---Super Street Fighter 2-FAQ Version 0.1 Mega Drive/Genesis-Written by the Golden Vortex a.k.a David Wilson. Super Street Fighter 2 is a registered trademark of Capcom This FAQ is copyright of David Wilson and should be on these websites: www.gamefaqs.com, www.honestgamers.com If you wish to contact me about this FAQ to add any information then feel free to e-mail me at UnleashedVortex@aol.com . However if I find out that anyone has taken this FAQ and put it on another website then I will be VERY angry. (and you won't like me when I'm angry) You have been warned!!! ---------------------------------------------------------------------------- Table of contents. 1. What is Super Street Fighter 2? 2. Basic controls 3. Game modes 4. Characters (i) Fei Long (ii) Cammy (iii) Thunder Hawk (iv) Dee Jay (v) Ryu (vi) Edmond Honda (vii) Blanka (viii) Guile (ix) Ken (x) Chun Li (xi) Zangief (xii) Dhalsim -(xiii) Balrog (xiv) Vega (xv) Sagat (xiv) M. Bison 5. Bye ------------------------------------------------------------------------------- ---------------------- 1 The challenge has been issued and four brave young fighters have answered the call. Cammy, Fei long, Dee Jay and T. Hawk all have their own reasons for entering the tournament and each will let nobody stand in their way. Super Street Fighter 2 is one of Capcom’s first alteration of the Street Fighter 2 series. It had the same classic gameplay that the original had but featured four brand new characters complete with their own new backgrounds and theme music. It also allowed you to play as the four boss characters that were locked on the original Street Fighter 2 (not Championship edition). Unlike the Turbo version it didn’t have Akuma or anything to do with Akuma as the two games are different, even though this one had it’s own turbo mode it still had no Akuma. ------------------------------------------------------------------------------- ----------------------- 2 The basic controls vary slightly if you have either a 3-button controller or a 6-button controller. Although the layout is similar no matter which you use. I prefer a 6-button controller as you can easily pull of throws and punch-kick combos with worrying about messing around pushing start in order to switch from punch to kick. Having a six-button controller is ultimately the best option to go as it makes gameplay flow better. Using a 3-button controller is easy enough though and it’s a matter of preference, which one you use and I guess it’s hard to say which one is the best as it depends on the player. Here is a layout of the basic controls. D-pad controls. Up – Your character jumps Diagonal up right- your character performs a forward flip Right- your character moves forward Diagonal down right- Offensive crouch Down- your character crouches Diagonal down left- Defensive Crouch Left- Back Defensive Diagonal up left- your character performs a backward flip 3-button controller layout. Set one A- Light Punch B- Medium Punch C- Hard Punch Set two A- Light Kick B- Medium Kick C- Hard Kick To switch between the two sets you have to press the start button. E.G pressing A will perform a Light Punch but if you press Start and then press A you’ll perform a light Kick. 6-button controller A- Light Kick B- Medium Kick C- Hard Kick X- Light Punch Y- Medium Kick Z- Hard Kick ------------------------------------------------------------------------------- ------------ 3 SSF2 has a variety of gameplay modes to keep you entertained. Unlike the arcade version it had a lot of extra games that increased the replay value of the game and gave you and your friends some new things to do with the game. Super Battle mode In the Super Battle mode, you will choose a fighter and attempt to defeat all of the other challengers to earn the right to face M. Bison and the other Grand Masters. If you succeed, you will see a story ending for your character, which will complete his or her quest for the championship. The Super Battle mode does allow a second player to join in and fight against you at any time. The second player must hit the START button on his control pad and after a moment the game will return to the character selection screen and allow the player to choose his character. Versus Battle mode The Versus battle mode allows two players to battle head to head in a series of matches. When the title screen appears, push the D-pad up or down to move the pointer next to Versus Battle and press the START button. When the next screen appears, each player chooses the character they wish to use and presses any button to continue to the next screen. On the next screen, there are two options: Handicap and Stage Select. Player one can used the D-Pad to highlight each option. Handicap: When the Handicap option is highlighted, both players can press left or right on the D-pad to set their Attack Level. The number of stars showing determines the amount of damage players’ punches and kicks will do. The higher the number of stars, the greater the amount of damage the punches and kicks will do. Stage Select: When the stage select option is highlighted, Player one can select the location of the match by pressing the D-pad left or right. This option allows you to select the location of your fight. After all the choices have been made , Player One can start the match by pressing the START button. Group Battle The group battle mode allows two players to have teams of up to eight Street Fighter characters in a series of one round matches. Choose the Group Battle option on the main screen and press the Start button. When the rule screen appears, press the D-pad up or down to select the tournament rules you are going to use. Point Match In this mode, the winner of the round will be given 8 points plus 1 point for each second left on the clock when his opponent his knocked out. In the case of a draw the team with the most points will have 4 points deducted from its score. The