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-Dhalsim's Fierce throw will dizzy the opponent backwards.
-If you dizzy an opponent with a throw, you can not throw the opponent until they recover from the dizzy.
-Dhalsim's far st.Fierce can't hit from close ranges.
I'll address the match-ups when I get time...
Black Velvet Ryu.
01-13-2007, 12:58 AM
wow NKI you truly know your stuff. didnt know anything about that. thanks for the help sir
DarksydePhil
01-14-2007, 06:50 PM
Holy Crap...
I come into this thread and I see TGA players all over the place trying to get tips to beat me!
It's all good though, but you guys do realize you can ask me right? :rofl:
Battosai
01-14-2007, 10:04 PM
I dunno who wins more overall, but I think that Kurahashi is much more cautious and safe. Muteki will take big risks sometimes, like trying to do a Psychic Flash Kick, etc.
Both are amazingly good though. Probably the 2 best Guiles on earth.
Would u class these guys on Thomas Osakis level with Guile?
gridman
01-14-2007, 10:51 PM
As T Hawk would you rather fight Dhalsim or Cammy? I heard that cammy vs t hawk is like the worst match up in the game and is like 9-1 in cammys favor cause of st.mk. Ive never seen the match played though and it seems like Dhalsim vs hawk just isnt fun by any means and that he can do very little to inch his way forward
Kyokuji
01-15-2007, 02:58 PM
I don't know if NKI was around back then.
jchensor
01-16-2007, 02:01 AM
As T Hawk would you rather fight Dhalsim or Cammy? I heard that cammy vs t hawk is like the worst match up in the game and is like 9-1 in cammys favor cause of st.mk. Ive never seen the match played though and it seems like Dhalsim vs hawk just isnt fun by any means and that he can do very little to inch his way forward
The things that make this match up bad are Crouch Forward and Cannon Spike. There is nothing T.Hawk can do to the Cannon Spike. So anytime you knock him down, just Cannon Spike him when he gets up. If he takes even a step forward afterwards, Cannon Spike again.
Crouch Forward keeps T.Hawk out really well, as well. Zangief can trade with it using Crouch Roundhouse, doing way more damage and knocking Cammy over, giving him a huge advantage. But T.Hawk doesn't have that luxury, and has to deal with that and the Cannon Spike.
- James
http://jchensor.blogspot.com
Ouroborus
01-16-2007, 02:47 AM
couldnt t hawk outprioritize the cannon spike with his dp?
jchensor
01-16-2007, 04:10 PM
Yeah, I would really like to think so. Even in the Yoga Hyper book, it says T.Hawk has more invincibility frames. But for some reason, if I do a Meaty Cannon Spike, I've seen it beat Wake-up Hawk DPs. Plus, it's always risky to bank on a wake-up DP. Fail, and you're back to square one.
- James
http://jchensor.blogspot.com
Ouroborus
01-19-2007, 03:24 AM
how does the top tiers face against each other? i'm thinkin its something like this
balrog > sagat > vega > dhalsim > balrog
dhalsim > sagat > vega > dhalsim > balrog > sagat
Kyokuji
01-19-2007, 02:41 PM
Second one pretty much.
I'm in Tokyo right now, and last night I went to Mikado. There were HELLA fools there, including Oto-Chun and Komoda Blanka. I asked Oto-Chun what he was doing in Tokyo, and he said he just came to hang out. When I was watching him play, trying to XCOPY some juice, he was playing against this Cammy player. Cammy tried to do the hooligan, and Oto-Chun AIR THREW that bia on reaction...:confused:
Also, Mikado is hella tight. They have 3 ST cabinets right next to each other, and an Alpha 2 cabinet right next to that. I also got a few games of A2 in, which was tight.
Anyway, sorry it took me so long to get around to this...
Sim vs. DeeJay
This match is a lot like Sim vs. Guile, which is a bad match because Sim can just stay half screen away and punch under fireballs for free. (He can block the fireball after hitting DeeJay with a cr.Strong.) This match is a little better for DeeJay than it is for Guile because DeeJay has MUCH better normals to try to stuff Sim's limbs, but still it's an uphill battle. Dhalsim can also throw fireballs a lot faster than DeeJay, and if DeeJay tries to jump over a Yoga Fire, Sim has plenty of good anti-air. To be honest, I'm not even sure what DeeJay is supposed to do to win this match...:confused:
Sim vs. Claw
After watching Gian play this match, I'm not convinced that it's lopsided either way. It looks pretty even to me, because both Sim and Claw have good stuff they can do to the other. Sim has a big advantage when it comes to throws and ticks, but Claw has a big advantage on speed and mobility. If there's something in particular that you've seen or heard that makes you think this match is uneven, let's discuss.
Would u class these guys on Thomas Osakis level with Guile?I've never seen Thomas play Guile, so I can't say for sure, but keep in mind that these guys (Kurahashi, Muteki, Nakano Guile) have been playing ST against really good comp, non-stop for about 13 years...so they probably have better Guiles at this point.
ohayo1234
01-20-2007, 01:18 AM
Nki=too Real
supaman
01-20-2007, 12:46 PM
NKI u r too good mang i looked at ur wiki good shit mang helped out a lot
Graham
01-20-2007, 03:23 PM
no one that i've ever seen play has come close to thomas when he was in his prime. I've watched japanese invitational tournaments and every bit of stuff off the internet of tournament winning matches. They are godly players, but even my brother and myself never attained the level Thomas had. I know its hard to swallow this but a small percentage of human beings are given gifts or abilities to do things no one else can do, Thomas was one of them with a few unique skills i've never seen in any other players including myself or my brother or any japanese player.
polarity
01-21-2007, 12:31 AM
-Dhalsim's Fierce throw will dizzy the opponent backwards.
-If you dizzy an opponent with a throw, you can not throw the opponent until they recover from the dizzy.
-Dhalsim's far st.Fierce can't hit from close ranges.
What about the fact that he still got a standing fierce when trying to back fierce? :confused: I'd like to test that myself but I'm not at home right now.
polarity - My guess would be that he actually hit towards+Fierce...but that's just a guess.
Graham - Is there any footage of Thomas in his prime? If there is, I'd really like to see it.
jaminbenjamin
01-22-2007, 10:33 AM
I think it's plausible that if the game won't allow you to do a certain move, it will substitute another (like doing the close+whatever button you tried to throw with). Otherwise, you would push a button and get nothing, which is something that even the dumbest programmers would think about and try to avoid.
Graham
01-23-2007, 05:25 PM
polarity - My guess would be that he actually hit towards+Fierce...but that's just a guess.
Graham - Is there any footage of Thomas in his prime? If there is, I'd really like to see it.
no, we didnt record vids back in those days
N-Trade
01-24-2007, 07:09 AM
You know I'll never ever ever underdstand how a legend like Osaki can come out of retirement, attend an EVO and even beat Valle and no one makes a big deal about it... there were no vids of his tourney matches, no casual vids, no nothing. Nothing on the dvd, nothing on the net...
I can't help but feel that if a bigger deal was made of his return then maybe he would have been persuaded into staying out of retirement, maybe he'd still be playing now... feels like a wasted opportunity :sad:
jaminbenjamin
01-24-2007, 07:34 AM
A few people still post about running into him on the street, and I think the usual response from him is that he's not interested in video games. Maybe it's your job to track those guys down and make it seem worthwhile for him to play again.
Maybe my memory is fuzzy, but didn't he lose to Valle?
N-Trade
01-24-2007, 10:09 AM
Maybe my memory is fuzzy, but didn't he lose to Valle?
deja vu! (http://forums.shoryuken.com/showthread.php?p=2756897#post2756897)
Footsy Bebop
01-24-2007, 10:12 AM
Question for NKI: seems to me that when japanese players get caught in noogie maneuvers, they seem to mash out really quick while maintaining their charges
(i.e. Chun mashing out of a Sim noogie, but keeping the down charge for the upkick move). Are those players just mashing buttons when they're getting noogied? or are they also wiggling the joystick from offensive crouch, crouch, defensive crouch, still maintaing the charge but getting some joystick movement to get out of the noogie?
fatboy
01-24-2007, 03:54 PM
Sim vs. DeeJay
This match is a lot like Sim vs. Guile, which is a bad match because Sim can just stay half screen away and punch under fireballs for free. (He can block the fireball after hitting DeeJay with a cr.Strong.) This match is a little better for DeeJay than it is for Guile because DeeJay has MUCH better normals to try to stuff Sim's limbs, but still it's an uphill battle. Dhalsim can also throw fireballs a lot faster than DeeJay, and if DeeJay tries to jump over a Yoga Fire, Sim has plenty of good anti-air. To be honest, I'm not even sure what DeeJay is supposed to do to win this match...:confused:
Here are a couple of other things to keep in mind:
1) Unless Deejay is 80% ~ full screen away DO NOT throw a fireball first. Throw your fireball right as you see him start his animation to throw his. This way you cancel his airslash press and are not left vulnerable. If he tries to jump in you after wards you recover fast enough to AA (JpBk. Fierce is the best IMO) or block any thing he tries to do.
The reason I say is, good Deejay players like to lure opponents into a fireball wars, then once they think the opponents are in fire ball rhythm and that are the opponents are trying to out fireball Deejay, the DJ will take a step forward and jump over the next fireball (that is thrown out in anticipation of DJ's next fire ball) and make the opponent eat a lot of pain.
If Deejay is more than 80% away feel free to fire ball with fierce. It puts pressure on Deejay if he miss times anything he eats a fierce FB and gets knocked down. If he manages to jump over you can:
A) Jump back (or straight up if you can't jump back) as he jumps to reset the zone:
If he jumps again to follow you in the air hit him out his jump with JpBk. fierce.
MAKE SURE you jump as he jumps, that way you land before he can hit you with any thing (i.e. Fireball that hits you out of the air)
B) If he sticks out an early attack while jumping over the Sim's fireball to prevent a st.Fw or Rh from hitting him out of the air, press st.fierce.
You either:
Hit him in the air at the bottom of his jump as he pulls back in his jumping attack
Hit him in his landing frames of his jump.
Hit him if he manages to block and push him back in the corner. (Resetting the Zone)
C) If he jumps and does not attack before the apex of his jump. Use and of Sim's ranged AA's to knock him out of the air and back to the edge of the screen.
2) Be careful pressing Deejay with the Drill. I mention this not b/c of the AA flash kick but b/c if he is not in a position to AA and blocks, it will put Sim in a hard position. The Deejay player will attempt a throw with towards +Fierce. This option selects and does several things.
If you misplace your drill, even by a hair, he'll throw you when you land.
If you land and block he'll throw you. If you hesitate your throw or try to attack, he’ll throw you.
If you land just right and take back to the air to attempt a RH drill his standing fierce will hit you out of the air.
Since Sim's has a greater throw range he can out throw Deejay in a drill press situation. However, as stated above, if you are off a hair in your spacing. YOU'LL get thrown.
