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THE COMPLETE SF2CE BIBLE -MMSF-

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Apr 29, 1993, 11:04:27 PM4/29/93
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ÿW -RYU-

Best Against: Ryu, Ken, Honda, Bison, Blanka,

Worst Against: Zangief, Guile,

This Karate fighter from Japan combines good distance and air defense, with a
very effective ground game. There are many different ways to play this but
In general practice the best way to play Ryu is to stay on the ground and
tease your opponent into making a mistake via spiritballs and strong kicks.
Below is a summary on the key points to use against fighting opponents.

Ryu: Try to stay just out of foot sweep range and wait for him to throw a
spiritball. As he begins his motion jump in and try for a combo, #5 is best if
you are jumping in from more than two body widths, while #1 is very effective
if you are jumping in from within two body widths. This may sound hard
but with a little timing you can master this technique. Another good
technique is when your opponent continues to throw spiritballs you can get
close and execute a helicopter kick (start the move when the spirit ball is
about an inch and a half away.) WARNING- you can only helicopter over fierce
spiritballs. The jab and strong spiritballs will hit you. (It is however
possible to helicopter over the slower ones if your opponent throws them at you
as you start to stand up after being knocked down. The range is about one inch
for the strong ones and about 3/4 inch for the jab ones). A very good way of
knocking your opponent out of the helicopter is the simple ducking fierce punch.

Ken: Fight very much as you would Ryu only take heed his larger uppercut range.
When jumping in do so from about three to four body widths unlike the two to
three body widths you would use against Ryu. When you jump in try to hold your
attack as long as possible to keep as much distance between you and his DP as
possible.

E.Honda: A good pattern is to throw a spiritball and roundhouse sweep him as
he jumps over it. This is an effective method but may become monotonous.
The best way to handle Honda is to use combos as you jump in, #5 works well if
attacking from a distance, or if you are close enough #4 is best for it can
hit him in the back even if he starts a headbutt. A sure way to counter his
fierce headbutt if you can see it coming is to simply jump straight up and throw
him after you land. (He takes much longer to recover from his headbutt than you
do from your jump.

Chun Li: Beware her uncanny ability to throw. Don't attempt to many jump over
throws for she will most likely out throw you. The best method is to stay
patient and wait for her to make a mistake, use your Dragonpunch for it works
well. Also beware using to many roundhouse footsweeps for she can run in
behind them and throw you. When fighting a Chun who likes to stay on the ground
your forward sweep is very effective esp. if you throw in an occasional barrage
of ducking jab kicks. The jab will knock her out of her forward sweep. If you
are well experienced in using the DP you can use it to also knock her out of
her forward sweep for considerably more damage. Another good way to deal with
defensive or ground based Chun Li players is to jump in from about the standard
two body widths and try for a combo, #5 is best. If she tries to walk under and
throw you, you can easily go for a hemorrhoid.ÔThe best way to do this is to use a lot of jab punches as you move around the
screen. This should make him think twice about using the ball like there is
no tomorrow. When jumping in try to distance your attacks so that they just
barely hit him and hold them until you are level with his face. This will make
you much harder to hit or ball out of the air. Another good attack is to get in
close and go for combo #4. Try to never let your opponent get within two body
widths from you for at this range he can easily jump over your spiritball and
roundhouse kick you, even if he has poor timing. If Blanka gets close try
faking a spiritball this will usually draw him of sides and make him easy prey
for an uppercut.

Zangief: Try never to jump in unless he is standing up or there is no choice
for he can airplanepunch you out of almost everything. When you do jump it is
better to use attacks that compact your body and make you harder to
airplane punch you out of. The best tactic is to use lost of low kicks
especially a few forward kicks and then a roundhouse after you lure them into
foot sweep range. Don't underestimate your jab kick it knocks him out of
everything save the 360. If he uses the airplane punch and then 360's you as it
wares off, the best way to deter this is the helicopter kick.

Guile: Like Zangief don't underestimate your jab kick for it can deflect his
infamous forward leg sweep. Also try to time your helicopter kicks so they hit
him as he throws a sonic boom. Finally don't throw a spiritball into a sonic
boom if Guile is to close for he can backhand you after the projectiles
collide. A good attack to counter his axe-kick is to jump in and execute combo
#1. You must time your first hit so that your punch just enters his head as he
starts to stand up. (this will only work if Guile is standing up from being
knocked down.)

Dhalsim: First be wary of the number of helicopter kicks you use from long
range for Dhalsim can block them and easily throw you. You can however use
them to go over his fireballs just like sonicbooms if your close enough, if not
your thrown. Finally when you jump in over a fireball wait until you almost
land before throwing a punch or kick this will hit his fierce punch or slide.
If your opponent adapts to this technique and starts kicking you out of the air
try using the jump in fierce punch. This will crunch your body up and make you
harder to hit. If you plan on doing this try being a bit closer to him before
you jump.

Balrog: The key to Balrog is low attacks, with an occasional spiritball.
If he uses lost of charging punches wait until his arm is right about to touch
you and execute a helicopter kick, this should hit him. Also when jumping in
try to do it either from a distance as you would against Blanka or from very
close (within two body widths) and go for hemorrhoid attacks. Due to the distance
of Balrog's standing punches he is very vulnerable to hemorrhoid attacks.

Sagat: Fight much as you would another Ryu except beware of throwing a
spiritball at to close a range for he can Tiger Knee over it and hit you. If
he throws lots of low tigers the best defense is either a helicopter kick or
a jump attack from about three body widths. When you jump in hold you attack
until you are about to land. This will make you harder to hit and make him
easier to strike. If he throws lots of high tigers you can counter this by simply
ducking under them and using the fierce punch. This will hit him as long as yourÔ****Tiger Uppercut- only takes off damage if HE hits YOU with the top of his
fist. The best way to counter this is to jump in so your attack will just
barely strike him (roundhouse is best) and execute the kick as soon as you see
Sagat start to go into the uppercut motion.

Vega: Throw lots of Spiritballs to lure him into a jump, then Dragonpunch.
If you jump in do it from semi close range for his claw can stab you at a
distance. Try going for a lot of hemorrhoids, for they can lead into a combo that
can destroy him. The best defense for his wall attacks is a small dragon punch
or if you are unsure of you uppercut ability a jumping away roundhouse kick
should do nicely, or even a helicopter kick right before he get to you. May end
in a double hit but that is better than being slammed.

M.Bison: The best strategy against M.Bison is to throw lots of spiritballs just
as against Vega, then Dragonpunch. If he happens to hit with a torpedo body and
starts going back and forth wait for him to approach as you stand up and
Dragonpunch him. (this will only work if you hit the front part of
his body)


Known Combos: 1) Jump in FIERCE PUNCH, standing FIERCE PUNCH, then SPIRITBALL.
this combo will stun them.

2) Jump in ROUNDHOUSE, standing FIERCE PUNCH, then SPIRITBALL.
this is like combo one but has a slightly better range.

3) Jump in FIERCE PUNCH, standing FIERCE PUNCH, then
HELICOPTER KICK.
this is a hard combo to execute but will take off massive
damage as well as stun them.

4) This is a hemorrhoid combo and is very effective for it is hard
to block. You execute it by timing your jump so you fall
through them as you land. it goes ROUNDHOUSEKICK as you
fall through them, then standing FIERCE PUNCH don't worry
the computer will automatically turn you around, then it's
simple SPIRITBALL. This combo takes good damage, stuns
and is very effective. Use it wisely

5) Jump in ROUNDHOUSE KICK, ducking FORWARD KICK, then
SPIRITBALL. This combo won't usually stun and doesn't do
that much damage, but it does have an excellent range and
variety of uses. This can also be used as a hemorrhoid combo
like #4. Finally this combo is useful for it is good against
players who block all the time for you can keep taking off
little bits of energy with the spiritball.

CLOSING QUOTE: "SHENG LONG is my Dragon Punch not some made up fantasy"


-MMSF-

Ô -KEN-

Best Against> Ken, Dhalsim, Honda, Chun Li, Vega, Blanka, M.Bison

Worst Against> Guile, Zangief

This American martial arts expert is much like his peer Ryu, in that he
combines a good ground game with a very potent air defense. Even though he is
very similar it Ryu, he does have a few different characteristics (His
Dragonpunch) that make him slightly better equipped to handle more air based
opponents. Below is a short summary on how to deal with different opponents.

Ryu: Like Ryu it is best just to stay out of foot sweep range and wait for your
opponent to do something foolish, then capitalize on it. It is best to stay
near and wait for them to throw a spiritball, once they commit jump over and
nail them with a combo. If they pin you in a corner and start plugging you
with spiritballs DO NOT try to helicopter over them as you would with Ryu for
it will not work. The best tactic is to Fierce Dragonpunch them, for this will
knock an opponent down even if it only hits once if the distance is right.
****if your the attacker and your Ryu opponent keeps helicoptering over your
spiritballs try breaking up the speed, for he can only helicopter kick over
Fierce Spiritball, slower ones will hit him.

Ken: Fight very much like You would Ryu but keep in mind that if your opponent
is just out of foot sweep range and persistently throwing spiritballs use a
Fierce Dragonpunch. This will both go through the spiritball and knock your
opponent down.
**** SECRET TO FIERCE DRAGONPUNCH-- If you have noticed Ken will usually
hit you twice with his fierce dragonpunch, and if he only hits you once he
won't knock you down but twice will. The secret is that it isn't getting hit
twice that knocks you down it is just the second shot alone that does it. So if
your far from your opponent and fierce dragonpunch you will knock them down
because at that range the second shot (the knockdown shot) hits while the
non-knockdown first shot does not hit for you aren't close enough.

E.Honda: Fight like Ryu, using spiritballs and footsweeps as he jumps in. This
method might aggravate your opponent so break the foot sweeps up with a few
Dragonpunches. If you jump in as he is standing up beware he can headbutt you
out of almost everything. The secret is to jump in a bit early and Dragonpunch
him as he attempts to headbutt. Also and this works for all characters, when
Honda is just starting his headbutt he might seem invincible, and he is from
above, but a low attack such as a footsweep will knock him out of it.

Chun Li: Beware her uncanny ability to throw and don't try to throw her very
often for you will most likely lose. The best method is to try to entice your
opponent into jumping in on you and dragonpunching her. This style isn't that
effective however for your damage isn't that substantial. A better method is to
walk under her jump and triple hit Dragonpunch her in the back. If and when you
jump in try using the fierce punch for it is harder for her to knock you out of
than a roundhouse. Another basic attack that works well against Chun is to simply
jump straight up and try to lure her into trying to roundhouse sweep you. Your
roundhouse kick will hit her out of hers almost every time. The key is to hold
your attack until her feet are fully extended.Ôcan neutralize his ball by using lots of jab punches as you move about the
screen. Beware throwing to many spiritballs especially at close ranges for his
jump in roundhouse kick is aimed perfectly to hit your arms and his jumping
speed makes him hard to uppercut. When attacking him try to time your attacks
so that they just barely strike him and wait until your close to the ground to
execute them, this makes them much harder for him to hit. Do however beware his
ducking fierce punch. Another good move is to jump straight up and roundhouse
in the air, except for balling you as you land he doesn't have many options to
strike you.

Zangief: Try to stay on the ground while fighting Zan and try to lure him into
trying to 360 you and roundhouse sweep him as he approaches. Like Ryu your jab
kick Knocks him out of everything but a 360. If you do jump in make sure you
have a combo ready for if you don't a 360 will most likely await you. Also
don't use to many helicopter kicks because even if they hit him they leave you
vulnerable for attack. If he is already in a airplane punch a good technique is
to jump in and fierce him in the head. This will knock him out of the move, and
most people try to block Ken's terminator (TOD) and this makes them easy victims
to a throw. DON'T try this to much for he will realize you are going for a throw
and not a combo and most likely 360 you.

Guile: If your a ken player and going up against guile be ready for a tough
fight. Use lots of jab kicks to counter his forward foot sweep and like you
would against Ryu try fierce dragonpunching him through his sonicbooms. You
will have to act fast for if you don't he will be blocking and waiting for you
to land. When jumping in on him as he stands up beware his axe-kick. this move
is almost invulnerable but if you time it right you can combo him out of it and
possible stun him. You need to use a fierce punch to start it out and time
your jump so that you fist hits his head as soon as he starts to recover and
stand. Finally don't use to many helicopter kicks for they aren't very
effective unless he is in the air and leave you vulnerable.
***Beginners- If you've just started playing and can't yet dragonpunch use
the helicopter kick as an air defense, it's not that effective but better than
nothing. Use it just as your opponent is about to kick or punch you with their
jumping attack. Ryu can also use this and it can be done against any character.

Dhalsim: This distance fighter can create a problem. Use lots of jab uppercuts
to keep him wary of just sticking out his arms any time he feels like it and
hit you. Due to his ability to throw you out of your helicopter kick don't use
it to often, and if he ever jumps don't be afraid to fierce dragonpunch him.
When you do jump in use attacks that crunch you up such as fierce punch or jab
kick, if your to spread out (roundhouse) your easy to hit out of the air.