matches will continue until all matches have been played or until a winner is determined. Elimination In this mode each player chooses up to eight characters. (Players don’t need to choose the same number of characters). If a player wins a match he can continue until he is defeated. The first player to lose all of his characters loses the match. On the next screen players will select the number of characters they will use. (If you are playing an Elimination match, each character will set his or her own number of characters) Press the D-pad up or down to increase or decrease the number of characters. Press the D-pad left or right to switch between manual and automatic character selection. After you have finished, press the Start button to proceed to next screen. If you make a mistake and choose the wrong option, press any button during the “Number of characters” screen and you will return to the main “Battle mode select” screen. After both players have chosen all their characters, the Handicap and Stage Select screen will appear automatically. Use the D-pad to make your selections just as in the Versus Battle mode and press the Start button to begin the tournament. Once the battle is over and the victory screen appears, press one of the attack buttons to bring up a menu, which will allow you to continue or quit the mode. The Tournament Battle mode. In the tournament battle, up to eight players can compete for the Street Fighter championship. After you select Tournament from the main screen, the first player can choose his fighter. Then the second player can pick who he wants to use. Then when everyone is ready highlight END and press start. Obviously if you pick less than eight characters then the CPU will select the remaining characters randomly, filling up the remaining bracket. Each fight is only one round and not the standard best two out of three. If you are eliminated in the first round then you’ll have to go into the loser’s bracket, which will determine your final ranking. If you win you’ll proceed to the next round. The Challenge mode. The Time Challenge mode tests your speed and quickness as you try to knock out your CPU opponent as quick as you can. Score challenge mode takes a little more skill and rewards your combinations as you try to KO the CPU opponent and score as many points as you can. Whatever you choose though you’ll have to choose your character and then the second player will have to choose his character. A one round fight will begin and you’ll have to beat your selected goal you’ll be given a ranking. Once the fight is over just press any of the attack buttons that will bring out a menus asking if you want to continue or quit. The Option mode The option mode allows you to change certain aspects of the gameplay. When the title screen appears you can use the D-pad to select options and press start. Then pick what option you want to edit. Difficulty: the amount if stars highlighter will show you how hard the CPU characters will be. Time Limit: You can have the 99 seconds time limit or an infinite time limit. Key configuration: Here you can select what button does what. Super mode: Here you can choose between normal and super mode. In the normal mode you will face 12 opponents and the bonus stages. Super mode is bit more concise and will put you up against all of the 16 characters and no bonus stages. ------------------------------------------------------------------------------- ------------------------ 4 (i) Fei Long Date of birth: 4-23-1969 Height: 5’8” Weight: 132 lbs Blood Type: O The master of several styles of Shaolin Kung fu, the Hong Kong’s sensation dedicated himself to a life of rigorous training after seeing one of Hong Kong’s masters of Jeet Kune Do. After perfecting several styles , Fei began teaching his own style and it wasn’t long before he was being hounded to appear in his own feature films. However, Fei was not interested in this lifestyle and gave it all up to enter the World Warrior tournament to test his skills against other fighters. Special moves. Rekka Ken: down, diag-right, right + press any punch button. This move can be done three times in a row and Fei will unleash a set of three punches out on the enemy. The first punch will be a jab, followed by a strong punch and a fierce punch. It is quite a good move but it has a weakness where if you miss the opponent can hit with a projectile from a distance or can block the first attack and hit you as you perform the second hit. It is a great move to do if your opponent is stunned as you can get a few good hits in. Also it serves as a great crowd pleaser for a finisher and generally looks good as the last blow. Rising Dragon Kick: left, down diag-down left + any kick button. This move is similar to Ken and Ryu’s Dragon Punch. Fei Long goes up in the air directly up with his leg pointed up with fire encircle it, It is a perfect anti-air attack and is handy if the opponent has jumped and his directly above you. It has to be timed exactly right however and if you miss it can leave vulnerable to other attacks, or even worse you can miss and land on another opponents attack like E. Honda’s hundred hand slap or Blanka’s electricity. It serves as the perfect Fei Long finisher and if you do fierce kick then you can take off a great amount of damage if you press the fierce kick button after you punch in the combination. ------------------------------------------------------------------------------- ---------- (ii) Cammy Date of birth: 1-6-1974 Height: 5’5” Weight: 101 lbs Blood Type: B Currently an agent of British Intelligence, Cammy was found suffering a total memory loss near a British Military installation. Taken in by British Intelligence, Cammy underwent Special forces training and quickly rose to the head of the class. Now working undercover in the tournament, Cammy is now trying to learn the truth about her startling past. Special Moves Front Kick: right, down, diag down right + any kick button Cammy launches herself upward with a powerful kick, which launches her diagonally up. It does a lot of damage if it connects and is a nice anti-air attack. It is very handy to use after a character like Ryu has performed a Shoryuken or Sagat and his uppercut. Most characters have attacks like this or ones that cause them to go off the ground so it is a superb counter attack to pull off in order to thwart aerial attacks. Be careful though because you might become a victim of your own techniques. Cannon Drill: Down, diag-down right, right + any kick button. This a good attack for Cammy where she wraps herself up and corkscrews down into the lower regions of the opponents body. It is ideal for hitting fighters who are dropping down from missed anti-aerial attacks and jumps. It’s also a great attack for attacking low down, so if a character throws a punch you can easily hit the open part of the body with the Cannon Drill. However if the opponent delivers a swift kick it may knock you off track so aim it well, either dizzy opponents or those falling from aerial attacks. Spinning Knuckle: Left, diag down left, right + any punch Cammy turns around and delivers a crushing punch at the opponent. This move is fairly powerful and will knock an opponent down in one hit. Also it serves as a good move to use if the opponent is blocking a lot. If you connect while blocking it will take a good enough amount of damage considering what other moves would do in the situation. It is a very strong move, which is highly effective to use, but it takes practice to pull off. (iii) Thunder Hawk Date of birth: 7-21-1959 Height: 7’7” Weight: 357 lbs Blood Type: O After his homeland was taken from him by Shadowlaw, T. Hawk and his family were moved to Mexico. Now he has vowed to regain the homeland and destroy Bison. Using his huge size and powerful Native American wrestling techniques, T. Hawk has advanced to the World Warrior tournament and has set his sights on destroying Bison. Special Moves The Hawk: While in mid-air, press all three-punch buttons simultaneously This move is a great aerial attack and his very easy to pull off. It does a reasonable amount of damage for an attack that is so easy to perform and is superb for attacking characters that are ground based and have little anti-air attacks such as Zangief or Cammy. However it can leave T-Hawk wide open for aerial attacks like Blanka’s vertical cannonball or the Dragon Punch/Kick. However though if its great against ground based opponents and works well on those who are seeing stars. Thunderstrike: Right, down, diag-down left + any punch button As well as a great aerial attack T-Hawk has a great anti-air attack also. It does around the same amount of damage that the aerial one does. T-Hawk basically charges diagonally upwards towards to opponent and uses his entire body as a missile, knocking opponents out of the air. It’s great on missed Shoryukens and Dragon Kicks and any other aerial attack. However it can easily fall victim to this strategy if the opponent uses an anti-aerial attack while you pull this move off. The Storm Hammer- Press the D-pad in a 360 degrees rotation and press any punch button This move is very hard to pull off and requires a lot of skill to do. Adept Zangief players won’t find this that hard as it is similar to his Spinning Pile Driver but the rest of us may find it hard. After practising the rotation technique it isn’t too hard to do and basically in entails T. Hawk grabbing the opponent by the throat, leaping up into the air and bringing the opponent hard down on the ground. This move is one of the most powerful moves in the game and takes a huge amount of damage of the opponent. Try to do it on dizzy opponents first so you can practice it but when you master the move it becomes T-Hawk’s deadliest attack. ------------------------------------------------------------------------------- --------------- (iv) Dee Jay Date of birth: 10-31-1965 Height: 6’0” Weight: 203 lbs Blood Type: 0 Trained as a kick boxer in Jamaica, Dee Jay’s first love is his music. Over the years, Dee Jay has even integrated the beat of his music into his fighting style. Together his music and his kickboxing have formed a unique style, which Dee Jay thinks will lead him to the top of the charts and to the top of the World Warrior tournament. Special Moves: Hyper Fist: Hold down for two seconds and press up with a Punch button repeatedly. Deejay lets rip with a fearsome uppercut, which can hit a maximum of four times. It’s basically a four-punch combo in one. It serves as a great ground attack to perform on opponents and it serves as relatively good anti-air attack, which will do a small amount of damage, but it works better if you use it as a basic offensive move. Max out: Press back for two seconds and press forward with any punch button. This move is similar to Guiles Sonic Boom but is less effective. Dee Jay does an uppercut that sets his arm alight, also firing a projectile at the opponent, which goes at reasonably good speed. It has some recovery time however so if an opponent leaps over it he can quickly hit Dee Jay with a quick strike. It is handy to knock out other projectiles and is a reasonably good move to use, especially if you are an expert with Guile. Double Dread Kick: Press back for two seconds and press forward with any kick button This is a strong kick combo where Dee Jay delivers a strong kick aimed to the side of the opponent and follows it up with a huge pump kick to the chest, which will knock the opponent down. It does quite a lot of damage and isn’t that hard to pull off, also a great ground attack to boot that works brilliantly on dizzy opponents. ------------------------------------------------------------------------------- ------------------------ (v) Ryu Date of Birth: 7-21-1964 Height: 5’10” Weight: 150 lbs Blood Type: O A quite and dignified