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    + + + + + + + + + + + + + + + + + + Super Street Fighter 2

    7/12/99 dingo_jellybean - @ - AsianAvenue.com www.dingojellybean.com Arcade/SNES/Genesis/PSX/Saturn Version LAST + + + + + + + + + + + + + + + + + +

    *****************************************************************************

    Message Board: http://pub44.ezboard.com/bdingojellybean

    If you have questions, post there and I will answer it when I can. Sorryif you can't contact me on AIM anymore...if it weren't for people warningme up to 70% at times AFTER HELPING THEM, then I wouldn't have to close offAIM to those who need help with a certain game. Thank you.

    *****************************************************************************

    ----------------------------------------------------------------------------------------------------------------Credits----------------------------------------------------------------------------------------------------------------

    -- Capcom(www.capcom.com) For making an excellent game, and for Street Fighter 2! ^_^

    -- Gamepro(www.gamepro.com) For their help in some strategies found on this FAQ.

    -- Gamesages(www.gamesages.com) For providing the codes for this page except for the Key configuration code. Excellent job with the site! ^_^

    -- GameFAQs(www.gamefaqs.com) To CJay for his hard work and dedication to the site and for posting up this FAQ. ^_^

    -- James Chen([email protected]) For his fabulous combo system that we've all come to know. ^_^

    -- Migs Rustia(www.miggy.net) For his clarification on the combo system.

    -- Dingo Jellybean([email protected]) For typing up this FAQ. ^_^

    ----------------------------------------------------------------------------------------------------------------------------------------------------------

    Version Last: Nothing new, just a format change and the finalization of this guide. (10/8/00)

    =========================================================================================================== [ Copyright ] =============================================================================================================

    This FAQ was solely intended for the public use on the www. It cannot be reproduced, retransmitted, or re-written in any other form except by the notice of the author. Any violation of this code will result in strict

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    penalty---and high fines susceptible by law. If this legal document is portrayed in any commercial use, you are therefor stricten under the code of law----and will be---punished. In full contrast, this document portrayed in the website found (www.gamefaqs.com) is to be used and only used by the public itself and cannot be sold. Revisions of this FAQ are only to be done with notice of the author before hand and may be done so as long as the name of the author of the document appears in due credit. You may juxatpose this---document with other---documents as well without notice of the author but it must not be used for sales and broadcasting or commercial use. This FAQ may not be---included in a promotional CD, magazine, or any other use of monetary product. This FAQ may not be used in a password protected area nor---in a high security area. This FAQ is solely used and ONLY used for public---use only and may not be used in a promotional ad that sponsors any type of monetary use. This FAQ is to be used "just like a book" meaning that it can be read over and over again by anybody who wishes to do so. Just like a book it can be moved around from one person to another, but unlike a book the document can be viewed by more than one person at---once. This FAQ is in no way possible to be plagerized, doing so not only damages the person you had intentionally forged, but it also damages yourself in terms of self guilt or in terms of law, whether the punishment be civil or criminal law. To put it at best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT MY PERMISSION!

    This document is (C) Dingo Jellybean; 1999-2000

    ======================================================================================================== [ End of Copyright ] =========================================================================================================

    Well first off, how many of you still play this game? Well not many huh? Thisis a pretty darn fun game and even funner than most PSX games I've played,and its also a nice break from the 32/64 bit videogame world. Well also, howdo you like the new format? I thought the previous formats were a littlemessy, so I decided to change them. Well enough talk and onto the FAQ!

    Street Fighter History -- Intro -- Arcade -- Street Fighter -- Street Fighter 2 -- Street Fighter 2: Champion Edition -- Street Fighter 2 Champion Edition: Hyper Fighting -- Super Street Fighter 2 -- Super Street Fighter 2 Turbo -- X-Men: Child of the Atom -- Street Fighter Alpha -- Street Fighter Alpha 2 -- Marvel Super Heroes

    -- X-Men vs. Street Fighter -- Marvel Super Heroes vs. Street Fighter -- Marvel vs. Capcom -- Street Fighter Alpha 3 -- Home Conversions -- Fighting Street(Turbo Grafx CD) -- Street Fighter 2010(NES) -- Street Fighter 2(SNES) -- Street Fighter 2: Champion Edition(PC Engine) -- Street Fighter 2 Turbo(SNES)

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    -- Street Fighter 2 Special Championship Edition(Genesis) -- Super Street Fighter 2(SNES and Genesis) -- Super Street Fighter 2 Turbo(3DO) -- Street Fighter Alpha(PSX) -- Street Fighter Alpha(Saturn) -- Street Fighter Alpha 2(PSX and Saturn) -- Street Fighter Alpha 2(SNES) -- Street Fighter Alpha 2 Gold(PSX) -- Street Fighter Alpha(PC/Windows 95'/DOS) -- X-Men: Child of the Atom(Saturn) -- Marvel Super Heroes(PSX) -- Marvel Super Heroes(Saturn) -- X-Men vs. Street Fighter(Saturn) -- Street Fighter Collection(PSX and Saturn) -- X-Men: Child of the Atom(PSX) -- X-Men vs. Street Fighter(PSX) -- Street Fighter Alpha 2(PC/Windows 95/98/DOS) -- Street Fighter Collection Vol.2(PSX) -- Marvel Super Heroes vs. Street Fighter(Saturn) -- Marvel Super Heroes vs. Street Fighter(PSX) -- Marvel vs. Capcom(Dreamcast) -- Street Fighter Alpha 3(PSX) -- Street Fighter Alpha 3(Saturn) -- Street Fighter Alpha 3(Dreamcast)

    -- Capcom vs. SNK(Dreamcast) -- Final ThoughtsGame FunctionsCharacters -- Balrog -- Background -- Moves -- Combos -- Strategy -- Blanka -- Background -- Moves -- Combos

    -- Strategy -- Cammy -- Background -- Moves -- Combos -- Strategy -- Chun-Li -- Background -- Moves -- Combos -- Strategy -- Dee Jay -- Background

    -- Moves -- Combos -- Strategy -- Dhalsim -- Background -- Moves -- Combos -- Strategy -- E.Honda -- Background

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    -- Moves -- Combos -- Strategy -- Fei Long -- Background -- Moves -- Combos -- Strategy -- Guile -- Background -- Moves -- Combos -- Strategy -- Ken -- Background -- Moves -- Combos -- Strategy -- M.Bison -- Background -- Moves -- Combos -- Strategy -- Ryu

    -- Background -- Moves -- Combos -- Strategy -- Sagat -- Background -- Moves -- Combos -- Strategy -- T.Hawk -- Background -- Moves -- Combos

    -- Strategy -- Vega -- Background -- Moves -- Combos -- Strategy -- Zangief -- Background -- Moves -- Combos -- StrategyMisscellaneousCredits

    =============================================================================------------------------- [ Street Fighter History ] ------------------------=============================================================================

    Well, this here is sorta like a remembrance of the classic titles. I've dugup all my old games and my street fighter guides courtesy of Capcom to bringyou a brief summary of Capcom's fighting game success. This will include thecrossover series and basically anything that involves street fightercharacters meaning it will include X-COTA, and I'll even do a bit on Marvel

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    Super Heroes. You might have seen videogames.com's Street Fighter History,but I felt that the people who edited the web paged didn't even live throughthe era like I did and thought that they did a poor job on the history. AlsoI will only include the old Street Fighter series, Alpha series, and thecrossover series. The EX, THREE, and MOVIE series will not be includedbecause I never wanted to play those games, so I really wouldn't provide muchinfo anyways. And I've decided that I could do much better than they could,so sit back, relax, and enjoy reading this history.

    ---------------------------------Arcade--------------------------------------

    -+- Street Fighter(August 1987) This was the first fighting game capcom has ever made. Here in this game you would select either Ken or Ryu and fight against 10 other opponents in a one-on-one match. There were also special moves incased in either Ken or Ryu and if you were to happen to pull off these special moves you can take away 1/3 of your opponent's life guage! Back then not too many people knew about the special moves and considered them a secret. Also there were 2 giant buttons that would require a certain amount of force so that either a Jab, Strong, or Fierce would come out. However if you were to use certain special attacks like a Hadouken you would need to build levels for it sorta like super meters. Overall this game wasn't popular, and neither was the arcades. People at home were too much into playing Nintendo games, and they forgot what games even existed

    in the arcades. But this was just the first step in Capcom's lustrious fighting game career.

    -+- Street Fighter 2(February 1991) This was the sequel to the Street Fighter as it contained 8 different fighters to choose from, each with their different styles of gameplay and special moves. There were also 4 bosses in the game, but they weren't playable and including Balrog, Vega, Sagat, and M.Bison. Ryu and Ken make their way back to the series with the other 10 new characters. This was the game that has revolutionized the entire fighting game industry. It had this new combo system of two-in-one's which would allow you to combine a special technique with a regular attack into a furious combo that did 50% damage! Chain combos were

    also apparent in this game, but Capcom themselves had no idea how to do them, nor did they intend to add combos in the game in the first place! Quarters were put in this machine like crazy and soon basically every dry-cleaner and restaurant had ordered this machine to be put in their store so it would attract more customers and so that they would buy their products. Business soared as well with the help of this machine as people could play this game while they waited for their clothes to be cleaned, or as they waited for their food. In the arcades, this machine was the talk of the town and the spotlight of attention as crowds would wait just to play the new game for the first time. This was the game that has had the most success in Capcom's history and even more than the crossover series and Alpha series! Then again there was a gaming mag(I think it was EGM) that said you could

    fight against or even play as Sheng Long, if certain conditions were met. What did Capcom do about this? Nothing. They knew it would boost sales and revenue for them and they allowed this Sheng Long rumor to go on as long until the gaming mag had told everybody it was a April fool's joke. At that time the amount of capital soared to a new high for Capcom as they went on to being the new gaming company that would lead the way to a fighting game industry.

