hide results

    Combo FAQ by FreshOJ

    Version: 4.0 | Updated: 04/09/09 | Search Guide | Bookmark Guide

    Super Street Fighter 2 Turbo: HD Remix Cross-up, Link, and Combo FAQ (v. 4.0)
    By Onaje Everett (o_everett@hotmail.com)
    Done on 2/24/2009
    
    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 knowledge of Street Fighter 2 and for
    other relevant SF-related FAQs.
    
    This FAQ is best viewed using MS-DOS Editor, Windows Notepad,
    or Microsoft Word or WordPerfect (with the font set to 10pt New
    Courier).
    
    Table Of Contents
    
    Section 1: Version History
    
    Section 2: Introduction
    
    Section 3: What is a Cross-Up?
    
    Section 4: What is a Link?
    
    Section 5: What is a Combo?
    
    Section 6: Character Specific Cross-ups, Links, and Combos
    	Ryu
    	Ken
    	E. Honda
    	Chun Li
    	Blanka
    	Zangief
    	Guile
    	Dhalsim
    	T. Hawk
    	Fei Long
    	Dee Jay
    	Cammy
    	Boxer (Balrog in USA; M. Bison in Japan)
    	Claw (Vega in USA; Balrog in Japan)
    	Sagat
    	Dictator (M. Bison in USA; Vega in Japan)
    	Akuma (Gouki in Japan)
    
    Section 7: Concluding Remarks
    
    Section 8: Credits and Acknowledgements
    
    -----------------------------------------------------------------------
    
    Section 1: Version History
    
    Version 4.0: Whoa.  Almost nine years later, Super Street Fighter 2
    Turbo HD Remix is out and it’s beyond time to update this thing and
    make it even more relevant to the SF community. Adding cross-ups and
    sample combos to make this FAQ even more informative. Changed the intro
    to reflect the new direction of the FAQ. (1/07/2009)
    
    Version 3.0: Added links involving whiffed moves.  Added the "What is a
    link?" intro. (4/24/1999)
    
    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 1.0: The first version of the FAQ. (3/26/1999)
    
    -----------------------------------------------------------------------
    
    Section 2: Introduction
    
    Since Street Fighter 2: World Warrior, combos have been a wonderful
    discovery that makes a player’s offensive capabilities more potent,
    more creative, and more dynamic.  However, they can also be pretty
    risky and not necessarily the best thing to do to get the positioning
    you need on your opponent.  In fact, you really can play this game for
    years with a fair amount of success without them, like I did.  Of
    course, now that I know about combos, I’m hooked and I’m not going
    back.  That’s why I’m writing this FAQ for the person who may be
    looking for more powerful ways to exploit their opponent’s openings.
    If you can understand the concepts in this FAQ and apply them
    individually and collectively in the right situations, you can end your
    matches more quickly and force your opponent to make fewer mistakes
    against you.
    
    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
    
    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
    
    This FAQ will assume that you know some Street Fighter terminology.  If
    you find terms you don’t understand, there are plenty of FAQs and
    resources that can help you if you look around the internet.
    
    -----------------------------------------------------------------------
    
    Section 3: What is a Cross-Up?
    
    A cross-up is an attack done at such a position that your character
    ends up on the other side of your opponent.  There are moves that
    cross-up when they miss the opponent, but this FAQ will focus on
    attacks that cross-up the opponent after they make contact, when
    properly spaced.  The most common way to achieve this is from the air.
    For example, Dictator (M. Bison in USA; Vega in Japan) can jump forward
    and hit the very back of his opponent’s shoulder with the back foot of
    his jumping roundhouse kick and land on the other side of his opponent.
    Cross-ups are extremely valuable because they force your opponent to
    guess which way to block and because when your character lands, he or
    she is put in point-blank range of your opponent.  The ideal cross-up
    will also hit deep enough to present your character with an opponent
    reeling in hit stun and sliding into them in the same direction they
    were just jumping.  It’s the perfect setup for being at point-blank
    range.  A blocked cross-up opens up a ton of mind games, while a cross-
    up that hits the opponent sets up a big damage combo.
    
    Keep in mind that all non-knockdown aerial attacks that hit a standing
    opponent stun them for 11 animation frames (or 11/60ths of a second),
    the same hit-stun as a grounded weak attack.  (If the opponent was
    crouching, they reel the same as if they were hit by a grounded move of
    the same strength.)  Cross-ups that allow for additional attacks when
    they hit a standing opponent will be marked with an asterisk (*).
    Cross-ups that only allow for additional attacks when they hit a
    crouching opponent will be marked with a tilde (~).  Some cross-ups
    knock down without allowing any follow-up (!) and others knock down and
    start a juggle (&).  Finally, the attacks that have no marks next to
    them cannot connect deep enough to allow additional hits on the ground
    and will leave you open to attack.
    
    -----------------------------------------------------------------------
    
    Section 4: What is a Link?
    
    A link is a series of moves in which you hit the opponent with a move
    and then hit them another move as soon as the first one ends and before
    they recover from hit-stun.  In this sense, a jumping attack followed
    by a ground attack is a link.  However, an easy example of this on the
    ground is hitting an opponent with Ken’s crouching strong punch and
    then following that up with his crouching roundhouse sweep for a 2 hit
    linking knockdown combo.  It's a simple concept on the surface, but
    it's not always as easy to put into action, as you'll see when you try
    the links in this FAQ for yourself.
    
    Some moves recover so quickly that you can hold the joystick in a
    direction and mash the next button rapidly and have the next attack
    connect.  However, mashing the button is imprecise and some of these
    links leave a *very* small window of time (as small as 1/60th of a
    second!) in which to link the next move.  Unless you can press a button
    60 times a second, mashing is not the way to go.
    
    The best way to master all of the links on this FAQ is to press the
    button of the attack you want to link into right when the previous
    attack ends.  This becomes even more important when you start
    attempting links that involve going from close or standing to crouching
    moves or from crouching to close or standing moves.  When linking moves
    that alternate from standing to crouching or vice versa, the best
    method is to press the direction and button combination for the attack
    you want at the same time, timing that action to coincide with the end
    of the move you’re linking from.  This will cause your character to
    execute the next attack immediately, skipping the animated process of
    standing up into their standing fighting stance or crouching down into
    their crouching stance.  The ultimate result is that you take maximum
    advantage of the time window you have from your move ending to the time
    your opponent comes out of hit stun to continue the combo.   For
    example, to link Guile’s crouching strong punch to his close fierce
    punch, hold down (or down-back if you’re charging his Sonic Boom) on
    the joystick and press strong punch, continue to hold down on the
    joystick until the animation for the punch ends, then let go of the
    joystick so that it’s in the neutral position (or move the joystick to
    back if you’re still charging his Sonic Boom) and press fierce punch.
    You should see Guile go immediately into the close fierce punch without
    seeing him start to stand up from his crouch and, if you timed
    everything correctly, you’ll have a two hit combo.  Likewise, with Chun
    Li, to link from her close strong punch into her crouching forward
    kick, press strong punch with the joystick in neutral (or back if
    you’re charging a move), wait for the attack to end, and then
    immediately press down (or down-back if you’re still charging a move)
    and forward kick.  Just like in Guile’s example, you should see Chun Li
    immediately perform her crouching forward without starting to duck down
    into her crouching stance and, again, if you did it right, you’ll have
    a two hit combo.  As you can see, this technique can work with any
    joystick direction that has to do with standing or crouching, and you
    will see the significance of this when we get to the combos for each
    character.
    
    So, bottom line, links are all about learning the timing of the moves
    you’re linking from.  Mastering links will take practice, but don’t
    worry, some attacks are much easier to link after than others and I’ve
    listed them for you.  If you’re a beginner, start with those.  Once you
    get those down, you can move to linking from the moves I didn’t list as
    “easy to link from”, but by then you may find that you may not need to
    unless you’re making a combo video or trying to show off.
    
    For ease of reading and saving myself some keystrokes, I will use the
    terms 'close' for close standing attacks, 'stand' for far standing
    attacks, and 'crouch' for crouching attacks.
    
    I will 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 that comes out will work.  In mentioning any special or
    super moves, I will list the motion so that you know exactly what move
    I'm talking about.  Also remember that '/' means 'or'.
    
    So, using Cammy’s close fierce as an example...
    
    close fierce: stand jab, crouch/stand strong, forward, fierce, crouch
    roundhouse, jump towards short, jump towards roundhouse, Cannon Spike
    (f,d,df+kick).
    
    ...the block of text above means that, after a close fierce, Cammy
    recovers quickly enough to hit the opponent with far standing jab,
    crouching or far standing strong, any forward kick, any fierce punch,
    crouching roundhouse, jumping towards short, jumping towards
    roundhouse, and any version of the Cannon Spike (f,d,df+kick).  I hope
    that makes sense.  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.  Keep this in mind when
    reading this FAQ and trying out the links for yourself.
    
    Additionally, in listing the links, I list moves that link in normal
    circumstances and then I list moves that will link after a meaty (or
    ‘early’) attack.  A meaty attack is an attack done either as the
    opponent is either getting up or landing from being hit out of the air
    by a move that doesn’t knockdown, whether it’s a normal move or a hold.
    The attack is 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 after a non-meaty attack, you
    can also link it from a meaty attack.
    
    For links that involve certain conditions, those conditions will be in
    parenthesis.  I’ll always start with point-blank range links and then
    move outward to full screen range.
    
    Everything else should be self-explanatory. :)
    
    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 and the
    frame data is the same.  Feel free to apply this knowledge in other
    versions of Street Fighter 2 wherever appropriate.
    
    
    -----------------------------------------------------------------------
    
    Section 5: What is a Combo?
    
    This section is where things can get a bit complicated.  I’ll just dive
    right into the specific terminology I will be using.  I’ll start simple
    and increase in complexity from there.  Each concept builds on the
    previous one, so take them one at a time and you should understand it.
    
    Combo:  Short for ‘combination’, a combo is a series of attacks that,
    when they hit the opponent, cannot be escaped.  There are several types
    of combos that we will be dealing with in this FAQ and some combos can
    only be done by using specific move cancellation techniques.
    
    Super Combo (SC):  Each character has a super combo (SC), commonly
    called a “super”, that can be performed with a full super meter.  This
    move, when it fully connects, can be expected to do anywhere from 50%-
    75% damage.  SCs vary from character to character and usually have the
    same two things in common.  One, they are done by performing the motion
    for the special move they resemble twice before pressing the button to
    execute it.  Two, they usually have invincible startup frames, making
    them the perfect reversal special move.
    
    Link (,): As it was stated in the above section, a link combo is a
    combo in which you hit the opponent with a move and then hit them with
    the following move as soon as the first one ends and before they
    recover from hit-stun.
    
    Chain (-):  A chain combo consists of a series of regular moves that
    are interrupted into each other.  The first move hits, the joystick and
    button command for the next move is entered, and then the recovery of
    the move that just hit is *interrupted* by the next move that was
    input.  In the Street Fighter 2 series, this can only be done with
    rapid fire light attacks (jab and short attacks).  For example, I’m
    sure that, at some point, CPU Ryu has shown you that you can chain 2 to
    8 crouching short kicks together.  Each one of those kicks is being
    interrupted, which is why he can hit you with so many of them.  In
    addition to this, you can also cancel a rapid fire light attack into
    *any* light attack of your choosing, even if the next attack doesn’t
    rapid-fire cancel.  This is important because when you rapid-fire chain
    two identical weak attacks together, you cannot cancel the second
    attack into a special move.  You have to chain into a different weak
    attack in order to be able to cancel that move into a special move.
    This is further explained in the “Chain Canceling” section.
    
    2-in-1 (XX):  A 2-in-1, also called a ‘cancel’ or ‘interrupt’, is a
    normal move interrupted into a special move input.  The normal move
    hits, the command for the special move is performed, and the recovery
    of the normal move is replaced by the special move.  This is the common
    way to do combos in most fighting games, but you cannot pick just any
    normal move and special move combination and actually have both moves
    connect.  You have to know the ranges, speeds, and hit stun effects of
    the moves you’re using to successfully put these moves together.  One
    of the best known 2-in-1 combos around is Guile’s close standing fierce
    XX Fierce Sonic Boom combo.  However, in Super Turbo, you cannot
    directly 2-in-1 into a Super Combo (or SC) move, unlike the Street
    Fighter Alpha or Street Fighter Three series.  This is because the
    frame window for cancelling a hitting normal move into a Super Combo is
    a very tight 7 frames!  (Special moves get a 20 frame window.)  To fit
    that complex Super Combo motion into that tight 7 frame window, you
    have to use one of four “special” cancellation techniques.
    
