627 lines
26 KiB
Plaintext
627 lines
26 KiB
Plaintext
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The Unofficial Guide to Ticks and Combos in SFII
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Copyright 1992. [trick :) ]
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This is my contribution to the SFII netters. I have spent the
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past couple of weeks trying to compose this list of ticks and
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combinations. I hope this will help improve your games. Since
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this is a first release, I'm sure that there will be mistakes in
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it. Please email any corrections or additions to me,
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lhuynh@reed.edu.
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Thanks to these people for their help: rhett@u.washington.edu,
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tpordon@isis.es.du.edu
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A few abbreviations before we start. T will denote tick, AT will
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denote anti-tick, and C will denote combination. Since I do not
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consider any ticks or combos cheap or unfair, my opinion of what
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is a tick and what is a combo may differ from yours. Note also
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that I did not include a counter for the combos, but if you want,
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I'm sure I can write something up.
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Guile:
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T: Guile crouches, does a series of jabs, then goes in for
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the throw. Guile stands, does a series of shorts, then goes in
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for the throw. When you have knocked your opponent down, go
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toward your opponent, then pull the joystick to defensive crouch
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and start jabbing. After a few jabs, go in for the throw.
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Remember not to be predictable with the number of jabs you use.
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The dangerous thing about this is that your opponent can throw
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you if you start your jabs to close to them.
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AT: The easiest way to get out of this tick is to reverse the
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sucker when he goes in for the throw. After the first jab, move
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the joystick to offensive crouch (your character should still be
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blocking). When Guile stops jabbing, and if he is still in your
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throwing range, move the joystick to the forward position and
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press strong or fierce to throw. The dangerous thing about this
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is Guile can decide not to throw you, and do a flash kick
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instead. Similarly, if Guile does the short/throw tick, move the
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joysticks to the center after the first short, then go for the
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throw when Guile stops his shorts. If you are Zangief, do the
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spinning power driver after the jabs/shorts.
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T: Guile throws a slow sonic boom, and follows it in for the
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throw.
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AT: There are several ways to counter this, but it can get
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hard if Guile is close behind his sonic boom. If you are:
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1) Ken/Ryu, after you block the sonic boom, do a jab dragon
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punch. This should hit Guile if timed right. You can also block
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high, then when Guile is close enough, sweep him with roundhouse.
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You can also move back then do a hurricane kick.
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2) Zangief, do the spinning power driver. If Guile is
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anywhere near you, he'll get a headache.
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3) Honda, after blocking the sonic boom, do the thousand
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hand slaps. This will hit Guile several times if he goes in to
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throw you. Be careful not to jump over Guile's sonic boom
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when he's following in. He can always jump up to meet you in the
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air, and throw you into the corner.
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4) Anyone else, just go for the throw. Remember to move the
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joystick to the center after you block the sonic boom. Then go
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the throw immediately afterward.
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C: Jump into your opponent with the forward kick, do a crouch
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strong or jab, then a forward Razor Kick. Immediately after
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executing the jump, pull the joystick to defensive crouch to
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charge the Razor Kick. Don't wait to execute the Razor Kick after
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the crouch strong. If this is done successfully, your opponent
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will not be able to block or sac, and he/she will come up
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stunned.
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C: Jump into your opponent with fierce, pull the joystick
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back to back defense. When you land (about 1/2 sec. later), do the
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fierce upper cut, then immediately pull the joystick forward and
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do the sonic boom. If your opponent has a little bit on energy
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left, do the backhand immediately to finish your opponent off.
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After the first three hits, your opponent should be stunned
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again. Again, if this is done fast enough, your opponent cannot
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do the sac throw.
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Note: When doing the Razor Kick, you can go from defensive
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crouch to backward flip. In this way, you still have you sonic
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boom charged when you are doing the Razor Kick. This is very
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helpful if you do a lot of short Razor Kicks.
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Ken/Ryu:
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T: Ken walks to his fallen opponent, and then does a series
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of crouch or standing shorts, then goes for the throw. It is
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harder to reverse the crouch shorts, so I recommend doing that
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instead. Walk up to your opponent after knocking him/her down,
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pull the joystick back, and start the shorts. Then go for the
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throw. Again, remember to vary the number of shorts you use.