    -+- Street Fighter 2 Champion Edition(April 1992) This wasn't much of a new game from its previous incarnation. It featured

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    the ability to play as the bosses and also the ability to pick two of the same characters. So now expert Blanka players wouldn't have to whine because someone else had picked Blanka. This however wasn't a complete downfall for game fans. It included new hidden combos and faster gameplay and it still managed to keep alot of fans intact to the new machine. At this time Acclaim was starting their own fighting game series that had already been out since a few months after Street Fighter 2 was released in the arcades. Mortal Kombat was the name and it attracted other people away from the Street Fighter series and into a new realm of different fighting techniques that were completely different than those of Street Fighter. Midway actually planned ahead of time to release Mortal Kombat after Street Fighter 2 due to the fact that they thought that Street Fighter 2 was going to sweep away Mortal Kombat. But they couldn't let their hard work go to waste, so they decided that until fans would get tired of Street Fighter 2, then release Mortal Kombat so that they would have something new to look forward to. But that wasn't case Midway had predicted, Street Fighter fans weren't even close to losing interest in Street Fighter 2. Then they took a gamble and decided to release Mortal Kombat. It featured 7 characters with Goro as the boss it was a huge success and Street Fighter fans soon made the switch. At this time there were only two fighting game companies at neck and neck, Capcom and Midway. Also Street Fighter 3 was under development.

    -+- Street Fighter 2 Champion Edition: Hyper Fighting(November 1992)

    Basically its the enhanced version of its previous predecessor. It only featured a few new things including extremely quick game speed, and new moves for Chun-Li and M.Bison. Nothing much, but new combos were added and some were thrown out, especially a few of Balrog's dashing punch combos. That really fustrated me, why ya do it Capcom?!!!!

    -+- Super Street Fighter 2(October 1993) This game was supposedly announced as the sequel to the series but apparently went unfinished. Capcom thought the game was done, but had decided to release it in the arcades. It featured four new characters Cammy, Dee Jay, Fei Long, and T.Hawk. Combos were taken out and combos were added in, but not much though. Also the Bonus Scores were added at either the top left or right side of the screen to show how many

    hits were in the combo and also bonus points awarded for Dizzy Recoveries, First Attacks, and combos. There were also new win poses and quotes given to certain characters. Sound effects were added with dizzies and also grim reapers and angels accompanied the new dizzy poses. The new Q-Sound audio was used in full force that enabled clear quality sound with redone music and backgrounds with fuller color and animation. Also new voice actors were added and Ken and Ryu no longer sounded alike. New moves were also given to old characters and also there were 8 colors for every character in the game, it wasn't so that it could attract more people to play the game, but mainly because of the tournament battle where there were 8 slots and every eight positions could use the same character. Besides if everybody was using the same color, who could tell who was who? Also it featured 10 all new endings

    for the new characters, bosses, and two for Chun-Li. Personally, I couldn't believe my eyes when I first saw this thing, it was huge and everybody in the arcades were crowded around it leaving Mortal Kombat 2 to dust, which was released after Street Fighter 2: Champion Edition. It was the new talk of the town and everywhere you go, people would talk about this new fighter. However Capcom was yet to show the main attraction of the game.

    -+- Super Street Fighter 2 Turbo(January 1994) The game Super Street Fighter 2 intended to be. If you thought the new

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    features from Street Fighter 2: Hyper Fighting to Super Street Fighter 2 was amazing, you ain't seen nothing yet. This game featured the new "Super Combo" which would allow you do pull off desperation attacks, similar to those found in TMNT:TF. They would take a very long time to fill up as you had a super guage at the bottom of the screen. Also the damage guage was set WAY DOWN. In previous SF games 2-3 2 hit combos would finish you off, but they have decided to cut the damage down, otherwise a Super combo would finish you off, no matter how much life you had! The block damage from regular attacks were cut down by 66%, and it would be harder for opponents to cheese you to death. Also new special finishes for those Super Combos, as a giant sun or some sort flashes brightly after your opponent has been finished with a Super Combo. Also overhead attacks were added like Ryu's Overhead Punch. New special moves were given to almost everybody in the game like Dee Jay's Maximum Jackknife and Zangief's Banishing Flat. Also all new endings for basically every character in the game, and juggles were added. Also killing your opponent with a throw would be a problem as they can be tech hit out of to cut damage in half. Possibly the most unique feature in the game would be the new character far more powerful than M.Bison himself, that's right, Shin Akuma! There were actually a total of 18 different characters in this game if you count Akuma and Shin-Akuma as different characters. Also you can fight Shin-Akuma if you were good at the game, and also have a chance to play as him, but you would play as Akuma, and not Shin Akuma. Also new regular attacks

    were added in the game such as Ryu's hook punch. This game also allowed you to play as your favorite character's counterpart in Super Street Fighter 2. This would revert your character back to the original fighting style, taking out all the new turbo features that included juggles, tech hits, overhead attacks, and Super Combos. However it did allow your damage setting to become higher. The difficulty on this game was more challenging and the speed was cut by a little bit. Once again Mortal Kombat 3 wasn't even a match for it as more and more people just crowded this machine until the arcade closed.

    -+- X-Men Child of the Atom(January 1995) With the new SFA2 being an arcade smash hit, how was Acclaim going to make its claim in the fighting game industry? They decided to work with

    Marvel and Capcom to create a brand new 2D fighting game, and would later publish the game in the arcades. It featured the X-Men team compiling of Cyclops, Wolverine, Psylocke, Silver Samurai, Spiral, Iceman, the Sentinel, Collosus, Storm, and Omega Red. The hidden character of the game included only Akuma, with his Hyper X being his Messatsu Gou Shouryuu and his Messatsu Gou Hado. Here the chain combo system was first introduced, where a character could chain all 6 attacks in one combo, or at least certain characters could. A new super jumping and dashing also came in, and also started the way for future games alike. It recieved alot of attention in the arcades and was very popular, but for some reason small quantities were made, and thus very few arcades had the popular machine.

    -+- Street Fighter Alpha(May 1995) With Street Fighter 3 still in the works who can forget about that? Well Capcom has decided to release Street Fighter Alpha for the arcades. It features the old gang of Ryu, Ken, Chun-Li, and Sagat along with new characters including Sodom, Rose, Adon, Charlie, Birdie, and Guy. Also with three hidden characters that included Dan, M.Bison, and Akuma. The only problem with this game was that there were only 6 stages for the 13 characters. The hype over this game was pretty average, but once again new features paved the way again. This time Alpha counters were added so that you can counter blocked attacks, just as long as you had a level of

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    super of course. Also you were no longer restricted to having one super every character in the game had at least two supers, and you were also given 3 levels of super. You can decide to use 1, 2, or all 3 levels of supers at once. The "magic series" was first introduced in this new game but its not as complex as the crossover series. You can chain a series of weak to stronger attacks in one continous 3 hit combo. However, Capcom wasn't just going to stop here with the Alpha series.

    -+- Street Fighter Alpha 2(October 1995) With all they hype hovering around SF3, you think Capcom would release SF3 after SFA right? Wrong. Instead they released Street fighter Alpha 2 a game with a load of characters that totaled 19 all together. The new characters included Dhalsim, Zangief, Evil Ryu, Shin Akuma, Rolento, Sakura, and Gen. The previous hidden characters can be selected as normal and Evil Ryu and Shin Akuma can be select via a code. Also nineteen all new backgrounds were added to the game while throwing out the other 6 backgrounds, including the Austrailia stage where Ryu had scarred Sagat's chest. There weren't much new features added besides character intro pictures before the match, and the infamous Custom Combo was added. The unique thing about this mode was that once started, the character could perform any move or special attack without hesitation or recovery time and thus allowing multiple fierces to be linked or even 20 Sonic Booms! The downside was that you could not block, you were limited to a few seconds of Custom Combo, you were easily hit out of it, and you could not

    turn around even if your opponent had jumped behind you. New endings were also included and juggles were more apparent. The one thing Capcom took out was the chain combos found in Street Fighter Alpha, and players could no longer do those weak to stronger combos.