Balrog: The key to balrog is foot sweeps, especially forward ones for they
recover so fast. Throw some spiritballs to break it up but don't throw them
if he is to close for he can standing fierce punch you in the face before you
get them off. If you can get inside try going for as many hemorrhoid attacks as
possible. See Ryu vs Balrog for the reason why.

Sagat: Fight very much like Ken and Ryu but don't throw to many in close
spiritballs for he can Tiger Knee over them, or simple jump in and roundhouse.
If he consistently throws low tigers and uppercuts you as you jump in you can
do one of two things. 1 jump in from a distance and as he just starts toÔotherwise you'll be the on being hit. 2 jump in from a distance and do nothing
then after he uppercuts you'll be on the ground waiting for him. Due to his
height you can use the fierce DP from almost 3/4 the screen and hit him. WARNING
this attack will almost always be blocked but it works great for killing an
opponent with no energy.

Vega: Stay at a far distance from this character for his straight claw attacks
are fast, strong, and long. One thing you can do against this is dragonpunch
his arm with either jab, or strong buttons, fierce will get you slammed. When
he does his wall attack the best thing to do is wait for him to get close and
nail him with a small dragonpunch or even a ducking fierce punch alone. When
jump attacking try to get in close otherwise he will claw you with an up
attack.

M.Bison: Throw lots of spiritballs to keep him from torpedoing you to death. If
he somehow gets this pattern working remember that you can dragonpunch him out
of it, but only if the front half of his body is on you. A ducking jap punch
will knock him out of the scissor kick.


Known Combos:
1) Jump in FIERCE PUNCH, standing FIERCE PUNCH, SPIRITBALL.
This will stun and do good damage.
Like Ryu this can be done as a Hemorrhoid

2) Jump in ROUNDHOUSE KICK, crouching FORWARD KICK, SPIRITBALL.
This combo usually will not stun but does decent damage, it's
best aspect is it's range, and ease at executing.
Like #1 this can also be a Hemorrhoid.

3)TERMINATOR- use when opponent is already stunned. standing
FIERCE PUNCH, as you strike them execute a FIERCE DRAGONPUNCH
this combo does massive damage. **You can also do a jumping
FIERCEPUNCH before this for even more damage and a stun.
Consequently it can be used on a non-stunned opponent.

Closing Quote: "I'd rather be surfing"


Ô -E. Honda-

Best Against> E. Honda, Balrog, M. Bison

Worst Against> Guile, Dhalsim

This sumo wrestler from Japan makes up for in strength what he lakes in speed.
He was a fairly potent ground game and excellent close range attacks. His lake
of speed and good air attacks do give him a large disadvantage. Below is a
summary on how to deal with certain opponents.

Ryu: If your opponent throws lots of spiritballs and insists on foot sweeping
you when you land, try getting as close as you can to the spiritball before
jumping and as you land do a fierce punch swat, this should hit the patterning
Ryu's body. Don't rely to heavily on this strategy for it doesn't always work.
The best thing to do is try to push your opponent in to the corner and
fist-o-fury him. A good way to do this is foot sweeps, Honda unlike the other
characters does not have to duck before sweeping. The best one to use is the
jab foot sweep for although it doesn't do much damage it will knock them down
and is so fast it is hard to block. Best time to use it is just as Ryu starts
to throw a spiritball.

Ken: Fight much like Ryu only do not jump in very often for his dragonpunch has
a deadly range. When Ken or any character for that matter jumps in you can
fierce punch chop them out of the air, or headbutt them as they near you. The
only weakness of the headbutt is that 1 you are vulnerable to foot sweeps as you
begin it, 2 any character except Dhalsim can jump over a fierce headbutt and
throw you, so be careful.

E.Honda: Lots of ducking fierce punches and headbutts are your best bet here.
Or jump in roundhouse so just your foot hits them then hit them with a few
fist-o-fury. If you hit them out of the air do not get to close to them as they
stand up for Honda's throw range is very large and you may get grabbed. Finally
for more experienced players you can headbutt him out of a headbutt without
losing any damage yourself. Just as he nears you (about 1 inch) execute your
headbutt. His will stop as you are invincible to front and high attacks and
yours will hit him as he regains his footing.

Chun Li: Her speed and ability to throw after jumping over you are Honda's
biggest problems. When she jumps in try to position yourself so she will land
almost right in you. Then simple fierce punch her out of the air. She may start
head stomping you and if she does take the stomp, or block if you can and then
jump up behind her and roundhouse her in the back, followed by fists-o-fury.
***Fists-o-Fury When attacking an opponent try to almost always follow it up
with the fist-o-fury. This will take off medium damage even your opponent
blocks. This works especially well in corners, and is in its prime if done after
a throw or body crush.

Blanka: When attacking him proceed as if you were attacking Chun. When
defending there are many options. You jab and strong punch are well suited for
knocking him out of the ball as is your headbutt if you can time it. Beware
trying to fierce punch wait him out of his air attacks for his fierce punch or
roundhouse will usually hit you instead. One thing you can do is have aÔcharge as he jumps in, if all goes well he will continue his assault so headbutt
him on the next jump.

Zangief: Your best attack against Zan is you long range footsweeps. Since you
don't have to duck first to use them he has no warning and will usually be
swept, this attack will also keep you out of 360 range. If he happens to
time a jump over the sweep and is approaching fast try to swat him out of the
air and if that won't work jump up into his attack (no matter what he does in
the air it will take less damage than the 360 he'll get if he lands) and if he
hits you charge a headbutt incase he attacks again.

Guile: Guile is most likely the hardest opponent for Honda to defeat especially
if all he does is foot sweep and throw sonic booms. The best method to use
against this most common type of guile player is to constantly walk toward him
and drive him to the corner. Block all the sonic booms you can and use the
ducking fierce punch to hit his forward leg sweep. Another good attack are the
leg sweeps. As stated before Honda doesn't need to crouch to sweep people and
this will greatly ad you in your fight with Guile. Stay about three body widths
away and as soon as you see the flames appearing in his hands as he start a
sonic boom use the sweep. It will most often hit him clean if not you get hit
by a sonic boom and lose less. Once in the corner use the fist-of-fury ever
time you knock him done to take off as much damage as possible. One last tactic
that works well is to jump over the sonic booms and follow in with the
fist-o-fury.

Dhalsim: Dhalsim's range makes him one of Honda's hardest opponents also. His
fireballs and leg attacks as you jump can be infuriating. There isn't much
Honda can do against this patterner but when you jump the fireballs use the
swan dive attack to at least take mutual damage. He will lose more. Once you
get in never let him escape you. Use the fist-o-fury to take of damage the swan
dive attack (forward kick and down) and then the ducking forward to press the
attack. Getting in however is very difficult and will usually come about by
Dhalsim making a mistake. If he ever jumps walk towards take his hit and then
jump attack, this usually gets you in close. A good way to counter his arm
and leg attacks is to charge a headbutt and let it fly just before his attack
connects.

Balrog: When he charges the best thing to do is ducking fierce punch, then
fist-o-fury. Beware his standing fierce punch for it can hit you from a massive
range. If you can time it your fierce punch will knock him out of his. If he
continues to play defensively jump in as you would on Blanka so your foot barely
hits him then fists-o-fury. If as you jump he starts an upward charge punch
use the fierce punch. Don't neglect your headbutt. This will knock him out of
ANY ground attack if you can time it right.

Sagat: Fight like you would Ryu with one difference his low tigerballs. The
best thing to do is block a few and headbutt over them to hit Sagat.(Headbutt
goes over low tigers.) Another good way to counter his low tigers is to jump
and hold your attack until you are as close to the ground and then roundhouse,
if it connects try for a ducking fierce punch, if not go for the fist-o-fury.

Vega: Attack as you would Chun Li. You can headbutt him out of both his wall
attack and roll. If you head butt him out of the wall attack use theÔto fierce punch him out of the air. Try never to take a hit form Vega for he
can combo just by hitting the forward button his arms are so fast.

M.Bison: The key to beating a Bison Player is constant attack followed by
fists-o-fury. If he ever gets his torpedo body going you have three options.
1- Have a headbutt charged and execute it just as he approaches (about 2
inches) you will both get hit but he will take more and you will be out of he
cheesy pattern. 2- Block his torpedo and as he gets half way through you switch
to direction of your block so you have a headbutt charged in the right
direction and let it loose behind him or wait for him to come back and use
method 1. 3-(best near corner) start like 2 but instead of charging a headbutt
start the fist-o-fury.

Known Combos:
1 Jump in FIERCE PUNCH, then standing ROUNDHOUSE which will hit
twice, then start the FISTS-O-FURY. The fists-o-fury sometimes
won't get started in time and if it doesn't the combo
usually won't stun but it does good damage.

Closing Quote: "I'm going to eat your lunch"

-CHUN LI-

Best Against> Dhalsim, Ken, Ryu, Blanka, E.Honda, Sagat

Worst Against> M.Bison

This female Kung Fu fighter from China combines excellent air attacks, a fairly
good ground game, and excellent throws, with effective and easy to apply
combos. Below is a summary on how to handle different opponents.

Ryu: The best way to fight this opponent is a very consistent ground game. Use
lots of ducking forward sweeps for they are very fast and hard to react to, not
to mention they will knock Ryu out of a spiritball if it hasn't yet left his
hands. Another good technique is to jump over his spiritball and combo him, but
beware due to how high Chun jumps she is easy to uppercut if she jumps to late
so time your jump just as Ryu starts to make the spiritball motion not after
the projectile is visible or you'll be the one getting hit. Another good
attack is to jump in and jab kick then start the lighting kick. This will take
off some energy even if blocked. Another good way to counter his spiritballs
is the roundhouse sweep. Time your attack just as he starts the motion. You will
both get hit but he will be knocked down and probably lose more. Finally if you
jump in just as Ryu starts to stand up you can knock him out of his dragonpunch.
Use a Fierce Punch and time your jump so your fist hits his head just as
he starts to stand, then finish combo #1 leaving out the Jumping Fierce for it
was just used. (If your opponent is going for an uppercut you'll hit him).
Ôto how often you jump for Ken's uppercut has a much better range than Ryu's.
Due to his larger uppercut he is more venerable as he starts to come down than
Ryu is. As he begins to descend jump up and air slam him. (works only for fierce
dragonpunches but also works against Ryu and Sagat and Guile's axe).
**Air Slam- This air attack is a very potent move. It can be used in two
very effective ways. 1- When your opponent jumps in from a distance wait for
them to start to decline then jump toward them and use the strong button right
after you have left the ground. 2- If your opponent jumps over you at close
range wait until they are right above you the jump straight up and come right
up into them, use the strong button for an easy air slam. (to get the timing
for these techniques takes some time but is well worth it.

E.Honda: Your forward foot sweep is also an effective weapon against Honda.
Being an air attacking character Honda's invincible headbutt can create
problems. There is however a simple way around it. Jump in so that you fall
through the back of him. As you fall through execute combo #1, this will knock
him out of his super air defense for you are attacking from behind. Also any
time he uses a fierce flying headbutt simply jump straight up and then throw
him.

Chun Li: The key to fighting Chun is to neutralize your opponents ability to
throw. This can be done by walking under them when they jump over you and
simple hit the fierce button, the computer will turn you around automatically.
Another good way to out throw her is to walk under and throw in the same
direction you are already walking in, this saves you the time of trying to
switch directions and throw. Finally if your opponent uses a lot of Chun's new
neck kick, wait until she starts to flip over you then jump straight up and air
slam her. (vega can also do this)

Blanka: Use lots of jab punches to keep his ball at bay. When attacking time
your jumps so your foot (jab is best) barely hits him or he will fierce punch
you out of the air. After your jab kick hits (even if he blocks) use the
lighting kick to take off some energy. Your head stomp attack is best against
Blanka for it will hit him out of anything. When you plan on using this move
don't do it to soon our he can jump up and strike you. Finally when you use
lots of head stomps your opponent may start blocking them. Don't worry you can
still head stomp them out of a block. What you do is jump in and wait, you
will start to fall through them, then right before you hit the ground head
stomp, then hit the button again, and again. if you time it right you will
staircase up your opponents body hitting them three or four times. A good way
counter his jump attacks and get an almost guaranteed throw is to walk under
him and as he goes over but before the computer turns you around use the flip
kick (forward kick button), this will flip you backwards and land you right
behind Blanka, then simply throw. Most players will be surprised by this to
say the least. This can also be done to other characters but it works best on
Blanka.

Zangief: Try to stay as ground based as possible when fighting Zan. Your forward
and roundhouse sweeps are you best attacks. When jumping in try to hit him in
the middle top of his head otherwise he may airplane punch you out of whatever
you use. A good attack to use is jump in roundhouse him in the head, whether he
blocks or not keep hitting the roundhouse button until the lightning feet
appear, these will take off a good amount of damage. When going for this move Ôof your foot, if you get closer or hit above the belt he will most likely 360
you.

