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how to beat Ryu: playing as Ryu is the best way to beat Ryu, but you will need extreme skill to beat him. You should try to get in a hadouken-ing match against but then after a while jump over one, hopefully he will throw another so you can jump over that, landing right in front of him. Throw him away from you, then hadouken him as soon as he gets up, get into the hadouken-ing match and keep doing all of this again and again until he is KO'd. Be careful, if you don't aim and time your jumps perfectly and react very quickly when you land he will batter you at close range.
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Vega Part 2
Someone asked how to do the walljump, so to do it, you just do guile's flash kick motion. If you land on the side of the screen, you will jump off and have two options. one is to do a strike by hitting any punch. The other is a grab done by hitting down and punch when you're really close to the opponent. Hope this made sense.
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Since someone asked about Vega, I will talk about him. Three words to describe him are fast, unorthodox, and annoying. Vega plays a very different game from the other characters, and you will have to jump and move around more than usual. His strengths are his speed, his good pokes on the ground, his damage potential, and his air tools. he has a lot of good things, but his weaknesses include lacking a good anti air, being easily locked down in the corner, not having good "get off me!" moves, and requiring good spacing. his gameplans are threefold. First is to annoy the opponent with normal moves on the ground, which he is very good at. The second is to overwhelm them with air tools such as wall jump and climb. The third is to find the proper spacing for his Rolling crystal flash. This move does a lot of damage, but the startup is painfully slow, so you will have to have good timing.
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Ken is just like Ryu, but with a few differences. From what I've heard, His fireball recovers more slowly than ryu's, so he is worse at defense, but his shoryuken is better in terms of damage and reliability. this means that he is worse at throwing fireballs and baiting jumpins, but he is better at getting up close and personal, and using shoryukens to stop them from jumping around to stop the pressure. There is also a difference in their tatsu. Ryu's will s knock opponents down on hit, but ken's will not. These differences make these two characters ones that can be played in the same way, but ryu is more suited to defense, while ken is more suited to risky, but rewarding offense.
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Ryu is a pretty simple character that has everything he needs to win, but he doesn't have any crazy tactic that he can rely on. He has a fireball that can go at 3 speeds, and he has good anti airs with crouching hard punch and shoryuken. He also has a Tatsu (spinning kick special) that I don't personally use much, but it can be used to go through enemy fireballs and close the distance between you and your opponent. Ryu has fireballs to bait jumpins, anti airs to damage jumpers, and the tatsu is neat to use sometimes. So he is strong, but his flaws are that he has nothing truly special. He has to stick to his strong defensive game, and he doesn't have things like walljumps, distance closing tiger knees, highly damaging moves like legs, lightning, or slaps, or anything like that. He is solid but not because of gimmicks, so he can be defeated by some of these gimmicks if he isn't careful(try cornering him with honda slaps or other things).
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@Reifam Nice analysis on Guile. I want to add that his grapple moves seem to have longer reach than most. His high forward momentum also makes these easier to pull off. But his aerial kicks feel clumsy to me and even his flashkick is quite flawed as it's easy to kick right through it.
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I don't get the Ryu ending? Like what, he's not at the awards ceremony, then it shows his face, and then the sun sets? What kind of an ending is that? Especially, since he is the main character! I don't get what happened.
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Guile is pretty good, but he does have flaws. His strengths are that he has great recovery on his fireball, which allows him to anti air better than most. He also has strong normal attacks with good range, plus a flash kick and air throw. He has plenty of flaws though such as the fact that he must charge before using a special, and he has low damage compared to others. In addition, he is just like everyone else in that he is susceptible to anti air when he jumps at the wrong time. Guile is solid, but because of his weak damage and few ways to get it, he's not op. Hope this helps!
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The "2 in combos means that it is a charge move. You have to hold a direction to charge, and then press another + the attack for the move. For example, Guile's Sonic Boom requires you to hold back for 2 seconds(which is why there's a "2) and whenever you want do release the move, you press forward + punch. Also, you can use down/back as a universal charge which can charge both moves at the same time while staying in the same crouch position. Hope that made sense.
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BTW if you want an easy victory use M. Bison and spam the computer with psycho crushers (or flame torpedos as this version calls them). I don't think Bison is a cheap character but the computer is an idiot when dealing with him. Even characters with projectiles don't usually fire back. You might have to mix it up with Ryu/Ken/Sagat and use some head stomps but in my experience psycho crushers are enough.
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I discovered another strategy for beating Sagat with E. Honda. It turns out that Sagat will typically alternate between high and low shots, so my strategy is to charge E. Honda's Headbutt with Down/back instead of just back. From there, you will duck the high shots, and by the time you duck that, you will be charged enough to headbutt. Your headbutt actually goes over low shots, so you can damage him when he spams fireballs like that. Also, try to headbutt him occasionally when he misses with a punch or a kick, or just use crouching hard punch if he's close enough. Hope this helps anyone who might be having any difficulty with this fight.
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Check out GameFaqs.com for move lists (http://www.gamefaqs.com/arcade/583628-street-fighter-ii-champion-edition/faqs). Keep in mind that there are several different version of SFII and the moves vary slightly.
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There are actually multiple versions of the moves. The list will tell you that it is S or X, but you can use the other punch and kicks to get the other versions. Fireballs change speed, moves like Honda's headbutt travel farther, and shoryukens travel higher while doing more damage and being more risky. Experiment to figure out all the versions (I still do not know how this affects Chun-Li's Legs or Dhalsim's Yoga Flame).