Super Street Fighter II Guide (version 2.1)

B = Joystick away from opponent
F = Joystick towards opponent
C = Hold for 2-3 seconds

-General-
  Eight colors are available for each character.  Hold down an attack button
for 3 seconds to get the eighth color.
  A combo is a series of hits wherein if the first hit connects, the rest
are not blockable.  If the final hit of a combo is a special move, then
the second-to-last hit should be pressed WHILE making the controller
motion (or RIGHT before the motion) for the special move.  Thus, a Dhalsim 
two-in-one yoga fire: D, DF, <forward button>, F, <fierce button>.
  Unlike previous verions of SFII, in Super many double hit attacks can be
used in a two-in-one.  Make sure that only the first hit of the double hit 
move connects, and execute that special move!
  To do a neck kick, jump over your opponent and strike deep on the way
down.  If this is done properly, it is very difficult to block because the
opponent wont know which way to hold the joystick.  Neck kicks are a
great way to start combos.
  A question mark before something means it is unverified by the author.

-Ryu-
#Special Moves
F, D, DF + Punch = Dragon punch which hits twice if close.  Ryu is
invincible on the way up.
D, DB, B + Kick = Spin kick goes over sonic booms and yoga fireballs.  Can
be executed in the air (especially deadly if done on the way down).
D, DF, F + Punch = Normal blue fireball
B, DB, D, DF, F + Punch =  Red fireball will light opponents on fire
#Combos
3hit: Jump roundhouse, standing forward (knee), jab dragon punch.
3hit: Jump fierce, standing fierce, fierce red fireball.  (spin kick can
be used instead of the fireball)
3hit: Jump roundhouse, ducking forward, blue fireball
?DreamCombo: Slow fireball thrown before opponent gets up so that it lands
on the back of their head, standing fierce, jab dragon punch
#Notes
Jump roundhouse and forward can be used as neck kicks.
#Ending
After winning the tournament, Ryu is missing from the prize ceremony. 
Where is Ryu as his fans chant his name?  He is walking off into the
sunset.  Ceremony means nothing, the fight is all.

-Ken-
#Special Moves
F, D, DF + Punch = Standard dragon punch.  Has a wider range than ryus.
F, D, DF + Fierce = Flaming uppercut which can hit three times if used
point blank
D, DB, B + Kick = Hyper spin kick.  Can be executed in the air (especially
deadly if done on the way down).
D, DF, F + Punch = Fireball
#Combos
3-5hit:  Jump roundhouse, fierce, dragon punch (if fierce, combo can hit
tall opponents 5 times!)
4-6hit:  Jump fierce, standing jab, spin kick
3hit: Jump fierce, ducking forward, fireball
?DreamCombo: Slow fireball thrown before opponent gets up so that it lands
on the back of their head, fierce dragon punch
#Notes
Jump roundhouse and forward can be used as neck kicks.
#Ending
?After defeating M. Bison, Kens girlfriend shows up and the two of them
get married.

-Blanka-
#Special Moves
CD, U + Kick = Vertical roll
Tap punch quickly = Electricity which can sap energy even if blocked.
CB, F + Punch = Horizontal roll.  The stronger punch used, the farther the
ball will go before stopping.
CB, F + Kick = New rainbow roll which can go over projectiles and nail
opponents
#Combos
2hit: Jump strong, electricity
Easy3hit: Jump fierce, standing strong, duck forward
3hit: Jump fierce, duck forward, horizontal ball
DreamCombo: Jump fierce, standing strong, vertical ball
3hit: Jump fierce, 1hit headbutt (F + strong), horizontal ball
#Notes
Jump straight up and press fierce for a good air defense (especially vs.
another Blanka or ChunLi)
Use a jump forward to prevent opponent from sweeping as Blanka lands
Use duck fierce to exchange hits with a fireball-throwing opponent
Cheapness: If opponent is all the way across the screen: Strong horizontal
ball (CB, F + Strong), face bite (fierce).  If opponent is closer, use a
jab horizontal ball instead.
MoreCheapness: After using electricity, walk right up and give Tem a face
bite.
#Ending
Blankas long lost mother shows up.  To prove that he is her son Jimmy,
she points out the anklet she gave him for a birthday present.  