Guile: Just like Ryu use lots of forward sweeps to keep him on his toes. One
good technique
is when you see a sonic boom start to form roundhouse sweep him,
he will get knocked down while you receive nothing. You can knock him out of his
axe-kick following the same guidelines as knocking Ryu out of his dragonpunch. Or
if you don't have the time you can jump in and if your above him can head stomp
him out of the axe (good in corners). If he uses lots of forward sweeps and axes
you when you jump try going for head stomps. The key to headstomping him out of
the axe is to get within his forward sweep range before jumping. This will get
you above his head and allow you to counter his move. If for some reason his
misses and goes behind you just run in and throw him. Finally a good way to get
out of his sonic boom run in behind it sweep, sweep pattern(or run in throw if
your playing cheepers) is to roundhouse him when he gets in range. You'll both
get hit but he will lose both more damage and his pattern.

Dhalsim: Constant non stop attack is best against this yoga master. Your jump
in jab kick is one of your best attacks especially when followed by the
lighting kick. Beware if you use it to much he may start sliding on you and
tripping you as you hit the ground. To get out of this you can either wait
until your very close to the ground before you strike or more reliably head
stomp. Also if you are to close for him to have time to throw a fireball
execute a helicopter kick, he will have no choice but to duck.(if you use
short ones you can lightning kick him after you land)

Balrog: Your roundhouse footsweep will knock him out of almost everything. Be
careful of jumping in to much against a defensive Balrog because he can
charging uppercut you almost all the time. All in all play him as you would
Zangief. Also your neck kick is very hard for him to get out of.

Sagat: Like Dhalsim a constant attack is best against Sagat. Your head stomp
will knock him out of anything as will most of you other attacks if you time
them right. An experienced and aggressive Chun Li shouldn't have much trouble
with Sagat.

Vega: Fight him much as you would another Chun. Watch out for his fake range
and when you jump in try to land on his forward shoulder(anything further and
you'll be stabbed, anything closer an he may walk under and throw you.) Pay
close attention when he starts a wall attack if he tries to go off the wall
behind you jump up and intercept him with an airslam. Don't use the neck kick
to often for he can air throw you out of it.
**Throws- the key to executing Chun's unrivaled ability to throw is timing the
button. Wait until you are just about to land then hit the button and
push the joystick back towards your opponent at the same time, time
your button just as the joystick makes contact with the side of the
joystick hole rarely will you lose.

M.Bison- Play defensive against him if you can for his air attacks almost
always overpower yours. Not to mention Chun has no real way out of the torpedo
pattern.(She can helicopter kick through a fast on but this doesn't always
work). Use lighting kicks after you attack to take as much extra damage as
possible. And if he torpedoes you into a corner and jumps to avoid being thrownÔ
READ ME
**** Knocking Ryu\Ken out of the DP.
You can only do this if you jump in just as they start to stand up from
being knocked down. You must time your jump so that as you come down
your attack (a fierce punch) strikes them in the top of the head just
as soon as he is graphically half way up. In other words you hit him
in the top of the head just as he starts to STAND back up (make sure
you wait for him to start to stand or your attack may go throw him and
he will throw you). Use the fierce punch to knock him out of the DP and
then follow it with a ducking strong punch, and a ducking forward sweep.
YES this will knock him out of a DP if you get the timing right and he
is going for one..........!


Known Combos:
1) jumping in FIERCE PUNCH, standing STRONG PUNCH, and crouching
FORWARD KICK. this most likely won't stun but does decent
damage and is easy to use. It can also be used as a
Hemorrhoid attack.

2) jumping in FIERCE PUNCH, standing STRONG PUNCH, and push the
joystick towards them then FORWARD KICK. This won't stun
but does good damage and will knock them down.

Closing Quote: "Sonja is a cheap imitation"


-BLANKA-


Best Against> Dhalsim, Blanka, Sagat, Zangief

Worst Against> Guile, Balrog

This acrobatic beast from Brazil "jimmie" as his friends call him combines an
good defensive ground game with excellent air attacks with effective and easy
to execute combos. With this combination he is a very effective non-stop attack
character. Below is a short summary on how to handle certain opponents.

Ryu: The key to defeating Ryu is footsweeps and the ability to execute attacks
with combos when he throws spiritballs. Stay just out of roundhouse sweep
range and use your roundhouse sweep just after he executes and kick (save jab)
this will knock him down as he recovers from his foot sweep. You can also use
this technique to knock him out of spiritballs if you use it just as he startsÔthe projectile starts to form otherwise you may be in trouble. If you jump in
from close range use combo #1. From medium range simple use the roundhouse kick
before he gets off a dragonpunch. Finally from long range it is best not to
attack so that if he uppercuts he will miss your body, then hit him when he
lands. Last but not least the best way to get out of his spiritball roundhouse
sweep as you jump over pattern is to use either the fierce punch or forward kick
just before you land.

Ken: Fight very much like Ryu except it is not wise to jump in at him from
long range for even if you don't attack when he uppercuts you will still be
hit. A good way to get hit him if he is constantly jap punching the air so you
can't ball try a slow ball then pull out of it and ducking fierce punch him.
This will fool most players. If your opponent has good timing and keeps jumping
in on you as you recover from a knock down and knocking you out of a ball try
waiting for them to be just inside you before executing the ball for this will
hit them or at least take mutual damage. Another good move for stomping opponents
as they jump in is the ducking fierce punch. This lowers your body enough that
you usually go below their attack and the massive range of your punch will hit
them just before they land.

E.Honda: It is best to stay ground based on this character for his headbutt,
and fierce chop will knock you out of the air most of the time. The ducking
fierce punch is a good attack to keep him of guard as is the ball, but beware
his jab and strong punch are well aimed at knocking you out of the ball. When
you do jump in try to time your jump so that when you attack from the air you
just barely hit him, this will 1- help you to avoid his fierce chop and 2- guard
against the headbutt. When you do attack make sure you are close to the ground
so that if he starts a headbutt you can hold your attack and block, or if he
starts it to late jump it and go for the bite. If you are coming down from a
straight up jump and he is torpedoing towards you the roundhouse kick will knock
him out of his move if you hit the front part of his body.

Chun Li: A constant air attack is best when fighting Chun, never let her get on
the offensive or you could be in trouble. When you jump attack try to make
sure that you are about two to three body lengths away or she may be able to
walk under your attack and throw you, or worse jump up and air-slam you. When
you jump in try using the combos and or the ball after word for this will let
you keep a safe distance between you and her. You standing fierce punch is a
very effective air defense that only superior timing or her head stomp can
penetrate. If she does head stomp you jump up behind her and roundhouse kick
her (Don't jump up after her to soon or she may head stomp you again). Finally
a good way out of her neck kick is to wait for her to start to flip over you
and simply jump straight up and fierce punch.

Blanka: Good timing on your jumping attacks is best here, here are a few
pointers. As you jump in remember that a roundhouse kick can knock him out
of a ball (other moves will work but this is most effective). If he is
attacking you the best defense is a simple fierce punch as you jump straight
up. As you attack him your forward kick is very hard to counter. Finally the key
to knocking him out of his ball after you have blocked it and he is going
backward is to wait until you hear the sound of the ball again. (it makes a
blocking sound as he hits you then the ball noise re-appears, now execute your
ball, it should hit). Ôattack be sure to use combos for if you don't you will most likely be 360d.
Combo #1 works best here. Also throw in a ball or to for there is little he can
do to stop this except block, if he does somehow luck a jab punch so what you
loose a couple of lines. If a ground game is more your style use lots of forward
kicks and ducking fierce punches, with an occasional roundhouse sweep thrown in
to keep him off balance. If he jumps in the ball is an almost guaranteed hit.
Don't use the electricity very often for he can easily knock you out of it( or
even 360).

Guile: Guile is one of the hardest characters for Blanka to face basically
because he is so defensive. If he constantly crouching jabs to block the ball
then throws out an occasional sonic boom to make you jump or take off some
minor damage try backing him into a corner. The best way to do this is to
ducking fierce punch him as he jabs (he'll lose energy but you won't) or if you
can get close enough (best when he is already in the corner) use the roundhouse
sweep to knock him out of the sonic boom just as you see it begin to form.
Another good attack is to jump in and roundhouse him right after he sonic booms
for he won't have time to axe-kick, he may block it but you can either ball
him for slight damage or simple hold your ground (you are close now and most
Guile players can't handle being close to Blanka, do be careful not to simply
block or he might pause a second and then throw you.) Another good move after
you jump in is to electrocute him, he will probably block but will still lose
some damage.(the problem with this is that you may not be able to shut the
electricity off before you are axed or sonic boomed.

Dhalsim: Like Zangief a non-stop attack is best here. You excellent speed and
angled attacks make you a Dhalsim nightmare. Your forward kick will easily knock
him out of his slide as you jump in, it will also stop his ducking fierce
punch. You may also use the fierce punch or roundhouse kick. If he jumps
straight up or backwards and fierce kicks you in the air wait until he starts
to reach his peak and fierce punch his leg( or you can strong punch him but you
will probably also take damage)

Balrog: Balrog can also be a problem mostly because people underestimate him.
Beware his standing fierce punch (it can hit you from a massive range) and try
not to ball to much for after he blocks he will most likely charging punch you.
When you jump in use the same distance technique as with Chun for his standing
strong punch, or a charging uppercut will also hit you out of most things. The
key to hitting him is to execute your attack just as he starts to move. A few
other pointers are that your ducking fierce punch will knock him out of his
super punch, simple execute the move as soon as he starts his( you will hit him
as he starts to turn. Be careful this takes a little getting used to.) Your
electricity attack is very effective even if you just sit there. It takes
almost perfect distance application for him to knock you out of it without
taking damage himself. Your best tactic is to get as close to him as possible
before jumping in. Almost all of his attacks will extend out at least an inch
or so before they strike, this makes Balrog very vulnerable to attacks that are
based close to his head and shoulders.

Sagat: A good air attack is also best against Sagat. One thing to note is that
when you jump in try to just barely hit him as you would Honda for if you get to
far over him he will tigeruppercut you. If he throws low tigers to best attack
is to jump them an use the roundhouse kick and then the forward one, if theÔtigers you can either walk, yes walk under them and do an attack (bite is good
up close) or jump over and attack (combo #1 is best). The best way to counter
his tiger knee if he uses it to hit you out of your jumps is the fierce punch
as you start to descend.

Vega: Attack much as you would Chun for his throw is just as deadly. If you
land close combo 1 is best while roundhouse kick is better from a distance. The
best way to get out of his wall attack is to jump back and roundhouse kick him
as he approaches or jump back fierce punch if he is going for the wall behind
you. If he some how gets you by surprise the best defense is the ball, or if
you don't have time to charge it at least ducking fierce punch him (hit about
50% of time)

M.Bison: Like most of your other opponents a good offense is your best defense.
Try to keep Bison on the defensive so he can't get his torpedo going. When
jumping in try to get above him for if you are on the same level he will most
likely have priority. Strong punches and forward kicks are best here. Like Honda
you can knock him out of his torpedo if you hit the front part of his body. If
he does happen to get you in his torpedo pattern handle it much as Honda would.
Switch the direction of you block as he passes through you so you can have a
ball charged, a ball can knock him out of the torpedo if you hit him just as he
starts it. Like Balrog don't use to many balls for he can scissor kick you out
of it as you retreat or torpedo you.(you should be able to block the torpedo
but it still takes of a good amount of damage.) Lastly beware his standing
roundhouse it is very much like Balrog's standing fierce punch.


Known Combos:
1) jumping in FIERCE PUNCH, standing <don't push on the joystick>
STRONG PUNCH, ducking FORWARD KICK. This combo usually will not
stun but does good damage and is easy to master. You may even
Throw in a ducking FIERCE PUNCH after for this will hit people
if they try to walk in figuring your combo is over and will
stun.

2) Jump in FIERCE PUNCH, standing STRONG PUNCH, then as you strong
punch them keep hitting the strong punch like a madman and
pull back on the joystick <this seem to accelerate the process>
ELECTRICITY will then come off. This does better damage and
will sometimes stun.

3) jump in FIERCE PUNCH, standing STRONG PUNCH <pull back on the
joystick> FIERCE BALL. This combo won't always work for the
timing is strange but is effective against blocking oponents
for it takes off a little damage.


Closing Quote: "Rraarrgghh, Rraarrgghh"


Ô -ZANGIEF-


Best Against> Ken, Ryu, Vega, M.Bison
Worst Against> Dhalsim


The bear wrestler from Russia utilizes a crippling in close game with average
air defense and a very good throw (360) range. Below is a summary on how to
handle certain opponents.

Ryu: Your main worry in fighting Ryu is his foot sweeps. He can knock you out
of anything except the 360 with his jab kicks and his roundhouse sweep has a
very deceptive range. If your opponent uses lots of jab kicks it is best to
try to execute a 360 from maximum range, or if this is hard for you to time,
try using the air-plane punch to inch in closer and then 360 just as the
airplane punch wears off. This tactic also works good against an opponent who
throws lots of spiritballs and then walks in behind them and foot sweeps. A
good way out of his lethal helicopter kick is to either 1- block the hits and
360 him as he lands, or 2- duck under it and just after he goes over you and
the computer turns you around use the fierce punch, a guaranteed hit.