    Negative Edge (NE): The first technique is called “Negative Edge”.
    Since Street Fighter 1, the game has been designed to read button
    presses and *button releases* when detecting special moves.  So, you
    can actually hold down a button, do the motion for a special move or
    Super Combo, and, upon releasing the button, the special move or super
    combo you did the motion for will immediately execute.  So, to cancel a
    normal move into a special move or Super Combo, simply press and hold
    the button for a cancelable attack, making sure it connects, of course,
    do the motion for the special move or Super Combo you wish to cancel
    into, and then let go of the button at the end of the motion.  For
    example, with Ken’s Shoryureppa SC, you can walk up to point-blank
    range on your opponent, press neutral+fierce to get a close fierce, do
    the two Dragon Punch motions for the Shoryureppa (f,d,df,f,d,df+punch)
    and then let go of fierce when you get to the last down-forward input
    of the joystick.  The motions have to be done very, very quickly, but
    it’s possible.  As I just said, you can use Negative Edge to cancel
    into any special or super move, so it is very useful, particularly when
    the special move you want ends in a blocking position.  Now that you
    know Negative Edge has existed since Street Fighter 1, you might want
    to go back and try those special moves you were having trouble with.
    Say “Shoryuken!” to Sagat for me.  Heh.
    
    The second technique we’ll call “motion partitioning” (MP).  Taking
    Ryu’s Shinkuu Hadouken SC as an example, since the motion for his SC is
    (d,df,f,d,df,f+punch), you can break up the motion by using a move that
    doesn’t overlap with one of his special moves.  So, since Ryu doesn’t
    have a d, df, f+kick move, most players combo into the Shinkuu Hadouken
    by inputting d, df, f, d+forward kick, df, f+punch.  If you break that
    down, it’s just like doing his crouch forward XX Hadouken combo, but
    you’re doing a quarter-circle forward motion before starting it.  (I
    actually find it easier to execute the combo in that example by linking
    from another move, like either his Rushing Gut Punch or crouch strong,
    so that you can buffer in the first quarter-circle forward motion while
    the first move is happening.  Give it a try.)
    
    The third technique we’ll go over is “charge partitioning” (CP).  Using
    Dee Jay’s Double Dread Kick SC this time, the motion for that move is
    charge b, f, b, f+kick.  This time, it’s trickier because Dee Jay has
    charge moves with punch (Max-Out) and kick (Dread Kick).  The way to
    get around overlapping with those moves and comboing into the Double
    Dread Kick is...charge b, f, b, *neutral*+strong punch, f+kick.  This
    is comparable to charging down, returning the joystick to neutral and
    pressing a button, and then cancelling that standing move by pressing
    up and a button for your charge down, up+button special move.  The
    difference, however, is that the extra input of the neutral move is
    just enough to make the game not read that input as a Max Out, which it
    will if you do charge b, f, b+strong.  Once the strong punch connects,
    press forward and kick as if you were doing a Dread Kick and you’ll get
    a Super Combo pause and the Double Dread Kick will come out.
    
    The fourth and final technique is actually a combination of two skills
    that have to be used together to put a SC into a combo.  The following
    is taken from the Super Street Fighter 2 Turbo article on the
    Shoryuken.com Wiki (http://www.shoryuken.com/wiki/).  ShinVega is the
    author.
    
    Kara Cancelling (KC): Kara (Japanese for “empty”) cancelling is when
    you cancel a normal move immediately into a special or super move. The
    cancel is done so quickly that you don't even see the normal move come
    out (but you can hear it). By itself, kara canceling is really not that
    useful in ST aside from one small glitch. (For several characters, you
    can shorten the recovery time of a Strong or Fierce fireball by kara
    cancelling a Jab or Short.) However, kara canceling is extremely useful
    when used in conjunction with renda canceling...
    
    Chain Cancelling (formerly known as "Renda Cancelling")(RC): In
    Japanese, "renda" ?? is the word they use for rapid-fire chain combos,
    like cr.Short->cr.Short. In old school Street Fighter (in the pre-Alpha
    games), you can not cancel chain combos. If you chain two cr.Shorts,
    you can not cancel the second one. Using kara cancelling however, you
    can get around this limitation. This is called chain cancelling ("renda
    canceling", in Japanese).  The best example is probably the most
    practical example: Ken's cr.Short->cr.Short xx super. The input is D
    Short, D Short, D/F, F, D, D/F, F Short any punch. So in order to do
    TWO cr.Shorts into super, you actually need to hit the Short button
    THREE times. That st.Short on the end is being kara canceled into the
    super, which is why you never see it. Also note that you must go all
    the way to towards (even though Ken's super motion only requires you to
    go to down/towards). This is because for chain cancelling, you must
    switch from crouching to standing (or from standing to crouching).
    Because you started with cr.Shorts, you have to end with a st.Short.
    The reason why chain cancelling is so incredibly good is because you
    can hit confirm (wait to see if it hits or not). If the shorts are
    blocked, go for a throw or a DP. If the shorts connect, just continue
    the combo into super.
    
    (End quote)
    
    Tick Throw (TT):  A tick throw sounds like its name.  You make contact
    with the opponent with a move and then, provided the opponent hasn’t
    been knocked down, you throw them when they come out of hit stun or
    block stun.  (This should tell you that this is not a *true* combo, but
    it is important for the purposes of this FAQ since throws *can* dizzy,
    even though they have a very small stun value.)  Now, I just alluded to
    the fact that you cannot throw a person while they are in hit stun or
    in block stun.  In addition to that, your opponent can perform a
    reversal special move or reversal throw in the very last animation
    frame of getting up, in the very last animation frame of coming out of
    hit stun or block stun, and in the very instant animation frame that
    they land from being hit out of the air by a move that doesn’t knock
    down.  In light of all of this, the logical conclusion is that you must
    time and *disguise* your attempt properly because tick throws can be
    escaped or countered if the opponent knows they are coming.  For
    example, Zangief is known for throwing out an attack and then either
    interrupting that attack or linking after that attack into his Spinning
    Pile Driver.  This is very effective because you can link or cancel
    into the Spinning Pile Driver with such timing that it grabs
    *immediately* when the opponent comes out of hit/block stun.  As in
    this case, you have an extra advantage if your character’s throw range
    is greater than your opponent’s, as this allows you to perform tick
    throw attempts without worrying about being counter-thrown.  Because
    the throw range of the Spinning Pile Driver is much greater than any
    regular throw, counter-throwing Zangief is *very* difficult (if not
    impossible) when this is properly done.  However, a reversal special
    move that’s either invincible on startup, cannot be thrown on startup,
    instantly hits on startup (provided you make contact), or is instantly
    airborne will save you.  In other words, if you get thrown, it’s your
    own fault because you let your opponent get that close and you guessed
    wrong.  It’s not “cheap”.  There’s no such thing.  It’s a mind game and
    mind games are very present in high-level play.  Out-think your
    opponent and you will win.
    
    Bread and Butter (BnB) Combo: A combo that is usually one of four
    things: easy to confirm that it hit so that you can continue/abort the
    combo, easy to execute, widely applicable, and/or leaves you safe on
    block.  In short, if you’re looking for a combo to use in any given
    situation that your opponent is open, this is the one.
    
    Dizzy (@) Combo: A combo that will dizzy a non-dizzy opponent with an
    empty dizzy meter.  Super Street Fighter 2 Turbo is somewhat random in
    granting dizzies, but it generally takes a minimum of 2 hard hits plus
    2 medium ones.  In the first ten seconds of any Street Fighter 2 game,
    it can take as few as 2 hard hits to dizzy.  Also remember that the
    dizzy meter empties if the character doesn’t take damage within 3
    seconds.  (Though I will list this symbol next to tick-throw setups
    that will dizzy if the throw connects, remember that tick-throws are
    escapable.)
    
    Re-dizzy (R@) Combo: A combo that, when performed on a dizzy opponent,
    will dizzy them again!  (Though I will list this symbol next to tick-
    throw setups that will re-dizzy if the throw connects, remember that
    tick-throws are escapable.)
    
    Touch of Death (ToD) Combo: A combo that will dizzy a non-dizzy
    opponent with an empty dizzy meter, do more than 50% damage, and,
    provided the conditions for connecting this combo are the same when the
    opponent stands up in a dizzy stupor, you’ll be able to repeat the
    combo and knock them out.  So, in other words, they let you touch them
    and now they’re “dead”.  ToD combos do not include SCs unless the
    performance of the combo fills an empty super meter in the process.
    However, because of ST’s damage levels, particularly from Super Combos,
    dizzying your opponent and getting them below 50% life will usually
    give you the round via other non-ToD combos.  (Though I will list this
    symbol next to tick-throw setups that will dizzy and do more than 50%
    damage if the throw connects, remember that tick-throws are escapable!)
    
    -----------------------------------------------------------------------
    
    Section 6: Character Specific Cross-ups, Links, and Combos
    
    Alright, here’s the section you were waiting for!  All of the knowledge
    that was shared in the above sections is put to use below.  If you
    didn’t catch on by now, the title of this section tells you what order
    you’ll be applying your offensive tools during your attack.
    
    Here’s a quick reference guide to this section, so you don’t have to
    scroll back up through the FAQ.
    
    General:
    
    hcb = Half Circle Back (f,df,d,db,b)
    hcf = Half Circle Forward (b,db,d,df,f)
    
    Cross-ups:
    (*) = Cross-up can be followed up with ground attacks on
    standing/crouching opponents
    (~) = Cross-up can be followed up with ground attacks on crouching
    opponents only
    (&) = Cross-up knocks down and starts a juggle
    (!) = Cross-up knocks down and cannot be followed up
    
    Note:  If the move has no mark next to it, it crosses up, but you can’t
    follow it up and you can be hit back.
    
    Links:
    
    (move): (moves that will link after that move)
    
    , = ‘and’
    / = ‘or’
    Close = close standing attack
    Stand = far standing attack
    Crouch = crouching attack
    Meaty = Attack is timed so that the last hitting frame (or as close to
    it as possible) connects as the opponent is either getting up or
    landing from being hit out of the air by a move that doesn’t knockdown
    
    Note: If I list a normal 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 that comes out
    will work.  For links that involve certain conditions, those conditions
    will be in parenthesis.  I’ll always start with point-blank range links
    and then move outward to full screen range.
    
    Combos:
    
    , = Link Combo
    - = Chain Combo or Rapid-Fire Chain
    XX = 2-in-1 or Special/Super Move Cancellation
    NE = Negative Edge
    MP = Motion Partitioning
    CP = Charge Partitioning
    KC = Kara (Empty) Cancellation
    RC = Renda (Rapid-Fire Chain) Cancellation
    SC = Super Combo
    TT = Tick Throw
    @ = Dizzy Combo
    R@ = Re-dizzy Combo
    ToD = Touch of Death Combo
    
    Note: For each character, all of their cross-ups will be listed first
    followed by their link trees.  After that, I’ll go into their combo
    information.  For each character’s combo section, I will list all of
    their chainable and cancellable attacks.  Then, I will list the most
    powerful possible combo into each of that character’s special moves and
    super combo from point-blank range on the ground.  This will help you
    in being able to gauge the “combo-ability” of each character’s special
    moves and, ultimately, help you come up with your own combos.  Finally,
    to help you get started even more quickly, I’ll also list some sample
    combos for you to try, all sorted by their relative skill level.  For
    combos ending with super combos, I’ll even give you what I find to be
    the best cancellation method for that particular situation.
    
    Consider this FAQ your “Training Mode Challenge Guide”.  Can you
    perform all of the combos here?  Go get a napkin for excess drool and
    put a pillow under your chin so it doesn’t hit the floor! :)
    
    
    Ryu
    
    Cross-ups: Any jumping kick(*), jumping Hurricane Kick
    (jump,d,db,b+kick)(!)
    
