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saroorhai
03-17-2005, 12:52 PM
Is there a decent console version of Super Turbo that lives up to arcade standards in some measure? I have street fighter collection and the anniversary collection. THe old psx street fighter collection has ssf2 and ssf2t, and I was wondering if these are anywhere near arcade perfect.

felineki
03-17-2005, 12:59 PM
Japanese Dreamcast version is the best from what I've read. I'm not sure how the PSX version compares...

cannabiscreator
03-17-2005, 02:37 PM
No the psx versions arent, the best console version of ssf2 is the ani collection on ps2 and the xbox.

master akuma
03-17-2005, 02:39 PM
Best version of ST is from DC (SSF2X)

Superking
03-17-2005, 02:39 PM
The gamecube never got SFAC. :confused:

Anyway the DC version is the most preferred, because you can get into the DIP switches and make it exactly like the Arcade version.

ThePurpleBunny
03-17-2005, 02:42 PM
Provided you have a FAQ that translates the Japanese for you, the DC version has a whole lot of options to play with.

AneurysmX
03-17-2005, 02:47 PM
I thought 3DO has a good version

ShinjiGohan
03-17-2005, 05:19 PM
3DO was ok. It doesn't have the old versions of characters though. There were a couple other glitches in that game though. Like if you jumped and got hit by Balrogs super, he'd be stuck in the corner (or something like that, its been several years since I played it... as I can't find my 3DO and copy of SSF2T lol). But pressing the "play" button for your attack was rather annoying.

_MJ_#R
03-17-2005, 05:20 PM
I thought 3DO has a good version


worst. ever. :wow:

ShinjiGohan
03-17-2005, 07:13 PM
At the time it was the best version. As it was the first version so in that light it was also the worst. It was the first version to have all of the animations that have been always cut in the SNES and Genesis versions. Far superior music that had been ever been shown in previous ports of SF (especially if you hook up some speakers or headphones to the controller).

EmO_Tr3ndY
03-17-2005, 07:21 PM
SSF2X nothing else

cannabiscreator
03-17-2005, 07:53 PM
Whats the difference between ssf2 on import dreamcast and the one in the ani collection?

Drunken Master
03-17-2005, 08:10 PM
Apparently O.Sagat got nerfed in the PSX Anniversary Collection.

No idea about the PSX1 version.

megaultrasuper
03-17-2005, 08:56 PM
AE is so fucked up I'm not even gonna go into detail.

The PSX version is closest to the arcade graphicswise and maybe speedwise, but the DC is the most correct when certain dipswitches are set.

Duck Strong
03-17-2005, 09:11 PM
I remember NKI posting that the sprite sizes were all wrong in the DC version. In a zoning game like ST I can see how that would make a HUGE difference, but I can't really say from experience since the only version I've played extensively was on DC.

saroorhai
03-17-2005, 09:32 PM
phew, I found that DC version but its 70 bucks. I got a boot disk to play it but that's alot of money for that game.

SiLLiEMutAfuKA
03-17-2005, 10:08 PM
SSF2X nothing else

I see nipples.

The Chef
03-17-2005, 11:56 PM
In terms of all SF2s, yes SF Anniversary Collection on ps2/xbox is of course the best port yet.
But.... it's Hyper SF2, not ST :/ (And yes O.Sagat got nerfed a little, slightly more recovery on his Tigers)

Best version of ST is psx version (by psx or Saturn versions I mean Disc 1 of Street Fighter Collection).
Even Jumpsuit Jesse posted saying this a while back (since you guys will take him a lot more seriously than you'll take me, hehe)

DC version is very good.. but like all the DC capcom games the sprites a little too small. Also I found some hitboxes different, like Deejay Jackknife Maximum and some others I can't remember.
Also aesthetically the DC version looks brighter but less colourful than arcade/psx (something else I found with all DC capcom games).

But the MOST important thing is that DC version has a LOT less slowdown than arcade/psx!! Slowdown itself might seem like a hindrance to your play, but if you've got the timing of certain combos down, especially with Guile Sonic Boom stuff, different timing can seem annoying!

I still haven't messed with the dipswitches though.. they might make everything better ^^


PSX version seems to have all the hitboxes intact as far as I can tell. The colours are as rich and vibrant as the arcade (again this might be due to my monitor or something like the DC outputting VGA, but of course it's not important).
Slowdown and combos seem exactly the same as the arcade as far as I have played.

The ONLY thing that lets it down is that it takes 10 years to load!!! :mad:
(Also forget PAL version, that takes EVEN longer to load than NTSC and you have to set it to max speed just to get a half-decent Turbo 2 style speed lol)
Aside from that it's perfect imo.
Just not viable in tournies I guess, cause of the long loading.

DC version of ST is decent still though, definitely good enough for tournies!! Better than 3s input lag and A3's lack of vism invincibility, hit boxes being messed up ALL OVER and hella combos being different lol

Saturn version... it's like psx version, but.. well the only reason it's not up there is cause it slows down A LOT on Cammy and Deejay stage, maybe a few other stages.

3D0 version was the only console version to come out remotely within the time frame of the arcade, therefore at the time it was proper l33t!!! I reeeeeeeeeeally wished I had a 3D0 back then!!!!!!!!
Looking at it now, it doesn't look that good compared to the newer more arcade-perfect versions, plus it's missing old characters.