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[Newscanning - General Stuff] - [99/99 ?/Help]:t
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File name/number to type [?=List]: 40
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The Unofficial Guide to Ticks and Combos in SFII
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Copyright 1992. [trick :) ]
|
|
|
|
This is my contribution to the SFII netters. I have spent the
|
|
past couple of weeks trying to compose this list of ticks and
|
|
combinations. I hope this will help improve your games. Since
|
|
this is a first release, I'm sure that there will be mistakes in
|
|
it. Please email any corrections or additions to me,
|
|
lhuynh@reed.edu.
|
|
|
|
Thanks to these people for their help: rhett@u.washington.edu,
|
|
tpordon@isis.es.du.edu
|
|
|
|
A few abbreviations before we start. T will denote tick, AT will
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|
denote anti-tick, and C will denote combination. Since I do not
|
|
consider any ticks or combos cheap or unfair, my opinion of what
|
|
is a tick and what is a combo may differ from yours. Note also
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|
that I did not include a counter for the combos, but if you want,
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|
I'm sure I can write something up.
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Guile:
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T: Guile crouches, does a series of jabs, then goes in for
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the throw. Guile stands, does a series of shorts, then goes in
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for the throw. When you have knocked your opponent down, go
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toward your opponent, then pull the joystick to defensive crouch
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and start jabbing. After a few jabs, go in for the throw.
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Remember not to be predictable with the number of jabs you use.
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The dangerous thing about this is that your opponent can throw
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you if you start your jabs to close to them.
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AT: The easiest way to get out of this tick is to reverse the
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sucker when he goes in for the throw. After the first jab, move
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the joystick to offensive crouch (your character should still be
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blocking). When Guile stops jabbing, and if he is still in your
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throwing range, move the joystick to the forward position and
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press strong or fierce to throw. The dangerous thing about this
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is Guile can decide not to throw you, and do a flash kick
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instead. Similarly, if Guile does the short/throw tick, move the
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joysticks to the center after the first short, then go for the
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throw when Guile stops his shorts. If you are Zangief, do the
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spinning power driver after the jabs/shorts.
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T: Guile throws a slow sonic boom, and follows it in for the
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throw.
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AT: There are several ways to counter this, but it can get
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hard if Guile is close behind his sonic boom. If you are:
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1) Ken/Ryu, after you block the sonic boom, do a jab dragon
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punch. This should hit Guile if timed right. You can also block
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high, then when Guile is close enough, sweep him with roundhouse.
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You can also move back then do a hurricane kick.
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2) Zangief, do the spinning power driver. If Guile is
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anywhere near you, he'll get a headache.
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3) Honda, after blocking the sonic boom, do the thousand
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hand slaps. This will hit Guile several times if he goes in to
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throw you. Be careful not to jump over Guile's sonic boom
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when he's following in. He can always jump up to meet you in the
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air, and throw you into the corner.
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4) Anyone else, just go for the throw. Remember to move the
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joystick to the center after you block the sonic boom. Then go
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the throw immediately afterward.
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C: Jump into your opponent with the forward kick, do a crouch
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strong or jab, then a forward Razor Kick. Immediately after
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executing the jump, pull the joystick to defensive crouch to
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charge the Razor Kick. Don't wait to execute the Razor Kick after
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the crouch strong. If this is done successfully, your opponent
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will not be able to block or sac, and he/she will come up
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stunned.
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C: Jump into your opponent with fierce, pull the joystick
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back to back defense. When you land (about 1/2 sec. later), do the
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fierce upper cut, then immediately pull the joystick forward and
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do the sonic boom. If your opponent has a little bit on energy
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left, do the backhand immediately to finish your opponent off.
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After the first three hits, your opponent should be stunned
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again. Again, if this is done fast enough, your opponent cannot
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do the sac throw.
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Note: When doing the Razor Kick, you can go from defensive
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crouch to backward flip. In this way, you still have you sonic
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boom charged when you are doing the Razor Kick. This is very
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helpful if you do a lot of short Razor Kicks.
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Ken/Ryu:
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T: Ken walks to his fallen opponent, and then does a series
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of crouch or standing shorts, then goes for the throw. It is
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harder to reverse the crouch shorts, so I recommend doing that
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instead. Walk up to your opponent after knocking him/her down,
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pull the joystick back, and start the shorts. Then go for the
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throw. Again, remember to vary the number of shorts you use.
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AT: This can be hard to reverse sometime. The trick is to pull
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the joystick to the crouch, then go for the throw when Ken stops
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shorting. Remember to watch for the throw. Ken might decide to
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sweep you instead (This usually happens when he is out of range
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to do the throw). Again if you are Zangief, do the spinning power
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driver. If you are Guile, you can do a short Razor Kick
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immediately after the shorts. This should get any Ken who goes in
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for the throw.
