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felineki
06-25-2007, 03:15 PM
I saw that "The Ultimate Championship" graphic in the original ROM the other day. I'm guessing it was intended to be the subtitle for SSF2T (replacing SSF2X's "Grand Master Challenge"). I think I remember reading that one of the console ports of SSF2T used that subtitle.

Desk, do you happen to know where that video is? I've seen a few vids of screwed up ST play, but I could tell they were done with emulator cheats (basically RAM hacking), so they weren't actual hacked ROMs.

Personally, I'd love to do some ST ROM hacking, but I don't have the technical knowledge necessary to go about it.

Desk
06-25-2007, 03:38 PM
http://super-movies.com/mv/sks-reinbo-.htm

the description of the vid reads

'スト2X レインボーα(改造スト2)'
ST rainbow alpha (remade street fighter 2)

So do you think this is a proper board or just emu cheats?

felineki
06-25-2007, 04:12 PM
Looks like emulator cheats to me.

Ryu's sped-up animation is due to a chet called "Action Speed Up", which basically makes it so one frame of character animation = one frame of game time. The way SF2's animation is set up, whenever a new frame of animation for a character starts up, a timer value is set for that character. This timer always counts down by one each frame of game time, and when the timer reaches zero, the character goes to their next frame. This cheat freezes that value at 1, so every frame of animation only gets displayed for one frame of game time, leading to insanely broken links and such.

Midair Hadouken can easily be done by the "Air Moves" cheat. Characters have a boolean value that determines whether or not they are allowed to do special moves. It's normally deactivated when they are in midair, but this cheat freezes it and allows you to do ground specials in midair (but will prevent you from doing air specials). Since the Hadouken's supposed to be a ground move, the game gets a little confused right as it ends, and will let you jump, even if you're in midair, hence the "skywalking". This value also seems to determine how a character reacts when hit. Since it makes Ryu think he's on the ground, he'll go into a standard ground hitstun if hit in the air. But then the game realizes he's off the ground, so it makes him drop straight down. That's what lets Zangief "juggle" him at the end of round 1.

Cancel j.HK into Hadouken... is j.HK normally cancellable? I can't remember. But anyway, if it isn't, there's an "All Cancel" cheat that lets you cancel any normal into any special at any point in its animation, regardless of whether it hits or not (kinda like Alpha 3 VCs, actually).

Thos echeats are all player-relative, so it's easy to make P1 do wacky stuff while making P2 play normally, like in that video (did Zangief do anything odd? I didn't notice anything, anyway). If this were an actual Rainbow Edition-esque ROM hack, you'd think they'd give screwy abilities to all of the characters.

Anyway, remember that Obj Test I mentioned in this thread a while ago? Got it to run in HF (http://home.mchsi.com/~mbiddinger/sf2tj-06-19-210229.png) thanks to dipswitch data on T. Akiba's page. Still no clue on how to get to it in ST, though, if it's even possible. :/

Desk
06-25-2007, 05:45 PM
ahh, nevermind. It had been a while since I'd seen that vdeo and I always assumed it was a messed up version.

That test menu is awesome. Does it show hit boxes for things other than attacks? getting hit animations, jumping etc?

wakeupsweep
07-04-2007, 09:39 AM
Not exactly gameplay related, but I found this kinda weird

http://img444.imageshack.us/img444/5114/asfagfqke6.jpg

JubeiNinja69
07-04-2007, 02:55 PM
i heard that gief's spd doesn't require exact 360 input. if so what's the minimum joystick rotation i can do to get the spd out?

Master Bigode
07-04-2007, 03:14 PM
Hmm. Since it says that it's from Taiwan. I suspect that's a Chinese-made Phoenix version of the game with their own patches? BTW, did you guys dump the roms and ran it in an emulator to get that screenshot?
We have checked the PCB and it had a suicide battery, so it's not a "Phoenix Edition".
There's nothing different about the game, just the title screen, probably it's just a misplaced GFX ROM or something alike...
Let's just forget about it, there's nothing interesting in this version anyway.
Oh, and you can't emulate unknown ROM sets, I had to run it on a supergun to take a screenshot.
i heard that gief's spd doesn't require exact 360 input. if so what's the minimum joystick rotation i can do to get the spd out?
You need to rotate the stick in a 270 motion, but I can do a :hcb::ub:+:p:(or a :hcf::uf:+:p: )using a regular DualShock 2

NKI
07-06-2007, 10:47 AM
Anyway, remember that Obj Test I mentioned in this thread a while ago? Got it to run in HF (http://home.mchsi.com/~mbiddinger/sf2tj-06-19-210229.png) thanks to dipswitch data on T. Akiba's page. Still no clue on how to get to it in ST, though, if it's even possible. :/Is this the same "OBJ-TESTモード" found here?
http://games.t-akiba.net/sf2/dip.html

If so, is it just as simple as holding 1P Strong/2P Jab+Fierce while turning on the game with dip A8 turned off and DIP C8 turned on? Or are there any other steps?

As for ST, I have a hunch that you need some kind of special A board (the "dev kit" that's INH apparently used for the Yoga Book Hyper). I have nothing to back that up with...just a hunch.

Nick T.
07-07-2007, 01:16 PM
Hi Nki, im looking for some Chun vs Dic help, as Chun.

I know Dic has no wakeup, so overheads after a knockdown is solid. To get the knockdown I either go crazy with st strong or I trade low RH with Dic's st forward/RH.

I have a hard time dealing with a jump forward meaty xx st. short/throw pressure on my wakeup and I sometimes have a hard time AAing his jump forward as well. Usually I just walk under Dic and throw or do 2 cr. forwards. On the wakeup I feel like i have to take a HUGE guess in order to get out of the pressure.

Also, is there anyway to counter poke or trade for a knockdown vs Dic's scissor?

thanks

NKI
07-09-2007, 10:43 AM
If you are knocked down and he does just a regular j.Forward, you should do upkicks. If he's doing cross-up j.Forward, you should just block, though if your opponent isn't very good, you can get out with Spinning Bird Kick. (A good Dic will st.Short you out of the Spinning Bird Kick.)

If you block the cross-up j.Forward and you're forced to guess after a st.Short, I almost always go for the reversal throw. Dic has no real threat when you stand up. What's the worst he can do...cr.Forward? He won't have a charge, so he can't cancel it into anything. After two st.Shorts though, you have to be more careful because he'll have a charge, and you might eat [cr.Forward xx Psycho Crusher] if you stand up. To be safe, I would just duck block and tech his throw if he goes for it. You might take 5% damage, which is not bad.

For anti-air, far st.Forward and far st.RH are really good. You can also use jump straight up Short or jump straight up RH. Walking under him is pretty risky, because he could hit you with a cross-up j.Forward, and that's GGPO.

If you know Dic will do Scissor Kicks, you can beat it cleanly with a fireball or lightning legs for the knockdown.

