From: mkruse@saunix.sau.EDU (Matt Kruse) Newsgroups: rec.games.video.arcade Subject: super street fighter 2 moves list Date: 13 Oct 1993 18:04:58 -0500 Organization: UTexas Mail-to-News Gateway Lines: 832 Super Street Fighter 2 Moves list and Strategy guide Compiled and kept by Matt Kruse mkruse@saunix.sau.edu This is the revised edition. I added all the mail i got to it. Hopefully it is 100% correct now. BIG-TIME CONTRIBUTIONS FROM: RPM --> ST2A0@jetson.uh.edu Justin Hogue --> hogue@cs.arizona.edu Also contributed: Alex Werner --> awerner@ralph.cs.haverford.edu Soobum Cho --> scho@umaxc.weeg.uiowa.edu Mark "Terminator" Maestas --> maestas@cs.arizona.edu GENERAL INFORMATION ------------------- Super Street Fighter 2 is the latest update from Capcom to their street fighter series. It introduces four new characters and also has new graphics, sound, and speed. Graphics - The graphics are improved, with redrawn characters and bakgrounds. Not too different from all the other improvements. Sound - The sound is not good, according to most opinions. The voices sound terrible, and much of the music is also bad. Speed - the game has slowed down to the speed of Champion Edition, which makes for more strategy and longer matches, but takes away some of the skill and reactions needed for Turbo. ****************************************************************************** The characters: I will not list all of the old moves that are the same for the old characters. Some characters will have much more information than others, mainly because they have been reviewd in-depth by people on usenet. ============================================================================== Cammy ============================================================================== Special Moves: Spear kick: | \ --o + kick o o Spinning Backhand: o-- / | \ --o + punch o o o Inverted Kick: --o | \ + kick o o Leg Throw: --o + fierce kick Ariel Throw: --o + fierce punch Backdrop Throw: --o + (fierce or strong) Comments: Spear Kick: Cammy launxhes herself horizontally, close to the ground, at the opponent. This is actually her worst move, but it can be used it combos very easily. The only problem with it is that it has horrible recovery time. This can be dealt with by doing the short spear kick from the limit of its range so that while your opponent is recovering from the block, you can be recovering from the kick. It also places you at the maximum distance from the opponent. It also only goes about half way across the screen before stopping. It can be used to stop projectiles like blanka and honda, but it is best used as a defensive maneuver. Spinning Backhand: This looks like a quick spin followed by a guile backhand. It has the capability of hitting twice, and when it does it does a great deal of damage. Secondly, when cammy is spinning on her heals she is invincible. But you have to have perfect timing, since you are vulnerable before and after this point. It can be used like balrog's TAP to dodge fireballs, but it is more difficult to time. Because you move so far forward, you will probably want to use the jab spinning backhand, otherwise you will end up withink sweeping distance. The move is fairly slow, so when it comes right down to it, its not that useful. Inverted Kick: This is basically a dragon punch with her foot, and it is her best move. It has a trajectory that is wider than ken's fierce DP, and it is also invincible while going up. The intital frames are vulnerable, though, so it cant be used exactly like the DP. Combos: Colors: Overall: Cammy is one of the best new characters in the game, according to most people. She has good speed and air-priority to rival chun li. She seems to be played a lot like chun li, but with the added advantage of the uppercut. She is great at anti-air defense, also. ============================================================================== T-Hawk ============================================================================== Special Moves: Mexican Typhoon: full 360 degrees on joystick + punch (like zangief's spinning pile driver) Condor Dive: Jump + (all three punches) Tomahawk Buster: --o | \ + punch o o Face Smash: --o + fierce punch Face Chop: --o + roundhouse Throw: medium punch Swan Dive: | + fierce while in air o (similar to Zan's swan dive) Flying Elbow Drop: | + strong while in air o Comments: Mexican Typhoon: Hawk grabs you, plams your head like a basketball, jumps in the air, windmills you in the air 720 degress, then slams you into the ground head first. If you want to impress the hell out of everyone around you, this is the move to do. It has a pretty decent range, about the length for dahlsim to throw. Condor Dive: T-Hawk jumps, then suddenly dives at you like dahlsim's yoga spear. This move can be deceptive - try jumping back, then diving with the condor dive. It has a good range, but can only be