1387 lines
65 KiB
Plaintext
1387 lines
65 KiB
Plaintext
********well, it's back********
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Man, just when I thought I didn't have to update this thing
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anymore, someting big & new pops up! %O
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Okay, so the last version WASN'T the final version. Hey,
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how many of you saw this Akuma thing coming? I sure as hell didn't.
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And since this is supposed to be a Frequently Asked Questions guide,
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it's my duty to update it.
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------------------------------- ____________________.___.___ -----------
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___| / _____/\_ _____/| | |
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\___ \ | | __ \ _ \ __| \_____ \ | __) | | |
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| | | | | __/ | / \ | \ | | |
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_____/ \__,_| .__/ \___|_| /_______ / \___ / |___|___|
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_| \/ \/
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Monday, 8/1/1994 @ U of H __ __| | ____|
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| | | __| __ \ _ \ | _` | _` |
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Super SFII Turbo Faq | | | | | | ( | __| ( | ( |
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_|\__,_|_| _.__/ \___/ _| \__,_|\__, |
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-------------------------------------------------------------------------_|
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post-FINAL version.
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** WHAT's NEW:
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!!AKUMA!!AKUMA!!PLAY AS AKUMA!!
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See section 4,5,7 & 8 for details.
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---------------------------------------------------------------------------
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** FAQ MAINTENANCE BY **
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RpM
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** MAJOR REMODELING:
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image advisor: D. Rion. Hall
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** Originally created by:
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dj-wells@ux4.cso.uiuc.edu (Dan)
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** Occasional consulting, advising, nagging ;)
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Alex Werner, Caine Schneider, the whole a.g.sf2 bunch
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---------------------------------------------------------------------------
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Welcome to the FAQ!
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"share and enjoy!" (tm)
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SEND CORRECTIONS TO:
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st2a0@jane.uh.edu (RpM)
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FAQ _WAS_ posted every Friday. Now? Who knows?
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FAQ availabe via FTP at the following:
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ftp.netcom.com under pub/vi/vidgames/faqs
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courtesy of Andy Eddy, GamePro editor
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home of a lot of other FAQs.
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ftp.krl.caltech.edu
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THE STREET FIGHTER 2 dedicated site, filled with strategy guides,
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moves lists, gifs, jpegs, etc etc etc....
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---------------------------------------------------------------------------
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<Table of Contents>
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1) What you should know about "Super Combos"
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1.1) Maximum Hits & Damage
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1.2) Super Combos in Combos
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1.3) Charging up the Super Combo Meter
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2) The New Throw System (how to "weaken" throws)
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3) How to use the SSF2 version of Characters in SSF2T
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4) The new moves for each character, alterations to old moves, as well as
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specific comparisons between the SSF2 version and the SSF2T version of
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each character
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5) The "Hidden" Boss (Akuma? Goki Long? Whatever...)
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6) Misc. Details of the game.
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7) The Quirks of the "Volleyball" effect in SSF2T
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8) The Known New Endings
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9) Quick Reference Guide to Stick Movement
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*) The credits & TOP TEN LIST
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===============================================================
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---------------------------------------------------------------------------
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PART 1: REGARDING SUPER COMBOS
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---------------------------------------------------------------------------
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- A super combo (SC) is a move that inflicts from 40% to 60% damage.
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It's primary trademark is that the attack leaves a trail of shadows
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and it is begun when your character lets off a spark of light in his/her
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eye. The game pauses for a slight moment when you execute your
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Super Combo.
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- Super Combos can only be done when the Super Combo Meter (seen at
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bottom corner of screen) is full. The Super Combo Meter (SCM)
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increases after the following:
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* You execute any special move
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* You strike (blocked or not blocked, it matters not) your opponent
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with any regular move.
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- The more powerful the move/hit, the quicker the SCM rises.
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- The SC's have the ability to "bounce" characters in the air (a la MK).
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Especially Bison's, Dhalsim's, Ken's, and Sagat's more so than others.
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Balrog's SC still can hit airborne opponents up to five times.
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This is known as the "Volleyball Effect" (VE) which is explained in
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section 7.
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- SC's are "combo"-able with regular moves and can dizzy opponents.
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- Vega's, T-hawk's and 'Gief's SC's do NOT lose their charge if you
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attempt and fail to do them. The charge only dies if you actually LAND
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the SC. (this is kinda obvious, as their SC's are all THROWS, but hey,
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it's worth a mention).
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- The following have SC's that can go through fireballs, but the timing for
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it is somewhat precise (i.e. if you time it wrong, you WON'T be able to
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cut through fireballs, certain frames of animation are able to cut
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through fireballs, but not all frames)
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* Chun Li: more difficult to time
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* Honda: vunerable at the beginning, but cuts through easy during flight
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* Blanka: the superball, in it's later frames, rolls under "small"
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fireballs (i.e. sonic boom, yoga flame, air slasher, high tiger shot)
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* Ken: rather easily
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* Fei Long:
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* Dee Jay: more difficult to time
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* Cammy:
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* Sagat: rather easily
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* Balrog: never been stopped by a fireball before
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* Bison: never been stopped by a fireball before
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* Ryu: destroys other fireballs in it's path and STILL travels towards
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the target. In reality, his "Vacuum Fireball" is several fireballs
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compacted into a very small area, so even if your opponent is
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airborne, he will get hit several times. His feet may be invulnerable
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during the SC. FIVE hits is the maximum number of hits Ryu's
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SC can do if it connects.
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- The exact frames where the SC's are immune to fireballs vary from
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character to character. Bison's and Balrog's cut through fairly easy
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while Chun Li's and Dee Jay's have just a little more difficulty in going
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through. Different timing for each character.
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- CHUN LI AND HONDA share a particular trait, and perhaps T-Hawk as well.
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Do the stick motion for the SC first, then keep your stick in a foward
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position, any forward position, don't change directions. Your
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Super Combo will be set to go off, and all you need to do is tap the
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appropriate button. Yes, this is a bug.
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-----------------------------
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Part 1.1 Maximum Hit & Damage
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-----------------------------
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Maximum Damage:
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* Zangief & T-Hawk will on average take off 50-60%
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Vega will usually take off 30-45%
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* Assuming that you get all possible hits in the Super Combo:
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Everyone else has a potential damage range from 25 - 55%,
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I've seen some cases where Ryu's SC connects and takes
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off little damage, so basically if the CPU gets moody as it
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often does, your SC damage will waver from high to low
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damage at moments you won't be able to predict.
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Maximum Hits:
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The best way to get the maximum # of hits is to have your
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opponent be as close as possible and on the ground.
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Ryu: 5 Guile: 6
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Ken: 5 Dhalsim: 5
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Blanka: 4 Honda: 5
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Chun Li: 6 Zangief: n/a
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Dee Jay: 4 Cammy: 5
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Fei Long: 5 T-Hawk: n/a
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Balrog: 5 Vega: n/a
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Sagat: 5 Bison: 4
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---------------------------------
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Part 1.2: Super Combos in Combos
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---------------------------------
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Super Combos can be added into combos. I'd advise you to find your own,
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as individual creativity is what works best when making combos,
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but I'll put down some obvious ones.
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Chun Li: Jumping Fierce - SC - triple air kick
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air jab (anything?) - standing jab - SC - triple air kick
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Ken: Jumping Fierce - SC
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Cammy: Jumping fierce - SC
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Sagat: Jumping fierce - SC
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Dee Jay: hm... there was this really nasty one, about 11 hits...
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offhand I can't remember it but it went something like...
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Neck Forward Kick - crouching jab X 2-3 - Jack Knife Maximum (air kick)
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- SC - Jack Knife Maximum.
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-----------------------------------
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Part 1.3: Charging up the SC meter
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-----------------------------------
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(creds to Mr. Chang (actually, these are his direct words
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or actually Gamest Magazine)
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o To give a measure for the Super Meter, Gamest uses the term "dot" as in
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pixels on the screen. I'd prefer using the word "pixel" personally,
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but hey, "dot" is shorter to type. -_^
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Super Meter increment chart (Super Meter takes 48 dots to reach max.)
