Guia de combos do Super Street Fighter II Turbo [Combo FAQ]

Guia de combos (Combo FAQ) do Super Street Fighter II Turbo (1994) por FreshOJ. Bem completo e minucioso, foi feito tendo em mente a versão original de fliperama, mas serve para os ports mais fiéis sem problemas.


29 de julho de 2022

Segue o guia de combos do Super Street Fighter II Turbo, o jogo de luta competitiva 2D desenvolvido e lançado aos arcades pela Capcom em 1994 que acelerou e trouxe ainda mais novidades à jogabilidade do Super Street Fighter II: The New Challengers, seu predecessor na icônica série.

O texto (Combo FAQ) foi feito por FreshOJ (Onaje Everett) e está em inglês, em seu formato original, sem modificações. Creio que foi feito tendo em mente a versão original do Super Street Fighter II Turbo, a de fliperama, mas certamente serve pelo menos para os ports mais fiéis do jogo sem maiores problemas.

É também bastante completo e minucioso, mas se você estiver procurando macetes e segredos do Super Street Fighter II Turbo do fliperama, temos também! Outra coisa que arrumei pra nós é um vídeo que mostra os super combos do game.

Então? Vamos a que interessa?

Super Street Fighter 2 Turbo Cross-up, Link, and Combo FAQ (v. 4.0)
By Onaje Everett (o_everett@hotmail.com)
Done on 2/24/2009

Disclaimer:  This FAQ is to be distributed FREELY and FOR FREE to the 
uttermost parts of the internet and is not to be modified or copied 
from in any way.  It CAN be used as a resource, which is its primary 
purpose, for increasing your knowledge of Street Fighter 2 and for 
other relevant SF-related FAQs.

This FAQ is best viewed using MS-DOS Editor, Windows Notepad, 
or Microsoft Word or WordPerfect (with the font set to 10pt New 
Courier).


Table Of Contents

Section 1: Version History

Section 2: Introduction

Section 3: What is a Cross-Up?
	
Section 4: What is a Link?
	
Section 5: What is a Combo?

Section 6: Character Specific Cross-ups, Links, and Combos
	Ryu
	Ken
	E. Honda
	Chun Li
	Blanka
	Zangief
	Guile
	Dhalsim
	T. Hawk
	Fei Long
	Dee Jay
	Cammy
	Boxer (Balrog in USA; M. Bison in Japan)
	Claw (Vega in USA; Balrog in Japan)
	Sagat
	Dictator (M. Bison in USA; Vega in Japan)
	Akuma (Gouki in Japan)

Section 7: Concluding Remarks

Section 8: Credits and Acknowledgements

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Section 1: Version History

Version 4.1: Added more specific information to the Cross-Ups listed in 
Section 6.  Changed Section 3: "What is a Cross-up?" accordingly.  
Incorporated Cammy's close/crouch strong, stand fierce (the elbow) XX 
Cannon Drill/Spin Drive Smasher combos into her list.

Version 4.0: Whoa.  Almost nine years later, Super Street Fighter 2 
Turbo HD Remix is out and it's beyond time to update this thing and 
make it even more relevant to the SF community. Adding cross-ups and 
sample combos to make this FAQ even more informative. Changed the intro 
to reflect the new direction of the FAQ. (1/07/2009)

Version 3.0: Added links involving whiffed moves.  Added the "What is a 
link?" intro. (4/24/1999)

Version 2.0: Modified disclaimer.  Added the date.  Improved the 
format.  Added other missing links for various characters, including 
jumping attacks.
(4/13/1999)

Version 1.0: The first version of the FAQ. (3/26/1999)

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Section 2: Introduction

Since Street Fighter 2: World Warrior, combos have been a wonderful 
discovery that makes a player's offensive capabilities more potent, 
more creative, and more dynamic.  However, they can also be pretty 
risky and not necessarily the best thing to do to get the positioning 
you need on your opponent.  In fact, you really can play this game for 
years with a fair amount of success without them, like I did.  Of 
course, now that I know about combos, I'm hooked and I'm not going 
back.  That's why I'm writing this FAQ for the person who may be 
looking for more powerful ways to exploit their opponent's openings.  
If you can understand the concepts in this FAQ and apply them 
individually and collectively in the right situations, you can end your 
matches more quickly and force your opponent to make fewer mistakes 
against you.

Here's a layout of the joystick directions that I use.  (Character 
facing to the right.)

         ub=up-back      u=up      uf=up-forward
                \         |         /
                  \       |       /
                    \     |     /
                      \   |   /
                        \ | /
         b=back ----------+----------- f=forward
                        / | \
                      /   |   \
                    /     |     \
                  /       |       \
                /         |         \
         db=down-back   d=down   df=down-forward

Here's the button layout, in case you may have forgotten or are 
confused by the terms I use for each move:

           Light    Medium     Hard

(Punches)  jab      strong     fierce

(Kicks)    short    forward    roundhouse

This FAQ will assume that you know some Street Fighter terminology.  If 
you find terms you don't understand, there are plenty of FAQs and 
resources that can help you if you look around the internet.

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Section 3: What is a Cross-Up?

A cross-up is an attack done at such a position that your character 
ends up on the other side of your opponent.  There are moves that 
cross-up when they miss the opponent, but this FAQ will focus on 
attacks that cross-up the opponent after they make contact, when 
properly spaced.  The most common way to achieve this is from the air.  
For example, Dictator (M. Bison in USA; Vega in Japan) can jump forward 
and hit the very back of his opponent's shoulder with the back foot of 
his jumping roundhouse kick and land on the other side of his opponent.  
Cross-ups are extremely valuable because they force your opponent to 
guess which way to block and because when your character lands, he or 
she is put in point-blank range of your opponent.  The ideal cross-up 
will also hit deep enough to present your character with an opponent 
reeling in hit stun and sliding into them in the same direction they 
were just jumping.  It's the perfect setup for being at point-blank 
range.  A blocked cross-up opens up a ton of mind games, while a cross-
up that hits the opponent sets up a big damage combo.

Keep in mind that all non-knockdown aerial attacks that hit a standing 
opponent stun them for 11 animation frames (or 11/60ths of a second), 
the same hit-stun as a grounded weak attack.  (If the opponent was 
crouching, they reel the same as if they were hit by a grounded move of 
the same strength.)  Just about all of the cross-ups listed will allow 
for additional attacks when they hit a crouching opponent.  Some cross-
ups allow for additional attacks when they hit certain standing 
opponents.  Some cross-ups knock down without allowing any follow-up 
while others knock down and start a juggle.  I will qualify all cross-
ups and list who they start combos according to if they are standing 
and if they are crouching.   If an attack doesn't knock down and cannot 
connect deep enough on a character to start a combo, it will leave you 
open to be countered.  I will note these moves with an asterisk (*).

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Section 4: What is a Link?

A link is a series of moves in which you hit the opponent with a move 
and then hit them another move as soon as the first one ends and before 
they recover from hit-stun.  In this sense, a jumping attack followed 
by a ground attack is a link.  However, an easy example of this on the 
ground is hitting an opponent with Ken's crouching strong punch and 
then following that up with his crouching roundhouse sweep for a 2 hit 
linking knockdown combo.  It's a simple concept on the surface, but 
it's not always as easy to put into action, as you'll see when you try 
the links in this FAQ for yourself.

Some moves recover so quickly that you can hold the joystick in a 
direction and mash the next button rapidly and have the next attack 
connect.  However, mashing the button is imprecise and some of these 
links leave a *very* small window of time (as small as 1/60th of a 
second!) in which to link the next move.  Unless you can press a button 
60 times a second, mashing is not the way to go.

The best way to master all of the links on this FAQ is to press the 
button of the attack you want to link into right when the previous 
attack ends.  This becomes even more important when you start 
attempting links that involve going from close or standing to crouching 
moves or from crouching to close or standing moves.  When linking moves 
that alternate from standing to crouching or vice versa, the best 
method is to press the direction and button combination for the attack 
you want at the same time, timing that action to coincide with the end 
of the move you're linking from.  This will cause your character to 
execute the next attack immediately, skipping the animated process of 
standing up into their standing fighting stance or crouching down into 
their crouching stance.  The ultimate result is that you take maximum 
advantage of the time window you have from your move ending to the time 
your opponent comes out of hit stun to continue the combo.   For 
example, to link Guile's crouching strong punch to his close fierce 
punch, hold down (or down-back if you're charging his Sonic Boom) on 
the joystick and press strong punch, continue to hold down on the 
joystick until the animation for the punch ends, then let go of the 
joystick so that it's in the neutral position (or move the joystick to 
back if you're still charging his Sonic Boom) and press fierce punch.  
You should see Guile go immediately into the close fierce punch without 
seeing him start to stand up from his crouch and, if you timed 
everything correctly, you'll have a two hit combo.  Likewise, with Chun 
Li, to link from her close strong punch into her crouching forward 
kick, press strong punch with the joystick in neutral (or back if 
you're charging a move), wait for the attack to end, and then 
immediately press down (or down-back if you're still charging a move) 
and forward kick.  Just like in Guile's example, you should see Chun Li 
immediately perform her crouching forward without starting to duck down 
into her crouching stance and, again, if you did it right, you'll have 
a two hit combo.  As you can see, this technique can work with any 
joystick direction that has to do with standing or crouching, and you 
will see the significance of this when we get to the combos for each 
character.

So, bottom line, links are all about learning the timing of the moves 
you're linking from.  Mastering links will take practice, but don't 
worry, some attacks are much easier to link after than others and I've 
listed them for you.  If you're a beginner, start with those.  Once you 
get those down, you can move to linking from the moves I didn't list as 
"easy to link from", but by then you may find that you may not need to 
unless you're making a combo video or trying to show off.

For ease of reading and saving myself some keystrokes, I will use the 
terms 'close' for close standing attacks, 'stand' for far standing 
attacks, and 'crouch' for crouching attacks.

I will list the links in this format:

(move): (moves that will link after that move)

If I list a move without listing any qualifiers (close, crouch, or 
stand) or list a special move without indicating what button to push 
for it, it means that any version of the move will work.  For example, 
after any of Chun Li's strong attacks (close, stand, or crouch), any 
fierce attack that comes out will work.  In mentioning any special or 
super moves, I will list the motion so that you know exactly what move 
I'm talking about.  Also remember that '/' means 'or'.

So, using Cammy's close fierce as an example...

close fierce: stand jab, crouch/stand strong, forward, fierce, crouch 
roundhouse, jump towards short, jump towards roundhouse, Cannon Spike 
(f,d,df+kick).

...the block of text above means that, after a close fierce, Cammy 
recovers quickly enough to hit the opponent with far standing jab, 
crouching or far standing strong, any forward kick, any fierce punch, 
crouching roundhouse, jumping towards short, jumping towards 
roundhouse, and any version of the Cannon Spike (f,d,df+kick).  I hope 
that makes sense.  It's usually the case that you can't link two close 
medium or hard attacks together and there are very few cases in which 
you can link a special move with itself.  Keep this in mind when 
reading this FAQ and trying out the links for yourself.

Additionally, in listing the links, I list moves that link in normal 
circumstances and then I list moves that will link after a meaty (or 
'early') attack.  A meaty attack is an attack done either as the 
opponent is either getting up or landing from being hit out of the air 
by a move that doesn't knockdown, whether it's a normal move or a hold.  
The attack is timed so that the move is hitting at its last possible 
instance.  For example, with Fei Long's crouch fierce, you time the 
move so that your opponent gets hit RIGHT BEFORE Fei Long starts to 
draw back his hands and recover from the move.  If you want to be 
technical, you are hitting the opponent with the last possible hitting 
frame of animation of the move.  The better you time it, the more time 
you have to hit them with something else.  One more thing: it logically 
follows that if you can link something after a non-meaty attack, you 
can also link it from a meaty attack.

For links that involve certain conditions, those conditions will be in 
parenthesis.  I'll always start with point-blank range links and then 
move outward to full screen range.

Everything else should be self-explanatory. :)

Note that these links can be used in ANY version of Street Fighter 2 
from Street Fighter 2: World Warrior up to Super Street Fighter 2 
Turbo, provided that the character in question has that move and the 
frame data is the same.  Feel free to apply this knowledge in other 
versions of Street Fighter 2 wherever appropriate.


-----------------------------------------------------------------------

Section 5: What is a Combo?

This section is where things can get a bit complicated.  I'll just dive 
right into the specific terminology I will be using.  I'll start simple 
and increase in complexity from there.  Each concept builds on the 
previous one, so take them one at a time and you should understand it.

Combo:  Short for 'combination', a combo is a series of attacks that, 
when they hit the opponent, cannot be escaped.  There are several types 
of combos that we will be dealing with in this FAQ and some combos can 
only be done by using specific move cancellation techniques.

Super Combo (SC):  Each character has a super combo (SC), commonly 
called a "super", that can be performed with a full super meter.  This 
move, when it fully connects, can be expected to do anywhere from 50%-
75% damage.  SCs vary from character to character and usually have the 
same two things in common.  One, they are done by performing the motion 
for the special move they resemble twice before pressing the button to 
execute it.  Two, they usually have invincible startup frames, making 
them the perfect reversal special move.

Link (,): As it was stated in the above section, a link combo is a 
combo in which you hit the opponent with a move and then hit them with 
the following move as soon as the first one ends and before they 
recover from hit-stun.

