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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