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---------------------------------------------------------------------
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| | Jab/Short | Strong/Forward | Fierce/Roundhouse |
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|-------------------------------------------------------------------|
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|Hit | 2 dots | 4 dots | 5 dots |
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|-------+---------------+-------------------+-----------------------|
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|Blocked| 1 dot | 3 dots | 4 dots |
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---------------------------------------------------------------------
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Ryu: "Vacuum Fireball" Ken: "Rising Dragon Breaker"
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Hadoken - 2 dots Hadoken - 2 dots
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Dragon Punch - 7 dots Dragon Punch - 8 dots
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Cyclone Kick - 6 dots Cyclone Kick - 6 dots
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New kicks - 6 dots
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Honda: "Double Ghost" (!) ChunLi: "Thousand Burst"
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HHS - 6 dots Wind Kick - 4 dots
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Torpedo - 9 dots Kikkoken - 5 dots
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Buttafuoco - 9 dots Rising Kick - 8 dots
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Uchio Throw - 12 dots SBK - 8 dots
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Blanka: "Grand Shave Roll" Zangief: "Final Atomic Buster"
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Electricity - 5 dots Missed SPD - 5 dots
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Slide - 5 dots Lariat - 6 dots
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Horiz. Roll - 7 dots Green Hand - 7 dots
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Vert. Roll - 7 dots Rush PD - 12 dots
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Arch Roll - 7 dots SPD - 20 dots
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Double PD - 24 dots
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Guile: "Double Somersault" Dhalsim: "Yoga Inferno"
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Sonic Boom - 7 dots Yoga Fire - 3 dots
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Blade Kick - 8 dots Yoga Flame - 8 dots
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Yoga Blast - 7 dots
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Teleport - 7 dots
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T. Hawk: "Double Typhoon" Cammy: "Spin Dive Smasher"
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Thwk. Buster - 6 dots Thrust Kick - 6 dots
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Condor Dive - 8 dots Cannon Drill - 7 dots
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Mex. Typhoon - 20 dots Spin Knuckle - 4 dots
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Wall Bounce - 4 dots (miss)
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9 dots (slam)
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9 dots (kick)
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Fei Long: "Blazing Rekka Ken" Dee Jay: "Sobat Carnival"
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Rekka Ken - 6 dots Air Slicer - 4 dots
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Shien Kyaku - 8 dots Jumping Kick - 9 dots
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Jumping Kick - 7 dots Sobot Kick - 8 dots
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MGU - 7 dots
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Balrog: "Crazy Buffalo" Vega: "Rolling Izuna Drop"
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Straight - 6 dots Backflip - 5 dots
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Upper - 5 dots Roll - 10 dots
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Low Straight - 6 dots Wall Attack - 8 dots
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Low Upper - 5 dots Flip Kick - 10 dots
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TAP - 7 dots Horiz. Claw - 10 dots
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B. Headbutt - 5 dots
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Sagat: "Tiger Genocide" M. Bison: "Knee Press Nightmare"
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Tiger Shot - 3 dots Psycho Crusher - 6 dots
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Tiger Upper. - 7 dots Scissor Kick - 6 dots
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Tiger Knee - 6 dots Head Stomp - 8 dots
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DFA - 8 dots
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---------------------------------------------------------------------------
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PART 2: THE NEW THROW SYSTEM
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---------------------------------------------------------------------------
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NOTE: if you choose to use the SSF2 version of your character, you CANNOT
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do this. You MUST choose the SSF2T version of your character to do
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this.
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If you get thrown, you can reduce the damage in half or sometimes less
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and land on your feet.
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=Explanation=
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In the EARLY frames of animation of YOUR character being thrown,
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just tap a button, usually strong or fierce, possibly any.
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If it makes you feel better, move the stick left or right as well.
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Consequences:
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As you rebound from being thrown, you can get hit before you're
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able to defend it. One such example being Vega, who can
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throw-slide.
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NOTE:
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Someone managed to air-throw Ken out of his DRAGON PUNCH while it
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was STILL GOING UP. I've witnessed VEGA doing so, others
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used Cammy.
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---------------------------------------------------------------------------
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PART 3: USING THE "SUPER" VERSION OF YOUR CHARACTER IN SUPER TURBO!
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(confirmed by Rasheed Rankins)
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(or: how to wimp out at ssf2t)
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---------------------------------------------------------------------------
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If you want to play the "Super" version of a character (as opposed to the
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Super Turbo version), you have to select your character with JAB. Then,
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while the plane is flying to the top of the screen, tap JAB repeatedly
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while either moving the joystick left-to-right or up-to-down. On the
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character selection screen, characters belonging to odd-numbered columns
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use the left-to-right method while those belonging to even numbered
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columns use the up-to-down method.
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Exceptions:
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So far, there is one exception to this rule, which is Cammy. In
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order to get the SSF2 version of her, do the OPPOSITE of what would
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normally be the proper stick movement.
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select with & tap jab button and...
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SHAKE STICK LEFT/RIGHT: SHAKE STICK UP/DOWN:
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----------------------- --------------------
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Ryu, Ken, Blanka, Zangief Honda, Chun Li, Guile,
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T-Hawk, Balrog, Fei Long, Dhalsim, Cammy, Dee Jay,
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& Vega Sagat & M. Bison
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Gamest Magazine claims there's an EXACT set of stick motions
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for getting the characters, although the above technique
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works just fine as well. Here's their take on this:
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Picking the Super version of a character:
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-----------------------------------------
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o To pick the Super version of a character, pick the character with any
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button. Then enter the following joystick motions and press jab.
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Ryu - RRRL T. Hawk - RRLL
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Ken - LLLR Cammy - UUDD
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E. Honda - UUUD Dee Jay - DDUU
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Chun Li - DDDU Fei Long - LLRR
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Blanka - LRRR Balrog - RLLL
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Zangief - RLLL Vega - LRRL
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Guile - UDDD Sagat - UDDU
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Dhalsim - DUUU M. Bison - DUUD
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NOTE:
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Choosing the SSF2 version of your character WILL NOT give you an
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exact replication of the SSF2 character.
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EXAMPLES:
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* Balrog: standing rushing punches, while they do hit low, are
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more vunerable to kicks that they used to be, and
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noticably shorter.
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* Sagat: roundhouse is still shorter than it used to be.
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So in other words, attempting to use the SSF2 version will _most
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likely_ give you a hybrid variation on your character (there may be
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exceptions)
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- If two players both pick the same character in SSF2 mode, (i.e. ken vs.
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ken) both characters will wear VERY similar, almost identical uniforms
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with just a very slight shade of colour difference between them.
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= There are two BIG weaknesses that come with choosing
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the SSF2 mode of characters.
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* The SSF2 versions CANNOT USE SUPER COMBOS.
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* The SSF2 versions CANNOT SOFTEN THROWS.
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---------------------------------------------------------------------------
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PART 4: THE WORLD WARRIORS: INDIVIDUAL DETAILS
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---------------------------------------------------------------------------
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-----------
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** AKUMA **
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-----------
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* Super Combo: None
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* Fireball
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| \ -O + punch
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O O
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* Red Multi-hit fireball
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O- / | \ -O + punch. Jab hits once, strong hits twice,
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O O O fierce hits 3 times.
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* Hurricane Kick
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| / O- + kick. Slightly invulnerable at start, hits on the
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O O way up (like ken's), slow as Ryu's, taps into VE.
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* Uppercut
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-O | \ -O + punch. All his uppercuts can hit up to 3 times.
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O O Taps into the VE as well.
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* Air fireball
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(jump) + | \ -O + punch. Shoots an aerial fireball, but CPU
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O O Akuma shoots two at a time. How? Dunno.
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* Gliding Teleport
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-O | \ -O + ALL punch or kick or O- | / O- + ALL punch or kick
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O O O O
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Using kicks makes you travel about a half-screen. Using punches
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makes you travel a full screen across.
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---------
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** RYU **
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---------
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* Super Combo: "Vacuum Fireball" "Shinkuu Hadouken"
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| \ --O | \ --O + any punch
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O O O O
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A fireball that hits up to FIVE times, even if target is airborne
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* Rushing Punch (1):
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--O + STRONG (stand to block)
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* Rushing Punch (2):
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--O + FIERCE (block in any position)
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* 2-Hit Air Punch:
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<jump forward/back> + STRONG
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This punch initiates the "Volleyball Effect" if it connects (section 7).
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* Fireball disappears after travelling roughly 3/4 of the playing
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field (not the screen area, the ENTIRE field)
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* Shorter ROUNDHOUSE and FORWARD sweeps.
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* Hurricane Kick seems improved, and "lands better" with Ryu more able to
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retaliate after landing.
