**************************************************************************** * * * T R I V I A, T A C T I C S, & G E N E R A L I N F O R M A T I O N * * * **************************************************************************** 01. What is the correct pronounciation of "Ryu"? 02. What are the different types of dizzies? 03. In a magazine, I saw that you could fight Sheng Long? Is this true? 04. I see the word combo (combination) used all the time. What is it? 05. What is meant by buffering a move? 06. Many people talk about "ticking". What are they talking about? 07. What is considered "cheap"? 08. What is the "Touch of Death (TOD)" combo? 09. Can I prevent the opponent from attacking as they get up? 10. What is Capcom's address? 11. What kinds of memorabilia exist? **************************************************************************** 01. What is the correct pronounciation of "Ryu"? kt12@andrew.cmu.edu explains: First of all, "Ryu" is not pronounced "roo" or "rai yoo." If you want to hear the correct pronounciation, listen closely when Ken or Ryu do their dragon punches. The second syllable is pronounced the same way Ryu's name is pronounced. The initial sound is not a "r" or an "l" but a combination of an "r" and a "y." That's why it's spelled that way. ^_^ If you still care enough to pronounce this correctly, the first thing you need to do is learn how the Japanese "r" is pronounced. The Japanese "r" is said with a tap, like the English "d" or "t." Try saying "roo." Think about what you do with your tongue: you curl up the sides and tip and suspend it in the middle of your mouth. Now try saying "roo" again with your tongue the same way, except this time, lightly press it against the roof of your mouth and flick it off as you sound the "r," as you would when you're making the English "t" sound. Now do the same thing, except instead of trying to say "roo," say "yoo." This is how "Ryu" is pronounced This is hard to explain in writing and you really have to hear it to know what I'm talking about, but this is the best way I can think of to explain it. ============================================================================ 02. What are the different kinds of dizzies? cw21219@uxa.cso.uiuc.edu comments: When a character gets dizzy, either stars or birds appear above his head. Generally, the bird dizziness lasts a bit longer than the star dizziness... It's a good way to judge whether you have enough time to run in and land a combo. Of course I always try to regardless :) On Super there are four kinds of dizzy animations: inkblot@leland.stanford.edu informs: These are grim-reapers, not skulls. As far as I know, they have nothing to do with killing your opponent. The only difference between the symbols floating above your head is how difficult it is to 'RECOVER' (to coin a CPU phrase). Incidentially, here's the list in order of ascending difficulty. Angels - Stars - Birdies - Grim Reapers. ============================================================================ 03. In a magazine, I saw that you could fight Sheng Long. Is this true? No, this is pure bull, and the magazine that originally published this trick did so intentionally, as an April Fool's Joke. A LOT of people fell for this one. :) There are even other magazines that went so far as to doctor up a picture that made it look like Sheng Long actually existed. ============================================================================ 04. I see the word combo (combination) used all the time. What is it? A combination (combo) is a series of moves that, under most conditions, is un-blockable after the first move connects. Please note that I said _most_ conditions. There is always some crack-pot situation where nearly every combo fails, and lots of 'combos' don't work if your opponent's not in the corner. Nevertheless, this is a general (if loose) definition. The simplest combo is 'jab + jab + jabjabjabjab.' It fits the definition, but that is not type of combo that this guide will concern itself with. Rather, this guide is concerned with the BIG combos, the combos that involve special moves and that maximize the penalty for your opponent's mistakes. Combos almost always follow pattern below... JUMPING ATTACK + GROUND (standing or crouched) ATTACK + SPECIAL MOVE The jumping attack + ground attack isn't too impressive, even the computer can pull them off. What defines something as a combo is what comes after the second hit. So let's go through step by step, and look at the execution of a combo: ---------------------------------------------------------------------------- FIRST HIT: Jumping attack ---------------------------------------------------------------------------- The way combos work is that you're hitting your opponent with a new blow before they can recover from the first one. So, the first thing you want to make sure of is that your jumping attack hit's your opponent _late_. That way, you have time to hit the ground and start your next move before they recover from the first blow. Think of it as aiming for your opponent's chest or stomach instead of his head. If the 2nd blow of your combos is getting blocked, you're probably hitting too high. ---------------------------------------------------------------------------- SECOND AND THIRD HITS: Buffering ---------------------------------------------------------------------------- What happens next in dependent on what type of combo you're doing. If you are 2nd hit is a jab or short, you have no problems. Hit the jab/short, then do your special attack (3rd hit) as quickly as you can. End of combo. BUT, if you're playing the right character, and you want to do a bit of extra damage, you're going to have to