3) St. Jab, St Strong, & Teleport. DJ love's the cross up. You'll need this to help slow down that part of his game. If he get on top of you, it is VERY hard to get him off of you.
Throw those out as soon as you see his jump start if you are underneath him and his cross up game.
4) Though NKI mentioned it, and it does work. In my experiences, I find the cr.strong underneath the airslash trick not extremely affective. DJ can slow that part of the Sims game down buy throwing out a cr. strong or cr.fierce after each fireball. If Sim’s timing or spacing is off the littlest bit he’ll get hit clean by either attack or exchange damage in DJ's favor (not to mention the possibility of getting hit by the air slash). One or two of those exchanges will make a Sim player think twice B4 attempting the crouching again.
You don't need to give DJ any easy damage. The timing pressure is on Sim to counter the air slash with the cr.strong. Remember DJ is going to throw either attack out regardless after throwing the fireball to counter Sims poke. So, Sim has to execute this strategy error free.
Also, most "tight" DJ players vary rarely throw airslashs that close to Sim for this same reason. They stand just beyond Sim’s reach and zone Sim’s limbs out with the CR.strong, St.fierce, or any number of DJ's close/ mid range games/footsies.
5) If you get in on DJ, press the noogie/ slide traps. Just be careful with the Noogie/slide traps. Try not to get to over zealous with them. If DJ reversal flash kicks out of the trap Sim gets downed, and DJ can start his cross up/ mix game.
Find variations to fake him out (i.e. Noogie > semi early short slide (fake out, and bait the AA)>hold down back, AA is blocked>punish AA recovery).
6) FOR GODS SAKE :annoy: …. Don’t throw fireball or use your limbs, to attack a crouching or “backing up” DJ when he has a meter… The DJ, player is just waiting for you to stick out ANYTHING to hit you with his super combo.
The main thing in this game is to Zone out DJ with out taking too many risks. It is very difficult for Sim to beat DJ when he is behind in life and has to approach. Use the entire time allowed to beat DJ. Try you best to get a small lead in life and make DJ come to you. Don’t give him any free damage on you.
Countering is air slash with a fireball is a safer than doing the cr.strong game IMO. If he tries to follow up his air slash you’ll get some free hits on him. So, play the vs. fireball game discussed above. As time ticks down DJ will approach (even if you have the littlest bit lead in life). This will open him up as he tries to approach you, and give you opportunities to deal more damage to him and increase you lead..
There are many more things that can go on in this match (i.e. DJ starts jumping in with Jab) However, I think this is a good place to start. I know it may not be perfect but it does work.
I use all of the above when I play Afrolegends. That cat is too good. However, I have to use what is listed to even stand a chance. Any other DJ, has been a cake walk.
Shirts
01-24-2007, 05:21 PM
Here are a couple of other things to keep in mind:
1) Unless Deejay is 80% ~ full screen away DO NOT throw a fireball first. Throw your fireball right as you see him start his animation to throw his. This way you cancel his airslash press and are not left vulnerable. If he tries to jump in you after wards you recover fast enough to AA (JpBk. Fierce is the best IMO) or block any thing he tries to do.
The reason I say is, good Deejay players like to lure opponents into a fireball wars, then once they think the opponents are in fire ball rhythm and that are the opponents are trying to out fireball Deejay, the DJ will take a step forward and jump over the next fireball (that is thrown out in anticipation of DJ's next fire ball) and make the opponent eat a lot of pain.
If Deejay is more than 80% away feel free to fire ball with fierce. It puts pressure on Deejay if he miss times anything he eats a fierce FB and gets knocked down. If he manages to jump over you can:
A) Jump back (or straight up if you can't jump back) as he jumps to reset the zone:
If he jumps again to follow you in the air hit him out his jump with JpBk. fierce.
MAKE SURE you jump as he jumps, that way you land before he can hit you with any thing (i.e. Fireball that hits you out of the air)
B) If he sticks out an early attack while jumping over the Sim's fireball to prevent a st.Fw or Rh from hitting him out of the air, press st.fierce.
You either:
Hit him in the air at the bottom of his jump as he pulls back in his jumping attack
Hit him in his landing frames of his jump.
Hit him if he manages to block and push him back in the corner. (Resetting the Zone)
C) If he jumps and does not attack before the apex of his jump. Use and of Sim's ranged AA's to knock him out of the air and back to the edge of the screen.
2) Be careful pressing Deejay with the Drill. I mention this not b/c of the AA flash kick but b/c if he is not in a position to AA and blocks, it will put Sim in a hard position. The Deejay player will attempt a throw with towards +Fierce. This option selects and does several things.
If you misplace your drill, even by a hair, he'll throw you when you land.
If you land and block he'll throw you. If you hesitate your throw or try to attack, he’ll throw you.
If you land just right and take back to the air to attempt a RH drill his standing fierce will hit you out of the air.
Since Sim's has a greater throw range he can out throw Deejay in a drill press situation. However, as stated above, if you are off a hair in your spacing. YOU'LL get thrown.
3) St. Jab, St Strong, & Teleport. DJ love's the cross up. You'll need this to help slow down that part of his game. If he get on top of you, it is VERY hard to get him off of you.
Throw those out as soon as you see his jump start if you are underneath him and his cross up game.
4) Though NKI mentioned it, and it does work. In my experiences, I find the cr.strong underneath the airslash trick not extremely affective. DJ can slow that part of the Sims game down buy throwing out a cr. strong or st.fierce after each fireball. If Sim’s timing or spacing is off the littlest bit he’ll get hit clean by either attack or exchange damage in DJ's favor (not to mention the possibility of getting hit by the air slash). One or two of those exchanges will make a Sim player think twice B4 attempting the crouching again.
You don't need to give DJ any easy damage. The timing pressure is on Sim to counter the air slash with the cr.strong. Remember DJ is going to throw either attack out regardless after throwing the fireball to counter Sims poke. So, Sim has to execute this strategy error free.
Also, most "tight" DJ players vary rarely throw airslashs that close to Sim for this same reason. They stand just beyond Sim’s reach and zone Sim’s limbs out with the CR.strong, St.fierce, or any number of DJ's close/ mid range games/footsies.
5) If you get in on DJ, press the noogie/ slide traps. Just be careful with the Noogie/slide traps. Try not to get to over zealous with them. If DJ reversal flash kicks out of the trap Sim gets downed, and DJ can start his cross up/ mix game.
Find variations to fake him out (i.e. Noogie > semi early short slide (fake out, and bait the AA)>hold down back, AA is blocked>punish AA recovery).
6) FOR GODS SAKE :annoy: …. Don’t throw fireball or use your limbs, to attack a crouching or “backing up” DJ when he has a meter… The DJ, player is just waiting for you to stick out ANYTHING to hit you with his super combo.
The main thing in this game is to Zone out DJ with out taking too many risks. It is very difficult for Sim to beat DJ when he is behind in life and has to approach. Use the entire time allowed to beat DJ. Try you best to get a small lead in life and make DJ come to you. Don’t give him any free damage on you.
Countering is air slash with a fireball is a safer than doing the cr.strong game IMO. If he tries to follow up his air slash you’ll get some free hits him. So, play the vs. fireball game discussed above. As time ticks down DJ will approach (even if you have the littlest bit lead in life). This will open him up as he tries to approach you, and give you opportunities to deal more damage to him and increase you lead..
There are many more things that can go on in this match (i.e. DJ starts jumping in with Jab) However, I think this is a good place to start. I know it may not be perfect but it does work.
I use all of the above when I play Afrolegends. That cat is too good. However, I have to use what is listed to even stand a chance. Any other DJ, has been a cake walk.
Not sure if I agree with all this.
A good DeeJay, even Afrolegends can be beat rather easily (ok, relatively speaking, =)) using these basic techniques:
1. Roundhouse slide for Anti-air
2. On DeeJay's wakeup, use lockdown med. drill, then throw. It's really hard for DeeJay to reverse this.
OR
3. On DeeJay wakeup again, lock him down with a meaty low forward into throw or noogie
4. You can almost throw fireballs at will, if he jumps Roundhouse Anti-air, repeat wakeup lockdown traps
5. If he jumps straight up over fireballs, time your ducking fierce as he lands.
Basically:
*Keep the pressure on by throwing fireballs
*If he tries to cross you up, usually short slide will interrupt the cross up
*As Old Dhalsim, I use Roundhouse Anti-air; he cannot hit this AA
I haven't met any DeeJay's that give me too much trouble on ST Arcade.
Kyokuji
01-24-2007, 06:24 PM
The reason I say is, good Deejay players like to lure opponents into a fireball wars, then once they think the opponents are in fire ball rhythm and that are the opponents are trying to out fireball Deejay, the DJ will take a step forward and jump over the next fireball (that is thrown out in anticipation of DJ's next fire ball) and make the opponent eat a lot of pain.
Isn't this part of like basic fireball rules 101. It's hardly exclusive to Deejay.
I haven't met any DeeJay's that give me too much trouble on ST Arcade.
How about console SFA3?! I will bet TWO AMERICAN DOLLARS that my Deejay can take out your Dhalsim in A3, race to 50 wins, 3 out of 5 rounds. Not so tough when you don't have home court advantage, huh?
Dasrik
01-24-2007, 07:29 PM
How about we make it interesting and bet with Bison Bucks?
technique121
01-24-2007, 07:30 PM
hey i was wondering does this work for super street fighter 2 or not that is the most oldest street fighter game i have
fatboy
01-24-2007, 08:33 PM
Snip....
Shirts, your are one off the best Dhalsim players in the US. :wgrin: So, I can't & will not agrue.
Someone asked how this match could be played. So, I watched the thread for a while. No one gave a detailed answer. So, I answered to the best of my knowledge. That is why I said "I think this is a good place to start. I know it may not be perfect ." :sweat:
Isn't this part of like basic fireball rules 101. It's hardly exclusive to Deejay.
Agreed 100%:tup:, I was not trying to say that was 'exclusive,' to Deejay.:wink:
I was Just trying to give as much detial as possible in the explination. So, if a begginer read the post, they would better understand what I was trying to explain. Someone (even if it is just one person) looking at the post might not know"Fireball 101." Now, they do (at least a little). :karate:
Shirts, you should come around more often! We need someone to kick down Dhalsim info.
Shirts
01-26-2007, 01:31 AM
Fatboy, yeah, sorry if I came off the wrong way. I can very much appreciate your input and a lot of your input is a good place to start. This is just my strategy using Old Dhalsim. Like Cole says, if I wasn't so darn stubborn, I'd be playing New Dhally, but I don't. I can only speak for Old Dhally. But, from what I've seen, the basics I use still apply to both 'Sims. Now, if you're playing online, say, Hyper Anniversary, well, that's another story. LOL.
Shirts
01-26-2007, 01:36 AM
How about console SFA3?! I will bet TWO AMERICAN DOLLARS that my Deejay can take out your Dhalsim in A3, race to 50 wins, 3 out of 5 rounds. Not so tough when you don't have home court advantage, huh?
LOL. Uh huh. Oh, and thanks for inviting me to your ST gatherings at Peter's. I see how it is. You can't run from throwing.