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T: Ken traps you in the corner, and starts his fireball. If
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you jump, he does the short or strong Dragon Punch and knocks you
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out of the air. After throwing the fireball, keep the joystick
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in the forward position so a that Dragon Punch can be executed
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quickly if the opponent jumps over. The trick to doing this tick
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successfully is not to be predictable. This mean varying the
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speed of your fireballs, and sometime just hitting the jab button
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instead of doing a fireball. This is very hard to get out of,
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and very annoying for rookies.
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AT: If you are:
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1) Ryu, block the fireball, then do a jab dragon punch
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through the next fireball. You can now sweep Ken with roundhouse
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if he does another fireball. You can also just jump straight up,
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then come down and do a fireball.
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2) Guile, block the fireball, then do a Razor Kick. Or you
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can time your forward flip right and do the auto-stun combo on
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Ken when he does his fireball. Or you can do a sonic boom to meet
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Ken's fireball, then do a backhand slap.
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3) Honda, sweep Ken with the standing roundhouse before he
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does his fireball. Or you can time the fireball right to flip
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forward into Ken with the fierce or the roundhouse.
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4) Chun Li, block the fireball, then do a crouch roundhouse
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to knock Ken down. Be careful because Ken can dragon punch your
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crouch roundhouse.
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5) Zangief, time your forward flip so that you hit Ken with
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the roundhouse, then immediately do the spinning power driver.
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The range for this is incredible.
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6) Any Ken trying this tick on Dhalsim is either stupid or
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desperate. Just time your slide to go under the fireball.
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C: Ken jumps behind his opponent with a roundhouse, then
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crouches and does a series of shorts. If the roundhouse hits,
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three more shorts should get his opponent stunned. Remember not
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to jump too far behind your opponent's head.
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C: Ken jumps behind his opponent with a roundhouse, then does
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a standing fierce, then a fierce dragon punch. When executed
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properly, you will stun your opponent. The trick to doing this
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combo is to leave the joystick in the center when doing to
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standing fierce punch, then immediately move the joystick to
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forward and execute the dragon punch. With practice, your
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opponent will not be able to defend the dragon punch if you get
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the fierce punch in.
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C: Ken jumps into his opponent with short, then crouches and
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does a series of shorts. The trick to successfully executing his
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combo is pressing all three kick buttons as fast as possible.
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This will keep your opponent from moving back after the first
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short. It is VERY hard to press all three kick buttons quickly,
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but it is possible. It just takes practice. Be careful when using
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this combo. It can be reversed with the sac throw.
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C: A VERY good combo for Ken is the sweep/fireball. This is
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very hard to do, but once mastered, Ken will be a very hard
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opponent to beat, even with Guile. Pull the joystick to
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defensive crouch and hit the forward or roundhouse button, then
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immediately move the joystick in a circular path to forward and
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hit a punch button. The idea is to press the kick and the punch
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button in one motion for a fireball. After mastering this
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technique, you can make up your own combo. For instance, jump
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with roundhouse, crouch with forward kick, then fireball with
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fierce. Note that instead of sweeping your opponent, you can
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also do a crouch punch.
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C: Jump in with roundhouse kick, then couch and do another
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roundhouse. This combo is old, but it works good against
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opponent who sac throw a lot.
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Dhalsim:
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T: Dhalsim crouches, does a jab or a short, then noogies or
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throws his opponent. Move close to a fallen opponent, but just
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out of his/her throwing range, then pull the joystick to
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defensive crouch and hit jab, then immediately hit strong while
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moving the joystick to forward. I found that it helps to get the
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joystick in the forward position until I have them in my grip. If
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you see that your opponent is going for the reverse throw, then
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just pull the joystick to back defense after the jab/short and do
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the head butt.
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AT: This is VERY hard to get out of sometime, but not
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impossible. If you are:
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1) Ryu, Chun Li, Honda, or Zangief, just go for the throw
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immediately after the jab. Remember to keep the joystick in the
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center after Dhalsim jabs you. If Dhalsim makes a mistake, and
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starts his jab too close, then just throw him when you are
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getting up. Here, the Spinning Power Driver works , but not as
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well as a regular throw.
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2) Guile. It is very hard for Guile to get out of this tick.
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There are several ways for Guile to reverse this. There is first
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the reverse throw (see 1) where Guile blocks that jab, then goes
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for the throw. Second, Guile can crouch and jab. Third, and
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probably the most effective way to get out of this tick is for
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Guile to do a short Razor Kick immediately after Dhalsim jabs.
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T: When Dhalsim traps his opponent in the corner, he does a
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fireball, then goes in for the throw. Do the fireball when your
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opponent is getting up, keeping the joystick in the forward
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position afterward. Then go in and tap fierce quickly. If your
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opponent tries to reverse throw you, they will usually get thrown
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back into the corner 90% of the time. Do NOT try this tick on
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Zangief, he will do the Spinning Power Driver on you.