Chain (-):  A chain combo consists of a series of regular moves that 
are interrupted into each other.  The first move hits, the joystick and 
button command for the next move is entered, and then the recovery of 
the move that just hit is *interrupted* by the next move that was 
input.  In the Street Fighter 2 series, this can only be done with 
rapid fire light attacks (jab and short attacks).  For example, I'm 
sure that, at some point, CPU Ryu has shown you that you can chain 2 to 
8 crouching short kicks together.  Each one of those kicks is being 
interrupted, which is why he can hit you with so many of them.  In 
addition to this, you can also cancel a rapid fire light attack into 
*any* light attack of your choosing, even if the next attack doesn't 
rapid-fire cancel.  This is important because when you rapid-fire chain 
two identical weak attacks together, you cannot cancel the second 
attack into a special move.  You have to chain into a different weak 
attack in order to be able to cancel that move into a special move.  
This is further explained in the "Chain Canceling" section.

2-in-1 (XX):  A 2-in-1, also called a 'cancel' or 'interrupt', is a 
normal move interrupted into a special move input.  The normal move 
hits, the command for the special move is performed, and the recovery 
of the normal move is replaced by the special move.  This is the common 
way to do combos in most fighting games, but you cannot pick just any 
normal move and special move combination and actually have both moves 
connect.  You have to know the ranges, speeds, and hit stun effects of 
the moves you're using to successfully put these moves together.  One 
of the best known 2-in-1 combos around is Guile's close standing fierce 
XX Fierce Sonic Boom combo.  However, in Super Turbo, you cannot 
directly 2-in-1 into a Super Combo (or SC) move, unlike the Street 
Fighter Alpha or Street Fighter Three series.  This is because the 
frame window for cancelling a hitting normal move into a Super Combo is 
a very tight 7 frames!  (Special moves get a 20 frame window.)  To fit 
that complex Super Combo motion into that tight 7 frame window, you 
have to use one of four "special" cancellation techniques.

Negative Edge (NE): The first technique is called "Negative Edge".  
Since Street Fighter 1, the game has been designed to read button 
presses and *button releases* when detecting special moves.  So, you 
can actually hold down a button, do the motion for a special move or 
Super Combo, and, upon releasing the button, the special move or super 
combo you did the motion for will immediately execute.  So, to cancel a 
normal move into a special move or Super Combo, simply press and hold 
the button for a cancelable attack, making sure it connects, of course, 
do the motion for the special move or Super Combo you wish to cancel 
into, and then let go of the button at the end of the motion.  For 
example, with Ken's Shoryureppa SC, you can walk up to point-blank 
range on your opponent, press neutral+fierce to get a close fierce, do 
the two Dragon Punch motions for the Shoryureppa (f,d,df,f,d,df+punch) 
and then let go of fierce when you get to the last down-forward input 
of the joystick.  The motions have to be done very, very quickly, but 
it's possible.  As I just said, you can use Negative Edge to cancel 
into any special or super move, so it is very useful, particularly when 
the special move you want ends in a blocking position.  Now that you 
know Negative Edge has existed since Street Fighter 1, you might want 
to go back and try those special moves you were having trouble with.  
Say "Shoryuken!" to Sagat for me.  Heh.

The second technique we'll call "motion partitioning" (MP).  Taking 
Ryu's Shinkuu Hadouken SC as an example, since the motion for his SC is 
(d,df,f,d,df,f+punch), you can break up the motion by using a move that 
doesn't overlap with one of his special moves.  So, since Ryu doesn't 
have a d, df, f+kick move, most players combo into the Shinkuu Hadouken 
by inputting d, df, f, d+forward kick, df, f+punch.  If you break that 
down, it's just like doing his crouch forward XX Hadouken combo, but 
you're doing a quarter-circle forward motion before starting it.  (I 
actually find it easier to execute the combo in that example by linking 
from another move, like either his Rushing Gut Punch or crouch strong, 
so that you can buffer in the first quarter-circle forward motion while 
the first move is happening.  Give it a try.)

The third technique we'll go over is "charge partitioning" (CP).  Using 
Dee Jay's Double Dread Kick SC this time, the motion for that move is 
charge b, f, b, f+kick.  This time, it's trickier because Dee Jay has 
charge moves with punch (Max-Out) and kick (Dread Kick).  The way to 
get around overlapping with those moves and comboing into the Double 
Dread Kick is...charge b, f, b, *neutral*+strong punch, f+kick.  This 
is comparable to charging down, returning the joystick to neutral and 
pressing a button, and then cancelling that standing move by pressing 
up and a button for your charge down, up+button special move.  The 
difference, however, is that the extra input of the neutral move is 
just enough to make the game not read that input as a Max Out, which it 
will if you do charge b, f, b+strong.  Once the strong punch connects, 
press forward and kick as if you were doing a Dread Kick and you'll get 
a Super Combo pause and the Double Dread Kick will come out.

The fourth and final technique is actually a combination of two skills 
that have to be used together to put a SC into a combo.  The following 
is taken from the Super Street Fighter 2 Turbo article on the 
Shoryuken.com Wiki (http://www.shoryuken.com/wiki/).  ShinVega is the 
author.

Kara Cancelling (KC): Kara (Japanese for "empty") cancelling is when 
you cancel a normal move immediately into a special or super move. The 
cancel is done so quickly that you don't even see the normal move come 
out (but you can hear it). By itself, kara canceling is really not that 
useful in ST aside from one small glitch. (For several characters, you 
can shorten the recovery time of a Strong or Fierce fireball by kara 
cancelling a Jab or Short.) However, kara canceling is extremely useful 
when used in conjunction with renda canceling... 

Chain Cancelling (formerly known as "Renda Cancelling")(RC): In 
Japanese, "renda" ?? is the word they use for rapid-fire chain combos, 
like cr.Short->cr.Short. In old school Street Fighter (in the pre-Alpha 
games), you can not cancel chain combos. If you chain two cr.Shorts, 
you can not cancel the second one. Using kara cancelling however, you 
can get around this limitation. This is called chain cancelling ("renda 
canceling", in Japanese).  The best example is probably the most 
practical example: Ken's cr.Short->cr.Short xx super. The input is D 
Short, D Short, D/F, F, D, D/F, F Short any punch. So in order to do 
TWO cr.Shorts into super, you actually need to hit the Short button 
THREE times. That st.Short on the end is being kara canceled into the 
super, which is why you never see it. Also note that you must go all 
the way to towards (even though Ken's super motion only requires you to 
go to down/towards). This is because for chain cancelling, you must 
switch from crouching to standing (or from standing to crouching). 
Because you started with cr.Shorts, you have to end with a st.Short. 
The reason why chain cancelling is so incredibly good is because you 
can hit confirm (wait to see if it hits or not). If the shorts are 
blocked, go for a throw or a DP. If the shorts connect, just continue 
the combo into super. 

(End quote)

Tick Throw (TT):  A tick throw sounds like its name.  You make contact 
with the opponent with a move and then, provided the opponent hasn't 
been knocked down, you throw them when they come out of hit stun or 
block stun.  (This should tell you that this is not a *true* combo, but 
it is important for the purposes of this FAQ since throws *can* dizzy, 
even though they have a very small stun value.)  Now, I just alluded to 
the fact that you cannot throw a person while they are in hit stun or 
in block stun.  In addition to that, your opponent can perform a 
reversal special move or reversal throw in the very last animation 
frame of getting up, in the very last animation frame of coming out of 
hit stun or block stun, and in the very instant animation frame that 
they land from being hit out of the air by a move that doesn't knock 
down.  In light of all of this, the logical conclusion is that you must 
time and *disguise* your attempt properly because tick throws can be 
escaped or countered if the opponent knows they are coming.  For 
example, Zangief is known for throwing out an attack and then either 
interrupting that attack or linking after that attack into his Spinning 
Pile Driver.  This is very effective because you can link or cancel 
into the Spinning Pile Driver with such timing that it grabs 
*immediately* when the opponent comes out of hit/block stun.  As in 
this case, you have an extra advantage if your character's throw range 
is greater than your opponent's, as this allows you to perform tick 
throw attempts without worrying about being counter-thrown.  Because 
the throw range of the Spinning Pile Driver is much greater than any 
regular throw, counter-throwing Zangief is *very* difficult (if not 
impossible) when this is properly done.  However, a reversal special 
move that's either invincible on startup, cannot be thrown on startup, 
instantly hits on startup (provided you make contact), or is instantly 
airborne will save you.  In other words, if you get thrown, it's your 
own fault because you let your opponent get that close and you guessed 
wrong.  It's not "cheap".  There's no such thing.  It's a mind game and 
mind games are very present in high-level play.  Out-think your 
opponent and you will win.

Bread and Butter (BnB) Combo: A combo that is usually one of four 
things: easy to confirm that it hit so that you can continue/abort the 
combo, easy to execute, widely applicable, and/or leaves you safe on 
block.  In short, if you're looking for a combo to use in any given 
situation that your opponent is open, this is the one.

Dizzy (@) Combo: A combo that will dizzy a non-dizzy opponent with an 
empty dizzy meter.  Super Street Fighter 2 Turbo is somewhat random in 
granting dizzies, but it generally takes a minimum of 2 hard hits plus 
2 medium ones.  In the first ten seconds of any Street Fighter 2 game, 
it can take as few as 2 hard hits to dizzy.  Also remember that the 
dizzy meter empties if the character doesn't take damage within 3 
seconds.  (Though I will list this symbol next to tick-throw setups 
that will dizzy if the throw connects, remember that tick-throws are 
escapable.)

Re-dizzy (R@) Combo: A combo that, when performed on a dizzy opponent, 
will dizzy them again!  (Though I will list this symbol next to tick-
throw setups that will re-dizzy if the throw connects, remember that 
tick-throws are escapable.)

Touch of Death (ToD) Combo: A combo that will dizzy a non-dizzy 
opponent with an empty dizzy meter, do more than 50% damage, and, 
provided the conditions for connecting this combo are the same when the 
opponent stands up in a dizzy stupor, you'll be able to repeat the 
combo and knock them out.  So, in other words, they let you touch them 
and now they're "dead".  ToD combos do not include SCs unless the 
performance of the combo fills an empty super meter in the process.  
However, because of ST's damage levels, particularly from Super Combos, 
dizzying your opponent and getting them below 50% life will usually 
give you the round via other non-ToD combos.  (Though I will list this 
symbol next to tick-throw setups that will dizzy and do more than 50% 
damage if the throw connects, remember that tick-throws are escapable!)

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Section 6: Character Specific Cross-ups, Links, and Combos

Alright, here's the section you were waiting for!  All of the knowledge 
that was shared in the above sections is put to use below.  If you 
didn't catch on by now, the title of this section tells you what order 
you'll be applying your offensive tools during your attack.

Here's a quick reference guide to this section, so you don't have to 
scroll back up through the FAQ.

Cross-ups:
(!) = Cross-up that knocks down and doesn't allow a juggle
(&) = Cross-up that knocks down and starts a juggle
(*) = Cross-up that doesn't knock down and can not start a combo, which 
means you'll be open to counter-attack

Links:

(move): (moves that will link after that move)

, = 'and'
/ = 'or'
Close = close standing attack
Stand = far standing attack
Crouch = crouching attack
Meaty = Attack is timed so that the last hitting frame (or as close to 
it as possible) connects as the opponent is either getting up or 
landing from being hit out of the air by a move that doesn't knockdown

Note: If I list a normal move without listing any qualifiers (close, 
crouch, or stand) or list a special move without indicating what button 
to push for it, it means that any version of the move that comes out 
will work.  For links that involve certain conditions, those conditions 
will be in parenthesis.  I'll always start with point-blank range links 
and then move outward to full screen range.

Combos:

, = Link Combo
- = Chain Combo or Rapid-Fire Chain
XX = 2-in-1 or Special/Super Move Cancellation
NE = Negative Edge
MP = Motion Partitioning
CP = Charge Partitioning
KC = Kara (Empty) Cancellation
RC = Renda (Rapid-Fire Chain) Cancellation
SC = Super Combo
TT = Tick Throw
@ = Dizzy Combo
R@ = Re-dizzy Combo
ToD = Touch of Death Combo

Note: For each character, all of their cross-ups will be listed first 
followed by their link trees.  After that, I'll go into their combo 
information.  For each character's combo section, I will list all of 
their chainable and cancellable attacks.  Then, I will list the most 
powerful possible combo into each of that character's special moves and 
super combo from point-blank range on the ground.  This will help you 
in being able to gauge the "combo-ability" of each character's special 
moves and, ultimately, help you come up with your own combos.  Finally, 
to help you get started even more quickly, I'll also list some sample 
combos for you to try, all sorted by their relative skill level.  For 
combos ending with super combos, I'll even give you what I find to be 
the best cancellation method for that particular situation.  

Consider this FAQ your "Training Mode Challenge Guide".  Can you 
perform all of the combos here?  Go get a napkin for excess drool and 
put a pillow under your chin so it doesn't hit the floor! :)


Ryu

Cross-ups: 

Jump short: (Standing) Crosses up Guile (almost-cornered); Crosses up 
but can't start a combo on everyone else; (Crouching) Crosses up Chun 
Li, E. Honda, Blanka, Zangief, Guile (almost-cornered), Cammy, Claw, 
Sagat, Dictator; Misses everyone else.
	
Jump forward: (Standing) Crosses up but can't start a combo on T. Hawk, 
Boxer; Misses Ryu, Ken, Akuma, Dee Jay; Crosses up everyone else; 
(Crouching) Misses Ryu, Ken, Akuma, and Blanka; Crosses up everyone 
else.
	
Jump roundhouse: (Standing) Crosses up but can't start a combo on T. 
Hawk, Crosses up everyone else; (Crouching) Crosses up everyone.
	
Aerial Hurricane Kick (jump,d,db,b+kick)(!): (Standing) Crosses up 
everyone; (Crouching) Misses Cammy, crosses up everyone else.