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* NOTE: Ryu's Dragon Punches are no longer invincible.
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= VERSION ADVANTAGES:
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SSF2T: Better Hurricane Kick
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New rushing punches a fair asset to have.
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SSF2: Totally invulnerable uppercut
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Longer ROUNDHOUSE and FORWARD sweeps?
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Performs Fireball trapping better?
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---------
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** KEN **
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---------
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* Super Combo: "Violent Dragon Punch" "Double Dragon" "Shyoryureppa"
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--O | \ --O | \ + any punch
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O O O O
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JAB dragon punch followed by a FIERCE dragon punch
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* New Roundhouse Kick 1:
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| \ --O + tap any kick
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O O
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animation resembles his old roundhouse (far).
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* New Roundhouse Kick 2:
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--O \ | + tap any kick
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O O
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swings foot across at chest level, can be used in combos.
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* New Roundhouse Kick 3:
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O-- / | \ --O + tap any kick
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O O O
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These are new and better animated versions of the old regular roundhouse.
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They will knock an aerial opponent to the far side of the screen and
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can be used to end a combo.
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* New Axe Kick 1:
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| \ --O + hold down kick button
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O O
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* New Axe Kick 2:
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--O \ | + hold down kick button
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O O
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* New Axe Kick 3:
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O-- / | \ --O + hold down kick button
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O O O
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Theses will do Axe Kicks (new animation) that you must STAND up to
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block. There IS a difference between NAK 1 and NAK 2, but
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we're not really sure how one is better than the other.
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It's speculated NAK 2 is better in combos and generally faster.
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Also, NAK 2 swings higher faster. Don't know enough about how
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NAK #3 is dramatically different or such, but then again the
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diference between NAK 1 & 2 aren't extremely great either.
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* Air Throw:
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<jumping> --O <or> O-- + FORWARD <or> ROUNDHOUSE
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* Knee Bash:
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--O <or> O-- + FORWARD
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Ken will grab his opponent and hit'em with his knee repeatedly.
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Tap button & shake stick to increase bash speed.
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* Fireball now disappears after travelling 3/4 across the playing
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field (not the screen area, but the ENTIRE field)
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* His air ROUNDHOUSE no longer can do neck kicks H
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* His ground standing ROUNDHOUSE is a spin kick to the knee area which
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also moves him forward. It has great range & good damage.
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* His close range standing forward has been altered. It is no longer
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a knee, but instead a very brief one-hit axe kick.
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* The Hurricane Kick seems to "land better". He's more able to throw
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after landing.
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* Shorter ROUNDHOUSE and FORWARD Sweep.
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* New jumping FORWARD, better range and priority.
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* Uppercut damage has been boosted, as well as his TOD combo.
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* NOTE: Ken's Dragon Punch is NO longer invulnerable
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=VERSION ADVANTAGES:
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SSF2T: New attacks a fair asset to close-up fighting
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New FORWARD and ROUNDHOUSE may have good properties
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Jab Uppercut does more damage
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HK not as vunerable when it lands
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SSF2: Invulnerable uppercut
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Neck kick ability in ROUNDHOUSE kick (can't do that in SSF2T)
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Some may prefer his original regular kicks.
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Probbably performs Fireball trapping better.
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--------------
|
|
** E. Honda **
|
|
--------------
|
|
* Super Combo: "Super Killer Head Ram" "Double Torpedo"
|
|
O-- <charge> --O O-- --O + any punch
|
|
Does 2 Torpedos that hit multiple times
|
|
You can do the motions for it, but instead of immediately tapping punch
|
|
just keep the stick in a forward direction (jumping forward,
|
|
walking forward, crouching forward, whatever). When you tap a
|
|
punch button, the Super Combo will automatically begin.
|
|
You loose the charge if you reverse the direction of your
|
|
stick or tap a kick button.
|
|
* Uchio Throw (or "Mega-Buttafuco Slam")
|
|
| / O-- + FIERCE
|
|
O O
|
|
Honda will grab your opponent, smash 'em head-first into the floor,
|
|
leaps up, and then SITS ON 'EM! It has as much range as T-hawk's Dunk.
|
|
The damage level is roughly 30%.
|
|
* Regular move alterations:
|
|
Now in SSF2T Was in SSF2
|
|
------------ -----------
|
|
standing SHORT crouching SHORT
|
|
crouching SHORT [close] SHORT
|
|
standing FORWARD crouching FORWARD
|
|
crouching FORWARD [close] FORWARD
|
|
standing ROUNDHOUSE [close] ROUNDHOUSE
|
|
O- or -O ROUNDHOUSE [far] ROUNDHOUSE
|
|
standing FIERCE crouching FIERCE
|
|
[close] FIERCE standing FIERCE
|
|
* Fierce punch (grab at feet) no longer knocks down opponent.
|
|
* Jumping straight up fierce can be moved forward by stick movement.
|
|
* Priority of jumping fierce may be boosted.
|
|
* his close standing strong punch now can hit earlier in it's animation.
|
|
* HHS (Hundred Hand Slap) no longer controlled as before. The action
|
|
of the HHS depends on which button you choose to mash:
|
|
* FIERCE:
|
|
flies forward VERY fast about half the screen, then doesn't move
|
|
forward any more. If you keep tapping the button, he'll still do
|
|
the HHS, he just won't budge any further in any direction.
|
|
* STRONG:
|
|
glides along forward at a fair pace, a little faster than his
|
|
walking speed, and then stops just as the FIERCE HHS does.
|
|
* JAB:
|
|
starts up the HHS, but he won't budge at all.
|
|
=VERSION ADVANTAGES:
|
|
SSF2T: foot grab quicker to do
|
|
Buttafuco attack seems to have better range
|
|
he's got that mega-buttafuco throw
|
|
really fast forward moving HHS.
|
|
that bit about controlling the jumping straight up fierce.
|
|
SSF2: overhead FIERCE chop comes out more than in SSF2T version
|
|
precise control of HHS movement.
|
|
------------
|
|
** BLANKA **
|
|
------------
|
|
* Super Combo: "Grand Shave Roll"
|
|
O-- <charge> --O O-- --O + any punch
|
|
Rolls into ball, bounces up for a moment, and then
|
|
rolls along ground for multiple hits. Can dive under "narrow" fireballs.
|
|
(i.e. Sonic Boom, Air Slasher, High Tiger Shot, Yoga Fire, etc...)
|
|
The ball can hit even as it's bounding upwards.
|
|
Hold the punch button down to spin in place for a while.
|
|
* Hop:
|
|
O-- <or> --O + all 3 kick
|
|
The Hop is somewhat immune to any regular attack: you cannot punch/kick
|
|
Blanka as he is moving forward. However, Blanka CAN get hit by a special
|
|
move, particulary anything of a torpedo/projectile nature. Also, he has
|
|
a _brief_ moment of vulnerability where he can get hit or thrown as he
|
|
stops the hop, but it's very short.
|
|
In earlier beta versions it could go through fireballs.
|
|
* Sliding Punch:
|
|
\ + FIERCE
|
|
O
|
|
This sliding punch can dive under only "narrow" fireballs (as explained
|
|
above with the SuperCombo) _and_ Bison's torpedo.
|
|
* Arch ball is faster, but who needs it?
|
|
* Vertical ball now drops Blanka straight down instead of retreating.
|
|
* His jumping ROUNDHOUSE, and all his FIERCE punches, have been greatly
|
|
improved in range and speed.
|
|
* Somewhat better recovery after BlankaBall, as he's able to jump over
|
|
any retaliatory fireball from Ken, has a fair shot at blocking or dodging
|
|
Sagat's, but still can't dodge Ryu's.
|
|
=VERSION ADVANTAGES:
|
|
Honestly, do you really have to ask? SSF2T is THE Blanka
|
|
to use. There are NO advantages to using the SSF2 version.
|
|
-----------
|
|
** GUILE **
|
|
-----------
|
|
* Super Combo: "Double Summersault Kick" "Double Flash..." "Double Slash..."
|
|
/ <charge> \ / <to> O + any kick
|
|
O O O |
|
|
SHORT flash kick followed by a ROUNDHOUSE flash kick
|
|
* New forward kick:
|
|
O-- <or> --O + FORWARD
|
|
Guile will do his "Chuck Norris/Van Damme" type spin kick and move
|
|
forward or backwards (dependant upon stick direction). Nice for SB type
|
|
trap or surprise. May also be able to hop above low tiger shots.