PC version was the 2nd release (in 1995), and THIS was the worst every version! The arena was so small you could barely move!
BUT the funky remixed music is really cool!! It's worth picking up SOLELY for the cda music :)

GBA version of ST:Revival is not to be scoffed at!
Ok you'll notice I am slightly biased in favour of GBA, cause I'm impressed the game is still decent on a portable system.
Sure the 4 buttons suck.. but aside from that and the lack of old characters it's a great conversion!!
The graphics are very impressive for a handheld, much better than most other handheld fighters I've seen... anyone remember SF2 for the original GBA???
But more importantly the hitboxes look ok, and almost every combo works in GBA version!!!
Of course stuff like medium hundred hand slap and medium lightning kick won't work :lol:
But pretty much every combo I've ever been able to do (which is most of them except the ultra-l33t TZW stuff) still works on GBA, surprisingly!! :)
Whether you can take ST seriously using a joypad (ugh) and only 4 buttons (ewww!),(and making do without old Sagat/Ken/Ryu) is up to you, but it's as fun to me when going out as GBA Bomberman and Mario Kart!! (multiplayer link-up of course, I don't like single player).
It is a bit confusing that the new characters have the old costumes though.. almost sacrilige!
The new GBA stages are really cool though!! After seeing them I hardly miss the old stages at all, hehe
I'm not too keen on the new exaggerated A3 style super-freeze flashes though.. the old ST effects were fine for me.


Oh yeah, psx version sucks cause it has by FAR the easiest AI!! lol
In terms of useless AI difficulty, it's like this
ST arcade World > ST arcade USA >>> ST arcade Japan > DC ST >>> GBA ST >>> PC ST >>>>>>>>> psx ST
Not sure about Saturn and 3D0 versions since I don't own them and haven't seen/played them that much, but they appear to be harder than psx but definitely easier than GBA (GBA version AI is no joke, just not as hard as DC version).

Rehan (Dead Man Inc.)

ShinjiGohan
03-18-2005, 03:12 AM
3DO's AI was a tad tougher than SNES SSF2 on LV6. If that helps in any way. Though til I figured out Akuma's patern he was a bitch. Hell he still was a bitch lol.

Chupacabra
03-18-2005, 12:11 PM
so whats the whole "matching service" bit about? i always heard DC was suppose to be the best but i guess not...?

Zaelar
03-18-2005, 12:26 PM
If you hold select or start when picking what game you want your character from you get the true arcade version. For ST it reinables the charge glitch, for SSF2 it gives the true ST old versions of characters that were changed(like Sagat). If you do that with hyper fighting and don't pick any other games you've basically got arcade perfect ST.

white ninja
03-18-2005, 12:26 PM
Yeah I'm a bit surprised NKI hasn't come in here and flipped his shit yet, but it will come. NKI had some screenshots showing the sprite size changes from arcade to DC, let's just say it's a huge difference. Your best bet is definitely the psx version as well it's the most accurate I suppose you could say. Yeah it blows ass that it takes a long time to load. As far as I know SFAC is NOT the best version as st vega(claw) down charge got totally fucked.

-ninj

Sexperienced.
03-18-2005, 12:47 PM
I've always wondered why they never released this for the snes.

felineki
03-18-2005, 12:54 PM
I've always wondered why they never released this for the snes.

Because (to the average player) it's not really that different from Super, I'd imagine. Plus, that would make -4- separate SF2 releases for the SNES. It would end up costing them more than they would get back, I would think.

IIRC, by the time Super was released for SNES, Super Turbo was already in the arcades. One wonders why they didn't just skip Super and release Super Turbo for the SNES...

Chupacabra
03-18-2005, 01:28 PM
i imagine that people get frustrated and lose faith in a company that releases rehashes of games over and over again. im not talking about the hardcore players that would get excited about the subtle differences but just the common player.

buttasuperb
03-18-2005, 02:00 PM
the rom on a modded xbox.

saroorhai
03-18-2005, 08:18 PM
thanks everyone for all the info

Spoonman
03-18-2005, 08:24 PM
[QUOTE=DC version is very good.. but like all the DC capcom games the sprites a little too small. Also I found some hitboxes different, like Deejay Jackknife Maximum and some others I can't remember.
Also aesthetically the DC version looks brighter but less colourful than arcade/psx (something else I found with all DC capcom games).

[/QUOTE]


Hey, I swear I have always noticed that detail in Capcom fighting games for DC too!! the smaller sprites but specially the less colorful aspect, and no it isnt your TV config, I have diferent versions of games on diferent consoles on one TV but the diference in colors with the DC are so obvious that I don't need to compare side by side.

and continuing with the real topic, my fav version of Super Turbo is the one containded on AE ps2/Xbox, since psx loadings are eternal and DC version looks kinda pale in colors, for the record..I downloaded and burned the DC version from somwhere and luckly it was selfboot..I wasn't willing to pay 70 bucks!! but aside of it, I always buy my Capcom fighting games in their original form :cool:

CammyFighter
03-19-2005, 01:29 AM
You forgot the CD32 version. It came out around the same time as the 3DO and PC versions, it played like the 3DO, but has the same remixed CD music from the PC version. Of course, it's not as good as the PlayStation version, but it was a lot of fun for years before the PSX version came out.

Bill Wood
03-19-2005, 08:44 AM
I've always wondered why they never released this for the snes.

Because SSFII tanked HARD for the SNES and Genesis. Capcom overestimated consumer demand for that game so bad, there are probably still warehouses full of carts somewhere. At that point, I'm sure Capcom realized they were burning out their fans with console SFII games, and decided to lay low with the series for a bit (just a bit though).

BW, after recently going back and playing the PSX collections, they really are good conversions, SFC2 (WW, CE, HF) is so great it's not even funny. Turn on fast loading on your PS2 and load times are down to 4-5 seconds. Not too shabby.

JumpsuitJesse
03-23-2005, 09:41 PM
Because SSFII tanked HARD for the SNES and Genesis. Capcom overestimated consumer demand for that game so bad, there are probably still warehouses full of carts somewhere. At that point, I'm sure Capcom realized they were burning out their fans with console SFII games, and decided to lay low with the series for a bit (just a bit though).

BW, after recently going back and playing the PSX collections, they really are good conversions, SFC2 (WW, CE, HF) is so great it's not even funny. Turn on fast loading on your PS2 and load times are down to 4-5 seconds. Not too shabby.

It's true. I think the PSX version of ST is the closest to being perfect. The DC versions is not very good IMO.

The best SF port EVER is the SF Collection 2 with World Warrior, CE and HF...also has a special mode where you can play it like AE.