    -+- Marvel Super Heroes(February 1996) With the success of X-Men Child of the Atom, Capcom would soon make their own fighting game involving the magic series. The game featured 4 characters from the previous fighting game being Wolverine, Psylocke, Juggernaut, and Magneto. This time they are grouped with all new players including Captain America, Iron Man, Shuma Gorath, Blackheart, Hulk, and Spider-Man, and two unselectable bosses Dr.Doom, and power hungry Thanos. This time the juggles weren't the combos that you could call "air combos"

    but instead you were actualy able to perform air combos to its entirety! Along with multiple hits jumping in and on the ground, you can easily stir up a 6 hit combo! Not only that, but the concept of OTG was paved in, allowing you to persue your opponent into a continuous combo, even if you have already knocked your opponent down! Also new supers were given to the X-members that included the now infamous Weapon X, and for Psylocke were the Psi-Maelstorm and Kouchou Gakure. The characters in the game even played as if they were taken straight out of the comics, except you would never here Iron Man say "Proton Cannon!" This turned out to be one of the most popular fighting games of all time and was also one of the most fun, and still is today.

    -+- X-Men vs. Street Fighter(January 1997)

    As if Capcom fighting games weren't popular enough, X-Men vs. Street Fighter made way and stormed the arcades with a fast fury that took the eye of every arcade fan and is possibly the game with the highest running success in the crossover series history. This time Cyclops, Wolverine, Storm, Juggernaut, Magneto, and Akuma made their way back, along with 12 all new characters including Gambit, Rogue, Sabertooth, Ryu, Chun-Li, Zangief, Ken, Cammy, Charlie, M.Bison, and Dhalsim. The final boss was Apocalypse, who filled the entire screen and was hard to miss. The highlight of the game was its unique tag-team feature which you could pick any two character from any universe and fight against another team.

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    So this time instead of picking one character and trying to master him or her, you had to master another one as well! You could switch out at any time between the fight as well as pull of team counters and team supers with your partner! Also this was where Advance Blocking was used or more commonly referred to as "Push Blocking." This allowed you to push regular attacks, special moves, or certain supers away from you to further avoid block damage and also gave you time to counter. The quarters this machine was making was phenominal, and Akuma doesn't have the small fireball in his super anymore, yet he sports a giant beam of death, and also a new Tenma Gou Zankuu(that's been taken and redesigned in the Alpha series) and also his infamous Shun Goku Satsu, but you only needed one level of super to perform it instead of three. Basically every character that was in the Alpha series had their supers souped up with power and explosiveness. But this was only the first of 4 crossover games introduced by Capcom.

    -+- Marvel Super Heroes vs. Street Fighter(December 1997) With X-Men vs. Street Fighter being a huge hit, Capcom has decided to bring fourth the second of the crossover series game. This game had mostly characters from previous games that included Omega Red, Ryu, Ken, Chun-Li, Captain America, Wolverine, Spider-Man, Zangief, M.Bison, Dhalsim, Akuma, Blackheart, Shuma Gorath, Hulk, and Cyclops. But there were very few new characters that included Dan and Sakura. Hidden characters included U.S. Agent, Mephisto, Dark Sakura, Mech-Zangief,

    Armored Spider-Man, and Shadow. But the hidden characters were basically simple color changes and palette swaps making them look exactly like their counterparts. But some of the hidden characters had special qualities like super armor, or the inability to get stunned. Shadow is probably the only character that can be considered "hidden" because he was unlike any other character in the game, but he plays extremely close to Charlie. Also this time you could call your partner for a team attack, meaning your partner would help you defeat your opponent with either the help of a Hadouken or a Yoga Flame. The real flaw(if you can even call it a flaw) was the fact that you could no longer OTG as easily as the previous games, infinites were put to almost a sudden hault, and most characters loss the finest of pulling off big combos, and this time you had to think more on how you can add more hits

    to your arsenal, but the overall balance of the game was pretty good. This time Capcom has decided that supers were too plain in X-Men vs. Street Fighter and has decided to add a flashy background full of rainbow palettes and sprites, and a whole cosmic universe would appear in the background if you perform a team super. The bosses include Apocalypse and Cyber Akuma. Apocalypse is easier to defeat(as if he wasn't easy in X-Men vs. Street Fighter!) and Cyber Akuma, is quite possibly the hardest boss Capcom has ever made, even more powerful than X-COTA's Magneto, MvC's Onslaught, or even SFA3's Shin Bison. Also new supers were given to the Shatokens besides Akuma, Dan has his Otoko Michi, Ryu has his Shin Shouryuken, and Ken has his Shippu Jinra Kyaku. The other characters weren't neglected besides M.Bison and Dhalsim. All the Marvel Super Heroes characters were given new supers and Captain

    America and Wolverine were given two new supers instead of one. Akuma's Shun Goku Satsu is a level 3 super now, Chun-Li has her new mini- Kikousho, and Cyclops has been toned down. Overall this game was a major success and it easily pleased fans out there(as well as me). Once again Capcom was nearly finished with its third product and people didn't expect a crossover game better than MSHSF.

    -+- Marvel vs. Capcom(February 1998) With the pending success of MSHSF, Capcom has decided to release Marvel vs. Capcom. It included previous characters like Captain America,

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    Wolverine, Zangief, Chun-Li, Spider-Man, Hulk, Gambit, and a special Ryu. The new characters mainly came from Capcom and the new characters included Morrigan(from Darkstalkers), Megaman(yay!), Captain Commando (from the 1991 Super Nintendo game, Captain Commando), Strider Hiryuu (from the 1987 NES game, Strider), Jin(from the Japaneese fighting game, Cyberbots), Venom(from his own comic series, Venom[!]), and finally War Machine, who is actually a different color of Iron Man, but this time Capcom finally managed to changed the design of the suit to the real War Machine and gave him a new move and super. The main attraction of the game was the Duo-Team Up Attack mode where you can control both your characters and combo the opponent or blast out unlimited supers until your timer runs out. This was a very unique edition to the game because people could never control two players at once before. Why not Iron Man you ask? Simply because Capcom had servered their ties with Acclaim after the X-COTA project, and this left Acclaim very angry. Later Acclaim had aquired the rights to use Iron Man in a 3D brawler titled Iron Man X/O Man O War: Heavy Metal. The game itself was pretty decent and sold okay, and not what Acclaim had expected. Capcom did have the idea of putting Iron Man in MSHSF, but decided to hold off on him until the next game. That next game is the one you are reading about now, MvC. Capcom wanted to use Iron Man, but an angry Acclaim had already reserved that right, but Capcom had claimed that they had the license first from Marvel, but Marvel told them that was only temporary. This fustrated Capcom, since they were hoping for the use of Iron Man and since they had

    already laid out the plans for Iron Man, they did not want to waste them so they decided to use War Machine instead. So not everything was scraped out of the book, and War Machine was given new powers such as a low Shoulder Cannon and a War Destroyer. There were six hidden characters in the game this time, and they are Orange Hulk, Mega War Machine, Shadow Lady, Lilith, Hyper Venom, and Roll(yay!). But basically all of these are just mere palette swaps once again. But this time Capcom has added a few features to these characters that made them at least worth while to play. Orange Hulk has lost his super armor, strength, and durability, but now he has found speed and combo ability, along with a new magic series, and can be played similar to the Hulk in MSH, in my opinion they should have just called him MSH Hulk instead. Mega War Machine gains the attribute that's in Mech-Zangief, with a Super Armor and an inability to get

    stunned. But with his gold color many people thought that he was Iron Man even though the suit did have the design of Iron Man's. Shadow Lady looked exactly like Chun-Li, except her color was completely different and similar to those found on Shadow, she gained new moves and new supers and has throw out some of her other moves besides the Hyaku Retsu Kyaku, Stomp Kick, Flip Kick, and the Senensyu. All of her previous supers had been gone and her Big Bang Laser is arguably a cut and paste of the Proton Cannon(as referred to by Migs Rustia), but she played completely different from her counter part because of her special attacks and supers. Lilith was from the Darkstalkers series, but even Capcom could have managed to change her from being a simple palette swap. Hyper Venom had a ton of speed and was always in Hyper mode, similar to Wolverine's Berserker Charge, and he had different special attacks from Venom.

    Finally there's Roll, the adorable little Mega Man sister is possibly the smallest character in any fighting game ever, possibly even smaller than Anita. She had basically the same moves and supers except for her Exploding Bouquet and Roll Buster. The Roll Buster was unlike her brother's because she could not charge it, could not throw out two in a row, and needed a fireball motion to pull it off instead of just hitting the fierce button. You thought Capcom would just give that "you beaten the game with a hidden character" stuff again didn't you, well your right but only for Orange Hulk, Mega War Machine, and Hyper Venom. Lilith, Roll, and Shadow Lady each recieved individual endings. Then this time

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    you would have the helper characters, there similar to the Variable Assist attack found in MSHSF except they came out much faster, were only limited to a certain amount of uses, and there was a cast of 22 helpers. You could not use them, but call for help when you needed it. They included characters from both universes being the Unknown Soldier, Lou, King Arthur, Saki, Toon-Pooh, Devilot, Anita, Pure & Fur, Michelle Heart, Thor, Cyclops, Magneto, Storm, Jubilee, Rogue, Psylocke, Collosus, Iceman, Juggernaut, U.S. Agent, The Sentinel, and Shadow. This game had shown diversement and thus kept many people back at the arcades.