Nick T.
07-09-2007, 10:45 AM
ok cool thanks

J-ride
07-12-2007, 07:08 AM
I was wondering if anyone noticed that the DP motion in the CCC2 ST seems to be very strict. I've put in Alpha, CVS2, and DC ST can do the DP 100 times in a row, but in new ST I am lucky if I get it 10 times in a row. Is there a "better" way to do this move to make it come out cleaner? I am doing the Z motion, and it just isn't working for me well enough.

vpt_whatup
07-12-2007, 02:41 PM
NKI: I was looking on Youtube for some Itadaki Street vids and I came across this user: bentoudairi (http://youtube.com/user/bentoudairi). He has a few ST glitch video's and the first thing I thought of was your old vids. I'm not even sure if there's anything new there, but I thought you'd be interested. He has some other random SF2 and other classic game vids as well.

NKI
07-12-2007, 06:01 PM
The only clip of his that I wasn't sure about was the Cammy air super. I even sent him a message (maybe a year ago?) asking him how to do it, but he never replied, so the general conclusion was that it was a hack or cheat of some kind.

Though all his other vids are legit, so it really makes me wonder.

Master Chibi
07-16-2007, 10:47 AM
CHRIST how does Guile handle Vega?

Why does he have some god awful match ups?

D:

Ouroborus
07-17-2007, 05:15 AM
CHRIST how does Guile handle Vega?

Why does he have some god awful match ups?

D:

because prior to ssf2, he was godly.

Master Chibi
07-17-2007, 07:15 AM
Seriously it's just extremely frustrating. Dhalism vs Guile is bad enough but I was pulling my hair out playing against Vega.

And I'm bald.

:*(

Iapetus
07-17-2007, 11:53 AM
...I was pulling my hair out playing against Vega.

And I'm bald.

:*(

That takes some serious skill. Like buffering O.Sagat's super.

Yeah, Guile has a lot of tough matches. For Claw (I assume you mean him and not Dictator), because it is a huge battle of who controls the most space and Claw wins for free, I'd say abuse cr.Fierce and cr.Strong with cr.Forward as your footsie move, simply to keep that long-haired prick away. Don't whiff flashkicks cuz they are the bane of your existence. Seriously, fake the guy out and don't feel bad for losing. Claw gives a lot of characters too much trouble.

EDIT: Nohoho has great info here. (http://forums.shoryuken.com/showthread.php?p=4112116#post4112116)

J-Ride - ST has very strict controls. That is just as plain as one can make it. I has a plus side though; once you master execution, you won't slip other moves in accidentally cuz ST doesn't have a forgiving control system. Just practice it up and you shall improve.

StriderNC
07-22-2007, 12:51 AM
I'm just now getting back into the scene and I've been told that the tourney speed setting for SSF2T is at 3.

I own several versions of SSF2T but my question is concerning Hyper (using only SSF2T versions) on PS2 and CCC vol. 2 on PS2.

Are the speed settings on those 2 versions the same? Also are the speed settings on those games the same between their US and Jpn counterparts?

Lastly, now that i think about it I'm curious about the same thing for the DC port.

Spirited_Away
07-22-2007, 05:10 AM
I'm just now getting back into the scene and I've been told that the tourney speed setting for SSF2T is at 3.

I own several versions of SSF2T but my question is concerning Hyper (using only SSF2T versions) on PS2 and CCC vol. 2 on PS2.

Are the speed settings on those 2 versions the same? Also are the speed settings on those games the same between their US and Jpn counterparts?

Lastly, now that i think about it I'm curious about the same thing for the DC port.

No HSF2 uses 3 speed setting each based on the versions included...Speed 1 is SSF2, Speed 2 is ST (SPEED2), and Speed 3 is Hyper Fighting.

As for CCC2 ST, it's emulated so the speed should be arcade perfect (but it's not because of the emulation tweaks).

StriderNC
07-22-2007, 10:15 PM
As for CCC2 ST, it's emulated so the speed should be arcade perfect (but it's not because of the emulation tweaks).

so would speed 3 on CCC2 ST be tourney speed and in hyper would it be 2?

Iapetus
07-22-2007, 10:20 PM
Really simple -

US ST is Turbo 2
JAP ST is Turbo 3
CCC2 is Free Select 3
HSF2 is Turbo 3

nohoho
07-30-2007, 11:08 AM
Capcom recently opened up a store in Saitama called Game Plaza Capcom. It's a gift shop / arcade with a SF2 theme. Weekly WW tourneys!?

Check out the near life-size re-creation of Bison's background!
http://www.watch.impress.co.jp/game/docs/20070730/sf.htm

Axel Kelly
07-30-2007, 02:51 PM
That place looks so awesome

If I ever return to Japan that will be on top of my list of things to see

StriderNC
07-30-2007, 03:08 PM
HSF2 on Turbo 3 is to high on the japanese version.

King Of Bums
08-15-2007, 07:29 AM
I need thawk help vs sim

anyway I can stuff his pokes? Gian made me feel like it was a lost cause on cigarbobs cab at evo

Stop playing T. Hawk, that would help alot :P

BKB
08-17-2007, 07:21 PM
barcadi: T.Hawk actually isn't too bad at hitting limbs..

c.mp to hit standing kicks and stuff,
low MK and c.fierce can hit/trade low punches
j.jab is j.jab
j.HP is MUST in this match, crap air-to-air
air d.MP can have some success air-to-air?

Oustide of 360 this match is won on trades I think. :P ume-DP can win the round.


But yeah, The Bum King is right.. Sim rapes Hawk.

fatboy
08-17-2007, 08:04 PM
Stop playing T. Hawk, that would help alot :P

Watch the x-mania 7 vid of Gian V. O.Hawks (K, and some other guy)... You'll be surprised!!! DO some homework. You can find them...

nohoho
08-18-2007, 02:38 PM
There's a great Dhalsim pic @ ffl (http://www.ffl.sakura.ne.jp/) today. Dude's like the Christian Bale of cosplay.








Or he's just a skinny nerd.

Master Bigode
08-18-2007, 02:57 PM
There's a great Dhalsim pic @ ffl (http://www.ffl.sakura.ne.jp/) today. Dude's like the Christian Bale of cosplay.








Or he's just a skinny nerd.

LOL, he really looks like Dhalsim.

Desk
08-19-2007, 05:35 PM
So, I have an old magazine with a picture that looks like ryu is getting a super finish on dic with a dragon punch. This was a very old magazine from before the game came out I think. Although I know it's possible to finsh with a super and have ryu do a dragon punch creating the same effect , I always suspected that there was a super early version of the game in which ryu had his shin-shoryuken. Then today I saw this video...

http://www.nicovideo.jp/watch/sm147351

skip to the ST ad at 1:25. You'll see this exact thing happen. I was pretty excited when I first watched it but there a few points that don't make sense. First Ryu doesn't have any shadows behind him and second he doesn't even have full meter. I'm suspecting that they've just turned on an effect which triggers a super finish no matter which move is used. Anyone know what's going on? is it possible to do this via emu's or is it a genuine ST beta thing (if it even exists)?

felineki, I'm looking at you :)

EDIT: oh yeah you might have to register to see the vid. If you can't see it, all that happens is, ryu dragon punches dic at point blank range and get's a super finish. I'll actually try and dig the old magazine out if I can find it too.

Master Bigode
08-19-2007, 06:32 PM
snip

Seems like it's just a joke from Capcom.