Do you guys think that ST could have been made well for the SNES seeing how SSF2 was a pretty good pord for a 16 bit machine?

felineki
03-23-2005, 09:53 PM
Do you guys think that ST could have been made well for the SNES seeing how SSF2 was a pretty good pord for a 16 bit machine?

I'm not sure. Not a whole lot was actually added from Super to Super Turbo (gameplay changes like move priorites and recover times wouldn't be too much of an issue, I think). Biggest strain in terms of cartridge space and processor load would probably be the Supers and new moves, many of which require new sounds and sprites, and Akuma, who has a bunch of new sprites. Super was one of the most complex carts made for the system, so it was pretty close to taking the SNES to its limits... not sure if they would have been able to squeeze in what would have been needed for Super Turbo.

Sexperienced.
03-24-2005, 05:14 AM
Do you guys think that ST could have been made well for the SNES seeing how SSF2 was a pretty good pord for a 16 bit machine?

They released alph 2 for the snes, cant see why they couldnt release a near perfect ST conversion.

white ninja
03-24-2005, 06:31 AM
They released a sorry ass piece of shit renamed alpha 2 for the snes, can see why they couldnt release a near perfect ST conversion.



fixed.


-ninj

The Chef
03-24-2005, 08:41 AM
If you hold select or start when picking what game you want your character from you get the true arcade version. For ST it reinables the charge glitch, for SSF2 it gives the true ST old versions of characters that were changed(like Sagat). If you do that with hyper fighting and don't pick any other games you've basically got arcade perfect ST.

Yep the ST version is true for Honda (ochio throw), Chun Li (walking Super) and Vega (transferring the db charge to B for the flipkick).
But everyone keeps saying O.Sagat fireballs still take slightly longer to recover in AE, even if you hold start :/
Haven't tested much O.Sagat myself yet though.

Apart from charging, there are other minute differences. As well as Vega down charge, I've noticed (thanks to Damien and Zazza) that a lot of crossups (esp Bison's) need to be blocked the other way from how they used to be in ST (hold forward now).
I'm sure there's a lot of other AE differences I don't even know about, lol

As for SNES ST, I'm completely sure they could have squeezed in the extra couple of moves/animations in for each character.. that's nothing compared to what SSF2 already had!

I do think SSF2 and ST are too close to each other to warrant a separate release though, especially after all the preceding SF2 clones lol
In fact myself most SF fans I know were hoping they would delay the release and skip SSF2 in favour of the new ST version!! (which was released in arcades only 4 months after SSF2 iirc), kinda like how they skipped CE and went straight to HF for SNES and Mega Drive :)

Rehan (Dead Man Inc.)

Toodles
03-24-2005, 12:16 PM
the rom on a modded xbox.
Kawax doesn't play too well with two players; on mine (v1.0, not v1.1. I want to be able to exit the rom without an analog stick) it gets rather random and can crash or exit without warning. FBA-XXX is much more solid when two people are playing, but there feels like there is input lag of a couple of frames; I'm assuming the emulator uses doublebuffering of the video, and the developers refuse to put in an option to disable it (I've asked).

If you have something that plays cps2 games well without any input lag, please mention which one and which version, because I'd love to have it flawless on my xbox.

saroorhai
05-30-2005, 12:13 PM
What version of ST was used for the Evo 2004 tourney? I noticed they are using the psx version for evo this year. That's great because I really did not want to spend the money for the DC version.

Superking
05-30-2005, 12:31 PM
Last year they used the DC version for Evo2k4.

saroorhai
05-30-2005, 12:50 PM
I saw some DC vids and the characters do look smaller, bit it could be my imagination. I have played the japanese and world roms and they look remarkably like the psx version. With my newer slim ps2 with fast disc speed the load times are not bad at all. But the comment about the A.I. is dead on, as that version is way too easy to beat, even on the hardest settings. The second collection is excellent as well.

Patrol
05-30-2005, 02:44 PM
While we're on the topic - could someone please tell me how to select the classic SSF2 characters in SSF2T? I heard that each character has a combination of stick movements + button presses that have to be entered to play him. If that is so, could someone write it here, or post a link to the relevant topic?

p.s.
Yes - i HAVE tried the "search" option, and NO - i couldn't find it myself

Buttermaker
05-30-2005, 03:35 PM
Patrol: http://www.shoryuken.com/forums/showthread.php?t=53439

NKI
05-30-2005, 07:49 PM
Yeah I'm a bit surprised NKI hasn't come in here and flipped his shit yet, but it will come.
Well, I don't plan on "flipping my shit", but here I am!

There was already a really in-depth thread about this before, but it got nuked somewhere along the line. :sad:

Anyway, DC version is far from perfect. Three biggest problems are easier super cancels, characters sizes (footsies/space are different, some combos that were guaranteed in the arcade just straight don't work in the DC version), and also at the beginning of the round, after "Round 1/2/3, Fight!" there is a huge delay where you can't move, and that totally throws off the timing for opening attacks. There are some other problems too, but they can be corrected with the dip switches (such as Ken/Sagat/Sim being able to do reversal super, which they can't do in the arcade).

It's been years since I played the PSX version, but I've always rated the home versions of ST this way:

#1: PSX
#2: Dreamcast/Saturn
#3 and below are all so shitty it's irrelevant.

Saturn also has character size problems, but while the DC version's characters are too small, Saturn's are too big.

The 3D0 version is absolute garbage. Animation is wrong (all of Gief's crouching punches are the same animation, Guile's cr.Jab and cr.Strong are the same animation), and old characters are missing. Even just one of those is reason enough to never play the game.


-Nicholai!

JumpsuitJesse
06-02-2005, 08:30 PM
Well, I don't plan on "flipping my shit", but here I am!

There was already a really in-depth thread about this before, but it got nuked somewhere along the line. :sad:

Anyway, DC version is far from perfect. Three biggest problems are easier super cancels, characters sizes (footsies/space are different, some combos that were guaranteed in the arcade just straight don't work in the DC version), and also at the beginning of the round, after "Round 1/2/3, Fight!" there is a huge delay where you can't move, and that totally throws off the timing for opening attacks. There are some other problems too, but they can be corrected with the dip switches (such as Ken/Sagat/Sim being able to do reversal super, which they can't do in the arcade).