    -+- Street Fighter Alpha 3(July 1998) Quite possibly, the biggest fighting game you will ever find. The game featured previous characters that are Adon, Akuma, Birdie, Cammy, Charlie, Chun-Li, Dan, Dhalsim, Gen, Guy, Ken, M.Bison, Rolento, Rose, Ryu, Sagat, Sakura, Sodom, and Zangief. But new characters include Blanka, Cody, E.Honda, Karin, R.Mika, and Vega. Also were three hidden characters that were Blarog, Juni, and Juli. With 28 characters to choose from it was quite possibly the biggest fighting game of all time. 26 completely new backgrounds were inserted with the smooth animation of the 2D world we've all come to love. This time there were ISMs in which you could choose your fighting style. A-ISM included the regular Alpha style in which you would play as you normally would in SFA2, X-ISM included the style that you would play from Super Street Fighter 2 Turbo, and V-ISM had all the properties of A-ISM except you couldn't use super

    combos, but instead you were given a Custom Combo guage which would allow you to perform Custom Combos found in SFA2. New game modes included Mazi, Saikyou, and Classical. The really unique thing about Classical mode was that it let your fighter go back to the form of Super Street Fighter 2, without the supers and tech hits. New features included advanced juggling, air recovery, guard crush, guard advance, guard meter, new art, and totally new music. A truely quality game, that only Capcom could make.

    -----------------------------Home Conversions--------------------------------

    -+- Fighting Street(October 1989)-Turbo Grafx-CD At this time the Turbo Grafx-CD was not a very popular system. Capcom

    thought that with the release of Fighting Streets for the TGCD then they would help not only the company, but themselves as well. The game was in a compact disc format and apparently did not sell very well. It was the near perfect arcade to console conversion, but it didn't seem to interest many buyers.

    -+- Street Fighter 2010(September 1990)-NES In a world that starred Ken, he is actually a Cyborg in this new side- scrolling 2D game. It was in a futuristic world where Ken became a scientist, but alot of things went wrong during that time. His partner was killed and the Cyboplasm was taken. Ken had to use his knowledge to find back the Cyboplasm before any harm was done, but he had to travel through planet after planet and different creature after creature.

    The game didn't recieve alot of hype nor did it sold as well as Capcom intended, but it sold quite well, but alot of copies were made, too many to be sold.

    -+- Street Fighter 2(July 1991)-SNES & NES With the impending success of Street Fighter 2 in the arcades it was no surprise that Street Fighter 2 has become the fastest selling game in Capcom history. The home version included new art, a new versus mode, and a same character vs. same character ability. It was better than a perfect arcade version, and an NES version was extremely rare. You

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    could only find the NES version if you were lucky because Capcom had made a very limited quantity of these. Personally I never played the NES version, but I don't think it would've turned out so badly.

    -+- Street Fighter 2: Champion Edition(June 1993)-PC Engine This was the only home version of Street Fighter 2: Champion Edition and can only be found in Japan. It was a perfect replica of the arcade game and had the same features as the home version of Street Fighter 2. The success of the game was pretty low, due to the fact that everyone had already made plans to purchase the upgraded version for the home systems.

    -+- Street Fighter 2 Turbo(August 1993)-SNES A perfect conversion of the arcade game, this time new extras were added including furious speed, new codes, and new artwork for those players that were good enough to earn them. The game itself sold very well and the Genesis version was on its way.

    -+- Street Fighter 2: Special Championship Edition(September 1993)-Genesis This version was exactly like its SNES counterpart except it featured new codes and a Group Battle Tournament. But the codes in the SNES version were not included in this game and some of the artwork were different. The success of this game was very high. Some of you may have seen the commercial were there was a hand sticking out of the box

    and crushing Mortal Kombat like a ball of paper. That was most likely Capcom's first commercial.

    -+- Super Street Fighter 2(March 1994)-SNES and Genesis With the high success of Super Street Fighter 2 in the arcades, there was no doubt that a perfect home version would be included. The SNES version had completed replicated the infamous Tournament Battle and had new modes to play. It was a perfect conversion except for one bonus stage where there were barrels you had to knock down, that was replaced by a pile of gray cement bricks that you had to break down. Overall it was better than the arcade version and featured the Q-Sound technology. As far as the Genesis version goes, it was also perfect but this time you had the option of choosing Turbo or Normal. Turbo

    allowed you to skip the bonus stages and contend against all 15 of the other warriors, in Normal it was the usual arcade mode where you would face off against 12 world warriors and play 3 bonus stages. Both games were extremely excellent and possibly the most perfect home conversion yet.

    -+- Super Street Fighter 2 Turbo(September 1994)-3DO I'm not sure why this was the only home copy of the arcade game, but it was a perfect conversion nonetheless and it had a good amount of extras and recieved good reviews, but at this time Genesis and SNES were still the talk of the town and the NES faced its final year of success. 3DO's were rare and most stores just terminated the sales of the 3DO, and only Funcoland was still selling them, used ones of course.

    In July 1997 it was the last month and last time Funcoland would ever sell the 3DO, they needed space to make room with the constant oncoming games of PSX and N64 and what better way to do it then to cut all 3DO system and games to an all time low. At this time Super Street fighter 2 Turbo sold for only $7!

    -+- Street Fighter Alpha(September 1995)-PSX With the presence of the PSX being felt, Capcom has decided to make a temporary switch over to the 32 bit world. It released Street Fighter Alpha, it was a perfect conversion from the arcade and it featured a

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    new training mode where you can beat up a dummy to practice moves and combos. The success of this game wasn't very high due to the fact that basically everybody was still living in the 16-bit world. But luckily Capcom did not make as many copies and thus not alot of money was spent on this project.

    -+- Street Fighter Alpha(November 1995)-Saturn Capcom still had a contract with Sega, and what not better to fulfill that contract then to release Street Fighter Alpha for the Saturn. The success of this game was also not good, because the 16-bit world was still at large.

    -+- Street Fighter Alpha 2(March 1996)-PSX and Saturn With the PSX and Saturn gaining popularity Capcom has decided to release Street Fighter Alpha 2 for the 32 bit systems. At first sales were looking dim, but then sales sky rocketed and soon Street Fighter Alpha 2 has become one of the hottest selling fighting games in history and only second to Street Fighter 2. It was a perfect arcade conversion and featured a new hidden stage.

    -+- Street Fighter Alpha 2(May 1996)-SNES Thought Capcom would forget their loyal 16-bit fans? Think again! With the release of Street Fighter Alpha 2, it restored the fate of 16-bit gamers and sales went better than expected, but the only

    problem is, is that Capcom made very few copies. So don't expect to walk into a game store and expecting a SNES copy of Street Fighter Alpha 2. There were a few downsides to this though, and that was the fact that it didn't have the hidden character option of playing as Shin Akuma. Also the graphics were amazing, but the backgrounds lack the boldness of the PSX and Saturn counterpart. Slowdown was a part that hurt the cartridge, but that doesn't mean Capcom didn't try their best. Consider this game as the SNES version of XSF for the PSX. Memory was a problem, but you could still fight Shin Akuma, just not be as him and also your sub bosses, and the Austrailia stage was still in the game. The really odd thing about this was that there was a short load time during the "fight" screen before every battle, though it wasn't as long as the PSX and Saturn counterparts, it questioned and baffled

    alot of people. The truely unique thing about this was that the character selection screen was arcade perfect, while the PSX and Saturn version doned a pretty neat looking black background. But this would be the last time 16-bit fans would see Capcom ever again, and no Genesis version was ever released.

    -+- Street Fighter Alpha 2 Gold(September 1996)-PSX This game was an Asia exclusive that featured the ability to play as the hidden character Cammy. And also featured a Shin Akuma mode, and many other options. But yet it wasn't much different than the predecessor and it didn't recieve much success either.

    -+- Street Fighter Alpha (October 1996)-PC Engine/Windows/DOS

    This is basically the computer version of the hit arcade game, it was arcade perfect and lived up to the early criticism, some may believe it to be better than its 32-bit counterparts.

    -+- X-Men: Child of the Atom(June 1997)-Saturn The Saturn version featured the exact same quality as the arcade version with quick gameplay and detailed artwork. With its success in the arcades the success of its home version would follow, well not exactly. While it did sell well for the Saturn it had its ups and downs, but overall it was a very good game to say the least.

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    -+- Marvel Super Heroes(September 1997)-PSX The success of the arcade was overwhelming, but would the hype live up to it's potiential on the PSX? The success of this game was fairly moderate. The only problem was that this was Capcom's first attempt at converting a Marvel game to the PSX and a few flaws gave it harsh reviews and gaming mags really took a beating on the game. There were only two problems with this game, one was the lack of modes because all it featured was Versus and Battle mode, and slowdown really hampered the performance of the game. Despite being that Dr.Doom and Thanos were now playable characters, and gameplay was just as solid as ever.

    -+- X-Men vs. Street Fighter(October 1997)-Saturn Ah! The finally long awaited arcade blockbuster is here, and fans couldn't be happier. With the success at the arcades it was sure to sweep into the home system. The success of this game was very good and better than Capcom had anticipated, but with the Saturn dying quickly in the U.S. Capcom has haulted and ended the release of X-Men vs. Street Fighter, and the only way you can purchase one is by buying the import at your local Electronics Boutique or Babbages. Also the game came with a 4MB backup RAM to ensure that every detail of the arcade game was intact.