fighter, Ryu has spent his life studying Shotokan Karate and honing the power of inner strength known as the Chi. A wanderer, with no family and few friends, Ryu’s closest bond is with Ken. Seeking neither fame nor the crown of “champion”, Ryu only fights to perfect himself in the true spirit of Karate. Special Moves: Fireball (Hadoken): Down, diagonal down and right + any punch button. This move needs no introduction. It’s probably the most popular fighting move in the history of gaming ever and probably one of the cheapest fighting moves ever. Known by every player who has ever played any Street Fighter game or any Capcom spin off. Ryu cups his hands behind his back and throws his hands forward to release a fireball which goes at medium speed, if it connects it does a fair amount of damage to the opponent and has little recovery time. Red fireball (stun Hadoken) left, diag-down left, down, diag-down right and right + any punch button This is basically a stronger version of the regular Hadoken, which will stun the opponent if it connects. It is quite hard to pull off however and takes a lot of practice to do it. Obviously it is best to pull off if the opponent is a good way away to give you time to complete the combination but it is a very handy projectile attack that takes a good deal of health off the opponent. Dragon Punch (Shoryuken) right, down and diag-down right + any punch button Another popular move and a great air attack which can take a lot off if you perform a strong attack. The punch sends Ryu into the air and the harder punch button used will show how high Ryu will go and how much damage he will pull off if the move connects. This move is good to use if you are close to opponents and is handy if they are stunned. Also if an opponent is trying to jump over you or as done an aerial move then the Shoryuken will do an impressive amount of damage if the connection is made. Hurricane Kick: Down, diag-down left Left + any kick button Yet another famous move from Ryu and this one does quite a bit of damage and can hit numerous times. Ryu whirls around with his leg extended and kicks the opponent up to four times. This move can be effective to use of ground based opponents but Ryu can easily be hit with projectiles if the move is performed a distance away from an opponent so it should be used as a short range move and can also be a handy Anti-air attack. If performed in the air Ryu will sail along in the sky so it can be helpful for hitting air attacks although timing is everything here. ------------------------------------------------------------------------------- --------- (vi) Edmond Honda Date of Birth: 11-3-1960 Height: 6’2” Weight: 304 lbs Blood Type: A A lifetime spent perfecting the art of Sumo, Honda eventually worked his way to the title of “Yokozuna.” However, when he stepped outside of the arena and into the world of street fighting, he was amazed to find that the rest of the world did not consider Sumo a true sport. Now using adaptations of traditional Sumo techniques, Honda plans to win the World Warrior tournament and show the world the true majesty of this ancient form of wrestling. Special Moves Hundred hand slap: Any punch button repeatedly This is a strong move that can do various amounts of damage and does a brilliant job of fending off close range attacks. If you pull it off when you are close to the opponent it can hit up to four times. However a projectile or an aerial attack can easily thwart it although this move has a slight anti- air attack usage and is handy on people who have a majority of close range attacks. Sumo Head butt: Press back for two seconds and press forward and any punch button Honda throws his whole body forward in a projectile attack. Honda goes flying towards his foe with great speed and charges into them head first. This move is quite powerful and can do a huge amount of damage if it connects well. This move will send Honda forward at a fast speed but it will leave Honda open for a projectile attack so don’t use it from too far away as you may receive a Sonic Boom to the head. Despite this weakness it can be a very powerful attack if it hits. Sumo Smash: Press down for two seconds, then press up and any kick button E. Honda leaps vertically up in the air which will do damage if it connects but Honda crouches into a butt drop which will take off a lot off. If it connects all of the way it will be very effective in defeating the opponent. However it can leave you open if you miss and an enemy with a strong anti-air attack can easily knock Honda off course so when against Ken, Blanka or Guile beware of strong anti-airs that will knock you down. ------------------------------------------------------------------------------- ----- (vii) Blanka Date of Birth: 2-12-1966 Height: 6’5” Weight: 218 lbs Blood Type: B At first Blanka, “The Beast from Brazil”, appears to be little more than a mutant of limited intelligence. But within his savage form lies a wealth of animal cunning acquired from a life spent deep within the jungles of Brazil. Using a series of bizarre attacks learned from creatures living with in the rain forests, Blanka has defeated all fighters that have opposed him. Now on the eve of the World Warrior tournament , Blanka stands ready to achieve greatness and find the link to his mysterious beginnings. Special Moves Electricity: Press any punch button repeatedly. Blanka has an aura of electricity around himself, which will protect him from most physical attacks and also electrocute the opponent that touches him doing reasonable damage. Although this seems like a move that is indestructible it can easily be countered by a projectile attack. If an opponent kicks Blanka while he is doing this move both Blanka and the opponent will take damage. It is a defensive move and can be handy to counter missed aerial attacks to give the opponent a nasty landing. Rolling Attack: Press back for