It's been years since I played the PSX version, but I've always rated the home versions of ST this way:

#1: PSX
#2: Dreamcast/Saturn
#3 and below are all so shitty it's irrelevant.

Saturn also has character size problems, but while the DC version's characters are too small, Saturn's are too big.

The 3D0 version is absolute garbage. Animation is wrong (all of Gief's crouching punches are the same animation, Guile's cr.Jab and cr.Strong are the same animation), and old characters are missing. Even just one of those is reason enough to never play the game.


-Nicholai!

Whats really odd is the Saturn version suffers from MASSIVE slowdown.....and the Saturn is a much better 2D machine than the PSX.

When I played SSF2X for DC I noticed that there was a small amount of button delay when doing meaty jumpins and crossups. The game just feels funny compared to the PSX version.

Still, hands down the best home port of any SF2 game is SF Collection 2(SF2, SF2 CE, SF2 HF)

laugh
06-02-2005, 10:49 PM
I was wondering, since I don't have the PSX SF collection version of ST, what happens when you press select in PSX ST?

Apoc wants to fool people with his cool fake motion tactics, if at least I had a button that didn't do anything (like arcade ST start) I could mash on it HARD on wake up and just block only against Apoc.

thanks

BigEd80
06-02-2005, 11:02 PM
Please don't jump on me for asking this but what makes Super Street Fighter 2 Turbo so much better than Super Street Fighter 2 besides the ability to use Akuma and adding a super meter? I personally like SSF2 better than SSF2T mainly because I use Ken as my character and I wasn't too happy how Capcom messed with Ken's Roundhouse kick. I mean I still like SSF2T but I need some more convincing info to convert me over to play SSF2T instead of SSF2.

laugh
06-03-2005, 12:20 AM
Please don't jump on me for asking this but what makes Super Street Fighter 2 Turbo so much better than Super Street Fighter 2 besides the ability to use Akuma and adding a super meter? I personally like SSF2 better than SSF2T mainly because I use Ken as my character and I wasn't too happy how Capcom messed with Ken's Roundhouse kick. I mean I still like SSF2T but I need some more convincing info to convert me over to play SSF2T instead of SSF2.

Interesting, since I love capcom for adding his knee grab in ST.

New moves make ST what it is. For example, Ken got funky kicks, which gives you more combo abilities.

1 big change would be the addition of overheads in ST. Special normals were added in ST also. Air juggles are possible. I don't think you can tech grabs in SSF.

play ST

KING
06-03-2005, 12:30 AM
Interesting, since I love capcom for adding his knee grab in ST.

New moves make ST what it is. For example, Ken got funky kicks, which gives you more combo abilities.

1 big change would be the addition of overheads in ST. Special normals were added in ST also. Air juggles are possible. I don't think you can tech grabs in SSF.

play STyou forget to mention BS comebacks with Supers! :tdown:

if ST didn't have the supers, lots of matchups would be different.

isn't that right, Chang? you wouldn't be making BS short, short, super-comebacks! :razz:

i still <3 ST, though. :pleased:

laugh
06-03-2005, 12:39 AM
you forget to mention BS comebacks with Supers! :tdown:

if ST didn't have the supers, lots of matchups would be different.

isn't that right, Chang? you wouldn't be making BS short, short, super-comebacks! :razz:

i still <3 ST, though. :pleased:

All I need is his knee grab. What BS? I don't see anything wrong with 1 combo doing 70% damage if it's Ken. It's justified. hehehehe

Come to evo, thai

Hcparker
06-03-2005, 02:54 AM
Didn't the Saturn version of ST make use of the 4 meg rom cart though?

I'm not a fan of being able to go get something to drink and make a phone call while I'm waiting for the game to load" loading times either.

Superking
06-03-2005, 03:20 AM
Not that I know of, the only games IIRC that used the 4-meg ram cart were Vampire Savior, Pocket Fighter, XvSF, MSHvSF, A3, both D&D games and the really crappy Final Fight Revenge (maybe not too sure about it).

And the loading times are sorta solved if you play the PS1 ST on a PS2 with the shortened loading times.

Sabin
06-03-2005, 06:09 AM
Anyone remember how bad the PC version of ST was? I believe there were 2 patches for the game, I remember reading the bugfix list for one of them....i remember it specifically having over 100+ hit collision errors, moves wouldnt come out/have weird properties, etc

felineki
06-03-2005, 09:11 AM
Anyone remember how bad the PC version of ST was? I believe there were 2 patches for the game, I remember reading the bugfix list for one of them....i remember it specifically having over 100+ hit collision errors, moves wouldnt come out/have weird properties, etc

Heh, I used to have the PC version of ST, but could never get it to work on the computer I had at the time. Guess if it was really that bad, I wasn't missing much, though.

BigEd80, if you don't care for Ken's new kicks, you can use his "old" version whn playing ST. Every character in ST has a special mode that plays more or less like the SSF2 version of the character. Personally, I think Ken's ST roundhose is one of the best normals in the game. That thing has a lot of reach!

NKI, I remember reading somewhere on SRK that at one point you actually had screenshots comparing the sprite sizes of the various versions of ST. I'd be interested in seeing those. If you still have them, do you think you could post them?

PS: Cool avatar, laugh. :)

PPS: Speaking of versions of ST, anyone remember the remixed music from the CD32 version? Some of those were pretty interesting... Ryu's theme has this 70's Funk/Disco thing going on... :rofl:

NKI
06-03-2005, 10:29 AM
Sabin - Yeah, I heard the PC version was absolutely atrocious. I've never played it myself, but I've heard that entire moves were missing (Ken couldn't do his super at all, or something like that), certain moves would just crash the game, characters getting frozen, etc. I hella want to play it! :tup:

felineki - Unfortunately, those pics were hosted on my gamecombos.com account, and it got wiped out somewhere along the line. I don't have the hardware to cap it again here in Japan. Maybe when I go back home.