Links:

close jab: jab, crouch short, strong, crouch forward, close/crouch 
fierce, crouch roundhouse, stand roundhouse.

crouch jab: jab, close/crouch short, strong, crouch forward, fierce, 
crouch roundhouse, stand roundhouse.

stand jab: jab, crouch short, crouch/stand strong, crouch forward, 
crouch roundhouse.

close short: jab, crouch short.

crouch short: jab, close/crouch short, strong, crouch forward, fierce, 
crouch roundhouse, stand roundhouse.

crouch strong: jab, crouch short, strong, crouch forward, fierce, 
crouch roundhouse, jump jab, stand roundhouse, Shinkuu Hadouken SC 
(d,df,f(x2)+punch).

stand strong: crouch short, crouch forward, crouch roundhouse.

close forward: jab, crouch short, (meaty) crouch strong, crouch 
forward, close fierce, crouch roundhouse.  

crouch forward: jab, crouch short, strong, crouch forward, crouch 
roundhouse.

close roundhouse: (meaty) crouch forward, crouch roundhouse.

Collarbone Breaker Overhead (f+strong): jab, crouch short, crouch/stand 
strong, crouch forward, crouch roundhouse.

Rushing Gut Punch (f+fierce): jab, crouch short, close/crouch strong, 
crouch forward, fierce, crouch roundhouse.

Jab Hadouken (d,df,f+punch)/HienHadouken (b,db,d,df,f+punch): (meaty, 
on cornered opponent) crouch short, stand strong, crouch forward, stand 
fierce, crouch roundhouse, Hadouken, HienHadouken, Hurricane Kick 
(d,db,b+kick), (after whiffed air roundhouse Hurricane Kick, near full 
screen range) crouch forward, crouch roundhouse, Fierce 
Hadouken/HienHadouken.

Best moves to link from (least recovery): crouch short, crouch strong, 
Collarbone Breaker Overhead, Rushing Gut Punch.

Best moves to link to (least startup): crouch forward, close/crouch 
fierce, stand roundhouse.


Combos:

Rapid-fire chain attacks: Jab, crouch/stand short.
Cancellable attacks: Jab, short, strong, close/crouch forward, 
close/crouch fierce, crouch roundhouse.

Best point-blank range combos:
Hadouken (d,df,f+punch): Rushing Gut Punch (2 hit), crouch strong, 
crouch forward XX Fierce Hadouken
HienHadouken (b,db,d,df,f+punch): Rushing Gut Punch (2 hit), crouch 
strong, crouch forward XX Fierce HienHadouken
Shoryuken (f,d,df+punch): Close fierce XX Fierce Shoryuken
Hurricane Kick (d,db,b+kick): Close fierce XX Roundhouse Hurricane Kick
Shinkuu Hadouken SC (d,df,f(x2)+punch): Rushing Gut Punch (2 hit), 
crouch strong, crouch forward (MP) XX Shinkuu Hadouken SC

Basic Combos:
1.	Crouch short, Throw (TT)
2.	Crouch strong, Throw (TT)
3.	Crouch fierce XX Fierce Hadouken (BnB)
4.	Crouch short XX Short Hurricane Kick

Intermediate Combos:
5.	Close fierce XX Fierce Shoryuken (BnB)
6.	Jump fierce, close fierce XX Roundhouse Hurricane Kick (BnB)
7.	Jump roundhouse, crouch forward XX Fierce Hadouken (BnB)
8.	Crouch strong, crouch forward XX Fierce Hadouken (BnB)
9.	Rushing Gut Punch (2 hit), crouch forward XX Fierce Hadouken
10.	Jump fierce, crouch strong, crouch short XX Short Hurricane Kick
11.	Jump fierce, crouch short, crouch fierce XX Fierce Hadouken
12.	Meaty Jab Hadouken, Fierce Hadouken (BnB)
13.	Meaty Jab Hadouken, Shinkuu Hadouken SC
14.	Meaty close roundhouse (2 hit), crouch forward XX Fierce 
Hadouken

Advanced Combos:
15.	Jump fierce, crouch strong, Shinkuu Hadouken SC
16.	Collarbone Breaker (2 hit), crouch roundhouse (Crouching 
opponent only)
17.	Jump fierce XX Roundhouse Aerial Hurricane Kick (whiff), Throw 
(TT)
18.	Jump strong (2 hit), jump strong (1 hit), Shinkuu Hadouken SC 
(Juggle on airborne opponent)
19.	Cross-up roundhouse, close fierce XX Fierce Shoryuken
20.	Cross-up roundhouse, crouch strong, crouch forward XX Fierce 
Hadouken (BnB,@)
21.	Cross-up roundhouse, crouch strong, close fierce XX Fierce 
Hadouken (ToD)
22.	Cross-up roundhouse, Rushing Gut Punch (2 hit), crouch strong, 
crouch forward XX Fierce Hadouken (ToD on crouching Zangief only)
23.	Jump fierce, crouch fierce (MP) XX Shinkuu Hadouken SC
24.	Jump roundhouse, crouch forward (MP) XX Shinkuu Hadouken SC
25.	Jump roundhouse, crouch short (RC/MP) XX Shinkuu Hadouken SC, 
crouch roundhouse
26.	Cross-up roundhouse, crouch short (x2)-close short (KC) XX 
Shinkuu Hadouken SC (BnB)
27.	Cross-up roundhouse, crouch short-close short-crouch short 
(RC/MP) XX Shinkuu Hadouken SC
28.	Cross-up roundhouse, crouch strong, crouch forward (MP) XX 
Shinkuu Hadouken SC (BnB)
29.	Cross-up roundhouse, crouch strong, crouch fierce (MP) XX 
Shinkuu Hadouken SC
30.	Cross-up roundhouse, Rushing Gut Punch (2 hit), crouch fierce 
(MP) XX Shinkuu Hadouken SC (Crouching opponent only)
31.	Cross-up roundhouse, Rushing Gut Punch (2 hit), crouch strong, 
crouch forward (MP) XX Shinkuu Hadouken SC (Crouching Zangief 
only)

Ken

Cross-ups: 

Jump short: (Standing) Crosses up Guile (almost-cornered); Crosses up 
but can't start a combo on everyone else; (Crouching) Crosses up Chun 
Li, E. Honda, Blanka, Zangief, Guile (almost-cornered), Cammy, Claw, 
Sagat, Dictator; Misses everyone else.

Jump forward: (Standing/Crouching) Crosses up everyone.

Aerial Hurricane Kick (jump,d,db,b+kick): (Standing) Crosses up 
everyone; (Crouching) Misses Cammy, crosses up everyone else.


Links:

close jab: jab, crouch short, strong, crouch forward, close/crouch 
fierce, crouch roundhouse.

crouch jab: jab, close/crouch short, strong, crouch forward, fierce, 
crouch roundhouse.

stand jab: jab, crouch short, crouch/stand strong, crouch forward, 
crouch roundhouse.

close short: jab, crouch short.

crouch short: jab, close/crouch short, strong, crouch forward, fierce, 
crouch roundhouse.

crouch strong: jab, crouch short, strong, crouch forward, fierce, 
crouch roundhouse, jump jab, Shoryureppa SC (f,d,df(x2)+punch).

stand strong: crouch short, crouch forward, crouch roundhouse.

close forward: jab, crouch short, (meaty) crouch strong, crouch 
forward, close fierce, crouch roundhouse.  

crouch forward: jab, crouch short, strong, crouch forward, crouch 
roundhouse.

Jab Hadouken (d,df,f+punch): (meaty, on cornered opponent) crouch 
short, stand strong, crouch forward, stand fierce, crouch roundhouse, 
Hadouken, Fierce Shoryuken (f,d,df+punch), Hurricane Kick 
(d,db,b+kick), (after whiffed air roundhouse Hurricane Kick, near full 
screen range) crouch forward, crouch roundhouse.

Krazy Kick 1 w/overhead (d,df,f+kick [hold kick for overhead]): crouch 
roundhouse.

Krazy Kick 2 w/overhead (f,df,d+kick [hold kick for overhead]): crouch 
roundhouse.

Krazy Kick 3 overhead hit only (b,db,d,df,f+kick [hold kick for 
overhead]): crouch roundhouse.

Roundhouse Hurricane Kick (d,db,b+kick): Fierce Shoryuken, Shoryureppa 
SC.

Aerial Roundhouse Hurricane Kick (jump,d,db,b+kick): (2 hits max) 
crouch forward, (3 hits max) Fierce Hadouken.

Best moves to link from (least recovery): crouch short, crouch strong, 
Krazy Kick 1 w/overhead.

Best moves to link to (least startup): crouch forward, close/crouch 
fierce, stand roundhouse, Fierce Shoryuken, Shoryureppa SC.


Combos:

Rapid-fire chain attacks: Jab, crouch/stand short.
Cancellable attacks: Jab, short, strong, crouch forward, close/crouch 
fierce, crouch roundhouse.

Best point-blank range combos:
Hadouken (d,df,f+punch): Crouch jab, crouch fierce XX Fierce Hadouken
Shoryuken (f,d,df+punch): Close fierce XX Jab Shoryuken
Hurricane Kick (d,db,b+kick): Close fierce XX Roundhouse Hurricane Kick
Aerial Hurricane Kick (jump,d,db,b+kick): Jump fierce XX Roundhouse 
Aerial Hurricane Kick, crouch forward XX Fierce Hadouken
Krazy Kick 1 (d,df,f+kick, hold kick for overhead): Crouch strong, 
crouch forward XX Krazy Ken Kick 1 (w/overhead), Shoryureppa SC
Krazy Kick 2 (f,df,d+kick, hold kick for overhead): Close strong XX 
Krazy Ken Kick 2 (w/overhead)
Krazy Kick 3 (b,db,d,df,f+kick, hold kick for overhead): Close fierce 
XX Krazy Kick 3
Shoryureppa SC (f,d,df(x2)+punch): Crouch fierce (MP) XX Shoryureppa SC

Basic Combos:
1.	Crouch short, Hold or Throw (TT)
2.	Crouch strong, Hold or Throw (TT)
3.	Crouch fierce XX Fierce Hadouken (BnB)
4.	Crouch short XX Roundhouse Hurricane Kick

Intermediate Combos:
3. Close fierce XX Jab Shoryuken (BnB)
4.	Crouch strong, crouch roundhouse
5.	Jump fierce, close fierce XX Roundhouse Hurricane Kick (BnB)
6.	Jump roundhouse, crouch forward XX Fierce Hadouken (BnB)
7.	Jump roundhouse, crouch strong XX Krazy Ken Kick 1 (w/overhead) 
(BnB)
8.	Jump roundhouse, crouch strong XX Krazy Ken Kick 3 (w/o overhead)
9.	Jump fierce, close strong XX Krazy Ken Kick 2 (w/overhead) (Krazy 
Ken Kick 2 misses Ryu, Ken, E. Honda, Chun Li, Blanka, Cammy, and 
Dee Jay in this combo.)
10.	Jump fierce, crouch strong, Shoryureppa SC

Advanced Combos:
11.	Meaty close roundhouse (2 hit), crouch forward XX Fierce 
Hadouken
12.	Jump fierce, crouch strong, crouch short XX Roundhouse Hurricane 
Kick
13.	Jump roundhouse, close fierce (NE) XX Shoryureppa SC
14.	Jump fierce, crouch short, crouch strong XX Krazy Ken Kick 1 
(w/overhead), crouch roundhouse (BnB)
15.	Jump fierce, crouch short, crouch strong XX Krazy Ken Kick 1 
(w/overhead), Shoryureppa SC
16.	Jump fierce XX Roundhouse Aerial Hurricane Kick, Throw (TT)
17.	Jump fierce XX Roundhouse Aerial Hurricane Kick, crouch forward 
XX Fierce Hadouken
18.	Cross-up forward, close fierce XX Jab Shoryuken (ToD)
19.	Cross-up forward, crouch strong, crouch forward XX Krazy Ken 
Kick 1 (w/o overhead) (BnB, ToD, Krazy Ken Kick whiffs on Chun Li 
in this combo.)
20.	Cross-up forward, crouch strong, crouch forward XX Krazy Ken 
Kick 1 (w/overhead), crouch roundhouse (BnB, ToD)
21.	Cross-up forward, crouch short (x2)-close short (KC) XX 
Shoryureppa SC
22.	Cross-up forward, crouch strong, crouch short (MP) XX 
Shoryureppa SC
23.	Meaty Jab Hadouken, Roundhouse Hurricane Kick, Fierce Shoryuken 
(Only works on Speed 0)
24.	Meaty Jab Hadouken, Roundhouse Hurricane Kick, Shoryureppa SC 
(Only works on Speed 0)
25.	Jump roundhouse, crouch strong XX Roundhouse Hurricane Kick, 
Fierce Shoryuken (ToD, Only works on Speed 0)
26.	Jump roundhouse, crouch strong XX Roundhouse Hurricane Kick, 
Shoryureppa SC (@, Only works on Speed 0)
27.	Jump jab XX Aerial *Juice* Roundhouse Hurricane Kick, crouch 
fierce (MP) XX Shoryureppa. (In corner on Sagat)


E. Honda

Cross-ups: 

Jump short: (Standing) Crosses up E. Honda, Blanka, Zangief, Guile, 
Dhalsim (right side), Cammy, Fei Long (right side), Sagat (right side), 
Dictator (right side); Misses T. Hawk; Crosses up but can't start a 
combo on everyone else; (Crouching) Crosses up but can't start a combo 
on Dee Jay; Crosses up everyone else.

Jump forward: (Standing) Crosses up E. Honda, Chun Li, Cammy, Dictator; 
Crosses up but can't start a combo on Zangief, T. Hawk, Claw; Misses 
everyone else; (Crouching) Crosses up E. Honda, Chun Li, Blanka, Fei 
Long, Boxer, Dictator; Misses everyone else.

Belly Flop (jump,d+forward): (Standing) Crosses up everybody; 
(Crouching) Crosses up everybody.

