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