|
|
* Old knee hop:
|
|
O-- <or> --O + SHORT
|
|
* Old backfist:
|
|
--O + FIERCE
|
|
* New roundhouse: If the opponent is far, it will do a skip-forward
|
|
+ kick to the shin. If the opponent is very near, Guile will
|
|
do a stationary kick that aims for the head.
|
|
* New fierce: a straight forward punch, Ken/Ryu-type punch range.
|
|
* Size of Flash Kick proportional to strength of kick, SHORT FK being a
|
|
bit smaller than a FORWARD FK.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: Handy-dandy new FORWARD & ROUNDHOUSE
|
|
Flash Kick may be longer.
|
|
SSF2: Some may prefer his original FIERCE and ROUNDHOUSE
|
|
-------------
|
|
** CHUN LI **
|
|
-------------
|
|
* Super Combo: "Thousand Burst Kick" "Lightning Strike"
|
|
O-- <charge> --O O-- --O + any kick
|
|
Does a charging SHORT kick followed by a Lightning Kick barrage
|
|
Chun can do the same trick with her SC that Honda has (in other
|
|
words, for more info See Honda)
|
|
* Spinning Bird Kick:
|
|
O-- <charge> --O + any kick
|
|
NOTE: the SBK no longer hits on it's way up.
|
|
Essentially, it is kinda useless.
|
|
* Jumping Lightning Kick:
|
|
| <charge> O + any kick
|
|
O |
|
|
Hits 3 times in air, It is very vertical, having
|
|
roughly the same range as Ryu's Uppercut.
|
|
Not very impressive damage, but looks okay.
|
|
taps into the "Volleyball Effect" but tough to do.
|
|
* Parabolic Spinning Bird Kick is possible, but I'm not 100% sure
|
|
of it's execution. It's probably
|
|
O
|
|
O-- <charge> / + kick
|
|
* Neck Flip:
|
|
\ + ROUNDHOUSE
|
|
O
|
|
can be done even if opponent is far away. Handy in some
|
|
scenarios where you want to dodge fireballs.
|
|
* Back Flip:
|
|
\ + FORWARD
|
|
O
|
|
can be done even if opponent is far away.
|
|
* Her fireball charge seems to be shorter.
|
|
* Her forward kick is better in combos now.
|
|
=VERSION ADVANTAGES:
|
|
SSF2T: Seemingly quicker fireball chargeup
|
|
New air kick
|
|
Better modified forward kick
|
|
SSF2: The only reason you'd want to use her is because you feel
|
|
the new stuff is unnecessary or irritating.
|
|
Superior SBK.
|
|
-------------
|
|
** Zangief **
|
|
-------------
|
|
* Super Combo: "Final Atomic Buster"
|
|
720 degree motion + any punch
|
|
Does a German Double Suplex followed by a SPD has done up to 70% damage!
|
|
The Super Meter will NOT lose it's charge until you actually succeed in
|
|
grabbing your target.
|
|
* Green Hand or "Banishing Hand" "Vanishing Flat"
|
|
--O \ | + FIERCE
|
|
O O
|
|
Can follow with a SPD
|
|
* Hopping Gut Crunch
|
|
O-- <or> --O + STRONG or FIERCE
|
|
Don't use this too much. It HAS managed to stop a BlankaBall in mid-flight.
|
|
Can *barely* go over some sweeps.
|
|
* SPD may have more range.
|
|
* Lariat punch seems to be improved, lower starting strike zone, can take
|
|
out a Honda torpedo better.
|
|
* NOTE: He no longer has the "magic throw" bug, not in ANY version.
|
|
= VERSION ADVANTAGES
|
|
SSF2T: "green hand" a fair anti-fireball tool
|
|
but an excellent way to "tick"
|
|
Lariat punch improved
|
|
SSF2: The jabs can handle Honda's torpedo better
|
|
Lacks the "gimp" move of SSF2T that can, if not managed
|
|
carefully, can get Zangief killed
|
|
-------------
|
|
** Dhalsim **
|
|
-------------
|
|
* Super Combo: "Yoga Inferno"
|
|
O-- / | \ --O O-- / | \ --O + any punch
|
|
O O O O O O
|
|
Super-charged Yoga Flame that hits multiple times.
|
|
* Vertical Yoga Flame: "Yoga Blast"
|
|
O-- / | \ --O + any kick
|
|
O O O
|
|
Dhalsim spews a flame cloud into the air.
|
|
* Joystick must now be in neutral or forward to get extended limb attacks.
|
|
* If you hold back, you'll get "short" attacks, those attacks that used to
|
|
automatically come out when your opponent was near. Keeping the stick in
|
|
neutral or offensive positioning will allow Dhalsim's limbs to extend to
|
|
it's maximum lengths.
|
|
* The torpedo is nearly horizontal.
|
|
* The drills are of varying angles, based upon the kick button used.
|
|
* ROUNDHOUSE: near vertical angle
|
|
* FORWARD: 45 degree angle
|
|
* SHORT: near horizontal angle
|
|
* His crouching goofy SHORT kick from classic SF2 is back
|
|
* A New very straight jumping STRONG punch
|
|
* A New jumping JAB punch
|
|
* His teleport has new animation and seems to be less vunerable.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: Anti-air flame
|
|
More angle-controlled drills
|
|
Better air strong punch
|
|
Teleport is fast any very much less vunerable
|
|
SSF2: Limbs will naturally extend to appropriate length
|
|
(don't that sound sick?)
|
|
-----------
|
|
** Cammy **
|
|
-----------
|
|
* Super Combo: "Spin Dive Smasher"
|
|
| \ --O | \ + any kick
|
|
O O O O
|
|
Does a Cannondrill followed by a Thrust Kick
|
|
* Cannonball Jump:
|
|
/ | \ --O O + strong/fierce
|
|
O O O /
|
|
She'll spin up in a ball, and the next part is up to you:
|
|
(NOTE: nobody's 100% sure about this yet)
|
|
# If she's near target, she'll do one of two throws. To execute the
|
|
throw, tap a kick button as you're in the ball. The opponent should be
|
|
reasonably near.
|
|
# she'll leg grab you
|
|
# she'll grab, plant her feet in your face and smash you to the ground
|
|
It's theorized that this is determined either by using kick or punch,
|
|
or by whether or not your opponent was crouching when he gets thrown.
|
|
# In a Japanese vidmag, it's said that the kind of throw done
|
|
is determined by the time that you press the kick button. According
|
|
to them, if you push the button when she's near her opponent's head,
|
|
she'll do the leg-grab, when she's near her opponent's mid-section
|
|
she'll do the other throw, and if you've done it later you'll just
|
|
do the slide.
|
|
# If no throw is attempted, she will go into a slide which goes under
|
|
fireballs and disrupts Honda's headbutt if Honda doesn't get it out in
|
|
time.
|
|
* She can do the jump w/o doing either a slide or throw, and it is
|
|
GUESSED that you must leave the stick in neutral to do so.
|
|
* The JAB spinning punch is known to have a FEW frames of
|
|
invulnerability at the very earliest frames of invulnerability, while
|
|
the STRONG & FIERCE seem to be lacking in invulnerability.
|
|
(creds to mike chang)
|
|
* Her air throw, particularly her leg air throw, has a BIGGER range.
|
|
* Shorter hangtime
|
|
* Shorter SHORT drill, but better recovery.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: Cannonball Jump
|
|
Better air throw
|
|
Lower hangtime
|
|
SSF2: Her Spinning Punch is more invulnerable
|
|
--------------
|
|
** Fei Long **
|
|
--------------
|
|
* Super Combo: "Grand Blazing-Flame Punch" "Rekkuukyaku"
|
|
| \ --O | \ --O + any punch
|
|
O O O O
|
|
Fei does 5 Rekka Punches in a row.
|
|
* Triple Axe Jump: "Rekkuukyaky"
|
|
/ | \ --O O + any kick
|
|
O O O /
|
|
Uses the frames of animation from his old jumping roundhouse to jump in
|
|
an arch, can hit up to 3 times. Taps into Volleyball effect for
|
|
a maximum of 3 times. Can be used in combos.
|
|
* New Forward Kick:
|
|
--O + FORWARD
|
|
Uses the same frames as in Super, but it moves forward and it can only be
|
|
blocked by standing up to block. It can travel over sweeps such as Ryu's
|
|
ROUNDHOUSE and Guile's FORWARD.
