Fight as Gouki/Akuma (versus mode):
Choose versus mode from the title screen, then select the game speed
with the Fierce Punch button. Highlight Ryu and press every button except the
D-pad simultaneously. If you picked your character first, keep holding these
buttons until the second player makes their choice. If the second player also
wants to be Akuma he or she will also have to hold all six buttons.
Play as Gouki/Akuma in (Super Battle mode):
Choose the Super Battle mode from the Title Screen and select the game
speed with the Fierce Punch button. Highlight Ryu for two seconds, then move
directly to T. Hawk. Pause on him for two seconds, then move directly to Guile
and wait for two seconds. From Guile, move to Cammy by passing through Dhalsim
(go down one character, then right). After waiting on Cammy for two seconds, go
to Ryu by moving directly to Ken and then up onto Ryu. Pause on Ryu for 2
seconds and then press all three Punch buttons and X simultaneously.
------------------------------------------------------------------------------------------------------------------------------------------------
Fight as Akuma:
Perform the following actions at the player selection screen. Highlight
Ryu and wait four seconds, highlight Guile and wait four seconds, highlight
Hawk and wait four seconds, highlight Cammy and wait four seconds, return to Ryu and wait four seconds, then press Short
Jab.
Fight against Akuma:
Obtain a score of less than 500,000 when reaching M. Bison.
Super character versions:
Press Short Jab to choose a character at the player selection screen. Enter the corresponding selection code, then
press Short Jab again.
Character Selection code:
Vega - Down, Up, Up, Down
Balrog - Left, Right, Right, Left
Deejay - Down, Down, Up, Up
Dhalsim - Down, Up, Up, Up
Zangief - Left, Right, Right, Right
Chun Li - Down, Down, Down, Up
Ken - Left, Left, Left, Right
Saggat - Up, Down, Down, Up
Bison - Right, Left, Left, Right
Feilong - Left, Left, Right, Right
Hawk - Right, Right, Left, Left
Guile - Up, Down, Down, Down
Blanka - Right, Left, Left, Left
Honda - Up, Up, Up, Down
Ryu - Right, Right, Right, Left
------------------------------------------------------------------------------------------------------------------------------------------------
Play as Akuma in the Standard game
In the Standard game, choose speed 3 with Fierce Punch, then wait 2
seconds on Ryu, move right to T. Hawk and wait 2 seconds, move left to Guile
and wait 2 seconds, move down then right to Cammy and wait 2 seconds, move left
to Ken (don't wait) and up to Ryu and then wait 2 more seconds, then press all
three Punch buttons and X at the same time.
Play as Akuma in Versus mode
Choose Versus mode from the Options Screen and then select the game
speed with the Fierce Punch button. Go on top of Ryu and press every button,
except the directional buttons, simultaneously. If you picked your character
first, keep holding these buttons until the second player makes their choice.
If the second player also wants to be Akuma they will also have to hold all six
buttons.
Play as Akuma in Super Battle mode
Choose the Super Battle mode from the Title Screen and select the game
speed with the Fierce Punch button. Pause the cursor on Ryu for two seconds,
then move directly to T. Hawk. Pause on him for two seconds, then move directly
to Guile and wait for two seconds. From Guile, move to Cammy by passing through
Dhalsim (go down one then right). After waiting on Cammy for two seconds, go to
Ryu by moving directly to Ken and then up onto Ryu. Pause the cursor on Ryu for
2 seconds and then press all three of your Punch buttons and X simultaneously.
Moves
[I'm no SF2 expert, but it seems these moves assume knowing the regular
moves which are in the manual I think. Many/most of these are in the manual as
well, but like most move lists are here for completeness. Find the SSF2T FAQ
for lots more info and tips.]
-----------
** AKUMA **
-----------
* Super
Combo: None
* Fireball
| \ -O +
punch
O O
* Red Multi-hit
fireball
O- / | \ -O +
punch. Jab hits once, strong hits twice,
O O
O fierce hits 3 times.
* Hurricane
Kick
| / O- +
kick. Slightly invulnerable at start,
hits on the
O O way up (like ken's), slow as
Ryu's, taps into VE.
* Uppercut
-O | \ -O +
punch. All his uppercuts can hit up to 3
times.