-E. Honda-
#Special Moves
CB, F + Punch = Sumo missile.  Sumo is invincible for a brief period when
starting missile (use as air defense)
CD, U + Kick = Sumo splash.  Also provides brief invincibility
Tap punch quickly = Fast hands sap energy even if blocked
#Combos
3hit: Jump over opponent and press down + forward kick.  After landing use
a duck forward knee.
?3hit: Jump fierce, standing strong, duck fierce
3hit: Jump roundhouse, duck short, sumo missile
?MightWork: Jump roundhouse, 1hit knee (F + roundhouse), sumo missile
#Notes
Neck kick with jump forward + jump short kicks.
Use any standing kick for a long range sweep.
#Ending
?Honda eats some nabe with his disciples and explains that the great master
should never stop training - there is always the next fight.

-ChunLi-
#Special Moves
CD, U + Kick = Spin kick.  Can be used for temporary invincibility with
good timing.  Can be executed in the air.
Tap kick quickly = Fast feet which sap energy even if blocked.
CB, F + Punch = Fireball.  Unfortunately, it doesn't go all the way across
the screen.
#Combos
Easy3hit: Duck forward, standing strong, standing fierce
3hit: Jump fierce, standing fierce, fireball
3+hit: Jump fierce, standing fierce, fast feet
?DreamCombo: Jump fierce, standing fierce, spin kick
?MightWork: Jump fierce, standing fierce, fireball, fast feet
2+hit: Jump fierce, flip kick (towards + forward kick)
3hit: Deep jumping head bounce (x2), roundhouse kick
#Notes
Neck kick with jump short or forward.
Air throw with strong or fierce.
Try using the air spin kick after a head bounce (jump, d+forward kick) or
bouncing off the wall.
Get close to opponent and press roundhouse + towards as they are getting
up for a nasty neck kick.
Use standing close roundhouse to defend against incoming air enemies.
#Ending
ChunLi gets Bison back for murdering her father.  After visiting her fathers
grave, she has a choice (player chooses): 1)Return to her normal life as a
young girl in China or 2)Become a detective and clean up the streets!

-Guile-
#Special Moves
CB, F + Punch = Sonic boom
CD, U + Kick = Flash kick
#Combos
3hit: Jump fierce, duck strong, flash kick
DreamCombo: Get VERY close, duck jab, sonic boom, duck strong, sonic boom,
backhand fierce (also possible to use a flash kick in place of the last 2 hits)
DreamCombo: Jump fierce, duck jab, standing fierce, flash kick
Classic5hit: Jab sonic boom, jump fierce, standing fierce, sonic boom,
backhand fierce
5hit: Jab sonic boom, flying knee (F + forward kick), standing fierce,
sonic boom, backhand fierce
#Notes
Follow up a sonic boom with an upside-down kick (close,
towards+roundhouse) to confuse opponents.
Air throw with any button but jab or short.
Standing short kick can counter some low forward kick attacks.
#Ending
?Guile picks up Bison and is about to kill him for killing his friend
charlie when the wife + daughter show up.  They convince him to come back
home, and he becomes a family man again.

-Zangief-
#Special Moves
Approx. Equivalent to RJoystick 360S = F, DF, D , DB, B, UB
Joystick 360 + kick (long range) = Dashes forward and does touchdown slam
Joystick 360 + kick (close) = Double Boston crab
Joystick 360 + punch = Spinning Pile Driver
Three punch buttons simultaneous = Spin punch will make Zangief immune to
fireballs and Bison Psycho Crusher
Three kick buttons simultaneous = Spin punch doesnt last as long as above
#Combos+Setups
ClassicSPDSetup: Walk right up to opponent.  Jump over them and press D +
Fierce, duck strong, fierce Spinning Pile Driver.
3hit: Jump fierce, duck short, spin punch
#Notes
Neck kick with jump fierce.
Air throws with every button except jab + strong
Crunch kick (jump up, + fierce) can induce dizziness in TWO hits
Use a standing jab to counter many air attacks
If Zangief is blocking an attack and his opponent is not in the air,
execute the motion for a Double Boston Crab with forward kick for a MAGIC
THROW (grab Tem from anywhere on the screen!)
#Ending
After Zangief defeats Bison, Gorbachev shows up and they do a little
Russian dance.