Jump fierce: (Standing) Crosses up E. Honda, Chun Li, Cammy, Dictator 
(right side); Crosses up but can't start a combo on T. Hawk, Sagat; 
Misses everyone else; (Crouching) Crosses up E. Honda, Chun Li (almost-
cornered), T. Hawk, Fei Long, Boxer, Dictator; Misses everyone else.

Jump roundhouse: (Standing) Crosses up everybody; (Crouching) Crosses 
up everybody.


Links:

close/stand jab: jab, close short, stand strong.

crouch short: jab, close short, crouch fierce (1st hit).

close/stand strong: jab, close short, strong, close forward, stand 
fierce (misses Chun Li), crouch fierce (1st hit), crouch roundhouse, 
Jab 100 Hand Slap (tap punch rapidly), (on Guile, Dhalsim, Fei Long, 
Blanka, T.Hawk, and Zangief) close roundhouse, (on Fei Long, T. Hawk, 
and Zangief) close fierce.

close forward: jab, crouch short (misses Ryu, Ken, Akuma, and Chun Li), 
strong, crouch forward, crouch fierce (1st hit).

Knee Butt (f+close forward): crouch jab.

Best moves to link from: close short, close/stand strong, close 
forward.

Best moves to link to: close short, stand fierce, Jab 100 Hand Slap.


Combos:

Rapid-fire chain attacks: Crouch short.
Cancellable attacks: Close jab, crouch short.

Best point-blank range combos (tick throw setups):
Sumo Headbutt (charge b,f+punch): Crouch short, crouch short XX Fierce 
Sumo Headbutt
Hundred Hand Slap (tap punch rapidly): Close strong, crouch short XX 
Fierce Hundred Hand Slap
Sumo Splash (charge d,u+kick): None
Ochio Throw (f,df,d,db+punch): Crouch jab XX Fierce Ochio Throw (TT)
Oni Muso SC (charge b,f,b,f+punch): Close strong, crouch short (CP) XX 
Oni Muso SC


Basic Combos:
1.	Close strong, Hold or Throw (TT)
2.	Close strong, close jab
3.	Close strong, crouch roundhouse
4.	Crouch short XX Fierce Sumo Headbutt (BnB)
5.	Close strong, stand fierce

Intermediate Combos:
6.	Close strong, Jab Hundred Hand Slap
7.	Jump fierce, crouch short XX Fierce Sumo Headbutt (BnB)
8.	Jump roundhouse, close strong, Jab Hundred Hand Slap
9.	Close jab, close strong, close/stand fierce (Close strong whiffs 
against Chun Li in this combo.)
10.	Jump fierce, crouch jab XX Fierce Ochio Throw (BnB, TT, ToD)
11.	Crouch short, crouch short XX Fierce Sumo Headbutt
12.	Close strong, crouch short XX Jab Hundred Hand Slap
13.	Jump fierce, crouch short XX Fierce Hundred Hand Slap, Fierce 
Ochio Throw (BnB, TT)
14.	Jump roundhouse, close jab (x2) XX Fierce Hundred Hand Slap, 
Fierce Ochio Throw (BnB, TT)

Advanced Combos:
15.	Cross-up Belly Flop, close jab, close strong, close fierce (ToD)
16.	Cross-up short, crouch short, crouch short XX Fierce Sumo 
Headbutt
17.	Cross-up roundhouse, close strong, crouch short XX Fierce 
Hundred Hand Slap, Fierce Ochio Throw (BnB, TT)
18.	Cross-up roundhouse, crouch short (x2), crouch short XX Fierce 
Hundred Hand Slap, Fierce Ochio Throw (BnB, TT, 100% damage if 
the throw connects)
19.	Cross-up roundhouse, crouch short, crouch short (CP) XX Oni Muso 
SC


Chun Li

Cross-ups: Jumping short(*), jumping forward(*), jumping fierce(*), 
jumping roundhouse(*), Flipping Neck Breaker (df+roundhouse)(!)


Links:

close jab: jab, strong, crouch forward, Flip Kick (b/f+close forward), 
close fierce.

close short: stand jab.

close/stand strong: jab, short, strong, forward, Flip Kick (first hit 
only), fierce, crouch roundhouse, Kikkoken (charge b,f+punch), 
Lightning Kick (tap kick rapidly), Thousand Burst Kick SC (charge 
b,f,b,f+kick), jump towards forward, jump up/towards roundhouse.

crouch strong: jab, short, strong, forward, Flip Kick (first hit only), 
fierce, crouch roundhouse, Kikkoken, Lightning Kick, Thousand Burst 
Kick SC, jump up roundhouse.

crouch forward: jab, short, strong, forward, close fierce (misses on 
Chun Li), crouch/stand fierce, Flip Kick (first hit only), crouch 
roundhouse, Kikkoken, Lightning Kick, Thousand Burst Kick SC, jump up 
roundhouse.

Heel Stomp (jump, d+forward): any jump towards attack, Heel Stomp.

Jab Kikkoken: (meaty, on cornered opponent) any normal attack, Flip 
Kick, Lightning Kick, Thousand Burst Kick SC, jump towards strong, jump 
towards forward, jump towards fierce, jump up/towards roundhouse, 
(maximum Jab Kikkoken range, one step closer than full screen, on 
cornered opponent) any normal attack, stored Thousand Burst Kick SC 
(charge b,f,b,hold f,press kick to activate), any jumping attack deep 
enough to start a combo.

Best moves to start links with: strong, crouch forward.

Best moves to end links with: strong, crouch forward, close fierce, 
crouch roundhouse.


Combos:

Rapid-fire chain attacks: Close/stand jab.
Cancellable attacks: Jab, short, strong, close/crouch forward, close 
fierce.

Best point-blank range combos:
Kikkoken (charge b,f+punch): Close jab, close fierce XX Fierce Kikkoken
Lightning Kick (tap kick rapidly): Close jab, close fierce XX 
Short/Forward Lightning Kick
Spinning Bird Kick (charge b,f+kick): None
Aerial Spinning Bird Kick (in air, charge b,f+kick): None
Tenshokyaku (charge d,u+kick): Crouch forward XX Roundhouse Tenshokyaku
Thousand Burst Kick SC (charge b,f,b,f+kick): Crouch forward, close 
fierce XX Thousand Burst Kick SC, Roundhouse Tenshokyaku
Stored Thousand Burst Kick SC (charge b,f,b,hold f, kick): Jab 
Kikkoken, Stored Thousand Burst Kick SC, Roundhouse Tenshokyaku

Basic Combos:
1.	Stand strong, Throw (TT)
2.	Crouch forward, crouch roundhouse
3.	Crouch strong, crouch fierce
4.	Jump forward, Forward Lightning Kick
5.	Crouch forward XX Fierce Kikkoken (BnB)

Intermediate Combos:
6.	Jump fierce, crouch short XX Roundhouse Tenshokyaku
7.	Jump roundhouse, close fierce XX Kikkoken (BnB)
8.	Jump fierce, close forward XX Forward Lightning Kick (BnB)
9.	Jump forward, crouch strong, crouch roundhouse (BnB)
10.	Close strong, stand strong, crouch forward
11.	Crouch strong, Thousand Burst Kick SC, Roundhouse Tenshokyaku

Advanced Combos:
12.	Jump fierce, close fierce XX Forward Lightning Kick (BnB)
13.	Jab Kikkoken, Stored Thousand Burst Kick SC, Roundhouse 
Tenshokyaku
14.	Stand strong XX Stored Thousand Burst Kick SC, Roundhouse 
Tenshokyaku
15.	Jump fierce, close jab (x2)-stand short (CP) XX Thousand Burst 
Kick SC, Roundhouse Tenshokyaku
16.	Jump fierce, close fierce XX Stored Thousand Burst Kick SC, 
Roundhouse Tenshokyaku
17.	Cross-up fierce, crouch forward XX Roundhouse Tenshokyaku
18.	Cross-up forward, close jab, close fierce XX Fierce Kikkoken 
19.	Cross-up fierce, close jab, close fierce XX Forward Lightning 
Kick
20.	Cross-up fierce, close jab (x3)-stand short (CP) XX Thousand 
Burst Kick SC, Roundhouse Tenshokyaku
21.	Cross-up roundhouse, crouch forward, close fierce (CP) XX 
Thousand Burst Kick SC, Roundhouse Tenshokyaku (Close fierce 
whiffs against Chun Li in this combo.)


Blanka

Cross-ups: Jumping short(*), jumping forward(*), jumping fierce(*), 
Forward/Roundhouse Beast Roll (charge b,f+kick)


Links:

close strong: close/stand jab, crouch short, strong, Head Butt 
(b/f+close strong), crouch forward, fierce, roundhouse, jump up/towards 
short, jump up/towards forward, jump up/towards fierce.

crouch forward: jab, crouch short, close/stand strong, Head Butt, 
crouch forward, close/stand fierce, Strong/Fierce Horizontal Blanka 
Ball (charge b,f+punch), Vertical Blanka Ball (charge d,u+kick).

Short Beast Roll (charge b,f+kick): (started at or near point-blank 
range) any normal move, Head Butt, Slide (df+fierce), 
Horizontal/Vertical Blanka Ball, Electricity (tap punch rapidly).

Best moves to link from: close strong, crouch forward.

Best moves to link to: Head Butt, crouch forward, fierce, crouch 
roundhouse, Horizontal/Vertical Blanka Ball.


Combos:

Rapid-fire chain attacks: None.
Cancellable attacks: Close/crouch jab, close/crouch short, close 
strong, crouch forward.

Best point-blank range combos (tick throw setups):
Electricity (tap punch rapidly): Close strong XX Strong Electricity.
Horizontal Ball (charge b,f+punch): Crouch forward (x2) XX Fierce 
Horizontal Ball
Vertical Ball (charge d,u+punch): Crouch forward XX Vertical Ball
Beast Roll (charge b,f+kick): None
Backward/Forward Beast Hop (b/f+3K): Crouch forward XX Forward Beast 
Hop, Bite
Grand Shave Roll SC (charge b,f,b,f+punch): None

Basic Combos:
1.	Stand short, Bite (TT)
2.	Close strong, crouch short
3.	Close strong, stand fierce (BnB)

Intermediate Combos:
4.	Jump fierce, close strong, crouch fierce (BnB)
5.	Jump fierce, close strong, stand roundhouse
6.	Jump roundhouse, Head Butt (1 hit) XX Fierce Horizontal Ball 
(BnB)
7.	Jump roundhouse, Head Butt (1 hit) XX Jab Horizontal Ball 
(whiff), Bite (TT)
8.	Deep jump fierce, crouch forward XX Fierce Vertical Ball
9.	Jump fierce, close strong XX Strong Electricity (BnB)
10.	Jump roundhouse, close strong, crouch roundhouse
11.	Bite, (whiffed) Short Beast Roll, Bite (TT)
12.	Short Beast Roll (3 hits), close strong, crouch fierce (Point-
blank range on Dhalsim, T. Hawk, Zangief, and Sagat)

Advanced Combos:

13.	Cross-up fierce, close strong (x2), crouch strong/fierce
14.	Cross-up short, crouch forward XX Forward Beast Hop, Bite (TT)
15.	Short Beast Roll (3 hits), crouch forward, Head Butt (1 hit) XX 
Fierce Horizontal Ball (Point-blank range on Dhalsim, T. Hawk, 
Zangief, and Sagat)
16.	Cross-up forward, close strong, crouch forward XX Forward Beast 
Hop, Bite (TT)
17.	Cross-up fierce, crouch forward (x2) XX Fierce Horizontal Ball 
(BnB, ToD)
18.	Meaty Grand Shave Roll SC, crouch forward XX Fierce Blanka Ball 
(Corner only)


Zangief

Cross-ups: All jumping kicks(*), both Knee Presses (jumping d+short and 
jumping d+forward)(*), Body Splash (jumping d+fierce)(*)


Links:

close jab: jab.

stand jab: jab, crouch short, crouch forward.

crouch jab: jab, crouch/stand short, strong, crouch/stand forward, 
crouch fierce, crouch/stand roundhouse, Lariat (3P/3K).

stand short: jab, short, strong, crouch forward, close/stand fierce, 
crouch/stand roundhouse.

close/stand strong: jab, crouch/stand short, strong, forward, fierce, 
crouch/stand roundhouse, jump short, jump forward, jump roundhouse, 
Banishing Flat (f,df,d+punch).

close forward: jab, short, strong, crouch forward, crouch roundhouse, 
Banishing Flat.

crouch forward: stand jab.

Hopping Headbutt (f+fierce): jab, short, stand strong, crouch forward, 
roundhouse.

Best moves to link from: crouch jab, stand short, close/stand strong.

Best moves to link to: crouch jab, stand short, close/stand strong, 
crouch roundhouse.


Combos:

Rapid-fire chain attacks: Jab, close/stand short.
Cancellable attacks: Jab, short, crouch forward.

