Newsgroups: alt.games.sf2
Date: Sat, 23 Jan 1993 18:13:19 -0500 
From: Philip John Stroffolino <ps1o+@andrew.cmu.edu>
Subject: Black Fist
	<C12Kov.478@news.cso.uiuc.edu>

I consider myself to have basically mastered Balrog on TCE, and am
having some problems adjusting to HF.  Following is a list of the combos
which I use on TCE, and strategies versue various computer opponents. 
Many of the combos do not seem to work on HF - is it just my timing? 
Also, any updates or critiques on my strategies would be appreciated. 
BTW: I don't think I have the coordination to continuously hold down
three punch buttons for a "FINAL ROUND" blow - how much does it hurt,
though?  An idea: can you switch from the three punch buttons to the
three kick buttons while charging it up (holding down all six for one
second)?

(A) jump in close to opponent while charging, hit them at the last
second with ROUNDHOUSE, folowed by a charging ROUNDHOUSE uppercut,
followed by a standing strong.  *note: this does not necessarily work
unless the opponent is standing when they get hit by the jumping punch
(also does not work against the computer Blanka for some reason).  In
this case, hit them with a ducking ROUNDHOUSE after the jumping
ROUNDHOUSE.

(B) walk in range while charging up a turn around punch with the punch
buttons.  Release and charge back.  As soon as the TAP hits, hit the
opponent with a charging ROUNDHOUSE uppercut, followed by a standing
strong.  *variation: use the three kick buttons for the TAP, and hit
with a charging straight punch afterward.  You can try for a standing
fierce after this, but with no guarrentee (it will usually hit computer
opponents anyway).  The advantage of this variation is that the range
and timing is slightly more lenient.

(C) hit the opponent with a flurry of ducking (or standing jabs) while
charging and finish with a charging straight punch (opponent must be
standing when you begin this combo for it to work).


RYU:  walk up to him and nail him with a standing fierce punches when he
attempts to fireball.  You can also block a fireball, and jump over next
one and hit him with (A).  For some reason, you can finish the combo
with a standing roundhouse either as the third hit (instead of strong)
or as a fourth hit (if you are in range) every time.

KEN:  nail him with well timed charging uppercuts as he jumps around. 
If he hurricane kicks, hit him with ducking forward or roundhouse.  If
he dragon punches, hit him with and charge punch (or TAP) on the way
down.  Occasionally he will fireball - see RYU.

CHUN LI:  you can destroy her with standing forward, strong, and fierce
all day (she will rarely block these punches).  In fact, you can shut
your eyes and keep pressing strong.  If she bounces on your get, you can
nail her with a running punch.  You can also hit her easily with
charging uppercuts when she jumps.  note: it is difficult, but if timed
right, you can TAP her right as she gets up (she will block).

ZANGIEF/HONDA:  use standing fierce at a reasonable distance to keep
them away and frequently hit them.  You can use (A) or (B) when you stun
them (whichever is convenient, distancewise).  *note: Honda may jump in
on you - use a standing roundhouse, or charging uppercut - i.e. charge
during your standing fierce.  Zangief may give you trouble if you mess
up.  Either grab him, block, or use a ducking roundhouse as he comes in
on you as you get up.  You may need to jump and punch (straight up or
back) once or twice - is is not recommended that you try this too often
or you will get spinning piledriven.  By the way, you can jab Honda's
headbutt, and ducking Roundhouse his hands (neither makes out).

note for DHALSIM, GUILE, M.BISON, and VEGA.  It is safe and recommended
to try (C) on them when you knock them down (get close).  You can also
try a ducking roundhouse right as they get up.

DHALSIM:  if he stretch kicks, you can uppercut the limb.  If he does a
two fisted stretch punch, you can nail him with a ducking roundhouse and
make out.  When he fireballs, jump over 'em (possibly with (A)).  When
he dives at you, you can either jab and hit him or block and grab him
(easy).  A nice combo that works well on him because he won't throw is
to charge up for a TAP while bashing him with your head, releasing it
just he escapes, grabing again, and repeating.

