Street Fighter II moves
Here is a graphical representation of all the special moves for HF.
All the moves are for facing to the right. When used in a phrase,
the symbol "|" means or. The word beg. is beginning. The charge times
shown are relative to the game's speed. So, a 2 second charge on CE is
longer than on HF. The words in parentheses show which attribute of
the special move is affected by using different button strengths.
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RYU and KEN
Fireball | \ --O and Punch (speed)
O O Delay (Ryu's is shorter)
Faster for Ryu than Ken
Hurricane Kick | / O-- and Kick (speed duration)
O O (ground and air)
Invulnerability at beg. and end for Ryu only
Ryu's knocks down after one hit
Dragon Punch --O | \ and Punch (height range damage)
O O Invulnerability for the ride up only
Jab and Strong DP is knock down on 1st hit
Fierce may hit twice if close enough
Ken has faster execution and range
Ryu has more power
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CHUN LI
Whirlwind Kick | [2 charge] O and Kick (speed duration)
O | (ground and air)
Charge in air after heel stomp
Doesn't need to end straight up
Invulnerability at beg. and end
Fireball O-- / | \ --O and Punch (speed)
O O O Same properties as Ryu/Ken Fireball
O-- / | and Punch (speed)
O O Proposed shortest necessary motion
Lightning Leg [no joystick motion] rapidly press Kick (speed)
Keep pressing to extend duration
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E. HONDA
Sumo Torpedo O-- [2 charge] --O and Punch (speed duration)
Invulnerable at beg. of Jab Torpedo
Sumo Butt Crush | [3 charge] O and Kick (height range)
O | Must end straight up
Invulnerable at beg.
Can hit twice
Hundred Hand Slap [no joystick motion] rapidly press Punch (speed)
Honda can move while doing this
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BLANKA
Horizontal Ball Attack O-- [2 charge] --O and Punch (speed duration)
Can roll into electricity
Roll-into-bite attack
Vertical Ball Attack | [3 charge] O and Kick (speed height range)
O | Must end straight up
Can hit twice
Electricity Attack [no joystick motion] radiply press Punch
Can bite after attack for a tick
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ZANGIEF
Spinning Pile Driver O-- / | \ --O O-- and Punch
O O O Can be countered
There are other methods
Spinning Lariat [no joystick motion] all Punch simultaneously
Projectiles pass through
Super Spinning Lariat [no joystick motion] all Kick simultaneously
Projectiles pass through
Cannot be footswept
Shorter duration than original
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GUILE
Sonic Boom O-- [2 charge] --O and Punch (speed)
Little delay
Ken and Ryu can go over with HK
Flash|Razor Kick | [2 charge] O and Kick (height range damage)
O | Doesn't need to end straight up
Roundhouse Flash can hit twice
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DHALSIM
Yoga Fireball | \ --O and Punch (speed)
O O Ken and Ryu can go over with HK
Delay
Yoga Flame O-- / | \ --O and Punch
O O O Will hit Ken and Ryu in HK
Foot Drill [down while in air] and Roundhouse
Head Spear [down while in air] and Fierce
Teleportation --O | \ and all Kick|Punch
O O Other side of opponent
O-- | / and all Kick|Punch
O O Same spot or thereabouts
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BALROG
Dashing Punch O-- [2 charge] --O and Punch (range)
Hits crouched opponents
Feet are vulnerable
Dashing Uppercut O-- [2 charge] --O and Kick (range)
Hits crouched opponents
Feet are vulnerable
Turn Around Punch [no motion] Hold three buttons of different strengths
Minimum charge is 1
Longer charge = Greater damage
Invulnerability at beg. (very brief)
Feet are vulnerable
Many charge levels (1, 2, 3, etc, Final)
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VEGA
Tumbling Claw O-- [2 charge] --O and Punch (range)
Jab Claw hits three times
Others hit up to six times
Easy to hit while done
Backflip [no joystick motion] all Punch simultaneously
Invulnerable until end
Easily to be attacked when completing
Wall Jump | [2 charge] O or O and Kick (speed and height off wall)
O \ / Sets up Screaming Eagle or Air Drop
Can be attacked before getting to wall
Slight delay when landing after miss
Up/Diagonal indicates which wall
Slight control after hitting the wall
Screaming Eagle [Wall Jump Attack] and Punch while in air
Air Drop [Wall Jump Attack and any direction] and Punch
While close to opponent
Higher up = More damage
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SAGAT
High Firebird | \ --O and Punch (speed)
O O Delay
Same properties as Ryu/Ken Fireball
Low Firebird | \ --O and Kick (speed)
O O Same as High Firebird
Tiger Knee | O and Kick (height speed)
O / Hits twice if close enough
Delay after landing
Tiger Uppercut --O | \ and Punch (height)
O O Not invulnerable
Massive air damage
Jab knocks down
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M. BISON
Flame Torpedo O-- [2 charge] --O and Punch (speed duration)
Can hit at most 3-4 times if blocked
Vulnerable beg.
Now, easily hit out of it
Scissor Knee O-- [3 charge] --O and Kick (range)
Delay at beg. and end
Hits up to 3 times, usually 2
2 high, 1 low
Head Stomp | [2 charge] O and Kick (height and speed)
O | Doesn't need to end straight up
Can control direction after hit
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--
Internet: musjndx@gsusgi2.gsu.edu Fidonet : Jonathan Deitch@1:133/411.7
jdeitch@gisatl.fidonet.org Bellnet : 1 - 404 - 261 - 3665
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--------------------------------------------------| trust my own technology!"
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