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AT: It is nearly impossible to reverse throw Dhalsim if he
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does this tick on you, unless you are Zangief. So the most
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obvious thing is not to try the reverse throw, just keep blocking
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after the fireball hits you. If Dhalsim is tapping the fierce
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button after the fireball, it is most likely that he will do the
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head butt instead of throwing you. If you are against a Dhalsim
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who has not perfected the distance for this tick, then you can
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try to reverse throw him. Remember to pull the joystick back to
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the center after the fireball hits, then go for the throw
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immediately. I have found that it is easier to reverse throw
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Dhalsim if you are blocking with back defense instead of
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defensive crouch. If you are:
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1) Guile, you can do a short Razor Kick immediately after
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the fireball. This will hit Dhalsim if he tries to throw you.
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The short Razor Kick is fast enough that if Dhalsim blocks, he
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will not be able to hit you afterward. Dhalsim might go in to
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throw you after you miss with the Razor Kick. In he does,
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just go for the back breaker.
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2) Zangief, do the Spinning Power Driver.
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T: Dhalsim spins into his opponent, with head first or feet
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first, then does the throw. I found that this works best if you
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do the feet first spin, and aim your spin so that the feet hits
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your opponent's leg. The reason for this is to distance yourself
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from your opponent so that he/she cannot throw you. This is not a
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very good tick to use because it can be reversed very easily.
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AT: Just go for the throw just before Dhalsim is finished with
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the spin.
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C: Dhalsim fireballs, then kicks this opponent out of the air
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if they jumps in. Do not be predictable with the fireballs.
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This means varying the speed, and sometimes just hitting jab, or
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short. After the fireball, move forward a little, and use either
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the forward or the short button to kick your opponent out of the
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air. To keep your opponent at a safe distance, use the fierce or
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the strong punch.
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C: Dhalsim slides into his opponent with forward or short,
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then jumps back and does a roundhouse or a fierce punch. Most
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opponents will jump into you after they your slide. If you use
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the forward or the short button, you will recover quickly enough
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so that you can jump back and hit roundhouse. The roundhouse will
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knock you opponent out of the air if timed correctly. Replace
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the roundhouse with the fierce punch if you opponent is just
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walking into you.
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Chun Li:
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T: Chun Li walks into a fallen opponent, then jabs and
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throws. This is similar to all the other jab/throw tick. Pull
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the joystick to back defense, hit jab or strong, then to forward
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and throw. This tick is easily countered, so don't go for the
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throw a lot. Move forward as though you are going to throw, then
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sweep with the forward instead. The trick to doing any tick is
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not to be predictable.
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AT: Just go for the reverse throw. If you are:
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1) Guile, you can reverse throw Chun Li, or you can do a
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short Razor Kick after the jab, which will also work.
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2) Zangief, do the reverse throw or the Spinning Power
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Driver if you are fast enough. The reverse throw usually works
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better. Remember that you want to keep her close to you, so use
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the strong button to throw.
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T: Chun Li jumps into her opponent with the forward or short,
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NOT the head-hop, then throw. When doing this, don't hit your
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opponent too high, or else you will be thrown even before you
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land. Do NOT try this tick on Zangief; it would be hazardous to
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you health!
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AT: The sac throw should work well here. You can also block,
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then go for the throw. If Chun Li is too close when she starts
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her jump, then walk under her, and turn around for the throw. If
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Chun Li has her timing down such that she throws you even when
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you walk under her, then just walk under her, turn around and
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crouch jab, then throw her.
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T: Chun Li jumps over her opponent with the forward kick,
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turns around and throws. The timing for this tick is very hard to
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get down. The idea is to time the forward kick so that Chun Li
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pulls her leg in right before she lands. In this way, she can
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immediately throw her opponent. This is a very hard tick to
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counter if your opponent doesn't know how to reverse throw you.
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AT: This is easy to counter if you get your timing down. The
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easiest thing to do is wait for her to land, then hit her with
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fierce. You can also try to throw her, but if you hit the button
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too early or too late, you will get thrown. This problem most
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people have with countering this tick is that they hit the fierce
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too early.
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C: Once Chun Li has cornered an opponent, she can safely do
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the head hop. Jump into your opponent. While in the air, pull
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the joystick down to crouch, and hit the forward kick. Chun Li
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will bounce on her opponent's head, then bounce back out. While
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she is bouncing out, hit the forward kick again, but this time,
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leave the joystick in the center. She will do her other forward
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kick. This will hit her opponent if he tries to jump after her.
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If the first head hop doesn't bounce her out, then keep the
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joystick in the crouch position and hit forward again.