done on the way up, not on the way down. It can be useful for countering fireballs. Tomahawk Buster: Another version of the DP, but this goes more diagonal and is not as quick. It is only invincible for a very short time at the beginning, then the rest is vulnerable. The fierce TB extends really far - farther than ken's DP - and can also hit twice if close enough. It has a pretty nasty fall distance, so it can be risky. But the delay when you reach the ground is minimal. Combos: Roundhouse neck kick- standing forward- fierce tomahawk buster. The tick standing short - into mexican typhoon seems to work, but not as well as Zangief's. Colors: Overall: T-Hawk seems to be a very versatile character. His biggest weakness is his speed, but that can be made up for by his big moves. His spinning leg sweep is also a nice move, and it executes faster than guile's fierce trip. His kicks have decent range - much better than ken, ryu, zangief, and chun li's, i would say. His standing forward is really nice - it has about a ryu crouching roundhouse range, sticks out straight, and is fast. ============================================================================== Dee-Jay ============================================================================== Special Moves: Machine Gun Upper: | o + (punch, punch, punch...) o | (charge) Air Slasher: o-- --o + punch (charge) Double Rolling Sobat o-- --o + kick (charge) Comments: Machine Gun Upper: If you hit the button once, you get a jab-like uppercut. Tapping a punch button repeatedly after executin the move will extend the punch further. It works well as a defensive move, as it will stop most characters from jumping in. It is difficult to hit more than a few times, but it has been done up to four, that I know of. It is also invincible right when it starts up, but after that he is vulnerable while he 'hiccups'. Air Slasher: This looks and works like guile's sonic boom, but is different because it has a long recovery time and his body leans way forward when performing it. DRS: He sort of kicks, turns around, and kicks again. I dont remember if it needs a charge or not, so someone tell me. Crouching Roundhouse: This is like dahlsim's slide. It can be used against someone who is jumping in at you, but unfortunately it cant go under fireballs. If the timing is right, you can follow up a fireball with this. Combos: jumping hit - standing strong - fireball jumping hit - standing short - short spinning kick Colors: Overall: Dee Jay seems to be one of the better characters and will be especially usefull to those who know how to use guile. His far standing fierce is a good anty-air attack, and his jump + roundhouse hits far enough down to hit dahlsim's crouching fierce. His jumps are his biggest flaw. The lower part of his body hangs really low, which makes it hard to jump over fireballs. Fireball traps seem to work very well against him, since jumping is difficult and he lacks any invincible move. ============================================================================== Fei Long ============================================================================== Special Moves: Triple Punch: | \ --o + punch (repeat, o o repeat...) Flaming Vertical Kick: o-- | / + kick o o Leaping Double Kick: --o + Roundhouse Flip-over throw: --o + roundhouse Spring Kick: --o + forward kick Overhead Toss: --o + Fierce Comments: Triple Punch: Doing the fireball motion once will give you a flaming jab. Doing it again quickly will cause him to slide forward a bit and follow up with a straight punch. A third time finishes the move with another punch. He rushes at you faster than Balrog's rushing punches, but it is hard to get the timing right to get multiple hits. Flaming Kick: He jumps into the air with his leg on fire. The horizontal range is a little less than ryu's DP and the height is determined by which kick you use. It is a bit safer than a dragon punch because if you do it too soon, you might be in a defensive crouch. If you do it too late, you will still be blocking. It seems to be mainly a defensive move. Leaping Kick: Fei Long jumps at you with a double kick. It does pretty decent damage. It is not known exactly how this is done. Although he spends a little less than a second moving forward and no attack, when it does come out it has one hell of a priority. Spring Kick: (towards and forward kick). AWESOME if you know that your opponent is going to trip, since it cannot be tripped at all. Combos: Colors: Overall: The general feeling here is that he just sucks. No one seems to like him and not a lot of people have written about him, so of course I dont know much about him. **************************************************************************** I will not list anything that is the same for the old characters, since I do have other things to do with my life. I'm just going to paste the in-depth reviews