-Nicholai!

Toodles
06-03-2005, 01:45 PM
How does SFAC (using back or select for truer ST and SSF2 characters) compare in all this?

I'm just trying to figure out why the PSX collection version is being planned for Evo use instead of SFAC with forced Super or ST versions

SNK Guitarist
06-03-2005, 01:55 PM
How does SFAC (using back or select for truer ST and SSF2 characters) compare in all this?

I'm just trying to figure out why the PSX collection version is being planned for Evo use instead of SFAC with forced Super or ST versions

I don't understand this. Why doesn't a big competition like Evo bring a super gun with the cps2 board of Super Turbo rather than playing the psx version? Seems ghetto as hell.

ShinjiGohan
06-03-2005, 02:08 PM
Cause thats expensive as shit, and by now a lot of CPS2 boards are dieing, making it harder to actually find a working CPS2 SSF2T board.

SNK Guitarist
06-03-2005, 02:30 PM
Cause thats expensive as shit, and by now a lot of CPS2 boards are dieing, making it harder to actually find a working CPS2 SSF2T board.

Expensive shit? I'd bet there are members here that are more than willing to lend theirs. CPS2 boards can have their suicide battery removed as well. Even if you couldn't find somebody to loan a supergun, you can still have one built for cheap. If you're going to host an annual event as big as Evo, you'd think it'd be something worthwhile to invest in as you'd be able to switch any jamma board. PSX Super Turbo screams cheap and ghetto, and with a lot of people complaining about it being a "tournament-in-your-lap," this is just another thing that brings the overall quality of it down.

Apoc
06-03-2005, 03:01 PM
I was wondering, since I don't have the PSX SF collection version of ST, what happens when you press select in PSX ST?

Apoc wants to fool people with his cool fake motion tactics, if at least I had a button that didn't do anything (like arcade ST start) I could mash on it HARD on wake up and just block only against Apoc.

thanks

Experience homie. It would be pretty difficult to play my game against me. You're better off just straight beating me, hehe. That might work against someone without experience in disgression regarding player input. I'm pretty good at discerning. Then again, I'm old and don't play much:p

Apoc.

JumpsuitJesse
06-03-2005, 03:25 PM
you forget to mention BS comebacks with Supers! :tdown:

if ST didn't have the supers, lots of matchups would be different.

isn't that right, Chang? you wouldn't be making BS short, short, super-comebacks! :razz:

i still <3 ST, though. :pleased:

BS Comebacks?

What's worse....taking a regular 3 hit combo and getting dizzy and then eat another combo only to get peaced out??

OR

Taking one massive super and eating the same amount of damage BUT you wont be dizzy(9 times out of 10 you wont be dizzy).

Sure you can argue that 50% reward for missing a move is too much but consider the fact that having a super can also be a disadvantage. When someone has a super charge I know that it's just one extra opening to look for. I usually end up baiting them to do a super only to leave them wide open for a counter attack.

If getting baited by a super and taking 50% damage is lame then so is eating 2 regular fireballs and getting dizzy.

Some characters NEED a super....like T.Hawk, and Gief. Charge characters need it even more since some of them really dont have a scooping type of uppercut move (ie Bison, DeeJay).

Ryu1999
06-03-2005, 04:31 PM
Anyone remember how bad the PC version of ST was? I believe there were 2 patches for the game, I remember reading the bugfix list for one of them....i remember it specifically having over 100+ hit collision errors, moves wouldnt come out/have weird properties, etc

PC version had the best mixes of SF themes EVER. Thanks to Bahn Yuki for letting me get those mp3s from him :tup:

BigEd80
06-03-2005, 05:06 PM
To Laugh:

Thanks for educating more about Super Turbo, I didn't know Super Turbo was the first SF to include air juggles. I think what frustrated me about the new Ken was when I play against Guile or any other character that jumps at you a whole lot. It was just easy for me to hit him/her with a roundhouse kick as a good defensive measure. Now that I have to do a half circle forward motion to do the same move it's kinda a pain a little bit, not that I'm saying Ken's new kicks aren't cool or anything.

Burning Ranger
06-03-2005, 05:29 PM
Anyone remember how bad the PC version of ST was? I believe there were 2 patches for the game, I remember reading the bugfix list for one of them....i remember it specifically having over 100+ hit collision errors, moves wouldnt come out/have weird properties, etc

Oh yes... I remember. I remember how much trouble I had just to get the game to run on my old 486DX4, which did run it once or twice. It did have a good soundtrack, but other than that: SSF2T PC=Not Fun. But it was what it was: SSF2 on PC.

I also remember buying the special edition PC version of SSF2 at a thrift shop for like $3. It had the PC version of Super SF2 (not Turbo, which had horribly resized Genesis/SNES quality sprites, ADLIB/MIDI music and supposed online play (TEN or X-band, I forget)), a 6 button controller (which I never could get to work) and a VHS copy of Street Fighter the movie (with "I'm da Repoman" Van Damme). Memories....

Hcparker
06-03-2005, 05:54 PM
Not that I know of, the only games IIRC that used the 4-meg ram cart were Vampire Savior, Pocket Fighter, XvSF, MSHvSF, A3, both D&D games and the really crappy Final Fight Revenge (maybe not too sure about it).

And the loading times are sorta solved if you play the PS1 ST on a PS2 with the shortened loading times.

I don't have a PS2 and the only reason I've thought about getting one is for NamcoXCapcom.

KillerKai
06-03-2005, 07:15 PM
Say, someone correct me if i'm wrong on this, but didn't the DC version have some fucked up damage buffering? Kuni vs. John Choi @ evo last year had Kuni land a grab on Choi's 5% Guile and it only brought him down to his last pixel. Choi also won that round too.

Vintage
06-03-2005, 07:33 PM
BS Comebacks?

What's worse....taking a regular 3 hit combo and getting dizzy and then eat another combo only to get peaced out??