Best point-blank range combos (tick throw setups):
Spinning Clothesline: (3P): Crouch forward XX Spinning Clothesline
Lariat (3K): Crouch forward XX Lariat
Banishing Flat (f,df,d+punch): Crouch jab (x2), stand strong, crouch 
forward XX Fierce Banishing Flat
Spinning Pile Driver (360+punch): Crouch jab (x4) XX Fierce Spinning 
Pile Driver (TT)
Atomic Suplex (close, 360+kick): Crouch jab (x2) XX Roundhouse Atomic 
Suplex (TT)
Running Bear Grab (far, 360+kick): Crouch jab (x2), stand strong, 
crouch forward XX Roundhouse Running Bear Grab (TT)
Final Atomic Buster SC (close, 720+punch): Crouch jab, stand short XX 
Final Atomic Buster SC (TT)

Basic Combos:
1.	Crouch jab, Hold or Throw (TT)
2.	Stand short, stand fierce
3.	Crouch jab, crouch forward
4.	Close strong, crouch roundhouse (BnB)
5.	Stand short, crouch roundhouse (BnB)

Intermediate Combos:
6.	Jump roundhouse, close strong, crouch roundhouse (BnB)
7.	Jump roundhouse, crouch forward XX Fierce Banishing Flat
8.	Jump Body Splash, crouch jab (x2-4), crouch roundhouse (BnB, @)
9.	Jump Knee Press, Fierce Spinning Pile Driver (BnB, TT)

Advanced Combos:
10.	Stand short XX Fierce Spinning Pile Driver (BnB, TT)
11.	Hopping Headbutt, Fierce Spinning Pile Driver (BnB, TT)
12.	Crouch jab (x2), Roundhouse Atomic Suplex (TT)
13.	Close strong XX Fierce Banishing Flat, Fierce Spinning Pile 
Driver (TT)
14.	Jump fierce, crouch forward XX Roundhouse Running Bear Grab (TT)
15.	Jump fierce, close strong, crouch forward XX Fierce Banishing 
Flat, Fierce Spinning Pile Driver (TT)
16.	Jump roundhouse, Final Atomic Buster SC (TT)
17.	Cross-up Body Splash, crouch forward XX Lariat
18.	Cross-up Body Splash, crouch jab (x2), stand short, crouch 
roundhouse (BnB, @)
19.	Cross-up Body Splash, close strong, stand short, crouch 
roundhouse (ToD)
20.	Cross-up Body Splash, crouch jab (x4), Fierce Spinning Pile 
Driver (BnB, TT, ToD)
21.	Cross-up Body Splash, close strong, crouch forward XX Roundhouse 
Running Bear Grab (TT, @)
22.	Cross-up Body Splash, close strong, crouch forward XX Fierce 
Banishing Flat, Final Atomic Buster SC (TT)
23.	Cross-up Body Splash, crouch jab, close strong, stand short XX 
Fierce Banishing Flat, Final Atomic Buster SC (TT)

Guile

Cross-ups: Jumping short(*), jumping forward(*)


Links:

jab: jab, strong, close fierce.

short: short, stand strong.

crouch strong: jab, stand short, Bazooka Knee (b/f+short), strong, 
fierce, Sonic Boom (charge b,f+punch), Flash Kick (charge d,u+kick), 
Somersault Justice SC (charge db,df,db,u+kick).

close forward: jab, short, Bazooka Knee, strong, close/crouch forward, 
fierce.

crouch forward: jab, stand short, strong, close fierce.

close roundhouse: short, Bazooka Knee, strong, crouch forward, 
roundhouse. 

jab Sonic Boom: any normal move, Bazooka Knee, Upside-Down Roundhouse 
Kick (b/f+close roundhouse), jump towards forward, jump up/towards 
roundhouse, (meaty) fierce Sonic Boom, (meaty after a jump) any deep 
jumping attack, Flash Kick, (after whiffed Bazooka Knee) jab, short, 
strong, crouch forward, close/stand fierce, crouch/stand roundhouse, 
Sonic Boom, (meaty after whiffed Bazooka Knee(s)) close forward, Sobat 
Kick (b/f+forward kick), close roundhouse, jump towards forward, jump 
up/towards roundhouse, Bazooka Knee, Upside-Down Roundhouse Kick.

Best moves to link from: jab, crouch strong, close forward, jab Sonic 
Boom.

Best moves to link to: jab, strong, close fierce, Sonic Boom.


Combos:

Rapid-fire chain attacks: Jab, short.
Cancellable attacks: Jab, close/crouch short, strong, close forward, 
close fierce.


Best point-blank range combos:
Sonic Boom (charge b,f+punch): Crouch jab (x3), stand strong XX Fierce 
Sonic Boom
Flash Kick (charge d,u+kick): Crouch jab (x2), stand strong XX 
Roundhouse Flash Kick
Somersault Strike SC (charge db,df,db,u+kick): Crouch jab (x2), stand 
strong XX Somersault Strike SC

Basic Combos:
1.	Crouch jab (x2), Throw (TT)
2.	Crouch short (x3)
3.	Crouch strong, crouch roundhouse
4.	Crouch strong XX Fierce Sonic Boom (BnB)

Intermediate Combos:
5.	Jump roundhouse, close fierce XX Fierce Sonic Boom, Backfist 
(BnB)
6.	Jump fierce, crouch strong XX Fierce Sonic Boom, crouch forward 
(BnB)
7.	Jump roundhouse, crouch jab, crouch strong XX Fierce Sonic Boom, 
Bazooka Knee (BnB)
8.	Jump fierce, close jab-crouch jab XX Fierce Sonic Boom, Sobat 
Kick (BnB)
9.	Jump fierce, crouch strong XX Short Flash Kick (BnB)
10.	Jump fierce, close fierce XX Roundhouse Flash Kick
11.	Jump roundhouse, crouch jab (x2), stand strong XX Roundhouse 
Flash Kick (BnB)
12.	Meaty Jab Sonic Boom, Throw (TT)

Advanced Combos:
13.	Meaty Jab Sonic Boom, crouch roundhouse
14.	Meaty Jab Sonic Boom, Bazooka Knee (BnB)
15.	Meaty Jab Sonic Boom, crouch jab (x2), stand jab XX Fierce Sonic 
Boom 
16.	Meaty Jab Sonic Boom, jump roundhouse, close fierce XX Fierce 
Sonic Boom, Backfist (BnB)
17.	Crouch strong, Somersault Strike SC
18.	Jump fierce, close jab (x3) XX Fierce Sonic Boom, (whiffed) 
Bazooka Knee, crouch jab (x2), stand strong XX Short Flash Kick 
(corner only)
19.	Jump fierce, close fierce XX Strong Sonic Boom, crouch jab (x2), 
stand jab XX Fierce Sonic Boom, crouch forward (corner only)
20.	Jump roundhouse, crouch short-stand short (KC) XX Somersault 
Strike SC
21.	Cross-up short, crouch short (x2), crouch short XX 
Short/Roundhouse Flash Kick (BnB)
22.	Cross-up short, crouch short (x2)-stand short (KC) XX Somersault 
Strike SC
23.	Jump roundhouse, close fierce XX Strong Sonic Boom, (whiffed) 
Bazooka Knee, crouch short (x2)-stand short (KC) XX Somersault 
Strike SC (corner only)


Dhalsim

Cross-ups: Crouch forward (crosses up jumping opponents when you slide 
under them)(*), Yoga Mummy (jumping d+fierce), Any Yoga Drill (jumping 
d+kick)


Links:

close crouch jab: close crouch jab, close/crouch short, close/close 
crouch strong, close/close crouch forward.

stand jab: crouch forward.

crouch short: close crouch jab, close strong, (meaty) close fierce.

close strong: crouch forward.

close crouch strong: close crouch/stand jab, close/crouch short, close 
crouch strong, close/close crouch forward.

stand strong: (meaty) stand forward.

close forward: close/crouch short, close/close crouch forward, (meaty) 
close fierce.

close crouch forward: close crouch jab, close/close crouch strong, 
close/close crouch forward.

crouch forward: (cross-up) close crouch forward, close fierce, (meaty) 
any close crouch attack, crouch short.

close roundhouse: (meaty) close/stand forward, stand fierce, close 
roundhouse.

close crouch roundhouse: (meaty) close crouch strong, close crouch 
forward.

Jab Yoga Fire (d,df,f+punch): far crouch jab, crouch/stand short, far 
crouch/stand strong, far crouch/stand forward, crouch/stand fierce, 
crouch/stand roundhouse, jump jab, jump short, jump strong, jump 
forward, jump fierce, Yoga Mummy (jump, d+fierce), short/forward Yoga 
Drill (jump, d+kick), (meaty) Yoga Fire, Yoga Flame 
(b,db,d,df,f+punch), Yoga Inferno SC (b,db,d,df,f(x2)+punch), (full 
screen range, after Yoga Teleport behind enemy) any normal move, Yoga 
Mummy, Yoga Drill, Yoga Fire, Yoga Inferno SC.

Best moves to link from: close crouch jab, close crouch strong, close 
forward, Jab Yoga Fire.

Best moves to link to: crouch short, forward, fierce, roundhouse, 
Fierce Yoga Fire, Yoga Inferno SC.


Combos:

Rapid-fire chain attacks: Close/close crouch jab.
Cancellable attacks: Close/crouch jab, close/crouch short, close/close 
crouch strong, close/close crouch forward.

Best point-blank range combos:
Yoga Fire (d,df,f+punch): Close crouch forward XX Fierce Yoga Fire
Yoga Flame (b,db,d,df,f+punch): None
Yoga Blast (d,db,b+punch): None
Teleport (b,d,db+3P/3K or f,d,df+3P/3K): None
Yoga Inferno SC (b,db,d,df,f(x2)+punch): Close crouch forward, crouch 
short XX Yoga Inferno SC

Basic Combos:
1.	Crouch forward, Noogie or Throw (TT)
2.	Close forward (x2)
3.	Close crouch forward (x2)

Intermediate Combos:
4.	Close crouch jab (x2), close crouch forward
5.	Yoga Mummy, stand fierce
6.	Roundhouse Yoga Drill, stand fierce
7.	Forward Yoga Drill, close fierce
8.	Short Yoga Drill, stand forward
9.	Roundhouse Yoga Drill, close crouch strong
10.	Forward Yoga Drill, close crouch forward
11.	Far jump strong, stand forward (1/3 screen range)
12.	Close jump fierce, stand forward
13.	Close jump roundhouse, stand fierce
14.	Jab Yoga Fire, stand forward (BnB, 2/5 screen range)
15.	Jab Yoga Fire, stand fierce (BnB, 2/5 to 3/5 screen range)
16.	Jab Yoga Fire, Forward Yoga Drill, stand fierce (BnB, @, 3/5 to 
4/5 screen range)
17.	Jab Yoga Fire, Yoga Mummy, stand fierce (BnB, @, 3/5 to 4/5 
screen range)
18.	Meaty close crouch roundhouse, close crouch roundhouse
19.	Meaty crouch forward, close crouch fierce
20.	Meaty crouch forward, Noogie or Throw (BnB, TT)
21.	Meaty Jab Yoga Fire, Yoga Flame (in corner)

Advanced Combos:
22.	Cross-under crouch forward, close fierce
23.	Cross-under crouch forward, close crouch forward (x2)
24.	Meaty Jab Yoga Fire, 3P Forward Teleport, close fierce (@)
25.	Close crouch forward, crouch short, Noogie or Throw (BnB, TT)
26.	Meaty Jab Yoga Fire, Yoga Inferno SC (2/5 screen range, just 
inside max Yoga Inferno range, 6 hits total, Jab Yoga Fire 
doesn't have to be meaty against Chun Li)
27.	Close crouch forward (MP) XX Yoga Inferno SC
28.	Close crouch forward, crouch short XX Yoga Inferno SC
29.	Forward Yoga Drill, crouch short (MP) XX Yoga Inferno SC
30.	Meaty cross-up Roundhouse Yoga Drill, close fierce (Works on 
Ryu, Ken, Akuma, and Chun Li)

T. Hawk

Cross-ups: Any jumping weak and medium attack(*), Body Splash (jumping 
d+fierce)(*)

Links:

close/stand jab: jab, short, close strong, close forward.

crouch jab/short: jab, short, close forward.
 
close short: same as close/stand jab.

crouch forward: jab, short, strong, crouch forward, close fierce, 
crouch roundhouse (first hit), jump towards jab.

Best moves to link from: close jab, crouch forward.

Best moves to link to: jab, close forward.


Combos:

Rapid-fire chain attacks: Jab, close/crouch short.
Cancellable attacks: Jab, close/crouch short, close strong, close 
forward.

Best point-blank range combos (tick throw setups):
Thunderstrike (f,d,df+punch): Crouch forward, stand jab XX Jab 
Thunderstrike
Condor Dive (jump,3P): None
Mexican Typhoon (360+punch): Crouch jab (x3) XX Fierce Mexican Typhoon
Double Typhoon SC (720+punch): Crouch jab (x3) XX Double Typhoon SC

Basic Combos:
1.	Crouch jab, Hold or Throw (TT)
2.	Close/crouch forward, Hold or Throw (TT)

Intermediate Combos:
3.	Jump fierce, close forward XX Fierce Thunderstrike (BnB)
4.	Jump roundhouse, crouch jab, close jab XX Fierce Thunderstrike
5.	Jump fierce, crouch jab XX Fierce Mexican Typhoon (BnB, TT)
6.	Jump roundhouse, close forward XX Fierce Mexican Typhoon (BnB, 
TT)

Advanced Combos:
7.	Cross-up Body Splash, crouch jab (x3) XX Fierce Mexican Typhoon 
(BnB, ToD, TT)
8.	Cross-up Body Splash, crouch forward, stand jab XX Jab 
Thunderstrike (ToD on standing Fei Long, Guile, Dhalsim, and 
Zangief; Stand jab whiffs against Chun Li, Dee Jay, and Claw in 
this combo; Jab Thunderstrike doesn't combo at this range against 
Ryu, Ken, Akuma, Cammy, Sagat, Boxer, Blanka, E. Honda, or T. 
Hawk; Jab Thunderstrike whiffs at this range against Dictator)
9.	Cross-up Body Splash, close forward XX Double Typhoon SC (TT)
10.	Cross-up Body Splash, crouch jab (x2) XX Double Typhoon SC (TT)

Fei Long

Cross-ups: Jumping forward(*), forward and roundhouse RekkuKyaku 
(d,df,f,uf+kick)(*,& if opponent is hit in air)


Links:

close jab: jab.

crouch jab: jab, short, strong, forward, close/stand fierce.

stand jab: stand jab.

close short: jab, short.

crouch short: jab, short, strong, close/stand forward, close/stand 
fierce.

stand short: short.

close strong: jab, short, strong, crouch/stand forward, fierce, 
crouch/stand roundhouse, Rising Dragon Kick (b,d,db+kick), jump jab, 
jump towards short, jump up/towards strong, jump back/towards forward.

crouch strong: jab, close fierce.

stand strong: crouch short, crouch strong, crouch forward, crouch/stand 
fierce, crouch/stand roundhouse.

close forward: jab, short, strong, forward, fierce, crouch/stand 
roundhouse, Rising Dragon Kick, jump towards jab, jump towards strong, 
jump towards forward.

crouch forward: (meaty) jab, strong, forward, close/stand fierce, 
crouch/stand roundhouse.

close fierce: (meaty) crouch short, strong, crouch forward, fierce, 
roundhouse, Rekka Ken (d,df,f+punch), Rekka Shin Ken SC 
(d,df,f(x2)+punch).

crouch fierce: stand jab, short, strong, forward, crouch/stand fierce, 
crouch/stand roundhouse, jump towards jab, jump towards forward, 
(meaty) Rekka Ken, Rising Dragon Kick, Rekka Shin Ken SC.

close roundhouse: (meaty) short, strong, forward, fierce, crouch/stand 
roundhouse, Rising Dragon Kick.