|
|
* New ROUNDHOUSE jumpkick uses animation of his old jump straight up
|
|
roundhouse.
|
|
* New near neutral standing forward kick.
|
|
* His hangtime might be longer by a little bit.
|
|
* Has air throw: he uses the animation of the grab-the-head-and-sling-you
|
|
throw. Use STRONG or FIERCE.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: Has new arching multi-hit Axe Kick
|
|
SSF2: Shorter Hangtime (not by much)
|
|
Retains goofy but effective jumping roundhouse kick
|
|
-------------
|
|
** DEE JAY **
|
|
-------------
|
|
* Super Combo: "Carnival Hook Kick" "Quadruple Rolling Sabot Kick"
|
|
O-- <charge> --O, O-- --O + any kick
|
|
He'll do 2 Double Dred Kicks.
|
|
* Double Axe Jump: "Jack Knife Maximum"
|
|
| <charge> O + any kick
|
|
O |
|
|
He does a spin kick in the air. The stronger the kick, the more spins
|
|
you do. Looks sweet, and is fairly effective.
|
|
NOTE: This move taps into the "Volleyball effect". If the kick does not
|
|
hit three times, you can do another axe jump to make the total #
|
|
of hits three.
|
|
* Slide is altered. It travels shorter but more easily travels
|
|
cleanly under small fireballs (sonic boom, yoga fire, etc...)
|
|
* MGU does more damage, but NO LONGER contains ANY invulnerable frames of
|
|
animation.
|
|
* Hang time is improved.
|
|
* Jumping FIERCE is now a downward angled punch, while jumping
|
|
STRONG is an upward angled punch.
|
|
* Jumping roundhouse animation is _very_ much faster.
|
|
* Jumping STRONG and FIERCE animation switched from Super to Super Turbo.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: Seemingly better hang time
|
|
Better damage
|
|
New air attack
|
|
Slide cuts under some fireballs
|
|
SSF2: Slide is longer??
|
|
MGU may have invulnerability
|
|
-------------
|
|
** T. HAWK ** (credits to Julien Beasley)
|
|
-------------
|
|
* Super Combo: "Double Mexican Typhoon" "Double Dunk"
|
|
<720 degree motion> + any punch
|
|
One fierce Mega-Dunk followed by a jab Mega-Dunk. He only loses the
|
|
charge when the throw is done. Missed attempts do not empty the power
|
|
meter. One person has managed to do the stick motions first, then
|
|
walk forward a bit and tap the button to do the SC.
|
|
* All you need to do to execute a Dive is to hit all 3 punch buttons.
|
|
No stick movement required.
|
|
* Shorter crouching FORWARD and standing ROUNDHOUSE
|
|
* MAYBE a reduced hangtime.
|
|
* Relatively sped up.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: possibly all-around just a little faster
|
|
SSF2: his FORWARD and ROUNDHOUSE kick is longer.
|
|
------------
|
|
** BALROG **
|
|
------------
|
|
* Super Combo: "Dashing Upper Cuts" "Frenzy" "Mad Dash" "Crazy Buffalo"
|
|
O-- <charge> --O, O-- --O + any punch or kick
|
|
He does 5 rushing punches in a row.
|
|
* Two New Ducking Rushing punches:
|
|
O-- <charge> \ + any punch or kick
|
|
O
|
|
The punch will end in a ROUNDHOUSE animation and (obviously) hit low,
|
|
but has less range than his old charging punches. I don't know why they
|
|
bothered with the kick, as it's justa lower version of the charging kick
|
|
and still doesn't hit low.
|
|
* Balrog, while jumping straight up, can move forward by
|
|
using the FIERCE button and the stick.
|
|
* Balrog seems to do more damage per hit.
|
|
* Balrog's standing FIERCE punch is shorter BUT faster.
|
|
* Balrog's Buffalo Headbutt goes longer and hits lower.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: low dashing punch which is an asset in some situations
|
|
(especially against Zangief)
|
|
SSF2: standing rushing punches hit low
|
|
(but _are_ shorter ranged than in previous versions)
|
|
----------
|
|
** VEGA **
|
|
----------
|
|
* Super Combo: "Rolling Izuna Backdrop"
|
|
/ <charge> \ / <to> O O + any kick
|
|
O O O \ /
|
|
This executes a normal wall dive. However, if you connect with the
|
|
bodyslam, you will get 3 bodyslams instead of one. The SUPER METER
|
|
_ONLY_ goes down when you get the 3 bodyslams off. You will NOT see Vega
|
|
leaving a trail of shadows UNTIL you actually grab your target,
|
|
otherwise, it looks like a normal dive and you can make opponents
|
|
nervous like this.
|
|
* Forward Flip:
|
|
/ <charge> --O + any kick
|
|
O
|
|
Barely goes through fireballs, can hit aerial target twice. Once you have
|
|
this move charged, you may stand up but you MUST stay in a defensive stance
|
|
(i.e. hold your stick away from opponent). Taps into volleyball effect.
|
|
* NOTE: you may stand up after your Forward Flip is charged. Just
|
|
keep your stick in a defensive position.
|
|
* If your claw falls off, you can pick it up again by just walking over it.
|
|
* You must stand up to block Vega's off-the-wall slash (missed
|
|
air-backbreaker/izuna drop).
|
|
* The range of his crouching STRONG and JAB have been shortened a little.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: very effective new forward flip
|
|
can pick up claw after it falls off
|
|
quick chargeup time for everything.
|
|
SSF2: None known.
|
|
-----------
|
|
** SAGAT **
|
|
-----------
|
|
* Super Combo: "Tiger Genocide"
|
|
--O | \ --O | \ + any punch
|
|
O O O O
|
|
A Tiger Knee followed by a Tiger Uppercut.
|
|
* Fireball recovery is almost as bad as his HF delay
|
|
* TU damage is now reduced to unimpressive, very Ken/Ryu-type levels, even
|
|
though it hits for a maximum of 5 times. Sometimes it won't even
|
|
hit that much.
|
|
* Roundhouse has less rage, jumping and crouching.
|
|
* All of his kicks are now interruptable and therefore usable in combos.
|
|
* Only the JAB Tiger Uppercut is sure to knock down an opponent if struck
|
|
on the ground. The FIERCE TU has left opponents standing on occasion.
|
|
* Also, his kicks can be used in FULL extension for combos: in other
|
|
words, you can allow his SHORT and FORWARD kicks to make contact TWICE
|
|
and STILL shoot a fireball for a combo, and with this a 5 hit combo MAY
|
|
be possible (jumping kick - standing STRING - Tiger Knee)
|
|
=VERSION ADVANTAGES
|
|
SSF2T: the standard SC & softening throws stuff.
|
|
SSF2: This is strange. BOTH versions have the ability to use BOTH
|
|
hits of his FORWARD and SHORT kick as part of a combo, and
|
|
BOTH have the shortened ROUNDHOUSE. BUT SSF2 mode Sagat has
|
|
a more powerful uppercut and quicker fireball recovery.
|
|
Makes for a better long range fight and fireball trapping.
|
|
I have to wonder what the advantage of using SSF2T Sagat
|
|
is, other than the standard two reasons.
|
|
--------------
|
|
** M. BISON **
|
|
--------------
|
|
* Super Combo: "Knee Press Nightmare"
|
|
O-- <charge> --O O-- --O + any kick
|
|
Does 2 Scissor Kicks in a row <kinda like how he always did in Classic SF2>
|
|
* "Devil's reverse":
|
|
| <charge> <to> O O O + any punch
|
|
O \ | /
|
|
It is now controllable. He'll fly where you send him and fake a
|
|
headstomp. If you press punch AGAIN, he will dive down, and you can
|
|
control his descent. Don't press it and you'll fly off, maybe to a safe
|
|
distance. Has less priority than in SUPER (credits to Stiltman)
|
|
* Scissor Kick has improved "bounceback" and recovery, leaving Bison
|
|
not-as-vunerable afterwards anymore. Still, you can't get
|
|
reckless with it.
|
|
* Scissor kicks lash out faster than before.
|
|
* Scissor Kick charge time just a little longer than before.
|
|
* Damage levels are _fairly_ high, and torpedo seems to take off a little
|
|
bit more when blocked than his SSF2 version.
|
|
* Also may retain high stun ability.