    
    Links:
    
    close jab: jab, crouch short, strong, crouch forward, close/crouch
    fierce, crouch roundhouse, stand roundhouse.
    
    crouch jab: jab, close/crouch short, strong, crouch forward, fierce,
    crouch roundhouse, 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 roundhouse, stand roundhouse.
    
    crouch strong: jab, crouch short, strong, crouch forward, fierce,
    crouch roundhouse, jump jab, stand roundhouse, Shinkuu Hadouken SC
    (d,df,f(x2)+punch).
    
    stand strong: crouch short, crouch forward, crouch roundhouse.
    
    close forward: jab, crouch short, (meaty) crouch strong, crouch
    forward, close fierce, crouch roundhouse.
    
    crouch forward: jab, crouch short, strong, crouch forward, crouch
    roundhouse.
    
    close roundhouse: (meaty) crouch forward, crouch roundhouse.
    
    Collarbone Breaker Overhead (f+strong): jab, crouch short, crouch/stand
    strong, crouch forward, crouch roundhouse.
    
    Rushing Gut Punch (f+fierce): jab, crouch short, close/crouch strong,
    crouch forward, fierce, crouch roundhouse.
    
    Jab Hadouken (d,df,f+punch)/HienHadouken (b,db,d,df,f+punch): (meaty,
    on cornered opponent) crouch short, stand strong, crouch forward, stand
    fierce, crouch roundhouse, Hadouken, HienHadouken, Hurricane Kick
    (d,db,b+kick), (after whiffed air roundhouse Hurricane Kick, near full
    screen range) crouch forward, crouch roundhouse, Fierce
    Hadouken/HienHadouken.
    
    Best moves to link from (least recovery): crouch short, crouch strong,
    Collarbone Breaker Overhead, Rushing Gut Punch.
    
    Best moves to link to (least startup): crouch forward, close/crouch
    fierce, stand roundhouse.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab, crouch/stand short.
    Cancellable attacks: Jab, short, strong, close/crouch forward,
    close/crouch fierce, crouch roundhouse.
    
    Best point-blank range combos (tick throw setups):
    Hadouken (d,df,f+punch): Rushing Gut Punch (2 hit), crouch strong,
    crouch forward XX Fierce Hadouken
    Fake Hadouken (d,df,f+Short Kick): Crouch forward XX Fake Hadouken, Throw (TT)
    HienHadouken (b,db,d,df,f+punch): Rushing Gut Punch (2 hit), crouch
    strong, crouch forward XX Fierce HienHadouken
    Shoryuken (f,d,df+punch): Close fierce XX Fierce Shoryuken
    Hurricane Kick (d,db,b+kick): Close fierce XX Roundhouse Hurricane Kick
    Shinkuu Hadouken SC (d,df,f(x2)+punch): Rushing Gut Punch (2 hit),
    crouch strong, crouch forward (MP) XX Shinkuu Hadouken SC
    
    Basic Combos:
    1.	Crouch short, Throw (TT)
    2.	Crouch strong, Throw (TT)
    3.	Crouch fierce XX Fierce Hadouken (BnB)
    4.	Crouch forward XX Fake Hadouken, Throw (TT)
    5.	Crouch short XX Short Hurricane Kick
    
    Intermediate Combos:
    6.	Close fierce XX Fierce Shoryuken (BnB)
    7.	Jump fierce, close fierce XX Roundhouse Hurricane Kick (BnB)
    8.	Jump roundhouse, crouch forward XX Fierce Hadouken (BnB)
    9.	Crouch strong, crouch forward XX Fierce Hadouken (BnB)
    10.	Rushing Gut Punch (2 hit), crouch forward XX Fierce Hadouken
    11.	Jump fierce, crouch strong, crouch short XX Short Hurricane Kick
    12.	Jump fierce, crouch short, crouch fierce XX Fierce Hadouken
    13.	Meaty Jab Hadouken, Fierce Hadouken (BnB)
    14.	Meaty Jab Hadouken, Shinkuu Hadouken SC
    15.	Meaty close roundhouse (2 hit), crouch forward XX Fierce
    Hadouken
    
    Advanced Combos:
    16.	Jump fierce, crouch strong, Shinkuu Hadouken SC
    17.	Collarbone Breaker (2 hit), crouch roundhouse (Crouching
    opponent only)
    18.	Jump fierce XX Roundhouse Aerial Hurricane Kick (whiff), Throw
    (TT)
    19.	Jump strong (2 hit), jump strong (1 hit), Shinkuu Hadouken SC
    (Juggle on airborne opponent)
    20.	Cross-up roundhouse, close fierce XX Fierce Shoryuken
    21.	Cross-up roundhouse, crouch strong, crouch forward XX Fierce
    Hadouken (BnB,@)
    22.	Cross-up roundhouse, crouch strong, close fierce XX Fierce
    Hadouken (ToD)
    23.	Cross-up roundhouse, Rushing Gut Punch (2 hit), crouch strong,
    crouch forward XX Fierce Hadouken (ToD on crouching Zangief only)
    24.	Jump fierce, crouch fierce (MP) XX Shinkuu Hadouken SC
    25.	Jump roundhouse, crouch forward (MP) XX Shinkuu Hadouken SC
    26.	Jump roundhouse, crouch short (RC/MP) XX Shinkuu Hadouken SC,
    crouch roundhouse
    27.	Cross-up roundhouse, crouch short (x2)-close short (KC) XX
    Shinkuu Hadouken SC (BnB)
    28.	Cross-up roundhouse, crouch short-close short-crouch short
    (RC/MP) XX Shinkuu Hadouken SC
    29.	Cross-up roundhouse, crouch strong, crouch forward (MP) XX
    Shinkuu Hadouken SC (BnB)
    30.	Cross-up roundhouse, crouch strong, crouch fierce (MP) XX
    Shinkuu Hadouken SC
    31.	Cross-up roundhouse, Rushing Gut Punch (2 hit), crouch fierce
    (MP) XX Shinkuu Hadouken SC (Crouching opponent only)
    32.	Cross-up roundhouse, Rushing Gut Punch (2 hit), crouch strong,
    crouch forward (MP) XX Shinkuu Hadouken SC (Crouching Zangief
    only)
    
    Ken
    
    Cross-ups: Jumping short, jumping forward(*), jumping Hurricane Kick
    (jump,d,db,b+kick)(*,! if opponent hit in air)
    
    
    Links:
    
    close jab: jab, crouch short, strong, crouch forward, close/crouch
    fierce, crouch roundhouse.
    
    crouch jab: jab, close/crouch short, strong, crouch forward, fierce,
    crouch 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 roundhouse.
    
    crouch strong: jab, crouch short, strong, crouch forward, fierce,
    crouch roundhouse, jump jab, Shoryureppa SC (f,d,df(x2)+punch).
    
    stand strong: crouch short, crouch forward, crouch roundhouse.
    
    close forward: jab, crouch short, (meaty) crouch strong, crouch
    forward, close fierce, crouch roundhouse.
    
    crouch forward: jab, crouch short, strong, crouch forward, crouch
    roundhouse.
    
    Jab Hadouken (d,df,f+punch): (meaty, on cornered opponent) crouch
    short, stand strong, crouch forward, stand fierce, crouch roundhouse,
    Hadouken, Fierce Shoryuken (f,d,df+punch), Hurricane Kick
    (d,db,b+kick), (after whiffed air roundhouse Hurricane Kick, near full
    screen range) crouch forward, crouch roundhouse.
    
    Krazy Kick 1 w/overhead (d,df,f+kick [hold kick for overhead]): crouch
    roundhouse.
    
    Krazy Kick 2 w/overhead (f,df,d+kick [hold kick for overhead]): crouch
    roundhouse.
    
    Krazy Kick 3 overhead hit only (b,db,d,df,f+kick [hold kick for
    overhead]): crouch roundhouse.
    
    Roundhouse Hurricane Kick (d,db,b+kick): Fierce Shoryuken, Shoryureppa
    SC.
    
    Aerial Roundhouse Hurricane Kick (jump,d,db,b+kick): (2 hits max)
    crouch forward, (3 hits max) Fierce Hadouken.
    
    Best moves to link from (least recovery): crouch short, crouch strong,
    Krazy Kick 1 w/overhead.
    
    Best moves to link to (least startup): crouch forward, close/crouch
    fierce, stand roundhouse, Fierce Shoryuken, Shoryureppa SC.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab, crouch/stand short.
    Cancellable attacks: Jab, short, strong, crouch forward, close/crouch
    fierce, crouch roundhouse.
    
    Best point-blank range combos:
    Hadouken (d,df,f+punch): Crouch jab, crouch fierce XX Fierce Hadouken
    Shoryuken (f,d,df+punch): Close fierce XX Fierce Shoryuken, Shoryureppa SC
    (near corner)
    Hurricane Kick (d,db,b+kick): Close fierce XX Roundhouse Hurricane Kick
    Aerial Hurricane Kick (jump,d,db,b+kick): Jump fierce XX Roundhouse
    Aerial Hurricane Kick, crouch forward XX Fierce Hadouken
    Krazy Kick 1 (d,df,f+Forward Kick, hold kick for overhead): Crouch strong,
    crouch forward XX Krazy Ken Kick 1 (w/overhead), Shoryureppa SC
    Krazy Kick 2 (d,df,f+Short Kick, hold kick for overhead): Close strong XX
    Krazy Ken Kick 2 (w/overhead)
    Krazy Kick 3 (d,df,f+Roundhouse Kick, hold kick for overhead): Close fierce
    XX Krazy Kick 3
    Shoryureppa SC (f,d,df(x2)+punch): Crouch fierce (MP) XX Shoryureppa SC
    
    Basic Combos:
    1.	Crouch short, Hold or Throw (TT)
    2.	Crouch strong, Hold or Throw (TT)
    3.	Crouch fierce XX Fierce Hadouken (BnB)
    4.	Crouch short XX Roundhouse Hurricane Kick
    
    Intermediate Combos:
    3. Close fierce XX Jab Shoryuken (BnB)
    4.	Crouch strong, crouch roundhouse
    5.	Jump fierce, close fierce XX Roundhouse Hurricane Kick (BnB)
    6.	Jump roundhouse, crouch forward XX Fierce Hadouken (BnB)
    7.	Jump roundhouse, crouch strong XX Krazy Ken Kick 1 (w/overhead)
    (BnB)
    8.	Jump roundhouse, crouch strong XX Krazy Ken Kick 3 (w/o overhead)
    9.	Jump fierce, close strong XX Krazy Ken Kick 2 (w/overhead) (Krazy
    Ken Kick 2 misses Ryu, Ken, E. Honda, Chun Li, Blanka, Cammy, and
    Dee Jay in this combo.)
    10.	Jump fierce, crouch strong, Shoryureppa SC
    
    Advanced Combos:
    11.	Meaty close roundhouse (2 hit), crouch forward XX Fierce
    Hadouken
    12.	Jump fierce, crouch strong, crouch short XX Roundhouse Hurricane
    Kick
    13.	Jump roundhouse, close fierce (NE) XX Shoryureppa SC
    14.	Jump fierce, crouch short, crouch strong XX Krazy Ken Kick 1
    (w/overhead), crouch roundhouse (BnB)
    15.	Jump fierce, crouch short, crouch strong XX Krazy Ken Kick 1
    (w/overhead), Shoryureppa SC
    16.	Jump fierce XX Roundhouse Aerial Hurricane Kick, Throw (TT)
    17.	Jump fierce XX Roundhouse Aerial Hurricane Kick, crouch forward
    XX Fierce Hadouken
    18.	Cross-up forward, close fierce XX Jab Shoryuken (ToD)
    19.	Cross-up forward, crouch strong, crouch forward XX Krazy Ken
    Kick 1 (w/o overhead) (BnB, ToD, Krazy Ken Kick whiffs on Chun Li
    in this combo.)
    20.	Cross-up forward, crouch strong, crouch forward XX Krazy Ken
    Kick 1 (w/overhead), crouch roundhouse (BnB, ToD)
    21.	Cross-up forward, crouch short (x2)-close short (KC) XX
    Shoryureppa SC
    22.	Cross-up forward, crouch strong, crouch short (MP) XX
    Shoryureppa SC
    23.	Meaty Jab Hadouken, Roundhouse Hurricane Kick, Fierce Shoryuken
    (Only works reliably on Speed 0)
    24.	Meaty Jab Hadouken, Roundhouse Hurricane Kick, Shoryureppa SC
    (Only works reliably on Speed 0)
    25.	Jump roundhouse, crouch strong XX Roundhouse Hurricane Kick,
    Fierce Shoryuken (ToD, Only works reliably on Speed 0)
    26.	Jump roundhouse, crouch strong XX Roundhouse Hurricane Kick,
    Shoryureppa SC (@, Only works reliably on Speed 0)
    27.	Jump jab XX Aerial *Juice* Roundhouse Hurricane Kick, crouch
    fierce (MP) XX Shoryureppa. (In corner on Sagat)
    
    
    E. Honda
    
    Cross-ups: Jumping d+short(*), jumping forward(*), Belly Flop (jumping
    d+forward)(*), jumping fierce, jumping roundhouse(*)
    
    
    Links:
    
    close/stand jab: jab, close short, stand strong.
    
    crouch short: jab, close short, crouch fierce (1st hit).
    
    close/stand strong: jab, close short, strong, close forward, stand
    fierce (misses Chun Li), crouch fierce (1st hit), crouch roundhouse,
    Jab 100 Hand Slap (tap punch rapidly), (on Guile, Dhalsim, Fei Long,
    Blanka, T.Hawk, and Zangief) close roundhouse, (on Fei Long, T. Hawk,
    and Zangief) close fierce.
    
    close forward: jab, crouch short (misses Ryu, Ken, Akuma, and Chun Li),
    strong, crouch forward, crouch fierce (1st hit).
    