Ken: Fight much as you would Ryu but watch his dragonpunch and jump in
terminator combo that not only stuns but takes off massive damage. Except for
that he is almost identical to Ryu as far as Zan is concerned. Finally and this
also goes for Ryu don't try 360's to often, break them up with some of your
foot sweeps, this will keep them guessing.

Chun Li: Her forward sweep and good ground game are Zan's worst problem. Walk in
360's are the key here as they are with most characters. Don't be afraid to
jump attack her for she isn't that capable as far as air defense goes, and even
if she does hit you it does very little damage. Zan's 360 can override her fake
throwing skill if you execute it correctly. (when she jumps over don't bother
to turn around just walk under her and do the 360 motion as she starts to land
behind you. Do the motion as if she were in front of you, this will save time
that turning around takes.) Your air-plane punch is also a very effective air
defense as far as she goes ( only the headstomp hits) and if she does head
stomp it is simply a matter of walking in behind her and 360ing. Lastly you can
easily knock her out of the neck kick with a head butt.

E. Honda: Honda's massive sweep range is Zan's only problem here. You can
however counter his sweep with yours ( you both get hit ) or you can jump over
it and most likely execute a 360. When you jump in over the sweep make sure that
you are as close to the max of his sweep range. Any closer and he will most
likely fierce chop you before you land. You can knock him out of his headbutt
if you execute the air-plane punch right as he hits you (about 1/2 inch away).
Your best defense if he jumps in is the air-plane punch or take his hit (it is
difficult to combo with Honda) and 360 him. If you get him down use combo 1 or
2 .

Blanka: Blanka is one of Zangief's hardest opponents to stop chiefly because of
his speed and effective combos. A famous Blanka pattern is to use fierce
punches and forward kicks to keep you back and ball you if you jump. The bestÔbehind his fierce punch and 360. If you are at a large distance (1\2 the screen
or so you can foot sweep him out of his ducking fierce punch. You have to time
it so that you boot only goes under his fist as he extends his arm. Graphically
your limbs won't touch but the computer gives you a sweep. You can knock him
out of the ball with a well timed airplane punch just as you do Honda
(sometimes you both take damage but he losses more) If he use the straight up
jump and roundhouse kick style use your jab punch (jump towards and use jab
swat attack this hits him out of everything) and it also gets you close. When
you jump in on him try to do so from far away and aim your kicks so you barely
hit his face. Up close the body press will work well.

Zangief: The key to beating another Zangief player is not to rely to heavily on
the 360. Use lots of foot sweeps and defense to stop your opponent cold. If
they jump in on you as you stand or any time for that matter the airplane punch
is very effective. The jump in punch attack also works well. All in all don't to
hard to force a 360, this could be your downfall.

Guile: This with the exception of Dhalsim is Zangief's hardest opponent. His
sonic boom forward kick pattern is very hard to stop. Your best beat is to try
and back him into the corner so he doesn't have room to run. This can be
achieved by timing his footsweeps and using your roundhouse sweep( this will not
only take off more damage but will knock him down and send him closer the
corner. Another pattern to watch out for is his sonic boom roundhouse as you
jump over, try to avoid falling into this for it is very hard to stop. Another
thing that works well is learning to 360 him just as he starts to throw a sonic
boom. Once you are on him don't let up. Use combo 2 for it is very effective
and can sometimes counter his axe. Finally try not to use the airplane punch
through sonic booms for he will probably kick you and you will get hit by both.
One good time to use the airplane punch however is if you are within his foot
sweep range and he throws a sonic boom. If you airplane punch he will most
likely footsweep and you will get hit by this if not by the sonic boom as well
but this will leave you close enough to 360 him, a more than fair exchange.

Dhalsim: Without a doubt this is Zangief's hardest opponent. Dhalsim's range
and fireball kick pattern is almost unstoppable. Try to lure him into throwing
out his low fierce punch for you can foot sweep him out of it. You can also
ducking punch him out of any of his standing kicks. The best advice if fighting
Dhalsim is to 360 him any time he makes a mistake and lets you get near. The
best opportunity is when he jumps, walk in take the hit and hopefully you will
be close enough to start to use combos, #2 is best. One attack that seems to
work quit well in general when jumping in is the body press. (Pull down on the
joystick and press fierce. This will almost always grant you a double hit with
him taking more.

Balrog: Balrog can be either very easy or very hard to stop. If he attacks a lot
he can be knocked out of any charging punch with the air-plane punch( this also
works on the super punch if you hit him before he extends. When jumping in your
fierce punch attack is best. If he plays defensive he can be a problem.Your
best chance is to handle him like a Blanka. Get the timing of his ducking
roundhouse and walk in behind it much as you would on Ryu.

Sagat: This is also a tough character for Zan to beat. Sagat's standing fierce
punch and low tigers make him a most annoying foe. The best way to stop hisÔattacks such as tigers.) The key to jumping over his low tigers without getting
uppercuted is to jump from a good distance (2 or 3 body lengths) and roundhouse
kick just as you near the ground. You can airplane punch through the high
tigers or if you are close enough duck under them and 360 Sagat as he
recovers.Once inside on him treat him much as you would Dhalsim. If he starts
jumping up and down and roundhousing you as he comes down the best counter
is to just walk into the hit and 360 him. If he jumps in on you the airplane
punch works wonders.

Vega: A non stop ground attack with occasional jump attacks is best here. Your
airplane punch is perfect for knocking him out of his claw attack at close range
as well as his roll. The only problem with relaying on this to much is it leaves
you open for foot sweeps. You can also knock him out of his stabs with standing
punches (jab is best) if you just barely hit his claw. When he comes of the wall
your head butt (up and strong punch while holding up) works wonders. Be careful
not to stay to close as he stands up or he might slam you.A good counter to his
air attacks is the jumping jab punch that works so good against Blanka.

M.Bison: Perhaps this is the character Zangief most dominates. Your airplane
punch will knock him out of his torpedo body and a ducking jab punch knocks him
out of his scissor kick. Or if he happens to hit you with the scissor kick
simply 360 him. His standing roundhouse kick can be some problem but your
airplane punch also takes care of this. (when you are airplane punching you are
prime material for one of his foot sweep attacks. You can almost always knock
him out of his head stomp with your head butt if you can hit him before he get
above you.


Known Combos:
1) jump in FORWARD KICK, ducking JAB KICK, 360. be careful if
your opponent blocks the first two moves of this combo do
not 360 them unless you are a cheaper. If this combo connects
it won't stun but does excellent damage.

2) jump in FIERCE PUNCH (for the body press), ducking FORWARD
KICK, 360. As for the one above do not 360 if they block
the first two moves. This attack can also sometimes be used
as a hemorrhoid if your opponent is standing up from
knockdown.

3) jump in FIERCE PUNCH (for the body press), ducking FORWARD
KICK, then quickly jump ROUNDHOUSE KICK. This comb will
sometimes stun and if it does execute #1 or 2, after that
your opponent will be near death. This combo is hard to
execute.

4) jump in FIERCE PUNCH (for the body press), standing
JAB PUNCH, quickly followed by AIRPLANE PUNCH. this
combo does good damage and will often stun. It is best
for it is easy to execute once the first part hits

Note on HF--
Combo #4 works wonders here for it will stun very oftenÔ airplane punch for the normal one. This makes you unable to
be swept and gets you close enough to 360 anyway.

Closing Quote: "Who needs good combos when they have a 360?"


-GUILE-


Best Against> Does very good against all opponents.

Worst Against> Sagat

This American special forces soldier utilizes an excellent ground game with
good air defense and damage. Throw in some killer combos and you have one of
the games strongest characters. Below is a short summary on how to handle
certain opponents.

Ryu: The key to defeating Ryu is in neutralizing his ability to catch you in a
projectile pattern. (lots of spiritballs and then an uppercut or if your
opponent is less skilled a roundhouse kick) Utilize your forward sweep for
this has the best range and is quick. If you hit Ryu just as he starts his
spiritball motion you will knock him out of it. Another good tactic is to
backhand him when your projectiles collide. ( This has a range of about two
body lengths but you must use it only if Ryu is still in the spiritball
throwing pose. One common problem for Guile is that Ryu can helicopter over
the sonic booms and hit you. A good counter for his helicopter kick in general
is to duck and when his toe spins over your head as he approaches use the
ducking fierce punch, this almost always knocks him out of his attack. (This
move is very effective right after you throw a sonic boom. The timing may
take a little getting used to but it is well worth it.) Lastly like Chun you
can knock Ryu or Ken out of his dragonpunch if he tries to execute it just as
he stands up from a knock down. Jump in and make sure your fierce punch hits
him right in the front top of his head and finish off a combo, #2 is best. If
you time it right you will knock him out of his move every time.

Ken: Fight almost exactly as you would Ryu with one minor difference. When
you do jump over his spiritball (unless you are close enough to combo it is
best not to stick out an attack for his extended range uppercut will most
likely plug you. As a last note on Ken and Ryu when you fight them try to
maintain the "Guile range" about 1/2 inch from the max range of your forward
sweep. And try using lots of jab punches from the crouching position for this
may draw him into a foot sweep which you can hit as he recoiled, and it also
leaves you able to throw sonic booms or axe.

E.Honda. A very effective pattern is simple toss sonic booms at him and forward
sweep him to keep him back, and if he jumps in execute an axe kick. This
pattern will get monotonous and you may wish to break it up. When you do jump
in try to do it from a distance so you when you kick you just barely hit him
in the face ( this will allow you to pull into a block if he starts to
headbutt). Another good tactic that takes most players by surprise and is goodÔattack to start to recoil and then use short axe-kick for this will not only
hit his arm but knock him down.

Chun Li: Her head stomp and forward sweeps are your largest problem here. Your
forward sweep has a larger range than hers and will usually over ride hers but
hers is much faster and harder to react to. Combined with her fast walking
speed she will most likely out sweep you. Another thing to watch out for is her
head stomp that will knock you out of your axe kick if she can get above you.
A good way to react to her stomp if you are able is to jump up behind her and
air slam her. (be careful not to jump up after her to soon or you may get
stomped again.) Another way to hit her after the stomp is to follow behind on
the ground and use the upside kick (roundhouse kick at close range) for this
will almost always strike home. Another good way to poke at her is to throw a
slow sonic boom and walk in behind it. If she blocks it start foot sweeping and
throw another. Or if she jumps keep walking under her and when she starts to
come down use the flying knee attack, then immediately sonic boom. ( the key to
doing this is when she jumps over DO NOT switch direction on the joystick the
computer will turn you around, this allows you to have a sonic boom charged)

Blanka: Lots of ducking jab punches to counter his ball are the key to
success here. This will allow you to execute an axe-kick if he jumps in and
toss in an occasional sonic boom as well. When you do axe after he jumps in
make sure until he his almost on top of you otherwise he may manage to hit you
as you use the axe (you will both take damage if he connects because of an
early execution). Or if your timing is good you can sweep him off his feet as
he jumps over sonic booms. When you do jump in to attack make sure that you
distance your attacks so that they just barely hit him in the face ( this is
key against Blanka for it gives him as small an area to ball you as possible).
You can jump in and knock him out of his ball using the same timing it takes to
knock Ryu out of his dragonpunch. (one difference is that you want your first
hit to hit him closer to the front of his body as compared to about 1/3 of the
way in on Ryu). Overall the best way to handle Blanka is to be defensive (even
though most players dislike "patterning" but against Blanka it is almost a
must)

Zangief: Handle much as you would Honda. Use lots of forward sweeps and sonic
booms to keep him at a distance and axe if he jumps. If your opponent becomes
good at timing your forward sweeps and keeps countering them with sweeps of his
own try throwing out some jab sweeps( these are hard for him to hit and due to
how fast you recover you should be able to forward sweep him as he recovers from
his sweep.) Don't become to comfortable in this pattern for Zan may get used to
your timing and start 360ing you. When you do jump in try to use attacks that
crunch up your body like fierce punch, and hit him smack in the face ( it is
harder for him to airplane punch you this way.) then execute a combo. A very
good tactic for Zangiefs that try to take hit and 360 you is to use combo #1. A
very good counter if he tries jumping over your sonic booms and 360ing you is
to simple use the standing roundhouse kick, there is little he can do here.
Basically staying on the ground with an occasional jump in combo will take you
by most Zans.

Guile: The key to fighting another Guile is good timing on foot sweeps. This is
an almost exclusively ground based fight and the better you are on the ground
the better your odds of winning. One good tactic is to use charge in and useÔr this will hit
him out of almost everything (if you do get hit at least he will to). Another
good tactic is to maintain the guile range and forward sweep him as he recovers
from his sweep. (you can knock him out of a roundhouse sweep with your forward
if you run in and sweep just as his leg spins around gaining momentum for his
second approach.) If you knock him down you can jump in and combo him out of an
axe-kick just as you would Ryu out of a dragonpunch. These matches usually turn
into sonic boom wars and generally the first person to inflict a solid attack (
throw or combo will win).