Skipping Front Kick (f+roundhouse): crouch short, strong, crouch 
forward, fierce, roundhouse, Rising Dragon Kick.

Short Rekkukyaku (Chicken Wing) (d,df,f,uf+kick): jab, short, strong, 
forward, close fierce, any jumping attack, Rising Dragon Kick.

Forward/Roundhouse Rekkukyaku (Chicken Wing) (d,df,f,uf+kick): jab, 
short, strong, forward, fierce, crouch roundhouse, any jumping attack, 
Rising Dragon Kick.

Best moves to link from: crouch jab, crouch short, close strong, close 
forward, meaty crouch forward, crouch fierce, meaty close roundhouse 
(2nd hit), Skipping Front Kick.

Best moves to link to: close strong, crouch forward, fierce, 
crouch/stand roundhouse, Rekka Ken, Rising Dragon Kick, Rekka Shin Ken 
SC.


Combos:

Rapid-fire chain attacks: Close/stand jab, close/stand short.
Cancellable attacks: Jab, short, close strong, close forward, close 
fierce.

Best point-blank range combos:
Rekka Ken (d,df,f+punch, up to three times): Close strong, close fierce 
XX Fierce Rekka Ken (x3)
Rising Dragon Kick (b,d,db+kick): Close fierce XX Roundhouse Rising 
Dragon Kick
Rekkukyaku (Chicken Wing) (d,df,f,uf+kick): None
Rekka Shin Ken SC (d,df,f(x2)+punch): Close strong, close fierce XX 
Rekka Shin Ken SC, Roundhouse Rising Flame Kick


Basic Combos:
1.	Crouch jab, Throw (TT)
2.	Crouch fierce, crouch fierce (BnB)
3.	Close strong, crouch roundhouse

Intermediate Combos:
4.	Meaty crouch fierce, Fierce Rekka Ken (x3) (BnB)
5.	Close fierce XX Fierce Rekka Ken (x3) (BnB)
6.	Close fierce XX Roundhouse Rising Dragon Kick
7.	Close jab (x2-4), crouch short XX Fierce Rekka Ken (x3)
8.	Jump fierce, close fierce XX Fierce Rekka Ken (x3) (BnB)
9.	Jump roundhouse, close strong XX Roundhouse Rising Dragon Kick
10.	Close strong, close fierce XX Fierce Rekka Ken (x3)
11.	Skipping Front Kick, Roundhouse Rising Dragon Kick

Advanced Combos:
12.	Meaty Skipping Front Kick, close fierce XX Fierce Rekka Ken (x3)
13.	Meaty close roundhouse (2 hit), close fierce XX Fierce Rekka Ken 
(x3)
14.	Roundhouse RekkuKyaku, close fierce XX Fierce Rekka Ken (x3)
15.	Roundhouse RekkuKyaku (1-2 hits), Roundhouse Rising Dragon Kick 
(juggle on airborne opponents)
16.	Roundhouse RekkuKyaku (1-2 hits), Rekka Shin Ken SC (juggle on 
airborne opponents)
17.	Jump fierce, crouch jab, close fierce XX Fierce Rekka Ken (x3)
18.	Jump fierce, crouch short, close fierce XX Fierce Rekka Ken (x3) 
(BnB, Crouch short has to be blocked low)
19.	Meaty crouch fierce, Rekka Shin Ken SC
20.	Roundhouse RekkuKyaku (1-2 hits), Rekka Shin Ken SC (juggle on 
airborne opponents)
21.	Roundhouse RekkuKyaku, close jab (x2-4), crouch short (MP) XX 
Rekka Shin Ken SC, Roundhouse Rising Dragon Kick
22.	Cross-up forward, close strong, close fierce XX Fierce Rekka Ken 
(x3) (ToD, Only works on Cammy, Dhalsim, Balrog, T. Hawk, and 
Zangief; Close fierce whiffs against Chun Li, Ryu, Ken, Dee Jay, 
Claw, Dictator, and E. Honda in this combo; Fierce Rekka Ken 
whiffs against Sagat, Guile, and Blanka in this combo.)
23.	Cross-up forward, close short (x2)-stand short-crouch short (MP) 
XX Rekka Shin Ken SC, Roundhouse Rising Dragon Kick
24.	Cross-up forward, close jab (x2-4), crouch short (MP) XX Rekka 
Shin Ken SC, Roundhouse RekkuKyaku



Dee Jay

Cross-ups: Jumping forward(*), jumping roundhouse(*)


Links:

close/crouch jab: jab, short, strong, forward, fierce, crouch 
roundhouse, jump jab, jump up/towards short.

stand jab: stand jab.

close short: jab, short, strong, forward, fierce.

crouch short: close/crouch jab, short, close strong.

stand short: crouch jab, short, crouch strong.

close strong: all normal moves, jump towards jab, jump up short.

crouch strong: jab, short, strong, forward, fierce, jump up short.

close forward: all normal moves, jump towards jab, jump up short.

close fierce: roundhouse, (meaty, 2nd hit) stand jab, short, crouch 
strong, forward, stand fierce, Max-Out (charge b,f+punch).

crouch fierce: (meaty) stand jab, short, crouch strong, stand forward, 
fierce, roundhouse, Max-Out, forward Dread Kick (charge b,f+kick), 
Double Dread Kick SC (charge b,f,b,f+kick).

Jab Max-Out: (meaty) any normal attack or a jumping attack deep enough 
to start a combo if done at jumping range.

Best moves to link from: crouch jab, crouch strong, all close moves, 
meaty Jab Max-Out.

Best moves to link to: close strong, fierce, roundhouse, Max-Out, 
forward Dread Kick, Double Dread Kick SC.


Combos:

Rapid-fire chain attacks: Jab, short.
Cancellable attacks: Jab, short, stand strong, crouch fierce (first 
hitting frame), close roundhouse (the knee).

Best point-blank range combos:
Max Out (charge b,f+punch): Crouch jab, crouch fierce XX Fierce Max-Out
Machine Gun Upper (charge d,u+punch): Crouch fierce XX Fierce Machine 
Gun Upper
Dread Kick (charge b,f+kick): Crouch jab (x2-4), stand strong XX 
Roundhouse Dread Kick
Jackknife Maximum (charge d,u+kick): Crouch jab, stand strong XX 
Forward Jackknife Maximum, Forward Jackknife Maximum, Double Dread Kick 
SC (Doesn't work on Ryu, Ken, or Akuma)
Double Dread Kick SC (charge b,f,b,f+kick): Crouch jab (x2-4), stand 
strong XX Double Dread Kick SC, Roundhouse Jackknife Maximum


Basic Combos:
1.	Close short, Throw (TT)
2.	Close fierce (2 hit), stand roundhouse
3.	Crouch jab, crouch roundhouse
4.	Stand strong, stand fierce

Intermediate Combos:
5.	Jump roundhouse, stand strong XX Fierce Max-Out (BnB)
6.	Jump roundhouse, crouch fierce XX Fierce Machine Gun Upper (BnB)
7.	Jump roundhouse, stand strong XX Roundhouse Dread Kick (BnB)
8.	Jump roundhouse, crouch jab-crouch short XX Roundhouse Jackknife 
Maximum
9.	Forward Jackknife Maximum, Forward Jackknife Maximum (Doesn't 
work on a grounded Ryu, Ken, or Akuma)
10.	Forward Jackknife Maximum, Roundhouse Jackknife Maximum (Doesn't 
work on a grounded Ryu, Ken, or Akuma)
11.	Jump roundhouse, crouch jab-crouch short XX Forward Jackknife 
Maximum, Roundhouse Jackknife Maximum (Doesn't work on Ryu, Ken, 
or Akuma)
12.	Jump roundhouse, crouch jab-crouch short XX Forward Jackknife 
Maximum, Double Dread Kick SC
13.	Crouch jab (x3)-crouch short XX Fierce Max-Out (BnB)
14.	Jump roundhouse, crouch jab (x2)-crouch short XX Fierce Max-Out 
(BnB)
15.	Jump roundhouse, crouch jab, stand strong XX Fierce Max-Out 
(BnB)
16.	Meaty Jab Max-Out, crouch roundhouse (Maximum crouch roundhouse 
range, corner only)

Advanced Combos:
17.	Meaty Jab Max-Out, jump roundhouse, crouch jab, stand strong XX 
Roundhouse Dread Kick (@, One jump away, corner only)
18.	Cross-up forward, crouch jab (x3)-crouch short XX Fierce Max-Out 
(BnB)
19.	Cross-up forward, close roundhouse XX Fierce Machine Gun Upper 
(ToD)
20.	Cross-up forward, crouch jab, crouch fierce XX Fierce Machine 
Gun Upper (BnB, ToD)
21.	Cross-up forward, crouch jab (x2-5), stand strong XX Roundhouse 
Dread Kick (BnB, @)
22.	Cross-up roundhouse, crouch jab (x2-5), stand strong XX Double 
Dread Kick SC, Roundhouse Jackknife Maximum (ToD)
23.	Jump roundhouse, crouch jab, stand strong XX Forward Jackknife 
Maximum, Forward Jackknife Maximum, Double Dread Kick SC (Works 
best if the second Forward Jackknife Maximum puts them in the 
corner and near the ground when you land from it.  Doesn't work 
on Ryu, Ken, or Akuma)


Cammy

Cross-ups: Jumping short(*), jumping strong(*), jumping fierce(~)


Links:

close jab: jab, short, strong, close/crouch forward, stand fierce.

crouch jab: jab, short, strong, crouch forward, stand fierce.

stand jab: jab, crouch short, strong, crouch forward.

close short: jab, close short.

crouch short: jab, short, close/stand strong, crouch forward, stand 
fierce.

stand short: short.

close strong: jab, short, strong, forward, fierce, crouch roundhouse.

crouch strong: all normal attacks, jump up/towards short, jump towards 
strong, jump towards fierce, jump towards roundhouse, Cannon Spike 
(f,d,df+kick).

close forward: all normal attacks, jump up/towards short, Cannon 
Spike.

crouch forward: jab, short, strong, crouch forward, stand fierce, 
(meaty) roundhouse.

close fierce: stand jab, crouch/stand strong, forward, stand fierce 
(the fist), crouch fierce, crouch roundhouse, jump towards short, jump 
towards roundhouse, Cannon Spike, (meaty) stand fierce (the elbow).

crouch fierce: stand jab, stand strong, crouch forward.

Best moves to link from: crouch jab, crouch short, close/crouch strong, 
close forward, and close fierce.

Best moves to link to: crouch strong, crouch forward, stand fierce (the 
elbow), Cannon Spike.


Combos:

Rapid-fire chain attacks: Close/stand jab, close/stand short.
Cancellable attacks: Jab, short, strong, close/crouch forward, close 
fierce, stand fierce (the elbow).