UltraDavid
08-19-2007, 08:59 PM
Something I've been wondering about lately is why meaty attacks seem to be so effective in high level match videos. All the time I see guys do meaties and their opponents almost never do anything about it, even when they do meaty attacks so close that the opponent could reversal throw them out of it. What's the deal here? Is the risk just not usually worth the reward?

Dasrik
08-19-2007, 10:33 PM
It's better to block a meaty than to screw up a counterthrow.

TS
08-23-2007, 11:30 AM
New ST vids up at a-cho. Some nice Dee Jay matches and Otochun regulating on somebody.

ThisGuileKillYa
08-26-2007, 03:55 PM
NKI, awesome job taking 5th at evo!!! Nice to see our resident expert displaying his skills! I just hope we get to see these matches sooner than 6-10 months from now when a DVD is released. Especially Tokido and Graham, since I'm partial to Dr. Claw :)

Airthrow
08-26-2007, 04:24 PM
Other than just practicing, is there any info or frame data that explains how counter throwing works? I've probably become WAY better at the game just because I can semi-reliably counter throw ticks, but I'd really like to improve on it.

For example, who is at advantage when someone is tick throwing, the ticker or the tickee, and why? Also, why can't you counter tick throws with cr. jabs ever? It seems like the game temporarily changes the properties of the attacks or something, because I swear sometimes when I get ticked while already crouching, I should be able to cr. jab while they walk up to me, but I get thrown if I even try it (so I don't anymore). Why doesn't this work, it's like the game turns my jab button off...

ThisGuileKillYa
08-26-2007, 04:37 PM
NKI will probably be able to shed more light on this, but I do know that doing a normal move helps the thrower, and even gives him more range. That explains the "disabled jab" effect. So I'm pretty sure when you're being ticked you either want to do a fast special like a DP, or counter with a throw of your own.

Edit: Airthrow.. "capablanca was right" you talkin jose raul? and about his quote that strong players are always lucky? lol just a wild guess

Airthrow
08-26-2007, 04:42 PM
NKI will probably be able to shed more light on this, but I do know that doing a normal move helps the thrower, and even gives him more range. That explains the "disabled jab" effect. So I'm pretty sure when you're being ticked you either want to do a fast special like a DP, or counter with a throw of your own.

Edit: Airthrow.. "capablanca was right" you talkin jose raul? and about his quote that strong players are always lucky? lol just a wild guess

That makes sense, but the jab animation never even comes out, so does that mean you extend your own hitbox when jabbing even before you see it?

And yes that's about Jose Raul Capablanca...I'm not really meaning anything specific by it, but I had that quote in mind, and also that he barely studied chess, he just intuitively found the strongest moves for decades. Also my favorite player.

ThisGuileKillYa
08-26-2007, 10:11 PM
Yeah he's my favorite chess player as well. :)

And yeah, what you're saying about the hitbox extending is likely exactly what happens. I do know for sure doing a normal increases the opponent's throw range

BKB
08-26-2007, 11:46 PM
Jabs don't work because throws are instant, and jabs have startup. Don't even bother, seriously. This ain't CvS2 :P

Can you give an example about the normals extending range? AFAIK this isn't true, but I'd like to be wrong. :wgrin:

Airthrow
08-27-2007, 12:02 AM
I know Geif can kara a standing roundhouse into SPD to extend his range, and can't Gief SPD Dhalsim limbs? (Not sure about this, I only know about Gief from watching XTG play).

ThisGuileKillYa
08-27-2007, 07:15 AM
If an opposing character is walking torwards you from about your crouch forward range or slightly closer, and you throw out the crouch forward while they attempt a throw, you're getting tossed.

Airthrow
08-27-2007, 09:48 AM
Yes I know that. Iwas curious why the attack doesnt even change your sprite when you get ticked.us It seems like there's enough time, i could be wrong.

felineki
08-28-2007, 09:20 AM
So, I have an old magazine with a picture that looks like ryu is getting a super finish on dic with a dragon punch. Is it a genuine ST beta thing (if it even exists)?That was apparently a feature in the pre-release beta... you could get the "sunburst" Super finish effect from regular special moves (kinda glad they nixed that). I remember reading a few lists of features that were supposedly in the ST beta on varous Japanese sites, I'll see if I can come up with some links.

T. Akiba (http://games.t-akiba.net/sf2/dc.html)
Wikipedia (http://ja.wikipedia.org/wiki/%E3%82%B9%E3%83%88%E3%83%AA%E3%83%BC%E3%83%88%E3%8 3%95%E3%82%A1%E3%82%A4%E3%82%BF%E3%83%BCII#.E3.82. A8.E3.83.94.E3.82.BD.E3.83.BC.E3.83.89)

jedi
08-28-2007, 01:27 PM
Watch the x-mania 7 vid of Gian V. O.Hawks (K, and some other guy)... You'll be surprised!!! DO some homework. You can find them...


The some other guy is Toutanki. And they raged many many people with O.Hawk on that DVD.

It is a greeat learing tool for a Hawk player. Just have to remember what they are doing is rediculous and is not going to come easy like they make it seem.

Desk
08-28-2007, 01:42 PM
ah that's dissapointing regarding the beat shin shoryuken. I really hoped that it was in a beta version :( Nevermind though those links have raised further questions! lol. Does that first one (T akiba) only refer to the DC version? what is meant by vacuum final atomic buster? and it mentions several reversal moves (devil reverse among others). Are there moves (other than supers) that can't be done as reversals?

I couldn't really find any beta info in those links, can you link to a specific section? sorry:sweat:

AFG*TeN
08-29-2007, 08:11 AM
NKI, awesome job taking 5th at evo!!! Nice to see our resident expert displaying his skills! I just hope we get to see these matches sooner than 6-10 months from now when a DVD is released. Especially Tokido and Graham, since I'm partial to Dr. Claw :)

So who knocked out our resident expert and what character knocked him out?

Congrats taking 5th

fatboy
08-29-2007, 09:12 AM
IIRC I think Choi and Legends Peaced him out.

And FYI, NKI is just as cool in person as he is on the threads. Easy to talk to, willing to help ppl out. He translated a couple things from me to Gian. It was very fun to have a chance to talk with him (NKI).

felineki
08-29-2007, 01:29 PM
ah that's dissapointing regarding the beat shin shoryuken. I really hoped that it was in a beta version :( Nevermind though those links have raised further questions! lol. Does that first one (T akiba) only refer to the DC version? what is meant by vacuum final atomic buster? and it mentions several reversal moves (devil reverse among others). Are there moves (other than supers) that can't be done as reversals?

I couldn't really find any beta info in those links, can you link to a specific section? sorry:sweat:
On the T. Akiba page, all of the stuff in the black tables are Dreamcast version dipswitches. However underneath that is a long list of weird stuff. I'm not really sure exactly what it's referring to, but it's apparently stuff that "didn't make it into the final version". Whether these are dipswitches that were planned for the Dreamcast version but didn't make it, or features from the beta that didn't make it to the arcade release, or perhaps both, I don't know.

