Balrog
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Special Moves
Balrog turns and punches out straight. Damage increases as long as buttons are held.
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Blanka
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Special Moves
Blanka hunkers down and emits a shock of electricity.
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Cammy White
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Chun-Li
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Throw Moves
Chun's standard arm drag throw done in mid-air.
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Command Moves
Chun flips forward, ideally over the opponent's head, coming down with a palm.
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Command Moves
Chun Li stomps with extended leg and rebounds, capable of doing any air attack afterwards (including more stomps).
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Special Moves
Legs extended and hovering upside-down, Chun Li whirls at her opponent.
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Dee Jay
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Dhalsim
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Throw Moves
Dhalsim repeatedly drives his fist into the top of his opponent's skull.
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Throw Moves
Dhalsim exerts his flexibility a bit for this standard throw.
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Command Moves
Dhalsim descends from the air feet-first at a 45 degree angle; although from ST onwards angle is selectable by kick strength.
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Command Moves
Dhalsim descends from the air head-first, in a straight line at a shallow angle.
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Special Moves
Dhalsim vanishes and reappears in another location on screen.
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E. Honda
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Special Moves
Honda rises into the air flat, then down with a butt smash.
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Special Moves
Honda batters his opponent with hands so fast they appear blurred.
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Fei Long
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Throw Moves
Fei Long vaults over the opponent's head before tossing them.
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Guile
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Throw Moves
Guile suplexes his enemy into the pavement.
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Throw Moves
Guile grabs his opponent and drops straight down into a sort of backbreaker.
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Throw Moves
Grab in midair and toss opponent to the ground.
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Command Moves
In most games, a quick hop forward and knee strike, but in SF2 simply an alternate up-close attack with no hop.
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Special Moves
Guile whips his arms forward at the speed of sound creating an energy arc.
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Ken Masters
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Throw Moves
Ken's variant of the Tomoe Nage sees him take the opponent for a full somersault before kicking them away. This move was the first real difference between Ken and Ryu.
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Throw Moves
Ken uses the same over-the-shoulder throw as Ryu.
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Special Moves
Ansatsuken's trademark leaping uppercut. Ken's fierce Shoryukens first caught fire in Super SF2.
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M. Bison
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Special Moves
Bison turns a front flip and kicks out at his enemy.
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Special Moves
Bison leaps at his opponent's head, bounces off then turns for an optional Somersault Skull Diver with @term=anypunch@.
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Special Moves
Bison flies as in Head Press, but instead of stomping descends for a psycho-chop.
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Ryo Sakazaki
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Throw Moves
Lift the opponent vertically and drop backwards.
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Throw Moves
Zangief grips the opponent's face and crushes it with a level of vigor determined by your mashing.
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Ryu
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Throw Moves
Ryu grips his opponent and falls backwards, kicking them away.
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Throw Moves
The basic ansatsuken over-the-shoulder throw.
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Special Moves
Flaming red variant of the Hadoken, always knocks down.
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Sagat
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Special Moves
An anti-air uppercut, unique in that it hits many times in most games.
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Special Moves
The original high/low projectile. @term=anypunch@ for high, @term=anykick@ for low.
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Special Moves
Quick rising knee attack. The move's original input is the source of the commonly-used term "tiger knee." To tiger knee an air move, start its motion on the ground and end with either up, up-forward or up-back to trigger it at low altitude.
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T. Hawk
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Special Moves
T. Hawk winds the opponent up during a big jump before slamming them to the ground.
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Special Moves
Rising attack at a 45 degree angle, "wings" spread.
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Vega
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Special Moves
Vega bounces off the wall and leaps towards his opponent. With careful timing, he can grab and slam them.
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Special Moves
Vega bounces off the wall and slashes at his opponent.
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Special Moves
Evading backflip. When available, Kick version is shorter.
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Wolfgang Krauser
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Throw Moves
Zangief viciously and repeatedly bites at the opponent's face.
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Zangief
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Throw Moves
Getting a grip on the sensitive stomach region, Zangief repeatedly squeezes.
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Throw Moves
Lift the opponent vertically and drop backwards.
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Throw Moves
Zangief viciously and repeatedly bites at the opponent's face.
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Throw Moves
Zangief grips the opponent's face and crushes it with a level of vigor determined by your mashing.
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Throw Moves
Zangief grabs his opponent at the ankles and uproots them, tossing them behind. Becomes an air throw in Super SF2.
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Throw Moves
An over-the-shoulder slam to the ground. Becomes an air throw in Super SF2.
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Command Moves
Air command normal that stays out for the whole jump.
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Command Moves
In what would become a tradition for huge characters everywhere, Zangief's body press has a wider attack hitbox for easier crossups, etc.
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Command Moves
This short-range air attack causes massive stun, dizzying after a couple hits.
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Special Moves
Zangief takes a few steps forward trying to power bomb his opponent.
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Special Moves
Zangief spins in place with arms extended. Gief has mid-body invulnerability while spinning, meaning most projectiles pass through. Starting in Champion Edition, can move left/right during execution. Kick version, if available, is usually faster with more vulnerability.
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