|
|
* Jumping STRONG punch is altered:
|
|
It is a two-hitter punch. The first uses the graphics of his SSF2 straight
|
|
up jumping jab now for jumping forward & back. To get the second
|
|
hit, you must tap the button again, and he'll execute another punch which
|
|
uses the animation of his jumping straight up fierce punch.
|
|
So graphically, it will look like a left-right punch combination.
|
|
=VERSION ADVANTAGES
|
|
SSF2T: Torpedo takes off more damage if blocked
|
|
Scissor kick is faster in it's execution and it's
|
|
recovery (you are less likely to be thrown after
|
|
your scissor kick is blocked)
|
|
Also his regular hits are more damaging.
|
|
Oh yeah, that cool volleyball stuff :)
|
|
SSF2: Uses original "Devil's Reverse".
|
|
---------------------------------------------------------------------------
|
|
PART 5: HIDDEN CHARACTER
|
|
---------------------------------------------------------------------------
|
|
|
|
Name: ???
|
|
His energy bar has NO name, so nobody is 100% sure. There are two
|
|
version of what his REAL name should be.
|
|
* Goki Long: ("son of Sheng Long") assigned by several
|
|
magazines & assumed by everyone since that stupid EGM april fools
|
|
stunt.
|
|
* Goki (spelling?) (no Long) his name in japanese versions?
|
|
* Sheng Long: again, a byproduct of kids and that April EGM.
|
|
* Akuma: (japanese for "devil") the name he's known by in
|
|
Japan. EGM also calls him Akuma. Also... according to Ming
|
|
(you're not kidding, right?) "Akuma" was the name on some
|
|
promotional posters and such that Capcom gave out.
|
|
|
|
* -=His Story=-
|
|
|
|
And so vctrl113062@aol.com writes....
|
|
|
|
"[from the EGM book] there are two pages devoted to Akuma. The
|
|
book gives some of his stats and says, among other things, that
|
|
he is named Gouki in Japan, and that according to "Japanese
|
|
sources" he is the brother of Ken and Ryu's Master (Sheng Long in
|
|
the US, Gouken in Japan). It says that Akuma/Gouki & Sheng
|
|
Long/Gouken both learned the fireball/hurricane kick/dragon punch
|
|
from a Master Goutetsu, and that these three techniques were
|
|
initially meant for killing. Sheng Long/Gouken removed the "intent
|
|
to kill" from these moves when he taught them to Ken & Ryu.
|
|
Akuma/Gouki has no such reservations, and Master Goutetsu's
|
|
"mysterious death" was supposedly at his hands. And now, it
|
|
seems as though Akuma/Gouki wanders the world looking for
|
|
worthy opponents to fight to the death..."
|
|
|
|
* Description:
|
|
Imagine Ryu's body with a ponytailed head on it, the hair looking a
|
|
bit fiery. His clothes are all black, his pants are ragged at the
|
|
ends. He is darkly tanned and his face says "I'm pissed".
|
|
He's also sporting sandals and a necklace of some sort.
|
|
His fireballs are shot with a grunt, "hrgh!", and his uppercuts
|
|
sound similar to this as well. He does _not_ use any words.
|
|
He has two victory poses. One of them is Akuma shaking his
|
|
fists much like Fei Long does. The other is him turning his back
|
|
away while a red symbol fades into his back (it resembles an
|
|
"E" and might mean "heaven" or something like that)
|
|
|
|
* The Grand Entrance: Your plane will fly off to Bison's place.
|
|
You and Bison will be standing there, but there won't be a
|
|
"ROUND 1: FIGHT!" voice. You'll _know_ you got Akuma if
|
|
the picture box where Bison's portrait should be is left black.
|
|
From _behind_ you, Akuma will warp in, stopping in front of
|
|
Bison. The screen will fade to white, you'll hear the sounds
|
|
of hits being landed and see the little star marks which indicate
|
|
that someone was hit, and then the screen will fade from total
|
|
white to normal, revealing Akuma standing over the beaten
|
|
body of M. Bison. It's kinda weird if you are using
|
|
Bison at the moment. Oh yeah, Bison's body stays on the scene
|
|
for all the rounds you fight Akuma
|
|
|
|
:::How to Reach Him:::
|
|
I have NO idea. People have reached him in various ways:
|
|
* even though they have lost rounds
|
|
* even though they have continued
|
|
* even though they have previously engaged in two player mode
|
|
(I myself have gotten to Akuma after many people played
|
|
the machine and switched characters, colors, and sides,
|
|
lost many rounds, & continued a ridiculous amount of times)
|
|
* A theory from Gamest Magazine claims that you must beat
|
|
The first three bosses w/o loosing a round or continuing.
|
|
:::The Most Sure-Fire Way to Get to Akuma:::
|
|
* Use SC's every chance you get, don't loose rounds, don't continue
|
|
don't win by timeout. This may not be the exact requirement,
|
|
but if you go by this stuff, you've covered just about any guess
|
|
as to how to get to Akuma.
|
|
*but even if you do all this, there's no guarantees.
|
|
:::Theories (NOT proven):::
|
|
* One theory suggests it is related to your points scored.
|
|
* One more theory links the performing of SC's to getting to Akuma.
|
|
* Final theory: It's all just RANDOM
|
|
|
|
:::Statistics (how badass is he?):::
|
|
|
|
(big assist by caine schneider <caines@ncsa.uiuc.edu>)
|
|
|
|
Having seen him a few times, here are some things to expect:
|
|
|
|
* triple hit red fireball. like ryu's SC. You'll know when he shoots
|
|
it because you can see him tense up before shooting it. However,
|
|
his fireball is released _faster_ than _any_ character. It also
|
|
engulfs you in flames if it hits. He is disabled by the fireball
|
|
long enough for most characters to get a hit in (except probably
|
|
Zangief, T-Hawk, & Honda). The damage done by this is heavy, about
|
|
30% or more. He will often attempt to catch you off guard by
|
|
doing a forward sweep - red fireball combo. If you don't
|
|
block the sweep, you probably won't block the fireballs.
|
|
* double air fireball, aimed down about 45 degrees. this is actually two
|
|
fireballs side by side. The graphics for this are new. You
|
|
can see the image of Akuma's left & right hands in the two fireballs.
|
|
The primary hazard of this attack is that it pins you down and
|
|
is hard to get past/jump over. The damage done by it is not
|
|
overwhelming, about the strength of a strong/fierce punch.
|
|
* two or three hit hurricane kick. It does tremendous damage and leaves
|
|
you knocked down after it's done. Akuma will often use this in his
|
|
jumps at you. He can also follow the hurricane kick with an uppercut
|
|
(this is a massive combo)
|
|
* two/three-hit dragon punch, which acts like a super combo move,
|
|
meaning he can hit you while you are in the air, AND that the
|
|
damage is massive.
|
|
* regular fireball that resembles Ryu's but is shot out _much_ faster.
|
|
* screen dash that has invulnerability. he switches sides very rapidly
|
|
with black (not blue) shadows trailing him. He is vulnerable after he
|
|
emerges from it for a brief while.
|
|
* ticks. he will tick you. standing short kick followed by leg throw seems
|
|
to be one of his favorites.
|
|
* this fight is all ranges. you have to fight him from mid-range to win.
|
|
too close is bad since he is so fast, too far and he will pummel you
|
|
with all of his fireballs. the ground fireballs are really fast! he
|
|
likes to jump.
|
|
* he is not big at all. just imagine ryu's black outfit, and a gnarly
|
|
looking head with red hair.
|
|
* he is fast. faster than ken or ryu, but not like vega or chun li. more
|
|
like fei long.
|
|
* he performed this combo: two-hit air hurricane, jab dp. the DP hit before
|
|
the guy landed like a super combo.
|
|
|
|
Attack Patterns and habits:
|
|
There are several offensive sets that Akuma will employ.
|
|
* Often, he will jump up, do the air fireball, land before
|
|
you're through blocking them, and launch a red fireball.
|
|
* He'll jump away shooting air fireballs and back them up
|
|
with a red fireball as soon as he lands.
|
|
* He will jump at you with a helicopter kick, and if it hits,
|
|
he'll follow through with a DP.
|
|
* At least half the time he'll soften a throw if you try to
|
|
toss him.
|
|
* He will mostly not DP the Blankaball and just block it.
|
|
In the second round, the odds of him DPing it increase.