on bison, vega, etc, so they will not be in the same form. oh well. so sue me. ============================================================================= Ryu ============================================================================= Red Fireball: o-- / | \ --o + punch o o o This is a red fireball that will burn the opponent like dahlsim's yoga fire. He has a longer delay after his fireball and his ariel hurricane kick now starts spinning on the way up and all the way down, following his jump motion. ============================================================================== Ken ============================================================================== changes to his DP - fierce now burns opponent and can hit 3 times. jab hits once and knocks down. His hurricane kick is also like Ryu's. ============================================================================== Chun Li ============================================================================== Fireball: o-- --o + punch (charge) The new fireball. ONLY use in a situation where your opponent will definitely either be hit (like in a combo) or will have to block (such as when an opponent is just getting up). The delay AFTER the fireball is even longer than the delay in HF and the fireball (actually, it looks like a raw egg being tossed) dissipates (dissapears) before crossing the screen. The faster the fireball, the shorter the distance. The altered Helicopter kick MUCH better against opponents jumping in, as the animation sequence where Chun is just beginning to flip over now knocks the opponent down (doesn't leave them standing to retaliate). Works great vs. Ken/Ryu, and Dragon. Haven't tried it vs. anyone else yet. Her aerial Helicopter (where she goes into it quickly after jumping) is strange, but I imagine helpfull against corner traps, as it arcs in the path of her natural jump, and goes by kinda fast. This (imho) is one of the more important positive changes made. The new roundhouse It's nice, but imho it doesn't get you a clean hit enough of the time, and that makes it sometimes better off to block than to risk a trade off. Combos jumping hit - standing fierce - fireball/lightning kick jumping neck fierce - standing strong - standing fierce - lightning kick jumping fierce - standing stron - crouching forward. ============================================================================== Zangief ============================================================================== I would like to propose, in my infinite wisdom, some terms. I don't care if anyone uses them, but I don't want to refer to each SPD by describing it each time so.... SPD + punch--old faithful, the SPD (spinning pile driver) SPD + kick--charge throw, or CPD (charge pile driver) SPD + kick (close)--drop then flip and leap into air with them, or FPD (flip pile driver) KNEE DROP--jump straight up and then up+fierce is still here, but I don't know anything about the "one hit dizzy". SPD--I said yesterday/the day before that the SPD didn't seem to hvae it's old range, but appearantly I'd been playing SS too much. Today I got back into the SPD feel and got it off at my old favorite ranges. The CPD only has minimal range. AIR THROWS--zangief has TWO air throws fierce (forward?)--almost exactly like Z's old crouch strong throw, but in the air. roundhouse (forward?)--almost exactly like his old crouch fierce, but in the air--nabs them and with no pause heaves them in the air over his shoulder (doesn't look up like he did before) HIS AIR THROW PRIORITY SUCKS--you literally had to plow into them in the air, which is awful hard since most people jump higher than you, and so to meet them in the air you had to meet right where most people attack. I didn't catch if it did much damage, but considering the throws (no acrobatics, just simple tosses) used and the bad priority, I'd assume they didn't mean for it to be all that good. NORMAL THROWS--finally got all but one normal throw checked out. Strong--simple pile driver from before. Fierce--iron claw aka far+strong from older versions Forward--new suplex ala fierce from older versions--heaves opponent over head, then falls back, but this time he ends up horizontal about 1 inch from the ground, and then you fall down. Roundhouse--chin smash ala far+fierce from before crouch fierce--gut wrench as older versions. crouch strong--????? I was VERY dissapointed that my favorite move, the old forward kick throw, was left out in favor of a tacky looking version of the old fierce, not to mention they kept the pile driver and lost the old roundhouse throw. Oh, well, at least the new *PD's are cool.... (like my use of a wildcard? Too much DOS lately...) COLORS--super color (any button 2 seconds) black with grey scars I forgot the buttons, but besides the known ones there is a white, green, and bright (Ken's