"Vaccuum FAB" refers to a glitch with Gief's Super that allows him to perform it without actually grabbing the opponent. The opponent can still move around, but they still take the damage, and they can't hit Gief out of it. NKI features this in one of his videos, IIRC.

The section of the Wikipedia arctile that I lined to (the "Episode" section) has various bits of info on beta versions under each game's heading. At a glance, I can notice that it says Ryu's 2P color in the HF beta was orange (like the one in SSF2/T, maybe?), SSF2 beta had a palette for Claw with a really funky skin color that players called "Zombie Balrog", and the SSF2T beta had chip damage from Fiereces and Roundhouses, as well as the "sunburst" finish effect from special moves as well as Supers.

Desk
08-30-2007, 10:38 AM
whoa, the ST beta stuff sounds crazy. thanks for the info.

So does the gief glitch work on ST by default? or do you have to change dip switches to get it?

felineki
08-30-2007, 12:05 PM
The Gief glitch is in the original arcade release, on the Dreamcast version you might have to change dipswitches.

nohoho
09-01-2007, 11:22 AM
People on 2ch are saying that Shinjuku More is going out of business. Tamashima, Noguchi, Hakase, etc. HQ. Where NKI learned how to play gege. Quite a shame if true.

Toodles
09-01-2007, 01:03 PM
Shinjuku More is going out of business. What??? Third floor was always packed when I went, second floor had an average amount of people, and even the first 'UFO Catcher' floor got good business all of the time. WTF?

Airthrow
09-01-2007, 03:22 PM
"Vaccuum FAB" refers to a glitch with Gief's Super that allows him to perform it without actually grabbing the opponent. The opponent can still move around, but they still take the damage, and they can't hit Gief out of it. NKI features this in one of his videos, IIRC.

Can you explain how to do this? XTG has landed this BULLSHIT ASS GLITCH on me before to win the game, when I kept trying to attack him while he was doing the FAB animation by himself...then when he lands, I die when I didn't even get thrown, it was the most bogus shit I have ever seen. :mad:

Toodles
09-01-2007, 03:25 PM
On the T. Akiba page, all of the stuff in the black tables are Dreamcast version dipswitches. However underneath that is a long list of weird stuff. I'm not really sure exactly what it's referring to, but it's apparently stuff that "didn't make it into the final version". Whether these are dipswitches that were planned for the Dreamcast version but didn't make it, or features from the beta that didn't make it to the arcade release, or perhaps both, I don't know.

The section underneath lists all of the changes from Dreamcast ST versus arcade ST, or at least those differences that arent controlled by DC ST dip switch settings.

felineki
09-01-2007, 10:10 PM
The section underneath lists all of the changes from Dreamcast ST versus arcade ST, or at least those differences that arent controlled by DC ST dip switch settings.The second paragraph ("参考2-DCの1994/02/23版とAC版との違い") yes... but the long paragraph above that ("参考1-ありそうでなかったもの") lists all sorts of strange things that, as far as I know, were never in any official release of ST. Stuff like the ability to tech multi-hit grabs, turning off the random factors for damage and dizziness, turning off the CPU's impossible cancels, and making Supers have no dizzy value. Those aren't in the DC version, are they?

Toodles
09-01-2007, 10:39 PM
http://nki.combovideos.com/dc.html

Ah, you're right, my bad.

StriderNC
09-03-2007, 09:02 AM
i've been told the DC version of ST is really poor, is this really true? i've played it quite a bit and never noticed issues.

Spirited_Away
09-03-2007, 01:28 PM
i've been told the DC version of ST is really poor, is this really true? i've played it quite a bit and never noticed issues.

Unless you unlock the DIP switch menu to choose the original ST revision, DC version is just a semi-updated version of ST.

But at least it's more arcade perfect than CCC2 :rofl:, we had to get a kick on the face to admit how that version is so inferior in many aspects even thou it's emulated.

felineki
09-03-2007, 04:06 PM
Supposedly character sizings/spacings are slightly different, combos that work in one version might not in the other. I haven't played the DC version myself.

Airthrow, I believe the glitch involves Zangief doing the FAB as a reversal when landing from a flip-out (getting hit by a normal in midair, etc.), and having the opponent behind him.

gridman
09-03-2007, 09:15 PM
hawk vs honda

what do i do in this match as hawk. if the honda is smart, he'll realize that all he has to do is store ochio and if i jump, lp headbutt beats everything. if i walk up, lp headbutt. if i do manage to get in, reversal ochio. lp headbutt beats out hawks dp.
i have no idea what to do

Dasrik
09-03-2007, 09:50 PM
what do i do in this match as hawk. if the honda is smart, he'll realize that all he has to do is store ochio and if i jump, lp headbutt beats everything. if i walk up, lp headbutt. if i do manage to get in, reversal ochio. lp headbutt beats out hawks dp.
i have no idea what to do
Turtle. You have to trick Honda into giving you the momentum, and the only you can do that is to play defensive to start. Try baiting a torpedo and DP'ing it. Once you get the lead, you can do some mixups to get him desperate.

On the real, it's not a good matchup for T.Hawk, but since most Honda players only know how to play defense, you can probably make it work out.

UltraDavid
09-04-2007, 01:59 PM
O Hawk can play defense reasonably well against Honda (I'm all for O Hawk instead of New). Crouching jab, jumping jab, and jumping fierce beat headbutts at range, and jumping fierce and forward beat or trade with headbutts even close up and crouching jab and crouching strong beat hand slaps at the right range. Far standing roundhouse is a good way to poke at Honda from a distance, and it'll trade with headbutts too. If you do crouching jab at the max range where it still touches Honda, that'll trade with headbutt, and if he doesn't headbutt you you're still at a range where you can do negative edge 360. Also, as Dasrik said, psychic dragon punch can help you out a lot.

You can play offensively a bit, but it should be limited. Jumping fierce and jumping forward can trade with close headbutt, but if they land without the Honda player headbutting, you can try going right into negative edge 360 or play mind games between 360 and dragon punch. Should you ever knock him down at a range where you're close enough to cross him up, cross up with jumping forward or jumping fierce splash and make sure your next tick puts you out of his ochio range, which crouching jab x 2 will do nicely. If you knock him down otherwise, you can do safe jumping jab, but if he gets headbutt out it'll push him back too far for you to then 360 him.

Anyway, yeah, it's a losing match, but it's not a horrible one.

StriderNC
09-05-2007, 01:33 AM
Unless you unlock the DIP switch menu to choose the original ST revision, DC version is just a semi-updated version of ST.

But at least it's more arcade perfect than CCC2 :rofl:, we had to get a kick on the face to admit how that version is so inferior in many aspects even thou it's emulated.

Supposedly character sizings/spacings are slightly different, combos that work in one version might not in the other. I haven't played the DC version myself.

Airthrow, I believe the glitch involves Zangief doing the FAB as a reversal when landing from a flip-out (getting hit by a normal in midair, etc.), and having the opponent behind him.

so whats the actual case here.... if folks have to argue or don't really know right off then the DC port must be pretty close to perfect?

EveryFlowerFlow
09-07-2007, 01:13 PM
I have a question. Is it true that Gief's stage is the fastest in the game?

fatboy
09-07-2007, 01:52 PM
I have a question. Is it true that Gief's stage is the fastest in the game?

