Finally, a WH thread again! Tsuka will love this!
WH2 is not hard, it just requires different skills than SF/KoF-style games.
My fave charas are Brocken, Fuuma and Dragon. There's really not too much strategy involved in the game. Soutthtownkid and NBM already said it, learn how to:
- (counter-)throw
- do small tap-tap-hold combos
- use patterns to beat certain opponents
- use your chara's specials to their fullest (most have quite long lags)
That's really all there is. Counter-throws come in handy in almost any situation. Throws do very high damage in the WH series and specially in part one and two, that's why it's essential to learn to love throws and how to counter them. On MVS difficulty, you can win the first three or four rounds with tap-tap and throws alone.
About tap-tap, it's a standard WH technique which is easy to learn. Just pick your fave character, start 2P mode and do the following:
shortly tap the punch button twice -> hold the punch button.
Your character will do two short punches and then a longer one, this works with kicks as well (or a combination of two punches and a hard kick). If you do it quick enough, the three normal moves will actually combo and dish out good damage, two tap-taps and two throws are enough to finish off most CPU opponents except Brocken, Erik and of course Dio.
What's more, every chara has some sort of abuseable/high priority move. Fuuma and Hanzo have a hcb+K move (actually it's df,d,db,b+K) that lets them swirl in the air and transports them across the screen. You can pull off this one to approach your opponent and then follow it up with a C throw immediately afterwards, works very well except against Dragon who has lots of effective anti-airs.
Here's a (probably incomplete) list of the priority moves:
Kim: charge d,u+K
Hanzou + Fuuma: dp (actually f,db,df+P, you can also do a quick f,hcf+P), hcb+K
Muscle Power: charge b,f+P
J. Carn: charge b,f+P
Janne: charge b,f+K
Rasputin: qcf+P, qcf+K and his grappling hold (f+C when close)
Brocken: standing hard kick, quickly tap P
Shura: charge b,f+P
Ryoko: hcf+P running throw (difficult to land but powerful)
Cap Kidd: charge b,f+K and of course charge b,f+P
Mudman: charge d,b+P
Erik: charge b,f+P
J. Maximum: f,f+P, charge d,u+P
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