SF2IBM HF Moves List
SF2LIU10.ZIP
Written by chanav@sfu.ca

Well, here is the move list for SF2 HF, in case you didn't know (yeah, right).
If you're smart enough to unzip the game, you're smart enough to understand
the notation.  Enjoy!


  Facing Right :

  [UB] [U] [UF]
                              [1]     [2]     [3]
     0  0  0                  Jab    Strong  Fierce
      \ | /                    0       0       0
[B] 0--   --0 [F]
      / | \                    0       0       0
     0  0  0                 Short  Forward RoundHouse
                              [4]     [5]     [6]
  [DB] [D] [DF]


RYU/KEN

Fireball                        [D] [F] + [1|2|3]
Dragon Punch                    [F] [D] [F] + [1|2|3]
Cyclone Kick                    [D] [B] + [4|5|6]
Throw Opponent                  Close [B|F] + [2|3|5|6]


E. HONDA

Hundred Hand Slap               [1111|22222|333333]
Sumo Head Butt                  [B] [F] + [1|2|3]
Sumo Butt Crush                 [D] [U] + [4|5|6]
Throw/Grab Opponent             Close [B|F] + [2|3|6]
Double Knee                     Close [B|F] + [5]


CHUN LI

Fireball                        [B] [D] [F] + [1|2|3]
Lightning Kick                  [4444|55555|666666]
Spinning Bird Kick              [D] [U] + [4|5|6]
Throw Opponent                  Close [B|F] + [2|3]
Air Slam                        Close in Air [F|B|U|UB|UF] + [3]
Flip Kick                       Close [B|F] + [5]
Flipping Back Kick              Close [B|F] + [6]


BLANKA

Electricity                     [1111|22222|333333]
Horizontal Roll                 [B] [F] + [1|2|3]
Vertical Roll                   [D] [U] + [4|5|6]
Bite                            Close [B|F] + [3]
Double Head Butt                Close [B|F] + [2]


ZANGIEF

Lariat                          [1] + [2] + [3] in any combination
Super Lariat                    [4] + [5] + [6] in any combination
Spinning PileDriver             Close [UF|UB] + [3]
Throw/Grab Opponent             Close [B|F|DB|DF] + [2|3|5|6]


GUILE

Sonic Boom                      [B] [F] + [1|2|3]
Blade Kick                      [D] [U] + [4|5|6]
Hopping Knee                    [B|F] + [5]
Throw Opponent                  Close [B|F] + [2|3]
Air Slam                        Close in Air [F|B|U|UB|UF] + [3]
Back Breaker                    Close in Air [B|U|F] + [3]
Upside-down Kick                Close [B|F] + [6]


DHALSIM

Yoga Fire                       [D] [F] + [1|2|3]
Yoga Flame                      [B] [D] [F] + [1|2|3]
Yoga Spear                      [D] [B] + [2|3]
Yoga Mummy                      [D] [B] + [5|6]
Teleport                        [F] [D] [F] + [3] or [B] [D] [B] + [3]
Throw/Grab Opponent             Close [B|F]  + [2|3]


SF2IBM Combos

One of the nifty features of the SF2LIU patch is the ability to perform
combos.  A combo in SF2IBM is done much like a combo in the arcade.  One
simply triggers a special move before a normal move has finished attacking.
For example, for Ken's Fierce/Fierce/DP combo, trigger a DP sequence after
Ken's fist has connected for the second fierce, while the fist is still
retracting.  This "buffering" causes the animation sequence of the fierce
punch to "interrupt" into a DP sequence.  The timing of the keystrokes would
be something like:  "Tap...TapTap"


Examples of some combos would be:

Ken/Ryu:  Fierce/Fierce/DP, Roundhouse/Forward/Fireball
Guile:  Fierce/Fierce/Blade Kick, Forward/Strong/Sonic Boom
Chun Li:  Fierce/Fierce/Lightning Kick, Fierce/Strong/Forward
Blanka:  Fierce/Strong/Roundhouse



                                                          -Brian. July 2, 1993