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C: Chun Li jumps into her opponent with the forward kick,
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lands and does a strong punch, then crouches and does a forward
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sweep. This is a good combo to use. If you do this fast enough,
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your opponent will get stunned. Vary this combo with the ticks
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listed above for an almost unstoppable game. There are several
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variations of this combo. For instance, using the roundhouse as
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the sweep instead of forward, jumping into your opponent with the
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fierce punch instead of the forward kick, etc.,.
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C: Jump into your opponent with the fierce punch, then land
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and hit fierce again. The second fierce should hit your opponent
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if the first one hits, and if you do this combo fast enough.
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E. Honda:
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T: Honda jumps into his opponent with the belly flop and then
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throw. The belly flop is done with the forward kick button.
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While in the air, pull the joystick to defensive crouch, then go
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for the throw after your opponent blocks.
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AT: The sac throw works good here. You can also block, and
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then go for the throw. Remember to move the joystick to the
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center after you block.
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C: Honda crouches, hits jab fast, but not fast enough to do
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the thousand hand, then does a jab torpedo when his opponent
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jumps in. This is a great move to use because your opponent will
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get hit every time if they jump in too close. Use the torpedo
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when you have fallen and your opponent is jumping into you. Even
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though this is not a tick, I will show how to counter this move.
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For Chun Li and Blanka, jump in with the forward kick. Do not
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aim for Honda's head. Instead aim for where his head will be if
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he does the torpedo. If Honda doesn't do the torpedo, then throw
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him. For Zangief, the roundhouse would work better.
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C: Honda jumps into his opponent with fierce, crouches and
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does a roundhouse, then a torpedo. After jumping into your
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opponent, pull the joystick to defensive crouch. If your
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opponent is far away, do the fierce torpedo. If your opponent
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jumps over the fierce torpedo, immediately do the thousand hand
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slaps. If you opponent jumps into you when you are doing the
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roundhouse, then do a jab torpedo.
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Blanka:
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T: Blanka jumps into his opponent with a kick, then goes for
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the bite.
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AT: This is a regular tick. Do sac throw or block, then throw.
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Both should work equally well.
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C: Blanka jumps into his opponent with fierce, lands and does
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a strong punch, then crouches and does a forward kick. Jump into
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your opponent with the fierce punch, when you land hit strong
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quickly while keeping the joystick in the center, then pull the
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joystick to defensive crouch and hit forward immediately.
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C: Jump into your opponent with either the roundhouse or the
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fierce punch. While in the air, pull the joystick to back
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defensive and hit either roundhouse or fierce punch, then do the
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furball. You can trick your opponent pulling the joystick to
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back defense, then hitting either strong or forward, then doing a
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fierce furball.
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C: Jump into your opponent with the fierce claw. While in the
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air, pull the joystick to back defense. When you land, hit jab,
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then do the furball with any punch button. This is like Guile's
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fierce-fierce-sonic boom combo, but slower.
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Zangief:
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T: Zangief jumps into his opponent, then does the Spinning
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Power Driver. The trick to doing this successfully, is to keep
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your distance when you jump in. Time you jump so that Zangief
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just barely touches his opponent, then immediately do the
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SPD. Use the strong button for the SPD.
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AT: This is very hard to get out of. In fact any combos or
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ticks of Zangief are hard to get out of. You can sac throw, which
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will work sometimes. If you are:
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1) Ken, do the jab or strong Dragon Punch if Zangief jumps
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in too late, otherwise try the sac throw.
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2) Guile, do the short Razor Kick if Zangief jumps in too
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late, otherwise try the sac throw.
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3) Honda, try the jab torpedo, or the sac throw.
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T: After his opponent has fallen down, Zangief goes toward
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his opponent, crouches and does a short or a series of jabs, then
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the SPD. This is EXTREMELY hard to counter.
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AT: Do not try to reverse throw Zangief is he does this tick
|
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on you. You can escape if you just flip backup, unless you're in
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the corner, in which case jump back with a kick. If you are
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Guile, do the short Razor Kick.
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C: Jump into a fallen opponent with the fierce punch. Don't
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pull the joystick back when you are hitting the fierce punch. You
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want Zangief to do the punch, not the body flop. After the punch,
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pull the joystick to defensive crouch and hit short, then do the
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SPD. This is EXTREMELY hard to counter, even for a master-blank
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player.
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C: Jump into your opponent with the roundhouse kick. If the
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kick hits, do the SPD. This is very useful against opponents with
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missiles.
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Press [Return] to continue
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New Uploads !!! [1]
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[File] [41] :
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[File] [41] :
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
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Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|