strong: jab, close short, strong, close forward, fierce, 
close/crouch roundhouse, jab 100 Hand Slap (tap punch rapidly).

close forward: jab, close short.

Knee Butt (b/f+close forward): jab, close short, strong, close forward, 
crouch fierce, jab 100 Hand Slap.

Best moves to link from: close short, close/stand strong, Knee Butt.

Best moves to link to: close short, crouch fierce, jab 100 Hand Slap.

Note: Contrary to popular opinion, E. Honda can do some damage on you if 
you're not careful.  Also, his linking moves are excellent for ticking into 
throws.

Blanka
------

Links
=====

close strong: close/stand jab, crouch short, strong, Head Butt (b/f+close 
strong), crouch forward, fierce, roundhouse, jump up/towards short, jump 
up/towards forward, jump up/towards fierce.

crouch forward: jab, crouch short, close/stand strong, Head Butt, crouch 
forward, close/stand fierce, Horizontal Blanka Ball (charge b, f+punch), 
Vertical Blanka Ball (charge d, u+kick).

short Beast Roll (charge b, f+kick): (started at or near point-blank range) 
any normal move, Head Butt, Horizontal/Vertical Blanka Ball, Electricity (tap 
punch rapidly).

Best moves to link from: close strong, crouch forward.

Best moves to link to: Head Butt, fierce, crouch roundhouse, 
Horizontal/Vertical Blanka Ball.

Note: Though Blanka only has three moves that he can link from, it's the ease 
of his links that can make him dangerous.  Of course, that danger is 
eliminated if you block, especially if you block a Blanka Ball, so he's still 
underpowered, unfortunately.

Zangief
-------

Links
=====

close jab: jab.

stand jab: jab, crouch short, crouch forward.

crouch jab: jab, crouch/stand short, strong, crouch/stand forward, crouch 
fierce, crouch/stand roundhouse, Lariat (3P or 3K).

stand short: jab, short, strong, crouch forward, close/stand fierce, 
crouch/stand roundhouse.

close/stand strong: jab, crouch/stand short, strong, forward, fierce, 
crouch/stand roundhouse, jump short, jump forward, jump roundhouse.

close forward: jab, short, strong, crouch forward, crouch roundhouse.

crouch forward: stand jab.

Best moves to link from: crouch jab, stand short, close/stand strong.

Best moves to link to: crouch jab, stand short, close/stand strong, crouch 
roundhouse.

Note: Technically, throws can't be linked because you can't throw someone in 
hit stun.  Despite that fact, Zangief is a big threat in close.  If he 
doesn't throw you, he can still combo you for decent to great damage.

Dhalsim
-------

Links
=====

close crouch jab: close crouch jab, close/crouch short, close/close crouch 
strong, close/close crouch forward.

stand jab: crouch forward.

crouch short: close crouch jab, close strong.

close strong: crouch forward.

close crouch strong: close crouch/stand jab, close/crouch short, close/close 
crouch forward.

stand strong: (early) stand forward.

close forward: close/crouch short, close/close crouch forward, (early) close 
fierce.

close crouch forward: close strong, close/close crouch forward.

close roundhouse: (early) stand fierce, close roundhouse.

jab Yoga Fire (d, df, f+punch): far crouch jab, crouch/stand short, far 
crouch/stand strong, far crouch/stand forward, crouch/stand fierce, 
crouch/stand roundhouse, jump jab, jump short, jump strong, jump forward, 
jump fierce, Yoga Mummy (jump, d+fierce), Yoga Drill (jump, d+roundhouse), 
(early) Yoga Fire, Yoga Flame (b, db, d, df, f+punch), (after Yoga Teleport
(b, d, db+3P/3K or f, d, df+3P/3K)) any normal move, Yoga Mummy, Yoga Drill,
Yoga Fire.

Best moves to link from: close crouch jab, close crouch strong, close 
forward, jab Yoga Fire.

Best moves to link to: crouch short, forward, fierce, roundhouse.

Note: Though he's better known for his defensive capabilities, Dhalsim can 
take some advantage of connecting up close.  However, a good Dhalsim knows 
that it's better to just grab 'em with the Yoga Noogie (strong throw) and do 
that repeated tick trick until the round's over (or Dhalsim messes up).