OR

Taking one massive super and eating the same amount of damage BUT you wont be dizzy(9 times out of 10 you wont be dizzy).

Sure you can argue that 50% reward for missing a move is too much but consider the fact that having a super can also be a disadvantage. When someone has a super charge I know that it's just one extra opening to look for. I usually end up baiting them to do a super only to leave them wide open for a counter attack.

If getting baited by a super and taking 50% damage is lame then so is eating 2 regular fireballs and getting dizzy.

Some characters NEED a super....like T.Hawk, and Gief. Charge characters need it even more since some of them really dont have a scooping type of uppercut move (ie Bison, DeeJay).

Well Jesse,

Since you always seem to follow up my posts on ST, I figured I should return the favor this time around :wgrin:

As far as what's worse: "What's worse....taking a regular 3 hit combo and getting dizzy and then eat another combo only to get peaced out?? OR

Taking one massive super and eating the same amount of damage BUT you wont be dizzy(9 times out of 10 you wont be dizzy)."


I guess that depends on who you ask. I will ALWAYS say the Super is worse because at least with the 3 hit combo, that is implying a larger "opening/window" (ie getting crossed-up, or punishing a projectile). If you throw a poorly-timed projectile, you derserved to be punished. With a Super, you don't even need to work as hard. If opponent B does 1 cr. short and an Opponent A initiates his/her Super from a relative good distance, Opponent B eats massive damage and often can be, subsequently juggled right after. And as if that wasn't bad enough, the priorities of the Super are simply assinine.

But I suppose it's all really a matter of what one considers "True Old Skool." Some see ST fitting that criteria, others (like myself) simply dont.

Ah well, HF > ST anyway :karate:

The Great Sephiroth
06-03-2005, 07:35 PM
IIRC Kuni said something about how Gief's Running Bear Slam throw (far 360+K) does less damage on DC than on Arcade. That was probably the throw you're talking about, and I dunno if other moves have been toned down/beefed up from their arcade counterparts...

NKI
06-03-2005, 08:47 PM
Say, someone correct me if i'm wrong on this, but didn't the DC version have some fucked up damage buffering? Kuni vs. John Choi @ evo last year had Kuni land a grab on Choi's 5% Guile and it only brought him down to his last pixel. Choi also won that round too.The only thing I really, really don't like about ST is that it's hella random. The amount of damage done and dizzies are quite inconsistent. Even if you use the same two characters (ex: Guile vs. Guile) trading the same moves against each other, they will not always get dizzied at the same time, and they will not always lose the same amount of life. Also, the length of the dizzy (how long you are dazed) and the type of dizzy (stars, birds, or reapers) is random.

As for the PS2 version of AE, it seems OK to me, but I only played it for a short time, so I'm not sure.


-Nicholai!

ShinjiGohan
06-04-2005, 01:12 AM
Expensive shit? I'd bet there are members here that are more than willing to lend theirs. CPS2 boards can have their suicide battery removed as well. Even if you couldn't find somebody to loan a supergun, you can still have one built for cheap. If you're going to host an annual event as big as Evo, you'd think it'd be something worthwhile to invest in as you'd be able to switch any jamma board. PSX Super Turbo screams cheap and ghetto, and with a lot of people complaining about it being a "tournament-in-your-lap," this is just another thing that brings the overall quality of it down.

Had that been true, then Evo would have easily had A3 on the arcade. But as it is (2003 and 2004) they couldn't do so and would have had to settle for console. Which most A3 players would never accept.

It is unfortunately wishful thinking. And also, just because some boards can be revived, it isn't 100%. I know my bro sent his Zero 2 board to be fixed, and now all he gets is a grey screen.

SNK Guitarist
06-04-2005, 03:09 AM
Had that been true, then Evo would have easily had A3 on the arcade. But as it is (2003 and 2004) they couldn't do so and would have had to settle for console. Which most A3 players would never accept.

It is unfortunately wishful thinking. And also, just because some boards can be revived, it isn't 100%. I know my bro sent his Zero 2 board to be fixed, and now all he gets is a grey screen.

Who'd your bro get his board fixed by? What was the problem? Doesn't sound like a suicide battery issue because that causes the board to just flat out not work. He may just have bad program roms. I've had a couple boards sent in to Razoola and he fixed them, which now work perfectly to this day.

Facts are, there's no reason why a supergun couldn't be used at a tournament like this. You can buy working boards off of ebay or other reputable sellers online at almost any given time. It isn't "expensive as shit," either. It's an investment into keeping the fighting scene alive.

Jaguarandine
06-04-2005, 09:22 AM
So is the DC version ok to practice on for Evo? Or is it that inaccurate? How do you change the dip switches btw?

JumpsuitJesse
06-04-2005, 12:24 PM
Well Jesse,

Since you always seem to follow up my posts on ST, I figured I should return the favor this time around :wgrin:

As far as what's worse: "What's worse....taking a regular 3 hit combo and getting dizzy and then eat another combo only to get peaced out?? OR

Taking one massive super and eating the same amount of damage BUT you wont be dizzy(9 times out of 10 you wont be dizzy)."


I guess that depends on who you ask. I will ALWAYS say the Super is worse because at least with the 3 hit combo, that is implying a larger "opening/window" (ie getting crossed-up, or punishing a projectile). If you throw a poorly-timed projectile, you derserved to be punished. With a Super, you don't even need to work as hard. If opponent B does 1 cr. short and an Opponent A initiates his/her Super from a relative good distance, Opponent B eats massive damage and often can be, subsequently juggled right after. And as if that wasn't bad enough, the priorities of the Super are simply assinine.

But I suppose it's all really a matter of what one considers "True Old Skool." Some see ST fitting that criteria, others (like myself) simply dont.

Ah well, HF > ST anyway :karate:

I like HF, no doubt but it always comes down to just Shotos and Guile in the end. Atleast that's what I have seen. As for what's true old skool....I think any SF game before 1994 is old skool.