This is only on Capcom Classics Collection 2. It is an emulated version of the game and has several glitches/issues.

It is fine for casual play, but is seriously flawed for tourny play.

gridman
09-09-2007, 03:31 PM
http://youtube.com/watch?v=j5YxMUKKbNc

Someone explain this video?

Master Bigode
09-09-2007, 03:41 PM
http://youtube.com/watch?v=j5YxMUKKbNc

Someone explain this video?

Jab, :hcb::ub::u::uf::r:(I've heard that You can hold :r: to walk a bit before doing the super.):hcb::ub:+ any punch.

Easy to do.

NKI
09-09-2007, 04:58 PM
Other than just practicing, is there any info or frame data that explains how counter throwing works?http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Strategy

There's a section in there on reversing tick throws.

can't Gief SPD Dhalsim limbs?Not in the sense that you can SPD Sim's foot from half screen away, but there are some moves (like Dhalsim's slides) which move Sim's hit-box forward, giving Gief greater range on his SPD.

Are there moves (other than supers) that can't be done as reversals?There are several glitches in the game where you can't control which strength comes out. Like with Hawk's uppercut...when he does it as a reversal, he can't control whether he gets the Jab, Strong, or Fierce version. I think it just does the last version you did. (So if you did a Jab uppercut last, then tried to do a reversal Fierce uppercut, you'd actually get a Jab uppercut.)

This happens with a few other moves, like Chun's fireballs, and I think O.Dic can't ever do reversal Devil's Reverse (the charge down, up+punch move).

This is all off the top of my head, so forgive me if it's not 100% accurate.

People on 2ch are saying that Shinjuku More is going out of business. Tamashima, Noguchi, Hakase, etc. HQ. Where NKI learned how to play gege. Quite a shame if true.NOOOOOOOOOOOOOOOOOOOOoooooooooooooo........!! ! :sad::sad::sad:

i've been told the DC version of ST is really poor, is this really true? i've played it quite a bit and never noticed issues.http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Game_Versions

Ouroborus
09-09-2007, 11:10 PM
so dc is the most accurate version to the arcade so far?

ShinAkuma204
09-10-2007, 04:22 AM
Why isn't the DC version used if there are no real problems and it fixes many bugs?

nohoho
09-10-2007, 05:20 AM
We have always been at war with Eurasia.

jedi
09-10-2007, 08:50 AM
http://youtube.com/watch?v=j5YxMUKKbNc

Someone explain this video?

You can "cheat" these moves. You do not actually have to hit the diagonals. So technically you need only get to :u: to complete the motion.

jab,:hcb:,:ub::u::uf::r::hcb::ub::u: + any punch.

I don't see this work on normal 360's (I must not do it right) but for the super I stop at up and it comes out.

Also you can start the motion before you hit jab to maximize your ground time from the jab animation.

:hcb:, jab,:ub::u::uf::r::hcb::ub::u: + any punch.

Master Bigode
09-10-2007, 09:18 AM
:hcb:, jab,:ub::u::uf::r::hcb::ub::u: + any punch.

Don't forget, you mustn't press jab while holding :l:

NKI
09-10-2007, 01:44 PM
so dc is the most accurate version to the arcade so far?I'd say yes.

Why isn't the DC version used if there are no real problems and it fixes many bugs?I think the DC version will start getting used a lot more now. Seanson's Beatings (http://forums.shoryuken.com/showthread.php?t=136865), for example, will be using the DC version.

NKI
09-12-2007, 03:14 PM
P.S.: An anonymous fellow PM'ed me the other day with a fully translated version of T-Akiba's SF2 Data page, which I've uploaded:
http://nki.combovideos.com/data.html

Many thanks to you, kind sir!

fatboy
09-12-2007, 04:13 PM
Man oh man! That new page is great.

Thank you, "Anonymous Fellow."

It really helps me to understand much more about the safe jumps and how they can be applied.

AFG*TeN
09-13-2007, 08:19 AM
Good shit on the Translation! whoever it is!

Snowe
09-30-2007, 04:34 PM
So I was fooling around with Ryu today in ST. Anyways I found out you can cancel his sweep into fireball or shoryuken. I'm not talking about when your opponent blocks the sweep either. You can cancel the sweep animation into fireball. Seems only handy for certain situations.

Toodles
09-30-2007, 05:14 PM
So I was fooling around with Ryu today in ST. Anyways I found out you can cancel his sweep into fireball or shoryuken. I'm not talking about when your opponent blocks the sweep either. You can cancel the sweep animation into fireball. Seems only handy for certain situations.

Pretty sure Ken and Ryu's c.roundhouse has been cancelable since World Warrior. Cancelling into fireballs is nice for block strings, and cancelling into short hurricane kicks on hit can be nice for positioning.

BoggleMinds
09-30-2007, 06:18 PM
Pretty sure Ken and Ryu's c.roundhouse has been cancelable since World Warrior. Cancelling into fireballs is nice for block strings, and cancelling into short hurricane kicks on hit can be nice for positioning.

Ryu can cancel into super from a sweep roundhouse, although low forward is the obviously preferred connector. But damn does it look cool. :lovin:

wakeupsweep
10-01-2007, 04:34 AM
I think he means you can kara-cancel it. But again, you can kara-cancel every normal so...

7 5 0
10-02-2007, 09:27 PM
Semi-odd question, what are the chances of capcom making ST for the NDS?

Now I know ST revival exist on GBA, but that isn't accurate. The DS, there's six attack buttons finally and can add Wifi online multi-player and locally much the same way Midway is pulling off UMK3 arcade coming november for the NDS.

Hopefully capcom does this, so I can play ST at my job.

artillery
10-03-2007, 03:03 AM
Semi-odd question, what are the chances of capcom making ST for the NDS?

Now I know ST revival exist on GBA, but that isn't accurate. The DS, there's six attack buttons finally and can add Wifi online multi-player and locally much the same way Midway is pulling off UMK3 arcade coming november for the NDS.

Hopefully capcom does this, so I can play ST at my job.

i've been thinking about this, kinda, there is also alpha 3 upper on the GBA too, i play it on my dsl and its great, although it is MEGA frustrating only using 4 buttons. 6 button alpha 3 upper and ST ftw!!

SmoothCat
10-15-2007, 09:53 AM
Read the whole thread, took 2 weeks =( lots of great info. Big ups to Nkeezy for the yoga book info this shit is sick

BKB
10-15-2007, 04:44 PM
Will the new remix game be discussed here ?

just curious..

Warrior's Dreams
10-15-2007, 08:18 PM
Nah. There's already a separate thread for it here:

http://forums.shoryuken.com/showthread.php?t=136927

Shoryuking
10-22-2007, 11:12 PM
anybody know when the next xmania is?

Arsenal
10-23-2007, 10:11 AM
Which character is the "best", as in, has the least amount of bad matchups across the board? Basically looking for the top-top tier character.

CapMaster
10-23-2007, 10:40 AM
Which character is the "best", as in, has the least amount of bad matchups across the board? Basically looking for the top-top tier character.