Dhalsim: Your axe will knock him out of any long range attack. A good defense
against his leg attacks is a ducking fierce punch. A good one against his arm
attacks is your standing jab kick. When jumping in over fireballs try to use
attacks that crunch up your body and give him a smaller area to hit out of the
air. If you hold your attacks until you almost land you will usually take
mutual damage off him if he uses the slide or the ducking fierce punch. If he
jumps a lot and hits you as you try to come in a good attack is to pull down
and use the fierce punch (like you would on Ryu's helicopter kick) this will
usually counter his long range attacks.

Balrog: Like Honda lots of forward foot sweeps and sonic booms will be most
effective against Balrog. If he uses a lot of charging punches combo #5 with
the omission of the jump in part will work wonders. Beware his standing fierce
punch for hit has a good range that can knock you out of sonic boom creation if
he times it right. When jumping in try to always jump so that you come down
through his body ( staying in close will make you much harder to hit out of
the air) and use combos.

Sagat: Sagat is the only character that Guile has significant problems
against. His low tigers are the root of this problem. Like Ryu try to keep him
from getting you pinned in a defensive pose with his tigers. Once you get in
close keep the pressure on with lots of foot sweeps and sonic booms. Don't
forget you flying knee attack( it can be used to hit him if your sonic boom
collides with a low tiger much like your backhand can hit Ryu after his
spiritball is canceled). When you jump in try to do it from a good distance
and hold your attack until you are low to the ground this keeps you from
overextending and being easy prey to a tiger uppercut. If your opponent throws
lots of high tigers you can deal with them just as you would with Ken and Ryu.
Another key point is that if you are close enough (about jab sweep range) you
can use the short axe-kick to go through the low tigers and knock him down.
***Note on roundhouse axe-kick- Like Ken's uppercut it is the second hit of the
axe that knocks opponents down, not the fact that it hits twice.

Vega: The key to stomping Vega is keeping him at a distance. The best way to do
this is to chuck slow sonic booms at him from across the screen and wait for
him to try his off the wall attack. If he goes for the wall opposite you
can either jump back and roundhouse kick him as he approaches or use the short
axe kick( this is angled more forward that the others and will usually hit him
even if he pulls back. Or if Vega goes for the wall behind you simply jump up
and catch him and air slam him into the turf. If and when you jump in on him
try to do so from a fairly close range to keep from being clawed out of the
air.

M.Bison: Like Vega you must keep him at a distance so that he can't use hisÔyou can either 1- charge an axe and hit him on his second approach or 2-
switch directions of your block as he passes half way through you so that you
can charge a sonic boom. Avoid relying on the guile range for it works more to
Bison's advantage than to yours.


Known Combos:
1) jump in FIERCE PUNCH, then as you pull back FIERCE PUNCH, then
SONIC BOOM. This combo does good damage and will stun them,
the timing may take some getting used to. If your opponent
is already stunned you can throw in a BACKHAND for a forth
hit and even more damage.

2) jump in FIERCE PUNCH, STRONG PUNCH as you hold down, AXE KICK
this combo does good damage and will sometimes stun, it is
best for knocking people out of special moves as the stand.

3) jump in FORWARD KICK, STRONG PUNCH as you hold down, AXE KICK
this combo does fair damage and occasional stuns, its best
aspect is its range, good for jumping over fireballs.

4) jump in FORWARD KICK, STRONG PUNCH as you pull diagonally back
and down, SONIC BOOM, ducking FORWARD KICK. this combo does
good damage and will stun. It also has a good range, its
only downfall is it is difficult to execute for they can
block the sonic boom if the timing isn't right.

5) jump in FIERCE PUNCH, hold down and then SLIDE YOUR FINGER
DOWN THE FIERCE ROW doing an axe kick motion after you hit the
punch button. this will hit them with a fierce punch and then
a double axe. This combo does very good damage and will stun
it is however his hardest to execute.


CLOSING QUOTE: "I am the king of combos"

Ô -DHALSIM-


Best Against> Zangief, E.Honda, Balrog

Worst Against> Chun Li, Blanka, Vega

A master of Yoga this native from India aka Dhalsim utilizes a unique distance
game with excellent fireball kick patterns. While he is weak in close he is
very hard to get in on. Below is a summary on how to handle certain opponents.

Ryu: The best distance for you to maintain in this fight is about three body
widths from Ryu. This will allow you to 1- be able to slide under any
spiritballs he may throw. 2- leave you at a good distance to throw your
fireballs and still be able to kick them when they jump over. If and when your
opponent jumps over your fireball it is best to use the standing forward kick
(for this kick is much faster and harder to hit than a roundhouse.) If he is to
close to you to risk a forward kick the best attack is the ducking fierce punch
(this will bend your body down and out of attack range) execute it just as he
starts to come down. If your opponent is good at timing his attacks just as he
lands and is hitting you try to anticipate this and hold your attack until
after he executes his. Then it is easy enough to use the ducking fierce punch
to hit him as he recovers. Lastly if he uses lots of helicopter kicks block
them in a standing position and then throw him. (you will almost always win
this move).

Ken: Handle much like Ryu, but as usual watch his massive dragonpunch but don't
worry to much about his helicopter kick. One key point is do not jump unless
you must. A good attack against Ryu is to jump back and forward kick him as he
tries to approach. This is dangers against Ken for obvious reasons. Overall if
you can work Ryu you can work Ken also.

E.Honda: Your fireball forward kick when he jumps pattern is most effective
here. Another good technique is to use lots of jab punches. (this attack goes
nowhere and you recover from it fast. O.K. you may ask why. The reason is that
some players listen for button noises to que their attacks, and this attack
will usually draw them off and then as they recoil fierce punch them.) Another
excellent defense is your slide attack. Most characters (all but Dhalsim ) can
jump over Honda's fast torpedo and throw. Dhalsim can't do this but he can
slide under both the fierce and strong headbutts and throw him (medium slid is
best or you may slide to far away).

Chun Li: Chun's speed make her a very formidable opponent. Her jump in jab kick
attack hits almost everything including your ducking fierce punch. You can
slide her out of it but she can easily head stomp you out of the slide. If she
uses lots of head stomps the best thing to use is a forward kick after she has
bounced away (not advisable in corners). It is best to use a forward kick
because punches will probably get stomped and the roundhouse is to slow to
always be effective. One excellent attack against Chun is to jump straight up
or back and use the roundhouse kick . This leg almost always gets above her
unless she is bouncing off the wall and does good damage considering your
Dhalsim. Your screwdriver attack (head first) is also good in the air if your
opponent likes to kick early.Ôconquer. His forward kick or fierce punch hits almost everything and his ducking
fierce punch also is a pain. Due to his angled leg attacks your slide is also
not very effective. You do however have one chance. Like Chun there is very
little he can do against a jumping fierce kick. Throw a fireball and then use
the jumping fierce kick when he jumps over (an almost guaranteed hit). Another
key point is that you can easily kick him out of the ball if you block and he
bounces back. Lastly one thing you may try but it is difficult is when Blanka
jumps in walk as close to him as possible and use the forward sweep. With good
timing and a little luck this will allow you to slide under him and then throw.

Zangief: Dhalsim is perfectly suited for destroying Zangief. Your fireball kick
pattern is nearly unbreakable. The best way to keep him back is lots of
standing forward kicks (these are fast and hard for him to stop esp. if he was
walking in), break these up with a few ducking fierce punches for these will
cause better damage and accelerate the stun. If your opponent just sits back
and punches your kicks your legs and arms try using a few jab punches as you
would against Honda. this may draw him off long enough to hit him. If he does
happen to get in close and gets a 360 the best thing to do is to either slide
under him when he presses his advantage or if you can't time this jump up into
his attack (try to hit him but if you can't anything is better than a 360).
Lastly another good way to escape is the screwdriver attack.

Guile: Lots of fireball attacks and air kicks are the key here. Most Guile
players can't handle a constant barrage of projectiles (since the have to charge
them while you do not) and will either sit helplessly is the corner or try to
jump them. If he jumps your forward kick is best or your ducking fierce punch if
he is close. If he is good offensively and seems to be out projectiling you, you
can use your ducking strong punch to knock him out of his sonic boom if you hit
him just as he starts the motion. Another good attack is the simple jump up
forward kick or strong punch. These are well angled and will usually hit home as
he tries to walk in so he can get close. Lastly don't be to scared at his rate
of recover after he throws a sonic boom if you time it right (just as his hands
cross each other) you can slide under and hit him as you would Ken. A good method
for stopping him from throwing a sonic boom and then walking in behind it and
try stating his footsweep pattern is to jump up and us the corkscrew attack.
(head first), this will allow you to fly over the sonic boom and most likely hit
Guile in the face as he charges in behind his projectile.

Dhalsim: The best way to beat another Dhalsim is to force him into the air with
lots of fireballs. When he does jump a forward kick is best. If your the one
jumping try to do it a little early than usual so that you can use your punch
attacks to hit his feet from above. If instead of jumping your opponent slides
under the fireballs you can simply use the ducking fierce punch to hit him.
(don't rely on this tactic at to close a range for you will not have time to
execute the second part. At close range the best move is the flame attack, for
this can not be slide under. Lastly if your opponent uses lots of the spin
attacks try taking the hit and throwing, he has no real combos to worry about.
If you are the one using the spin attacks try aiming them so that your head or
feet hit your opponent as low to the ground as possible (this will allow you to
recover quickly and hit them with a second attack before they recover from
getting hit by the first.) this technique will work against any opponent (very
good against Sagat and his low tigers) and is covered more fully under combo
#2.ÔHandle much as you would Zangief. Do not use to many jump up kick or punch
attacks for his charging uppercut punch will work great against you. When he
uses a charge attack the best thing to do is to duck it and then throw him. The
biggest thing to change here is try using more ducking fierce punches than
forward kicks for his jump in punches usually take more off of you than you take
off of him. For the most part you have two different levels of attack when
Balrog jumps the fireballs. You can either standing forward kick him, this hits
him early in the jump, or you can fierce punch him before he lands, this will
hit him late. By breaking up these two types of attacks you will be able to
throw your opponent off somewhat and make it harder for him to guess which attack
is coming.

Sagat: His low tigers are the largest threat here. When fighting Sagat try to
stay one step ahead of him in the projectile war. If you get behind you can
react differently depending on the type of tigers he is throwing. For high
tigers it is best to use the ducking fierce punch, or jump up and forward kick.
For low tigers the best thing to do is jump up and try to execute combo#2.

Vega: Another major problem for Dhalsim, Vega's speed and heavy throw damage
make him a very tough opponent. Use lots of fireballs to keep him back and make
him jump and then hit him out of the air. If he holds his attack until he is
close to the ground it is best to use the forward kick, if he commits early it
is better to use the ducking fierce punch. When he eventually starts coming of
the wall you can either 1- jump back and roundhouse him out of the air (good
only at a distance) 2- simply stand your ground and use the jab punch (best if
he is going for the slam) 3- if you have little time slide, you can still be
sliced but most likely not slammed.

M.Bison: Once again lots of fireballs to both keep him back and from using his
torpedo body. When he jumps fireballs your forward kick is best, or ducking
fierce punch if he is close. If he gets you in his torpedo pattern remember you
can slide under it with a roundhouse slide. When you are in the air the best
attacks are either a fierce punch or forward kick. Beware his standing
roundhouse kick for it has a very good range. If he uses the head stomp
technique your headbutt is best.


Known Combos:
1) CORKSCREW (feet first) time this so you hit them as low
to the ground as possible for this sets them up for the
rest, the ducking JAB PUNCH, FIREBALL. this combo usually
will not stun but it does decent damage and knocks them
down.

2) SCREWDRIVER (head first) time this like #1 so that you hit
them as low to the ground as possible, then FIERCE PUNCH.
this isn't an official combo for it is less than three hits
but it is effective.


Closing Quote: "I will levitate and then destroy you"

Ô

Best Against> Blanka, Balrog, Honda

Worst Against> Guile, Vega


Balrog or rather "Barlog" as is erroneously written on the CE is a boxer from
the states with an uncanny resemblance to Mike Tyson. He seem to lag in many
areas but does do excellent damage and as a Balrog player your best weapon is
the element of surprise for most people underestimate this character. Below is
a summary of how to handle certain opponents.

Ryu: One of your most effective weapons in this fight that you may use is your
standing fierce punch. This move has and excellent range (Guile's forward sweep)
and does good damage. It is best for knocking your opponent out of
spiritballs. If you can learn to predict his projectiles you will take no
damage but if you can't do that just stay about 2 body widths away and when he
starts his motion use the punch, (most likely you will both get hit but he will
lose more.) Another good way to deter or knock him out of spiritballs is to
utilize your different punches (charging jab and charging strong) these do just
as much damage as the charging fierce but come off in less time (due to their
shorter range) If our opponent gets you trapped in the corner and keeps hurling
projectiles the best way out is the standing fierce punch. If he uses lots of
helicopter kicks you can duck them and hit him from behind with ducking
roundhouse kick, or if you don't mind taking a mutual hit use the ducking
fierce punch. (If you have the time to execute a charging uppercut this will
almost always knock him out of this attack.