    Knee Butt (f+close forward): crouch jab.
    
    Best moves to link from: close short, close/stand strong, close
    forward.
    
    Best moves to link to: close short, stand fierce, Jab 100 Hand Slap.
    
    
    Combos:
    
    Rapid-fire chain attacks: Crouch short.
    Cancellable attacks: Close jab, crouch short.
    
    Best point-blank range combos (tick throw setups):
    Sumo Headbutt (charge b,f+punch): Crouch short, crouch short XX Fierce
    Sumo Headbutt
    Hundred Hand Slap (tap punch rapidly): Close strong, crouch short XX
    Fierce Hundred Hand Slap
    Sumo Splash (charge d,u+kick): None
    Ochio Throw (f,df,d,db+punch): Crouch jab XX Fierce Ochio Throw (TT)
    Oni Muso SC (charge b,f,b,f+punch): Close strong, crouch short (CP) XX
    Oni Muso SC
    
    
    Basic Combos:
    1.	Close strong, Hold or Throw (TT)
    2.	Close strong, close jab
    3.	Close strong, crouch roundhouse
    4.	Crouch short XX Fierce Sumo Headbutt (BnB)
    5.	Close strong, stand fierce
    
    Intermediate Combos:
    6.	Close strong, Jab Hundred Hand Slap
    7.	Jump fierce, crouch short XX Fierce Sumo Headbutt (BnB)
    8.	Jump roundhouse, close strong, Jab Hundred Hand Slap
    9.	Close jab, close strong, close/stand fierce (Close strong whiffs
    against Chun Li in this combo.)
    10.	Jump fierce, crouch jab XX Fierce Ochio Throw (BnB, TT, ToD)
    11.	Crouch short, crouch short XX Fierce Sumo Headbutt
    12.	Close strong, crouch short XX Jab Hundred Hand Slap
    13.	Jump fierce, crouch short XX Fierce Hundred Hand Slap, Fierce
    Ochio Throw (BnB, TT)
    14.	Jump roundhouse, close jab (x2) XX Fierce Hundred Hand Slap,
    Fierce Ochio Throw (BnB, TT)
    
    Advanced Combos:
    15.	Cross-up Belly Flop, close jab, close strong, close fierce (ToD)
    16.	Cross-up short, crouch short, crouch short XX Fierce Sumo
    Headbutt
    17.	Cross-up roundhouse, close strong, crouch short XX Fierce
    Hundred Hand Slap, Fierce Ochio Throw (BnB, TT)
    18.	Cross-up roundhouse, crouch short (x2), crouch short XX Fierce
    Hundred Hand Slap, Fierce Ochio Throw (BnB, TT, 100% damage if
    the throw connects)
    19.	Cross-up roundhouse, crouch short, crouch short (CP) XX Oni Muso
    SC
    
    
    Chun Li
    
    Cross-ups: Jumping short(*), jumping forward(*), jumping fierce(*),
    jumping roundhouse(*), Flipping Neck Breaker (df+roundhouse)(!)
    
    
    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), Thousand Burst Kick SC (charge
    b,f,b,f+kick), jump towards forward, jump up/towards roundhouse.
    
    crouch strong: jab, short, strong, forward, Flip Kick (first hit only),
    fierce, crouch roundhouse, Kikkoken, Lightning Kick, Thousand Burst
    Kick SC, jump up roundhouse.
    
    crouch forward: jab, short, strong, forward, close fierce (misses on
    Chun Li), crouch/stand fierce, Flip Kick (first hit only), crouch
    roundhouse, Kikkoken, Lightning Kick, Thousand Burst Kick SC, jump up
    roundhouse.
    
    Heel Stomp (jump, d+forward): any jump towards attack, Heel Stomp.
    
    Jab Kikkoken: (meaty, on cornered opponent) any normal attack, Flip
    Kick, Lightning Kick, Thousand Burst Kick SC, jump towards strong, jump
    towards forward, jump towards fierce, jump up/towards roundhouse,
    (maximum Jab Kikkoken range, one step closer than full screen, on
    cornered opponent) any normal attack, stored Thousand Burst Kick SC
    (charge b,f,b,hold f,press kick to activate), 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.
    
    
    Combos:
    
    Rapid-fire chain attacks: Close/stand jab.
    Cancellable attacks: Jab, short, strong, close/crouch forward, close
    fierce.
    
    Best point-blank range combos:
    Kikkoken (charge b,f+punch): Close jab, close fierce XX Fierce Kikkoken
    Lightning Kick (tap kick rapidly): Close jab, close fierce XX
    Short/Forward Lightning Kick
    Spinning Bird Kick (charge b,f+kick): None
    Aerial Spinning Bird Kick (in air, charge d,u+kick): None
    Tenshokyaku (charge d,u+kick): Crouch forward XX Roundhouse Tenshokyaku
    Thousand Burst Kick SC (charge b,f,b,f+kick): Crouch forward, close
    fierce XX Thousand Burst Kick SC, Roundhouse Spinning Bird Kick (if opponent
    flies into the corner)
    Stored Thousand Burst Kick SC (charge b,f,b,hold f, kick): Jab
    Kikkoken, Stored Thousand Burst Kick SC, Roundhouse Spinning Bird Kick (if
    opponent flies into the corner)
    
    Basic Combos:
    1.	Stand strong, Throw (TT)
    2.	Crouch forward, crouch roundhouse
    3.	Crouch strong, crouch fierce
    4.	Jump forward, Forward Lightning Kick
    5.	Crouch forward XX Fierce Kikkoken (BnB)
    
    Intermediate Combos:
    6.	Jump fierce, crouch short XX Roundhouse Tenshokyaku
    7.	Jump roundhouse, close fierce XX Kikkoken (BnB)
    8.	Jump fierce, close forward XX Forward Lightning Kick (BnB)
    9.	Jump forward, crouch strong, crouch roundhouse (BnB)
    10.	Close strong, stand strong, crouch forward
    11.	Crouch strong, Thousand Burst Kick SC, Roundhouse Tenshokyaku/Roundhouse
    Spinning Bird Kick (if opponent flies into the corner)
    
    Advanced Combos:
    12.	Jump fierce, close fierce XX Forward Lightning Kick (BnB)
    13.	Spinning Bird Kick, Roundhouse Tenshokyaku (juggle on airborne opponents)
    13.	Jab Kikkoken, Stored Thousand Burst Kick SC, Roundhouse
    Tenshokyaku/Roundhouse Spinning Bird Kick (if opponent flies into the corner)
    14.	Stand strong XX Stored Thousand Burst Kick SC, Roundhouse
    Tenshokyaku/Roundhouse Spinning Bird Kick (if opponent flies into the corner)
    15.	Jump fierce, close jab (x2)-stand short (CP) XX Thousand Burst
    Kick SC, Roundhouse Tenshokyaku/Roundhouse Spinning Bird Kick (if opponent
    flies into the corner)
    16.	Jump fierce, close fierce XX Stored Thousand Burst Kick SC,
    Roundhouse Tenshokyaku/Roundhouse Spinning Bird Kick (if opponent flies into
    the corner)
    17.	Cross-up fierce, crouch forward XX Roundhouse Tenshokyaku
    18.	Cross-up forward, close jab, close fierce XX Fierce Kikkoken
    19.	Cross-up fierce, close jab, close fierce XX Forward Lightning
    Kick
    20.	Cross-up fierce, close jab (x3)-stand short (CP) XX Thousand
    Burst Kick SC, Roundhouse Tenshokyaku/Roundhouse Spinning Bird Kick (if
    opponent flies into the corner)
    21.	Cross-up roundhouse, crouch forward, close fierce (CP) XX
    Thousand Burst Kick SC, Roundhouse Tenshokyaku/Roundhouse Spinning Bird Kick
    (if opponent flies into the corner) (Close fierce whiffs against Chun Li in
    this combo.)
    
    
    Blanka
    
    Cross-ups: Jumping short(*), jumping forward(*), jumping fierce(*),
    Forward/Roundhouse Beast Roll (charge b,f+kick)
    
    
    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, Strong/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, Slide (df+fierce),
    Horizontal/Vertical Blanka Ball, Electricity (tap punch rapidly).
    
    Best moves to link from: close strong, crouch forward.
    
    Best moves to link to: Head Butt, crouch forward, fierce, crouch
    roundhouse, Horizontal/Vertical Blanka Ball.
    
    
    Combos:
    
    Rapid-fire chain attacks: None.
    Cancellable attacks: Close/crouch jab, close/crouch short, close
    strong, crouch forward.
    
    Best point-blank range combos (tick throw setups):
    Electricity (tap punch rapidly): Close strong XX Strong Electricity.
    Horizontal Ball (charge b,f+punch): Crouch forward (x2) XX Fierce
    Horizontal Ball
    Vertical Ball (charge d,u+punch): Crouch forward XX Vertical Ball
    Beast Roll (charge b,f+kick): None
    Backward/Forward Beast Hop (b/f+2K): Crouch forward XX Forward Beast Hop, Bite
    Grand Shave Roll SC (charge b,f,b,f+punch): None
    
    Basic Combos:
    1.	Stand short, Bite (TT)
    2.	Close strong, crouch short
    3.	Close strong, stand fierce (BnB)
    
    Intermediate Combos:
    4.	Jump fierce, close strong, crouch fierce (BnB)
    5.	Jump fierce, close strong, stand roundhouse
    6.	Jump roundhouse, Head Butt (1 hit) XX Fierce Horizontal Ball
    (BnB)
    7.	Jump roundhouse, Head Butt (1 hit) XX Jab Horizontal Ball
    (whiff), Bite (TT)
    8.	Deep jump fierce, crouch forward XX Fierce Vertical Ball
    9.	Jump fierce, close strong XX Strong Electricity (BnB)
    10.	Jump roundhouse, close strong, crouch roundhouse
    11.	Bite, (whiffed) Short Beast Roll, Bite (TT)
    12.	Short Beast Roll (3 hits), close strong, crouch fierce (Point-
    blank range on Dhalsim, T. Hawk, Zangief, and Sagat)
    
    Advanced Combos:
    13.	Cross-up fierce, close strong (x2), crouch strong/fierce
    14.	Cross-up short, crouch forward XX Forward Beast Hop, Bite (TT)
    15.	Short Beast Roll (3 hits), crouch forward, Head Butt (1 hit) XX
    Fierce Horizontal Ball (Point-blank range on Dhalsim, T. Hawk,
    Zangief, and Sagat)
    16.	Cross-up forward, close strong, crouch forward XX Forward Beast
    Hop, Bite (TT)
    17.	Cross-up fierce, crouch forward (x2) XX Fierce Horizontal Ball
    (BnB, ToD)
    18.	Meaty Grand Shave Roll SC, crouch forward XX Fierce Blanka Ball
    (Corner only)
    
    
    Zangief
    
    Cross-ups: All jumping kicks(*), both Knee Presses (jumping d+short and
    jumping d+forward)(*), Body Splash (jumping d+fierce)(*)
    
    
    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 (2P/2K).
    
    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,
    Banishing Flat (d,df,f+punch).
    
    close forward: jab, short, strong, crouch forward, crouch roundhouse,
    Banishing Flat.
    
    crouch forward: stand jab.
    