|
|
* He will mostly DP any other attack that approaches him,
|
|
including any badly timed jumps, Bison attacks, Vega
|
|
punches/kicks, Dhalsim limbs, etc etc etc.
|
|
* Every now and then he will just jump at you with
|
|
a normal roundhouse kick. You must take advantave
|
|
of when he does this.
|
|
* Going offensive at him mostly won't work. Reacting to
|
|
his mistakes (warping at you, jumping at you, shooting
|
|
a fireball when you can see it coming a mile away, etc...)
|
|
is your best bet.
|
|
|
|
Known weaknesses:
|
|
* Will jump towards you. Easy target for any anti-air attacks.
|
|
he won't do this often, so take advantage if it when it happens.
|
|
* Will not block or retaliate after Vega's wall spike. He WILL once
|
|
in a while, but not often.
|
|
* Will _mostly_ just block blankaballs. Once in a while he may
|
|
dragon punch it, but mostly not.
|
|
* His multi-hit flaming fireball has a longer delay before launch and
|
|
after. Watch for when he tenses up and seems on fire, and attack.
|
|
|
|
5.1) ============How to USE Akuma/Gouki==================
|
|
That's right. You can play AS the hidden character.
|
|
Here's the safest method known so far:
|
|
- put your square on ryu. Say in your head
|
|
"thousand-1, thousand-2, thousand-3"
|
|
Don't be afraid to say it a bit fast.
|
|
- go to T-Hawk's square. Again, do the 3-count.
|
|
- go to Guile's square. Again, do the 3-count.
|
|
- go to Cammy's square. Again, do the 3-count.
|
|
- go to Ryu/Ken's square. Again, do the 3-count.
|
|
- Hit ALL punch buttons and the start button AT THE SAME TIME.
|
|
If you misfire, keep on mashing those buttons. The computer
|
|
gives you a half second to get it right.
|
|
|
|
*note: the pause on each character can be as short as
|
|
1 1/2 seconds. Just make sure that you keep the
|
|
delay consistent for every character. If you start
|
|
with a 3 second delay, stay with it for all squares.
|
|
*note2: AFTER you have finished moving to all the squares
|
|
and BEFORE you press all the buttons, there is one
|
|
precaution you may want to try. Move your square
|
|
to a character you want to play in case the
|
|
code does not work, and THEN press the buttons.
|
|
REMEMBER, do this AFTER you're done moving through
|
|
all the squares and BEFORE you hit the buttons.
|
|
|
|
===DIFFERENCES BETWEEN CPU GOUKI/AKUMA & HUMAN GOUKI/AKUMA===
|
|
Anyone who's played against Akuma/Goki would think that being
|
|
allowed to use A/G would be unfair. Not so. The playable
|
|
version of Akuma/Goki is toned down in two ways:
|
|
- more delay after fireballs, ESPECIALLY the red fireballs.
|
|
- fireballs do less damage.
|
|
This makes A/G much easier to fight against than the CPU
|
|
A/G. Still, he's a tough bastard. He has all the standard
|
|
moves of the classic ken/ryu, his uppercut has ryu-like
|
|
(or more) damage & range, but hits multiple times a la Ken
|
|
and is invulnerabe, or at least has the highest possible
|
|
priority, as it does beat Ken & Ryu's DP, Sagat's TU, and
|
|
just about anything else that is of a DP/FK nature.
|
|
His HK hits on the way up & can hit multiple times
|
|
like Ken's but is slightly invulnerable at the start
|
|
like Ryu's HK. His red fireball delay is as bad/worse than
|
|
Ken's fireball delay, his normal fireball travels fast
|
|
and it's delay is near/equal to Ryu's. Not faster, I think.
|
|
Basically, he's a Ryu/Ken blend with more tricks and better speed.
|
|
---------------------------------------------------------------------------
|
|
PART 6: MISC. DETAILS
|
|
---------------------------------------------------------------------------
|
|
|
|
Most Improved Characters: Blanka
|
|
Dee Jay
|
|
|
|
Least Improved Characters: T-Hawk
|
|
Sagat
|
|
|
|
Speed:
|
|
For the first couple of days that you play it, the speed will
|
|
overwhelm you, but after about 3 days, you'll be comfortable with
|
|
it again, and even maximum speed is easy. Just before you
|
|
play the CPU you'll be given a choice of speeds 1 through
|
|
3. In one-on-one situations, the winner of the last game
|
|
will choose speed. Speed 3 is ideal for the "fast" characters
|
|
such as Vega, Chun, and Blanka. Also, it certainly can't
|
|
hurt to boost up the speed if you are a tickfest-type player.
|
|
|
|
Introduction:
|
|
Just as in SSF2, there will be Ryu, pacing himself and getting
|
|
a fireball ready. The screen will flash to Cammy's scene,
|
|
a slightly different perspective, and Chun Li will appear with
|
|
her back turned away (they drew her neck & chin too think,
|
|
imho). Then it will flash back to Ryu, further into his fireball
|
|
shot, flash back to Cammy's place again, with Cammy now coming into
|
|
view, sticking her tongue out. Ryu's reeealy tensing up now
|
|
when the hidden boss is shown in profile black & white, his
|
|
back turned to you. It quickly flashes between him and
|
|
Ryu until Ryu finally lets his fireball go.
|
|
|
|
Selection screen:
|
|
Two rows of characters, much less crowded than the SSF2 selection
|
|
screen, with a redrawn map. The original characters occupy
|
|
the left 8 boxes, the 4 bosses occupy the far right boxes,
|
|
and the characters introduced from SSF2 are in the center area.
|
|
When you and an opponent are about to go at it,
|
|
the portraits of the opposing characters are shown,
|
|
with a blue frame and a moving background
|
|
(very nice, imho).
|
|
|
|
Overall:
|
|
The characters seem to have been modified for better close-range
|
|
fighting (and for some, at the cost of their long range strategy).
|
|
Some examples would be the improvement of Bison's Scissor Kick,
|
|
Sagat's ability to tack on a fireball if his opponent blocks (or
|
|
doesn't) a SHORT/FORWARD kick, Ryu's new rushing punch, and the
|
|
alteration of Vega since Super. Even Dhalsim's alterations may have
|
|
been an attempt to improve his close-range abilities, and his new
|
|
Teleport certainly has more offensive possibilities. The emphasis
|
|
on this one, definitely close range fighting.
|
|
|
|
|
|
---------------------------------------------------------------------------
|
|
Part 7: The Volleyball Effect (VE)
|
|
---------------------------------------------------------------------------
|
|
|
|
The Volleyball effect is a new feature in SSF2T that is somewhat akin to
|
|
the attack mode of MK. If you have an opponent in the air, and you've
|
|
already hit them, you can hit them again in their "reeling back" frames of
|
|
animation.
|
|
|
|
It's _guessed_ that the "Volleyball Effect" (VE) was a byproduct of the
|
|
installation of SuperCombos, as SuperCombos naturally have the VE, while
|
|
the normal moves may have acquired them by accident. HOWEVER,
|
|
it doesn't really matter if they were originally accidental because
|
|
Capcom has officially promoted it as a new feature and NOT a bug that
|
|
slipped by them (like Zangief's SSF2 magic throw).
|
|
|
|
The primary requirement SEEMS to be that your character must have a
|
|
multi-air hit capability. When struck by such an attack, the CPU places the
|
|
one who was hit into an alternate stun mode where they are reeling back but
|
|
still hittable, so that the multi-hit air attack can hit multiple times.
|
|
|
|
(note: non-throw super combos also place targets into alternate-stun
|
|
mode, so you can combine v-ball attacks with supercombos)
|
|
|
|
* All known non-SuperCombo VE attacks are multi-hitting attacks,
|
|
and are using attacks that are unique to SSF2T.
|
|
|
|
ALL SuperCombo's by their very nature retain the "Volleyball Effect" and
|
|
are capable of hitting opponents in the air for more than
|
|
three hits in a row.
|
|
|
|
As for _Regular_ moves:
|
|
The maximum number of hits you can get from exploiting the volleyball
|
|
effect is 3 so far. It is confirmed that Ryu, Bison, Fei Long, Vega,
|
|
and Dee Jay _cannot_ use the VE for more than 3 hits.
|
|
|
|
* Akuma: His VE moves are the most damaging of the non-SC volleyball
|
|
attacks. As usual, the limit is 3 hits. His hurricane kick
|
|
and uppercut tap into the VE, for a nice potential of combos.