buffer the special attack. ---------------------------------------------------------------------------- By: T. Cannon Feel free to repost, so long as this document is not copyright 1993 altered in any way. Send comments, suggestions, and corrections to inkblot@leland.stanford.edu ============================================================================ 05. What is meant by buffering a move? A 'buffered' move is a move executed _while_ the move before it (always a 'normal' hit) is still going on. When you finish the special technique, the animation of the normal attack is cut short, and the special attack immediately begins. Because of this, the two blows happen one right after the other with very little pause. This is why combos work. There are two ways to buffer a move. The 'press-press' technique and the 'press-release' technique. I'll use the fierce + fierce dragon punch combo to illustrate each technique: PRESS-PRESS BUFFERING --------------------- Press-press buffering is identical to executing a jab + special move combo. It requires two presses of the button(s). Do execute this type of buffer- ing, press your 'normal' attack button, then do a special technique _right_ after the press. Pretend like you never hit the first button. If you're fast, you'll get the combo. An example is: FIERCE + --O | \ + FIERCE O O Note that the motion of the stick isn't started until after the first button press. If the first button is pressed after the --O , you'll get a throw instead of a combo. Also note that only certain attacks can be used as the lead in of a buffered attack. A roundhouse at the front end of this combo just wouldn't work. In each character guide, I've noted which moves are 'bufferable' in the COMBINATIONS section. PRESS-RELEASE BUFFERING ----------------------- Press fiece and hold it down. Go ahead. Got it held? Good. Now do the stick motion for a DP, and RELEASE the button at the end. If you time it correctly, you get a DP. The computer registers every PRESS and RELEASE of a button as a 'press.' So, it's possible to do a combo like the one mentioned above (the triple DP) with just one press of the fierce button. Here's how it goes... --O | press fierce \ release fierce O O Note that this gives you a crouched fierce + DP combo, where as we got a _standing_ fierce + DP combo using the press-press method. With practice, you can change that press-release to a 'tap.' When you get this good, you can do triple DPs with one tap of the button, just like a normal DP (only the tap is timed differently) IMHO, this is where the confusion on the triple DP arises. People can get 3 hits with one tap, so they assume that they're doing only one move, when in fact they are executing two. The only real disadvantage to this is that you can only use it with combos that require the same button for both attacks. This method would not work for a crouched strong + flash-kick combo. ADVANCED TACTICS ---------------- So what do you do if you want a fierce + jab DP? You could use the press- press method, but I think you'll find the press-release to be easier with practice. So, an option here is to use a 'hold-press' method. In this technique, you press the first button, HOLD it down, then press the second button. An example is shown below. --O | press and hold fierce \ press jab O O Because you never released the fierce button, only one 'press' was registered. If you just tried to press the fierce, the release may trigger a fierce DP instead of a jab DP. Even if you prefer the press-press method, I recommend using this for crouched DP combos. The press-press alternative is.... / press fierce --O | \ press jab O O O The hold-press method may sound complex, but if you can press-release, you can hold-press very easily. The first button press (the 'hold') is timed exactly the same way as the 'press' in press-release. The only difference is that you hold the button down, and hit another button immediately afterwards. A good way to get the second press is to think of it as drumming your fingers. It can be that fast. Note that the hold-press technique can also be used for an easy jab + TU combo. Also, there's no reason to use the hold-press method if you're first button press isn't related to the special technique. Consider the combo below. | press forward \ --O press fierce O O This with give you a crouched forward + fireball combo, even if you use the press-press. The reason is that there's no way the release of the forward button can be associated with the joystick motion. | \ --O + forward isn't a special move, so the computer ignores O O the release. ---------------------------------------------------------------------------- By: T. Cannon Feel free to repost, so long as this document is not copyright 1993 altered in any way. Send comments, suggestions, and corrections to inkblot@leland.stanford.edu ============================================================================ 06. Many people talk about "ticking". What are they talking about? inkblot@leland.stanford.edu authenticates: Back in the early days of Classic, back before combos, back before Guile was overpowering, back when even the best couldn't DP consistently (we're talking about nearly _right_ after the game was released), there was a rather large SF2 tournament in Iceland Bowl, Albuquerque, New Mexico. Guile won the tournament, and here's how: He'd sit in defensive crouch till he could knock you down with a flash-kick. Once he did, it was jab- jab throw. You'd block the jabs, thinking you were safe, but would be thrown anyway. This was the first time anyone had seen anything like this, so countering was all but impossible. So, this Guile player, using only one technique, breezed through _many_ (over 6) rounds of the tournament and won undefeated. After the Guile's victory, there was much wailing and gnashing of teeth. Because the technique was _literally_ inescapable at the time, the players decided that it had to be some sort of over-sight on Capcom's part. They gave it a name, a tick. Why tick? 