Dhalsim or O. Sagat.

Gen-An
10-24-2007, 06:05 PM
I'd say yes.

I think the DC version will start getting used a lot more now. Seanson's Beatings (http://forums.shoryuken.com/showthread.php?t=136865), for example, will be using the DC version.

I added some info about the DC version's speed in the post-Evo thread about CCC2 ST:
http://forums.shoryuken.com/showpost.php?p=4436251&postcount=8

Arsenal
10-24-2007, 06:34 PM
So... is there a "final" decision as to what version to play ST on and at what speed for the selected version?

CapMaster
10-24-2007, 08:02 PM
So... is there a "final" decision as to what version to play ST on and at what speed for the selected version?

All versions usually should be Turbo 3.

And I guess either CCC2 or DC is acceptable.

Gen-An
10-25-2007, 07:43 AM
All versions usually should be Turbo 3.

And I guess either CCC2 or DC is acceptable.

Not really, as some console versions have a Turbo 3 setting that is faster than any arcade version of ST. There is a speed that seems to be common on most of the ports and that's JPN arcade Turbo 3/US arcade Turbo 2.

Arsenal
10-25-2007, 08:18 AM
So if I use US CCC2, the speed should be at T3? If I use JP DC copy of SSFIIX, the speed shoudl be at T2?

Gen-An
10-25-2007, 08:58 AM
According to the findings in the thread on CCC2 speeds, it should be set on Free Select 2 to match US arcade ST Turbo 3 or Free Select 1 to match Jpn arcade ST Turbo 3. DC doesn't seem to have a speed that matches US arcade Turbo 3, but DC Free Select 2 matches Jpn arcade Turbo 3/US arcade ST Turbo 2.

Arsenal
10-25-2007, 10:55 AM
According to the findings in the thread on CCC2 speeds, it should be set on Free Select 2 to match US arcade ST Turbo 3 or Free Select 1 to match Jpn arcade ST Turbo 3. DC doesn't seem to have a speed that matches US arcade Turbo 3, but DC Free Select 2 matches Jpn arcade Turbo 3/US arcade ST Turbo 2.

So. Much. Drama. Why couldn't Capcom just release a definitive home port of ST? I do not understand. Why is it so difficult to get it right? Haven't they had numerous chances across numerous platforms?

polarity
10-26-2007, 07:57 AM
What's the deal with the hitboxes supposedly being differently on the DC version anyway? Any proof of that i.e. specific combos that don't work?

Master Bigode
10-26-2007, 12:52 PM
So. Much. Drama. Why couldn't Capcom just release a definitive home port of ST? I do not understand. Why is it so difficult to get it right? Haven't they had numerous chances across numerous platforms?
2 things:

The original game code is a mess, there's a lot of unused crap in the game code, making porting hard;

The speed in the SF2 games is determined by the 68k clock speed, making it hard to make the game run at the correct speed.

What's the deal with the hitboxes supposedly being differently on the DC version anyway? Any proof of that i.e. specific combos that don't work?

Different collision boxes = moves whit different priorities.

nohoho
10-26-2007, 01:58 PM
The hit boxes aren't different. Fuck.

Arsenal - ST players are a miserable bunch. Like CapMaster said: DC and CCC2 are both fine. Just play and have fun.

fatboy
10-26-2007, 03:29 PM
The hit boxes aren't different. Fuck.



Good ole' Nohoho. Always one for some of th best quotes on SRK... You and Polarity always make me bust out loud! :rofl:

Warrior's Dreams
10-26-2007, 07:42 PM
The hit boxes aren't different. Fuck.

Arsenal - ST players are a miserable bunch. Like CapMaster said: DC and CCC2 are both fine. Just play and have fun.

If we are miserable, its because we've yet to see a true arcade port. Ask Dream theater, he can get into it way more than I could. CCC2 has significant input lag. Ive never actually played the DC version, but based off of what I hear it is the one to go for (until HD remix comes out at least, although we'll need to test that before we can make any definitive conclusions). Whether or not DC becomes the so called "official" version of ST at Evo will probably depend in part on how "arcade perfect" HD remix is. Not to mention this will determine whether I shell out more $$ for DC joystick + ST for DC. As for right now, Hyper Fighting aint perfect, but its the best I got to practice on at the moment.

Well actually, now that I think about it, I'll still get HD just to play people... (beats waiting for 1/2 hr on xbox live)

Arsenal
10-27-2007, 07:16 AM
2 things:

The original game code is a mess, there's a lot of unused crap in the game code, making porting hard;

The speed in the SF2 games is determined by the 68k clock speed, making it hard to make the game run at the correct speed.

I know nothing about coding/programming, so you're probably right, but to the ley-person (like me), I look at MvC2, 3S, CvS2, GG:AC, T5:DR, VF5, and the countless other fighting games (that were designed on more complex hardware) that received a fairly accurate console port.

NKI
10-28-2007, 07:25 PM
What's the deal with the hitboxes supposedly being differently on the DC version anyway? Any proof of that i.e. specific combos that don't work?I originally said that there was at least one specific DeeJay combo that didn't work in the DC version, but I came to find that it was actually the SPEED of the DC version that was to blame. (Lowering the game speed made the combo possible.)

I actually just updated the Wiki a few days ago in regards to this.
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Game_Versions

DC and CCC2 are both fine. Just play and have fun.DC version is playable, but seriously, I don't know how anyone can stand CCC2. Input lag makes it totally unplayable if you ask me.

nohoho
10-28-2007, 10:35 PM
Bah I just wrote a long post here talking about a ccc2 tourney we had on saturday, how fun it was, list of people i've played on both formats, etc, but I killed it because this is all I really want to say: you break my heart, NKI, with your post-evo bitching. I'm so disappointed in you.

eks
10-29-2007, 02:51 AM
it's like my ST parents are fighting, i feel sad.

R-Jive
10-29-2007, 08:44 AM
Hmm, well the PAL version of CCC2 seems to have minimum to zero input lag, atleast from my personal experiences with it, or am I totally wrong ?

I don't know how the NTSC version of the game plays, but the PAL version has some things fixed but you guys are probably already aware of that.

fatboy
10-29-2007, 08:46 AM
it's like my ST parents are fighting, i feel sad.

LOL!!!!!! :lol: LOL.... I just bust out laughing in my office.. LOL ... :lol:

NKI
10-29-2007, 04:06 PM
you break my heart, NKI, with your post-evo bitching. I'm so disappointed in you.Yeah, I bitch hella about CCC2. But I think most of it is justified. It ruined Evo's ST tourney for me and for the Japs and for a lot of other people.

Also keep in mind that Gian, KKY, nekohashi, Tokido, and Nuki (who all spent thousands of dollars to come here, expecting to play on a decent version) have no voice to bitch, so I have to be at least 5x as vocal.

But I still <3 you nohoho, and your curry allergy.

it's like my ST parents are fighting, i feel sad.OH EKS COME HERE you get a hug. <3

There there.

nohoho
10-29-2007, 08:31 PM
Also keep in mind that Gian, KKY, nekohashi, Tokido, and Nuki (who all spent thousands of dollars to come here, expecting to play on a decent version) have no voice to bitch, so I have to be at least 5x as vocal.
I hear you. Between HSF@SBO and CCC2@Evo, 07 was a lousy year for these guys. I've said my piece, anyway.