two seconds and press forward + Punch together This attack sees Blanka curling up and using his whole body as a projectile attack. It does reasonable damage and is a fast attack which opponents may find hard to dodge or block. However it is handy to use at close contact as it has a bigger chance of hitting the opponent and stunning them. If used against projectile based opponents it can be dangerous for you as a simple Hadoken can knock you off. Vertical Rolling Attack: Press down and up with any kick button Blanka will perform a cannonball attack that goes vertically instead of horizontally. It does a good deal of damage and is a handy anti-air attack that is perfect for knocking out enemies in the air, for hitting missed Shoryukens, Dragon Kicks and Flash Kicks although it needs to be perfectly timed as it may leave Blanka open to projectiles and other attacks. If used right it can be effective but if you waste you chances it can leave you wide open. Beast Leap: press back for two seconds and press forward and any kick button together. Blanka performs a blend of a back flip and a cannonball attack which is quite damaging and can stun opponents if used in correlation with Blanka’s other strong moves (viii) Guile Date of birth: 12-23-1960 Height: 6’1” Weight: 191 lbs Blood Type: O An ex-member of an elite Special Forces team, Guile and his co-pilot Charlie were captured during a mission in Thailand six years ago. After many months of imprisonment, he and Charlie managed to escape from their jungle prison. During the dangerous trek to civilisation, Charlie died and Guile has been consumed by vengeance ever since. Special Moves Sonic Boom: Press back for two seconds and press forward and punch together This is a standard projectile attack, which works like the Max Out technique used by Dee Jay. It does normal damage for a projectile attack, about the same as the Hadoken. It is a little hard to pull off because you have to charge it two seconds and then press forward and punch at the same time. After you practice it though it can be handy to use to phase out other projectiles and is great to use on opponents with little long range attacks Flash Kick: Press and hold down for 2 seconds and press up and kick together Although this move takes time to practice it is a great anti-air attack to stop enemies jumping around all over the place. It does a great amount of damage if it connects and is a wonderful finishing move. It is recommended that you practice this move a lot so you can be a pro at it as it handy against aerial opponents like Blanka and Vega. ------------------------------------------------------------------------------- ----------- (ix) Ken Date of Birth: 2-14-1965 Height: 5’10” Weight: 169 lbs Blood Type: B A disciple of the Shotokan school of Karate, Ken is a natural athlete. Unfortunately, Ken’s natural fighting skill has fuelled his giant ego and he is constantly reminding his opponents that he is the greatest fighter of all time. Over the past few years Ken has let his skills deteriorate and has spent most of his on the beach with his girlfriend. Only a challenge from his old training partner, Ryu has rekindled his fighting spirit and caused him to try and perfect his Dragon Punch and Hurricane Kick. Special Moves Fireball (Hadoken): Down, diag-down right and right + punch This move needs no introduction. It’s probably the most popular fighting move in the history of gaming ever and probably one of the cheapest fighting moves ever. Known by every player who has ever played any Street Fighter game or any Capcom spin off. Ken cups his hands behind his back and throws his hands forward to release a fireball which goes at medium speed, if it connects it does a fair amount of damage to the opponent and has little recovery time. Dragon punch (Shoryuken): right, down, diag-down right + punch Another popular move and a great air attack which can take a lot off if you perform a strong attack. The punch sends Ken into the air and the harder punch button used will show how high Ken will go and how much damage he will pull off if the move connects. This move is good to use if you are close to opponents and is handy if they are stunned. Also if an opponent is trying to jump over you or as done an aerial move then the Shoryuken will do an impressive amount of damage if the connection is made. Unlike Ryu, if you press fierce punch after the combination Ken will do the Flaming Dragon Punch, which sets the opponent on fire, although the damage is the same. Hurricane Kick: press down, diag-down left and back + any kick button Yet another famous move from Ken and this one does quite a bit of damage and can hit numerous times. Ken whirls around with his leg extended and kicks the opponent up to four times. This move can be effective to use of ground based opponents but Ken can easily be hit with projectiles if the move is performed a distance away from an opponent so it should be used as a short range move and can also be a handy Anti-air attack. If performed in the air Ken will sail along in the sky so it can be helpful for hitting air attacks although timing is everything here. ------------------------------------------------------------------------------- ------- (x) Chun Li Date of Birth: 3-1-1968 Height: 5’8” Weight: (She won’t tell) Blood Type: A Unlike many of the other contestants, Chun Li has not entered the tournament for personal glory. Instead, she is secretly tracking of the movements of Shadow Law. The trail has led her to the tournament and she now believes that one of the Grand Masters may have been responsible for her father’s death. Special Moves Lightning Kick: Press any kick button repeatedly This move is like Honda’s hundred hand slap and can do a lot of damage if trap opponent inside the kick therefore knocking them back and hitting them a good few times. If an opponent misses an aerial attack then landing in this is a great