'Cause that's the sound of the repeated jabs right before you get thrown. *tick tick HUUURRG!* Once they'd named it, it was immediately banned. The house rules all over the city (not just this arcade) suddenly became.... I. Tick your opponent and he gets a free hit (throw at first which later developed into combo) on you II. Tick to win a round and you forfiet the next round. So, the original, formal definition of a 'tick' is throwing someone _right_ after they've blocked one of your attacks. If you did this to a player in Albuquerque, NM (even now), he'd be expecting to get a free hit on you. ANYTHING else you do... fireball traps... sac-throwing... even magic throwing (on Classic) is _not_ a tick under the original definition, so in Albuquerque, it's O.K. caine@uxa.cso.uiuc.edu interjects: In a subsequent mail message, I found out that the jumping in attack in which you make the opponent block then throw is a tick under this defini- tion. Just see the preceeding paragraph. It says "throwing someone _right_ after they've blocked one of your attacks." ============================================================================ 07. What is considered "cheap"? This is actually a tough one to answer. Most people say something is cheap is they can't seem to stop something that kills them. Of course this varies from place to place. You would want to ask many local players what they think. Most things considered "cheap" are playing styles. You might constantly electrocute your opponent w/ Blanka, but he should have blocked. Of you may grab the opponent w/ Honda, then pummel them with a HHS. People may not like this, and you might be called cheap for doing so. One last thing that may be considered cheap is jumping attacks then throwing. This is not uncounterable, but it may be difficult to see. Here are some examples of play styles that may be called "cheap": Fireball Traps Cheesing them w/ Bison Grabbing then HHS w/ Honda Electricity then bite w/ Blanka Zangief's SPD (not!) Doing FB-DP all the time Playing keep away Jumping all the time Picking Vega or Bison (!) Chun Li's flipping neck breaker More or less anything that people might find difficult or nearly impossible to defeat. It might be annoying, but cries of cheap might be heard instead. It might all be related to your skill level in the game as well, or how inventive you are. Most people say that "ticking" is cheap. (See the question.) This is so because it is *easy* to execute and *impossible* to counter. Now, for some master players, this is not so since it is part of how they play against each other (I play this way). To the average player though, such things as jumping a lot, making the opponent block all the time, waiting in the corner after seriously damaging the opponent, etc. might be considered cheap. It's kind of a broad definition, depending on who you ask. Just for the record, I don't think that anything is cheap. As your skills improve, your defini- tion of cheap may or may not change. It depends on how you play, where and who you play against. For all those concerned: this might be an opinion of what cheap is. Most importantly, it may be biased by where I play and who I play against. Ask who you play! ============================================================================ 08. What is the "Touch of Death (TOD)" combo? In the original meaning of the word, it is a combo done with Ken that goes like this: You get the combo on them once, and they are dizzy, you do the combo while they are dizzy, and then that is it, they are KO'd. Its name came about because after the first "touch" the victim is doomed. It is a Pretty effective combo, and you'll see why... It consists of three attacks, hitting usually three times, but occasionally four times, and it involves the three most powerful attacks that Ken possesses. This is it: 1. Jump towards the opponent, hitting with late roundhouse/fierce attack. 2. As soon as you land, immediately follow-up with a standing fierce. Do this along with pressing towards the opponent at the same instant. You should not throw them; you normally have to take a step to do so. 3. Then buffer a Fierce Dragon Punch into the Fierce. It may hit once, so a Jab or Strong DP may be substituted. Four hits can connect if Fierce is used vs. the taller opponents and Dhalsim. If you use a neck kick for the flying attack, you should not have problems getting four hits on most characters. And the neck kick version can be used to bewilder the poor guy who is on the receiving end of this. It can be easily countered by many characters, but if they fail to block at the right time, they will be at a huge disadvantage afterwards. (Note: the standing Fierce needn't be used. You can easily switch this over to a crouching Fierce simply by going towards then down just as you are about to land, then quickly hit Fierce, then move to the diagonal and hit Fierce for the DP.) The timing on this move is perhaps a bit confusing. The hits go like this: smack-smack-smack--smack (the 4th hit sometimes). The button presses aren't too different. I go like this: press---press-press. There has to be a longer delay cuz you have to hit and then land. Yes, the rest of the DP motion has to be crammed into the small space, but if you have done the DP hundreds of times, this shouldn't take long to learn. If you encounter problems, try to first learn a FB