-Dhalsim-
#Special Moves
D, DF, F + Punch = Fireball
B, DB, D, DF, F + Punch = Yoga Flame
F, D, DF + 3Kick Buttons = Teleport behind + close to opponent
B, D, DB + 3Kick Buttons = Teleport in front + far from opponent
B, D, DB + 3Punch Buttons = Teleport in front + close to opponent
#Combos
2hit: Duck forward, fireball (start with a duck short slide kick to
confuse opponent)
3hit: Standing jab, headbutt (close fierce)
3hit: Jumping deep jab, headbutt
2hit: Long range fireball, standing fierce stretch punch
2hit: Deep yoga spear (aim for their ankles), ducking jab
#Notes
Cheapness: Yoga spear (jump, down + roundhouse), duck short, yoga noogie
(strong).
More Cheapness: Long range jab fireball, teleport behind+close, yoga noogie.
Use a standing jab to counter incoming air opponents.
Try duck strong/standing forward stretch kick patterns to confuse opponents
#Ending
?Dhalsim rides an elephant back to india.  While eating some tater tots,
Dhal tells explains to his son that the picture on the wall depicting Dhal
at the SFII ceremony is just Ryour fatherS in his former life.

-Sagat-
#Special Moves
D, DF, F, UF + Kick = Improved tiger knee
D, DF, F + Punch = High tiger fireball
D, DF, F, + Kick = Low tiger ball. Beware of Sumo/Bison missile attacks
F, D, DF + Punch = Tiger uppercut
#Combos
Nir's favorite combo:  Jump fierce, standing roundhouse, roundhouse tiger knee
3hit:  Jump roundhouse, standing roundhouse, tiger uppercut
3hit: Jump roundhouse, duck forward, low fireball
?MightWork: Jump fierce, standing forward kick, duck forward, tiger knee
#Notes
Use a standing fierce to trade hits with a fireball-throwing opponent.
Sagats new jumping strong punch is great for taking out air opponents.
#Ending
Sagat, wearing a shawl remarks on his victory and, of course, his past
defeat at the hands of Ryu.  The Shotokan karate master is truly a worthy
fighter.  Sagat clenches shawl, Next time we meet, one of us will not
survive!

-Vega-
#Special Moves
CD, U + Punch = Wall spring into very fast missile attack
3 Punch buttons together = Double backflip.  Use for brief invincibility
but beware of slow fireballs.
3 Kick buttons together = Partial backflip.  Use for brief invincibility.
CD, U + Kick = Wall spring.  Press F + punch right on top of opponent for
an air suplex.  Otherwise, press punch on the way down for a claw dive.
CB, F + Punch = Multi-hit ground roll. Use fierce for approx. 5 hits.
#Combos
Easy 3hit: Jump roundhouse, duck forward, duck strong
4-6hit: Jump fierce, ducking jab, ground roll
?MightWork: Duck jab, ground roll, duck fierce
#Notes
Air throw with strong + fierce.
Try a partial backflip followed by a suplex (towards + fierce).  With
luck, theyll mis-time the low roundhouse and get thrown.
Destroy Dhalsim with repeated wall spring into air suplex.
#Ending
As usual, Vega remarks on his magnificent beauty.  He goes back to his
mansion to look in the mirror + practice for the next beauty pageant. 
Whos next?

-Balrog-
#Special Moves
CB, F + Punch = Dashing punch.  Must be blocked even if opponent is ducking.
CB, F + Kick = Dashing uppercut.  Great for taking out air opponents.
Hold all three punch (or kick) buttons + release = Turn punch.  The longer
the buttons are held, the more damage is done.  Wait long enough for
RfinalS to take off half of opponents energy.
CD, U + Punch = Vertical headbutt attack (passes through projectiles if
timed correctly)
#Combos
3hit: Jump fierce, standing short, dashing uppercut (CB, F + Roundhouse)
3hit: Jump fierce, duck jab, vertical headbutt
5hit: Jump roundhouse, standing jab (3x), dashing uppercut
DreamCombo: Jump fierce, duck short (3x), dashing uppercut, standing fierce
#Notes
Cheapness: Turn punch (3 punch buttons together), step forward, headbutt
grab(F + Strong)
Jump straight up and press fierce for a good air counter.
After a headbutt grab, walk past opponent and hit them with a standing
close forward punch for major confusion!
Use a duck forward punch to counter many low forward kicks
Balrogs duck fierce is one of the best all-purpose non-special moves
#Ending
Balrog finally won the big title.  He gets a couple of girls and lives it
up.  Aint this the life?