O O
Taps into the VE as well.
* Air fireball
(jump) + | \
-O + punch. Shoots an aerial fireball,
but CPU
O O Akuma shoots two at a time. How? Dunno.
* Gliding
Teleport
-O | \ -O + ALL punch or kick or O- | / O- + ALL punch or kick
O O
O O
Using kicks
makes you travel about a half-screen.
Using punches makes you travel a full screen across.
---------
** RYU **
---------
* Super Combo:
"Vacuum Fireball" "Shinkuu Hadouken"
| \ --O | \
--O + any punch
O O
O O
A fireball
that hits up to FIVE times, even if target is airborne
* Rushing Punch
(1):
--O + STRONG (stand to block)
* Rushing Punch
(2):
--O + FIERCE (block in any position)
* 2-Hit Air
Punch:
---------
** KEN **
---------
* Super Combo:
"Violent Dragon Punch" "Double Dragon"
"Shyoryureppa"
--O |
\ --O | \ + any punch
O O O O
JAB dragon
punch followed by a FIERCE dragon punch
* New Roundhouse
Kick 1:
| \ --O
+ tap any kick
O O
animation
resembles his old roundhouse (far).
* New
Roundhouse Kick 2:
--O
\ |
+ tap any kick
O O
swings foot
across at chest level, can be used in combos.
* New
Roundhouse Kick 3:
O-- / |
\ --O + tap any kick
O O O
* New Axe Kick
1:
| \ --O
+ hold down kick button
O O
* New Axe Kick
2:
--O
\ | + hold down kick button
O O
* New Axe Kick
3:
O-- / |
\ --O + hold down kick button
O O O
* Air Throw:
* Knee Bash:
--O
O-- +
FORWARD
Ken will
grab his opponent and hit'em with his knee repeatedly.
Tap
button & shake stick to increase bash speed.
--------------
** E. Honda **
--------------
* Super Combo:
"Super Killer Head Ram" "Double Torpedo"
O--
--O O-- --O + any punch
Does 2
Torpedos that hit multiple times
You can do
the motions for it, but instead of immediately tapping punch just keep the
stick in a forward direction (jumping forward, walking forward, crouching
forward, whatever). When you tap a punch
button, the Super Combo will automatically begin. You loose the charge if you
reverse the direction of your stick or tap a kick button.
* Uchio Throw
| / O--
+ FIERCE
O O
* Hundred Hand
Slap
Tap
punch repeatedly
------------
** BLANKA **
------------
* Super Combo:
"Grand Shave Roll"
O--
--O O-- --O + any punch
Rolls into
ball, bounces up for a moment, and then rolls along ground for multiple hits.
Can dive under "narrow" fireballs. (i.e. Sonic Boom, Air Slasher,
High Tiger Shot, Yoga Fire, etc...)
The ball can
hit even as it's bounding upwards.
Hold the
punch button down to spin in place for a while.
* Hop:
O--
--O + all 3 kick
* Sliding
Punch:
\ + FIERCE
O
-----------
** GUILE **
-----------
* Super Combo:
"Double Summersault Kick" "Double Flash..." "Double
Slash..."
/
\ / O + any kick
O O O |
SHORT flash
kick followed by a ROUNDHOUSE flash kick
* New forward kick:
O--
--O + FORWARD
* Old knee
hop:
O--
--O + SHORT
* Old
backfist:
--O + FIERCE
-------------
** CHUN LI **
-------------
* Super Combo: "Thousand Burst Kick"
"Lightning Strike"
O--
--O O-- --O + any kick
Does a
charging SHORT kick followed by a Lightning Kick barrage Chun can do the same
trick with her SC that Honda has (in other words, for more info See Honda)
* Spinning Bird
Kick:
O--
--O + any
kick
* Jumping
Lightning Kick:
|
O + any
kick
O |
* Parabolic
Spinning Bird Kick is possible, but I'm not 100% sure of it's execution. It's probably
O
O--
/ + kick
* Neck Flip:
\ + ROUNDHOUSE
O
* Back Flip:
\ + FORWARD
O
can be done even if opponent is far away.
-------------
** Zangief **
-------------
* Super Combo:
"Final Atomic Buster"
720
degree motion + any punch
Does a
German Double Suplex followed by a SPD has done up to 70% damage!