welcome present for them. Also it works well for fending off those who have little long-range attacks like Zangief. Whirlwind kick: Charge down for one second and press up and any kick button together. Chun Li will spin around and lash out with her legs. It’s similar to an upside down Hurricane Kick and does around the same amount of damage. However an opponent can easily duck the move allowing Chun Li to pass over, therefore leaving herself open to attack, so a crouched fighter could easily get a hit in, Guile could strike with a Flash Kick. This move can also be performed in the air also and knock down air attacks although it may become prone to these when in mid air. Fireball (KioKen) Charge back for two seconds and press forward + punch This is a basic fireball attack, which works identically to Dee Jay’s Max out and Guiles Sonic Boom ------------------------------------------------------------------------------- ------------------------ (xi) Zangief Date of birth: 6-1-1956 Height: 7’ Weight: 256 lbs Blood Type: A Good natured, with a great sense of humour, Zangief loves to fight. He left the Russian Wrestling Federation because of the lack of competition and now seeks suitable opponents wherever he can find them. Totally fearless, Zangief is more than willing to walk into a punch as long as he can grab his opponent and drive them into the pavement with his Spinning Pile Driver. What else would you expect from a man who wrestles bears for fun? Special Moves Spinning Clothesline: Press two punch buttons simultaneously Zangief spins around with his fists flying out, which can do multiple, attacks on enemies. It does reasonably good damage and is a good offensive move. It also has a slight anti-air effectiveness, for example it can hit an opponent that is jumping towards you. Zangief can also dodge projectiles when he spins around so projectile based characters can be made easier to defeat with this as it dodges the attack and can also knock the air attacks that all projectile characters have. Double Spinning Lariat: Press two kick buttons simultaneously This is pretty much the same as the last move except that it hits double. Zangief spins around with his fists flying out, which can do multiple, attacks on enemies. It does reasonably good damage and is a good offensive move. It also has a slight anti-air effectiveness, for example it can hit an opponent that is jumping towards you. Zangief can also dodge projectiles when he spins around so projectile based characters can be made easier to defeat with this as it dodges the attack and can also knock the air attacks that all projectile characters have. Spinning Pile Driver: Press the D-pad in a 360 degrees rotation and press any punch button (while close to the opponent.) Next to T-Hawk’s storm hammer this is easily one of the strongest moves in the game but it is quite tricky to pull off. If it is pulled off then Zangief will grab the opponent, go flying up in the air while spinning in circles and slam them down on the ground which will do so much damage, actually it takes almost about a quarter of damage on the opponent and will easily cause stun. If you miss it will leave Zangief wide open for attack, and if you perform it while far away Zangief will perform the Siberian Bear Crusher instead, which may leave him open even more. Siberian Suplex: Press the D-pad in a 360-degree rotation and press any kick button (while far away from the opponent. This is another powerful move by Zangief where he grabs the opponent and performs a huge suplex, which does a huge amount of damage. This is yet another tricky move to do due the awkward rotation move, especially on the pad for the Mega Drive but when performed it is fantastic. If an opponent is dizzy it is reasonably easier to pull off and is a great finishing move and a smooth crowd pleaser. Siberian Bear Crusher: Press the D-pad in a 360-degree rotation and press any punch button( while far away from the opponent) Although the damage that this move does is about the same as any other Zangief special move it has a fatal weakness. Since you can only pull it off when you are far away it can leave Zangief wide open with his arms in the air. For example if you pull it off against Ryu he can easily plug you in the chest with a Hadoken and ruin your chances of doing a great move. It does immaculate damage and is perfect as a finishing move although if it is used at the wrong time it can leave him wide open. ------------------------------------------------------------------------------- ----- (Dhalsim Date of birth: 11-22-1952 Height: 5’10” Weight: 107 lbs Blood Type: O Over the course of his life, Dhalsim has sought to unify his mind, body and soul through the discipline of Yoga. Now, as he nears his goal, Dhalsim must test himself and his skills before he can rise to a higher state of consciousness. Special Moves Yoga fire: Press down, diag down forward and right + punch This is a standard projectile attack similar to the Hadoken and the like. Dhalism rears his head back and spits a ball of fire at the opponent. It is just an average move and does the same amount of damage as a Hadoken and a Sonic Boom. It is quite easy to pull off and can knock other projectile attacks out of the air and is great to hit missed aerials and dizzy opponents. Yoga Flame: left, diag-down left, down, diag-down right and right + any punch button Unlike the Yoga Fire attack this move isn’t that much of a projectile attack as it doesn’t throw a ball of fire at the opponent but creates a sheet of flame which reaches quite far, it is a great close range move and when used with the Yoga teleport it can be a great move to use is you hit the opponent from behind unexpectedly. Also it has pretty good anti aerial qualities as it can easily burn falling enemies, either from jumping or missed aerial moves. The damage it does is fairly good as well although it’s tricky to get the combination