Document Title: [FAQ-SF2 Hyper moves.html (html file)]
--------------------------------------------------------------------------- RYU and KEN Fireball | \ --O and Punch (speed) O O Delay (Ryu's is shorter) Faster for Ryu than Ken Hurricane Kick | / O-- and Kick (speed duration) O O (ground and air) Invulnerability at beg. and end for Ryu only Ryu's knocks down after one hit Dragon Punch --O | \ and Punch (height range damage) O O Invulnerability for the ride up only Jab and Strong DP is knock down on 1st hit Fierce may hit twice if close enough Ken has faster execution and range Ryu has more power --------------------------------------------------------------------------- CHUN LI Whirlwind Kick | [2 charge] O and Kick (speed duration) O | (ground and air) Charge in air after heel stomp Doesn't need to end straight up Invulnerability at beg. and end Fireball O-- / | \ --O and Punch (speed) O O O Same properties as Ryu/Ken Fireball O-- / | and Punch (speed) O O Proposed shortest necessary motion Lightning Leg [no joystick motion] rapidly press Kick (speed) Keep pressing to extend duration --------------------------------------------------------------------------- E. HONDA Sumo Torpedo O-- [2 charge] --O and Punch (speed duration) Invulnerable at beg. of Jab Torpedo Sumo Butt Crush | [3 charge] O and Kick (height range) O | Must end straight up Invulnerable at beg. Can hit twice Hundred Hand Slap [no joystick motion] rapidly press Punch (speed) Honda can move while doing this --------------------------------------------------------------------------- BLANKA Horizontal Ball Attack O-- [2 charge] --O and Punch (speed duration) Can roll into electricity Roll-into-bite attack Vertical Ball Attack | [3 charge] O and Kick (speed height range) O | Must end straight up Can hit twice Electricity Attack [no joystick motion] radiply press Punch Can bite after attack for a tick --------------------------------------------------------------------------- ZANGIEF Spinning Pile Driver O-- / | \ --O O-- and Punch O O O Can be countered There are other methods Spinning Lariat [no joystick motion] all Punch simultaneously Projectiles pass through Super Spinning Lariat [no joystick motion] all Kick simultaneously Projectiles pass through Cannot be footswept Shorter duration than original --------------------------------------------------------------------------- GUILE Sonic Boom O-- [2 charge] --O and Punch (speed) Little delay Ken and Ryu can go over with HK Flash|Razor Kick | [2 charge] O and Kick (height range damage) O | Doesn't need to end straight up Roundhouse Flash can hit twice --------------------------------------------------------------------------- DHALSIM Yoga Fireball | \ --O and Punch (speed) O O Ken and Ryu can go over with HK Delay Yoga Flame O-- / | \ --O and Punch O O O Will hit Ken and Ryu in HK Foot Drill [down while in air] and Roundhouse Head Spear [down while in air] and Fierce Teleportation --O | \ and all Kick|Punch O O Other side of opponent O-- | / and all Kick|Punch O O Same spot or thereabouts --------------------------------------------------------------------------- BALROG Dashing Punch O-- [2 charge] --O and Punch (range) Hits crouched opponents Feet are vulnerable Dashing Uppercut O-- [2 charge] --O and Kick (range) Hits crouched opponents Feet are vulnerable Turn Around Punch [no motion] Hold three buttons of different strengths Minimum charge is 1 Longer charge = Greater damage Invulnerability at beg. (very brief) Feet are vulnerable Many charge levels (1, 2, 3, etc, Final) --------------------------------------------------------------------------- VEGA Tumbling Claw O-- [2 charge] --O and Punch (range) Jab Claw hits three times Others hit up to six times Easy to hit while done Backflip [no joystick motion] all Punch simultaneously Invulnerable until end Easily to be attacked when completing Wall Jump | [2 charge] O or O and Kick (speed and height off wall) O \ / Sets up Screaming Eagle or Air Drop Can be attacked before getting to wall Slight delay when landing after miss Up/Diagonal indicates which wall Slight control after hitting the wall Screaming Eagle [Wall Jump Attack] and Punch while in air Air Drop [Wall Jump Attack and any direction] and Punch While close to opponent Higher up = More damage --------------------------------------------------------------------------- SAGAT High Firebird | \ --O and Punch (speed) O O Delay Same properties as Ryu/Ken Fireball Low Firebird | \ --O and Kick (speed) O O Same as High Firebird Tiger Knee | O and Kick (height speed) O / Hits twice if close enough Delay after landing Tiger Uppercut --O | \ and Punch (height) O O Not invulnerable Massive air damage Jab knocks down --------------------------------------------------------------------------- M. BISON Flame Torpedo O-- [2 charge] --O and Punch (speed duration) Can hit at most 3-4 times if blocked Vulnerable beg. Now, easily hit out of it Scissor Knee O-- [3 charge] --O and Kick (range) Delay at beg. and end Hits up to 3 times, usually 2 2 high, 1 low Head Stomp | [2 charge] O and Kick (height and speed) O | Doesn't need to end straight up Can control direction after hit ---------------------------------------------------------------------------