Super Street Fighter 2 Turbo/O. T. Hawk: Difference between revisions

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→↓↘ + P:  '''Tomahawk Buster''', also known as '''Rising Hawk'''. Hawk becomes invulnerable for a split second, crouches, then rises diagonally to the air while hitting the enemy. After that, he falls defenseless to the ground. The Jab and Strong versions hit only once and cause a full knockdown, while the Fierce one hits twice, being that the second active part causes a full knock down. This can go throw projectiles if timed late enough, and is Hawk's best anti-air move.
→↓↘ + P:  '''Tomahawk Buster''', also known as '''Rising Hawk'''. Hawk becomes invulnerable for a split second, crouches, then rises diagonally to the air while hitting the enemy. After that, he falls defenseless to the ground. The Jab and Strong versions hit only once and cause a full knockdown, while the Fierce one hits twice, being that the second active part causes a full knock down. This can go throw projectiles if timed late enough, and is Hawk's best anti-air move.


PPP (air): '''Condor Dive'''. If you press all punch buttons while ascending or just before the peak a jump, Hawk will hover in the air for a brief moment, then dive diagonally towards your enemy. This move causes a full knock down if it hits, but has long recovery and push back. It is a good move to punish projectiles and other long recovery moves. It can also be used as a dash, after knocking the enemy down or using a typhoon, to close the gap and pressure him on wake-up.
*<b>Condor Dive:</b> (In Air, Jab + Strong + Fierce)
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage || align="center" | 20 || align="center" rowspan="2" | [[File:OTHawk_dive1.png]] || align="center" rowspan="2" | [[File:OTHawk_dive2.png]] || align="center" rowspan="2" | [[File:OTHawk_dive3.png]] || align="center" rowspan="2" | [[File:OTHawk_dive4.png]] || align="center" rowspan="2" | [[File:OTHawk_dive5.png]] || align="center" rowspan="2" | [[File:OTHawk_dive6.png]] || align="center" rowspan="2" | [[File:OTHawk_dive7.png]]
|-
| align="center" colspan="2" |
|-
| align="center" colspan="2" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ∞ || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ?
|-
| align="center" colspan="2" | Simplified || align="center" colspan="2" | ? || align="center" | ∞ || align="center" colspan="4" | ?
|}
*<b>Bounce:</b>
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" |  || align="center" | [[File:OTHawk_diveb1.png]] || align="center" | [[File:OTHawk_diveb2.png]] || align="center"  | [[File:OTHawk_diveb3.png]] || align="center"  | [[File:OTHawk_diveb4.png]]  || align="center"  | [[File:OTHawk_diveb5.png]]  || align="center"  | [[File:OTHawk_diveb6.png]]
|-
| align="center" | Frame Count || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | ∞ || align="center" | ?
|-
| align="center" | Simplified || align="center" colspan="6" | ∞
|}
If you press all punch buttons while ascending or just before the peak a jump, Hawk will hover in the air for a brief moment, then dive diagonally towards your enemy. This move causes a full knock down if it hits, but has long recovery and push back. It is a good move to punish projectiles and other long recovery moves. It can also be used as a dash, after knocking the enemy down or using a typhoon, to close the gap and pressure him on wake-up.


→↓←↑ (any order) + P:  '''Mexican Typhoon'''. T.Hawk grabs the enemy by the face, jumps while flipping them, then smashes their head on the ground for high damage. The Jab version does the least damage and recovers the fastest while the Fierce one does more damage but takes slightly more time to recover. This is Hawk's main attack tool. It has better range than any other throw but Zangief's Spinning Pile Driver and can be made safe with the use of negative edge. After attacking the enemy, press all punch buttons, move the joystick in a 360% motion and simply release the buttons one-by-one by the time you think the enemy recovers from block or hitstun. If in range, he will get thrown, otherwise, you will not whiff any moves, being ready to block or act any way you want.
→↓←↑ (any order) + P:  '''Mexican Typhoon'''. T.Hawk grabs the enemy by the face, jumps while flipping them, then smashes their head on the ground for high damage. The Jab version does the least damage and recovers the fastest while the Fierce one does more damage but takes slightly more time to recover. This is Hawk's main attack tool. It has better range than any other throw but Zangief's Spinning Pile Driver and can be made safe with the use of negative edge. After attacking the enemy, press all punch buttons, move the joystick in a 360% motion and simply release the buttons one-by-one by the time you think the enemy recovers from block or hitstun. If in range, he will get thrown, otherwise, you will not whiff any moves, being ready to block or act any way you want.

