10-22-2003, 08:10 AM
If we're talking stock SFII, then Guile is your man. Never lags after his Sonic Boom, and you can hold defensive crouch indefinately in order to pre-charge either the Boom or Flash Kick.
From the opposite side of the screen, throw a slow Sonic Boom then follow it in. Depending on what the opponent does with the Sonic Boom you can counter easily:
High Block = Low fierce sweep.
Jump Straight Up = Jump into, forward + medium punch = Air back breaker.
Jump Forward = Crouch + fierce punch = Uppercut, or a Flash Kick of your choice.
Plus, a neat little hitter is a forward jump + medium kick, crouch and fierce kick on landing, followed by a pre-charged Flash Kick or Sonic Boom when they get back on their feet.
Ryu & Ken have a neat little cheap tactic that has been present from SFII all the way up to Alpha 3 = Forward jump + Weak punch or kick, followed by a crouch on land whereupon you can hammer weak kick for up to six hits (SFII, Turbo, Champion). When Super & Super X included different recoil rates for characters, you could hammer a tall character (Zangief, Sagat, T. Hawk) or Fei Long for up to ten hits without breaking into a sweat.
Blanka: Fierce Cannonball Roll is an absolute killer at close range, plus he gets excellent range off his crouch + Fierce Punch.
Chun Li: Her down + Weak Kick while jumping results in a head stomp, and the best thing is you bounce off your opponent's skull when you hit. With creative wall-jumping and a suitably poor opponent you can score multiple hits (I clocked six once.) If you wait until the last moment to stomp, literally just before you land, you can stomp twice (First hit strikes at around the knee/groin area, next on the chest or head). Head stomping is undoubtably the biggest cheese-out of the game, and I guarantee you will be beaten up in real life by your opponent if you finish them off with nothing but head stomps :)
Zangief: Still having trouble with the Spinning Piledriver? Yeah, I don't blame you either. Seems the "Spin pad 360 degrees" is a tad misleading. The proper way (i.e. The way that results in a chance of it happening) is to stand about a soft-punch's length away (i.e. You miss just barely with soft punch), press forward then swing the pad down-forward, down, down-back, back, back-up, up, forward-up very quickly so that the jumps don't register. Then tap a punch. 315 degrees, tsk...
E. Honda: Swan dive/Butt drop + Hundred Hand Slap do not friends make. Then again, what's friendship to beating someone up in style? ;)
From the opposite side of the screen, throw a slow Sonic Boom then follow it in. Depending on what the opponent does with the Sonic Boom you can counter easily:
High Block = Low fierce sweep.
Jump Straight Up = Jump into, forward + medium punch = Air back breaker.
Jump Forward = Crouch + fierce punch = Uppercut, or a Flash Kick of your choice.
Plus, a neat little hitter is a forward jump + medium kick, crouch and fierce kick on landing, followed by a pre-charged Flash Kick or Sonic Boom when they get back on their feet.
Ryu & Ken have a neat little cheap tactic that has been present from SFII all the way up to Alpha 3 = Forward jump + Weak punch or kick, followed by a crouch on land whereupon you can hammer weak kick for up to six hits (SFII, Turbo, Champion). When Super & Super X included different recoil rates for characters, you could hammer a tall character (Zangief, Sagat, T. Hawk) or Fei Long for up to ten hits without breaking into a sweat.
Blanka: Fierce Cannonball Roll is an absolute killer at close range, plus he gets excellent range off his crouch + Fierce Punch.
Chun Li: Her down + Weak Kick while jumping results in a head stomp, and the best thing is you bounce off your opponent's skull when you hit. With creative wall-jumping and a suitably poor opponent you can score multiple hits (I clocked six once.) If you wait until the last moment to stomp, literally just before you land, you can stomp twice (First hit strikes at around the knee/groin area, next on the chest or head). Head stomping is undoubtably the biggest cheese-out of the game, and I guarantee you will be beaten up in real life by your opponent if you finish them off with nothing but head stomps :)
Zangief: Still having trouble with the Spinning Piledriver? Yeah, I don't blame you either. Seems the "Spin pad 360 degrees" is a tad misleading. The proper way (i.e. The way that results in a chance of it happening) is to stand about a soft-punch's length away (i.e. You miss just barely with soft punch), press forward then swing the pad down-forward, down, down-back, back, back-up, up, forward-up very quickly so that the jumps don't register. Then tap a punch. 315 degrees, tsk...
E. Honda: Swan dive/Butt drop + Hundred Hand Slap do not friends make. Then again, what's friendship to beating someone up in style? ;)
When in mortal danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.
BattleTag: Schrau#2386
When beset by doubt,
Run in little circles,
Wave your arms and shout.
BattleTag: Schrau#2386