hair) yellow. ============================================================================== Blanka ============================================================================== New Roll: o-- --o + kick (charge) Blanka flips back, then does a roll that has an arc to it. If timed right, it can go over fireballs. He is improved a lot. He now stops rolling in his vertical roll and goes back down at an angle so he cant be swept or dragon punched so easily. Also, the timing of his rolls are such that, if blocked, a quick fireball will hit it on the way down. ============================================================================== Honda ============================================================================== He has much better recovery time for both of his charged attacks. ============================================================================== Guile ============================================================================== His flash kick is now faster, which means you have to be more precise with your timing. Also, it seems to float a bit afterwards. His sonic boom delay is once again short, enough to re-enable the fabled Guile 4 hitter. Roundhouse flash kick hits once and knocks down. His knee hop has better recovery time and maybe better range. ============================================================================== Dahlsim ============================================================================== No new moves, but a few changes. His drills are hazardously slow and the teleport is easier to do. His roundhouse slide has also lost a significant amout of range. ============================================================================== Balrog ============================================================================== Buffalo Headbutt: | o + punch o | (charge) Yet another variation on the DP. Here's the bottom line: Power DOWN. Against anyone w/o a fireball, Balrog will roast 'em. Easy. Against anyone WITH a fireball, well, you're gonna havta work. And hard. I. The moves (and their alterations) A: The special moves Charging punch * hold stick away from opponentapproximately 2 seconds, then push towards and a punch button. * Charging jab punch knocks your opponent off his feet * It seems to make no difference in damage what punch you use in the charge * Hits crouching opponents. * Seems to have a longer range. Charging uppercut * Push stick away from opponent 2 seconds, then towards with a kick button. * It seems to make no difference what button you use as far as damage goes. * Jumping punch - charging kick seems to not be a combo, as there is a delay before the fist swings up * Does not hit crouching opponents Turn Around Punch (TAP) * Hold all 3 punch or kick buttons down for at least a little less than a second, then release any button. * Hits crouching opponents. * The longer you hold down the buttons, the more powerfull the hit. In HF, the maximum damage was 50%, but this may or may not have changed. I'll try to check. * The TAP *DOES NOT* go through fireballs, nor does it have any sort of invulnerability at all. Buffalo Headbutt (BH) * Hold stick down approx. 2 seconds, then push up and any punch button. The strength of the punch determines the range of the headbutt. * The opening frames of the headbutt are almost totally invulnerable, and can easily go through fireballs. The range of the fierce BH can nail a fireball frozen opponent from a little less than a half a screen away. B: The regular moves Guide: C = crouching S = standing J = jumping A = away U = up F = foreward Jab C: It repeates very fast & can be used in combos. S: may be different in appearances (not sure) but still has the same essential efffect. J(A/F): a jumping punch somewhat like his old one, but does not strike as low (essentially, compared with the old jumping jab, it sucks) J(U): a downward open-glove punch Strong C: is redrawn, but is much like the HF strong with less range. S: An uppercut, very good against opponents who jump at you or just straight up. J(all): just a more powerfull, but shorter in duration version of the jab. Fierce C: a ducking uppercut, used much like a standing strong and is very good for shooting down helicopter kicks. S: from close range, the same old thing. From far range, a more narrow fist drawing & lashes out almost as fast as in CE. J(A/F): a jumping punch from his waistline. has LOUSY range and is primarily the reason he's not very good against fireball characters. J(U): see jab. Short C: Much like jab, but definitely slower and not much good at all for use in combos. S: Elbow, same as HF. J(all): see jab Fward C: A punch angled to the ground. Can hit almost any leg that is sticking out. Overall, an improvement (imho). Has shorter range than in HF. S: same as HF, a punch to the gut J(all): see strong punch Rhouse C: A punch angled to the floor. is barely longer than K/R's foot, and definitely shorter than his HF