:lovin:
Shirts
01-26-2007, 01:38 AM
How about console SFA3?! I will bet TWO AMERICAN DOLLARS that my Deejay can take out your Dhalsim in A3, race to 50 wins, 3 out of 5 rounds. Not so tough when you don't have home court advantage, huh?
Shirts, you should come around more often! We need someone to kick down Dhalsim info.
ST at Evo this year? =)
fatboy
01-26-2007, 10:40 AM
Fatboy, yeah, sorry if I came off the wrong way. I can very much appreciate your input and a lot of your input is a good place to start. This is just my strategy using Old Dhalsim. Like Cole says, if I wasn't so darn stubborn, I'd be playing New Dhally, but I don't. I can only speak for Old Dhally. But, from what I've seen, the basics I use still apply to both 'Sims. Now, if you're playing online, say, Hyper Anniversary, well, that's another story. LOL.
Cool no worries. There aren't many Dhalsims as good as yours.. (i can only think of two in the US: Cole & Alex Graham)
I know their are differnces between the two. I can only speak from the New Sim POV in this match up.(from my experiece...which could be wrong :sweat: )
i.e...
It is a little harder to throw people around with New Sim. as compared to O.Sim. O.Sim seems to have better throws (in fact I think there was a thread a long time ago where you went in to all that)
if they are placed right, Deejay can beat New Sim's St.RH w/ Jumping jabs. Check yoga book hyper. The hit/damage boxes boxes are spaced inversely to each other betwen the characters. Sim deos have the advanatage but it is very minor (hit box wise).
New Sim's short slide can get hit by DeeJay Cross up. if Sim DOES manage to aviod it Sim's get thrown when Deejay lands (a la Chun Li's JpFw. forward/ Blanka's Cross up Short.)
Don't get me wrong, Sim can use the slide to avoid the Cross-up and press the advantage. But the pressure is on Sim. If the character jumping attempts a deep cross up or starts to vary the timing on his cross up. Sim can get nailed IIRC. That is why I discussed the using st.Jab & st.strong, (and Kick x3 teleport if in the corner). They are a little safer to counter the Cross-up, though not as rewarding damage wise.
Cole was at my house at the end of November, we tried the short slide/cross up with stituation with Blanka (granted we did not spend much time with Deejay, but AfroL does the same thing) and it was 50/50 wether or not the slide dodged (it all was up to the attacking blanka, depending on when blanka decided to stick out the short) . Even though it was 50/50 the damage reward for blanka was much greater.
Then again my timing on all of this is probably not as good as yours. :pray: to the :badboy: of O.sim.. LOL:wgrin: j/k
If any of this is wrong with New Sim let me know. I would be more than happy to correct anything. I am just trying to get the information out there. This has just been my experience. I have spent a lot of time looking at this match up, and this is what I found. However, I don't want to get the wrong infromation out there. God knows I have been guilty of it before. :xeye:
JeRon
01-28-2007, 03:58 PM
Just wanted to drop in and say Good Shit to NKI! There are alot of winners but there are few that actually win and bring back to the community. You really go all out to help people and thats great! Much respect for you NKI! I hope to face you somewhere in the immediate future! :)
Jeron
jaminbenjamin
01-29-2007, 08:54 AM
I'm sure ST will be at Evo this year; buy CCC2 and you won't be disappointed.
Graham
01-29-2007, 02:00 PM
You know I'll never ever ever underdstand how a legend like Osaki can come out of retirement, attend an EVO and even beat Valle and no one makes a big deal about it... there were no vids of his tourney matches, no casual vids, no nothing. Nothing on the dvd, nothing on the net...
I can't help but feel that if a bigger deal was made of his return then maybe he would have been persuaded into staying out of retirement, maybe he'd still be playing now... feels like a wasted opportunity :sad:
Unfortunately for his return he didnt train properly imo, nor did he train with the right people. From what my brother tells me he wasn't even close to his old level of play for his brief comeback. Its too bad really because if he did play seriously and at his old level, you guys would see things that would shock you.
edit: my brother keeps procrastinating about contacting Thomas through email, id like to talk to that old guy and bug him to come back again but this time train with the wolfe brothers.
geadom
01-30-2007, 07:19 AM
Graham: I wrote a few questions for you a couple pages back. Can you please answer them?
Toodles
01-30-2007, 04:03 PM
Resubscribing.
Graham
01-31-2007, 01:57 PM
Some questions to Graham:
What do you think about the Super Turbo guide you wote in 1995 (94?)? How it holds up to today? Are the tiers still accurate or have you changed your mind?
Are you (and your bro) still planning to go to Japan? Weren't you guys traveling there for X-Mania 7 (8?).
Whats your POV on counterpicking? (NKI, you can also answer this) I play Balrog and feel VERY FRUSTATED playing against Honda/'Sim. Should i try to learn more the matches or should i counterpick in a tournament?
Oh, another thing: Check the Balrog (BOXER) thread. WE need your advice. THX in advance.
Well It still holds up the strats, it was a taste of the mentality back in the golden era. The tier page, is somewhat imbalanced, but alot of the top tier are still just as powerful.
I dont know if we will make japan, we'll see how the money thing goes if we wanna fork out that much cash to fly there for sbo.
Balrog has no real weaknesses, if you cant beat honda or sim, keep practicing. I believe both are very beatable. Just watch my matches vs my brother at evo west for some rog vs sim strats.
Ill be a nice guy and break down honda for you since its such a wierd match for balrog compared to all the rest of his stuff.
Rog vs Honda:
You'll want to ram on standing jab to counter his headbutt attacks and upward splash attacks. You don't attack in this match , its a defensive match, unlike every other match of rogs. Learn to be patient and youll win. I substitute low strong for standing jab when i know ill connect to do alot more damage vs the missile. If you're near the corner you should charge up the headbutt attack so you can stop him if he tries to sit on you.
Snowe
02-01-2007, 02:29 AM
This has been bugging me for awhile. Recently I watched the Alex valle casuals where he vsed his friend. Anyway he was Ken and vsing a really good balrog player. Whenever the balrog player grabbed him and started headbutting him Alex would always get out in two headbutts. No matter how quickly I rub the buttons I can only get out in 5-7 headbutts. Does anyone know how?
Dasrik
02-01-2007, 02:37 AM
Maybe you're mashing too hard? I'm not sure; I just know that Rog's headbutt is one of the easiest throws to mash out of. You don't even have to mash that much, just wiggle the stick.
Make sure you're mashing AND wiggling the stick...
Do some holds naturally ... um.. suck, more than others?
When using someone like Guile, you try to not "wiggle" so much back-and-forth to keep your charge. But sometimes it seems that Rog just headbutts over and OVER...
I don't know if what I'm asking makes sense, but do you know what I mean?
Are they all equally the same, or do I just hate Rog? :wgrin:
Footsy Bebop
02-03-2007, 10:30 AM
Sorry for the repost, but these seems pertinent and it didn't get answered before.
Seems to me that when japanese players get caught in noogie maneuvers, they seem to mash out really quick while maintaining their charges
(i.e. Chun mashing out of a Sim noogie, but keeping the down charge for the upkick move). Are those players just mashing buttons when they're getting noogied? or are they also wiggling the joystick from offensive crouch, crouch, defensive crouch, still maintaing the charge but getting some joystick movement to get out of the noogie?
nohoho
02-04-2007, 12:42 AM
Why not set up a little experiment and see for yourself? Shouldn't take too long. You'd have to do a few repetitions and average to reduce the effect of extraneous variables but I'd bet it wouldn't take many before you got pronounced results.
joystick buttons number of headbutts
none none
45654 none
12321 none
14741* none
none mashed
45654 mashed
etc.
* heh, awkward!
On an unrelated note Capcom released a discount version of Hyper Street Fighter that fixes some of the problems in the original release:
Input for Vega's wall related moves fixed.
Super Sagat and O.ST.Sagat had tiger shot recovery fixed.
etc.
http://www.play-asia.com/paOS-13-71-40-77-7-49-en-15-street%2Bfighter-70-1pg0.html
Um, i'm pretty sure the number of hits holds do is at least somewhat randomized. Of course damage is randomized. But the point is, sometimes you get lucky and sometimes you get owned.
On an unrelated note Capcom released a discount version of Hyper Street Fighter that fixes some of the problems in the original release:
Input for Vega's wall related moves fixed.
Super Sagat and O.ST.Sagat had tiger shot recovery fixed.
etc.
http://www.play-asia.com/paOS-13-71-40-77-7-49-en-15-street%2Bfighter-70-1pg0.html
:wow:
Any more info on this?
EDIT: How can I tell which version is which, and can I buy it over here in north america?
Are those players just mashing buttons when they're getting noogied? or are they also wiggling the joystick from offensive crouch, crouch, defensive crouch, still maintaing the charge but getting some joystick movement to get out of the noogie?You have to wiggle the stick too.
I dunno what other players do, but I mash both the stick and buttons for about half a second, then hold down/back and continue mashing the buttons. That way I get out fast and have a charge when I land.
nohoho
02-07-2007, 02:27 AM
INH is releasing a DVD set for X-Mania 7 at the end of this month.
X-MANIA 7 -THE BIG TIME-
Three DVDs (282 matches!):
one HSF
two ST
Audio commentary by Gian and Otochun.
Booklet with brackets, interviews, etc.
They have some sample movies up:
http://www.inhgroup.com/item/xmania7/
EDIT: oh yeah, Daigo beat Gian, YuuVega and Tsuji back to back. Pretty fucking beastly for a guy who had an off year overall in 06.
Play-asia carries other INH discs so it seems like a safe bet that they'll stock this. They never got the Starting Over re-issue with the 2nd bonus DVD, "The History of X-Mania," though. (I emailed them a while ago to no avail)
N-Trade
02-07-2007, 04:21 AM
INH is releasing a DVD set for X-Mania 7 at the end of this month.
X-MANIA 7 -THE BIG TIME-
Three DVDs (282 matches!):
one HSF
two ST
Audio commentary by Gian and Otochun.
Booklet with brackets, interviews, etc.
They have some sample movies up:
http://www.inhgroup.com/item/xmania7/
EDIT: oh yeah, Daigo beat Gian, YuuVega and Tsuji back to back. Pretty fucking beastly for a guy who had an off year overall in 06.
Play-asia carries other INH discs so it seems like a safe bet that they'll stock this. They never got the Starting Over re-issue with the 2nd bonus DVD, "The History of X-Mania," though. (I emailed them a while ago to no avail)
Awesome, thanks for the info... I've just preordered at playasia. Do you know where I can find some of the older x-mania dvds?
BoggleMinds
02-07-2007, 05:30 AM
INH is releasing a DVD set for X-Mania 7 at the end of this month.
X-MANIA 7 -THE BIG TIME-
Three DVDs (282 matches!):
one HSF
two ST
Audio commentary by Gian and Otochun.
Booklet with brackets, interviews, etc.