-M. Bison-
#Special Moves
CB, F + Punch = Flaming torpedo.  Saps energy even if blocked.
CD, U + Kick = Head Stomp.  Press punch on the way down for a second hit. 
If the stomp is blocked, keep joystick away from opponent to avoid retaliation
CB, F + Kick = Scissor kick.  If both hits connect opponent gets knocked down.
CD, U + Punch = Fly over opponent and come down with a flaming backhand. 
This new move is more effective than the headstomp in dealing with projectiles
#Combos
5hit: 2x ducking jab, standing jab, scissor kick.
Easy 3hit: Jump fierce, duck strong, standing forward kick
?3hit: Jump fierce, standing strong, flaming torpedo
?4hit: Jump fierce, standing strong, scissor kick
4hit: Jump roundhouse neck kick, duck jab (2x), standing fierce
#Notes
Neck kick with roundhouse.
Use a standing forward or close duck roundhouse to trade hits with a
fireball-throwing opponent.
Nail jumping opponents with a ducking fierce or the new standing fierce.
Cheapness: Use a duck strong, standing forward, scissor kick for a nice
corner trap.  For extra cheese, throw them every now and then after the
duck strong!
#Ending
?Bison stands big and tall with psychic flames surrounding him.  Now that
the tournament is won, he is free to send out his armies and take over the
world.

-T. Hawk-
#Special Moves
F, DF, D, DF, F + Punch = Vertical headbutt attack.  Hits twice if close.
Rotate 360 + Punch = Windmill slam
Jump + All three punch buttons simultaneously = Diving attack.  Better
than Dhalsim screw for dealing with projectiles.
#Combos-Setups
3-4hit: Jump roundhouse, duck forward, vertical headbutt
Combo/setup: Jump over opponent and hit D + fierce, duck forward, windmill
slam
5hit: Jump fierce neck kick, duck jab, standing forward, vert. headbutt
#Notes
Use a standing roundhouse for a confusing long range attack.
#Ending
T. Hawk exacts revenge on Bison for chasing his people off of their land. 
He goes back to the prarie and swears to restart his peoples civilization.

-Fei Long-
#Special Moves
B, D, DB + Kick = Flaming Foot attack.  Hits twice if close.
D, DF, F + Punch = Dashing punch.  Execute move repeatedly for 3 hit combo.
#Combos
Nir's Favorite Combo:  Jump roundhouse, standing fierce, roundhouse
flaming foot.
5hit: Jump fierce, standing fierce, 3 hit dashing punch
Easy 3hit: Jump fierce, ducking fierce (2x)
Easy 3hit: Jump fierce, standing strong, duck roundhouse
#Notes
Neck kick with forward or roundhouse.
Use quick close kicks (towards + forward) and (towards + roundhouse) for
confusion.
Use standing jabs for an all-purpose defense.
#Ending
Hollywood guy offers FeiLong a movie career, but Fei rejects.  He wouldnt
want to disgrace the great master and his son.  We see hundreds of people
training in front of a statue of Mr. Lee.  Maybe FeiLong is among them.

-Cammy-
#Special Moves
D, DF, F + Kick = Corkscrew attack.  Hits twice if close.
F, D, DF + Kick = Nasty vertical attack
B, DB, F + Punch = Spinning backfist.  If timed correctly this can pass
through fireballs + hit defenseless opponent twice.
#Combos
3-4hit: Jump strong, duck forward, roundhouse corkscrew.
3hit: Jump roundhouse, standing strong, cannon spike(vertical attack).
4hit: Jump fierce, standing strong, duck forward, roundhouse corkscrew
#Notes
Air throw with forward or roundhouse.  Pie, anyone?
Also air throw with strong + fierce.
Try a spinning backhand as theyre getting up to annoy people!
Use a standing close roundhouse to nail air opponents.
#Ending
After his defeat, Bison tries to convince Cammy that they used to be
lovers (she lost her memory).  The rest of the British special forces team
shows up and they tell her to ignore that slimeball.

-DeeJay-
#Special Moves
CD, U + Punch = Strange uppercut.  Press punch button very fast to slow it
down and hit four times if close.  Can be used for temporary invincibility
(pass through fireballs).
CB, F + Kick = Spinning kick.
CB, F + Punch = Fireball.
#Combos
Nir's favorite combo: Jump fierce, standing strong, spinning kick
3hit:  Jump fierce, standing strong, fireball
5hit:  Duck strong, multi-uppercut
?DreamCombo: Jump forward neck kick, duck jab, standing strong, multi-uppercut
5hit: Jump forward neck kick, duck jab, standing strong, spin kick
#Notes
Use a jumping jab for air supremacy!
Neck kick with forward + possibly roundhouse.
Try following up a blocked ducking forward with a ducking fierce for
confusion.
Counter long range air attacks with a standing roundhouse.  If opponent is
closer, duck roundhouse.
#Ending
DeeJay writes a rockin song about SFII Combos.  His album tops the charts
and DeeJay becomes a living legend.