roundhouse. Comes out slower too. S: Same as HF, a gut shot, non-bufferable J(all): see fierce. II. The combos. I honestly believed that he had no more combos, as his short kick was too slow, his charging uppercut had a delay before it hit, and all his jumps were horribly ruined. BUT, I just today realized that you just gotta use different buttons. A: The ground 4 hitter crouching jab - crouching jab - standing jab - charging punch In HF, you used shortkick instead. B: The 3 hitter Jumping fierce - standing foreward - charging punch You have to be REALLY close when you start the combo, as his jumping punch has a pitifull range. C: The weaker 3 hitter Jumping fierce - any jab - charging punch D: Combo theory It may be possible to do this: Jumping fierce - crouching jab - crouching jab - standing jab - charging punch The jabs are fast enough and Balrog doesn't seem to be pushed back as much as he used to. III. Brief matchup assesments. 1) Ryu: Tough. The standing fierce and the buffalo headbutts will be needed here. Unless you're really near, don't try to jump over fireballs, as you'll get the fireball - sweep treatment like Honda does. Standing fierce to trade or stop a fireball launch, buffalo headbutt to go through fireballs and/or hit a fireball frozen/jumping Ryu. 2) Ken: Tough. Less tough than vs. Ryu. Easier to jump over fireballs. Mostly, use the same strategy. 3) Chun Li: Not bad.. Essentially the same as HF. Be carefull about jumping in, as her HK is more effective in dealing with opponents jumping in. 4) Blanka: AHAHAHHAHAHHHAHAHHAHHAHAHH!!!!! He was actually a threat in HF, but with the alteration of his vertical ball, it seems that the little furball is once again toast. 5) Honda: Not bad. Some Balrogs out there actually had a hard time with "evil Honda" but I never have, so I've got to say that this match seems at least the same as ever. 6) Guile: Tough. His BH won't help that much. If you actually believe jumping is gonna help, you deserve to loose. However, His dashing punch, crouching foreward, and standing fierce will be the essential tools in any victory. 7) Zangief: Not as bad as I thought. With the restoration of his standing fierce and the addition of his BH, this match leans in Balrog's way. 8) Dhalsim: I have no idea. 9) Cammy: Balrog's advantage 10) Dee Jay: Hmm.... I'd have to say give D.J. the edge. Much like a Guile fight, but with slides and standing kicks instead of crouching forewards and sweeps. 11) Dragon: I may be biased, but it's Balrog all the way. 12) T-Hawk: Hmm... about even. Maybe just a little (barely) edge to T-Hawk. 13) Balrog: need you ask? 14) Vega: a fair match, 52-48% in favor of the vegamatic. 15) Sagat: I have no idea. I'd imagine it would be the only fireballer matchup that would be not a disaster. 16) Bison: Give Balrog the edge. Overall, he's still a power to face.... if you use him, good luck. ============================================================================= Vega ============================================================================= Air Spiral: | o + punch o | (charge) Vega jumps off the wall like he is going to do a claw dive, but then dives head first across the screen in mid air. Vega is the most radically redone character in SSF2. He has a few of his old moves, but for the most part, his standard moves are entirely new. Jab: Standing: A close range poke to the eye. Good for stopping a Blanka. Not much range. Crouching: Same as CE and HF. Use to follow up after a roll attack. Jumping: His aerial punch. Fair for air-to-air clashes. strong: standing: a lunge slash, resembling Sagat's standing punches in a way, but still different. Crouching: See crouching jab Jumping: see jumping jab Fierce: Standing: a big lunge. Major range, but comes out kinda slow. Crouching: Looks like the old standing strong punch, but now with the power of fierce. Does not hit crouching opponents. Jumping: See jumping jab Short: Standing: a kick to the shin, somewhat like Sagat's, but only hits once. Crouching: same as HF Jumping: same as HF, good for air-to-air or air-to-ground Foreward: Standing: a straight kick. Will hit crouching opponents and has a reach longer than Ken/Ryu's feet. Crouching: same as HF Jumping: see jumping short Roundhouse: Standing: a kick to the air, somewhat like (you guessed it) Sagat. kinda handy vs. opponents jumping in. Crouching: The old reliable slide. Same as CE/HF Jumping: A new strange kick, seems to have shorter range than his old jumping roundhouse, but I'm not sure. II. The special moves A. The screaming eagle: He bounces off a wall, then flies at his opponent and either slashes 'em or slams 'em. Hold stick down for at least 5 seconds (maybe more) then push up & towards the wall you wanna bounce off of and a kick button. Let him bounce, and you can either let the computer steer for you, or you can control where you go. Then press