Just to be clear about one thing: the dreamcast version is a-ok for Gian and co. right? I mean, hypothetically speaking, if someone were to run a DC ST 3on @ Evo 08 they wouldn't have a problem with the port?

But I still <3 you nohoho, and your curry allergy.
ACHOOOOO

7 5 0
10-30-2007, 12:05 AM
You know what sucks, I show up at CTF on a friday night to play ST and found not one person even play ST on the arcade cabinet. It just sits there isolated except I was the only one there playing it against the cpu, so I walk over to the Third strike crowd where Jwong was dominating to ask the fellas to have battles in Super Turbo, they all had the awkward look in their faces like I was insane and expressed negative comments on ST.

Blasphemy I tell you. It's a shame what the fighting community has become. Heck, I doubt any of them play Neo fighters besides Jwong.

Warrior's Dreams
10-30-2007, 05:29 AM
If I'm not mistaken, I believe Justin really doesnt like ST to begin with, so it comes as no surprise that he and others playing with him would say something like that. Maybe you just came on a bad night?

Still.... blasphemy!!!!!!!!!!!!

Shag
10-30-2007, 05:41 AM
^^Usually the Friday night before a tourney I show up to CF to get some practice in but opted to go to a Halloween party instead. :party:

I know the feeling, when I'm at CF nowadays I stand around hoping someone will play ST or VS. Some nights they both get no love at all. :shake:

nohoho
10-30-2007, 04:28 PM
I'll be there this friday. heh

FWIW, CvS2/A3(and, recently, DDR) players are more likely to dabble in ST than 3S players.

supermin
10-30-2007, 05:33 PM
st is da best hell yeahs

if im at cf u might see me playin a few games with psychic ryu (i suck)

7 5 0
10-30-2007, 06:14 PM
It's cool to see some of you are in the NYC area. I will try to hit CF around 9pm friday after I finish work.

Long live Super Turbo.

NKI
10-31-2007, 08:55 PM
Just to be clear about one thing: the dreamcast version is a-ok for Gian and co. right? I mean, hypothetically speaking, if someone were to run a DC ST 3on @ Evo 08 they wouldn't have a problem with the port? I know Gian personally prefers the PS1 version, but DC should be fine too. I've never heard them gripe about it.

Gen-An
11-13-2007, 03:48 PM
More speed info: http://forums.shoryuken.com/showpost.php?p=4495259&postcount=11

felineki
11-19-2007, 12:20 PM
A several-part video called "Street Fighter II - The History" has recently been uploaded at Nicovideo. If you don't have an account there, check out nohoho's blog for info on how to set one up. Starts here. (http://www.nicovideo.jp/watch/sm1550645) Just a little Japanese documentary on SF2's history. Nothing that most people here won't already know about, but it might still be a fun watch. Lots of official character art from the entire course of the series.

I laughed at one of the comments posted as the section for CE began. Something along the lines of "Yeah yeah, the psycho crusher, throw, psycho crusher, throw game."

nohoho
11-24-2007, 08:16 AM
X-Mania 8 Dec 23 @ Iruma (Saitama) Plaza Capcom.

Kurahashi (Guile), Nuki (Chun) & Nakamura (Cammy) a tentative team.

EDIT: poster here (http://inhgroup.com/blog/index.php?itemid=126#more)

Thanks for that link, felineki. Some times it seems crazy to me that everything fell into place (gameplay, graphic design, etc) as well as it did.

Fudd
11-29-2007, 03:31 AM
The whole discussion about speed setting confuses the hell out of me.

What are the proper settings to play on World 940223, USA 940223, and Japan 940223?

polarity
11-29-2007, 04:40 AM
A several-part video called "Street Fighter II - The History" has recently been uploaded at Nicovideo. If you don't have an account there, check out nohoho's blog for info on how to set one up. Starts here. (http://www.nicovideo.jp/watch/sm1550645) Just a little Japanese documentary on SF2's history. Nothing that most people here won't already know about, but it might still be a fun watch. Lots of official character art from the entire course of the series.

I laughed at one of the comments posted as the section for CE began. Something along the lines of "Yeah yeah, the psycho crusher, throw, psycho crusher, throw game."

This is great, really nice to see all that old artwork. One thing I never understood is why they had such great promo and concept art for SF2, yet some of the in-game art (especially on the early versions) is horrible :confused:

On another note, anyone ever notice that the castle in Eagle's SF1 background appears to be the same one you're fighting on in Cammy's ST background?

UltraDavid
12-06-2007, 12:49 PM
Something random I'm not sure about:

Say you're Honda and Guile is doing sonic boom, walk up, throw. You're charging back, and right after the sonic boom, you press toward (and hold it) and drum fierce and strong. Does this act as an option select between headbutt, grabby throw, and strong throw such that if you mistimed the toward, you'll get one of those throws instead?

Gen-An
12-06-2007, 12:54 PM
I think if you're charged the headbutt will take priority over the throw, but I'm not sure. Only way to find out is to try it.

Airthrow
12-06-2007, 02:32 PM
I can't picture why you'd get the throw instead of the headbutt.

UltraDavid
12-06-2007, 02:35 PM
Say you pressed toward just before when you actually should have (by accident, obviously you wanted the headbutt), but you keep holding it down. You drum fierce and strong when you should have, and since you're still holding toward, those could count as throw commands.

Something else I've been wondering about is, if you hold down-back with Blanka or Honda and then press up-toward simultaneously with fierce-roundhouse, which special move will you get?

Master Bigode
12-06-2007, 02:56 PM
Something else I've been wondering about is, if you hold down-back with Blanka or Honda and then press up-toward simultaneously with fierce-roundhouse, which special move will you get?
http://nki.combovideos.com/data.html#yusen

NKI
12-06-2007, 02:58 PM
T.Akiba did an exhaustive test of overlapped inputs for special moves:

http://nki.combovideos.com/data.html#yusen

It doesn't cover throws, but I'm pretty sure for overlapped inputs, special moves take priority over throws.

EDIT: Master Bigode, you are a quick one.

UltraDavid
12-06-2007, 03:00 PM
Thanks, guys.

Axel Kelly
12-06-2007, 03:16 PM
X-Mania 8 Dec 23 @ Iruma (Saitama) Plaza Capcom.

Kurahashi (Guile), Nuki (Chun) & Nakamura (Cammy) a tentative team.

EDIT: poster here (http://inhgroup.com/blog/index.php?itemid=126#more)

Thanks for that link, felineki. Some times it seems crazy to me that everything fell into place (gameplay, graphic design, etc) as well as it did.

oh hey, how did I miss this?!

I was starting to get concerned that Hyper Mania had replaced X-Mania this year

Can't wait for the DVDs :D

Airthrow
12-06-2007, 03:24 PM
Say you pressed toward just before when you actually should have (by accident, obviously you wanted the headbutt), but you keep holding it down. You drum fierce and strong when you should have, and since you're still holding toward, those could count as throw commands.