right. Yoga teleport: Press back down, diag down left or forward, down diag-down right and all three kick/punch buttons. This move allows Dhalsim to transport himself behind his opponent. It does no damage to the opponent whatsoever but it can be very effective if you use a yoga flame/fire attack behind the opponent. However if you pull it off at the wrong time you could end up in front of a projectile or land right next to the open arms of an opponent, however it is ultimately one of the cheapest moves to use to defeat the opponent. ------------------------------------------------------------------------------- - (xiii) Balrog Date of birth: 9-1-1968 Height: 6’5” Weight: 252 lbs Blood Type: A A former heavyweight champion, Balrog was barred from professional boxing after he ignored the rules of the ring. Wild and aggressive, Balrog now makes a living as an enforcer for Shadowlaw. Once thought to be somewhat weak in his fighting ability, Balrog has learned some new moves to keep him on top. Special Moves Turn Punch: Press and hold all punch or kick buttons for 2 seconds and then release Balrog turns around and delivers one amazing punch that does considerable damage and a lot of stun factor. It’s one Balrog’s easiest moves to pull off. Balrog faces away from the opponent briefly and turns around throwing an almighty punch that knocks the socks of anyone it touches. Although a very damaging move it can be countered by a low attack, or and anti-aerial such as the Dragon punch/kick or the flash kick. Final Punch: Press and hold all kick/punch buttons and release, the longer the three buttons are held down then the stronger the attack will be. Balrog does a similar action to the turn punch except that he turns away from the opponent while the buttons are held. The announcer counts with you as you hold the buttons and down and when you release Balrog charges forward with a punch, its power depend on the time you spend charging it. It can be a deadly attack , which causes stun if you hold it for three seconds or more. Shoulder Butt: Charge down for two seconds and press up and any punch button. Balrog crouches down with impressive force he leaps up, driving his shoulder into the face of his opponent. This move is a great close contact move and does a good deal of damage. It is best used after you have knocked an opponent down with a punch and this move should be used as a follow up to knock them back down again. If they didn’t get stunned before then a nudge with the shoulder butt should knock them back. Dash Punch: Press back for two seconds and press forward with any kick/punch button Balrog lunges forward with a very fierce punch, which will knock the stuffing out of the opponent. He will run at the opponent and with a cry he’ll release a punch, which goes like an express train. The damage is amazingly high and is a great finishing move to pull off. If you press punch after the combination Balrog will do a normal punch but if you press kick he will perform an uppercut although there is no real difference between the two. ------------------------------------------------------------------------------- ---- (xiv) Vega Date of Birth: 1-27-1967 Height: 6’ Weight: 208 lbs Blood Type: O Of noble blood, Vega has successfully blended the Japanese art of Ninjitsu with the skills he learned as a matador. The result is a beautiful and deadly ballet, which has earned Vega the nickname of the “Spanish Ninja”. Vain and egotistical, Vega lives by the philosophy that beauty is strength and uses a mask to prevent his beautiful face from being scarred in battle. Special Moves Claw Dive: Press down and hold it for two seconds and press up + any kick button When in mid-air press the D-pad towards the opponent and press punch On the Spain stage Vega climbs up the cage around the area and with a battle cry he dives down, like a bird of prey on his opponent. He uses his claw, which strikes, into his opponent, which does reasonably good damage and is worth learning to pull off despite the moves trickiness. Although it is a very fast move it can be countered by a good anti-aerial attack, such as Blanka’s Cannon Ball or Guile’s flash kick. However it is an ideal move to pull off as a finisher or on a stunned opponent so it’s best to perform it right. Wall leap: Press down for two seconds and press up and any kick button. While in mid-air push the D-pad up and press any punch button. Like previously Vega will kick off the wall or he will climb up the cage and dive down. However on this occasion Vega will grab the opponent and deliver a fearsome German suplex, grabbing the opponent from behind and slamming them down hard on the floor. The damage done here is pretty high, about the same as a normal throw but as usual it can be easily thwarted by a good timed anti- aerial attack. Like the above move it is handy to use on a dizzy opponent or on someone who has just missed out on a move. Claw Roll: Press back for two seconds and forward + any punch button This move is pulled off in the same way as the Sonic Boom or the Max Out techniques. It is a reasonably good attack and will hit the opponent a number of times and it is also fast and therefore quite hard to block. Vega rolls forward and lunges his claw forward and into the opponent. The harder the punch button pressed the further that Vega will go across and more damage will be down. Vega will be open to a lot of projectile attacks and other strong moves in the build up to this move so timing is a necessity, when performed it is a good move for Vega to pull off. Claw thrust: Press down for two seconds and then press up with any punch button This is a reasonably weak attack for Vega but it is a very swift and surprising strike attack that is very hard to counter or block. Although the damage isn’t too great it can be a handy move to swiftly pull off in order to thwart opponents coming at you and it is hard to dodge. Doing