ShinjiGohan
06-04-2005, 01:03 PM
Who'd your bro get his board fixed by? What was the problem? Doesn't sound like a suicide battery issue because that causes the board to just flat out not work. He may just have bad program roms. I've had a couple boards sent in to Razoola and he fixed them, which now work perfectly to this day.

Facts are, there's no reason why a supergun couldn't be used at a tournament like this. You can buy working boards off of ebay or other reputable sellers online at almost any given time. It isn't "expensive as shit," either. It's an investment into keeping the fighting scene alive.

Originally the board died and he replaced the battery with our friend whose an electric engineer. About 2 days later the battery died. He then sent it to Razoola. And upon receiving them they didn't work. So would you care to try again?

SNK Guitarist
06-04-2005, 01:07 PM
Originally the board died and he replaced the battery with our friend whose an electric engineer. About 2 days later the battery died. He then sent it to Razoola. And upon receiving them they didn't work. So would you care to try again?

You don't replace the battery, you remove it. No idea what your friend and his eletrical engineer did, but Razoola has done nothing but perfect work for me. However, all of this is completely beside the point. The point is that working boards can be found everywhere, and superguns can be built for cheap. No reason to make excuses here. You either want what's best for the tournament or you "settle." It's that simple.

laugh
06-04-2005, 01:10 PM
To Laugh:

Thanks for educating more about Super Turbo, I didn't know Super Turbo was the first SF to include air juggles. I think what frustrated me about the new Ken was when I play against Guile or any other character that jumps at you a whole lot. It was just easy for me to hit him/her with a roundhouse kick as a good defensive measure. Now that I have to do a half circle forward motion to do the same move it's kinda a pain a little bit, not that I'm saying Ken's new kicks aren't cool or anything.

If guile's coming in at an angle where your jab dp would whiff if guile didn't stick out anything, then you gotta either super that shit (only if you think it's worth it, ie. they have low life), sweep or fierce dp him out. Any other case, jab dp that shit clean. And seriously, learn to love his knee grab more and you'll love ST Ken. ;) :devil:

ShinjiGohan
06-04-2005, 01:48 PM
You don't replace the battery, you remove it. No idea what your friend and his eletrical engineer did, but Razoola has done nothing but perfect work for me. However, all of this is completely beside the point. The point is that working boards can be found everywhere, and superguns can be built for cheap. No reason to make excuses here. You either want what's best for the tournament or you "settle." It's that simple.


They followed the steps on Razoola's site for replacing the battery. Which worked for a bit then it died. We sent it to Raz, he did as he was supposed to do and it didn't work (putting in the new program roms or whatever). Whether he did good work for you or not is besides the point. The point is, is that these boards are dieing and evidently it isn't a foolproof process to get them running again. That WILL sometimes fail. No matter what you say with ignorance of the fact, I can look at my bros Zero 2 board with Super Gun and see that it does not always work.

The steps they followed http://cps2shock.retrogames.com/suicide.html In bold letters "REPLACING BATTERIES on WORKING CPS-2 GAMES"

SNK Guitarist
06-05-2005, 07:02 AM
They followed the steps on Razoola's site for replacing the battery. Which worked for a bit then it died. We sent it to Raz, he did as he was supposed to do and it didn't work (putting in the new program roms or whatever). Whether he did good work for you or not is besides the point. The point is, is that these boards are dieing and evidently it isn't a foolproof process to get them running again. That WILL sometimes fail. No matter what you say with ignorance of the fact, I can look at my bros Zero 2 board with Super Gun and see that it does not always work.

The steps they followed http://cps2shock.retrogames.com/suicide.html In bold letters "REPLACING BATTERIES on WORKING CPS-2 GAMES"

I just flat out don't believe you now. Are you just making things up to argue with me or something? First you tell me that you sent it to Razoola, and when you got it back it didn't work. Then you tell me it worked for a little while, then died. Now you're telling me it doesn't always work :rolleyes: Boards do die, I am not disputing this. However, cps2 boards can be brought back to life (I'm aware it's not 100%, but it has a high probability of success rate). I have no clue what your friend and his electrical engineer did (you can post links to a tutorial they read all day, but it doesn't disclude the possibility of them fucking around with something they probably shouldn't have in the first place).

Still, if you want to play this retarded argument (for what purpose it serves, I don't know), I could tell you that I don't know how many consoles I've had to fix that weren't even a year or two old. Don't throw that lame excuse at me. Like I said in my last post (which you so elequently ignored), that's not even the real issue. It's just a lame excuse to "settle." The boards aren't expensive these days, it's cheap to build a supergun, you can find working boards from reputable sellers at any given time. This is the real issue; this is the real solution. Don't give me lame excuses.

If you want, I can sell you my 100% working Super Turbo kit and you can donate it along with your supergun in use for Evo. You think they'll take it? Probably not. This is the real problem.

cam347
06-05-2005, 07:10 AM
I just flat out don't believe you now. Are you just making things up to argue with me or something? First you tell me that you sent it to Razoola, and when you got it back it didn't work. Then you tell me it worked for a little while, then died. Now you're telling me it doesn't always work :rolleyes: Boards do die, I am not disputing this. However, cps2 boards can be brought back to life (I'm aware it's not 100%, but it has a high probability of success rate). I have no clue what your friend and his electrical engineer did (you can post links to a tutorial they read all day, but it doesn't disclude the possibility of them fucking around with something they probably shouldn't have in the first place).

Still, if you want to play this retarded argument (for what purpose it serves, I don't know), I could tell you that I don't know how many consoles I've had to fix that weren't even a year or two old. Don't throw that lame excuse at me. Like I said in my last post (which you so elequently ignored), that's not even the real issue. It's just a lame excuse to "settle." The boards aren't expensive these days, it's cheap to build a supergun, you can find working boards from reputable sellers at any given time. This is the real issue; this is the real solution. Don't give me lame excuses.

If you want, I can sell you my 100% working Super Turbo kit and you can donate it along with your supergun in use for Evo. You think they'll take it? Probably not. This is the real problem.