    -+- Street Fighter Collection(December 1997)-PSX and Saturn

    Just in time for the new holiday season that Capcom has released a Street Fighter Collection for the PSX and Saturn. The collection featured Super Street Fighter 2, Super Street Fighter 2 Turbo, and Street Fighter Alpha 2 Gold. This collection favored many fans as sales for this game went pretty well, despite the fact that stupids idiots like the people at videogames.com gave this game a harsh review. This was the first time Super Street Fighter 2 Turbo and Street Fighter Alpha 2 Gold made their way to the home conversion.

    -+- X-Men Child of the Atom(March 1998)-PSX and Windows 95/DOS This was the first time that X-COTA was released for the PSX and PC. But for some odd reason, it took more than 3 years to see a home conversion. The success of this game didn't go to well because of its late release

    and Marvel Super Heroes was already taken the spotlight. It was practically arcade perfect nonetheless, but alot of harsh criticism has given the sales of this game a sudden drop. Also for the PC version multi hit single button combos were taken out for an odd reason.

    -+- X-Men vs. Street Fighter(June 1998)-PSX With people reading the articles about the Saturn version, they knew that X-Men vs. Street Fighter for the PSX would be better, or at least so they thought. When the game came out, very harsh(and I do mean VERY) reviews were thrown at the game from both game critics and fans. The success of the game was very small and it sold for a lofty price of $50. Very few fans and critics still gave the game a decent review and thought it turned out fairly well, and I was one of those fans. The game didn't

    feature the perfect switch out, that we've all come to love, but at least Capcom did make an effort to apply that to the home conversion. You can switch out as normal as the arcade but their was a catch, your friend had to be the same characters you were, except in reverse order(1P: Ken/Gambit 2P: Gambit/Ken). This way the PSX doesn't have to load so much information, because there was only 2MB of RAM to store all the information, as compared to the Saturn's total 6MB. There was slowdown in the game, but not very apparent, and sometimes the music would skip because due to the fact that all the information was being boggled inside the small 2MB RAM. Graphically and gameplay wise, it was arcade perfect

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    except for Cyclops' Infinites and Gambit's Kinetic Card.

    -+- Street Fighter Alpha 2(November 1998)-PC Windows 95/98 and DOS With the PC gaming world on a sudden tear Capcom has decided to release Street Fighter Alpha 2 for PC users. It was once again, a perfect arcade conversion, but since due to its late release it also recieved some harsh reviews by computer reviewers, and the sales didn't boast well for Capcom, but it was an excellent conversion nonetheless.

    -+- Street Fighter Collection Vol. 2(December 1998)-PSX With the release of Street Fighter Collection Vol.2 the game had its ads all over magazines and comics. The reviews for the game were pretty good actually despite the fact that many people already knew what the game was before the release date. It featured Street Fighter 2, Street Fighter 2 Turbo, and Street Fighter 2: Special Championship Edition, all of these titles can be found on the SNES and Genesis and you can even buy all three games for less than you would pay for the CD! The total cost of these games at Funcoland is $16! While you can pay $40 for the new CD, the choice is yours. In the game was the exact translation of the arcade games and also a brief history roundup. Sales were fairly decent, but many people decided to buy the Genesis and SNES versions anyways! The one down side was the fact that there was loading time between fights, and that just really irritated people seeing how they thought it wasn't true to the original.

    -+- Marvel Super Heroes vs. Street Fighter(December 1998)-Saturn With the success of XSF and the failure of the Saturn in the U.S. Capcom has once again released MSHSF for the Saturn in yet another arcade perfect conversion, with a good amount of extras. Once again a 4MB backup RAM was included in the game, so that all the arcade quality was ensured in the Saturn conversion. Reviews were high for this one and a so called Noriamro character had Marvel in steams, as Capcom tried to stop the import sales of the game. This game is only available by buying the import.

    -+- Marvel Super Heroes vs. Street Fighter(February 1999)-PSX Before the release of this game many people questioned Capcom's ability

    to ever release a crossover game for the PSX, due to the failure of XSF. Would Capcom give up? No! With the release of this game, it had extras that even the Saturn didn't have like the Gallery and the ability to play as Apocalypse. The game was very fast and graphics were nearly arcade perfection with not even a hint of slowdown, unless of course there were two players that are in Berserker mode, or when two Cyber Akuma's were both throwing out their Thunder Gou Shower. But that has very little impact on the game, and reviews for the game were better, but many people(like the one's at videogames.com) still hampered Capcom's ability to bring home a good conversion. The crossover mode was the candy that made the game sell, it allowed arcade switch out, but with the same catch as XSF, also hidden characters were easier to select, and Q-Sound has shown alot of potiential. Personally I was absolutely amazed with the

    conversion and many people don't realize what Capcom has to work with.

    -+- Marvel vs. Capcom(March 1999)-Dreamcast With the new power of the Dreamcast, Marvel vs. Capcom was perfect for the new system thanks to 12MB of RAM used for games. The Saturn only had 6MB available for MvC, and even that couldn't hold up for Marvel vs. Capcom. The game for the Dreamcast was better than perfect it had a new crossover mode, which would allow four players to join in the fight simultaneously in a switch out mode. Slowdown was not a problem, unless of course you decided to pull off a Captain Storm and Legion at the same

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    time in Duo-Team Up attack mode. Load time was completely vanished in this game, and had many happy customers. There will be no doubt that the PSX2 will easily handle this game, but its a matter of time. As for now the only way you can recieve this game is by buying the import and of course buying the Dreamcast to play it on.

    -+- Street Fighter Alpha 3(May 1999)-PSX With the recent release of Marvel vs. Capcom, little attention was given to SFA3, until the near arrival. Already critics and fans have called this game the best fighter ever. It features a load of extras, new stages, new art, new intro, new features, and 7 new characters that are only exclusive to the PSX version, and it had made many dreams come true. So much hype was hovering around this game and it never fails to please. The game featured previous characters that are Adon, Akuma, Birdie, Cammy, Charlie, Chun-Li, Dan, Dhalsim, Gen, Guy, Ken, M.Bison, Rolento, Rose, Ryu, Sagat, Sakura, Sodom, and Zangief. The new characters are still in the game and they are Blanka, Cody, E.Honda, Karin, R.Mika, and Vega. But this time they are selected as normal on the character selection screen. The new 7 characters include Dee Jay, Fei Long, T.Hawk, and the other four hidden characters can only be accessed by World Tour mode being Guile, Evil Ryu, Shin Akuma, and Classic Balrog. At first only five modes are open to you for play, then after meeting a few requirements, you can reieve the other 7 modes of play, that totals 12 different modes of play altogether. Also a new intro was added just for

    the PSX version and you must meet a certain requirement for that as well. Along with 4 new stages being added, and 2 different Japan stages, it was obviously the biggest street fighter ever. 35 characters to choose from each with their own fighting style and 30 total stages makes this game a must have for any game fan. The animation was redone for the PSX with animation even smoother than the arcades. Many critics have gave this game the fighter of the year title, and many believe(including me) that this game even surpassess Tekken 3. Marvel vs. Capcom quickly lost its hype after the release of this game, and sales couldn't be better. This is quite possibly the greatest fighter ever, unless of course Street Fighter Alpha 4 comes along.

    -+- Street Fighter Alpha 3(July 1999)-Dreamcast(Import)

    Signs from the E3 convention have shown the Dreamcast to have SFA3 available by this summer. It looks as though it will remain the same as the PSX version except that in Dramatic Battle mode you can have up to three different characters on the screen instead of two of the same character against one and instead of just using 3 ISM Pluses you can use up to 6 ISM Pluses.

    -+- Street Fighter Alpha 3(August 1999)-Saturn(Import) The game will also come with a 4MB backup RAM, but I'm not sure for what reason, since 2MB was capable of handling the game itself. Apparently there doesn't look like to be any changes from the PSX version and it will still remain arcade perfect.

    -+- Capcom vs. SNK(March 2000)-Dreamcast(?) The release date is very possible, but no word yet, maybe before the holiday of 99'? It will feature qualites of both universes and it may be 2D and part 3D, I'm still not sure. It looks as if Megaman, Zangief, Chun-Li, Morrigan, Ryu, and Strider Hiryuu will be in the game.

    Final Thoughts: Well let's see. Capcom hasn't faced much criticism until itsearly years in converting the Marvel series to the PSX. But roughly enough

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    people still tend to bring Capcom down. What many people don't realize isthat Capcom has limited resources available to them and they have worked hardto bring both XSF and MSHSF to the PSX. The road to success wasn't easy asstated by the editors of the SF2:Turbo game guide. Capcom has encounteredalot of bumps on the road from both the critics and their back stabbing fans.

    Too many people these days rely too much on technology to get the job done,but what about gameplay? Gameplay thrived in those early NES years andtechnology often shows its ugly part by bumping off gameplay with a load ofcheap graphics. XSF was a pretty good translation, and people have no rightto bring down Capcom to a certain extent like that, not unless of course thecritics could do better, but its quite obvious that you do not need a PHD tobe a critic or even an education for that matter, its just a simple matter ofopinion.