this on a stunned opponent is a waste however due to it’s weakness so best to use as a defensive move rather than an offensive. Back flip: press all three-punch buttons to do a double back flip and all three-kick buttons to do a single. Vega does a back flip, which can dodge projectiles and is also a very speedy technique to use. ------------------------------------------------------------------------------- ------------------------ (xiv) Sagat Date of birth: 7-2-1955 Height: 7’4” Weight: 283 lbs Blood Type: O Once called “King of the Street Fighters”, Sagat reigned supreme until his narrow defeat at the hands of Ryu. Humiliated at his loss, he now plans to regain the title at any cost. With the exception of M. Bison, no other fighter comes close to his overall fighting ability. Special Moves Tiger Uppercut: Press forward, down, diagonal down forward + any punch button This move is an uppercut very much like the Shoryuken. Sagat leaps high in the air with his arm outstretched and delivers a powerful uppercut. The damage that attack does varies on which punch button is pressed at the end of the combination. It is a handy anti-aerial attack to hit jumping opponents or those who have performed an air attack and have missed. The main weakness here is that Sagat does go quite high in the air and if he misses the attack he is very open for second and he could easily be subjected to projectile attacks or anti-aerial attacks so use with caution. Tiger Knee: Press Down, diag-down forward and diag up forward + any kick button Sagat jumps forward with his knee out so he can strike the opponent in the head region. This attack is very quick and therefore hard for the opponent to block and the damage it does is fairly strong. If an opponent is falling from a jump then this move is ideal for knocking them down and if pretty good on dazed opponents. It is a great offensive move for Sagat because it does a decent amount of damage and is a very swift when it strikes. The combination is a bit tricky so I recommend practicing it a lot first before going head first into the game with it. Tiger Shot: Press down, diag down forward and forward + any punch/kick button Sagat throws his own projectile attack that seems to be an arc of fire. The combination is the same as the Ryu/Ken Hadoken so players who control them and the damage are pretty much the same. The problem with the Tiger Shot is that it can be too high and may just sail over the opponents head so if this is your problem do the same combination and Sagat will do the Low Tiger Shot which skims across the ground. This is handy for hitting enemies falling from a jump etc. The damage both Tiger Shots do are about the same as any normal projectile. (xv) M. Bison Date of Birth: Unknown Height: 5’11” Weight: 254 lbs Blood Type: A Never has a man been more cloaked in secrecy than M. Bison. Ever since he emerged to lead the criminal organization Shadow law, the world has been awed by the incredible power at his command. Unmatched by his power and agility, M. Bison remains supreme as the greatest Street Fighter in the world. Special Moves. Psycho Crusher: Press back for two seconds and press forward + any punch button Bison charges for two seconds and throws himself forward with an aura of electricity around his body. It spears the opponent right in the chest and does a lot of damage. Even if the opponent blocks the attack the damage that the move does is impressive. The move is also very fast and reaches all of the way across the screen. It can only be properly blocked if it goes into a projectile however if the opponent hits you when you are doing this technique both fighters will take damage. Scissor Kick: Press back for two seconds and press forward + any kick button Bison does a front flip, which extend his legs in a kicking motion, and follows it up with another kick doing multi-damage. Bison also goes at a good speed when doing this move, which makes it harder to block and counter. However if done at the wrong time it can be hit with a projectile or an air attack so using on more ground based opponents and those who have missed aerial attacks are the easiest of targets. The damage it does is reasonably good. Head Stomp: Press down for two seconds and press up + any kick button Bison jumps up very high in the air and stands on the opponent’s head, which does a lot of damage and has a very large stun factor. It is such a fast move that is hard to dodge and hard to counter and if a counter is made then both fighters will receive damage. This move is handy to do on ground-based opponents who have little anti-air attacks like Dhalsim or Chun Li. It is a great finishing move and a great addition to Bison’s amazing arsenal. Flying Psycho Fist: Press down for two seconds and press up + any punch button Bison does an immense leap in the air followed by an amazing acrobatic flip, he then extends his hand, surrounded with energy and strikes on the head of the opponent with the flaming palm of his hand. Like the head stomp this move does a lot of damage and a whole lot of stun factor even though it can be slightly tricky to pull off. It also can be countered by a well-timed anti- air move like a Dragon Punch but it will do some damage on both fighters. This move is great is the perfect Bison finisher and is also a smooth air attack. ------------------------------------------------------------------------------- ------------------------ 5 That’s the end of my Super Street Fighter 2 FAQ and I hope that it helped you. Like I said earlier feel free to e-mail me about anything that should be added to the FAQ and I will update with your name in the credits. Thanks go to: CjayC (for hosting this guide on Gamefaqs) Jason Venter (for hosting this guide on Honestgamers .com) Yami Shuryou for linking me to FAQ tool a while back My pals on AIM: Ultima Genjuro, Fastkilr and Midwinta This FAQ copyright David Wilson September 2004