    Hopping Headbutt (f+fierce): jab, short, stand strong, crouch forward,
    roundhouse.
    
    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.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab, close/stand short.
    Cancellable attacks: Jab, short, crouch forward.
    
    Best point-blank range combos (tick throw setups):
    Spinning Clothesline: (2P): Crouch forward XX Spinning Clothesline
    Lariat (2K): Crouch forward XX Lariat
    Banishing Flat (d,df,f+punch): Crouch jab (x2), stand strong, crouch
    forward XX Fierce Banishing Flat
    Spinning Pile Driver (hcb,f/hcf,b+punch): Crouch jab (x4) XX Fierce Spinning
    Pile Driver (TT)
    Atomic Suplex (close, hcb,f/hcf,b+kick): Crouch jab (x2) XX Roundhouse Atomic
    Suplex (TT)
    Running Bear Grab (far, hcb,f/hcf,b+kick): Crouch jab (x2), stand strong,
    crouch forward XX Roundhouse Running Bear Grab (TT)
    Final Atomic Buster SC (close, hcb(x2),f/hcf(x2),b+punch): Crouch jab, stand
    short XX Final Atomic Buster SC (TT)
    
    Basic Combos:
    1.	Crouch jab, Hold or Throw (TT)
    2.	Stand short, stand fierce
    3.	Crouch jab, crouch forward
    4.	Close strong, crouch roundhouse (BnB)
    5.	Stand short, crouch roundhouse (BnB)
    
    Intermediate Combos:
    6.	Jump roundhouse, close strong, crouch roundhouse (BnB)
    7.	Jump roundhouse, crouch forward XX Fierce Banishing Flat
    8.	Jump Body Splash, crouch jab (x2-4), crouch roundhouse (BnB, @)
    9.	Jump Knee Press, Fierce Spinning Pile Driver (BnB, TT)
    
    Advanced Combos:
    10.	Stand short XX Fierce Spinning Pile Driver (BnB, TT)
    11.	Hopping Headbutt, Fierce Spinning Pile Driver (BnB, TT)
    12.	Crouch jab (x2), Roundhouse Atomic Suplex (TT)
    13.	Close strong XX Fierce Banishing Flat, Fierce Spinning Pile
    Driver (TT)
    14.	Jump fierce, crouch forward XX Roundhouse Running Bear Grab (TT)
    15.	Jump fierce, close strong, crouch forward XX Fierce Banishing
    Flat, Fierce Spinning Pile Driver (TT)
    16.	Jump roundhouse, Final Atomic Buster SC (TT)
    17.	Cross-up Body Splash, crouch forward XX Lariat
    18.	Cross-up Body Splash, crouch jab (x2), stand short, crouch
    roundhouse (BnB, @)
    19.	Cross-up Body Splash, close strong, stand short, crouch
    roundhouse (ToD)
    20.	Cross-up Body Splash, crouch jab (x4), Fierce Spinning Pile
    Driver (BnB, TT, ToD)
    21.	Cross-up Body Splash, close strong, crouch forward XX Roundhouse
    Running Bear Grab (TT, @)
    22.	Cross-up Body Splash, close strong, crouch forward XX Fierce
    Banishing Flat, Final Atomic Buster SC (TT)
    23.	Cross-up Body Splash, crouch jab, close strong, stand short XX
    Fierce Banishing Flat, Final Atomic Buster SC (TT)
    
    Guile
    
    Cross-ups: Jumping short(*), jumping forward(*)
    
    
    Links:
    
    jab: jab, strong, close fierce.
    
    short: short, stand strong.
    
    crouch strong: jab, stand short, Bazooka Knee (b/f+short), strong,
    fierce, Sonic Boom (charge b,f+punch), Flash Kick (charge d,u+kick),
    Somersault Justice SC (charge db,df,db,u+kick).
    
    close forward: jab, short, Bazooka Knee, strong, close/crouch forward,
    fierce.
    
    crouch forward: jab, stand short, strong, close fierce.
    
    close roundhouse: short, Bazooka Knee, strong, crouch forward,
    roundhouse.
    
    jab Sonic Boom: any normal move, Bazooka Knee, jump towards forward, jump
    up/towards roundhouse, (meaty) fierce Sonic Boom, (meaty after a jump) any deep
    jumping attack, Flash Kick, (after whiffed Bazooka Knee) jab, short,
    strong, crouch forward, close/stand fierce, crouch/stand roundhouse,
    Sonic Boom, (meaty after whiffed Bazooka Knee(s)) close forward, Sobat
    Kick (b/f+forward kick), close roundhouse, jump towards forward, jump
    up/towards roundhouse, Bazooka Knee.
    
    Best moves to link from: jab, crouch strong, close forward, jab Sonic
    Boom.
    
    Best moves to link to: jab, strong, close fierce, Sonic Boom.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab, short.
    Cancellable attacks: Jab, close/crouch short, strong, close forward,
    close fierce.
    
    
    Best point-blank range combos:
    Sonic Boom (charge b,f+punch): Crouch jab (x3), stand strong XX Fierce
    Sonic Boom
    Flash Kick (charge d,u+kick): Crouch strong, close fierce XX
    Roundhouse Flash Kick
    Somersault Strike SC (charge db,df,db,u/charge d,db,b,ub+kick): Crouch jab
    (x2), stand strong XX Somersault Strike SC
    
    Basic Combos:
    1.	Crouch jab (x2), Throw (TT)
    2.	Crouch short (x3)
    3.	Crouch strong, crouch roundhouse
    4.	Crouch strong XX Fierce Sonic Boom (BnB)
    
    Intermediate Combos:
    5.	Jump roundhouse, close fierce XX Fierce Sonic Boom, Backfist
    (BnB)
    6.	Jump fierce, crouch strong XX Fierce Sonic Boom, crouch forward
    (BnB)
    7.	Jump roundhouse, crouch jab, crouch strong XX Fierce Sonic Boom,
    Bazooka Knee (BnB)
    8.	Jump fierce, close jab-crouch jab XX Fierce Sonic Boom, Sobat
    Kick (BnB)
    9.	Jump fierce, crouch strong XX Short Flash Kick (BnB)
    10.	Jump fierce, close fierce XX Roundhouse Flash Kick
    11.	Jump roundhouse, crouch jab (x2), stand strong XX Roundhouse
    Flash Kick (BnB)
    12. 	Crouch strong, close fierce XX Roundhouse Flash Kick
    13.	Meaty Jab Sonic Boom, Throw (TT)
    
    Advanced Combos:
    14.	Meaty Jab Sonic Boom, crouch roundhouse
    15.	Meaty Jab Sonic Boom, Bazooka Knee (BnB)
    16.	Meaty Jab Sonic Boom, crouch jab (x2), stand jab XX Fierce Sonic
    Boom
    17.	Meaty Jab Sonic Boom, jump roundhouse, close fierce XX Fierce
    Sonic Boom, Backfist (BnB)
    18.	Crouch strong, Somersault Strike SC
    19.	Jump fierce, close jab (x3) XX Fierce Sonic Boom, (whiffed)
    Bazooka Knee, crouch jab (x2), stand strong XX Short Flash Kick
    (corner only)
    20.	Jump fierce, close fierce XX Strong Sonic Boom, crouch jab (x2),
    stand jab XX Fierce Sonic Boom, crouch forward (corner only)
    21.	Jump roundhouse, crouch short-stand short (KC) XX Somersault
    Strike SC
    22.	Cross-up short, crouch short (x2), crouch short XX
    Short/Roundhouse Flash Kick (BnB)
    23.	Cross-up short, crouch short (x2)-stand short (KC) XX Somersault
    Strike SC
    24.	Jump roundhouse, close fierce XX Strong Sonic Boom, (whiffed)
    Bazooka Knee, crouch short (x2)-stand short (KC) XX Somersault
    Strike SC (corner only)
    
    
    Dhalsim
    
    Cross-ups: Crouch forward (crosses up jumping opponents when you slide
    under them)(*), Yoga Mummy (jumping d+fierce), Any Yoga Drill (jumping
    d+kick)
    
    
    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, (meaty) close fierce.
    
    close strong: crouch forward.
    
    close crouch strong: close crouch/stand jab, close/crouch short, close
    crouch strong, close/close crouch forward.
    
    stand strong: (meaty) stand forward.
    
    close forward: close/crouch short, close/close crouch forward, (meaty)
    close fierce.
    
    close crouch forward: close crouch jab, close/close crouch strong,
    close/close crouch forward.
    
    crouch forward: (cross-up) close crouch forward, close fierce, (meaty)
    any close crouch attack, crouch short.
    
    close roundhouse: (meaty) close/stand forward, stand fierce, close
    roundhouse.
    
    close crouch roundhouse: (meaty) close crouch strong, close crouch
    forward.
    
    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), short/forward Yoga
    Drill (jump, d+kick), (meaty) Yoga Fire, Yoga Flame
    (b,db,d,df,f+punch), Yoga Inferno SC (b,db,d,df,f(x2)+punch), (full
    screen range, after Yoga Teleport behind enemy) any normal move, Yoga
    Mummy, Yoga Drill, Yoga Fire, Yoga Inferno SC.
    
    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,
    Fierce Yoga Fire, Yoga Inferno SC.
    
    
    Combos:
    
    Rapid-fire chain attacks: Close/close crouch jab.
    Cancellable attacks: Close/crouch jab, close/crouch short, close/close
    crouch strong, close/close crouch forward.
    
    Best point-blank range combos:
    Yoga Fire (d,df,f+punch): Close crouch forward XX Fierce Yoga Fire
    Yoga Flame (d,db,b+punch): None
    Yoga Blast (d,db,b+kick): None
    Teleport (b,d,db+2P/2K or f,d,df+2P/2K): None
    Yoga Inferno SC (f,df,d,db,b(x2)+punch): Close crouch forward, crouch
    short XX Yoga Inferno SC
    
    Basic Combos:
    1.	Crouch forward, Noogie or Throw (TT)
    2.	Close forward (x2)
    3.	Close crouch forward (x2)
    
    Intermediate Combos:
    4.	Close crouch jab (x2), close crouch forward
    5.	Yoga Mummy, stand fierce
    6.	Roundhouse Yoga Drill, stand fierce
    7.	Forward Yoga Drill, close fierce
    8.	Short Yoga Drill, stand forward
    9.	Roundhouse Yoga Drill, close crouch strong
    10.	Forward Yoga Drill, close crouch forward
    11.	Far jump strong, stand forward (1/3 screen range)
    12.	Close jump fierce, stand forward
    13.	Close jump roundhouse, stand fierce
    14.	Jab Yoga Fire, stand forward (BnB, 2/5 screen range)
    15.	Jab Yoga Fire, stand fierce (BnB, 2/5 to 3/5 screen range)
    16.	Jab Yoga Fire, Forward Yoga Drill, stand fierce (BnB, @, 3/5 to
    4/5 screen range)
    17.	Jab Yoga Fire, Yoga Mummy, stand fierce (BnB, @, 3/5 to 4/5
    screen range)
    18.	Meaty close crouch roundhouse, close crouch roundhouse
    19.	Meaty crouch forward, close crouch fierce
    20.	Meaty crouch forward, Noogie or Throw (BnB, TT)
    21.	Meaty Jab Yoga Fire, Yoga Flame (in corner)
    
    Advanced Combos:
    22.	Cross-under crouch forward, close fierce
    23.	Cross-under crouch forward, close crouch forward (x2)
    24.	Meaty Jab Yoga Fire, 3P Forward Teleport, close fierce (@)
    25.	Close crouch forward, crouch short, Noogie or Throw (BnB, TT)
    26.	Meaty Jab Yoga Fire, Yoga Inferno SC (2/5 screen range, just inside max
    Yoga Inferno range, 6 hits total, Jab Yoga Fire doesn’t have to be meaty
    against Chun Li)
    27.	Close crouch forward (MP) XX Yoga Inferno SC
    28.	Close crouch forward, crouch short XX Yoga Inferno SC
    29.	Forward Yoga Drill, crouch short (MP) XX Yoga Inferno SC
    30.	Meaty cross-up Roundhouse Yoga Drill, close fierce (Works on
    Ryu, Ken, Akuma, and Chun Li)
    
    T. Hawk
    
    Cross-ups: Any jumping weak and medium attack(*), Body Splash (jumping
    d+fierce)(*)
    
    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.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab, close/crouch short.
    Cancellable attacks: Jab, close/crouch short, close strong, close
    forward.
    