    Everybody's opinion is different and the gaming mags and videogame sites justshow what they think of the game, and it should not affect your idea of thegame. The people I would like to dis-respect are the people at

    www.videogames.com they are the people that have serverely insulted Capcom'shard work and care too much about graphics, and have let graphics affect thescore of the game too heavily. If you are reading this then you'll mostlikely agree, if you've seen the rediculuous scores they gave Capcom games.Its a pretty bad feeling when you've gave all your hard work to try and

    convert an arcade into a home conversion, then to have all the people justcriticize you of what happened to the switch out. CAPCOM I THANK YOU FOR YOURHARD WORK AND DEDICATION TO PUTTING FORTH YOUR BEST EFFORT TO MAKE MANY GAMEFANS OUT THERE HAPPY.

    =============================================================================------------------------------ [ Game System ] ------------------------------=============================================================================

    Basically this is all the game functions available to all the characters inthe game, there weren't many in this game but there are some.

    ---------------------------------Blocking: B(while being attacked)---------------------------------The primary defense that lets you take either no damage or little damage fromnormal and special attacks. You cannot block in the air so its always bestthat you jump in with an attack.

    -----------------------------Throws: F+ SP/FP/FK/RK(close)-----------------------------Throws do alot of damage and the damage cannot be lessened. Some charactersmay even have air throws. Throws can tip the odds in battles in any directionand throws cannot be blocked.

    -------------------------------------------------------------Dizzy Recovery: Ram those buttons and shake that control pad!-------------------------------------------------------------Basically when being contantly attacked you become dizzy and thus you canescape dizzies faster if you go wild on your controller.

    --------------------------------------------------------------------Reversal: Special move immediately after blocked attack or knockdown--------------------------------------------------------------------

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    In this game special move motions can be done while you are blocking or asyou are down on the ground. Think of them as quick counters to attacks,reversals are very quick and often are to stop except when you are out ofrange or when you are blocking. Don't try reversals too often, otherwise youwill be countered because opponents will often find a pattern.

    ------------------------Knockdowns: C.Roundhouse------------------------This is the knockdown that everybody in the game has. There are otherknockdowns as well including Dee Jay's C.Forward or Ryu's close ShakunetsuHadouken. This allows you to set up for your oncoming attacks or to escapefrom pressure tactics from your opponent.

    =============================================================================------------------------------ [ Combo Legend ] -----------------------------=============================================================================

    Once again I will use James Chen's fabulous combo system with the touch up ofMig Rustia's combo system. Incase you are a little baffled with some of thecodings in the combos this legend is here to help.

    J. -- Stands for jumpingJ.CU. -- Stands for crossing your opponent up while jumping with an attack

    C. -- Stands for crouchingFWD. -- Stands for holding toward while perform an attackF. -- Stands for holding forwardDN. -- Stands for holding down while jumping for an attackUF. -- Stands for jumping forwardUB. -- Stands for jumping backwardsDF. -- Stands for holding the controller in a down-forward positionDB. -- Stands for a defensive crouchB. -- Stands for moving backJ.D. -- Stands for jumping in with an attack that hits the opponent deepJ.SD. -- Stands for a super deep attack while jumping in\/ -- Stands for landing after a jumping attack/\ -- Stands for jumping after a standing attack

    --> -- Stands for cancelation of a normal move into a special attack3P -- Stands for holding or pressing all three punch buttons at once3K -- Stands for holding or pressing all three kick buttons at once2P -- Stands for holding or pressing any 2 punch buttons at once2K -- Stands for holding or pressing any 2 kick buttons at onceJP -- Stands for JabSP -- Stands for StrongFP -- Stands for FierceSK -- Stands for ShortFK -- Stands for ForwardRK -- Stands for Roundhouse(air) -- Means that move can only be done in the air, -- An indication of moving onto the next attack

    Well hopefully this legend can help you and on your way into a StreetFighting champ!

    =============================================================================---------------------------- [ Punch and Kicks ] ----------------------------=============================================================================

    Here is a brief explanation of the punch and kicks used in the game and wahtstrength and weaknesses lies within them.

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    does good chipping damage. Although certain attacks can counter it like aprojectile or some standing jabs, he is susceptible to low blows, but he ismore than likely to win.

    ----------------- [ Dashing Uppercut: B(charge 2 sec.)F+K ] -----------------

    Just like his Dashing Punch, it has excellent range and does alot of damage.It can easily be put in combos and counter missed moves like a Flash Kick.This move will hit opponents in the air and is an excellent counter, but themove must be started early. Ducking opponents can completely avoid damage andBalrog can fall victim to low attacks rather easily.

    ------------------- [ Shoulder Butt: D(charge 2 sec.)U+K ] ------------------

    This is Balrog's prime anti-air attack move. Sometimes opponents can'tpredict when this move will come out since it comes out instantly its hard totell when he's going to use it. Also after the first couple of frames ofanimation he is invincible while traveling through projectiles and attacks.The recovery time and start up delay is very minimal.

    ---------- [ Turn Punch: Hold 3P or 3K(Charge 2 sec.)then release ] ---------

    Its a very useful move in certain situations like when Balrog is beingbombarded with projectiles he can counter that with his Turn Punch because it

    will go through projectiles, but Dragon punches can counter it. It will doalot of damage and can chip good damage as well.

    -------- [ Final Punch: Hold 3P or 3K(charge 3+ sec.) then release ] --------

    Like his Turn Punch Blarog can charge for an attack, but the downside is thatwhen he charges for more than 2 seconds the invulnerability is lost. The plusside is the block damage and regular damage. You can lose up to 60% of youropponent's life with this move and you can chip about 15% of their life evenif they block! Its not comboable and has a start up delay and recovery time.

    ----------------------------- [ Other Moves: ] ------------------------------

    ------------------------ [ Head Butt: F+SP or FP ] --------------------------

    Basically its a grab move, constantly ram the buttons to get more hits andmore damage, you can even drain away 1/3 of your opponent's life guage!

    CombosTwo-in-One's

    1. S.Jab --> Dashing Punch

    2. S.Strong --> Dashing Uppercut

    Other Combos

    1. J.Roundhouse \/ C.Jab, C.Roundhouse

    2. J.D.Fierce \/ C.Jab, C.Jab --> Dashing Uppercut or Dashing Punch Basically charge while you jump in, and cancel quickly.

    3. J.SD.Roundhouse \/ S.Strong --> Dashing Punch

    4. J.D.Fierce \/ C.Jab, C.Jab --> Jab Dashing Punch, S.Fierce You must hesitate for a split second after the Dashing Punch.

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    5. J.D.Roundhouse \/ C.Jab, C.Jab --> Dashing Uppercut, Dashing Uppercut, S.Fierce Turn the juice loose with this Master Blaster of Disaster combo! Sorry for the corny line, but its possibly the sweetest combo in the game, use the short Dashing Uppercut on both accounts and hesistate for a split second before pulling off the final fierce.

    6. J.D.Fierce \/ S.Jab --> Dashing Punch Make sure you charge ahead of time for this combo to work.

    -------------------------------- [ Tactics ] --------------------------------

    Most opponents will block most of Balrog's Dashing attacks, but you canremedy this problem. Try performing a Dashing Uppercut or Dashing Punch justout of your opponent's range then Head Butt them, make sure you don't connectat all with this otherwise you can get countered.

    ---------------------------- [ Ending: Balrog ] -----------------------------

    Here Balrog stands on top of a platform, he has finally reached his goal ofbeing number 1, and exclaims "Only in America Baby!" Here's where thedifference between the arcade occurs:

    SNES/Genesis: Balrog sits on a couch with money around him, and he's also smiling.

    Arcade: Balrog sits on a couch with money around him, but this time to girls are at the side of him as he holds a chandy in his left hand.

    =============================================================================-------------------------------- [ Blanka ] ---------------------------------=============================================================================

    Raised in the amazon jungle of Brazil, Blanka(also known as Jimmy) was forcedto adapt to the new world after a plane crash. He has learned many attacks

    from the different animals of the jungle. He gained his electrical abilitywhen he encountered electric eels and the eels had shocked him and sent anelectrical current running through him, and thus he can make himself into agiant light bulb! However he wasn't always green, or even an animal, he wasonce human and he wishes to find his mother. Blanka feels that through theWorld Warrior tournament he can find a link to his mysterious past and alsoreunite himself with his mother.

    Quote: "Seeing you in action is a joke!"

    --------------------- [ Electricity: Press P(rapidly) ] ---------------------

    This move has alot of priority. It allows Blanka to become a giant ball ofelectricity, once opponents get neared him they will get zapped. This is anexcellent defender against air attacks and will beat out practically anyjumping attacks. However he can be swept from about 3 or 4 steps distance andhe is vulnerable to projectiles, but the recovery time is very minimal, andwill chip twice if up close.

    ------------------ [ Rolling Attack: B(charge 2 sec.)F+P ] ------------------

    An excellent move to use overall because mainly it has good priority and can

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    be put in two-in-one combos. It does good damage and can counter missedDragon Punches, but Blanka is still vulnerable to jumping attacks,projectiles, Dragon Punches, and a few standing attacks. The recovery time inthis move is quite bad as Blanka will bounce off his opponent if they block.The stronger the button used the faster and more horizontal range that ithas.

    -------------- [ Vertical Rolling Attack: D(charge 2 sec.)U+K ] -------------

    This move has good vertical range and will hit opponents above him, it alsohas a bit of horizontal range in the air so Blanka can counter missed DragonPunches even if the opponent is still in the air. It doesn't have as muchpriority as his electricity, but it has more range. The stronger the buttonused the faster it goes.