combo. If you can do flying attack into standing fierce/FB combo, just put a triple-DP combo in instead of the press-press FB. Read the buffering section, and then this will be a bit clearer. You have to see someone's hands perform the motion to really understand how it goes. Anyways, I hope that this is clearer than mud to most of you... Ryu has a Touch of Death similar to Ken's: the first attack is a neck kick, followed through with a Standing Fierce and Jab Dragon Punch. Now, with Super SF2 out, there appear to be a number of characters with combos that are very similar in effect to Ken's Touch of Death. Some seem to work only if done at the beginning of the round, when dizzies are easiest. Others are inconsistant, or leave the opponent with a sliver of health. The criterion for a TOD combo is that, given the opponent has a full life bar, the first combo dizzies no less than, say 75% (subject to change) of the time, and a follow-up combo exists that will KO the opponent. ============================================================================ 09. Can I prevent the opponent from attacking as they are getting up? Yes, a properly timed attack will prevent the opponent from being able to launch an attack or even throw as they get up. If the defender tries to do anything, even the coveted Dragon Punch, they will get hit by the timed attack and risk eating a nasty combo. Needless to say, the timing and spacing to prevent "wake up DPs" and such is *very* critical. The timed attack can be a jump in or a ground-based strike. Projectiles will not normally work in this situation, since they flicker in and out of existance rapidly. This is easily observed with Ken and Ryu's Fireballs and Dhalsim's Yoga flame. Likewise, wild short kicking, Honda's 100-hands, and Blanka's electricity are often counterable. In addition, one can perform ground based combination attacks that that are not normally true combos. For example, Fei Long can lash out with a late hitting ducking fierce, and follow up with another for a sure hit if the first one lands. Under normal circumstances, the opponent has finished reeling by the time the second ducking fierce lashes out, and can block, but with a timed (late) attack on an opponent that is getting up, the victim (assuming the blow hits, of course) does not begin reeling until just before Fei Long's fist retracts. These types of ground based combos also work on Dhalsim after a teleport. These combos tend to have a lot of dizzying potential as well. You may see them refered to as "meaty" combos on the net. ============================================================================ 10. What is Capcom's address? Capcom 1-4-12 Otedori Chuo-Ku, Osaka 540 Tel.:(81-6)946-6622 President: Kenzo Tsujimoto. ---------------------------------------------------------------------------- Capcom USA 3303 Scott Blvd. Santa Clara, CA 95054 fax: (408)496-5720 phone: (408)727-0400 ============================================================================ 11. What kinds of memorablia exist? As far as I know, there was an extensive marketing program involving the characters of the game. Much of the material has been licensed, but I am unaware of just how much stuff is actually out there. Among the things I know to exist are: t-shirts, coins, a movie, action figures, comic books, plush dolls, posters, and numerable other items such as keychains, etc. The figures are made by Hasbro (G.I. Joe). They bear a striking resemblance to some of the G.I. Joe figures, and have weapons. There are playsets like a vehicle and a fortress (I think). Just imagine SF2 characters living with the Joes. inkblot, wanderer, and asw @leland.stanford.edu collaborate: Written and Directed by: Steven de Souze ("Die Hard", "Die Hard2", "Commando", "Running Man", co-writer of "48 Hours"). Produced by: the Edward R. Pressman Film Corp. ("Reveral of Fortune", "Wall Street", "Hoffa", "Bad Lieutenant", "Conan the Barbarian", "Homicide", "Talk Radio", "Plenty", "Blue Steel", "To Sleep With Anger", "True Stroies", "Badlands", "Das Boot", "The Phantom of Paradise", and others totaling 35). Expected Release: July, 1994 Approximate Budget: $25,000,000 I didn't learn much new information about the movie, I'm afraid. The script is in its final stages, and there hasn't been any casting yet. In any case, they do _not_ plan to cast any known faces (no Arnold as Zangeif, etc. =). The film will be executive produced by "Galaxy Films partner Sasha Harari who, after a successful career in the high technology and computer industry, moved into the film business and produced Oliver Stone's 'The Doors'." The Capcom representative was adament that the film was being directed at an adult audience (they _know_ the kids will go see it, so why direct it at them?). Ryu, Ken, Guile and Chun Li will, of course, be major characters. Originally, Blanka had been written out of the script (oh no!), but the Capcom people pushed hard enough and now he's in. Cammy, T-Hawk, and possibly Fei Long will be in there, but Dee Jay definitely won't. Personal Opinion: To tell the truth, I'm not sure about this one. de Souza has some major action/thriller titles under his belt ("Die Hard", "Running Man"), and Pressman has a few great titles ("Hoffa" "WallStreet"), but he's also got at least one lemon ("Blue Steel"). I've never heard of Harari, so I don't know what to expect there.... I think it's either going to be very good, or very very bad. I wouldn't be so worried if the script was finished and the casting done. If they started tomorrow, they would only have about 9 1/2 months till their expected release date. (ponder). ****************************************************************************