    Best point-blank range combos (tick throw setups):
    Thunderstrike (f,d,df+punch): Crouch forward, stand jab XX Jab
    Thunderstrike
    Condor Dive (jump,3P): None
    Mexican Typhoon (hcf,b/hcb,f/360+punch): Crouch jab (x3) XX Fierce Mexican
    Typhoon
    Double Typhoon SC (hcf(x2),b/hcb(x2),f/720+punch): Crouch jab (x3) XX Double
    Typhoon SC
    
    Basic Combos:
    1.	Crouch jab, Hold or Throw (TT)
    2.	Close/crouch forward, Hold or Throw (TT)
    
    Intermediate Combos:
    3.	Jump fierce, close forward XX Fierce Thunderstrike (BnB)
    4.	Jump roundhouse, crouch jab, close jab XX Fierce Thunderstrike
    5.	Jump fierce, crouch jab XX Fierce Mexican Typhoon (BnB, TT)
    6.	Jump roundhouse, close forward XX Fierce Mexican Typhoon (BnB,
    TT)
    
    Advanced Combos:
    7.	Cross-up Body Splash, crouch jab (x3) XX Fierce Mexican Typhoon
    (BnB, ToD, TT)
    8.	Cross-up Body Splash, crouch forward, stand jab XX Jab
    Thunderstrike (ToD on standing Fei Long, Guile, Dhalsim, and
    Zangief; Stand jab whiffs against Chun Li, Dee Jay, and Claw in
    this combo; Jab Thunderstrike doesn’t combo at this range against
    Ryu, Ken, Akuma, Cammy, Sagat, Boxer, Blanka, E. Honda, or T.
    Hawk; Jab Thunderstrike whiffs at this range against Dictator)
    9.	Cross-up Body Splash, close forward XX Double Typhoon SC (TT)
    10.	Cross-up Body Splash, crouch jab (x2) XX Double Typhoon SC (TT)
    
    Fei Long
    
    Cross-ups: Jumping forward(*), forward and roundhouse RekkuKyaku
    (d,df,f+kick)(*,& if opponent is hit in air)
    
    
    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: (meaty) jab, strong, forward, close/stand fierce,
    crouch/stand roundhouse.
    
    close fierce: (meaty) crouch short, strong, crouch forward, fierce,
    roundhouse, Rekka Ken (d,df,f+punch), Rekka Shin Ken SC
    (d,df,f(x2)+punch).
    
    crouch fierce: stand jab, short, strong, forward, crouch/stand fierce,
    crouch/stand roundhouse, jump towards jab, jump towards forward,
    (meaty) Rekka Ken, Rising Dragon Kick, Rekka Shin Ken SC.
    
    close roundhouse: (meaty) 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, meaty crouch forward, crouch fierce, meaty close roundhouse
    (2nd hit), Skipping Front Kick.
    
    Best moves to link to: close strong, crouch forward, fierce,
    crouch/stand roundhouse, Rekka Ken, Rising Dragon Kick, Rekka Shin Ken
    SC.
    
    
    Combos:
    
    Rapid-fire chain attacks: Close/stand jab, close/stand short.
    Cancellable attacks: Jab, short, close strong, close forward, close
    fierce.
    
    Best point-blank range combos:
    Rekka Ken (d,df,f+punch, up to three times): Close strong, close fierce
    XX Fierce Rekka Ken (x3)
    Rising Dragon Kick (b,d,db+kick): Close fierce XX Roundhouse Rising
    Dragon Kick
    Rekkukyaku (Chicken Wing) (d,df,f,uf+kick): None
    Rekka Shin Ken SC (d,df,f(x2)+punch): Close strong, close fierce XX
    Rekka Shin Ken SC, Roundhouse Rising Flame Kick
    
    
    Basic Combos:
    1.	Crouch jab, Throw (TT)
    2.	Crouch fierce, crouch fierce (BnB)
    3.	Close strong, crouch roundhouse
    
    Intermediate Combos:
    4.	Meaty crouch fierce, Fierce Rekka Ken (x3) (BnB)
    5.	Close fierce XX Fierce Rekka Ken (x3) (BnB)
    6.	Close fierce XX Roundhouse Rising Dragon Kick
    7.	Close jab (x2-4), crouch short XX Fierce Rekka Ken (x3)
    8.	Jump fierce, close fierce XX Fierce Rekka Ken (x3) (BnB)
    9.	Jump roundhouse, close strong XX Roundhouse Rising Dragon Kick
    10.	Close strong, close fierce XX Fierce Rekka Ken (x3)
    11.	Skipping Front Kick, Roundhouse Rising Dragon Kick
    
    Advanced Combos:
    12.	Meaty Skipping Front Kick, close fierce XX Fierce Rekka Ken (x3)
    13.	Meaty close roundhouse (2 hit), close fierce XX Fierce Rekka Ken
    (x3)
    14.	Roundhouse RekkuKyaku, close fierce XX Fierce Rekka Ken (x3)
    15.	Roundhouse RekkuKyaku (1-2 hits), Roundhouse Rising Dragon Kick
    (juggle on airborne opponents)
    16.	Roundhouse RekkuKyaku (1-2 hits), Rekka Shin Ken SC (juggle on
    airborne opponents)
    17.	Jump fierce, crouch jab, close fierce XX Fierce Rekka Ken (x3)
    18.	Jump fierce, crouch short, close fierce XX Fierce Rekka Ken (x3)
    (BnB, Crouch short has to be blocked low)
    19.	Meaty crouch fierce, Rekka Shin Ken SC
    20.	Roundhouse RekkuKyaku (1-2 hits), Rekka Shin Ken SC (juggle on airborne
    opponents)
    21.	Roundhouse RekkuKyaku, close jab (x2-4), crouch short (MP) XX
    Rekka Shin Ken SC, Roundhouse Rising Dragon Kick
    22.	Cross-up forward, close strong, close fierce XX Fierce Rekka Ken
    (x3) (ToD, Only works on Cammy, Dhalsim, Balrog, T. Hawk, and
    Zangief; Close fierce whiffs against Chun Li, Ryu, Ken, Dee Jay,
    Claw, Dictator, and E. Honda in this combo; Fierce Rekka Ken
    whiffs against Sagat, Guile, and Blanka in this combo.)
    23.	Cross-up forward, close short (x2)-stand short-crouch short (MP)
    XX Rekka Shin Ken SC, Roundhouse Rising Dragon Kick
    24.	Cross-up forward, close jab (x2-4), crouch short (MP) XX Rekka
    Shin Ken SC, Roundhouse RekkuKyaku
    
    
    
    Dee Jay
    
    Cross-ups: Jumping forward(*), jumping roundhouse(*)
    
    
    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, (meaty, 2nd hit) stand jab, short, crouch
    strong, forward, stand fierce, Max-Out (charge b,f+punch).
    
    crouch fierce: (meaty) stand jab, short, crouch strong, stand forward,
    fierce, roundhouse, Max-Out, forward Dread Kick (charge b,f+kick),
    Double Dread Kick SC (charge b,f,b,f+kick).
    
    Jab Max-Out: (meaty) 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,
    meaty Jab Max-Out.
    
    Best moves to link to: close strong, fierce, roundhouse, Max-Out,
    forward Dread Kick, Double Dread Kick SC.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab, short.
    Cancellable attacks: Jab, short, stand strong, crouch fierce (first
    hitting frame), close roundhouse (the knee).
    
    Best point-blank range combos:
    Max Out (charge b,f+punch): Crouch jab, crouch fierce XX Fierce Max-Out
    Machine Gun Upper (charge d,u+punch): Crouch fierce XX Fierce Machine
    Gun Upper
    Dread Kick (charge b,f+kick): Crouch jab (x2-4), stand strong XX
    Roundhouse Dread Kick
    Jackknife Maximum (charge d,u+kick): Crouch jab, stand strong XX
    Forward Jackknife Maximum, Forward Jackknife Maximum, Double Dread Kick
    SC (Doesn’t work on Ryu, Ken, or Akuma)
    Double Dread Kick SC (charge b,f,b,f+kick): Crouch jab (x2-4), stand
    strong XX Double Dread Kick SC, Roundhouse Jackknife Maximum
    
    
    Basic Combos:
    1.	Close short, Throw (TT)
    2.	Close fierce (2 hit), stand roundhouse
    3.	Crouch jab, crouch roundhouse
    4.	Stand strong, stand fierce
    
    Intermediate Combos:
    5.	Jump roundhouse, stand strong XX Fierce Max-Out (BnB)
    6.	Jump roundhouse, crouch fierce XX Fierce Machine Gun Upper (BnB)
    7.	Jump roundhouse, stand strong XX Roundhouse Dread Kick (BnB)
    8.	Jump roundhouse, crouch jab-crouch short XX Roundhouse Jackknife
    Maximum
    9.	Forward Jackknife Maximum, Forward Jackknife Maximum (Doesn’t
    work on a grounded Ryu, Ken, or Akuma)
    10.	Forward Jackknife Maximum, Roundhouse Jackknife Maximum (Doesn’t
    work on a grounded Ryu, Ken, or Akuma)
    11.	Jump roundhouse, crouch jab-crouch short XX Forward Jackknife
    Maximum, Roundhouse Jackknife Maximum (Doesn’t work on Ryu, Ken,
    or Akuma)
    12.	Jump roundhouse, crouch jab-crouch short XX Forward Jackknife
    Maximum, Double Dread Kick SC
    13.	Crouch jab (x3)-crouch short XX Fierce Max-Out (BnB)
    14.	Jump roundhouse, crouch jab (x2)-crouch short XX Fierce Max-Out
    (BnB)
    15.	Jump roundhouse, crouch jab, stand strong XX Fierce Max-Out
    (BnB)
    16.	Meaty Jab Max-Out, crouch roundhouse (Maximum crouch roundhouse
    range, corner only)
    
    Advanced Combos:
    17.	Meaty Jab Max-Out, jump roundhouse, crouch jab, stand strong XX
    Roundhouse Dread Kick (@, One jump away, corner only)
    18.	Cross-up forward, crouch jab (x3)-crouch short XX Fierce Max-Out
    (BnB)
    19.	Cross-up forward, close roundhouse XX Fierce Machine Gun Upper
    (ToD)
    20.	Cross-up forward, crouch jab, crouch fierce XX Fierce Machine
    Gun Upper (BnB, ToD)
    21.	Cross-up forward, crouch jab (x2-5), stand strong XX Roundhouse
    Dread Kick (BnB, @)
    22.	Cross-up roundhouse, crouch jab (x2-5), stand strong XX Double
    Dread Kick SC, Roundhouse Jackknife Maximum (ToD)
    23.	Jump roundhouse, crouch jab, stand strong XX Forward Jackknife
    Maximum, Forward Jackknife Maximum, Double Dread Kick SC (Works
    best if the second Forward Jackknife Maximum puts them in the
    corner and near the ground when you land from it.  Doesn’t work
    on Ryu, Ken, or Akuma)
    
    
    Cammy
    
    Cross-ups: Jumping short(*), jumping strong(*), jumping fierce(~)
    
    
    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, Cannon Spike
    (f,d,df+kick).
    
    close forward: all normal attacks, jump up/towards short, Cannon
    Spike.
    
    crouch forward: jab, short, strong, crouch forward, stand fierce,
    (meaty) roundhouse.
    
    close fierce: stand jab, crouch/stand strong, forward, stand fierce
    (the fist), crouch fierce, crouch roundhouse, jump towards short, jump
    towards roundhouse, Cannon Spike, (meaty) stand fierce (the elbow).
    
    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 (the
    elbow), Cannon Spike.
    
    
    Combos:
    
    Rapid-fire chain attacks: Close/stand jab, close/stand short.
    Cancellable attacks: Jab, short, strong, close/crouch forward, close
    fierce, stand fierce (the elbow).
    