diagonal or just straight to the right or left and a punch button. Strenght of the punch button may determine range of grab and strength of throw. Due to the long time to charge this move, I don't think you'll ever really use it that much. B: The Torpedo: He bounces off a wall, then dives straight at the opponent's head. If hit or blocked, he will bounce away. Hold the stick down about 2 seconds, maybe less, then push up and a punch button. The strength of punch determines how high above the ground he will dive. A jab goes just over most opponents' head, while the fierce will hit in the mid-section. HOW TO USE THIS MOVE: It actually is usefull as a defense against opponents jumping at you. Be fairly near a wall, about a little more than 1/4 of a screenlength away. If your Opponent jumps at you, do this move and he'll zoom off to the wall, dodging an attack from his opponent, and zoom back in and spike 'em before they land. (Yes, I've tried it out. Not as reliable as a flash kick, but it's the only use I've found for it so far) The throws seems to have more strength and range than in HF. Take advantage of it. III. vs. the others Ken/Ryu: Stick close. Occasionally tap them with a standing foreward or a crouching jab/strong. The roundhouse oughta deal with them if they attempt to jump (that is, you should have been able to hit them before they actually reached the peak of their jump) Standing foreward has stopped the HK before, so give it a try. Use of the standing strong or fierce is a little risky, as they have a frame of animation before it hits that "warns" the opponent and may allow a good K/R to DP your hand. Jump over fireballs and do whatever (combo, throw, tick, whatever) as his jump, while having a little more hang time, is still fast enough to be a menace to K/R. Guile: Often immediately start the round with a crouching strong. It will stop any attempt to Sonic boom at the start, and may decieve the opponent into doing a flashkick in the next round. Lotsa slides to make 'em scared of using the Foreward kick. If you can jump over head, jump straight up and down as much as possible and use the foreward, or maybe roundhouse (roundhouse is not well tested for this scenerio) to goad them into trying to hit you. They'll often miss, and you may want to take advantage of your position by faking a jumpkick attempt and just land to throw the opponent, fake 'em out by landing and doing a crouching foreward-standing strongX2 combo, or just get dirty and tick 'em. Honda: Still a tough match. Use slides on an unsuspecting Honda that's just standing there expecting you to jump at them (you'll get headbutted) or if they jump in with a roundhouse that was released early. Crouching and standing strong used to cautiously poke or provoke your opponent. Blanka: His standing fierce slash may now be long enough to strike the ball after it bounces off vega, so it's now a little less of a tough match. Play defensive. Try to sneak under a jumping blanka for that throw. ============================================================================== Sagat ============================================================================== And now, we have the SSF2 Sagat. While in HF, you couldn't use an effective fireball trap with Sagat, you can once again, almost as effectively as CE, set a fireball trap against many opponents. His Tiger uppercut is for the most part weakened and slower, but I've seen moments where the computer gets moody and decides that a fierce TU = 25% damage. Essentially, what you've got here is a CE Sagat, with a few modifications. What's new: Tiger knee: Now has a more horizontal range. First of the two hits strikes on ground level. If you block standing up, Sagat will usually bounce away far enough to be safe from a throw. kneeing over a fireball isn't that easy anymore. It seems so far to take more damage. Tiger shots high/low: Still has that quick delivery, and now seems to recover from shooting as well as ken, maybe a little longer or shorter, but enough to set a fireball trap. Tiger Uppercut: Slower, takes less damage if you compare it with HF. Seems a little easier to stop so far..... the Jab TU bounces away better if blocked. Short kick: crouching short kick will convince you this guy is Dhalsim's big brother. Jumping straight up short kick makes Sagat form a perfect L shape. Looks hilarious. Roundhouse: No longer hits twice. Hits either in first frame, or second. Can be used in combos. Sweep seems to be either faster or shorter. Punches: Air punches now included, which do well for air-to-air, especially against another Sagat. Crouching jab and strong are now a boxer-type jab. Fights well all around, with his "natural" enemies being: Honda: Headbutt goes over low shot. jumping roundhouse takes off unbelievable amounts at times. Bison: Torpedo goes over low shot. Headstomp and the new flaming chop are to be