Ken: Handle very much as you would Ryu. If he throws continuous spiritballs
(this also applies to Ryu) the best attack to use if you jump over them is the
strong punch because it is fast and strong. Another good attack against this
character is lots of super punches. Hold down all six buttons and release them
three at a time. (what you want to do is release one and -trying to just barely
strike them so they can't foot sweep you- then if needed slightly re position
yourself for the best angle, then release the second one and while you do this
start charging the first one again.) The effect will be a non-stop superpunch
barrage that should disorient your opponent to say the least.
***- A good way to maximize damage you can dish out if Ken\Ryu miss a DP is to
soften them up with ducking jab punches as he lands (don't use more than three or
he will be knocked to a safe range) then quickly follow this up with a short
charging punch.

E.Honda: Again your standing fierce punch works wonders with this opponent. You
can keep him at bay with this move (watch out for his foot sweeps for they have
just about the same range as your punch.) The non-stop super punch attack also
works well here as does breaking up your charging straight punches. The best
counter for his fists-o-fury attack is a crouching roundhouse kick (or punch in
Balrog's case ), when you execute this move make sure that only your glove hits
the hands otherwise it will be a mutual hit with you probable losing more.
Against his headbutt you can jump over and headbutt him if he uses a fast one
and you have the time or you can use the ducking roundhouse punch when he is
about 2 inches away, this should knock him out of the headbutt torpedo. If Ôand headbutting you if you try to superpunch the best tactic is to get about
half the screen away and execute a super punch. From this distance you will not
reach him and can recover fast enough to jump or punch his headbutt if he goes
for it. ((If you play with cheeps, a good tactic is to get just out of his
sweep range and use a short charging punch, straight ones are better, then
headbutt him. Works great.))

Chun Li: Her speed could be a problem here but your excellent air defense should
help curb this. If she stays ground based and tries to beat you with foot
sweeps the best defense is either the non-stop superpunch combinations or a
ducking roundhouse that should knock her down if you time it right. Most Chuns
however will most likely come at you from the air. Learning how to use your
different charging uppercut punches is key here. Another good attack (best if
you have no time to charge) is just the ducking fierce punch or standing
strong. If she uses lots of head stomps you can counter this by hitting her
with a standing strong or fierce as she goes over you (after she already
stomped you). Or you can take her out before she even hits you. You can do this
by using a charging uppercut attack (will need her to be at a distance) and
timing it so that it hits her in the chest just as she starts to drop. this
will work for her stomping leg will be below you. Lastly a good way to get out
of her neck kick is to jump straight up and use the jab punch for it stays out
so long (or strong if you have good timing) and hit her before she peaks in her
attack. You may both get hit but it will give you the distance you need to
start using heavier punches.

Blanka: Use the standing fierce punch just as you would against Honda. This
will allow you to keep him and any jump attack he uses at a distance. When he
jumps in your charging uppercut attacks are very effective if he jumps from a
distance. When you do use these attacks DO NOT commit to early for if you
execute your punch before he starts to come down (and or) before he uses his
attack you will be sitting pretty for a roundhouse kick. If he jumps in from
medium range your best defense is standing strong or perhaps ducking fierce
punch. At close range it is best to try to either block or walk under and
headbutt for at close range your attacks will probably overextend and leave you
vulnerable. If Blanka use the ball it is a simple matter to block the attack and
then use a charging punch to knock him out of the air as he bounces away. The
only thing Balrog has trouble with is hitting Blanka out of the electricity
without getting shocked. To do so it is like hitting Honda out of his hands.
Time your strike so that it barely hits him. Or if he is close to dying a
superpunch will get you shocked but do more damage to him.

Zangief: The usual standing fierce punch will be effective against Zan as well
(use them slightly more sparingly than against Blanka or Honda for the
airplane punch can knock you out of any standing attack if Zan times it right.)
The charging uppercut punches can knock him out of the airplane punch if you hit
him in between his swinging arms. The best way to fight Zan however is to be
defensive. The ducking roundhouse punch is your best defense here for its range
and high priority make it very difficult for him to counter. Don't be to
defensive for it won't take him long to get the timing to 360 you
in between punches. Throw out a few charging punches (short range ones are best).
It is best not to try jumping in for he can airplane punch you almost at will.
If you do jump in the best attacks are (fierce punch then ducking roundhouse to
knock him down or combo #1). Another good attack that catches many Zans off guardÔtouch the ground again use the charging jab punch. Most Zangiefs like to stay
at a fairly close distance and this punch will help deter them.

Guile: Guile can be very difficult for Balrog to beat especially if he plays
super defensive. i.e. (sonic boom, foot sweep, sonic boom, etc.). Against a guile
that jumps in and attacks a lot react much as you would to Blanka, for your
charging uppercut punches are almost impregnable. But if your opponent stays on
the ground using sonic booms and foot sweeps then your choices are few. First
you must try to back him into a corner like Zan and Honda must do. You can go
about this by using the ducking roundhouse punch to knock him over when he uses
the forward sweep. Your can knock him out of the sonic booms like you can Ken
and Ryu, just use the standing fierce and hit him just as he starts the motion
that forms them. Another good technique is the superpunch barrage described
under Ken. Don't use this that much for it leaves you open for axe-kick. A good
way to sucker Guile into an axe-kick is to get about one inch out of his sweep
range and either 1) let your man stand and move slightly back. Most patterning
Guiles will see this as the beginning of a super punch and axe. 2) Wait for his
sweep to start to recoil and use a short charging punch, then quickly go into
the defensive crouch. Both these fakes work fairly regularly into opening Guile
up for a super punch.

Dhalsim: Your two fierce buttons are best here. Your standing fierce punch can
knock him out of fireballs, and your ducking roundhouse punch can knock him out
of both his ducking fierce punch and standing kicks. A good way to lure him
off sides is to use lots of ducking jab punches (these recover so fast that
they easily allow you to switch to a more effective ducking roundhouse kick if
he tries to knock you out of the jabs or lure you off sides). When doing this
try to stay about two body widths distance from Dhalsim so that if he starts a
fireball you can execute a charging punch (short uppercut is best) and knock
him out of it. Lastly when jumping over his fireballs use your punch almost
immediately when you reach the peak of you jump (stays out long enough that you
can usually hit him). If he starts to use the slide try using the jab (stays
out really long) or hold your attack until you almost land. Another good way
to break the fireball kick pattern is to learn the timing of either his kick
or fierce punch. You can hit his leg if you use your attack (any will work)
just as you start to descend in your jump. You can hit his arm pattern if you
hold your attack until you about two inches above the screen. The hardest part
in countering his pattern is being able to predict which defend he is going to
use. The best way is to jump the fireball and look at your opponents hands
instead of the screen. Then hit your button right after you see him hit his.

Balrog: A good defense and quick reaction to his charging punches are key to
defeating a good Balrog. Your ducking roundhouse punch will knock him out of
most things and a quick ducking jab usually knocks him out of a charging
punch, if you hit him with the first jab you can treat him much as you would
Ken, Ryu or Sagat if you hit them right after coming down from an uppercut.
The constant superpunch technique is effective here as well as short
range charging punches (good to lure your opponent into making a mistake.) When
you jump in try to do so from a distance or very close, this makes it harder
for him to use his charging punches, and when jumping from a distance try to
hold your attack until you have an idea of what your opponent is going to do.

Sagat: Handle much like you would Ken and Ryu but take heed of his low tigers.Ôdistance from Sagat so that if he does an uppercut you won't get nailed. If you
can time it right you can superpunch him over the low tigers. You will both
get hit and take damage but he will lose much more. Also if you are close when
you jump over hold your attack until you are low to the ground (this is good for
it will raise your chances of knocking him out of a tiger uppercut. If you are
at a distance try some short charging punches to try and fool him into doing an
upper cut, then if he does you can standing fierce punch him or if you have time
a charging punch. One final note do not use to many standing fierce punches to
deter him from throwing for 1- he can still throw low ones 2- he gets so low when
he starts his tiger uppercut that he may uppercut you out of it.

Vega: Vega's speed, range, excellent throw and of the wall attack combine to
make him one of Balrog's toughest opponents. His claw on the ground keep you at
a distance and if you jump you will be sliced. A good way to stop his constant
ducking claw attack is to either use the ducking roundhouse punch if you have
good timing or the standing jab punch like Zangief does. These work well as does
the constant superpunch barrage. In countering his claw he will most likely go
to the air. Use your charging punches like you would against Blanka. If he uses
lots of wall attacks you can 1- wait for him to approach and use the ducking
fierce punch 2- if it is coming from a distance use the charging uppercuts, and
3- if it is coming from an opposite wall and you have no time to really
orientate yourself a simple jump away in the air punch is your best chance.

M.Bison: Your charging punches (uppercuts are better) can easily knock him out
of both the torpedo (hit him just as he starts) and the scissor kick (take
mutual damage mostly). If he jumps in your air defenses can usually knock him
out of whatever. If he happens to get you in his torpedo pattern your only real
option is to switch directions of your block as he passes through you (this
allows you to have a super punch ready to knock him out of his next torpedo).
Overall it is best to stay ground based for if you jump in he can easily start
the torpedo pattern. Lastly don't be afraid to use your standing fierce punch
but watch his standing roundhouse it is tough against Balrog.


Known Combos:
1) jump in ROUNDHOUSE KICK holding back on the joystick, standing
FORWARD KICK, then CHARGING SHORT KICK UPPERCUT. this combo
does very good damage and will sometimes stun.

2) jump in ANY BUTTON, then pulling back JAB PUNCH, followed
by ANY CHARGING UPPERCUT, then ducking ROUNDHOUSE KICK.
this combo will do very good damage and will sometimes
stun. The only problem is that the ducking Roundhouse Kick
will not always hit, but if it does it will do heavy
damage as well as stun.

3) SUPER PUNCH hold back as you do it, CHARGING FORWARD KICK
UPPERCUT, standing FIERCE PUNCH. this combo will stun if
it hits and does excellent damage, it isn't the best of
combos for it is possible to block it.

4) CHEEPING COMBO- best when opponent is stunned or standing up
from being knocked down.Ô KICK UPPERCUT, if they take the hit finish #2 if they
duck under it HEADBUTT them. This is a cheap by all
meaning of the word but if they play that way it is
very effective for you can keep doing it over and over
again.

5) NOT A REAL COMBO-
** after you superpunch someone try using the standing
forward kick immediately afterward, this will almost
always hit them if they are going for anything but a
block.


Closing Quote: "My fists have your blood OF them."



-SAGAT-


Best Against> Guile, Dhalsim, Zangief

Worst Against> Chun Li, Blanka


Sagat, the Mui Thai practitioner from Thailand combines a good distance game
with excellent air defense and a wide variety of projectile attacks. Below is a
short summary on how to handle different opponents.

Ryu: A simple standing fierce punch will deliver good damage and from a good
range. This attack will also knock Ryu or any character out of a projectile. If
your opponent uses lots of spiritballs you can easily match him with your
tigers. If he uses lots of helicopter kicks your best defense is to just duck
under them and use the tiger knee when he passes over (wait for him to be about
one inch away or you may get hit instead), or if you have the time you can hit
with a short Tiger Uppercut. Execute the move just when he gets to about one inch
from your body. Another good technique for countering spiritballs that works
especially well in corners and if your opponent is close to death, is to time a
low tiger so that you release it under and after his spirit ball goes by. (look
under Ken for timing for this). If you are close enough and have good timing
you can tiger knee over his spirit balls, or if you can predict them combo #1
or #2 will work well. Lastly, your jumping roundhouse kick is perfectly angled
to hit Ryu after he throws a spirit ball.

Ken: Handle very much like Ryu but try harder to make him jump in on you, for
his dragon punch can hit you from a much larger range. The duck under tiger
knee will work well for his helicopt
er kick but another good defense is a tiger
uppercut just as his front toe passes over your nose. (This will work for Ryu
also but is riskier for his helicopter kick does far more damage.Ôknow) to time your low tigers right so that you will release one under an
opponents projectile. You must wait for the projectile to be about two inches
away (slightly closer for slower ones) and then execute a low tiger. You will
get hit by whatever was coming at you but you will get a tiger off, and
probable hit them if they are close enough(about 1/2 the screen) This technique
is not advisable against Guile because he recovers so fast.

E.Honda: Low tigers and standing fierce punches work well here. When he does
jump in unless he jumps from a very large distance or with an attack already
extended it is best to use the small uppercut otherwise he may hit you before
you can fully extend. Another good technique is to use standing jab kicks.
these are very fast and will usually lure the Honda player into committing into
an attack, this attack if you are waiting for it is easy to tiger uppercut him
out of. If he happens to jump in at very close range and you don't have time to
do a tiger uppercut a standing roundhouse will usually knock him out of the
air. Lastly break up your tiger balls somewhat. To many low ones can be
dangerous for he can headbutt under them, he can even headbutt through your
fast high ones if he times it right, but most Honda's can't do this. The best
way to knock him out of his headbutt is to use the short uppercut when he is
about two inches away.

Chun Li: Her infamous head stomp is a major problem here. She can stomp you out
of just about anything even your uppercut. Your best counter to this attack is
to either block the stomp and then tiger knee her from behind or if she jumps
from far enough away a tiger knee in her chest as she falls low in front of you.
Or if your more conservative a standing fierce punch should also work. The best
way out of her neck kick is just a well place uppercut that should do
significant damage. Overall the best strategy in fighting Chun is exchanging
damage whenever possible. She definitely loses more from this trade off.