They have some sample movies up:
http://www.inhgroup.com/item/xmania7/
EDIT: oh yeah, Daigo beat Gian, YuuVega and Tsuji back to back. Pretty fucking beastly for a guy who had an off year overall in 06.
Play-asia carries other INH discs so it seems like a safe bet that they'll stock this. They never got the Starting Over re-issue with the 2nd bonus DVD, "The History of X-Mania," though. (I emailed them a while ago to no avail)
Thanks for the heads up. The sample vids are also on YouTube:
http://www.youtube.com/watch?v=KBK4kAMJ7tM (AE matches)
http://www.youtube.com/watch?v=kRT8Bqy9OXk (ST matches w/ commentary by Gian and Otochun)
http://www.youtube.com/watch?v=8xPWAVEvVS0 (ST matches. Daigo's Ryu is still Ume-beastly!! :rofl: )
nohoho
02-07-2007, 06:26 AM
Do you know where I can find some of the older x-mania dvds?
Short answer: You can't.
Insanely long answer:
Here, I typed up a list of ST DVDs:
EDIT: couple minor things
Super Battle Opera (2003)
Format: DVD
Price: 8900 yen
Available: ?
http://www.amazon.co.jp/????DVD???-SUPER-BATTLE-DVD-TRILOGY-DISC1/dp/B000094FWT/sr=8-14/qid=1170853770/ref=sr_1_14/503-1209497-2823162?ie=UTF8&s=videogamesEDIT: whoa that link didn't work
There's an affiliate seller selling a used version there...
On the net: Here and there.
Grand Master Challenge
Format: DVDs (Box Set)
Price: ~1000 yen each or ~10,000 yen for all 11 discs (437 matches!)
Available: Yes
http://blog.livedoor.jp/gmc_ssf2x/archives/50019489.html
Would Dara (GMC producer) be willing to interact in English / ship overseas? Seems unlikely.
On the net: Samples
I linked to the various samples a long time ago on this thread. Many wound up on youtube.
X-Mania 2000
Format: CD-R
Price: Free
Available: No
In the past, one could go to the Sugamo Carrot arcade and exchange blank CDs for the X-Mania videos.
On the net: Maybe
Some old X-Mania videos are available on Japanese P2P (Winny and Share)
Sftchina.com might have them.
X-Mania 2001
Same as X-Mania 2000
X-Mania III
Same as X-Mania 2000
X-Mania IV
Format: DVD
Price: 500 yen
Available: Yes
http://cart03.lolipop.jp/LA05100086/?mode=ITEM2&p_id=PR00100603076
Would Irika be willing to ship overseas? Don't know.
On the net: Quite a few on combovideos.com.
X-Mania V
Format: DVD
Price:
Available: No
This was available primarily to people who actually attended X-Mania VI. I don't know how NKI and CigarBob scored their copies.
On the net: First round @ combovideos.
X-Mania VI
No
X-Mania Gaiden and X-Mania VII
INH DVDs @ Play-Asia
If you don't yet have The Starting Over (X-Mania Gaiden) I'd recommend waiting until ....nevermind
On the net: Samples
See my above post. Also: http://www.inhgroup.com/item/st2/
Star Cup III
Format: DVD
Price: ?
Available: Yes
You would have to track down The SuperStar (Boxer player) and buy it from him in person.
On the net: I upped a few to putfile (http://www.putfile.com/nohoho). Those links died but Guoguodi (http://www.youtube.com/user/Guoguodi) re-upped to youtube.
Star Cup IV
Same as Star Cup III
Neo Star Cup Prelims @ Mikado
Format: DVD
Price: 1000 yen
Available: Yes
http://blog.mi-ka-do.net/?eid=178444
Buy in person @ Mikado
On the net: Samples
On Mikado's site and youtube.
Neo Star Cup
On the net: Coming soon! I'll post more information when these get uploaded.
Master Secret Cup
Format: DVD
Price: 1000-1500 yen
Available: Yes
http://cart03.lolipop.jp/LA05100086/
See X-Mania IV above.
On the net: Samples here
http://stand-headup.sunnyday.jp/movie/sf_select.htm
A few complete files on combovideos.com. gracias r3ko
Mark of Finale
Same as Master Secret Cup
Las Vegas Cup
Format: DVD
Price:
Available: Yes
http://vegashyperst2.srv7.biz/0302etc2.html
Buy in person @ Ikebukuro Las Vegas
On the net: Samples
I posted the skinny on the recent batch of vids on my blog.
Mikado Year-End Tourney
http://blog.mi-ka-do.net/?eid=229445
See Neo Star Cup prelims above.
Oh, just to be clear, I don't own any of the above. Erm, and I've linked to anything I've found "On the net" in the past.
Axel Kelly
02-07-2007, 06:44 AM
They never got the Starting Over re-issue with the 2nd bonus DVD, "The History of X-Mania," though. (I emailed them a while ago to no avail)
You mean this?
http://zenixstudios.com/f/cimg287739e.jpg
Ordered from Play-Asia about two months ago and got that with it...
nohoho
02-07-2007, 07:57 AM
umbrellastyle: Yeah! Nice one! Man, I think I had some kind of communication breakdown with the P-A rep over email. heh.
ShinVega
02-07-2007, 12:00 PM
Same here, I ordered mine about 3 weeks ago and it came with the bonus DVD.
Fran3S
02-07-2007, 01:26 PM
nohoho,
your post about the various tournament dvd's was ace
very informative
thanks
supaman
02-07-2007, 01:52 PM
Yo NKI who is the oldest/active player over there in japan because i see some dudes that look like they are in there 30's or maybe they just look old
Toodles
02-07-2007, 01:54 PM
Yo NKI who is the oldest/active player over there in japan because i see some dudes that look like they are in there 30's or maybe they just look old
As someone in their 30's, let me just say: :arazz:
It killed me though. Little bitty arcade around Ikebekuro, saw this lady, like at least 60, playing at a original Bomberman (Atomic Punk), and just kicking its ass. Saw her breeze through the last few levels and beat the game easy, smoking her menthols.
If I get rich enough, that's probably my idea of the perfect retirement.
nohoho - Thanks for all the info! I passed your question on to T-Akiba (about tourneys between Gamest and X-MANIA), but he never got back with me. :sad:
supaman - Yeah, some of them are in their 30's, maybe even 40's.
7 5 0
02-07-2007, 11:07 PM
This is freaking awesome. I love this thread. NKI you are awesome on the job for ST CCCv2.
7 5 0
CigarBoB
02-08-2007, 04:34 PM
X-Mania V
Format: DVD
Price:
Available: No
This was available primarily to people who actually attended X-Mania VI. I don't know how NKI and CigarBob scored their copies.
On the net: First round @ combovideos.
NKI and I got our copies from Kuni at EVO 2k5. Kuni was selling them for $40 each but due to my cabinet and the fun we had he just gave me a copy.
Well at least that is how i got mine.
BTW Look for a new cabinet from me soon. Some new crazy split cabinet designs floating around in my head the last few weeks.
Igotthacoy
02-12-2007, 08:06 AM
NKI beat me in marvel
Where was this? I usually don't win at Marvel, so surely I would remember one of my few victories...
Igotthacoy
02-13-2007, 04:51 AM
lol at E.
Gian's coming to Evo, and he wants your money.
http://forums.shoryuken.com/showthread.php?t=126599
Graham
02-15-2007, 08:54 AM
Gian's coming to Evo, and he wants your money.
http://forums.shoryuken.com/showthread.php?t=126599
yeah gonna be fun giving him the beatdown he has been missing in japan
~TeN~
02-15-2007, 01:04 PM
yeah gonna be fun giving him the beatdown he has been missing in japan
can't wait to see this... he sure did beat the hell out of everyone last time he was here....
psychochronic
02-17-2007, 08:32 PM
You mean this?
http://zenixstudios.com/f/cimg287739e.jpg
Ordered from Play-Asia about two months ago and got that with it...
I want that DVD. :party:
felineki
02-17-2007, 11:08 PM
On an unrelated note Capcom released a discount version of Hyper Street Fighter that fixes some of the problems in the original release:
Input for Vega's wall related moves fixed.
Super Sagat and O.ST.Sagat had tiger shot recovery fixed.
etc.
http://www.play-asia.com/paOS-13-71-40-77-7-49-en-15-street%2Bfighter-70-1pg0.html
Can't believe I missed this earlier. :rofl: Very interesting! Looks like this, 3S, and the Darkstalkers collection have all been rereleased. I wonder if the other two feature any changes from their initial releases as well.
Professor Jones
02-18-2007, 02:35 AM
You mean this?
http://zenixstudios.com/f/cimg287739e.jpg
Ordered from Play-Asia about two months ago and got that with it...
Wow, I'd really like to watch this... is it available for download of for sale by itself somewhere ? I already bought the starting over DVD when it first came out, and I don't want to buy another one just for the new DVD :/ .
CapMaster
02-21-2007, 10:31 PM
Here's a question that has perplexed me for a long time..
For some fireball/uppercut characters (Ryu, Ken, Sagat) is it possible that you can cancel out the recovery into a DP/TU quicker then you would normally recover to be able to block? To get what I'm saying, say I just tossed a fireball, and my opponent is jumping out me. Is it possible that I can cancel into a DP to hit them quicker then it would be for me to just hold back and block their jump-in?
Dasrik
02-21-2007, 11:39 PM
Here's a question that has perplexed me for a long time..
For some fireball/uppercut characters (Ryu, Ken, Sagat) is it possible that you can cancel out the recovery into a DP/TU quicker then you would normally recover to be able to block? To get what I'm saying, say I just tossed a fireball, and my opponent is jumping out me. Is it possible that I can cancel into a DP to hit them quicker then it would be for me to just hold back and block their jump-in?
The short answer is no.
For the most part, fireballs recover quicker than they start up, but it seems like they last the same amount of time.
Axel Kelly
02-22-2007, 04:42 PM
Wow, I'd really like to watch this... is it available for download of for sale by itself somewhere ? I already bought the starting over DVD when it first came out, and I don't want to buy another one just for the new DVD :/ .
If no one objects to it, I could probably get it up for download or put it up on youtube or something...
Professor Jones
02-22-2007, 05:07 PM
That would be awesome for all the people who bought the DVD a while ago :lovin:
Airthrow
02-22-2007, 11:15 PM
I'm having ST at my house in Seatac Washington on Saturday if anyone is interested. :tup:
ruthless_nash
02-23-2007, 06:47 AM
hi folks, i was wondering if you could help a n00b out in ST/HSF2. i was wondering if there is a list or a video highlighting all the links in the game, i know there isnt many so i would appreciate this alot. i enjoy playing with different characters even if it means i dont progress much as i like variety in my games.
anyhoo, i would appreciate this very much. also if someone could explain what this cps chain business is i would also appreciate this, thanks!
^ ST probably has more links than any other street fighter game. I don't think you'll be finding a full list anywhere.