Revision as of 13:36, 22 April 2011

Old T. Hawk's portrait in Super Turbo

Introduction

T. Hawk is a grappler character added in Super Street Fighter II: They New Challengers (SSF2), and returns in Super Street Fighter II Turbo. The differences from CPS-2 Zangief are that his special throw, the typhoon, does not have a whiff animation or a grab window; he was given a special anti-air move that is similar to the shotos' Shoryuken and and air dash attack like E. Honda's headbutt or Blanka's rolling attack. Also, his arsenal of normal moves is different from Zangief's, making both very different characters which are often weak where the other is strong. Say, Zangief has no dash-like special and his sweep is fast but does not reach very far; T. Hawk has a dash-like attack and his sweep is very slow, but with long reach. The most important difference in high-level play, however, is the lack of a whiff animation. While it is harder to do a tight tick into special throw with T. Hawk, they can be made safe with the use of negative-edge.

Old Hawk is the version from SSF2: he has no super nor he can soften throws. On the other hand, he has better normals across the board.

Color Selection

Normal Alternative
Thawk-old1.gif Thawk-old2.gif

--Born2SPD
To select Old T. Hawk, place the cursor over T.Hawk, press any button, then input "right, right, left, left." Press Jab to use the original color from SSF2 and either Jab + Short or Fierce + Short to use an alternate color.

Move Analysis

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage 3 File:OTHawk stjab1.png File:OTHawk stjab2.png File:OTHawk stjab3.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 4 4

A short stab that's same for any distance. It does low damage, but has good priority and recovery. One of Hawk's best tick moves.


  • Crouching Jab:
Damage 3 OTHawk crjab1 crstrng1.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crjab3.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Chain Cancel Yes
Special Cancel Yes
Frame Count 2 1 4 4
Simplified 3 4 4

A low stab that can rapid fire. It does the same low damage as the standing version, but has good priority and recovery. This is Hawk's main tick.


  • Close Standing Strong:
Damage 15 OTHawk stclstrng1.png OTHawk stclstrng2.png OTHawk stclstrng3.png OTHawk stclstrng4.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 3 6 5
Simplified 3 9 5

A quick hook punch. This Hawk's anti-cross-up move or close anti-air, if a Tomahawk Buster is risky. It cancels into special moves if it hits early.


  • Far Standing Strong:
Damage 15 OTHawk stfarstrng1.png OTHawk stfarstrng2&4.png OTHawk stfarstrng3.png OTHawk stfarstrng2&4.png
Chain Cancel No
Special Cancel No
Frame Count 3 2 7 7
Simplified 5 7 7

A two-handed stab.


  • Crouching Strong:
Damage 15 OTHawk crjab1 crstrng1.png OTHawk crstrng2.png OTHawk crstrng3.png
Chain Cancel No
Special Cancel No
Frame Count 6 8 7

T.Hawk brings out both hands. As can be seen, the hitbox only exists on one side. Due to a weird bug, the move has a stray vulnerable hitbox during its recovery.


  • Close Standing Fierce:
Damage 12+12 OTHawk stclfrc1.png OTHawk stclfrc2.png OTHawk stclfrc3.png OTHawk stclfrc4.png OTHawk stclfrc5.png
Chain Cancel No
Special Cancel No
Frame Count 4 4 6 6 9
Simplified 8 6 6 9

A two handed chop. The move comboes into itself, for good damage if up close. However, for most punishment situations, you are better suited by using a cancelable close attack into Tomahawk Buster, or simply using the Typhoon.


  • Far Standing Fierce:
Damage 17 OTHawk stfarfrc1.png OTHawk stfarfrc2.png OTHawk stfarfrc3.png OTHawk stfarfrc4.png OTHawk stfarfrc5.png OTHawk stfarfrc6.png
Chain Cancel No
Special Cancel No
Frame Count 5 5 8 4 4 5
Simplified 10 8 13

A far knife-hand strike. It has OK reach, but both start-up and recovery are long. Though not that long for a Fierce attack, the recovery is vulnerable to sweeps from mid and close range.