Best point-blank range combos (tick throw setups):
Cannon Drill (d,df,f+kick): Close/crouch strong, crouch forward XX 
Short/Roundhouse Cannon Drill
Thrust Kick (f,d,df+kick): Crouch short, close fierce XX Roundhouse 
Thrust Kick
Spinning Knuckle (d,db,b+punch): None.
Hooligan Combo (d,df,f,uf+punch, kick when close to throw, kick when 
far to abort): Close fierce, crouch forward XX Fierce Hooligan Combo 
(TT)
Spin Dive Smasher SC (d,df,f(x2)+kick): Close/crouch strong, crouch 
forward XX Spin Dive Smasher SC

Basic Combos:
1.	Close strong, Throw (TT)
2.	Close fierce, stand fierce (the fist)
3.	Close forward, crouch forward
4.	Crouch strong, crouch roundhouse
5.	Close fierce, crouch fierce

Intermediate Combos:
6.	Close short XX (2 hit) Roundhouse Cannon Drill
7.	Jump fierce, close fierce XX Roundhouse Cannon Drill (BnB)
8.	Jump roundhouse, close fierce XX Roundhouse Thrust Kick (BnB)
9.	Jump fierce, crouch forward XX Roundhouse Cannon Drill (BnB)

Advanced Combos:
10.	Close strong, stand fierce (the elbow) XX Roundhouse Cannon 
Drill (Works on Sagat, Guile, Dhalsim, Boxer, Blanka, Fei Long, 
T. Hawk, and Zangief)
11.	Crouch strong, stand fierce (the elbow) XX Roundhouse Cannon 
Drill (Works on Sagat, Guile, Dhalsim, Boxer, Blanka, Fei Long, 
T. Hawk, and Zangief; Works on a cornered E. Honda)
12.	Jump fierce, crouch forward (MP) XX Spin Dive Smasher SC
13.	Jump roundhouse, close fierce (MP) XX Spin Dive Smasher SC
14.	Jump fierce, close fierce XX Fierce Hooligan Combo (TT)
15.	Jump roundhouse, crouch forward XX Strong Hooligan Combo (TT)
16.	Meaty close strong, stand fierce (the elbow) XX Roundhouse 
Cannon Drill (Stand fierce (the fist) comes out against Chun Li, 
Ryu, Ken, Akuma, Dictator, and E. Honda)
17.	Meaty crouch strong, stand fierce (the elbow) XX Roundhouse 
Cannon Drill (Stand fierce (the fist) comes out against Chun Li, 
Ryu, Ken, Akuma, Dee Jay, Claw, and Dictator)
18.	Cross-up short, crouch strong, crouch forward XX 
Short/Roundhouse Cannon Drill (BnB, ToD; Short version against 
Chun Li, Ryu, Ken, and Akuma; Roundhouse version against the rest 
of the fighters.)
19.	Cross-up short, crouch strong, crouch forward XX Spin Dive 
Smasher SC
20.	Cross-up short, close strong, stand fierce (the elbow) XX 
Roundhouse Cannon Drill (Works on Sagat, Guile, Dhalsim, Boxer, 
Blanka, Fei Long, T. Hawk, and Zangief)
21.	Cross-up fierce, crouch strong, crouch forward XX Roundhouse 
Cannon Drill (ToD, Works on any crouching character and these 
standing characters: Dhalsim, Dictator, Fei Long, Cammy, E. 
Honda, and Zangief)
22.	Cross-up fierce, crouch strong, crouch forward XX Spin Dive 
Smasher SC (ToD, Works on any crouching character and these 
standing characters: Dhalsim, Dictator, Fei Long, Cammy, E. 
Honda, and Zangief)
23.	Cross-up fierce, close strong, stand fierce (the elbow) XX 
Roundhouse Cannon Drill (ToD, Works on crouching Sagat, Guile, 
Dhalsim, Boxer, Blanka, Fei Long, T. Hawk, and Zangief; Works on 
standing Dhalsim, Fei Long, and Zangief)
24.	Cross-up fierce, close strong, stand fierce (the elbow) XX Spin 
Dive Smasher SC (ToD, Works on crouching Sagat, Guile, Dhalsim, 
Boxer, Blanka, Fei Long, T. Hawk, and Zangief; Works on standing 
Dhalsim, Fei Long, and Zangief)
25.	Cross-up short, close fierce, crouch forward XX Fierce Hooligan 
Combo (TT) (Crouch forward whiffs against Dictator)


Boxer (Balrog in USA; M. Bison in Japan)

Cross-ups: Jumping fierce(*), jumping roundhouse(*)


Links:

close jab/short: jab, short.

crouch jab/short: jab, short, crouch strong, close forward.

close strong: jab, close short, strong, forward, close roundhouse, jab 
Dashing Straight (charge b,f+punch), jab Dashing Ground Straight 
(charge b,df+punch).

crouch strong: jab, short, strong, forward, crouch fierce, close 
roundhouse, jump up/towards jab, jump up/towards short, Dashing 
Straight, Dashing Ground Straight, Crazy Buffalo SC (charge 
b,f,b,f+punch).

stand strong: stand strong.

close/crouch forward: jab, short, strong, forward, crouch fierce, close 
roundhouse, jump up/towards jab, jump up/towards short, Dashing 
Straight, Dashing Ground Straight, Crazy Buffalo SC.

Dashing Uppercut (charge b,f+kick)/Dashing Ground Uppercut (charge 
b,df+kick): (Balrog, T. Hawk, and Zangief) stand short, (Everyone 
except Chun Li, Dictator, Guile, Blanka, and E.Honda) crouch strong, 
(Everyone except Chun Li, Dhalsim, Blanka, and E.Honda) stand strong, 
(Everyone except Sagat, Claw, and Dictator) close/stand forward.

Turn Around Punch (hold 3P/3K for at least 1 second and release): 
(Level 3 or meaty, any level) close short, crouch/stand strong, stand 
forward, stand fierce, stand roundhouse, Dashing Straight, Dashing 
Ground Straight, Dashing Uppercut, Dashing Ground Uppercut, Crazy 
Buffalo SC.

Best moves to link from: crouch jab, close/crouch strong, close/crouch 
forward.

Best moves to link to: crouch jab, close short, close/crouch strong, 
close/crouch forward, Dashing Straight, Dashing Ground Straight, 
Dashing Uppercut, Dashing Ground Uppercut, Crazy Buffalo SC.


Combos:

Rapid-fire chain attacks: Jab.
Cancellable attacks: Jab, short, close/crouch strong, close/crouch 
forward.

Best point-blank range combos:
Dashing Straight (charge b,f+punch): Crouch jab (x3-6), close jab XX 
Jab Dashing Straight
Dashing Upper (charge b,f+kick): Crouch jab (x3-6), close jab XX Jab 
Dashing Upper
Ground Dashing Straight (charge b,df+punch): Crouch forward, crouch 
strong XX Jab Ground Dashing Straight
Ground Dashing Upper (charge b,df+kick): Crouch forward, crouch strong 
XX Jab Ground Dashing Upper (TT setup on ducking opponents)
Buffalo Headbutt (charge d,u+kick): None.
Turn Around Punch (charge 3P/3K, release): None.
Crazy Buffalo SC (charge b,f,b,f+punch, press kick for uppercuts): 
Crouch jab (x3-6), close jab XX Crazy Buffalo SC

Basic Combos:
1.	Crouch forward, Hold and Headbutt (BnB, TT)
2.	Close forward, crouch fierce
3.	Close strong, close roundhouse
4.	Stand strong, stand strong

Intermediate Combos:
5.	Jump fierce, crouch jab XX Jab Dashing Straight
6.	Jump roundhouse, close forward XX Jab Dashing Upper
7.	Jump fierce, crouch strong XX Jab Ground Dashing Straight (BnB)
8.	Jump roundhouse, crouch jab XX Jab Ground Dashing Upper
9.	Crouch jab XX Jab Buffalo Headbutt
10.	Crouch strong/forward, crouch strong XX Jab Ground Dashing 
Straight (BnB)
11.	Crouch strong/forward, crouch strong XX Jab Ground Dashing Upper 
(BnB, TT setup on ducking opponents)
12.	Crouch strong, Crazy Buffalo SC
13.	Level 3 Turn Around Punch, Dashing Straight
14.	Level 3 Turn Around Punch, Crazy Buffalo SC
15.	Jump fierce/roundhouse, crouch jab (x3-6), stand jab XX Jab 
Dashing Straight (@, BnB)

Advanced Combos:
16.	Meaty Level 1 Turn Around Punch, Dashing Straight 
17.	Meaty Level 1 Turn Around Punch, Crazy Buffalo SC
18.	Jump fierce/roundhouse, crouch jab (x2), stand jab XX Jab 
Dashing Upper, stand strong (Stand strong hits everyone except 
Chun Li, Dhalsim, Blanka, and E.Honda in this combo; Use crouch 
strong instead of stand strong against Dhalsim)
19.	Crouch forward, crouch strong (CP) XX Crazy Buffalo SC
20.	Deep jump fierce/roundhouse, crouch forward, crouch strong XX 
Fierce Dashing Straight (ToD that only works on Zangief)
21.	Crossup fierce/roundhouse, crouch jab (x3-6), stand jab (CP) XX 
Crazy Buffalo SC


Claw (Vega in USA; Balrog in Japan)

Cross-ups: Jumping forward(*), jumping fierce(*), jumping roundhouse(*)


Links:

jab: crouch jab, crouch strong.

close/crouch short: crouch jab, crouch strong.

close strong: crouch jab, stand short, crouch strong.

crouch strong: crouch jab, crouch strong.

crouch forward: jab, stand short, close/crouch strong, forward.

close fierce: jab, stand short, crouch strong. 

close roundhouse: jab, stand short, crouch strong. 

Barcelona Roll (charge b,f+punch): crouch jab, strong, stand forward, 
(meaty, last hit [the claw]) crouch fierce.

Best moves to link from: crouch forward, close fierce, close 
roundhouse, Barcelona Roll.

Best moves to link to: crouch jab, crouch strong.


Combos:

Rapid-fire chain attacks: None.
Cancellable attacks: Close/crouch jab, close/crouch short, crouch 
strong, close/crouch forward.

Best point-blank range combos (escape tactics):
Barcelona Roll (charge b,f+punch): Crouch short XX Fierce Barcelona 
Roll
Sky High Claw (charge d,u+punch, punch to extend Claw and fall early): 
(Claw in corner) Crouch strong XX Fierce Sky High Claw
Scarlet Terror (charge db,f+kick): Crouch forward XX Roundhouse Scarlet 
Terror, Roundhouse Scarlet Terror
Wall Dive (charge d,u+kick, punch for Claw Attack, punch when close for 
Izuna Drop): None
Back Flip (3P/3K): Crouch strong XX 3P/3K Back Flip (Escape/Style 
tactic)
Rolling Izuna Drop SC (charge db,df,db,u+kick, punch when close): None.

Basic Combos:
1.	Crouch forward, crouch strong (BnB)
2.	Close fierce, stand forward
3.	Close roundhouse, stand forward

Intermediate Combos:
4.	Crouch short XX Fierce Barcelona Roll, crouch strong (@, BnB)
5.	Jump up fierce, crouch strong XX Fierce Sky High Claw (Claw in 
corner)
6.	Jump roundhouse, crouch forward, crouch strong XX 3K Back Flip 
(BnB, The Back Flip doesn't hit, but it sure is stylish and it 
gains meter!)
7.	Jab Barcelona Roll (the claw), crouch strong
8.	Meaty Jab Barcelona Roll, crouch fierce (BnB)
9.	Jump roundhouse, crouch forward XX Roundhouse Scarlet Terror, 
Roundhouse Scarlet Terror

Advanced Combos:
10.	Cross-up roundhouse, crouch forward, crouch forward, crouch 
strong (BnB, ToD)
11.	Cross-up fierce, close fierce, crouch strong XX 3P Back Flip 
(Again, the Back Flip is all about style and building meter!)

Sagat

Cross-ups: Jumping short(*), jumping forward(*)


Links:

(Note: For Sagat's standing kicks, I'll use 'close' to mean the first 
hit (the interruptable knee frame) and 'stand' to mean the second hit.)

close jab: jab, close/crouch short, close/crouch strong, close/crouch 
forward, close roundhouse, Tiger Uppercut (f,d,df+punch), Tiger Knee 
(d,df,f,uf+kick).

crouch jab: jab, short, strong, forward, close roundhouse, Tiger 
Uppercut, Tiger Knee.

stand jab: stand jab.

crouch short: close/stand jab, close short, close forward, close 
roundhouse, Tiger Uppercut.

close strong: jab, crouch short, crouch strong, crouch forward, close 
roundhouse, Tiger Uppercut, Tiger Knee, jump towards short, (meaty) 
stand short, stand forward, fierce.

crouch strong: any normal attack, jump jab, jump back/towards short, 
jump forward, jump roundhouse, Tiger Uppercut, Tiger Knee.

crouch forward: jab, short, strong, forward, close/crouch fierce, 
roundhouse, jump jab, jump towards short, jump forward, Tiger Uppercut, 
Tiger Knee.

Jab/Short Tiger Shot (d,df,f+punch/kick): (2/3 screen range) 
Fierce/Roundhouse Tiger Shot, (meaty, 1/3 screen range) crouch/stand 
jab, crouch/stand short, crouch/stand strong, crouch/stand forward, 
crouch/stand fierce, crouch/stand roundhouse, Tiger Shot, Tiger Knee, 
Tiger Genocide SC (d,df,f(x2)+punch/kick), (meaty, after whiffed Short 
Tiger Knee from 1/2 screen range) crouch/stand jab, crouch short, 
crouch strong, crouch forward, crouch fierce, Tiger Uppercut.

Best moves to link from: crouch jab, crouch strong, crouch forward, 
Short Tiger Shot.

Best moves to link to: crouch strong, crouch forward, fierce, any close 
kick, Tiger Uppercut, Tiger Knee, Tiger Genocide SC.


Combos:

Rapid-fire chain attacks: Crouch jab
Cancellable attacks: Jab, close/crouch short, close/crouch strong, 
close/crouch forward, close fierce, close roundhouse.