GUILE:  he is trouble for Balrog.  Three methods for the computer:
1. Press the attack with standing fierce, hitting him as he sonic booms,
releasing a TAP when if and when you block the first hit from his double
leg sweep spin.
2. Mid-range: block or jump his sonic booms, nailing him when he jumps
at you with roundhouse or a charging uppercut.
3. Run away, and continuously jump at the left wall.  For some reason,
he will advance, sometimes jumping at you (the fool!)
note: when he approaches on the ground, either hit him with a ducking
roundhouse or forward, a standing fierce, or a standing forward. 
Standing forward (bodyblow) can also hit him (sometimes) when he gets up
(followed by a ducking roundhouse).

BLANKA:  Balrog eats him for breakfast!
1. From a defensive crouch, charging uppercut him out of the air when he
jumps (grab him if you go underneath or simaltaneously collide), and
charge punch him (straight or uppercut) after blocking a ball.
2. Nail him continuously with standing fierce from maximum range - he
will never block.  When he goes into jump mode, hit him as he lands with
standing fierce).

BALROG: use continuous standing jabs, standing fierce, or ducking
roundhouse.  (C) usually catches him off guard.

VEGA: charging uppercut him on his off the wall jump and off the fence
dive.  ducking roundhouse his rolling claw.  Block his sweeps and
roundhouse.  Charge punch him if he backflips.  Jump, TAP, or (C) him
when he gets up.

SAGAT:  nail him with standing fierce punches as the round begins - he
attempts to fireball right away.  Uppercut him if he jumps (he will jump
twice).  If he does his standing double kick, you can him him
immediately afterward with a charging jab punch.  If you are close
enough, you can charge him (charging uppercut, strong) as a high
fireball goes overhead.  You can hit his extended hands if you jump over
a low tiger fireball.  Play conservatively, getting close and going into
a defensive crouch, though, because if you make a mistake, you will
regret it.

BISON: go into a defensive crouch.  If he approaches on ground, ducking
roundhouse - DO NOT DO TOO EARLY as he will punish you with a scissor
kick, throw.  Half the time you will hit him if done right, otherwise
you will knock him back.  If he jumps, you can charging uppercut him if
you have the range right.  If he headstomps you in the corner, you can
retailiate with a charging high fierce (straight) punch.  if he head
stomps you in the middle of the screen, hit him with a standing strong
on his way down.  Try (C) on him when you knock him down.  It is
somewhat risky (comebacks don't come cheap) to jump at him when he is
getting up.  When time gets low, he will predictably flame.  Jump over
it at the side of the screen, and hit him on the way down with a
roundhouse.  *note: if you get the advantage in health, and you are out
of his standing kick range, but not so far that he would normally jump,
you can jab quickly, and he will not advance, alternately kicking and
duckpunching in place.  This is an unsatisfying way to beat him (but
works well when you are going for the perfect game).


Human Guile players:
defensive - block a sonic boom, and jump at him.  He will rarely have
time to charge up for a razor kick - chase him with body blows and cheap
grab/spin punch combos.  If he does not sonic boom, or just keeps
sweeping, time a TAP to take off some health.

aggressive, esp. those with who are good at combos:  your only choice is
to nail him with a standing fierce as he sonic booms.  This is tougher
than against Ken or Ryu, but if you hit each other, you will make out.


Human Bison players:
flamers - charge punch him as he is about to flame.  Follow up with a
bodyblow, grab... (or ducking roundhouse if they are good at getting out
of ticks)

other - if you get one in a corner, keep on the attack.  Most Bison
players have considerable trouble hitting players out of the air (no
uppercut).


Honda - play very defensively, jabbing flying headbutts and charging
uppercutting him if he jumps.  If they come in with the hands, punch the
hands with a ducking roundhouse.

When Honda tries the hands, and you both get hit (usually), Balrog
remains standing.  Unless the Honda does a headbutt right as he gets up,
you can TAP punch him for a sliver more of health.  The damage you both
recieve by the roundhouse/honda hands exchange seems random, but with
some guess work, i.e. when he thinks you will TAP afterwards and
headbutts, you jab instead, etc., you will give most Honda players a
much grief.  Besides, it looks like Balrog makes out (because of Honda
falling down), so they usually won't try it again.

note: do not try to jump over the hands - unless the Honda is foolish,
he can back up, hitting you out of the air easily.


- end -