The Super
Meter will NOT lose it's charge until you actually succeed in grabbing your
target.
* Green Hand or
"Banishing Hand" "Vanishing Flat"
--O
\ |
+ FIERCE
O O
Can follow
with a SPD
* Hopping Gut
Crunch
O--
--O + STRONG or FIERCE
-------------
** Dhalsim **
-------------
* Super Combo:
"Yoga Inferno"
O-- / | \
--O O-- / | \ --O + any punch
O O
O O O O
Super-charged
Yoga Flame that hits multiple times.
* Vertical Yoga
Flame: "Yoga Blast"
O-- / | \
--O + any kick
O O O
-----------
** Cammy **
-----------
* Super Combo:
"Spin Dive Smasher"
| \ --O | \
+ any kick
O O
O O
Does a
Cannondrill followed by a Thrust Kick
* Cannonball
Jump:
/ | \ --O
O + strong/fierce
O O
O /
She'll spin
up in a ball, and the next part is up to you:
(NOTE: nobody's 100% sure about
this yet)
--------------
** Fei Long **
--------------
* Super Combo:
"Grand Blazing-Flame Punch" "Rekkuukyaku"
| \ --O | \
--O + any punch
O O
O O
Fei does 5
Rekka Punches in a row.
* Triple Axe
Jump: "Rekkuukyaky"
/ | \ --O
O + any kick
O O
O /
* New Forward
Kick:
--O + FORWARD
-------------
** DEE JAY **
-------------
* Super Combo:
"Carnival Hook Kick" "Quadruple Rolling Sabot Kick"
O--
--O, O-- --O + any
kick
He'll do 2
Double Dred Kicks.
* Double Axe
Jump: "Jack Knife Maximum"
|
O + any kick
O |
He does a
spin kick in the air. The stronger the kick, the more spins you do. Looks
sweet, and is fairly effective.
-------------
** T. HAWK **
-------------
* Super Combo:
"Double Mexican Typhoon" "Double Dunk"
<720 degree="" motion=""> + any punch 720>
One fierce
Mega-Dunk followed by a jab Mega-Dunk. He only loses the charge when the throw
is done. Missed attempts do not empty the power meter. One person has managed to do the stick
motions first, then walk forward a bit and tap the button to do the SC.
* All you need
to do to execute a Dive is to hit all 3 punch buttons. No stick movement
required.
------------
** BALROG **
------------
* Super
Combo: "Dashing Upper Cuts"
"Frenzy" "Mad Dash" "Crazy Buffalo "
O--
--O, O-- --O + any
punch or kick
He does 5
rushing punches in a row.
* Two New
Ducking Rushing punches:
O--
\ + any
punch or kick
O
----------
** VEGA **
----------
* Super Combo:
"Rolling Izuna Backdrop"
/ \ / O O
+ any kick
O O O \ /
This
executes a normal wall dive. However, if
you connect with the bodyslam, you will get 3 bodyslams instead of one. The
SUPER METER _ONLY_ goes down when you get the 3 bodyslams off. You will NOT see
Vega leaving a trail of shadows UNTIL you actually grab your target, otherwise,
it looks like a normal dive and you can make opponents nervous like this.
* Forward Flip:
/
--O + any kick
O
-----------
** SAGAT **
-----------
* Super
Combo: "Tiger Genocide"
--O | \ --O | \ + any punch
O O
O O
A Tiger Knee
followed by a Tiger Uppercut.
--------------
** M. BISON **
--------------
* Super
Combo: "Knee Press Nightmare"
O--
--O O-- --O + any kick
Does 2
Scissor Kicks in a row
* "Devil's
reverse":
|
O O O +
any punch
O \ | /
It is now
controllable. He'll fly where you send him and fake a headstomp. If you press
punch AGAIN, he will dive down, and you can control his descent. Don't press it
and you'll fly off, maybe to a safe distance. Has less priority than in SUPER
(credits to Stiltman)
No comments:
Post a Comment
I really do appreciate your visit to my blog. I hope you found some little tidbit that helps in your life of gaming.
I also appreciate you taking time out of your busy gaming day to leave me input and I hope you come back often to see what other contributions I add to The Wonderful World of Gaming.
GameSquire