    Best point-blank range combos (tick throw setups):
    Cannon Drill (d,df,f+kick): Close/crouch strong, crouch forward XX
    Short/Roundhouse Cannon Drill
    Thrust Kick (f,d,df+kick): Crouch short, close fierce XX Roundhouse
    Thrust Kick
    Spinning Knuckle (d,db,b+punch): None.
    Hooligan Combo (d,df,f+punch, b/f+kick when close to throw, kick when
    far to abort): Close fierce, crouch forward XX Fierce Hooligan Combo
    (TT)
    Spin Dive Smasher SC (d,df,f(x2)+kick): Close/crouch strong, crouch
    forward XX Spin Dive Smasher SC
    
    Basic Combos:
    1.	Close strong, Throw (TT)
    2.	Close fierce, stand fierce (the fist)
    3.	Close forward, crouch forward
    4.	Crouch strong, crouch roundhouse
    5.	Close fierce, crouch fierce
    
    Intermediate Combos:
    6.	Close short XX (2 hit) Roundhouse Cannon Drill
    7.	Jump fierce, close fierce XX Roundhouse Cannon Drill (BnB)
    8.	Jump roundhouse, close fierce XX Roundhouse Thrust Kick (BnB)
    9.	Jump fierce, crouch forward XX Roundhouse Cannon Drill (BnB)
    
    Advanced Combos:
    10.	Meaty close strong, stand fierce (the elbow) XX Roundhouse
    Cannon Drill
    11.	Jump fierce, crouch forward (MP) XX Spin Dive Smasher SC
    12.	Jump roundhouse, close fierce (MP) XX Spin Dive Smasher SC
    13.	Jump fierce, close fierce XX Fierce Hooligan Combo (TT)
    14.	Jump roundhouse, crouch forward XX Strong Hooligan Combo (TT)
    15.	Meaty close strong, stand fierce (the elbow) XX Roundhouse
    Cannon Drill
    16.	Meaty close fierce, stand fierce (the elbow) (MP) XX Spin Dive
    Smasher SC
    17.	Cross-up short, crouch strong, crouch forward XX
    Short/Roundhouse Cannon Drill (BnB, ToD; Short version against
    Chun Li, Ryu, Ken, and Akuma; Roundhouse version against the rest
    of the fighters.)
    18.	Cross-up short, crouch strong, crouch forward XX Spin Dive
    Smasher SC
    19.	Cross-up fierce, crouch strong, crouch forward XX Roundhouse
    Cannon Drill (ToD, Works on any crouching character and these
    standing characters: Dhalsim, Dictator, Fei Long, Cammy, E.
    Honda, and Zangief)
    20.	Cross-up fierce, crouch strong, crouch forward XX Spin Dive
    Smasher SC (ToD, Works on any crouching character and these
    standing characters: Dhalsim, Dictator, Fei Long, Cammy, E.
    Honda, and Zangief)
    21.	Cross-up short, close fierce, crouch forward XX Fierce Hooligan
    Combo (TT)
    
    
    Boxer (Balrog in USA; M. Bison in Japan)
    
    Cross-ups: Jumping fierce(*), jumping roundhouse(*)
    
    
    Links:
    
    close jab/short: jab, short.
    
    crouch jab/short: jab, short, crouch strong, close forward.
    
    close strong: jab, close short, strong, forward, close roundhouse, jab
    Dashing Straight (charge b,f+punch), jab Dashing Ground Straight
    (charge b,df+punch).
    
    crouch strong: jab, short, strong, forward, crouch fierce, close
    roundhouse, jump up/towards jab, jump up/towards short, Dashing
    Straight, Dashing Ground Straight, Crazy Buffalo SC (charge
    b,f,b,f+punch).
    
    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 Ground Straight, Crazy Buffalo SC.
    
    Dashing Uppercut (charge b,f+kick)/Dashing Ground Uppercut (charge
    b,df+kick): (Balrog, T. Hawk, and Zangief) stand short, (Everyone
    except Chun Li, Dictator, Guile, Blanka, and E.Honda) crouch strong,
    (Everyone except Chun Li, Dhalsim, Blanka, and E.Honda) stand strong,
    (Everyone except Sagat, Claw, and Dictator) close/stand forward.
    
    Turn Around Punch (hold 3P/3K for at least 1 second and release):
    (Level 3 or meaty, any level) close short, crouch/stand strong, stand
    forward, stand fierce, stand roundhouse, Dashing Straight, Dashing
    Ground Straight, Dashing Uppercut, Dashing Ground Uppercut, Crazy
    Buffalo SC.
    
    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, Dashing Ground Straight,
    Dashing Uppercut, Dashing Ground Uppercut, Crazy Buffalo SC.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab.
    Cancellable attacks: Jab, short, close/crouch strong, close/crouch
    forward.
    
    Best point-blank range combos:
    Dashing Straight (charge b,f+punch): Crouch jab (x3-6), close jab XX
    Jab Dashing Straight
    Dashing Upper (charge b,f+kick): Crouch jab (x3-6), close jab XX Jab
    Dashing Upper
    Ground Dashing Straight (charge b,df+punch): Crouch forward, crouch
    strong XX Jab Ground Dashing Straight
    Ground Dashing Upper (charge b,df+kick): Crouch forward, crouch strong
    XX Jab Ground Dashing Upper (TT setup on ducking opponents)
    Buffalo Headbutt (charge d,u+kick): None.
    Turn Around Punch (charge 2P/2K, release): None.
    Crazy Buffalo SC (charge b,f,b,f+punch, press kick for uppercuts):
    Crouch jab (x3-6), close jab XX Crazy Buffalo SC
    
    Basic Combos:
    1.	Crouch forward, Hold and Headbutt (BnB, TT)
    2.	Close forward, crouch fierce
    3.	Close strong, close roundhouse
    4.	Stand strong, stand strong
    
    Intermediate Combos:
    5.	Jump fierce, crouch jab XX Jab Dashing Straight
    6.	Jump roundhouse, close forward XX Jab Dashing Upper
    7.	Jump fierce, crouch strong XX Jab Ground Dashing Straight (BnB)
    8.	Jump roundhouse, crouch jab XX Jab Ground Dashing Upper
    9.	Crouch jab XX Jab Buffalo Headbutt
    10.	Crouch strong/forward, crouch strong XX Jab Ground Dashing
    Straight (BnB)
    11.	Crouch strong/forward, crouch strong XX Jab Ground Dashing Upper
    (BnB, TT setup on ducking opponents)
    12.	Crouch strong, Crazy Buffalo SC
    13.	Level 3 Turn Around Punch, Dashing Straight
    14.	Level 3 Turn Around Punch, Crazy Buffalo SC
    15.	Jump fierce/roundhouse, crouch jab (x3-6), stand jab XX Jab
    Dashing Straight (@, BnB)
    
    Advanced Combos:
    16.	Meaty Level 1 Turn Around Punch, Dashing Straight
    17.	Meaty Level 1 Turn Around Punch, Crazy Buffalo SC
    18.	Jump fierce/roundhouse, crouch jab (x2), stand jab XX Jab
    Dashing Upper, stand strong (Stand strong hits everyone except
    Chun Li, Dhalsim, Blanka, and E.Honda in this combo; Use crouch
    strong instead of stand strong against Dhalsim)
    19.	Crouch forward, crouch strong (CP) XX Crazy Buffalo SC
    20.	Deep jump fierce/roundhouse, crouch forward, crouch strong XX
    Fierce Dashing Straight (ToD that only works on Zangief)
    21.	Crossup fierce/roundhouse, crouch jab (x3-6), stand jab (CP) XX
    Crazy Buffalo SC
    
    
    Claw (Vega in USA; Balrog in Japan)
    
    Cross-ups: Jumping forward(*), jumping fierce(*), jumping roundhouse(*)
    
    
    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, forward.
    
    close fierce: jab, stand short, crouch strong.
    
    close roundhouse: jab, stand short, crouch strong.
    
    Barcelona Roll (charge b,f+punch): crouch jab, strong, stand forward,
    (meaty, last hit [the claw]) crouch fierce.
    
    Best moves to link from: crouch forward, close fierce, close
    roundhouse, Barcelona Roll.
    
    Best moves to link to: crouch jab, crouch strong.
    
    
    Combos:
    
    Rapid-fire chain attacks: None.
    Cancellable attacks: Close/crouch jab, close/crouch short, crouch
    strong, close/crouch forward.
    
    Best point-blank range combos (escape tactics):
    Barcelona Roll (charge b,f+punch): Crouch short XX Fierce Barcelona
    Roll
    Sky High Claw (charge d,u+punch, punch to extend Claw and fall early):
    (Claw in corner) Crouch strong XX Fierce Sky High Claw
    Scarlet Terror (charge db,f+kick): Crouch forward XX Roundhouse Scarlet
    Terror, Roundhouse Scarlet Terror
    Wall Dive (charge d,u+kick, punch for Claw Attack, punch when close for
    Izuna Drop): None
    Back Flip (3P/3K): Crouch strong XX 3P/3K Back Flip (Escape/Style
    tactic)
    Rolling Izuna Drop SC (charge db,df,db,u+kick, punch when close): None.
    
    Basic Combos:
    1.	Crouch forward, crouch strong (BnB)
    2.	Close fierce, stand forward
    3.	Close roundhouse, stand forward
    
    Intermediate Combos:
    4.	Crouch short XX Fierce Barcelona Roll, crouch strong (@, BnB)
    5.	Jump up fierce, crouch strong XX Fierce Sky High Claw (Claw in
    corner)
    6.	Jump roundhouse, crouch forward, crouch strong XX 3K Back Flip
    (BnB, The Back Flip doesn’t hit, but it sure is stylish and it
    gains meter!)
    7.	Jab Barcelona Roll (the claw), crouch strong
    8.	Meaty Jab Barcelona Roll, crouch fierce (BnB)
    9.	Jump roundhouse, crouch forward XX Roundhouse Scarlet Terror,
    Roundhouse Scarlet Terror
    
    Advanced Combos:
    10.	Cross-up roundhouse, crouch forward, crouch forward, crouch
    strong (BnB, ToD)
    11.	Cross-up fierce, close fierce, crouch strong XX 3P Back Flip
    (Again, the Back Flip is all about style and building meter!)
    
    Sagat
    
    Cross-ups: Jumping short(*), jumping forward(*)
    
    
    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
    (f,d,df+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, (meaty)
    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/Short Tiger Shot (d,df,f+punch/kick): (2/3 screen range)
    Fierce/Roundhouse Tiger Shot, (meaty, 1/3 screen range) crouch/stand
    jab, crouch/stand short, crouch/stand strong, crouch/stand forward,
    crouch/stand fierce, crouch/stand roundhouse, Tiger Shot, Tiger Knee,
    Tiger Genocide SC (d,df,f(x2)+punch/kick), (meaty, after whiffed Short
    Tiger Knee from 1/2 screen range) crouch/stand jab, crouch short,
    crouch strong, crouch forward, crouch fierce, Tiger Uppercut.
    
    Best moves to link from: crouch jab, crouch strong, crouch forward,
    Short Tiger Shot.
    
    Best moves to link to: crouch strong, crouch forward, fierce, any close
    kick, Tiger Uppercut, Tiger Knee, Tiger Genocide SC.
    
    
    Combos:
    
    Rapid-fire chain attacks: Crouch jab
    Cancellable attacks: Jab, close/crouch short, close/crouch strong,
    close/crouch forward, close fierce, close roundhouse.
    
    Best point-blank range combos:
    High/Low Tiger Shot (d,df,f+punch/kick): Crouch forward, close fierce
    XX Fierce/Roundhouse Tiger Shot
    Tiger Uppercut (f,d,df+punch): Close jab, close fierce XX Fierce Tiger
    Uppercut
    Tiger Knee (f,d,df+kick): Crouch forward, close fierce XX Roundhouse
    Tiger Knee
    Tiger Genocide SC (d,df,f(x2)+punch): Crouch forward, close fierce XX
    Tiger Genocide SC
    
    Basic Combos:
    1.	Crouch forward, crouch roundhouse
    2.	Crouch strong, crouch fierce
    
    Intermediate Combos:
    3.	Jump roundhouse, crouch strong, stand forward
    4.	Jump roundhouse, crouch forward XX Roundhouse Tiger Shot (BnB)
    5.	Jump fierce, close fierce XX Fierce Tiger Uppercut (BnB)
    6.	Jump roundhouse, close roundhouse (1 hit) XX Roundhouse Tiger
    Knee (BnB)
    
    Advanced Combos:
    7.	Jump roundhouse, close jab, close roundhouse (1 hit) XX Fierce
    Tiger Uppercut
    8.	Jump roundhouse, close jab, close fierce XX Fierce Tiger Shot
    9.	Jump roundhouse, crouch strong, crouch forward XX Roundhouse
    Tiger Shot (BnB, @)
    10.	Jump roundhouse, crouch strong, crouch forward XX Roundhouse
    Tiger Knee (BnB, @)
    11.	Crouch strong, Tiger Genocide SC
    12.	Jump roundhouse, crouch forward (MP) XX Tiger Genocide SC
    13.	Cross-up forward, close jab, close fierce XX Fierce Tiger
    Uppercut (ToD)
    14.	Cross-up forward, crouch forward, close fierce XX Roundhouse
    Tiger Shot (BnB, ToD)
    15.	Cross-up forward, crouch forward, close fierce XX Roundhouse
    Tiger Knee
    16.	Cross-up forward, crouch strong, crouch forward (MP) XX Tiger
    Genocide SC
    
    
    Dictator (M. Bison in USA; Vega in Japan)
    
    Cross-ups: Jumping jab(*), jumping forward(*), jumping roundhouse(*)
    
    
    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.
    