Werd :clap:

NKI
06-05-2005, 10:32 AM
Jaguarandine - The DC version is good enough to practice on, but be aware of the differences (which I've already posted in this thread, page 3).

SNK Guitarist - Of course I also would much prefer the arcade version over anything else, but how do you suggest we deal with the stick problem? People are counting on being able to use their own sticks, especially the Japs, and that can't easily be done with arcade set-ups.

I would say emulated ST would be the best option, but then that raises legal questions...


-Nicholai!

Hozanto
06-05-2005, 11:02 AM
I also remember buying the special edition PC version of SSF2 at a thrift shop for like $3. It had the PC version of Super SF2 (not Turbo, which had horribly resized Genesis/SNES quality sprites, ADLIB/MIDI music and supposed online play (TEN or X-band, I forget)), a 6 button controller (which I never could get to work) and a VHS copy of Street Fighter the movie (with "I'm da Repoman" Van Damme). Memories....

Damn, I thought I was the only one that bought this crappy SE version. I was never able to get online play to work. I still have this SE version but the joystick barely works and I NEVER opened the movie. True SF players know better...

ShinjiGohan
06-05-2005, 01:56 PM
I just flat out don't believe you now. Are you just making things up to argue with me or something? First you tell me that you sent it to Razoola, and when you got it back it didn't work. Then you tell me it worked for a little while, then died. Now you're telling me it doesn't always work :rolleyes: Boards do die, I am not disputing this. However, cps2 boards can be brought back to life (I'm aware it's not 100%, but it has a high probability of success rate). I have no clue what your friend and his electrical engineer did (you can post links to a tutorial they read all day, but it doesn't disclude the possibility of them fucking around with something they probably shouldn't have in the first place).

Still, if you want to play this retarded argument (for what purpose it serves, I don't know), I could tell you that I don't know how many consoles I've had to fix that weren't even a year or two old. Don't throw that lame excuse at me. Like I said in my last post (which you so elequently ignored), that's not even the real issue. It's just a lame excuse to "settle." The boards aren't expensive these days, it's cheap to build a supergun, you can find working boards from reputable sellers at any given time. This is the real issue; this is the real solution. Don't give me lame excuses.

If you want, I can sell you my 100% working Super Turbo kit and you can donate it along with your supergun in use for Evo. You think they'll take it? Probably not. This is the real problem.

I give up, you're obviously too stupid to follow lines of logic. And no, the cost of TVs, CPS2 boards, Super guns, and 2 arcade controllers do cost a bit of money. Multiply that by how many boards are needed for a tournament the size of Evo and you have one hefty price. (50 for motherboard, 100-200+ for the actual game, 200+ for a decent TV, 300+ for controllers and supergun so thats between 650 and 750 times 4 for 4 copies of the same game running at the same time and you have 3000 dollars worth of items).

SNK Guitarist
06-05-2005, 07:50 PM
I give up, you're obviously too stupid to follow lines of logic. And no, the cost of TVs, CPS2 boards, Super guns, and 2 arcade controllers do cost a bit of money. Multiply that by how many boards are needed for a tournament the size of Evo and you have one hefty price. (50 for motherboard, 100-200+ for the actual game, 200+ for a decent TV, 300+ for controllers and supergun so thats between 650 and 750 times 4 for 4 copies of the same game running at the same time and you have 3000 dollars worth of items).

Right... and everything else is.. free? Great logic. It doesn't matter anyway, because I was directed to a thread where Mr Wiz didn't even want KOF2k2 to be held on the Neo Geo home system, so getting something like this going will never happen. NKI is the only person that brought a level-headed post regarding this discussion, while yours is filled with more holes than a block of swiss cheese.

Anyway, you can get Capcom Impress cabs (with game included) for cheap, and it would do just fine. Once you buy them, it's yours to use in each tournament you hold. Since everybody's content with it being a console tourney, I guess it doesn't matter in the end anyway.

Rico!
06-05-2005, 08:41 PM
Oh yeah, psx version sucks cause it has by FAR the easiest AI!! lol
In terms of useless AI difficulty, it's like this
ST arcade World > ST arcade USA >>> ST arcade Japan > DC ST >>> GBA ST >>> PC ST >>>>>>>>> psx ST


Doh! I've been playing SSF2X on DC and my PC, no wonder I keep losing on the first round at the arcade(it has the US version)!

ShinjiGohan
06-06-2005, 12:12 AM
Right... and everything else is.. free? Great logic. It doesn't matter anyway, because I was directed to a thread where Mr Wiz didn't even want KOF2k2 to be held on the Neo Geo home system, so getting something like this going will never happen. NKI is the only person that brought a level-headed post regarding this discussion, while yours is filled with more holes than a block of swiss cheese.

Anyway, you can get Capcom Impress cabs (with game included) for cheap, and it would do just fine. Once you buy them, it's yours to use in each tournament you hold. Since everybody's content with it being a console tourney, I guess it doesn't matter in the end anyway.


And the option that they're going for is far cheaper and more affordable for an event of that size. If they didn't have to worry about getting boards and consoles and TVs for everything else being held there this year, then maybe they'd have more money to use with gathering SSF2T arcades. Lets see:
Decent TV= 200
PS One= 50?
SF2 Collections= 20
2 Controllers=30-80
Total=300-350

About half of whats needed for a single CPS2/Super gun set up. But if you can get several thousand people to donate a couple bucks to getting the CPS2/Supergun combination going for SSF2T for Evo then go for it.

BTW those holes are gaps in your brain which are missing. Thus why you can't understand the line of thought that I'm talking about.

Superking
06-06-2005, 01:13 AM
Decent TV= 200
PS One= 50?
SF2 Collections= 20
2 Controllers=30-80
Total=300-350



They wouldn't even need the PSone considering that the PSone ST is being played on PS2s.

saroorhai
06-06-2005, 08:56 AM
I play ST emulated alot, and last night I played the first collection on the ps2. One glaring difference I noticed was the speed ont turbo 3. It's seems much slower on the ps2. Anyone else notice this? I hope I'm not imagining things.