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sf2moves.txt
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1994-01-30
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SF2IBM HF Moves List
SFLIU201.ZIP
Written by Brian Chan (chanav@sfu.ca)
* Changes made in Balrog, Dhalsim, & Andy since V2.00
Well, here is the move list for SF2 HF, in case you didn't know (yeah, right).
If you're smart enough to unzip the game, you're smart enough to understand
the notation. Enjoy!
Facing Right :
[UB] [U] [UF]
[1] [2] [3]
0 0 0 Jab Strong Fierce
\ | / 0 0 0
[B] 0-- --0 [F]
/ | \ 0 0 0
0 0 0 Short Forward RoundHouse
[4] [5] [6]
[DB] [D] [DF]
RYU/KEN
Fireball [D] [F] + [1|2|3]
Dragon Punch [F] [D] [F] + [1|2|3]
Cyclone Kick [D] [B] + [4|5|6]
Throw Opponent Close [B|F] + [2|3|5|6]
E.HONDA
Hundred Hand Slap [1111|22222|333333]
Sumo Head Butt [B] [F] + [1|2|3]
Sumo Butt Crush [D] [U] + [4|5|6]
Throw/Grab Opponent Close [B|F] + [2|3|6]
Double Knee Close [B|F] + [5]
CHUN LI
Kikkoken [B] [D] [F] + [1|2|3]
Lightning Kick [4444|55555|666666]
Spinning Bird Kick [D] [U] + [4|5|6]
Throw Opponent Close [B|F] + [2|3]
Air Slam Close in Air [none|B|F|UB|UF] + [3]
Flip Kick Close [B|F] + [5]
Flipping Neck Breaker Close [B|F] + [6]
BLANKA
Electricity [1111|22222|333333]
Horizontal Roll [B] [F] + [1|2|3]
Vertical Roll [D] [U] + [4|5|6]
Bite Close [B|F] + [3]
Double Head Butt Close [B|F] + [2]
ZANGIEF
Lariat [1] + [3]
Super Lariat [4] + [6]
Spinning PileDriver Close [U] + [3]
Throw/Grab Opponent Close [B|F|DB|DF] + [2|3|5|6]
GUILE
Sonic Boom [B] [F] + [1|2|3]
Blade Kick [D] [U] + [4|5|6]
Knee Hop [B|F] + [5]
Throw Opponent Close [B|F] + [2|3]
Upside-down Kick Close [B|F] + [6]
Air Slam Close in Air [none|B|F|UB|UF] + [3]
Back Breaker Close in Air [none|B|F] + [3]
DHALSIM
Yoga Fire [D] [F] + [1|2|3]
Yoga Flame [B] [D] [F] + [1|2|3]
Yoga Spear [D] [B] + [3]
Yoga Mummy [D] [B] + [6]
Teleport [F] [D] [F] + [3|6] or [B] [D] [B] + [3|6]
Throw/Grab Opponent Close [B|F] + [2|3]
BALROG
Charging Straight [B] [F] + [1|2|3]
Charging Upper [B] [F] + [4|5|6]
Level 1 TAP [1] + [3]
Level 2 TAP [1] + [2] + [3]
Level 3 TAP [Charge Down] [B] [F] + [3]
Grab Opponent (Head Butt) Close [B|F] + [2|3]
SAGAT
High Fireball [D] [F] + [1|2|3]
Low Fireball [D] [F] + [4|5|6]
Tiger Uppercut [F] [D] [F] + [1|2|3]
Tiger Knee [B] [F] + [4|5|6]
Throw Opponent Close [B|F] + [2|3]
M.BISON
Psycho Crusher [B] [F] + [1|2|3]
Scissor Kick [B] [F] + [4|5|6]
Head Stomp [D] [U] + [4|5|6]
Throw Opponent Close [B|F] + [2|3]
ANDY BOGARD (Vega's face)
Hishoken [D] [B] + [1|3]
Shoryudan [D] [F] + [1|3]
Zaneiken [B] [F] + [1|3]
Reppadan [B] [F] + [4|6]
Dash Backwards [B] [B] [B]
Crawl Forwards [DF]
Super Reppadan [Charge Down] [D] [F] + [6]
Throw Opponent Close [B|F] + [3]
SFLIU Combos
One of the nifty features of the SFLIU patch is the ability to perform
combos. A combo in SF2IBM is done much like a combo in the arcade. One
simply triggers a special move before a normal move has finished attacking.
For example, for Ken's Fierce/Fierce/DP combo, trigger a DP sequence after
Ken's fist has connected for the second fierce, while the fist is still
retracting. This "buffering" causes the animation sequence of the fierce
punch to "interrupt" into a DP sequence. The timing of the keystrokes would
be something like: "Tap...TapTap". Practice the timing for combos - you
might learn how to perform a combo in the arcade by playing SFLIU! :)
Examples of some combos would be:
Ken/Ryu: Fierce/Fierce/DP, Roundhouse/Forward/Fireball
Guile: Fierce/Fierce/Blade Kick, Forward/Strong/Sonic Boom
Chun Li: Fierce/Fierce/Lightning Kick
Dhalsim: Short Slide/Yoga Fire
Balrog: Fierce/Jab/Short/Charging Straight
Sagat: Fierce/Short/Tiger Uppercut, Roundhouse/Jab/Tiger Knee
M.Bison: Roundhouse/Jab/Torpedo