    -------------------- [ Beast Leap: B(charge 2 sec.)F+K ] --------------------

    Its a fairly decent attack, the only problem with this move is that youropponent can easily block this after they have thrown a projectile. It has astart up delay where Blanka flips back and then hurls over at his opponent inan arc form going over projectiles, but just barely. You must start this moveearly and its sorta like a guessing game if you want to counter attack youropponent. The recovery time is fairly decent, but Balrog and E.Honda cancounter with either Sumo Headbutt or a Dashing Uppercut.

    ----------------------------- [ Other moves: ] ------------------------------

    ---------------------------- [ Head Bite: F+FP ] ----------------------------

    A basic grab move that will have Blanka bite his opponent's head, ram thebutton for more hits.

    ------------------------- [ Head Butt: F+SP(close) ] ------------------------

    This move double hits if up close and can be canceled into a 2-in-1 combo butyou must cancel after the first hit, otherwise your move won't connect.

    --------------------------- [ Double Hit Knee: F+FK ] -----------------------

    As you can tell from the title this move will double hit, and can also becanceled into a special move, but after the first hit.

    CombosTwo-in-One's

    1. S.FWD.Strong --> Rolling Attack You must cancel after the first hit, if the move double hits, you were too slow!

    2. S.Strong --> Vertical Rolling Attack This combo works best if you are up close to your opponent.

    3. C.Forward --> Rolling Attack

    Other Combos

    1. J.D.Fierce \/ S.Jab --> Electricity

    2. J.D.Fierce \/ C.Forward --> Rolling Attack

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    You must charge ahead of time for this combo to work, otherwise it won't come out.

    3. J.D.Roundhouse \/ S.Strong, C.Fierce

    4. J.D.Roundhouse \/ D.Strong, C.Roundhouse

    ------------------------------- [ Tactics ] --------------------------------

    When you use your Rolling Attack you can always expect an opponent to blocksince you are either in a crouching position or moving back. You might notalways land a Rolling Attack, but you can mess opponents up for example:

    Jab Rolling Attack, wait, Electricity

    Since you land short in front of the opponent, you can counter if they decideto try and use a special move to counter attack like a Dragon Punch or FlashKick.

    Another good tactic is to fake your opponent that you are going to connectwith your Rolling Attack. They will block in advance in most cases:

    Jab Rolling Attack, Head Bite

    This is sorta like a confusion tactic that can easily fool your opponent, thepoint of this move is try not to let this connect and you should stop withina step or two in front of your opponent, then while you land immediatelypress forward and fierce at the same time to catch them off guard.

    ---------------------------- [ Ending: Blanka ] -----------------------------

    In the end Blanka finally finds his mother as they hug and cry, and he is yetto find out about is mysterious past...

    =============================================================================-------------------------------- [ Cammy ] ----------------------------------

    =============================================================================

    Cammy now is a current member of the Delta Red special forces. She hassomehow lost her memory in an accident and was founded by Delta Red units.They took her in and she went into training and the units were amazed by herquick reflexes and she was quickly moved to the top ranks in the special opforces. She now enters the World Warrior Tournament to find out about hermysterious past.

    Quotes: "Your missing teeth will remind you of my victory" "You must enjoy being beat, let me remodel your face one more time"

    ------------------------- [ Cannon Drill: D,DF,F+K ] ------------------------

    An excellent move with alot of horizontal range. It easily combos and can beused to punish mistakes like missed anti-air attacks. It does good blockdamage and does good damage. The roundhouse version will double hit, blockingor not, when you are close to your opponent. Just watch for the recovery timethough because its pretty bad and she will get countered rather easily.

    ------------------------- [ Thrust Kick: F,D,DF+K ] -------------------------

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    One of the best anti-air attacks in the game, simply because of the damageand range this move possesses. It has alot of horizontal range, and even hershort version has more range than Ken's fierce Shouryuken! This move iseasily put in combos and counters alot of attacks. This move has highpriority over any jump in attack, but you are not invulnerable to projectileslike the Shatokens. The recovery time is pretty decent compared to most anti-air attacks as she bounces away from a blocked opponent.

    ---------------------- [ Spinning Knuckle: DB,B,F+P ] -----------------------

    The motion might seem a little awkward, but you can make it easier foryourself to do the motion. Simply pretend that this move only has a B,F+Pmotion and quickly execute the move like a Sonic Boom, except that you don'thave to charge for it. There are two very useful tactics involving this move,one its goes through projectiles at start up, and second it does a ton ofblock damage. Even if the opponent blocks this move you still won't bedissapointed by the damage done. The real downside to this move is that youcan't combo it because it starts out too slow and also Cammy is vulnerable topractically any attack besides projectiles during the duration of this move.

    ------------------------------ [ Other Moves: ] -----------------------------

    -------------------------- [ Suplex: F/B+SP or FP ] -------------------------

    A powerful move that does alot of damage, use this to counter misses and togive yourself an edge in certain fights.

    ----------------------- [ Thigh Press: F/B+FK or RK ] -----------------------

    A very powerful move that does alot of damage, it also has alot of throwpriority and good range. Use this to counter attacks missed by opponents.

    ------------------- [ Air Body Throw: F/B+SP or FP(air) ] -------------------

    An excellent move to use overall, it does alot of damage and can be used tocounter mistakes put out by opponents.

    ------------------- [ Frankensteiner: F/B+FK or RK(air) ] -------------------

    An immensely powerful and useful move, the priority on this move rivals Chun-Li's air throw and can even take opponents out of their attacks! Use thiswhenever possible.

    -------------------------------- [ Combos ] ---------------------------------

    Two-in-One's

    1. F.Forward --> Cannon Drill

    2. C.Short --> Thrust Kick

    3. S.Strong --> Cannon Drill

    Other Combos

    1. J.D.Fierce \/ S.Strong --> Cannon Drill

    2. J.D.Roundhouse \/ S.Strong --> Thrust Kick

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    3. J.D.Fierce \/ C.Short, C.Forward This combo is kinda risky because it doesn't knock the opponent down, but the computers puts this combo on me often, so I thought I can add it in! (^_^)

    4. J.D.Roundhouse \/ C.Short, C.Forward --> Cannon Drill or Thrust Kick Well here's a little more insurance, this combo does 50% damage and can easily give you a victory, but make sure to cancel quickly!

    5. J.SD.Fierce \/ S.Short, S.Short, C.Short, C.Forward --> Forward Cannon Drill or Forward thrust Kick This is possibly the biggest combo Cammy can pull off, she puts on the nacho with this cheap combo and it does about 55% damage, cancel quickly for best results. You may have to skip a short on smaller characters.

    ------------------------------- [ Tactics ] ---------------------------------

    Well Cammy has this annoying corner trap that I constantly put on my brother:

    S.Short, S.Short --> Short Thrust Kick, S.Short, S.Short --> Short Thrust Kick,etc.

    Very annoying and hard to escape, anti-air attacks(mainly the Shouryuken) cancounter this nacho cheese corner trap.

    Cammy's standing roundhouse can counter alot of jumping attacks, includingChun-Li's annoying Stomp Kick. Make sure you are close to your opponent whenyou execute the roundhouse, think of this move as her launcher in XSF. Theofficial strategy guide calls it the Handstand Counter.

    ----------------------------- [ Ending: Cammy ] -----------------------------

    Cammy defeats Bison, she goes over him and demands that he tells hereverything. Bison is puzzled that Cammy defeated him, he tells her if sheremembered him and also tells her about the accident. Cammy doesn't remember,Bison told Cammy that they were both once lovers, but Cammy doesn't believeit. Cammy leaves Bison to rot and she stands outside the Shadowlaw

    headquarters in Thailand, here she wonders if any of it were true. Then theelite force of Delta Red comes by, they try to cheer her up and tells Cammythat she could never love a criminal like that. Cammy then cheers up and theyleave in a nice scene with a helicopter. (In my opinion one of the bestendings in the game, or any game for that matter! Its definitely worth thetrouble to see it.

    =============================================================================------------------------------- [ Chun-Li ] ---------------------------------=============================================================================

    While at a young age her father was killed by the ruthless emperor of China,M.Bison. At this time he was the most feared ruler in the land and her father

    was killed simply because he refused to give the Shadowlaw his food. She hasfought and trained very hard throughout her life to stop this madman and hasnever gotten the chance to face him in combat, but she believes through theWorld Warrior tournament she will find the one who has killed her father.

    Quote: "I am the strongest woman in the world!"

    --------------------- [ Kikouken: B(charge 2 sec.)F+P ] ---------------------

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    Its a pretty decent projectile and can be used in combos and corner traps.The range of this fireball no longer goes full screen, but it still has alotof range and does good damage. The speed of the projectile is pretty slow andbasically anybody can jump over it. It can be used to chip damage and itsfairly decent in fireball fights, but only against slow projectiles like theYoga Fire.

    ------------------ [ Hyaku Retsu Kyaku: Press K(rapidly) ] ------------------

    This move has alot of chipping potiential and does alot of damage, but youcannot get more than two hits out of this move simply because the betweenhits are blockable. Its a really annoying move that can fustrate the heck outof opponents because it does alot of damage even if blocked and can also beused in a combo.