Best point-blank range combos:
High/Low Tiger Shot (d,df,f+punch/kick): Crouch forward, close fierce 
XX Fierce/Roundhouse Tiger Shot
Tiger Uppercut (f,d,df+punch): Close jab, close fierce XX Fierce Tiger 
Uppercut
Tiger Knee (d,df,f,uf+kick): Crouch forward, close fierce XX Roundhouse 
Tiger Knee
Tiger Genocide SC (d,df,f(x2)+punch/kick): Crouch forward, close fierce 
XX Tiger Genocide SC

Basic Combos:
1.	Crouch forward, crouch roundhouse
2.	Crouch strong, crouch fierce

Intermediate Combos:
3.	Jump roundhouse, crouch strong, stand forward
4.	Jump roundhouse, crouch forward XX Roundhouse Tiger Shot (BnB)
5.	Jump fierce, close fierce XX Fierce Tiger Uppercut (BnB)
6.	Jump roundhouse, close roundhouse (1 hit) XX Roundhouse Tiger 
Knee (BnB)

Advanced Combos:
7.	Jump roundhouse, close jab, close roundhouse (1 hit) XX Fierce 
Tiger Uppercut
8.	Jump roundhouse, close jab, close fierce XX Fierce Tiger Shot
9.	Jump roundhouse, crouch strong, crouch forward XX Roundhouse 
Tiger Shot (BnB, @)
10.	Jump roundhouse, crouch strong, crouch forward XX Roundhouse 
Tiger Knee (BnB, @)
11.	Crouch strong, Tiger Genocide SC
12.	Jump roundhouse, crouch forward (MP) XX Tiger Genocide SC
13.	Cross-up forward, close jab, close fierce XX Fierce Tiger 
Uppercut (ToD)
14.	Cross-up forward, crouch forward, close fierce XX Roundhouse 
Tiger Shot (BnB, ToD)
15.	Cross-up forward, crouch forward, close fierce XX Roundhouse 
Tiger Knee
16.	Cross-up forward, crouch strong, crouch forward (MP) XX Tiger 
Genocide SC


Dictator (M. Bison in USA; Vega in Japan)

Cross-ups: Jumping jab(*), jumping forward(*), jumping roundhouse(*)


Links:

close/crouch jab: jab, short, close/crouch strong, crouch forward, jump
back/towards jab, jump short.

close short: jab, short, close/crouch strong, forward, crouch fierce, 
roundhouse, jump jab, jump short, jump strong, jump up/towards forward, 
jump up fierce, jump roundhouse.

crouch short: jab, close short, close strong.

crouch strong: jab, short, crouch strong, crouch forward, jump towards 
jab, jump up/towards short, jump towards strong.

crouch forward: close jab, short, crouch strong, crouch forward, jump 
towards jab, jump up/towards short.

Best moves to link from: jab, close short, crouch strong/forward.

Best moves to link to: jab, close short, close/crouch strong, forward, 
crouch fierce, roundhouse.


Combos:

Rapid-fire chain attacks: Jab.
Cancellable attacks: Jab, short, close/crouch strong, crouch forward.

Best point-blank range combos:
Psycho Crusher (charge b,f+punch): Close short (x2), crouch forward XX 
Fierce Psycho Crusher
Scissor Kick (charge b,f+kick): Close short (x2), crouch forward XX 
Roundhouse Scissor Kick
Devil's Reverse (charge d,u+punch, punch for Skull Diver): None
Head Stomp (charge d,u+kick, punch for Skull Diver): None.
Knee Press Nightmare SC (charge b,f,b,f+kick): Close jab (x2), stand 
jab XX Knee Press Nightmare SC

Basic Combos:
1.	Jump roundhouse, stand roundhouse (BnB)
2.	Skull Diver, stand fierce (BnB)

Intermediate Combos:
3.	Jump roundhouse, close short, stand roundhouse (BnB)
4.	Skull Diver, crouch strong, crouch forward
5.	Jump roundhouse, crouch forward XX Fierce Psycho Crusher (BnB)
6.	Jump roundhouse, crouch jab (x2), stand jab XX Roundhouse Scissor 
Kick
7.	Jump roundhouse, close short, crouch forward XX Fierce Psycho 
Crusher (BnB)
8.	Jump roundhouse, close short, crouch forward XX Roundhouse 
Scissor Kick (BnB, @)

Advanced Combos:
9.	Jump strong (x2), jump strong, Knee Press Nightmare SC
10.	Jump roundhouse, crouch jab (x2), stand jab (CP) XX Knee Press 
Nightmare SC, jump strong (x2)
11.	Cross-up forward, close short (x3), stand roundhouse (@)
12.	Cross-up Skull Diver, close short (x2), stand roundhouse
13.	Cross-up roundhouse, crouch jab (x2-3), stand jab XX Roundhouse 
Scissor Kick (BnB, ToD)
14.	Cross-up roundhouse, close short (x2), crouch forward XX 
Roundhouse Scissor Kick (BnB, ToD)
15.	Cross-up roundhouse, crouch jab (x2-3), stand jab (CP) XX Knee 
Press Nightmare SC, jump strong (x2)


Akuma (Gouki in Japan)

Cross-ups: Any jumping kick(*), Aerial Hurricane Kick 
(jump,d,db,b+kick)(&)


Links:

close jab: jab, crouch short, strong, crouch forward, close/crouch 
fierce, crouch roundhouse, stand roundhouse.

crouch jab: jab, close/crouch short, strong, crouch forward, fierce, 
crouch roundhouse, stand roundhouse.

stand jab: jab, crouch short, crouch/stand strong, crouch forward, 
crouch roundhouse.

close short: jab, crouch short.

crouch short: jab, close/crouch short, strong, crouch forward, fierce, 
crouch roundhouse, stand roundhouse.

crouch strong: jab, crouch short, strong, crouch forward, fierce, 
crouch roundhouse, jump jab, stand roundhouse.

stand strong: crouch short, crouch forward, crouch roundhouse.

close forward: jab, crouch short, (meaty) crouch strong, crouch 
forward, close fierce, crouch roundhouse.  

crouch forward: jab, crouch short, strong, crouch forward, crouch 
roundhouse.

close roundhouse: (meaty) crouch forward, crouch roundhouse.

Jab GouHadouken (d,df,f+punch): (meaty, on cornered opponent) crouch 
short, stand strong, crouch forward, stand fierce, crouch roundhouse, 
GouHadouken, Hurricane Kick (d,db,b+kick), (after whiffed air 
roundhouse Hurricane Kick, near full screen range) crouch forward, 
crouch roundhouse, Fierce Hadouken.

Aerial Jab ZankuuHadouken (jump,d,df,f+punch): Any normal attack, 
GouHadouken, GouShoryuken (f,d,df+punch), Hurricane Kick, (meaty) 
Shakunetsu Hadouken, (one jump away, thrown at peak of jump) any 
jumping attack, Aerial Fierce ZankuuHadouken, (at maximum 3P/3K Forward 
Ashura Warp range to point-blank range on either side of the opponent) 
any normal attack or special move.

GouShoryuken (f,d,df+punch): (2 hit max) Any GouShoryuken, Any 
Hurricane Kick

(Aerial or Non-Aerial) Hurricane Kick (d,db,b+kick): (2 hit max) Any 
GouShoryuken, Any Hurricane Kick

Best moves to link from (least recovery): crouch short, crouch strong.

Best moves to link to (least startup): crouch forward, close/crouch 
fierce, stand roundhouse, GouShoryuken, Hurricane Kick.

Combos:

Rapid-fire chain attacks: Jab, crouch/stand short.
Cancellable attacks: Jab, short, strong, close/crouch forward, 
close/crouch fierce, crouch roundhouse.

Best point-blank range combos (tick throw setups):
Gou Hadouken (d,df,f+punch): Crouch strong, crouch fierce XX Fierce Gou 
Hadouken
Shakunetsu Hadouken (b,db,d,df,f+punch): Close fierce XX Fierce 
Shakunetsu Hadouken
Gou Shoryuken (f,d,df+punch): Close fierce XX Fierce Gou Shoryuken
Zankuu Hadouken (jump,d,df,f+punch): Jump fierce XX Fierce Zankuu 
Hadouken, crouch forward XX Short Hurricane Kick, Fierce Gou Shoryuken
Hurricane Kick (d,db,b+kick): Crouch strong, crouch short XX Short 
Hurricane Kick, Fierce Gou Shoryuken
Aerial Hurricane Kick (jump,d,db,b+kick): Jumping jab XX Roundhouse 
Aerial Hurricane Kick (on Sagat)
Backward/Forward Ashura Warp (b,d,db+3P/3K or f,d,df+3P/3K): Close 
fierce XX 3K Forward Ashura Warp, Punch/Kick Throw (TT)


Basic Combos:
1.	Crouch fierce XX Fierce Gou Hadouken (BnB)
2.	Crouch forward XX Roundhouse Hurricane Kick (BnB)
3.	Crouch strong, crouch roundhouse

Intermediate Combos:
4.	Close fierce XX Fierce Gou Shoryuken (BnB)
5.	Close fierce XX Fierce Shakunetsu Hadouken (BnB)
6.	Jump roundhouse, crouch forward XX Fierce Gou Hadouken (BnB)
7.	Jump fierce, crouch fierce XX Roundhouse Hurricane Kick (BnB)
8.	Fierce Zankuu Hadouken, close fierce XX Fierce Shakunetsu 
Hadouken

Advanced Combos:
9.	Jump roundhouse, crouch forward XX Short Hurricane Kick, Fierce 
Gou Shoryuken (BnB)
10.	Jump fierce XX Fierce Zankuu Hadouken, crouch forward XX Short 
Hurricane Kick, Fierce Gou Shoryuken
11.	Jab Zankuu Hadouken, jump fierce XX Fierce Zankuu Hadouken, 
crouch forward XX Short Hurricane Kick, Fierce Gou Shoryuken 
(from one jump away, outside of corner)


-----------------------------------------------------------------------

That's all, folks!

What to expect from the next version:
Anything that I missed that people correct me on.

Please, please, PLEASE send me a private message on Shoryuken.com 
(FreshOJ) or e-mail me if there are any errors.  I want this FAQ to be 
its best.


Credits

First and foremost, I give glory and honor to God through my Lord and 
Savior, Jesus Christ, who gave me the abilities, talents, resources, 
and the passion that I have for SF and for giving me victory in this 
life and the next.

My wife, Lara, who is the epitome of the term "God-send".  She's more 
than what I wanted and everything I never had.  Her amazing outward 
beauty is a mere shadow of the inward beauty she possesses.

My son, Christopher, who probably won't even know how to read this FAQ 
for a couple of years yet.  One look at his smiling, two-toothed grin 
takes me out of the worst despair.

David Wright a.k.a. SF2Freak, for initially storing the Link FAQ for me 
because I didn't want to risk something silly happening like the hard 
drive having to be erased...which happened the last time I tried this.  
It's 9 years later, but I still have no problem giving him props.

NKI, for pointing me to T.Akiba's Street Fighter 2 Series Frame Data, 
which I used to help me in exploring combo possibilities, and also for 
his work with Seth Killian (s-kill) on the Super Turbo Touch of Death 
FAQ.  Alt.games.sf2 for life!  Thanks for help with Chun Li combos, by 
the way!

ShinVega, for gracious allowing me to quote the Kara and Chain 
Cancelling articles he wrote for the Shoryuken.com Wiki.  There's a lot 
of great info there and he puts out great stuff on the forums, too.

James Chen a.k.a. jchensor, for being one of the true combo masters.  
Check out any of his Combo FAQs and you'll see why I imitated his combo 
listing format! :) Just when I think he's done, he comes up with 
something else...and gives me another idea.  One of these days, I'll 
play you and get you below 50% life, James! :)  Thanks for the Cammy's 
combos, by the way!

Eggo and SweetJohnnyV, for their help in buffing out the Dhalsim combo 
section.  Who knew he had so many combos?  Now you know.

Megamanpb, for help with some Honda's combos.  Hitting with the Hundred 
Hand Slap to tick into the Oichio Throw?  I should've known about that.

3pwood, for his help with Dee Jay's combos, mon.

Syxx573, for also helping with Cammy's combos.  I need to see more 
matches between you and James!

Nohoho, for his Blanka expertise.  His bite *is* worse than his bark.

Semi-Charmed and TheGreatMole, for their input on Zangief combos.

Blitzfu and Oldschool_BR, for help with Ryu's Rushing Gut Punch cross-
up combos.

VOLTECH and chunbelievable, for help with Chun Li's combos.

Gridman, for help with T.Hawk's combos.

GensouGoroshi, for help with Dictator's combos.

Jumpsuit Jesse, for his input with Fei Long.  (Start combos with close 
fierce and meaty crouch fierce for the win!)  His Fei Long's legendary, 
so he gets props. :)

Gamest and TZW, for inspiring me to become the combo fanatic that I am, 
along with providing me with a resource with which to perfect this 
FAQ...or try to, anyway.

Shoryuken.com, for inspiring me to bring this FAQ up to date.  To all 
of my fellow combo enthusiasts, I hope you find something you didn't 
know about.  To the beginners, read this FAQ and soak it up like a 
sponge.

Alt.games.sf2, for being the first place where I actually heard the 
word 'combo' and then made me understand what it meant...even though I 
was already doing them in a scrubby kind of way.  Without that 
newsgroup, I'm sure I'd still be a scrub and there certainly wouldn't 
be a Shoryuken.com without it.  Alt.games.sf2, home of the true Street 
Fighter OG's! :)

And also, anyone else out there that either told me links or combos 
that I wouldn't have thought of or simply cheered me on as I took on 
this task.  Thanks to all of y'all.

Bottom line: ('cause information that isn't shared is *still* 
worthless.)

Onaje Everett                  o_everett@hotmail.com
Shoryuken.com ID: FreshOJ
XBox GamerTag: TheRealFreshOJ
"I can do ALL things through Christ, who strengthens me."
-Philippians 4:13

Vídeo

Pra deixar a publicação mais completa, arrumei um vídeo do canal K’ Will que mostra combos de 100% (se encaixar tudo mata) de todos os personagens do Super Street Fighter II Turbo.

Não tenho certeza se o vídeo vai ajudar, pois sou uma negação no SSF2T pra testar isso tudo com precisão, mas é bonito de se ver. De qualquer maneira, serve pra dar uma olhada e se inspirar para tentar melhorar as suas habilidades:

É isso aí. Espero que ajude.

Até a próxima dica de games da Gaming Room!

Mais Street Fighter

Observação: se você gostou deste post ou ele lhe foi útil de alguma forma, por favor considere apoiar financeiramente a Gaming Room. Fico feliz só de ajudar, mas a contribuição do visitante é muito importante para que este site continua existindo e para que eu possa continuar provendo este tipo de conteúdo e melhorar cada vez mais. Clique aqui e saiba como. Obrigado!

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