  • Crouching Fierce:
Damage 18+12 OTHawk crfrc1.png OTHawk crfrc2.png OTHawk crfrc3.png OTHawk crfrc4.png OTHawk crfrc5.png OTHawk crfrc6.png
Chain Cancel No
Special Cancel No
Frame Count 4 4 6 8 3 7
Simplified 8 6 8 10

A strong chop. Hits twice, has good reach and fine close-to-the-ground priority. With some luck, it will beat slides cleanly, bit it is not quite reliable, due to the start-up and recovery of the move, and the previous active part that does not cover that area.


  • Close Standing Short:
Damage 11 OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stclshrt2.png OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 4 4

A short knee.


  • Far Standing Short:
Damage 11 OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stfarshrt2&4 stclrh6.png OTHawk stfarshrt3.png OTHawk stfarshrt2&4 stclrh6.png
Chain Cancel No
Special Cancel No
Frame Count 2 2 5 4
Simplified 4 5 4

A ranged kick.


  • Crouching Short:
Damage 3 OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crshrt2&4.png OTHawk crshrt3.png OTHawk crshrt2&4.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 1 4 5
Simplified 3 4 5

A low kick.


  • Close Standing Forward:
Damage 15 OTHawk stclfrwrd1&3.png OTHawk stclfrwrd2.png OTHawk stclfrwrd1&3.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 8 7

A foot stab.


  • Far Standing Forward:
Damage 15 OTHawk stfarfrwrd1.png OTHawk stfarfrwrd2.png OTHawk stfarfrwrd3.png OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stfarfrwrd5 stfarrh1.png
Chain Cancel No
Special Cancel No
Frame Count 4 4 4 3 4
Simplified 8 4 7

A far kick.


  • Crouching Forward:
Damage 15 OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crfrwrd2.png OTHawk crfrwrd3.png OTHawk crfrwrd4.png
Chain Cancel No
Special Cancel No
Frame Count 3 3 6 5
Simplified 6 6 5

A floor kick that has good range. Kinda like Shoto c.forward, but not as good. Nevertheless one of his better pokes.


  • Close Standing Roundhouse:
Damage 17 OTHawk stclrh1.png OTHawk stclrh2.png OTHawk stclrh3.png OTHawk stclrh4.png OTHawk stclrh5.png OTHawk stfarshrt2&4 stclrh6.png OTHawk stclrh7.png
Chain Cancel No
Special Cancel No
Frame Count 2 2 2 2 8 5 6
Simplified 8 8 11

A backwards kick.


  • Far Standing Roundhouse:
Damage 17 OTHawk stfarfrwrd5 stfarrh1.png OTHawk stfarrh2&7.png OTHawk stfarrh3.png OTHawk stfarrh4.png OTHawk stfarrh5.png OTHawk stfarrh6.png OTHawk stfarrh2&7.png
Chain Cancel No
Special Cancel No
Frame Count 3 3 5 8 4 6 7
Simplified 11 8 17

A backwards high kick.


  • Crouching Roundhouse:
Damage 17/12 OTHawk crrh1.png OTHawk crrh2.png OTHawk crrh3.png OTHawk crrh4.png OTHawk crrh5.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Chain Cancel No
Special Cancel No
Frame Count 6 7 6 8 6 7
Simplified 6 7 6 8 13

Two sweep kicks in a row. One of the best sweeps in the game.

Aerial Normals

  • Neutral Jumping Jab:
Damage 12 OTHawk njjab1 djjab1 njstrng1&3 djstrng1&3.png OTHawk njjab2.png
Chain Cancel No
Special Cancel Yes
Frame Count 3


  • Diagonal Jumping Jab:
Damage 12 OTHawk njjab1 djjab1 njstrng1&3 djstrng1&3.png OTHawk djjab2.png
Chain Cancel No
Special Cancel Yes
Frame Count 3

Always jump in with this. Has priority up the ass, we're talking beating shoryus except from O. Ken, it stays out until you land, and can easily tick into Mexican Typhoon. It's that stupid.