CPS1 Chain -> http://www.video-opera.com/features/f0016.php
ruthless_nash
02-23-2007, 10:23 AM
ok cool man, can i have the list for shotos, guile, boxer and gief then? im sorry if its too much to ask. also, whats the best rush down character? is it balrog? what are alternative rushdown characters? thanks alot!:looney: :lovin:
Triplejjj
02-23-2007, 05:25 PM
Well if you are looking for links in ST take a look at this http://www.youtube.com/watch?v=Xze-N7pFcr4
Ok, who the hell thought it would be a good idea to do all the combos on the 1P side and then put their logo on the left side to cover up the combo counter?
How are people supposed to tell if they are linking the legends properly?
polarity
02-24-2007, 07:22 AM
jesus christ nightwish are so bad
Dandy J
02-24-2007, 05:41 PM
rofl
JubeiNinja69
02-25-2007, 01:25 AM
i've been fooling around with zangeif and i can't seem to do spd after a poke/lariat/green hand consistently. it seems like when i do get a spd i'm lucky i guess. what's the correct timing or way to input a spd after a poke?
ok cool man, can i have the list for shotos, guile, boxer and gief then?This is for SSF2, not ST, but most of the stuff in here is probably the same:
http://db.gamefaqs.com/coinop/arcade/file/super_street_fighter_2_link.txt
whats the best rush down character? is it balrog? what are alternative rushdown characters? thanks alot!:looney: :lovin:Boxer is the best rush down character. Chun is also pretty good at rush down, though she's better off turtling in a lot of fights.
Ok, who the hell thought it would be a good idea to do all the combos on the 1P side and then put their logo on the left side to cover up the combo counter?Yeah, I was getting mad confused by that editing. All that zooming in and sudden cutting to random scenes. And I really don't think the "flashbacks" are necessary. I mean, I just saw that same combo 20 seconds ago...why do I need to see it again? :confused:
i've been fooling around with zangeif and i can't seem to do spd after a poke/lariat/green hand consistently. it seems like when i do get a spd i'm lucky i guess. what's the correct timing or way to input a spd after a poke?Is nothing coming out? If that's the case, you're doing it too early.
It's not hard to time, and there's no trick to it, so I think you really just need to sit down and practice against a dummy until you get the hang of it.
Fran3S
02-27-2007, 05:48 AM
Good shit nohoho. You rock.
Just for you: JUICE! (http://66.90.101.52/~gfb/NKI/nichibei-full.wmv)
(right click -> Save Target As...)
damn,i am too late to the party :hcf:
CigarBoB
02-27-2007, 03:17 PM
damn,i am too late to the party :hcf:
NKI any chance you can find it in your heart to repost that USA vs Japan 2000 ST footage?
Mokura
02-27-2007, 04:47 PM
Does anyone have this one vid of Diago vs Ohnuki? I remember they were in T. Hawk's stage and Chun would trade w/ an AA against Diago's Ryu and then move in to start those c. forward/throw mind games that I've seen so many shotos lose to. Except every time he'd go for it, Diago would reverse it w/ a jab DP. Such a sweet match, but I haven't been able to find it.
NKI any chance you can find it in your heart to repost that USA vs Japan 2000 ST footage?Only because you make the sexiest cabinets of all time. :lovin:
http://zachd.com/nki/nichibei-full.rar
CigarBoB
02-27-2007, 07:11 PM
Only because you make the sexiest cabinets of all time. :lovin:
http://zachd.com/nki/nichibei-full.rar
I still say you should move out here so that you can play with Zazza, Sabre and me on ST.
If it helps I will build you a arcade cabinet for FREE!! Yea im bribing you.
NKI I just want to make sure that my theory is correct.
On occassion I will be in a situation on ST where I will hit an opponent with two hits of a combo and then they just fall out. This is because i hit them durring prejump animation. Right?
I cant tell you how pissed it makes me when I land two cr.shorts with ken and then the super just goes right through them.
You are correct, sir. You're hitting them out of pre-jump animation.
And yes, it is a bummer. :sad:
UltraDavid
02-27-2007, 09:01 PM
I've been wondering about that lately, too. Why is it that you can get two hits before they pop out? Shouldn't they have popped out after the first hit? It seems like this is effectively a juggle, and generally in ST you can only juggle with a set few moves.
Also, occasionally this'll happen to me after I do two crouching jabs with Gief and Hawk, and they'll pop out before I can get my piledriver/cyclone going. Aren't prejump frames throwable? If so, how is it that they pop out and don't get thrown by the 360? Usually my ticks are pretty tight, it's rare that I mess up.
felineki
02-27-2007, 10:05 PM
Took me a few tries to recreate this phenomenon (it seems to be random, I tried it frame-by-frame with identical timing as far as I could tell, but it took several tries before it actually occurred), but when this effect kicks in, the first hit, the one that hits the opponent during their pre-jump frames, puts them into a normal ground hitstun. But any hit that combos into this hitstun instantly puts the opponent into the same "flip out" state that normally occurs when you get hit by a normal in midair. For whatever reason. There's no point in there that they're throwable, so if you're trying to go for jab, jab, piledrver or whatever on an opponent who's just about to jump, you might be out of luck. Just depends on whether this effect decides to kick in or not. :confused:
JubeiNinja69
02-27-2007, 10:47 PM
man hyper AE SF2 sucks. i thought there was no difference between zangief from hsf2 and ST so i went ahead and practiced piledrivers on hsf2 but apparently hsf2 was ported shitty or something so my spd wasn't coming out. its like they made it harder to do. now all my piledrivers are coming out on the ccc2 ST version.
Fran3S
02-28-2007, 02:49 AM
Only because you make the sexiest cabinets of all time. :lovin:
http://zachd.com/nki/nichibei-full.rar
thanks,sir :smile:
~TeN~
03-02-2007, 12:33 PM
Only because you make the sexiest cabinets of all time. :lovin:
http://zachd.com/nki/nichibei-full.rar
can sum1 refresh my memory ... who were the players in the jap vs usa match?
Buttermaker
03-02-2007, 03:18 PM
www.shoryuken.com/archive/japan
SpinalBlood
03-06-2007, 05:22 AM
I have a question
The following fact happened sometimes while I was playing (so rarely that I thought I was dreaming, but now I found that on a match vid too)
Sagat does a fake kick; attemps to do a stand kick but doesn't extend his kick regularly
Can be seen at http://big.freett.com/msc_movie_001/lasvegas2_noziai_019.wmv around sec 0.58
Why does it happen and how to perform that?
Link is dead...:sad:
Can you explain it with a little bit more detail?
Buttermaker
03-07-2007, 01:03 AM
Link is dead...:sad:
Right-click -> Copy Shortcut/Copy Link Location -> paste into address bar.
I dunno, I've never seen that before. :confused:
Frame skip? Bug?
You can do it in the alpha games, with the exact same kick too. Intentional?
NKI/nohoho:
Do either of you know if any of the top ST players in japan play other fighting games competitively? Are any of them active in the VF/3s/GG/ communities or even A3 community when the game was still popular?
Just curious
geadom
03-07-2007, 09:53 PM
I've seen Nakanishi (CvS2) and 'Nuki (tons o'games) play ST.. But not the other way around.. Except for Daigo.
stream3
03-08-2007, 12:27 AM
quick question: how do you pick the alternate SUPER color in ST?
N-Trade
03-08-2007, 12:44 AM
do the usual code but press jab&short together
Spirited_Away
03-08-2007, 02:22 AM
Haaaa :O...how the hell did Sagat cancel standing forward like that ? is it an AE thing only ??
By the way it could just be a video frame skip...and not a real in gameplay thing.
SpinalBlood
03-08-2007, 09:18 AM
Haaaa :O...how the hell did Sagat cancel standing forward like that ? is it an AE thing only ??
By the way it could just be a video frame skip...and not a real in gameplay thing.
I'm pretty sure that happened to me in gameplay on the regular st too (arcade, emulator though). I doubt that is an issue specifically of that video
SpinalBlood
03-08-2007, 10:33 AM
I opened that vid with VLC (VideoLAN) setting at speed: 0.25. The kicks just doesn't appear
Dasrik
03-08-2007, 12:38 PM
I thought I heard about N.Sagat being able to cancel his kicks?
SNkNuT
03-12-2007, 05:22 PM
can somebody explain to me what is kara-canceling and how it relates to buffering into supers?
nohoho
03-12-2007, 05:55 PM
Congrats on the Final Round win NKI.
http://forums.shoryuken.com/showthread.php?t=127888
can somebody explain to me what is kara-canceling and how it relates to buffering into supers?Wow, I can't believe I neglected that on the Wiki. :confused: I'll update it when I have some time.
Congrats on the Final Round win NKI.
http://forums.shoryuken.com/showthread.php?t=127888Thank you sir. :smile:
CigarBoB
03-12-2007, 10:12 PM
Congrats on the Final Round win NKI.
http://forums.shoryuken.com/showthread.php?t=127888
NICE NKI!! Beasting over DSP and Jwong. Good job.
Looks like I might have my work cut out for me at EVO with our money matches.
SweetJohnnyV
03-12-2007, 11:53 PM
Congrats on the Final Round win NKI.
http://forums.shoryuken.com/showthread.php?t=127888
Right on. Go NKI!!
Toodles
03-14-2007, 01:38 AM
NKI: Any chance the the japanese strings I sent you could identify the un-identified dip switches in DC ST?
nothingxs
03-14-2007, 10:49 AM
NKI: Would learning Deejay be an effective way for me to put off people from trying to counter-pick my Claw with Honda? If so, any quick tips to learning Deejay and things I should know straight off the bat?
NKI: Any chance the the japanese strings I sent you could identify the un-identified dip switches in DC ST?Yes indeed. I was looking at those, and while I didn't see anything super crazy, I did notice that a few of T.Akiba's listings were wrong.
It's on my to-do list, along with updating the Wiki (kara cancel/renda cancel).
NKI: Would learning Deejay be an effective way for me to put off people from trying to counter-pick my Claw with Honda?If you want to actually get better at ST, I would say just learn the match. I've already written up my view on counter characters here (http://shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Strategy).
I don't really know Claw vs. Honda all that well, but I'm sure you can find footage either online, or on the X-MANIA DVD's.
CapMaster
03-14-2007, 05:24 PM
Claw VS Honda...
When I play this match, I usually go either one or two ways. One is to get a lead, and run away/turtle. The second is if you get a knockdown, go for cross up wall dives until he stops it. By cross up, I mean change his direction that he's facing so he loses the charge for his headbutt, which will very much stop your wall dives. It's not inflailable, he can sumo smash out of it (you won't always get hit though) but it's in your favor going for this.
For the turtle method, a well timed jump back fierce will stuff a headbutt if he trys it. Otherwise, try to keep your flick kick charged to get fierce headbutts. You do this a few times, sometimes Honda may try to a jab headbutt to make you flip kick on reaction, then punish you as you recover. Learn to recognize this, and slide him as he's landing from the jab headbutt. When you get the lead, Honda eventually is gonna HAVE to come at you in some way or form. Just be ready to counter his offensive options. If Honda gets you in the corner and he's close, you're probably gonna lose. Try to stay a little outside of the range of his fierce hands. Vega (Claw) can win this fight. The challenge is that Honda just has many more ways to do so.
