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Home » PC » Super Street Fighter 2 Turbo » Super Street Fighter 2 Turbo FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Wednesday, 8/31/1994 @ U of H __ __| | ____|
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Super SFII Turbo Faq | | | | | | ( | __| ( | ( |
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** FAQ MAINTENANCE BY **
RpM

** MAJOR REMODELING:
image advisor: D. Rion. Hall
** Originally created by:
dj-wells@ux4.cso.uiuc.edu (Dan)
** Occasional consulting, advising, nagging ;)
Alex Werner, Caine Schneider, the whole a.g.sf2 bunch
---------------------------------------------------------------------------
Welcome to the FAQ!
"share and enjoy!" (tm)
SEND CORRECTIONS TO:
st2a0@jane.uh.edu (RpM)

FAQ _WAS_ posted every Friday. Now? Who knows?

FAQ availabe via FTP at the following:

ftp.netcom.com under pub/vidgames/faqs
courtesy of Andy Eddy, GamePro editor
home of a lot of other FAQs.
ftp.krl.caltech.edu
THE STREET FIGHTER 2 dedicated site, filled with
strategy guides, moves lists, gifs, jpegs,
etc etc etc....
---------------------------------------------------------------------


1) What you should know about "Super Combos"
1.1) Maximum Hits & Damage
1.2) Super Combos in Combos
1.3) Charging up the Super Combo Meter
2) The New Throw System (how to "weaken" throws)
3) How to use the SSF2 version of Characters in SSF2T
4) The new moves for each character, alterations to old moves, as
well as specific comparisons between the SSF2 version and the
SSF2T version of each character
5) Facts about The "Hidden" Boss (Akuma? Goki Long? Whatever...)
5.1) The computer controlled Akuma/Goki
5.2) The Player Controlled Akuma/Goki
6) Misc. Details of the game.
7) The Quirks of the "Volleyball" effect in SSF2T
8) The Known New Endings
9) Quick Reference Guide to Stick Movement
*) The credits & um.....
===============================================================
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PART 1: REGARDING SUPER COMBOS
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- A super combo (SC) is a move that inflicts from 40% to 60% damage.
It's primary trademark is that the attack leaves a trail of shadows
and it is begun when your character lets off a spark of light in his/her
eye. The game pauses for a slight moment when you execute your
Super Combo.
- Super Combos can only be done when the Super Combo Meter (seen at
bottom corner of screen) is full. The Super Combo Meter (SCM)
increases after the following:
* You execute any special move
* You strike (blocked or not blocked, it matters not) your opponent
with any regular move.
- The more powerful the move/hit, the quicker the SCM rises.
- The SC's have the ability to "bounce" characters in the air (a la MK).
Especially Bison's, Dhalsim's, Ken's, and Sagat's more so than others.
Balrog's SC still can hit airborne opponents up to five times.
This is known as the "Volleyball Effect" (VE) which is explained in
section 7.
- SC's are "combo"-able with regular moves and can dizzy opponents.
- Vega's, T-hawk's and 'Gief's SC's do NOT lose their charge if you
attempt and fail to do them. The charge only dies if you actually LAND
the SC. (this is kinda obvious, as their SC's are all THROWS, but hey,
it's worth a mention).
- The following have SC's that can go through fireballs, but the timing for
it is somewhat precise (i.e. if you time it wrong, you WON'T be able to
cut through fireballs, certain frames of animation are able to cut
through fireballs, but not all frames)
* Chun Li: more difficult to time
* Honda: vunerable at the beginning, but cuts through easy during flight
* Blanka: the superball, in it's later frames, rolls under "small"
fireballs (i.e. sonic boom, yoga flame, air slasher, high tiger shot)
* Ken: rather easily
* Fei Long:
* Dee Jay: more difficult to time
* Cammy:
* Sagat: rather easily
* Balrog: never been stopped by a fireball before
* Bison: never been stopped by a fireball before
* Ryu: destroys other fireballs in it's path and STILL travels towards
the target. In reality, his "Vacuum Fireball" is several fireballs
compacted into a very small area, so even if your opponent is
airborne, he will get hit several times. His feet may be invulnerable
during the SC. FIVE hits is the maximum number of hits Ryu's
SC can do if it connects.
- The exact frames where the SC's are immune to fireballs vary from
character to character. Bison's and Balrog's cut through fairly easy
while Chun Li's and Dee Jay's have just a little more difficulty in going
through. Different timing for each character.
- CHUN LI AND HONDA share a particular trait, and perhaps T-Hawk as well.
Do the stick motion for the SC first, then keep your stick in a foward
position, any forward position, don't change directions. Your
Super Combo will be set to go off, and all you need to do is tap the
appropriate button. Yes, this is a bug.

-----------------------------
Part 1.1 Maximum Hit & Damage
-----------------------------
Maximum Damage:
* Zangief & T-Hawk will on average take off 50-60%
Vega will usually take off 30-45%
* Assuming that you get all possible hits in the Super Combo:
Everyone else has a potential damage range from 25 - 55%,
I've seen some cases where Ryu's SC connects and takes
off little damage, so basically if the CPU gets moody as it
often does, your SC damage will waver from high to low
damage at moments you won't be able to predict.
Maximum Hits:
The best way to get the maximum # of hits is to have your
opponent be as close as possible and on the ground.
Ryu: 5 Guile: 6
Ken: 5 Dhalsim: 5
Blanka: 4 Honda: 5
Chun Li: 6 Zangief: n/a
Dee Jay: 4 Cammy: 5
Fei Long: 5 T-Hawk: n/a
Balrog: 5 Vega: n/a
Sagat: 5 Bison: 4

---------------------------------
Part 1.2: Super Combos in Combos
---------------------------------

Super Combos can be added into combos. I'd advise you to find your own,
as individual creativity is what works best when making combos,
but I'll put down some obvious ones.