  • Neutral/Diagonal Jumping Strong:
Damage 15 OTHawk njjab1 djjab1 njstrng1&3 djstrng1&3.png OTHawk njstrng2 djstrng2.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 5 14


  • Neutral Jumping Fierce:
Damage 17 OTHawk njfrc1&4.png OTHawk njfrc2.png OTHawk njfrc3.png OTHawk njfrc1&4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 5 12 5
Simplified 7 12


  • Diagonal Jumping Fierce:
Damage 17 OTHawk djfrc1.png OTHawk djfrc2.png OTHawk djfrc3.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 5 2 11
Simplified 5 13


  • Neutral Jumping Short:
Damage 12 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png
Chain Cancel No
Special Cancel No
Frame Count 2 3
Simplified 5


  • Diagonal Jumping Short:
Damage 12 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png
Chain Cancel No
Special Cancel No
Frame Count 2 2
Simplified 4


  • Neutral Jumping Forward:
Damage 15 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 3 13 3
Simplified 5 13


  • Diagonal Jumping Forward:
Damage 15 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk djfrwrd3.png OTHawk djfrwrd4 djrh4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 3 2 16 6
Simplified 5 16


  • Neutral Jumping Roundhouse:
Damage 17 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njrh2&4.png OTHawk njrh3.png OTHawk njrh2&4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 5 12 4
Simplified 7 12


  • Diagonal Jumping Roundhouse:
Damage 17 OTHawk djrh1.png OTHawk djrh2.png OTHawk djrh3.png OTHawk djfrwrd4 djrh4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 4 8 6
Simplified 6 8

Command Normals

  • Downward Jab: (On ground, ←/→ + Jab)
Damage 3 OTHawk cjab1.png OTHawk cjab2.png OTHawk cjab3.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 4 4

Lower hitting jab, but since Hawk's normal jab hits all crouchers anyway it's only useful for ticking into Mexican Typhoon. Can chain into itself as a link, but not mashable.


  • Elbow Drop: (Jump diagonally, ↙/↓/↘ + Strong)
Damage 15 OTHawk elbow1&3.png OTHawk elbow2.png OTHawk elbow1&3.png OTHawk elbow4.png
Chain Cancel No
Special Cancel No
Frame Count 5 30 4
Simplified 5 30

Stays out for quite some time. He has better jump-ins therefore you don't see this often.


  • Body Slam: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage 18 OTHawk splash1.png OTHawk splash2.png OTHawk splash3.png
Chain Cancel No
Special Cancel No
Frame Count 3 4
Simplified 7

Stays out until Hawk lands. Unlike N.Hawk's version, this one can crossup, so it is a lot more effective. One of the main reasons why O.Hawk is better.

Special Moves

→↓↘ + P: Tomahawk Buster, also known as Rising Hawk. Hawk becomes invulnerable for a split second, crouches, then rises diagonally to the air while hitting the enemy. After that, he falls defenseless to the ground. The Jab and Strong versions hit only once and cause a full knockdown, while the Fierce one hits twice, being that the second active part causes a full knock down. This can go throw projectiles if timed late enough, and is Hawk's best anti-air move.

  • Condor Dive: (In Air, Jab + Strong + Fierce)
Damage 20 OTHawk dive1.png OTHawk dive2.png File:OTHawk dive3.png OTHawk dive4.png OTHawk dive5.png OTHawk dive6.png OTHawk dive7.png
Frame Count ? ? ? ? ? ?
Simplified ? ?
  • Bounce:
OTHawk diveb1.png OTHawk diveb2.png OTHawk diveb3.png OTHawk diveb4.png OTHawk diveb5.png OTHawk diveb6.png
Frame Count ? ? ? ? ?
Simplified

If you press all punch buttons while ascending or just before the peak a jump, Hawk will hover in the air for a brief moment, then dive diagonally towards your enemy. This move causes a full knock down if it hits, but has long recovery and push back. It is a good move to punish projectiles and other long recovery moves. It can also be used as a dash, after knocking the enemy down or using a typhoon, to close the gap and pressure him on wake-up.

→↓←↑ (any order) + P: Mexican Typhoon. T.Hawk grabs the enemy by the face, jumps while flipping them, then smashes their head on the ground for high damage. The Jab version does the least damage and recovers the fastest while the Fierce one does more damage but takes slightly more time to recover. This is Hawk's main attack tool. It has better range than any other throw but Zangief's Spinning Pile Driver and can be made safe with the use of negative edge. After attacking the enemy, press all punch buttons, move the joystick in a 360% motion and simply release the buttons one-by-one by the time you think the enemy recovers from block or hitstun. If in range, he will get thrown, otherwise, you will not whiff any moves, being ready to block or act any way you want.