watched for. Chun Li: Her short kicks can stop a TU at the right ranges. She now has an easier combo to hammer Sagat into dizziness. Landspeed and land range also factors. Cammy: Actually saw her spinning backhand wreck havoc with our resident Sagat master. Although her hangtime makes her a fireball trap target, she might prove to be another Chun Li. Dhalsim: The spear and the slide. Dhal has always (beginning in CE) been the death of Sagat. ============================================================================== Bison ============================================================================== Flying Dive: | o + punch o | (charge) He jumps really high and then comes down and hits you on the head with his fist. 1) COLORS As with ALL the old characters: Jab = classic colors (in Bison's case, red) Strong = CE colors (Green for Bison) Fierce = HF colors (That "siberia Bison" look using grey) now, for Bison only: Short = Greyish Bluish uniform. Kinda makes him look like a Nazi. Foreward or Roundhouse, I'm not sure: A Purple with touches of green for that "Joker" look (My favorite) Hold down any kick/punch for 3 seconds: *THE BRONZE BISON* It's just too weird. See it yourself. My second favorite. 2) Changes to old special moves: overall, everything seems to take less time to charge up. 2 seconds or less, on average. Headstomp: Takes off one, sometimes more pixels of damage when BLOCKED. Also, the followup "superman" punch takes off damage when blocked. Bison seems to stay stomped on the head of his victim for a little bit longer than he used to. Scissor Kick: STILL combo-able. Knocks you down on the second kick. If blocked, you WILL ALMOST ALWAYS be too close for your own good, so GET AWAY. (Yes, even with the short kick) The delay built in just gives you enough time to dodge a throw when you use the short scissor, so it's up to you to get outta there or else.... Torpedo: FASTER. You can once again nail Blanka after he does the ball. Also, WEAKER. IT takes off about the same or sometimes less if blocked. The "strike zone" is smaller, meaning that only the upper body of Bison will affect opponents and if you jump over and land on his flaming legs, you won't get scratched. If you torpedo through K/R and they block, they can sweep you out of the torpedo as they clear Bison's "strike zone". 3) New special move Charge down 2 seconds then push up + punch button. Bison will zoom STRAIGHT (read: you can't dodge fireballs using this) for a point above and behind (the stronger the punch, the higher the point) the target, then zoom down with a flaming fist. It WILL take off damage if blocked, but can easily be DPed once you figure out which way to look. Probbably handy vs. anyone w/o an invincible ground to air move and for surprises. This move, you don't wanna overuse. 4) Alterations to old regular moves a) jumping short kick: looks like he hop-skipped into the air. has small range (small enough to get air-thrown out of) but is reportedly usefull vs. Dhalsim. Personally, I hate it. b) jumping foreward: looks like an aerial knee. He's in the air with his knee thrust foreward. Has as little or less range/priority as the short kick, but I haven't really tested it yet. c) standing short kick: is now a kick to the shin. No big gain or loss, IMHO. d) standing strong punch: will strike either near (early frame of animation) or far (original strike zone) e) standing fierce: see d) also, swings above his head for an uppercut effect somewhat like Guile's standing fierce, but is not very usefull, as Ken, Ryu, and Blanka have so far been able to hit bison cleanly when the move was attemped. f) jumping fierce: is now a more lean "superman" punch with his fists on fire. Still has as great a priority in the air as ever and is very usefull for hitting opponents on the ground. 5) Combos/theory a) Jab-scissor kick still works. b) I did a jumping roundhouse - crouching jab - standing jab - scissor kick. The computer called it a combo, but the computer calls alottta things a combo and this guy I beat up was no master. Considering the charge for the scissor kick is fairly short, this seems possible. I needa test it further. c) I also did the old crouching jab X 2 - standing jab - scissor kick. again, the computer called it a combo and the opponent was no Einstein. ****************************************************************************** -- Internet: musjndx@gsusgi2.gsu.edu Fidonet : Jonathan Deitch@1:133/411.7 jdeitch@gisatl.fidonet.org Bellnet : 1 - 404 - 261 - 3665 ----------------------------------------------------------------------------- Atlanta 1996 | Play Pinball | Back 2 Back 2 Back! | "I hate it when I can't --------------------------------------------------| trust my own technology!" "Thrills! Chills! Magic! Prizes!" -- Hurricane | -- Geordi LaForge Gene Roddenberry, Isaac Asimov, Jim Henson, Dr. Seuss, Mel Blanc ... Sigh ...