T. Hawk
-------

Links
=====

close/stand jab: jab, short, close strong, close forward.

crouch jab/short: jab, short, close forward.
 
close short: same as close/stand jab.

crouch forward: jab, short, strong, crouch forward, close fierce, crouch 
roundhouse (first hit), jump towards jab.

Best moves to link from: close jab, crouch forward.

Best moves to link to: jab, close forward.

Note: T. Hawk is not a combo master...he just does damage.  He has decent 
comboability and up close is where he shines.

Fei Long
--------

Links
=====

close jab: jab.

crouch jab: jab, short, strong, forward, close/stand fierce.

stand jab: stand jab.

close short: jab, short.

crouch short: jab, short, strong, close/stand forward, close/stand fierce.

stand short: short.

close strong: jab, short, strong, crouch/stand forward, fierce, crouch/stand 
roundhouse, Rising Dragon Kick (b, d, db+kick), jump jab, jump towards short, 
jump up/towards strong, jump back/towards forward.

crouch strong: jab, close fierce.

stand strong: crouch short, crouch strong, crouch forward, crouch/stand 
fierce, crouch/stand roundhouse.

close forward: jab, short, strong, forward, fierce, crouch/stand roundhouse, 
Rising Dragon Kick, jump towards jab, jump towards strong, jump towards 
forward.

crouch forward: (early) jab, strong, forward, close/stand fierce, 
crouch/stand roundhouse.

close fierce: (early) crouch short, strong, crouch forward, fierce, 
roundhouse, Rekka Ken (d, df, f+punch).

crouch fierce: stand jab, short, strong, forward, crouch/stand fierce, 
crouch/stand roundhouse, jump towards jab, jump towards forward, (early) 
Rekka Ken, Rising Dragon Kick.

close roundhouse: (early) short, strong, forward, fierce, crouch/stand 
roundhouse, Rising Dragon Kick.

Skipping Front Kick (f+roundhouse): crouch short, strong, crouch forward, 
fierce, roundhouse, Rising Dragon Kick.

Best moves to link from: crouch jab, crouch short, close strong, close 
forward, early crouch forward, crouch fierce, early close roundhouse (2nd 
hit), Skipping Front Kick.

Best moves to link to: close strong, crouch forward, fierce, crouch/stand 
roundhouse.

Note: As I was telling David Wright as I was typing this up: Fei Long is the 
MAN, mayyan!!  The disciple of the true legend, Bruce Lee, has tons upon tons 
of links.  He has high combo-ability and high damage to boot!  Whaddya 
expect?!  It's Fei Long!

Dee Jay 
-------

Links
=====

close/crouch jab: jab, short, strong, forward, fierce, crouch roundhouse,
jump jab, jump up/towards short.

stand jab: stand jab.

close short: jab, short, strong, forward, fierce.

crouch short: close/crouch jab, short, close strong.

stand short: crouch jab, short, crouch strong.

close strong: all normal moves, jump towards jab, jump up short.

crouch strong: jab, short, strong, forward, fierce, jump up short.

close forward: all normal moves, jump towards jab, jump up short.

close fierce: roundhouse, (early off of 2nd hit) stand jab, short, crouch 
strong, forward, stand fierce, Max-Out (charge b, f+punch).

crouch fierce: (early) stand jab, short, crouch strong, stand forward, 
fierce, roundhouse, Max-Out, forward Double Dread Kick (charge b, f+kick).

jab Max-Out: (early) any normal attack or a jumping attack deep enough to 
start a combo (if done at jumping range).

Best moves to link from: crouch jab, crouch strong, all close moves, early 
jab Max-Out.

Best moves to link to: close strong, fierce, roundhouse, Max-Out, Double 
Dread Kick.