|
|
In the corner, two jab uppercuts in a row will work, or
|
|
a HK & uppercut, or vice versa, etc etc etc. Fairly easy
|
|
to take advantage of Akuma's VE talent. Try to work in
|
|
the HK with combos.
|
|
|
|
* Ryu: is proven to be able to manipulate the volleyball effect.
|
|
He's the first one to be noticed for this trait. His
|
|
v-ball attack is very much similar to Bison's.
|
|
|
|
* Dee Jay: His Axe Jump is able to first use the Air Spin Kick on
|
|
an opponent, and then use another Axe Jump before
|
|
they land. Very easy to do.
|
|
|
|
* Fei Long: His axe jump can be repeated on an opponent
|
|
before they land for a maximum of 3 times.
|
|
Extremely difficult to pull off.
|
|
|
|
* Vega: His roundhouse forward flip hits twice. Immediately
|
|
follow with _another_ roundhouse forward flip and
|
|
you'll get the total 3 hit limit. Very tough
|
|
to pull off.
|
|
|
|
* Bison: His jumping strong punch taps into the "Volleyball effect"
|
|
as well. By repeated hitting the STRONG after the first
|
|
hit, Bison will then hit the opponent with his OTHER hand.
|
|
This will knock the opponent high enough in the air so that
|
|
Bison can land and jump one more time for the final jumping
|
|
STRONG punch. BUT you don't have to use the one-two
|
|
punch, but instead just go one punch at a time to maximize
|
|
time and push your opponent back. Bison's volleyball
|
|
attack is very easy to use. You can even tack it unto
|
|
the end of his SC for a total of 7 hits.
|
|
|
|
* Chun Li: Her jumping triple kick, while it is much like
|
|
Dee Jay's, cannot v-ball like Dee Jay. Instead, her best
|
|
shot at using it in a v-ball situation is to use the
|
|
triple kick AFTER her Super Combo connects and her opponent
|
|
is reeling.
|
|
|
|
* Sagat: it's been reported that it's possible to get a bounce
|
|
from his fierce uppercut, either after a Super Combo or
|
|
if you've nailed your opponent when the both of you are
|
|
packed in the corner. Probbably ridiculously hard to manipulate.
|
|
|
|
* it's likely that there are MORE moves which tap into the VE yet
|
|
to be discovered.
|
|
|
|
---------------------------------------------------------------------------
|
|
PART 8: NEW ENDINGS (SO FAR)
|
|
---------------------------------------------------------------------------
|
|
|
|
In addition to the endings, one frame pictures have been added to the
|
|
endings. In general, these new pics are (imho) very well done.
|
|
|
|
Akuma: After he wins, the screen narrows, just as Guile's &
|
|
Cammy's does. Then he does one of his winning poses.
|
|
The credits roll by while each character is shown in his
|
|
or her _loosing_ pose.
|
|
|
|
Bison: He sits on an Athena-in-the-Panthenon type throne holding a
|
|
suspended globe (earth?) in his right hand, his face wearing an
|
|
evil smile.
|
|
|
|
Chun: She's trying out a new dress before a mirror in some kind of store,
|
|
while her friend stands in the back, holding Chun's spiked bracers
|
|
(they seem to be very heavy) and her hair is down.
|
|
|
|
Dhalsim: Standing over a cliff by a raging river. A boy is in the
|
|
river and is about to be hit by a falling log. Dhalsim saves the
|
|
boy in one hand and pushes the log away with the other hand.
|
|
|
|
Balrog: Busy breaking a sandbag with a straight punch, while several
|
|
sandbag sits broken in the background and other boxers cling to
|
|
their sandbags in fright.
|
|
|
|
Ryu: Engaged in another street fight, blocking a straight punch from a
|
|
punk (might be Birdie, a character of SF1 fame), some people in the
|
|
background.
|
|
|
|
Guile: Down on one knee before Charlie's grave, wearing a
|
|
solemn expression on his face and holding his friend's dog tag.
|
|
|
|
Ken: He's in a department store, there's an escalator in the back.
|
|
Ken and Elisa are rushing off in a hurry with Eliza ahead and
|
|
Pulling Ken by the hand. Elisa is in a blue dress cut on the side,
|
|
Ken is in a suit (white?). He's carrying lots of boxes which are
|
|
about to topple over him. (See? marriage made him a wuss already.)
|
|
|
|
Zangief: He's flexing his muscles and leaning on a broken mirror, looks
|
|
like he's in a locker room or gym of some sort. A picture of Vega
|
|
that's been defaced by some pink colored ink is taped to the mirror.
|
|
|
|
Blanka: He's standing in a busy street, the people seem frightened or
|
|
horrified by him. He's holding a mask of some sort and blocking
|
|
traffic.
|
|
|
|
E. Honda: He's rampaging in his (dojo? school?), the ground trembling, the
|
|
walls kinda shaking, his students running for cover.
|
|
|
|
Cammy: She's on a sidewalk by a London street full of cars, wearing a
|
|
school uniform. She's kneeling down and extending a hand to a
|
|
kitten.
|
|
|
|
Dee Jay: Wearing headphones, a keyboard on his lap, lying out on
|
|
a hammockon the beach and (as usual) wearing that smile.
|
|
|
|
Fei Long: He's sitting in a movie star's chair, a blond lady wiping the
|
|
sweat from his brow.
|
|
|
|
T-Hawk: Background desert, a few ruins too. He's facing you with his head
|
|
turned away over his shoulder where a hawk is approaching.
|
|
|
|
Vega: He's in his mansion, decor being nice (tribal weapons, furs, etc),
|
|
He's standing sideways away from you, wearing a baggy blue outfit,
|
|
one hand in pocket, the other enjoying a nice drink. He's peering
|
|
over his shoulder looking at you.
|
|
|
|
Sagat: Doing one-fingered pushups at his place (say, have any of you ever
|
|
watched the Emmys when Billy Crystal first hosted them, and Jack
|
|
Palance put in an appearance?)
|
|
|
|
---------------------------------------------------------------------------
|
|
PART 9: QUICK REFERENCE GUIDE TO STICK MOVEMENT
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---------------------------------------------------------------------------
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(jump away) (jump towards)
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O O O
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\ | /
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(away from opponent) O-- @ --O (towards opponent)
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/ | \
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O O O
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(defensive crouch) (offensive crouch)
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@: neutral stick position
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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yeah, I know, I know, last time was supposed to be the last faq.
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so sue me ;)
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===
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RpM "some days are honest some days are not
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=== Some days you're thankfull for what you've got
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Some days you wake up in the army
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And some days... it's the enemy"
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- U2
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---------------------------------------------------------------------------
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** CREDITS **
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---------------------------------------------------------------------------
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A BIG "THANK YA!!!" TO....
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In General:
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ALT.GAMES.SF2
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_and Specifically_
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|Mark Maestas|Tom Cannon|John Nishinaga|Kenchiro Tanaka|Stiltman|
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|Matt Kruse|Derek Liu|Brian Chan|Rasheed Rankins|Caine Schneider|
|
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|Kelvin Cabrera|Julien Beasley|Mario Hernandez|Lewis Tu|J. Klein|
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|Robert Morishige|Randy|Po-Han Lin|Ronald Ko|"I want a cookie" Ken|
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|Milo D. Cooper|Eric Steffensen|Darren Rion Hall|Alex Werner|
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|Dan|The U of H arcade bunch|
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(and two dozen guys whose names escape me at the moment)
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(Sorry about that, guys)
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---------------------------------------------------------------------------
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DISCLAIMER:
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---------------------------------------------------------------------------
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* any resemblance between this FAQ and any real-life FAQ is purely
|
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coincidental.
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* no animals were harmed during the testing of the FAQ
|
|
* the disk space it currently takes up is 100% recyclable
|
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* proven perfectly safe to your health.
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-------------------------------------------------------------
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==TOP TEN THINGS PEOPLE THINK AKUMA IS SAYING==
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-------------------------------------------------------------
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10) HGRF!!!
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9) HRRR!!!
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8) UMMMMMM!!!
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7) HG!!
|
|
6) narf!
|
|
5) GRRR!
|
|
4) BRRR!!!
|
|
3) HUH!!!
|
|
2) RUH!!!
|
|
1) UHHH!!!
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-------------------------------------------------------------
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