Toodles
03-14-2007, 05:32 PM
Yes indeed. I was looking at those, and while I didn't see anything super crazy, I did notice that a few of T.Akiba's listings were wrong.
I have no idea how the order of the strings relate to the order of the dip switches; I can only tell you that I sent it to you in the order it existed in the executable itself. If you can translate them better than google-nese, I'll test to the best of my ability.
And I checked all of the DIP's, and none of them turn on the DIP descriptions in anyway I can tell, so I have no idea how to get those strings to show up in the game itself. No idea why they're there at all.
Dasrik
03-14-2007, 06:34 PM
Speaking as a Honda player, if you're experienced with Vega you might as well go ahead and use him. It's a lot more frustrating to go into match-ups with him from the ground up.
I have no idea how the order of the strings relate to the order of the dip switchesThe list you sent me is in the reverse order that they appear in the game. (So the first one in the list you sent me is 3F on the chart (http://nki.combovideos.com/dc.html#manual).)
I'll start translating them tomorrow.
And I checked all of the DIP's, and none of them turn on the DIP descriptions in anyway I can tell, so I have no idea how to get those strings to show up in the game itself. No idea why they're there at all.Bizarre...:confused:
can somebody explain to me what is kara-canceling and how it relates to buffering into supers?Let me know if this makes sense or not...
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Game_Mechanics
felineki
03-15-2007, 08:25 AM
I was looking at your T. Akiba info page again, NKI, and wondering what the "things that didn't make it into the final version" list is about. Are these dipswitches that were being considered for the Dreamcast version but never implemented? From what I can make out, there's some pretty strange stuff, like being able to tech holds
I'm not sure what that stuff is exactly. He doesn't give any explanation other than "Things that didn't make it into the final version"...
I have a lot of work to do on the translations page. In addition to finishing up that section, I also need to update the Dreamcast DIP switch page, because we now know what the blanks are, and there were a few that were incorrect as well. For some of these, it's not immediately obvious what they're supposed to do, and I haven't had time to test these out.
If anyone has time to test, please let me know what you find.
00 Boss = Dic
01 Boss = Akuma
02 Dizzy icon
15 percentage for 1-frame-guard against O.Ryu's air HK
16 percentage for 1-frame-guard against O.Ken's air HK
17 Blocking sound on the bonus stages
1A Normal move damage is corrected
1B Face in the cockpit of the plane (on/off)
1C Color of the name on the cock-pit (blue/yellow)
20 Match count resets at 256
25 Can't enter name for high score
34 Getting dizzied when airborn
37 Ability to do a move after the round is over
38 The opponent's waiting time for uppercuts is set
3E Ability to do a move after the time runs out
Ganelon
03-15-2007, 11:08 AM
I was playing Guile against a CPU Chun Li (CCC2 version) and managed to Somersault Kick her while she was jumping. However, she somehow got stuck in the air and was able to crouch and perform ground attacks in mid-air for a few seconds (but didn't jump or move left/right).
I jump attacked, she got knocked back to ground level, and everything returned to normal. Is this a known glitch? Or perhaps a CCC2-specific emulation error?
skankin garbage
03-15-2007, 11:56 AM
I'm sure I've asked this question a million times, but...I've always been under the impression that Turbo 2 was the game speed used in tourneys, but Evo's website says Turbo 3. So, is it Turbo 3, or Turbo 2? I couldn't find anything about that on the Wiki, either.
CigarBoB
03-15-2007, 12:06 PM
I was playing Guile against a CPU Chun Li (CCC2 version) and managed to Somersault Kick her while she was jumping. However, she somehow got stuck in the air and was able to crouch and perform ground attacks in mid-air for a few seconds (but didn't jump or move left/right).
I jump attacked, she got knocked back to ground level, and everything returned to normal. Is this a known glitch? Or perhaps a CCC2-specific emulation error?
Im really not looking forward to EVO and CCC2 ST.
Thank goodness I will have my arcade cab there.
And T3 is the tourny speed
Toodles
03-15-2007, 03:29 PM
1B Face in the cockpit of the plane (on/off)
1C Color of the name on the cock-pit (blue/yellow)
Betcha these refer to the 'HUD' lifebars and names and not Guile's stage.
Ill start going through and checking as soon as I get home. Not sure if there is an easy was to test 17, 1A, or what in the hell 38 is about, but Ill knock as many out as I can.
SweetJohnnyV
03-15-2007, 05:42 PM
And T3 is the tourny speed
Just to triple check, is T3 the speed to use in the US release of CCC2? I only ask because I thought the numbering was different between Japanese and US games.
nohoho
03-15-2007, 06:18 PM
Speaking of DIP switches it's possible to display the hitboxes in-game in HF (and only HF.) I haven't been able to get this to work with mame, though: the switch list seems to be incomplete.
You can see what this looks like at ladios' (the murder machine!) page:
http://www.critical.ne.jp/~ladios/
(Click the wazahyou.htm link in the left frame.)
SweetJohnnyV
03-15-2007, 06:24 PM
Speaking of DIP switches it's possible to display the hitboxes in-game in HF (and only HF.) I haven't been able to get this to work with mame, though: the switch list seems to be incomplete.
Holy crap! That's awesome! I've done some hacking around with mame in the past. Maybe if I get some time I'll fiddle around with it again.
felineki
03-15-2007, 07:28 PM
Speaking of DIP switches it's possible to display the hitboxes in-game in HF (and only HF.) I haven't been able to get this to work with mame, though: the switch list seems to be incomplete.[/url]
(Click the wazahyou.htm link in the left frame.)I've actually gotten that to work in WW and HF. It supposedly works on all 3 CPS1 SF2s. The dipswitch thing is tricky, because most emulators don't have a true dipswitch menu where you can go in and set switches manually. Rather, they have menus tailored for each game that let you choose an option/effect (number of coins, creits, difficulty, etc.), and the dipswitches are then set accordingly.
Burning Vigor
03-15-2007, 07:46 PM
I'm able to get the hitboxes to show aswell on my CPS1 WW and HF boards. Not CE though, there must be some trick to it like WW where you have to tap some buttons on start-up.
It's interesting to play in the debug mode where you can actually see the hitboxes and realize little things like for instance Ken's cr.Roundhouse actually has a longer range than his cr.Forward.
Toodles
03-15-2007, 11:34 PM
Well Im done testing for now. If anyone has any suggestions on how to test the ones I havent figured out yet, please do. All of these before 'unknown' are verified by me just now.
00: Beaten Dictator 1=Yes 0=No (no affect on gameplay or on which boss appears in arcade mode. Just a recording in the DIP switches if you've beaten him as a boss character. Set to 0 and beat the game, the DIP will be updated automatically)
01: Beaten Gouki 1=Yes 0=No (same as above)
02: Dizzy Icons 1=Up and Down, possibly glitched 0=Smooth circle (The dizzy images remain the same and random. The 'up and down' kinda looks like they are bouncing, carousel style, as they go, but still looks weird. I think its a glitch with them showing the animation frames in the wrong order, and setting to 0 fixes the glitch so they show in the correct order as a smooth circle around your dead ass)
15: Percentage for 1-frame block again O.Ryu's air HK: 0=Some (50%?) unblockable 1=All blockable
16: Percentage for 1-frame block again O.Ken's air HK: 0=Some (50%?) unblockable 1=All blockable
(Both tested to 20, and 50% is prolly right. Set to 1, it is always blockable)
1B: Show character headshot under lifebar? 0=Yes 1=No
1C: Color of character name under lifebar? 0=Blue/White 1=Red/Yellow
Unknown:
17: The 'blocking' sound (like after you smash one half of the car and have to go to the other side) sounds the same for all three hit levels on both settings. I dont know what to test or how to.
1A:I have no clue here where to even begin testing. Who's normal move damage is incorrect?
20: No way in hell Im testing this for over 500 games. I dont know if the 'match count' is somewhere on the versus screen, or talking about the last couple of digits to your score. That's some MK2 Noob Saibot dedication right here I just don't got.
25: I can't figure this one out. Set either way, you still can enter your initials if you have a high score. I tried using normally 'banned' initials 'AAA' to see if they got renamed to 'CAP' or similiar, but they didnt. I have no clue what this does.
34: I can't figure this one out either. In training mode, N.Gief vs N.Chun (set to jump), everything appears identical. Same three fierce's in the air dizzy Chun. Dizzy time remains the same, based on the dizzy icon. Animation for the dizzy icons both start at the same time, and are equally random as to which icon. I can't tell what this does differently.
38: No idea what this means or where ot begin looking.
37 & 3E: I can't find any different for either setting, whether on or off. In normal play, you you can't do a move after time over or round over. If you can, I dont know the trick. I've tried multi hit supers that kill in the first couple of hits; Boxer throws one finish punch after the KO or time out that whiffs. Everyone else finishes the move, with the proper hits connected but not doing any damage once the opponent is killed or time is over. Im gonna reread Majestro's post in the trivia thread because it may be related, but Im lost on this one.
nothingxs
03-17-2007, 01:49 PM
Speaking as a Honda player, if you're experienced with Vega you might as well go ahead and use him. It's a lot more frustrating to go into match-ups with him from the ground up.
What the fuck am I supposed to do to Honda with Vega?
nohoho
03-17-2007, 01:55 PM
CapMaster's post on the previous page was spot on.
nothingxs
03-17-2007, 02:05 PM
Claw VS Honda...
When I play this match, I usually go either one or two ways. One is to get a lead, and run away/turtle. The second is if you get a knockdown, go for cross up wall dives until he stops it. By cross up, I mean change his direction that he's facing so he loses the charge for his headbutt, which will very much stop your wall dives. It's not inflailable, he can sumo smash out of it (you won't always get hit though) but it's in your favor going for this.
For the turtle method, a well timed jump back fierce will stuff a headbutt if he trys it. Otherwise, try to keep your flick kick charged to get fierce headbutts. You do this a few times, sometimes Honda may try to a jab headbutt to make you flip kick on reaction, then punish you as you recover. Learn to recognize this, and slide him as he's landing from the jab headbutt. When you get the lead, Honda eventually is gonna HAVE to come at you in some way or form. Just be ready to counter his offensive options. If Honda gets you in the corner and he's close, you're probably gonna lose. Try to stay a little outside of the range of his fierce hands. Vega (Claw) can win this fight. The challenge is that Honda just has many more ways to do so.
Appreciated. I'll try and practice this matchup now.
Speaking of DIP switches it's possible to display the hitboxes in-game in HF (and only HF.) I haven't been able to get this to work with mame, though: the switch list seems to be incomplete.
You can see what this looks like at ladios' (the murder machine!) page:
http://www.critical.ne.jp/~ladios/
(Click the wazahyou.htm link in the left frame.)