    ---------------- [ Spinning Bird Kick: D(charge 2 sec.)U+K ] ----------------

    This move is similar to Ryu and Ken's Tatsumaki Senpuu Kyaku except its notquite as useful. It can pass through projectiles, but the priority isn't sogreat. An opponent can easily block under this move, but if it connects itwill do alot of damage as it can string together multiple hits, but themultiple hits are blockable. This move can be used in combos, but the trickytiming makes it useless, but this move can be used to escape from certainsituations.

    -------------- [ Air Spinning Bird Kick: D(charge 2 sec.)U+K ] --------------

    Its hard to explain exactly how to do this move, but this version is higherthan her standard Spinning Bird Kick and will move to the top of the screen.The way I do this move is after I charge I continue to hold Up then presskick instead of just letting go like her regular Spinning Bird Kick. She canuse this move after a wall jump or after a Stomp Kick.

    ------------------------- [ Stomp Kick: D+FK(air) ] -------------------------

    Quite possibly the most dominating jump in attack in the game. It has so muchpriority that it can even trade hits with a Flash Kick or a Tiger Uppercut.

    Ryu's crouching fierce isn't even a match for this move and only a few moveswill out prioritize this one, mainly the Dragon Punch, Chun-Li's closestanding roundhouse or Cammy's close standing roundhouse. The wierd thingabout this move is that you can chain it for multiple hits and can be used asan effective air combo! The recovery time is very minimal though.

    ------------------------ [ Neck Breaker Kick: F+RK ] ------------------------

    A rather odd confusion move. Chun-Li will flip over her opponent and hit themon the back of the head with a kick, the confusing part is that opponentsoften forget which way to block and ends up crossing them up, but inactuallity she never hits the opponent in the back of the head, this is agreat way to move over projectiles as well.

    ---------------------------- [ Flip Kick: F+FK ] ----------------------------

    This move is mainly used in combos and it does alot of damage if it doublehits. She will flip out of the opponent's way if the opponent manages toblock and Ken basically has the best chance to counter with his fierce DragonPunch.

    -------------------------------- [ Combos ] ---------------------------------

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    Special Game Notes: Chun-Li

    -- Chun-Li can bounce off the walls, simply jump towards a wall and quickly hit the opposite direction.

    -- Take note that she has alot of throw priority including on the ground and in the air, use her throw to counter alot of mistakes.

    -- She is possibly the weakest character in the game, her attacks do less damage than all other street Fighter characters.

    Two-in-One's

    1. S.Fierce --> Kikouken

    2. S.Short --> Hyaku Retsu Kyaku Basically rapidly press the kick button and the Hyaku Retsu Kyaku should cancel on its own.

    3. S.Fierce --> Spinning Bird Kick The only tricky part is that you pull off the standing fierce at the midpoint of the move. After you charge down let your controller go at a neutral position then quickly press up and kick.

    4. C.Forward --> Kikouken Other Combos

    1. J.Fierce \/ S.Strong, C.Roundhouse This her basic chain combo, you should master this one first.

    2. S.Strong, S.Fierce

    3. C.Forward, C.Roundhouse

    4. J.Fierce \/ S.Fierce --> Kikouken The way to perfect this combo is that you must charge ahead of time.

    5. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku After the two fierces connect rapidly ram those buttons and the move will cancel.

    6. J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward This is her strongest combo and can easily drain half your opponent's life. Only on Sagat will this hit 5 times, on Zangief, Balrog, and T.Hawk this will hit 4 times, and all other characters it will hit 3 times.

    7. J.DN.Forward, J.Roundhouse \/ S.Fierce --> Spinning Bird Kick Quite possibly the most dangerous combo in the game, she is the only character in the game that can jump in with multiple attacks, remember to charge in advance and cancel quickly.

    -------------------------------- [ Tactics ] --------------------------------

    Chun-Li's air throw has amazing prioirity. She can even counter midairattacks like Ryu's Tatsumaki Senpuu Kyaku even in the middle of their move!But the timing is rediculous and will take alot of practice.

    Chun-Li has this annoying corner trap and it goes like this:

    Kikouken, C.Forward --> Kikouken, C.Forward --> Kikouken, etc.

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    Its hard to break out of and its also hard to accomplish, alot of practice isneed for this to work and a Dragon Punch or a Hyper Fist can break out of it.

    When an opponent tries to cross you up you can pull a Flip Kick to knock themout of it or a Neck Breaker Kick.

    ---------------------------- [ Ending: Chun-Li ] ----------------------------

    Chun-Li has two endings. In the arcade version you will see her mourning overher father's death at a tomb, while at the home version she stands in her winpose over Bison. You have two choices nonetheless and you can pick the choiceof either being a detective or return to the life of a single girl.

    Single Girl: Appears in a costume of some sort and knocks a guy senseless while having the calm look on her face. The people doesn't realize that she is Chun-Li, winner of the World Warrior tournament, until she gives them a good thrashing of course.

    Detective: This is basically the same scene as the first one except she is in a detective's jacket and the quotes are different, and she still knocks a few punks senseless.

    =============================================================================

    ------------------------------ [ Dee Jay ] ----------------------------------=============================================================================

    A proud man of his heritage he has trained hard over the years of his westernkickboxing style. His other love is his music, he believes that with a goodrythmn and kickboxing style, he feels that nothing can stop him from winningthe World Warrior Tournament. He has alot of style in his techniques and alsoone day wishes to become a record music label artist. If he wins thistournament he will feel alot of accomplishment, since being the only personto be a label artist and a street fighting champion.

    Quote: "Were my combos too much for you mon?"

    ----------------- [ Double Dread Kick: B(charge 2 sec.)F+K ] ----------------

    A very powerful kick that will knock the opponent down. Only the shortversion of this move will hit once. This move does good block damage and alsoexcellent damage. Sometimes the move will be blockable after the first hit,to remedy this problem make sure you are deep enough to your opponent'ssprites. The second kick can be used as a semi-useful anti-air attack, butthis move must be started real early. The recovery time and start up delayfor this move is very minimal so use this in combos or to take away a bit oflife.

    --------------------- [ Max Out: B(charge 2 sec.)F+P ] ----------------------

    Just like Guile's Sonic Boom, it does good damage, can be used in combos, andalso the motion is Guile's! The only downside to this move is that it hasjust as much recovery time as a Hadouken. This can be used to keep people outin fireball fights, but stay away from Sagat and Ryu because theirprojectiles are much faster. Be sure to charge for this move everytime.

    ---------------- [ Hyper Fist: D(charge 2 sec.)U+P(rapidly) ] ---------------

    An immensely powerful move that hits up to four times, as long as you have arapid fire controller of course! This move can be put in combos and also be

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    used as an anti-air attack. The downside is that when you use it as an anti-air attack the hit is rather weak and the priority is pretty low. To remedythis problem start the Hyper Fist and wait until the opponent is as close toyou as possible, the first few frames of animation are invincible and youwill do alot of damage with a single hit. This can also be used to go throughprojectiles during start up and the block damage on this move is mindboggling!

    Other Moves:

    ---------------------- [ Shoulder Toss: F/B+SP or FP ] ----------------------

    A good throw with a good amount of range, the priority isn't as good as otherthrows, but its once of the better ones in the game because it'll throw youropponent away from you.

    ---------------------- [ Backflip Toss: F/B+SP or FP ] ----------------------

    Just like his Shoulder Toss, but the range is less, the plus side is the factthat it has more priority. Use this to counter miss attacks.

    -------------------------------- [ Combos ] ---------------------------------

    Two-in-One's

    1. S.Strong --> Max Out

    2. C.Forward --> Double Dread Kick

    3. C.Jab --> Hyper Fist

    Other Combos

    1. J.D.Fierce \/ S.Strong --> Max Out

    2. J.D.Fierce \/ S.Strong --> Forward Double Dread Kick

    3. J.D.Forward \/ C.Short, S.Fierce If you did connect deep enough the fierce will double hit. That's means if you master this combo you can be cruising to a victory, four hit style that is!!!!

    4. J.CU.Forward \/ C.Jab, C.Jab, S.Strong --> Hyper Fist Thanks to CAPCOM for this combo. Its Dee Jay's 8-hit monster and is visually impressive and does about 60% damage. Make sure you throw a strong at the midpoint of the Hyper Fist, and charge in advance for this move. But all in all deal this, and you will be king of the street fighting champs!!

    -------------------------------- [ Tactics ] --------------------------------

    Dee Jay doesn't carry much tactics, nor does he need to. His jumpingroundhouse is a good move to knock opponents out of the air with. Hiscrouching forward is also a knockdown. Also his crouching roundhouse has beenknown to go under projectiles!

    ---------------------------- [ Ending: Dee Jay ] ----------------------------

    Dee Jay celebrates his victory with his music. LAter he has become thefastest selling record artist in Earth's history and fans simply adore his

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    excellent music. (Kudos to Capcom for this pretty good ending! ^_^)

    =============================================================================------------------------------- [ Dhalsim ] ---------------------------------=============================================================================

    With famine and disease striking his homeland, he has made it his ownprio