Blanka: His incredible jumping speed and angled kicks make him perhaps Sagats
toughest opponent. He can walk under your high tigers so don't use these at
close range. Most Blankas will use a non stop jump in attack technique, if they
don't just tiger them to death. The best way to counter his jump in attack is
the standing roundhouse kick. Another good defense against the jump (if you
have distance) is the tiger knee just before he hits the ground. When
attempting an uppercut the best way to do it is to try to walk under him, get
about half way and then use the fierce one. (this hits him in the center of the
body getting you behind his dangerous leg attacks.) The best defense against
the ball is either the tiger knee or uppercut, although the standing jab kick
works well also.

Zangief: Keeping a good distance is the obvious key to stopping Gief. The best
way to accomplish this is low tigers, followed by an uppercut when he jump.
(wait until he is close to landing and use the faster short ones this makes
you harder to kick out of them.) If he is close when he jumps the standing
roundhouse is very effective as is the simple jump straight up roundhouse.
Another good attack is the standing fierce punch which catch many a 360 crazed
Zan off guard. If your opponent likes to take hits then 360 combo #3 or #4 is
very useful.

Guile: Once again low tigers work to your advantage here. Due to most of Guiles
leg attacks being aimed straight forward he can usually 1- override your jumpÔto use when he jumps over tigers esp at close range is the tiger knee. If he
does manage to get you in the corner and breaks out with the pattern the best
thing to do is either roundhouse sweep his forward sweep or if you can uppercut
it. Your tiger knee will even knock him out of sonic booms like it will Ryu out
of spirit balls. Sagat lacks a good jump in attack and Guile's axe will hit him
almost ever time so jump in sparingly or when he throws a sonic boom. Combo #2
is best here.

Dhalsim: The best tactic here is to lure him into the air where your damaging
uppercut will quickly kill him. The best way to do this is the usual low
tigers. He cannot slide under these and will have no choice but to block or
jump. He may start a projectile war, the best way to end this if it isn't going
your way is to get offensive. Good jump in attacks are the roundhouse kick
which will grant a mutual hit (Dhalsim losing more) or the jab kick which
crunches up the body and can easily lead into a combo. Don't be to predictable
with the low tigers for he can execute a screwdriver attack then ducking fierce
punch for a quick two hits.

Balrog: The best move here is being able to time his charging punches and
uppercutting him just before he completes his move. If you have trouble timing
this a good way to practice is to use a jab kick before, this will usually get
him set up for a uppercut. A standing fierce punch every now and then will help
to deter his standing fierce, and low tigers will set him up for uppercuts. The
best time to use an uppercut depends on which one you want to use. For the
fierce it is best to start it just as he curls up his feet after jumping, for
strong wait for him to hit his peak, and for jab wait for him to just start to
descend.

Sagat: Your slow jumping attacks leave you very vulnerable to uppercuts so the
best strategy is to stay on the ground as much as possible. The low tigers are
good ways to lure your opponent into jumping and high ones are good for hitting
him as he lands (that is if he doesn't jump toward you .) If he does jump
towards you a tiger uppercut just as he starts to peak will usually hit. If he
is at a slightly larger distance a higher uppercut or the knee are useful. If
you are the one jumping in try to do so from a distance so that if you hold on
attacking he can't hit you before you land. An almost sure way to counter his
uppercut is to jump in from about one and 1/2 inches and use your roundhouse
kick about midway through your descent.

Vega: Lots of tigers will also help against Vega. Due to his speed and angled
attacks it is very difficult to uppercut him out of the air. It is best to just
use the standing roundhouse kick as he approaches. If you are planning to use
an uppercut wait until he is either very low to the ground (will need some
distance here) or if you can see it coming, a high uppercut just as he leaves
the ground should suffice. Against his wall attack your best bet is a short
upper cut just after he rebounds off the wall, although a knee will also work
if you can predict which wall he is coming off of. Against his long range claw
stab your best bet is an uppercut.

M.Bison: Unlike most other opponents high tigers are better here for he can
both scissor kick (if range is right) and torpedo (any range) over the low
ones. A good counter for his flying head stomp is the uppercut or if it happens
to quickly a jump up roundhouse kick will do well also. A sure fire way toÔyour fist just hits him in the face (you'll lose nothing). If he manages to get
you in his torpedo pattern the best thing to do is just block is and get ready
to uppercut him when he comes about.
***Projectiles- with two different levels of projectile and three different
speed per level Sagat is a riffleist, use him as such.


Known Combos:
1) jump in ROUNDHOUSE KICK, TIGER KNEE. this combo will almost
always stun and does very good damage.

2) jump in ROUNDHOUSE KICK, ducking SHORT KICK, roundhouse
LOW TIGER. This combo usually won't stun but does decent
damage at a good range. This combo is also effective if they
block for it does some damage with the tiger.

3) jump in ROUNDHOUSE KICK, ducking SHORT KICK, TIGER KNEE.
this combo does very good damage and will stun, the
only problem with it is that 1- if they block it
you will most likely be thrown 2- it takes a while to
learn how to distinguish it from #2

3) jump in SHORT KICK, standing SHORT KICK will hit twice,
TIGER UPPERCUT. This combo will usually stun and does
good damage.
** instead of the tiger uppercut you may use the
TIGER KNEE, this will certainly stun and do more damage
but it can however be occasionally blocked.


Closing Quote: "Your not a warrior you're a button hitter."

-VEGA-


Best Against> Dhalsim, Balrog, Honda

Worst Against> No major weakness

This Spanish matador combines three very effective techniques. A very good
distance game, good throw damage and excellent speed. Together these make up a
very potent and easy to learn combination. Below is a summary on how to handle
certain opponents.


Ryu: His spirit ball dragon punch pattern is your biggest problem here. When
fighting try to stay at a distance so that your ducking fierce stab attackÔyourself and Ryu so that you can jump over his spirit balls and if you hold on
attacking should avoid his uppercut. When you do jump over projectiles and
attack try to target your kicks so that you hit Ryu in the wrist (start jump as
soon as he starts motion for spiritball or, or sooner if you can predict it,
from about 1 and 1/2 to 2 body widths away) Another good way to put a hold on
his spiritball throwing is the off-the-wall attack. Usually it is best to go
to the wall opposite him and then try to recross over him and slam. (this helps
in messing up his uppercut timing and motion.) The best way to counter his
helicopter kick is to just block his hits and then slam him.

Ken: Handle very much as you would Ryu with the exception of jumping in. With
his much expanded range on the uppercut he can usually hit you when you jump
over his spiritballs. (you can still jump over them just add about 1 more body
width than you would against Ryu. Or better yet be able to predict when he is
going to throw one.)
***Good air defense--- When your opponent jumps in a very good attack is the
standing strong punch but if they are close when they jump in or if you wish to
cause more damage it is better to hit them with a roll. If you have noticed
Vega jumps slightly forward when he starts his roll (this will lower your body
enough to sneak under most attacks). The key is in timing it so that you dive
into your roll just as your opponent is about to hit you. This will allow you
to hit them just as they fall through you. Sort of a hemorrhoid from the ground.
When your opponent jumps in you should have about three inches between you to
use this.

E.Honda: A lot of ducking strong punches will do best here. (fierce punches
will also work but are slow enough that you may get hit out of them.) An
occasional forward slide (need a safe distance here) is good to lure your
opponent into an attack that you can either roundhouse him out of or roll
attack him. Also if you get close enough a throw will work well. (some players
may consider this cheap so be warned). When executing a wall attack it is best
to cross over Honda and try to slam him from behind, otherwise he may headbutt
you out of your attack and take no damage himself. Another good way to knock
him out of his headbutt defense when you do a wall attack is to get about three
inches behind him and execute the cut attack. This will hit him in the butt as
he starts to headbutt of into the other direction.

Chun Li: Keeping her back and out of throw range is the best tactic here. When
jumping in do so that you are coming down just in front of her face and hitting
her in the waist. (this keeps her from walking under and throwing you).
Off-the-wall attacks are also good here. When staying on the ground use a
variety of ducking and standing strong punches. Finally if she starts using the
neck kick attack wait until she is just starting to peak and flip over you,
then jump straight up and air-slam her out of it.
***Key to good wall throws---Most experienced Vega players will know that the
best way to insure an off the wall slam attack is to get as close to directly
above your opponent as possible and keep wiggling the stick back and forth.
(this will make it much harder for them to either charge and or predict what
side your coming down on.

Blanka: Your crouching strong and fierce punches along with your well angled
jump in attacks do well against Blanka. When jumping in try to time your
attacks so that they just hit him in the face and try to hold your attacksÔhim out of the ball.) When attacking with the wall attack treat Blanka much
like Honda as far as avoiding his ball when you approach from the air. When he
jumps in on you the best defense is a walk under throw, or if he is to distant
for that to work just jumping straight up and roundhouse kicking him when you
reach the top of your jump should work well. A good way to counter his ball is
the back flip. Execute this move just after he starts the ball, then go for the
throw after you recover. You recover from the backflip faster than he recovers
from the ball.

Zangief: The usual ducking strong punch will work well against Zan also. Don't
become to predictable with this attack for he can airplane punch you out of it.
Try throwing in a ducking short kick or a standing jab (this may lure him into
an airplane punch that you can then roundhouse slide him out of.) When using
the of-the-wall attack try to hit him at an angle (don't get to close or go for
the slam to often because he can headbutt you out of this. Headbutt= straight
jump and strong punch as you hold up.) Another good way to knock him out of the
airplane punch is the roll, but don't try this unless he is very close.

Guile: The best attacks against guile are air based. Ground attacks allow him
to much opportunity to either throw sonic booms or axe you. When jumping over
his sonic booms use the roundhouse kick just as you start to come down
otherwise he may kick you out of the air before you land. Or if you are close
enough (just behind is best) throw him when you land, but not if you kicked and
he blocked because it is cheap. (if you don't care about cheeping this works
well). If he starts throwing sonic booms and luring you into the pattern
discussed under (Guile vs. Vega) do your best not to use the wall attacks it is
very hard to out time him here, the best attack is to just jump over them.
***Good wall fakes---Once again most Vega die hard will know about this but I
shall mention it. When you come off the wall you can pull the stick back in
the direction of the wall and call your wall attack short. This works well
against Guile if he has an axe-kick charged.

Dhalsim: Your ducking strong and fierce punches will hit him out of most ground
attacks. When jumping in do it from a fairly close range (about 2 body
widths) this will allow you to jump over his leg attacks. If Dhalsim stays on
the ground hold your attack until late, if he tries to jump up and hit you
use the attack early. When using the wall attack try to go off the wall that is
nearest to Dhalsim because if you come from a distance he can jump backwards
and roundhouse kick you. Also watch his standing jab punch, it has an uncanny
knack of knocking you out of wall slams. So try to attack from behind.

Balrog: Your Crouching strong and fierce punches along with a roundhouse slide
if he uses a charging punch will work very well here. Throw in an occasional
wall attack and combine that with a nonstop attack at times and Balrog should
go down. The key to beating Balrog with Vega is to never give him a chance to
rest and think about what to do. Vega's speed is your biggest advantage so be
quick to use his quickness.

Sagat: Handle both like you would Ryu and Guile. When he throws tigers jump
them following the same guidelines for jumping Ryu's spiritballs. (if you don't
mind getting hit also you can, if within range, use the ducking strong or
fierce punch to hit him as he throws the tiger. If it is a high one you will
hit him in the chest, or in the case of a low one in the face. You shouldÔtreat more like Guile for you can knock him out of his uppercut unlike Ryu.
(only his arm is the dangerous part.)

Vega: When fighting yourself you must first figure out what kind of opponent
you are facing. (either ground or air based) If ground based use the jump in
roundhouse kick about midway through your decent. This will usually counter his
standing strong. If he uses jumps as a defense try using your attacks a bit
earlier. Also if you can get close enough so that your jump lands sort of throw
him you can easily slam him into the turf. If he is air based a good defense is
the standing strong (good at distance.) If he gets close enough walk under
throw. Or if coming from a medium range the back flip followed by a roll, wall
attack or throw if close enough is highly effective.

M.Bison: Wall attacks and jump in throws are best against this opponent. Use
the jumping roundhouse followed by a roll or some jab punches. Like Balrog a
non-stop attack style is good here. If he does get you into the torpedo pattern
you can either switch directions of your block as he passes through so that you
will have a wall attack charged, or execute the backflip just before he hits
you. This should take you through his torpedo and if your opponent isn't on the
ball he can easily be slammed after you recover.


Known Combos:
Vega to the best of my Knowledge has no true combos although he
does have a few minor ones.

1)jump in ROUNDHOUSE KICK, followed by several crouching JAB
PUNCHES.

2) jump in ROUNDHOUSE KICK, followed by ROUNDHOUSE SLIDE.

3) jump in ROUNDHOUSE KICK, ducking SHORT KICK, ROLL.
this combo will sometimes stun and does decent damage, its
major downfall is that the roll can be blocked.