The Basics

O.Hawk has significantly better normals than N.Hawk. This allows him to use more of his normals in footsies, creating more openings for either punishing with normals or walking in for the Typhoon. After Hawk uses a Typhoon, he can close the gap with a Condor Dive relatively close to the ground. After a knockdown, Hawk usually wants to apply great pressure on the enemy's wake-up with wither a jumping Forward or Fierce aerial cross-up, safe jump then tick into Typhoons or a ground normal as a tick move. Other than O.Hawks ground game, he can use jumping Jab, as it has very good priority; diagonal jumping Fierce, which hits very low, beating moves most characters can't; and Condor Dive, which punishes anti-air sweep attempts and long recovery moves in general, such as a Hadouken.

Advanced Strategy

Option-Select ticks

T. Hawk's main weapon is his Mexican Typhoon throw. Most other tools O.T. Hawk has often find use due to the enemy's (justified) fear of the Mexican Typhoon. Anyway, his strongest strategy is related to the Mexican Typhoon itself, using negative edge so as to avoid whiffed normals.

Say you tick your opponent with any attack, then input a 360 motion and press a punch button for the Typhoon at the exact time he recovers from blockstun. This is a strong strategy, as it forces the enemy to use a reversal attack to avoid the throw. Not any reversal attack, in fact: it must be either a reversal throw, a reversal invulnerable special move or a reversal instantly-airbone move. With the exception of Zangief's Spinning Pile Driver, reversal throws can be dealt with by ticking so as to be outside their throw range. However, if the enemy reversals with an invulnerable move that also attacks, such as a Shoryuken or a Flash Kick, a punch will come out and Hawk will be hit while performing it. If the enemy becomes airbone, he will surely evade the throw and may also evade or even hit Hawk as he punches. Fortunately for T. Hawk, he has a way of not whiffing normals when attempting Typhoons, causing reversal special to whiff or get blocked. As a number of such attacks are unsafe on block, Hawk can throw them afterward and reset the situation.

Negative-edge typhoon

Hawk's most simple option select consists of using a cr.Jab as a tick attack, then quickly pressing the other punch buttons and buffering a 360 motion, ending in defensive crouch. As the enemy recovers from the Jab, release the buttons one-by-one in a quick succession, giving you three chances of obtaining a Typhoon. As you are releasing buttons, no attacks will come out, and eventual reversal attacks will either whiff or get blocked. For instance, Flash Kicks and Shoryukens are unsafe on block, and you can simply do a typhoon or Tomahawk Buster as they recover. Coupling this strategy with safe jumps, it may be very hard or impossible to avoid taking damage for most characters. Even though this is very hard to apply consistently, that's what makes T. Hawk a viable character in high level play.

Walk-up button-release typhoon

Whiff a normal just outside your enemy poke range, and buffer ↑←↓→ (hold) + punches (hold). Continue to hold → and release the punch buttons one by one in a quick succession as you enter the Typhoon range. This allows you to obtain a Typhoon quicker while advancing. Would one try a normal walk-up Typhoon, you could get hit before completing the motion.

Buster-Typhoon option select

Do a negative edge Typhoon, but after reaching down back, move the stick to down towards, and release the buttons. If done right, you will either obtain a Typhoon or a Tomahawk Buster. This is good when dealing with safe-on-block reversal attacks, such as Cammy's Cannon Spike, and moves that may allow the enemy to escape from a corner, such as Ryu's tatsus.

Hit-Confirm cross-up

If T. Hawk scores a knockdown at mid-screen and stays close to his opponent, he has a chance of ending the round right there. In order to do that, he use jumping Forward of Fierce splash to hit the enemy as a cross-up. After that, he can use cr.Jab into st.Jab, which give enough time to check if the combo was blocked or not. If the combo is not blocked, Hawk can cancel the st.Jab into the Tomahawk Buster, for another knockdown and, possibly, a dizzy, leading to another damaging combo. Else, he can use the option-select Typhoon.

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Cammy:

Vs. Chun-Li:

Vs. Dee Jay:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Fei Long:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. Sagat:

Vs. T. Hawk:

Vs. Vega (claw):

Vs. Zangief:

Vs. O. Ken:

Vs. O. Sagat:

Vs. O. T. Hawk (self):

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