    
    Combos:
    
    Rapid-fire chain attacks: Jab.
    Cancellable attacks: Jab, short, close/crouch strong, crouch forward.
    
    Best point-blank range combos:
    Psycho Crusher (charge b,f+punch): Close short (x2), crouch forward XX
    Fierce Psycho Crusher
    Scissor Kick (charge b,f+kick): Close short (x2), crouch forward XX
    Roundhouse Scissor Kick
    Devil’s Reverse (charge d,u+punch, punch for Skull Diver): None
    Head Stomp (charge d,u+kick, punch for Skull Diver): None.
    Knee Press Nightmare SC (charge b,f,b,f+kick): Close jab (x2), stand
    jab XX Knee Press Nightmare SC
    
    Basic Combos:
    1.	Jump roundhouse, stand roundhouse (BnB)
    2.	Skull Diver, stand fierce (BnB)
    
    Intermediate Combos:
    3.	Jump roundhouse, close short, stand roundhouse (BnB)
    4.	Skull Diver, crouch strong, crouch forward
    5.	Jump roundhouse, crouch forward XX Fierce Psycho Crusher (BnB)
    6.	Jump roundhouse, crouch jab (x2), stand jab XX Roundhouse Scissor
    Kick
    7.	Jump roundhouse, close short, crouch forward XX Fierce Psycho
    Crusher (BnB)
    8.	Jump roundhouse, close short, crouch forward XX Roundhouse
    Scissor Kick (BnB, @)
    
    Advanced Combos:
    9.	Jump strong (x2), jump strong, Knee Press Nightmare SC
    10.	Jump roundhouse, crouch jab (x2), stand jab (CP) XX Knee Press
    Nightmare SC, jump strong (x2)
    11.	Cross-up forward, close short (x3), stand roundhouse (@)
    12.	Cross-up Skull Diver, close short (x2), stand roundhouse
    13.	Cross-up roundhouse, crouch jab (x2-3), stand jab XX Roundhouse
    Scissor Kick (BnB, ToD)
    14.	Cross-up roundhouse, close short (x2), crouch forward XX
    Roundhouse Scissor Kick (BnB, ToD)
    15.	Cross-up roundhouse, crouch jab (x2-3), stand jab (CP) XX Knee
    Press Nightmare SC, jump strong (x2)
    
    
    Akuma (Gouki in Japan)
    
    Cross-ups: Any jumping kick(*), Aerial Hurricane Kick
    (jump,d,db,b+kick)(&)
    
    
    Links:
    
    close jab: jab, crouch short, strong, crouch forward, close/crouch
    fierce, crouch roundhouse, stand roundhouse.
    
    crouch jab: jab, close/crouch short, strong, crouch forward, fierce,
    crouch roundhouse, 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 roundhouse, stand roundhouse.
    
    crouch strong: jab, crouch short, strong, crouch forward, fierce,
    crouch roundhouse, jump jab, stand roundhouse.
    
    stand strong: crouch short, crouch forward, crouch roundhouse.
    
    close forward: jab, crouch short, (meaty) crouch strong, crouch
    forward, close fierce, crouch roundhouse.
    
    crouch forward: jab, crouch short, strong, crouch forward, crouch
    roundhouse.
    
    close roundhouse: (meaty) crouch forward, crouch roundhouse.
    
    Jab GouHadouken (d,df,f+punch): (meaty, on cornered opponent) crouch
    short, stand strong, crouch forward, stand fierce, crouch roundhouse,
    GouHadouken, Hurricane Kick (d,db,b+kick), (after whiffed air
    roundhouse Hurricane Kick, near full screen range) crouch forward,
    crouch roundhouse, Fierce Hadouken.
    
    Aerial Jab ZankuuHadouken (jump,d,df,f+punch): Any normal attack,
    GouHadouken, GouShoryuken (f,d,df+punch), Hurricane Kick, (meaty)
    Shakunetsu Hadouken, (one jump away, thrown at peak of jump) any
    jumping attack, Aerial Fierce ZankuuHadouken, (at maximum 3P/3K Forward
    Ashura Warp range to point-blank range on either side of the opponent)
    any normal attack or special move.
    
    GouShoryuken (f,d,df+punch): (2 hit max) Any GouShoryuken, Any
    Hurricane Kick
    
    (Aerial or Non-Aerial) Hurricane Kick (d,db,b+kick): (2 hit max) Any
    GouShoryuken, Any Hurricane Kick
    
    Best moves to link from (least recovery): crouch short, crouch strong.
    
    Best moves to link to (least startup): crouch forward, close/crouch
    fierce, stand roundhouse, GouShoryuken, Hurricane Kick.
    
    Combos:
    
    Rapid-fire chain attacks: Jab, crouch/stand short.
    Cancellable attacks: Jab, short, strong, close/crouch forward,
    close/crouch fierce, crouch roundhouse.
    
    Best point-blank range combos (tick throw setups):
    Gou Hadouken (d,df,f+punch): Crouch strong, crouch fierce XX Fierce Gou
    Hadouken
    Shakunetsu Hadouken (b,db,d,df,f+punch): Close fierce XX Fierce
    Shakunetsu Hadouken
    Gou Shoryuken (f,d,df+punch): Close fierce XX Fierce Gou Shoryuken
    Zankuu Hadouken (jump,d,df,f+punch): Jump fierce XX Fierce Zankuu
    Hadouken, crouch forward XX Short Hurricane Kick, Fierce Gou Shoryuken
    Hurricane Kick (d,db,b+kick): Crouch strong, crouch short XX Short
    Hurricane Kick, Fierce Gou Shoryuken
    Aerial Hurricane Kick (jump,d,db,b+kick): Jumping jab XX Roundhouse
    Aerial Hurricane Kick (on Sagat)
    Backward/Forward Ashura Warp (b,d,db+2P/2K or f,d,df+2P/2K): Close fierce XX 3K
    Forward Ashura Warp, Punch/Kick Throw (TT)
    Raging Demon SC (jab,jab,f,short,fierce): Close roundhouse (2 hit) XX Raging
    Demon SC (TT)
    
    
    Basic Combos:
    1.	Crouch fierce XX Fierce Gou Hadouken (BnB)
    2.	Crouch forward XX Roundhouse Hurricane Kick (BnB)
    3.	Crouch strong, crouch roundhouse
    
    Intermediate Combos:
    4.	Close fierce XX Fierce Gou Shoryuken (BnB)
    5.	Close fierce XX Fierce Shakunetsu Hadouken (BnB)
    6.	Jump roundhouse, crouch forward XX Fierce Gou Hadouken (BnB)
    7.	Jump fierce, crouch fierce XX Roundhouse Hurricane Kick (BnB)
    8.	Fierce Zankuu Hadouken, close fierce XX Fierce Shakunetsu
    Hadouken
    
    Advanced Combos:
    9.	Jump roundhouse, crouch forward XX Short Hurricane Kick, Fierce
    Gou Shoryuken (BnB)
    10.	Cross-up roundhouse, close roundhouse (2 hit) XX Raging Demon SC
    11.	Cross-up Jab Zankuu Hadouken, Raging Demon SC (TT)
    12.	Jump fierce XX Fierce Zankuu Hadouken, crouch forward XX Short
    Hurricane Kick, Fierce Gou Shoryuken
    13.	Jab Zankuu Hadouken, jump fierce XX Fierce Zankuu Hadouken,
    crouch forward XX Short Hurricane Kick, Fierce Gou Shoryuken
    (from one jump away, outside of corner)
    
    
    
    -----------------------------------------------------------------------
    
    That's all, folks!
    
    What to expect from the next version:
    Anything that I missed that people correct me on.
    
    Please, please, PLEASE send me a private message on Shoryuken.com
    (FreshOJ) or e-mail me if there are any errors.  I want this FAQ to be
    its best.
    
    
    Credits
    
    First and foremost, I give glory and honor to God through my Lord and
    Savior, Jesus Christ, who gave me the abilities, talents, resources,
    and the passion that I have for SF and for giving me victory in this
    life and the next.
    
    My wife, Lara, who is the epitome of the term “God-send”.  She’s more
    than what I wanted and everything I never had.  Her amazing outward
    beauty is a mere shadow of the inward beauty she possesses.
    
    My son, Christopher, who probably won’t even know how to read this FAQ
    for a couple of years yet.  One look at his smiling, two-toothed grin
    takes me out of the worst despair.
    
    David Wright a.k.a. SF2Freak, for initially storing the Link FAQ 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.
    It’s 9 years later, but I still have no problem giving him props.
    
    NKI, for pointing me to T.Akiba’s Street Fighter 2 Series Frame Data,
    which I used to help me in exploring combo possibilities, and also for
    his work with Seth Killian (s-kill) on the Super Turbo Touch of Death
    FAQ.  Alt.games.sf2 for life!  Thanks for help with Chun Li combos, by
    the way!
    
    ShinVega, for gracious allowing me to quote the Kara and Chain
    Cancelling articles he wrote for the Shoryuken.com Wiki.  There’s a lot
    of great info there and he puts out great stuff on the forums, too.
    
    James Chen a.k.a. jchensor, for being one of the true combo masters.
    Check out any of his Combo FAQs and you’ll see why I imitated his combo
    listing format! :) Just when I think he’s done, he comes up with
    something else...and gives me another idea.  One of these days, I’ll
    play you and get you below 50% life, James! :)  Thanks for the Cammy’s
    combos, by the way!
    
    Eggo and SweetJohnnyV, for their help in buffing out the Dhalsim combo
    section.  Who knew he had so many combos?  Now you know.
    
    Megamanpb, for help with some Honda’s combos.  Hitting with the Hundred
    Hand Slap to tick into the Oichio Throw?  I should’ve known about that.
    
    3pwood, for his help with Dee Jay’s combos, mon.
    
    Syxx573, for also helping with Cammy’s combos.  I need to see more
    matches between you and James!
    
    Nohoho, for his Blanka expertise.  His bite *is* worse than his bark.
    
    Semi-Charmed and TheGreatMole, for their input on Zangief combos.
    
    Blitzfu and Oldschool_BR, for help with Ryu’s Rushing Gut Punch cross-
    up combos.
    
    VOLTECH and chunbelievable, for help with Chun Li’s combos.
    
    Gridman, for help with T.Hawk’s combos.
    
    GensouGoroshi, for help with Dictator’s combos.
    
    Jumpsuit Jesse, for his input with Fei Long.  (Start combos with close
    fierce and meaty crouch fierce for the win!)  His Fei Long’s legendary,
    so he gets props. :)
    
    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.
    
    Shoryuken.com, for inspiring me to bring this FAQ up to date.  To all
    of my fellow combo enthusiasts, I hope you find something you didn’t
    know about.  To the beginners, read this FAQ and soak it up like a
    sponge.
    
    Alt.games.sf2, 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 that
    newsgroup, I'm sure I'd still be a scrub and there certainly wouldn’t
    be a Shoryuken.com without it.  Alt.games.sf2, home of the true Street
    Fighter OG’s! :)
    
    And also, anyone else out there that either told me links or combos
    that I wouldn’t have 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 *still*
    worthless.)
    
    Onaje Everett                  o_everett@hotmail.com
    Shoryuken.com ID: FreshOJ
    XBox GamerTag: TheRealFreshOJ
    "I can do ALL things through Christ, who strengthens me."
    -Philippians 4:13
    

    FAQ Display Options: Printable Version