So is this possible on any emulator? if so, how?!
thanks
What do the grey and brown boxes represent?
felineki
03-17-2007, 05:41 PM
I know that Kawaks has .dat files for games that save dispwitch settings as numbers (generated from seeing the switches as a series of binary digits, 1 = on, 0 = off... or is it the other way around?). If you screw around with those numbers enough, keep saving the .dat file, and reloading it in Kawaks while at the game's service mode screen (press F11), you should be able to see which switches are being turned on and which off. That's the only way I know to go about it at the moment.
To see the hitboxes, the following switches must be set accordingly:
A-8 and C-8 ON - This activates the in-game test mode.
A-2 ON - Display hitboxes
C-1 OFF - Run normal speed (otherwise the test mode will run at double speed)
C-2 OFF - Otherwise the test mode will make both players invincible.
ALSO, when the game is starting up, hold down Player 2's Jab and Fierce buttons to get into the game, otherwise you'll be stuck at the service menu.
There are 5 different types of boxes, any one of which may be present or not present for any particular frame of animation. A high vulnerability box (white), mid vulnerability box (tan/yellow), low vulnerability box (brown), attack hitbox (black), and a "push" box (frustratingly, the same brown as the low receiving box). The "push" box is what determines the "solidity" of the character, for when you walk or jump against them and such.
felineki - Excellent info! Thank you very much.
Toodles - Thanks for testing that out. Some of those translations I did might be kinda weird, but that's because the original Japanese text is either weird or very vague. (Why the hell they call the character portrait the "cockpit", I have no idea...)
1A:I have no clue here where to even begin testing. Who's normal move damage is incorrect?The word that is always used for "normal moves" is 通常技 (literally "normal attack"), but for some reason in the DIP switch list, they use 通常弾, which means "normal bullet". I just interpreted that to mean "normal move", but I dunno...it might mean something else.
20: No way in hell Im testing this for over 500 games. I dont know if the 'match count' is somewhere on the versus screen, or talking about the last couple of digits to your score. That's some MK2 Noob Saibot dedication right here I just don't got.Hahaha...yeah, I don't ever intend on testing that either. I think it just refers to the match count at the beginning of each fight. The counter stops at 99, and I'm assuming it resets back to 0 after 256 fights.
25: I can't figure this one out. Set either way, you still can enter your initials if you have a high score. I tried using normally 'banned' initials 'AAA' to see if they got renamed to 'CAP' or similiar, but they didnt. I have no clue what this does.It says ネームエントリーせずにハイスコアが残る which is literally "without/instead of name entry, the high scores remain"...doesn't really make much sense to me either...:confused:
34: I can't figure this one out either. In training mode, N.Gief vs N.Chun (set to jump), everything appears identical. Same three fierce's in the air dizzy Chun. Dizzy time remains the same, based on the dizzy icon. Animation for the dizzy icons both start at the same time, and are equally random as to which icon. I can't tell what this does differently.空中ヒット属性でのピヨリ
"Getting dizzied by a move that hits you while airborn" :confused:
37 & 3E: I can't find any different for either setting, whether on or off. In normal play, you you can't do a move after time over or round over. If you can, I dont know the trick.There are two situations I can think of:
1) Killing the opponent with a grab (Boxer's headbutts, Sim's noogie, etc.) will allow you to jump or do a move after the opponent dies.
2) After killing the opponent with Ken's QCF+kick move, you can continue to do it infinitely, even though the round is over. (See NKI Volume IX (http://nki.combovideos.com).)
JubeiNinja69
03-18-2007, 02:17 AM
I was playing Guile against a CPU Chun Li (CCC2 version) and managed to Somersault Kick her while she was jumping. However, she somehow got stuck in the air and was able to crouch and perform ground attacks in mid-air for a few seconds (but didn't jump or move left/right).
I jump attacked, she got knocked back to ground level, and everything returned to normal. Is this a known glitch? Or perhaps a CCC2-specific emulation error?
few of the minor glitches which some people are reporting, which i don't care unless its in arcade mode i think are from the vs. mode and training becuase originally ST ccc2 wasn't supposed to have those 2 modes to begin with and so sirlin added those. the training mode is just basically the arcade game reprogrammed so the clock and cpu wouldn't move and the game doesn't end when the lifebar is empty. the training and vs. modes had to be added and programmed for cause original ST only had arcade mode so it didn't surprised me those 2 modes would have some very minor glitches. anyway i think sirlin did a great job getting a training mode in there for the community while working on a tight schedule for the game's release. but you getting that glitch in the arcade mode i assume is weird.
Burning Vigor
03-18-2007, 02:46 AM
CCC2 training mode feels like sirlin just implemented some mame cheats. Some people say that its arcade perfect because it uses the arcade roms but realistically CCC2 is not arcade perfect since the timing on combos is more strict.
fatboy
03-19-2007, 09:37 AM
I know that Kawaks has .dat files for games that save dispwitch settings as numbers (generated from seeing the switches as a series of binary digits, 1 = on, 0 = off... or is it the other way around?). If you screw around with those numbers enough, keep saving the .dat file, and reloading it in Kawaks while at the game's service mode screen (press F11), you should be able to see which switches are being turned on and which off. That's the only way I know to go about it at the moment.
To see the hitboxes, the following switches must be set accordingly:
A-8 and C-8 ON - This activates the in-game test mode.
A-2 ON - Display hitboxes
C-1 OFF - Run normal speed (otherwise the test mode will run at double speed)
C-2 OFF - Otherwise the test mode will make both players invincible.
ALSO, when the game is starting up, hold down Player 2's Jab and Fierce buttons to get into the game, otherwise you'll be stuck at the service menu.
There are 5 different types of boxes, any one of which may be present or not present for any particular frame of animation. A high vulnerability box (white), mid vulnerability box (tan/yellow), low vulnerability box (brown), attack hitbox (black), and a "push" box (frustratingly, the same brown as the low receiving box). The "push" box is what determines the "solidity" of the character, for when you walk or jump against them and such.
Where do you down load the "Kawaks"?
Can some one help me get up an running on this?:sweat:
I would love to check out the hit boxes.
I am sure several others reading this thread would like to know as well!:wgrin:
I would be greatfull for any help from anyone!:lovin:
felineki
03-19-2007, 02:08 PM
Where do you down load the "Kawaks"?
http://cps2shock.retrogames.com/download.html
I've only gotten the hitboxes running once or twice, so some of the info I posted earlier might not be 100% correct, but it's worth trying.
fatboy
03-19-2007, 03:03 PM
Snip.....
^^^^^ This guy.....is the BOMB!
Thanks Felineki! :wgrin:
+ rep
geadom
03-20-2007, 08:54 PM
NKI, sorry to bother you again, but..
Me not being from the USA (I'm from Santo Domingo ;D),can you give a pointer on who are the best American (USA) players? Like the Japanese report? Sorry if it to much.
My Picks:
O.Sagat : John Choi. dude is a Beast
Balrog: Graham Wolfe. Another beast.
Ryu: Valle
Chun: You?
Sim: J.Cole, Alex Wolfe.
Cammy: J. Chen?
Sorry if it is too much to ask, and thanks in advance.
UltraDavid
03-21-2007, 02:52 PM
I know damage for a particular move is random within certain limits, but is chip damage? Does it cause slightly more and slightly less sometimes, or always the same amount? By experience it seems like it's always the same, I was just wondering.
Felinki where is the .dat stored which allows me to change the dipswitch settings?
For those who wanted to see Claw vs. Honda, here's one example:
http://blog.mi-ka-do.net/?eid=272312
(Fourth link from the top, Noguchi vs. goriraimo. File name = 0217_04.zip)
I know damage for a particular move is random within certain limits, but is chip damage? Does it cause slightly more and slightly less sometimes, or always the same amount? By experience it seems like it's always the same, I was just wondering.I don't have any evidence to back it up, but it seems to me that it could be random. Like with Dhalsim's super, I can remember times where I just thought "Damn, that did hella block damage..."
My Picks:
O.Sagat : John Choi. dude is a Beast
Balrog: Graham Wolfe. Another beast.
Ryu: Valle
Chun: You?
Sim: J.Cole, Alex Wolfe.
Cammy: J. Chen?I pretty much agree with your list. John Choi also plays a good Ryu and a good Guile. Also...
afro legends - Boxer, DeeJay
Mike Watson - Boxer, Ryu
Jason Nelson - Guile
Jumpsuit Jesse - Fei Long
...and several more who I can't remember because I haven't seen them in years...
felineki
03-21-2007, 07:12 PM
Felinki where is the .dat stored which allows me to change the dipswitch settings?
Should be in Kawaks/ini/(game).ini. They're INIs not DATs, my mistake. Open it up, and under the [Settings] header should be DipA, DipB, and DipC numbers. Open Kawaks, open the game, go to the test menu (press F11), then go to "Dip Switches". That should show which are on and which are off. Mess with the numbers in the INI, save it, then use Game -> Reload settings from INI to see which switches were changed. Do that until you've got the switches set according to the requirements I posted earlier.
I'd try to help with the actual relation between the series of switches and the number in the INI file, but during the few times I worked with it, it was really awkward. :confused:
Professor Jones
03-22-2007, 03:11 AM
Here's a "how the hell did he do this"question :
http://www.youtube.com/watch?v=-kJMPXNt6Xo
Look what happens near 52" : Taira counters a blocked psycho crusher with a scissor kick. How do you do that ? I tried everything that came to my mind but couldn't do it a single time. Things I tried included pressing a kick button the moment bison faces the other side (while blocking) and inputting back, forward + kick at that same moment.
Any ideas ?
^^he held back to block and charge, opponent switched sides, he kept holding back (which was now forward) and pressed kick. Thus completing the motion for a scissor kick. It happens often when you use charge characters but most of the time it's just annoying.
Professor Jones
03-22-2007, 06:03 AM
This is the first thing I tried, but it didn't work. Maybe I'm not doing it well, or it must be done differently...
NoAffinity
03-22-2007, 07:17 AM
Should be in Kawaks/ini/(game).ini. They're INIs not DATs, my mistake. Open it up, and under the [Settings] header should be DipA, DipB, and DipC numbers. Open Kawaks, open the game, go to the test menu (press F11), then go to "Dip Switches". That should show which are on and which are off. Mess with the numbers in the INI, save it, then use Game -> Reload settings from INI to see which switches were changed. Do that until you've got the switches set according to the requirements I posted earlier.
I'd try to help with the actual relation between the series of switches and the number in the INI file, but during the few times I worked with it, it was really awkward. :confused:
We're talking strictly CPS-1 here? CPS-II doesn't have dip switch settings.
nothingxs
03-22-2007, 01:34 PM
What about Claw VS Dictator? :o
felineki
03-22-2007, 02:22 PM
We're talking strictly CPS-1 here? CPS-II doesn't have dip switch settings.Yeah, only CPS1.
nothingxs
03-27-2007, 10:45 AM
Okay:
I have a friend who plays Chun-Li. I'm a Claw player.
What is each of our goals in this match up? What is Claw aiming for here, and what is Chun aiming for here? Please be as descriptive as possible and outline everything we both may need to know.