Note:  I thought Fei Long had links!  Dee Jay has links, too!  Plus, the 
links help Dee Jay to be another character that you don't want to get hit by.  
You don't want to eat a re-dizzy combo, right mon? :)

Cammy
-----

Links
=====

close jab: jab, short, strong, close/crouch forward, stand fierce.

crouch jab: jab, short, strong, crouch forward, stand fierce.

stand jab: jab, crouch short, strong, crouch forward.

close short: jab, close short.

crouch short: jab, short, close/stand strong, crouch forward, stand fierce.

stand short: short.

close strong: jab, short, strong, forward, fierce, crouch roundhouse.

crouch strong: all normal attacks, jump up/towards short, jump towards 
strong, jump towards fierce, jump towards roundhouse, Front Kick (Cannon 
Spike) (f, d, df+kick).

close forward: all normal attacks, jump up/towards short, Front Kick (Cannon 
Spike).

crouch forward: jab, short, strong, crouch forward, stand fierce, (early) 
stand strong, roundhouse.

close fierce: stand jab, crouch/stand strong, forward, fierce, crouch 
roundhouse, jump towards short, jump towards roundhouse, Front Kick (Cannon 
Spike).

crouch fierce: stand jab, stand strong, crouch forward.

Best moves to link from: crouch jab, crouch short, close/crouch strong, 
close forward, and close fierce.

Best moves to link to: crouch strong, crouch forward, stand fierce, Front 
Kick (Cannon Spike).

Note:  Cammy is the queen of links in this game.  You can form combos galore 
from these links...including rather deadly ones.  Also, often times a link to 
standing fierce will give you a hit with the first frame of the move, which 
is her interruptable frame for that move.

Balrog (M.Bison in Japan)
-------------------------

Links
=====

close jab/short: jab, short.

crouch jab/short: jab, short, crouch strong, close forward.

close strong: jab, close short, strong, forward, close roundhouse, Dashing 
Straight (charge b, f+punch).

crouch strong: jab, short, strong, forward, crouch fierce, close roundhouse, 
jump up/towards jab, jump up/towards short, Dashing Straight.

stand strong: stand strong.

close/crouch forward: jab, short, strong, forward, crouch fierce, close 
roundhouse, jump up/towards jab, jump up/towards short, Dashing Straight.

Dashing Uppercut (charge b, f+kick): stand short, strong, stand forward.

Turn Around Punch (hold 3P/3K for at least 1 tick of the timer and release): 
(any level, early) close short, crouch/stand strong, stand forward, stand 
fierce, stand roundhouse, Dashing Straight, Dashing Uppercut.

Best moves to link from: crouch jab, close/crouch strong, close/crouch 
forward.

Best moves to link to: crouch jab, close short, close/crouch strong, 
close/crouch forward, Dashing Straight.

Note: Boxers live off of their jab.  So does Balrog.  The good boxers have a 
mix of combinations.  So does Balrog.  When the time is needed for a big hit, 
a good boxer knows when to close in for the kill.  So does Balrog.  I think 
you get my point.

Vega (Balrog in Japan)
----------------------

Links
=====

jab: crouch jab, crouch strong.

close/crouch short: crouch jab, crouch strong.

close strong: crouch jab, stand short, crouch strong.

crouch strong: crouch jab, crouch strong.

crouch forward: jab, stand short, close/crouch strong, crouch/stand forward,
close fierce.

close fierce: crouch jab, crouch strong, stand forward. 

close roundhouse: jab, stand short, crouch strong, stand forward. 

Rolling Crystal Flash (charge b, f+punch): crouch jab, strong, stand forward,
(early) crouch fierce.

Best moves to link from: crouch forward, close fierce, close roundhouse, 
Rolling Crystal Flash.

Best moves to link to: crouch jab, crouch strong, stand forward.

Note: Vega is known for his poking and his quick moves.  These quick moves 
help him to link moves together fairly easily.  He's not as much of a threat 
as everybody else combo-wise, but he's deadly all the same.  'Speed kills' is 
the phrase that comes to mind.

Sagat
-----

Links
=====

(Note: For Sagat's standing kicks, I'll use 'close' to mean the first hit 
(the interruptable knee frame) and 'stand' to mean the second hit.)

close jab: jab, close/crouch short, close/crouch strong, close/crouch 
forward, close roundhouse, Tiger Uppercut (f, d, df+punch), Tiger Knee (d, 
df, f, uf+kick).

crouch jab: jab, short, strong, forward, close roundhouse, Tiger Uppercut, 
Tiger Knee.

stand jab: stand jab.

crouch short: close/stand jab, close short, close forward, close roundhouse, 
Tiger Uppercut.

close strong: jab, crouch short, crouch strong, crouch forward, close 
roundhouse, Tiger Uppercut, Tiger Knee, jump towards short, (early) stand 
short, stand forward, fierce.