Closing Quote: "I am Vega, hear me squeal!"

Ô
Best Against> Dhalsim, Balrog, Blanka

Worst Against> Ken, Ryu, Zangief

This evil dictator from Thailand combines good distance with potent damage and
excellent special attacks. Below is a summary on how to handle certain
opponents.

Ryu: Ryu's non stop spiritball attack and then dragon punch when you jump over
pattern is Bison's largest problem here. Try using your standing roundhouse
just as Balrog would use his standing fierce punch. This will allow you to
knock him out of a spiritball. (if you have trouble predicting his projectiles
try using the standing short kick. This is much faster while at the same range,
and can be executed just as Ryu starts his spiritball motion allowing you to
knock him out of it). The only problem with this attack is that it does quite a
bit less energy than the roundhouse. Another way out of the spiritball trap is
the flying head stomp. When you execute this move either try and predict his
projectile, or start it as soon as he begins the spiritball motion. If you
to be close enough and jump over the spiritball before he can dragon punch you
it is best to use a fast attack (this limits the time he has to DP) and then
execute the infamous torpedo body. If he jumps in on you your standing round-
house kick will work well. (use this if he jumps in from about four body widths)
If he jumps in closer the jump straight up fierce punch works well.

Ken: Handle very much as you would Ryu, taking into consideration the usual
awareness of his larger uppercut. When he (or Ryu) helicopter kick you can
torpedo body them out of it if you have time to get your attack fully executed.
If they start it very close just duck under it and try to use the ducking fierce
punch. Or you can just wait and torpedo body him after he lands.
****Torpedo Body--- When you get in close to an opponent throw a few punches
and if they block them execute the torpedo body. This will take off about the
same damage as a roundhouse that connected. Most Bison players already do this
but for beginners, use the torpedo body whenever you can to take off all the
extra damage you can.

E.Honda: The key to defeating Honda is keeping him at a distance. Your standing
roundhouse kick will work nicely for this. When jumping in use fast attacks and
try to aim them so that they just barely hit him in the face (otherwise he may
fierce chop you out of the air.) Another good attack is the torpedo body. He has
no projectile (other than himself) to counter this attack and will take off a
fair amount off damage even if he blocks. Finally a very effective attack is
nonstop attack #1.
****Torpedo pattern---When executing the torpedo pattern you will notice that
the only time you are really vulnerable to counters is when you are in between
torpedoes (esp in corners). The best way out of this dangerous situation is to
either jump straight up into the air with the fierce punch ready, or immediately
start jab punching like a mad man, following this up with either a scissor kick
or torpedo body. (Another good way out of the corner is to simply throw your
opponent as you come out of the torpedo body. This is however considered cheap
in most arcades.)

Chun Li: A non-stop attack strategy is best here. Your standing roundhouse canÔknock her out of almost all air attacks (save head stomp or air throw, but she
has to be close to use these) Non-stop attack #1 is very effective here as is
using the torpedo body after knocking her out of any air attack. When coming out
of the torpedo body in the corner it is better to use the jab defense against
the throw than using the jumping fierce one.

Blanka: Your standing kicks are also very effective against Blanka. Try using
a variety of strength and speed for if you use to many roundhouse kicks he may
get your timing down and can ducking fierce punch you out of it. If you get any
more than three body widths away the torpedo body or scissor kick will work
very well. When he jumps in the best defense is to just jump back and then
torpedo him. (try using different speeds of the torpedo besides fierce for
you can be kicked out of the torpedo if Blanka jumps up and hits you in the
front part of the body.) Like Chun the best way to get out of the corner after
using the torpedo body is the jab method not the jump up method. Lastly when
Blanka uses the ball you can either 1- scissor kick him out of it 2- torpedo
body him (he will be able to block this part). The scissor kick is better for
it does slightly more damage and knocks him down. The torpedo is better for
it will set him up for further attacks as well as damage him.

Zangief: The largest problem here is the airplane punch. It will knock you out
of both the standing kicks and the torpedo body. The best way to counter this
is to use lots of standing short kicks. These will usually draw him off sides
and into his airplane punch. When he is executing this move he can be either
swept (with the roundhouse slide) or if you have it charged scissor kicked.
When Zangief jumps in the best defense is to jump straight up and roundhouse
kick him.
****Good pattern--A good way to keep Zan pinned down is to get him in the
corner and use several of the jab torpedo bodies. As this drills into him charge
up either another torpedo body or scissor kick and execute non-stop attack #1,
only use the short torpedo body instead of the fierce one.

Guile: The key to defeating Guile (esp. if your opponent is a defensive Guile)
is to maintain a non-stop attack. Get close to him (just beyond his forward
sweep range) and try using as few ducking jab punches. This will usually work
well in drawing your opponent off sides into either a sonic boom or an axe-kick.
If he goes for the axe the best thing to do is duck under it and then throw him
as he comes down, follow this up with a non-stop attack. If he goes for a sonic
boom the best counter is a roundhouse scissor kick just as his hands cross each
other and the sonic boom starts to leave him. This will allow you to go over
the sonic boom and land a double hit. When jumping in at a distance the best
attack is a simple short kick. This works well for it has a high priority. If
your opponent jumps in on you the best defense is the straight jump roundhouse.

Dhalsim: The scissor kick is a terror for Dhalsim. Once you start it nothing of
his can counter it (unless he takes a major damage deficit). He can however
slide under it if you become to predictable. Another good attack is non-stop
attack #1. The best way to break his fireball kick pattern is the flying
head stomp. Dhalsim's slow response time makes him prime bait for this move.
You can knock him out of any standing kick with a ducking fierce punch. The
scissor kick will also knock him out of a standing kick if you execute it
just as his foot starts to retreat. Lastly a bit of forewarning he can
screwdriver (feet first) you out of the torpedo if he hits the front part of yourÔ
Balrog: Use your standing roundhouse kick much as you would against Zangief.
This will help to keep him back. The torpedo body works well here, but be
sure that you can get the attack fully executed before you near him. (he can
easily charging uppercut you out of it if he hits you before you are fully
committed). If he charges in the best defense is to duck under the assault and
scissor kick him as he recovers.

Sagat: Handle very much as you would Ryu. The only major difference is his low
tigers. A good way to counter this is 1- the torpedo body (it easily goes over
the low tigers) 2- scissor kick, works much like 1, 3- let him push you back to
a distance and jump over the tiger just as he starts his motion. Hold your
attack until you are close to the ground (this allows you to easier knock him
out of it and if you hold your attack you are much harder for him to TU). When
using the torpedo pattern it is better to come out into the jabs than into the
jump for obvious reasons. (Tiger Uppercut)

Vega: The torpedo body is very effective against Vega. It is one of your few
attacks that hit him out of the crouching claw attacks. When jumping in it is
best to use weak attacks for they will stay out longer and easily lead into
future non-stop attacks. When Vega jumps in on you the best defense is the
straight jump fierce punch, or at a slightly larger distance the straight
roundhouse kick. If he uses lots of off the wall attacks the best counter is
either 1- the jumping fierce punch if he goes off the wall closest you or
2- jumping roundhouse if he goes off the wall furthest you. Follow up either of
these attacks with a torpedo body.

M.Bison: The standing roundhouse is good to keep your opponent at bay, and can
also hit him out of his torpedo body if you strike him just as he starts to
crunch up. (have to be close to do this.) The torpedo body is as always a good
attack as is the scissor kick which with it's better start up speed can knock
an opponent out of their torpedo body if you hit them as they start it. As far
as attacking and air defense choose a fellow Bison like Vega.


Known Combos:
Bison has no real combos but does have several good non-stop
attacks that can easily destroy an opponent esp. if they
don't block.


1) SCISSOR KICK, ducking FORWARD KICK, TORPEDO BODY.
This will stun if it completely connects but is best for
the amount of damage it does even if blocked.

2) jumping SHORT KICK, ducking JAB PUNCH or more, TORPEDO BODY.
This combo will sometimes stun but is best for its speed
and difficulty in countering.

3) the infamous "Holeclaw" style. BACK AND FORTH TORPEDO BODIES

REAL COMBO
Ô PUNCH, followed by FORWARD SCISSOR KICK. this combo will
usually stun and does good damage. you can also try and
ad a ducking FORWARD KICK after the scissor kick and if
this hits it will definitely stun. the main problem
with this combo is that is difficult to master.

Closing Quote: "Get lost, you can't compare to my patterns."


Patrick Gray

unread,
Apr 30, 1993, 7:03:46 PM4/30/93
to
In article <1993Apr29....@wvnvms.wvnet.edu>, un02...@wvnvms.wvnet.edu writes:
> -RYU-
>
>Best Against: Ryu, Ken, Honda, Bison, Blanka,
>
>Worst Against: Zangief, Guile,
>
> [stuff deleted]

>
>about an inch and a half away.) WARNING- you can only helicopter over fierce
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

>spiritballs. The jab and strong spiritballs will hit you. (It is however
^^^^^^^^^^^^

This is not true. I've HKed over jab and strong FB's before. It's harder when
doing a short HK, but not too much different when doing a forward one.

>possible to helicopter over the slower ones if your opponent throws them at you
>as you start to stand up after being knocked down. The range is about one inch
>for the strong ones and about 3/4 inch for the jab ones). A very good way of
>knocking your opponent out of the helicopter is the simple ducking fierce punch.
>

> [more stuff deleted]


>
>
> 4) This is a hemorrhoid combo and is very effective for it is hard
> to block. You execute it by timing your jump so you fall
> through them as you land. it goes ROUNDHOUSEKICK as you
> fall through them, then standing FIERCE PUNCH don't worry
> the computer will automatically turn you around, then it's
> simple SPIRITBALL. This combo takes good damage, stuns
> and is very effective. Use it wisely

The neck kick-fierce punch-fierce DP is better. Same thing as yours, except
you substitute a DP for the FB. It does way more damage.

>
> 5) Jump in ROUNDHOUSE KICK, ducking FORWARD KICK, then
> SPIRITBALL. This combo won't usually stun and doesn't do
> that much damage, but it does have an excellent range and
> variety of uses. This can also be used as a hemorrhoid combo
> like #4. Finally this combo is useful for it is good against
> players who block all the time for you can keep taking off
> little bits of energy with the spiritball.
>
>CLOSING QUOTE: "SHENG LONG is my Dragon Punch not some made up fantasy"
>
>

--------------------------------------------------------------------------------
Patrick Gray | Ken: "Attack me if you dare.
PEG...@RITVAX.ISC.RIT.EDU | My ego will crush you!"
Rochester Institute of Technology | Ryu: "What a dork..."
--------------------------------------------------------------------------------

JOSEPH BEAUREG HARTLEY

unread,
Apr 30, 1993, 10:41:39 PM4/30/93
to

To the guy who posted this so called bible...why the hell did he not
include any of the quads. All he put in were the buffered fireball
moves. If he is such a master that he wants to write a guide, I wish
he would include the most powerful combo's in the game.

Lord Baal

unread,
May 1, 1993, 12:49:48 PM5/1/93
to
peg...@ritvax.isc.rit.edu (Patrick Gray) writes:
>>
>>about an inch and a half away.) WARNING- you can only helicopter over fierce
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>>spiritballs. The jab and strong spiritballs will hit you. (It is however
> ^^^^^^^^^^^^

>This is not true. I've HKed over jab and strong FB's before. It's harder when
>doing a short HK, but not too much different when doing a forward one.

Dont bother answering this moron...half the stuff he said was
untrue..plus his matchups are obviously false.... jeez...
I think those matchups he writes are from personal exp. so
that shows how bad he and the people he play are

by the way who the hell cares about ce ?

Lord Ball......

Patrick Gray

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May 1, 1993, 12:37:00 PM5/1/93
to
> [MMSF stuff deleted]

>
> To the guy who posted this so called bible...why the hell did he not
> include any of the quads. All he put in were the buffered fireball
> moves. If he is such a master that he wants to write a guide, I wish
> he would include the most powerful combo's in the game.
>

Are you refering to a Ryu quad? I didn't think he had one. If you're
refering to Ken, though, I did see his TOD in the "bible". It was sort of hard
to understand because he defined it as being a triple that you could put a
flying fierce or flying roundhouse in front of. Stupid way of explaining it.

Kenichiro Tanaka

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May 1, 1993, 3:47:42 PM5/1/93
to
On 01-May-93 in Re: THE COMPLETE SF2CE BIBL..
user Patrick Gr...@ritvax.isc. writes:

>> To the guy who posted this so called bible...why the hell did he not
>> include any of the quads. All he put in were the buffered fireball
>> moves. If he is such a master that he wants to write a guide, I wish
>> he would include the most powerful combo's in the game.
>>
>
>Are you refering to a Ryu quad? I didn't think he had one.

low short - low short - low short - low short

Or, if you're daring:

low short - low short - low short - low roundhouse


Ken

Patrick Gray

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May 2, 1993, 12:43:23 PM5/2/93
to

Ummm....I think I had something else in mind. Those don't seem to be the
most powerful combos in the game :)

>
>
>Ken

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