Also, I'd like to know if anyone can help me with Claw VS Guile, and Claw VS Dictator. There's a Guile and a Dictator player down here in Miami that I'd like to beat. In fact, if we can get Chun VS Guile and Chun VS Dictator too, that'd be great.
alb3530
03-27-2007, 11:42 AM
If anyone has time to test, please let me know what you find...
...17 Blocking sound on the bonus stages
1A Normal move damage is corrected....
...25 Can't enter name for high score
34 Getting dizzied when airborn
37 Ability to do a move after the round is over
38 The opponent's waiting time for uppercuts is set
3E Ability to do a move after the time runs out
NKI, could you provide some info about some switches?
what does "Normal move damage is corrected" mean exactly?
"34 Getting dizzied when airborn" seems not to make any effect.Do you know some good technique to realize its effect easily?
could you explain what's the meaning of "The opponent's waiting time for uppercuts is set"?
as for the other switches (17, 25, 37 and 3E) i haven't tested them enough.37 and 3E don't seem to work
by the way, from where did you get info about that switches?Even Akiba's page doesn't mention them....
best regards
Ganelon
03-27-2007, 03:43 PM
Encountered another glitch in CCC2 playing N.Sagat against a CPU Guile:
Round 1 - I win. No issues.
Round 2 - With 3 seconds left, both very low in life with the CPU less than a Tiger shot higher, I shoot a high Tiger that knocks Guile out of the air and gives me a pixel of life advantage. Oddly enough, even though the time hadn't ended yet and the CPU still had a few pixels of life left, I hear the death scream as he falls to the ground (as opposed to on his feet) while time expires in the meantime. I get the win message.
Round 3 - Somehow, I didn't get a win icon for the last round and got into round 3. Very confused, and I lost this round, expecting to get into final round.
Round 3 - WTH? Now, I still have a win icon from round 1, the CPU got a win icon from the previous round 3, and now round 3 repeats. I win here, finally get the match victory screen, and everything continues as normal.
Now, the 3 oddities with this scenario were:
How did the CPU die even though its life bar didn't deplete?
How come I didn't get credit for the strange CPU loss?
How did round 3 repeat itself and not bring up f.round?
Now then, I've only seen these glitches once apiece after 100+ hours of play so these by no means happen with a degree of frequency; I just find them to be quite odd.
felineki
03-27-2007, 05:19 PM
There were already some strange (but non gameplay-affecting) things that can happen if an opponent almost gets KO'ed around when time runs out in the original arcade release, but I never heard about anything that serious. If it happens as infrequently as you say, it shouldn't be that big an issue, but it might be something to keep in mind when CCC2 ST gets used for tourneys.
Graham
03-27-2007, 05:35 PM
yeah recently i was playing my brother and he was kickign my ass this one game and he even got me dizzy in midair, thats when we both just busted out laughing, thats when you know you're getting your ass kicked hard.
psychochronic
03-27-2007, 08:53 PM
I want to ask something. What is contained in The History of X-Mania DVD? I'm interested in this but I wanna know what special matches/highlights it contains before I pick it.
I have a friend who plays Chun-Li. I'm a Claw player.
What is each of our goals in this match up? What is Claw aiming for here, and what is Chun aiming for here? Please be as descriptive as possible and outline everything we both may need to know.Did you already read everything that's been posted so far? I know this question has come up before. One place to start is my old Japan log: http://nki.combovideos.com/ST/Japan.log.html
(Search for the string "She has good answers".)
I would also try searching this thread. After you do that, watch a lot of tourney matches.
If you have a specific question that hasn't been answered, I'd be glad to help, but I don't have the time to sit around typing up pages of strats like I used to. :sad:
Also, I'd like to know if anyone can help me with Claw VS GuileI'm sure this has been discussed as well, at the very least in my Japan log, and probably in this thread as well.
Again, if you wanna narrow it down, I'd be glad to help. If you're just looking for general strats, make sure you do your homework first and take the time to search (both threads and vids).
NKI, could you provide some info about some switches?Well, the reason why I posted them here is because I don't know what those switches do or what they mean. :confused:
by the way, from where did you get info about that switches?Even Akiba's page doesn't mention them....Toodles found out that all the switches are listed inside the Dreamcast version itself, but you have to use a hex editor to see them. (If it's possible to view them through the game itself, we don't know how to do it.)
Strange glitches.Wow...I hope none of that craziness happens at Evo...:confused:
I want to ask something. What is contained in The History of X-Mania DVD? I'm interested in this but I wanna know what special matches/highlights it contains before I pick it.It's basically a highlights reel of all the X-Manias. (Mostly just the finals.) It's all old footage, but still top-quality stuff.
Professor Jones
03-29-2007, 08:44 AM
Nobody can answer my dictator question ?
nohoho
03-29-2007, 10:19 AM
Desk already answered it, nitwit.
Professor Jones
03-29-2007, 01:13 PM
And I said that I tried it and that it didn't work. I was hoping someone would try too and tell me if it worked for them.
And what the hell was that insult for ? Next time refrain from replying to my posts if you're not going to do it respectfully.
Geez...
nohoho - Be nice!
^^he held back to block and charge, opponent switched sides, he kept holding back (which was now forward) and pressed kick. Thus completing the motion for a scissor kick. It happens often when you use charge characters but most of the time it's just annoying.This is correct.
The only other thing to note is that it depends on the spacing. You must be about a step and a half away for it to work. (Depending on the spacing and your timing, you can even do the Scissor kicks the wrong way.)
Professor Jones
03-30-2007, 10:00 AM
Thanks NKI, I'll try different spacings and timings then. AFAIK, it's only useful in a Dictator mirror match anyway so it's not that important :)
Edit : oh and thanks to the very intelligent anonymous person who negged me on my reply to nohoho for no valid reason.
7 5 0
04-01-2007, 11:30 PM
ccc2 ST doesn't feel arcade perfect. I'm thinking of obtaining a cps2 board and game.
Any of you have one for sale?
vpt_whatup
04-02-2007, 10:05 PM
Couple of random questions:
1) Computer Chun did jump in crossup spinning bird on me. Is this possible by a human player?
2) I still can't seem to get jump in charge attacks such as Guile's jump in string into scissor kicks. Can somebody explain exactly how they go into charge after jumping and link into a move?
That's it for now...
CigarBoB
04-03-2007, 05:16 PM
NKI is Kuni still around? I really hope that he comes to EVO this year.
wtfisthissheeeet
04-12-2007, 10:28 AM
anyone know where st comp is in the tokyo area? Not been living here long, I just seem to see tekken 5dr machine everywhere, ugh!
Grits'N'Gravy
04-13-2007, 04:38 AM
afro legends - Boxer, DeeJay
Mike Watson - Boxer, Ryu
Jason Nelson - Guile
Jumpsuit Jesse - Fei Long
...and several more who I can't remember because I haven't seen them in years...
Replying to the guy looking for top American players:
Also...
Cammy: Mike Creque (Masaka)
N-Ken: Wes Truelson
Bison: David Sirlin, Seth Killian (Also have good 'Rogs)
Blanka: DSP, who also has good everybody else
OGuile: Jeff Schaefer (Hella old, has matches on Youtube vs Daigo)
T Hawk: Julien Beasley and I don't know who else (HELLA old)
Justin Wong also has a good Ryu/O.Sagat
Since I helped out: What are some combos w/ OG Ken? I've looked around these forums as well as the old agsf2 newsgroup and I can't seem to find a list.
I already know that I can do jHp x air Tatsu cHk as well as crossups with the jHK but I am looking for other practical decent combos, so that when I do get my dizzy I can put on the fatness. Also, is there any type of guide to his various traps and ranges? I think, without competition, it will be kind of hard to conceptualize. His traps seem to be great, but not as easy to setup as OG Ryu/New Ryu's or the old shoto traps.
dialupsucky
04-13-2007, 12:41 PM
just skimming the thread so if I missed it or if its been touched apon then ignore.....
-For the normal bullet id assume that means projectile shrug........
Also so was there never a answer as to why its harder to tiger knee backwards hurricane kick with ryu then others? Tiger kneeing foward works just as easily with ryu as ken and akuma. But with ryu randomly the game wont let you hurricane kick as tiger knee backwards for some reason shruggggggggggggggggggggggggggggg.
KnightWarrior
04-15-2007, 11:09 AM
Is the Xbox/PS2 version of ST on the CCC Vol. 2 Disk Arcade Perfect
felineki
04-15-2007, 11:17 AM
Is the Xbox/PS2 version of ST on the CCC Vol. 2 Disk Arcade PerfectIt has a few issues, but it's the closest port yet. Most of the issues don't affect gameplay (occasional sound glitches), but there are supposedly a few things that will (slowdown on certain stages).
And training mode is full of glitches. Someone recently shot some cell phone footage of Ken with Ryu in WW Guile-esque "handcuffs" in training mode. :confused:
THChardcore
04-19-2007, 06:26 AM
Is the Xbox/PS2 version of ST on the CCC Vol. 2 Disk Arcade Perfect
Finally, arcade perfect ST :lovin:
http://i32.photobucket.com/albums/d35/thchardcore/volvo041.jpg
sir_arthur
04-20-2007, 11:11 PM
awesome dude, nice job :clap: if you made it :looney:
gridman
04-23-2007, 03:01 PM
Does T hawk have any good matchups at all? Ive started playing this game and can 360 off ticks all the time now and can stand 360 for the most part. It seems a lot of his game vs someone like dhalsim (and most of the cast) is jump straight up and down and hit fierce a lot, psychi dp, trade hits.
can NKI or anyone else who is knowledgable hook me up with some T. Hawk help?
Grits'N'Gravy
04-23-2007, 04:05 PM
I dont think he has adv in any matchup... he might 5-5 w/ other low tiers...
Ouroborus
04-23-2007, 11:43 PM
i think he has a slight advantage over ryu
felineki
05-03-2007, 04:28 AM
Just wondering, are Zangief's green hand and Honda's super the only non-projectile moves in ST that can cancel out opponents' projectiles?
N-Trade
05-03-2007, 05:06 AM
and maybe Old Deejay's hyperfist does... not sure
fatboy
05-03-2007, 09:10 AM
Does T hawk have any good matchups at all? Ive started playing this game and can 360 off ticks all the time now and can stand 360 for the most part. It seems a lot of his game vs someone like dhalsim (and most of the cast) is jump straight up and down and hit fierce a lot, psychi dp, trade hits.
can NKI or anyone else who is knowledgable hook me up with some T. Hawk help?
IIRC, I think in one of NKI threads, NKI talks about how (ironically) T.Hawk does well agains Chun. Once he is in she can't get him off.
I'd try to search the 'NKI's Random Japan Log', or this thread for the info.
felineki
05-04-2007, 02:18 PM
Wow, I'm looking through the ASCII text in SSF2T's ROM... and there's lots of evidence of some kind of developers' test mode that would be an awesome source of info if it could be used.
Amidst all the text for the stuff you'll