crouch strong: any normal attack, jump jab, jump back/towards short, jump 
forward, jump roundhouse, Tiger Uppercut, Tiger Knee.

crouch forward: jab, short, strong, forward, close/crouch fierce, roundhouse, 
jump jab, jump towards short, jump forward, Tiger Uppercut, Tiger Knee.

jab Tiger Shot (d, df, f+punch/kick): (2/3 screen range) fierce/roundhouse
Tiger Shot, (early) crouch/stand jab, crouch/stand short, crouch/stand
strong, crouch/stand forward, crouch/stand fierce, crouch/stand roundhouse,
Tiger Shot, Tiger Knee, (early, after whiffed short Tiger Knee) crouch/stand
jab, crouch short, crouch strong, crouch forward, crouch fierce, Tiger
Uppercut.

short Tiger Shot: (3/4 screen range) fierce/roundhouse Tiger Shot, (early)
crouch/stand jab, crouch/stand short, crouch/stand strong, crouch/stand
forward, crouch/stand fierce, crouch/stand roundhouse, Tiger Shot, Tiger
Knee, (early, after whiffed short Tiger Knee) crouch/stand jab, crouch short,
Tiger Uppercut.
              
Best moves to link from: crouch jab, crouch strong, crouch forward, Tiger
Shot.

Best moves to link to: crouch strong, crouch forward, fierce, any close kick, 
Tiger Uppercut.

Note: Sagat's links are actually pretty versatile.  You can choose to go into 
a decent combo or a safe one pretty well.  The problem that he has is a lack 
of range with his linkable attacks.  Still, you don't wanna get hit unless 
you want to hear "Tiger Uppercut" and see your life bar drain out.

M. Bison (Vega in Japan)
------------------------

Links
=====

close/crouch jab: jab, short, close/crouch strong, crouch forward, jump
back/towards jab, jump short.

close short: jab, short, close/crouch strong, forward, crouch fierce, 
roundhouse, jump jab, jump short, jump strong, jump up/towards forward, jump
up fierce, jump roundhouse.

crouch short: jab, close short, close strong.

crouch strong: jab, short, crouch strong, crouch forward, jump towards jab,
jump up/towards short, jump towards strong.

crouch forward: close jab, short, crouch strong, crouch forward, jump towards
jab, jump up/towards short.

Best moves to link from: jab, close short, crouch strong/forward.

Best moves to link to: jab, close short, close/crouch strong, forward, 
crouch fierce, roundhouse.

Note: Bison is better suited to poking, but he is great up close and in the 
opponent's face.  If he connects a jab, you could come out of the ensuing 
combo dizzy and then ready to be near dizzy at the end of the next one.

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

That's all, folks!

What to expect from the next version:
Anything that I missed that people correct me on.

Also, be prepared when I turn this FAQ into a Link and Combo FAQ, full of 
stuff that'll make your chin hit the floor...if you haven't seen it already, 
that is.

Please, please, PLEASE e-mail me if there are any errors.  I want this FAQ to 
be its best.

Credits:

God, who gave me the abilities, talents, resources, and most of all, the 
passion that I have for SF.

David Wright, for storing the information for me because I didn't want to 
risk something silly happening like the hard drive having to be 
erased...which happened the last time I tried this.

Gamest and TZW, for inspiring me to become the combo fanatic that I am, along 
with providing me with a resource with which to perfect this FAQ...or try to, 
anyway.

Alt.games.sf2, for putting up with the announcements that my FAQ would be out 
soon when it wasn't and for being the first place where I actually heard the 
word 'combo' and then made me understand what it meant...even though I was 
already doing them in a scrubby kind of way.  Without a.g.sf2, I'm sure I'd 
still be a scrub.

And also, anyone else out there that either told me links that I never 
would've thought of or simply cheered me on as I took on this task.  Thanks 
to all of y'all.

Bottom line: ('cause information that isn't shared is worthless.)

Onaje Everett                  o_everett@hotmail.com
Meaning: The Sensitive One     
IRC and ICQ Nicknames: FreshOJ, DaJooce
Other Nickname: The Juice
Mantra: "I can do ALL things through Christ, who strengthens me."
-Philippians 4:13