Bison: SC - triple air volleyball punch
Chun Li: Jumping Fierce - SC - triple air kick
air jab (anything?) - standing jab - SC - triple air kick
Ken: Jumping Fierce - SC
Cammy: Jumping fierce - SC
Sagat: Jumping fierce - SC
Dee Jay: hm... there was this really nasty one, about 11 hits...
offhand I can't remember it but it went something like...
Neck Forward Kick - crouching jab X 2-3 - Jack Knife Maximum (air kick)
- SC - Jack Knife Maximum.

-----------------------------------
Part 1.3: Charging up the SC meter
-----------------------------------
(creds to Mr. Chang (actually, these are his direct words
or actually Gamest Magazine)

o To give a measure for the Super Meter, Gamest uses the term "dot" as in
pixels on the screen. I'd prefer using the word "pixel" personally,
but hey, "dot" is shorter to type. -_^

Super Meter increment chart (Super Meter takes 48 dots to reach max.)
---------------------------------------------------------------------
| | Jab/Short | Strong/Forward | Fierce/Roundhouse |
|-------------------------------------------------------------------|
|Hit | 2 dots | 4 dots | 5 dots |
|-------+---------------+-------------------+-----------------------|
|Blocked| 1 dot | 3 dots | 4 dots |
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Ryu: "Vacuum Fireball" Ken: "Rising Dragon Breaker"
Hadoken - 2 dots Hadoken - 2 dots
Dragon Punch - 7 dots Dragon Punch - 8 dots
Cyclone Kick - 6 dots Cyclone Kick - 6 dots
New kicks - 6 dots

Honda: "Double Ghost" (!) ChunLi: "Thousand Burst"
HHS - 6 dots Wind Kick - 4 dots
Torpedo - 9 dots Kikkoken - 5 dots
Buttafuoco - 9 dots Rising Kick - 8 dots
Uchio Throw - 12 dots SBK - 8 dots

Blanka: "Grand Shave Roll" Zangief: "Final Atomic Buster"
Electricity - 5 dots Missed SPD - 5 dots
Slide - 5 dots Lariat - 6 dots
Horiz. Roll - 7 dots Green Hand - 7 dots
Vert. Roll - 7 dots Rush PD - 12 dots
Arch Roll - 7 dots SPD - 20 dots
Double PD - 24 dots

Guile: "Double Somersault" Dhalsim: "Yoga Inferno"
Sonic Boom - 7 dots Yoga Fire - 3 dots
Blade Kick - 8 dots Yoga Flame - 8 dots
Yoga Blast - 7 dots
Teleport - 7 dots

T. Hawk: "Double Typhoon" Cammy: "Spin Dive Smasher"
Thwk. Buster - 6 dots Thrust Kick - 6 dots
Condor Dive - 8 dots Cannon Drill - 7 dots
Mex. Typhoon - 20 dots Spin Knuckle - 4 dots
Wall Bounce - 4 dots (miss)
9 dots (slam)
9 dots (kick)

Fei Long: "Blazing Rekka Ken" Dee Jay: "Sobat Carnival"
Rekka Ken - 6 dots Air Slicer - 4 dots
Shien Kyaku - 8 dots Jumping Kick - 9 dots
Jumping Kick - 7 dots Sobot Kick - 8 dots
MGU - 7 dots

Balrog: "Crazy Buffalo" Vega: "Rolling Izuna Drop"
Straight - 6 dots Backflip - 5 dots
Upper - 5 dots Roll - 10 dots
Low Straight - 6 dots Wall Attack - 8 dots
Low Upper - 5 dots Flip Kick - 10 dots
TAP - 7 dots Horiz. Claw - 10 dots
B. Headbutt - 5 dots

Sagat: "Tiger Genocide" M. Bison: "Knee Press Nightmare"
Tiger Shot - 3 dots Psycho Crusher - 6 dots
Tiger Upper. - 7 dots Scissor Kick - 6 dots
Tiger Knee - 6 dots Head Stomp - 8 dots
DFA - 8 dots
-------------------------------------------------------------------

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PART 2: THE NEW THROW SYSTEM
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NOTE: if you choose to use the SSF2 version of your character, you CANNOT
do this. You MUST choose the SSF2T version of your character to do
this.
If you get thrown, you can reduce the damage in half or sometimes less
and land on your feet.
=Explanation=
In the EARLY frames of animation of YOUR character being thrown,
just tap a button, usually strong or fierce, possibly any.
If it makes you feel better, move the stick left or right as well.
Consequences:
As you rebound from being thrown, you can get hit before you're
able to defend it. One such example being Vega, who can
throw-slide.
NOTE:
Someone managed to air-throw Ken out of his DRAGON PUNCH while it
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Other files from this game:
  1. Super Street Fighter 2 Turbo FAQ by System on 09/03/2006, 09:50
  2. Super Street Fighter 2 Turbo hints by System on 09/03/2006, 09:50