If you held back long enough to have charge, then pressing forward+punches will get you a headbutt. If you didn't hold back long enough to get charge, you will get a throw.

If you held back long enough to get charge, if you do something to lose you the charge for the headbutt (go to neutral too long) then press f+P, you will get the throw. But in a regular match with someone with decent execution I'm having a hard time thinking how you'd get the throw on accident.

Besides, if you headbutt someone you just wanna ochio shenanigans! :looney:

nohoho
12-25-2007, 11:50 PM
SBO '08 Games:

Arcana Heart 2 (singles)
GGXXAC (3on3)
KOF98 Ultimate Match (singles)
Super Street Fighter II X (2 on 2 tag)
Tekken 6 (3on3)
Hokuto no Ken [what the eff?] (singles)
Melty Blood Actress Again (2 on 2 tag)
VF5 (3on3)
Third Strike (3on3)

Qualifiers April through June (locations announced in February.) Main event August in Tokyo. Magazine scan (http://attomaimai.sakura.ne.jp/img/upp13132.jpg).

I'd prefer 3on to 2on. Order has so much weight in the latter. Still awesome news.

SmoothCat
12-26-2007, 10:30 AM
awsome i hope tga host st quilfyers

psychochronic
12-26-2007, 11:03 AM
awsome i hope tga host st quilfyers

I'm taking the next Greyhound out. :tup:

Ubersaurus
12-26-2007, 02:51 PM
So I've been trying to get this info for like a month now.

What is the proper tourney speed for the Dreamcast version? Turbo 2 or turbo 3? I read that the arcade uses turbo 3...but since there's some combos that don't work on it, I'm unsure.

Don't want to practice on the wrong speed.

NKI
12-26-2007, 03:29 PM
Ubersaurus - Most people use Turbo 2 or Turbo 3, but there really is no set standard. As long as you practice using one of those two speeds, you should be good. (It's not that hard to switch between the two.)

SBO '08 Games:

Super Street Fighter II X (2 on 2 tag)


You just made my day!! <SMOOOOCH>

Shirts
12-27-2007, 01:14 PM
Back to the old school. F' console and f' AE.

Ehonda
12-27-2007, 03:18 PM
yeah i agree....

Ehonda
01-02-2008, 01:54 PM
What are the odds of it going to 3 on 3 for the SBO? That would make things much easier to decide on teammates without having an anxiety attack. Also what happens if 1 or more persons from a specific team cannot attend? How many teams will qualify? Are there going to be more than 1 qualifier per location?

StriderNC
01-02-2008, 02:57 PM
Back to the old school. F' console and f' AE.

what does this mean?

Axel Kelly
01-02-2008, 04:46 PM
what does this mean?

it means arcade ST is king

nohoho
01-05-2008, 09:11 AM
Mikado lost their lease. ;_;


Ehonda - SBO is using the different format for SF2, I guess, to contrast themselves with X-Mania. 3 on 3 is definitely preferred by players. It looks like Choi deleted a message above? heh If he's still the liaison (along with Chie & Andy @ TGA) he'll be the one with the answers to your Qs.

NKI
01-06-2008, 06:05 PM
Mikado lost their lease. ;_;Noooooooo!!! Say it ain't so!! :sad:

It looks like Choi deleted a message above?That was my bad. I was staying at his place two weeks ago, and I accidentally posted under his account.

Ehonda
01-08-2008, 11:20 AM
I'm a little confused does this mean that there will be no SBO qualifier here this year? Also who else goes (countries) besides the USA? or is it exclusively a USA vs JAPAN thing? Who is Mikado?

fatboy
01-08-2008, 01:03 PM
Mikado is an arcade in Japan. They hold several tournaments through out the year. Unfortunately, the just lost their lease. Meaning, no more Mikado Rambat Tournaments... :sad:

Ehonda
01-08-2008, 07:27 PM
Mikado is an arcade in Japan. They hold several tournaments through out the year. Unfortunately, the just lost their lease. Meaning, no more Mikado Rambat Tournaments... :sad:

So Does this equate to no SBO this year?

Sanjuro_The_Ronin
01-08-2008, 10:48 PM
So Does this equate to no SBO this year?

SBO will still happen. Please read what Fatboy actually typed before posting.

Ehonda
01-09-2008, 06:48 AM
I read it and that means that the location that holds the tourneys lost there lease. This equates to no more tourney. Generally here in the US when a place loses its lease that means thats it your done no more tourney! Perhaps Japan is different. This is an Arcade not like a hall that they lost there lease to? I guess i was misunderstanding what Nohoho said. I was under the assumption that that meant that the people who sponsored the US crowd was out of business.

Sanjuro_The_Ronin
01-09-2008, 06:54 AM
I read it and that means that the location that holds the tourneys lost there lease. This equates to no more tourney. Generally here in the US when a place loses its lease that means thats it your done no more tourney! Perhaps Japan is different. This is an Arcade not like a hall that they lost there lease to? I guess i was misunderstanding what Nohoho said. I was under the assumption that that meant that the people who sponsored the US crowd was out of business.

No more Mikado=No more Mikado ST ranking battles. SBO is sponsored by Tougeki Magazine (or Arcadia), which means SBO will still happen. There will just be no qualifiers for Mikado.

Ehonda
01-14-2008, 06:55 AM
Where can i find the Sagat thread? i had some simple questions about him.

lftrpllr
01-16-2008, 07:05 AM
Where can i find the Sagat thread? i had some simple questions about him.

If you don't see a Sagat thread (I don't see one), go ahead and make a new one. I'm sure people will jump in and offer up some help.

-wes

wakeupsweep
01-16-2008, 10:07 AM
http://forums.shoryuken.com/showthread.php?t=118798

nohoho
01-19-2008, 08:18 AM
Rumored SBO '08 teams. Well the guy who posted this on 2ch may have just been bullshitting tho' these do make sense.

Daigo & Aniken
Otochun & ShootingD
Muteki & Tsuji
Nuki & Inoue
Kurahashi & Nakamura
Taira & Shiro

Gian & ARG
Kusumondo & Danjiri
Ikebukuro Debu & More Bal (since More closed dude supposedly set up shop at ikebukuro las vegas)

Raisin
01-28-2008, 12:24 AM
Thanks, nohoho, for the scoop. Looking forward to it already.

Assuming the teams end up being as posted, I see Daigo & Aniken as being the wildcards... Hard to judge exactly how good they are compared to the toughest opposition. You'd have to give them at least a puncher's chance against even the toughest teams. Plus, I like how Aniken has been tearing it up lately.

Muteki & Tsuji are gonna be my favorite team to watch.

Gian & ARG are who I think have the best chance to win it. (Not that I would know or anything, but it's fun to make predictions.)

Ehonda
01-28-2008, 07:20 AM
if i dont find out the date of SBO within two weeks i more than likely will not be able to attend.

nohoho
01-28-2008, 03:38 PM
Yeah Aniken wailed on everybody at that A-cho tourney last month. Terrific fireball throwing display. He was one safe jump-in away from beating Muteki @ SBO, too, eh? That was probably the match of the year.

If Mayakon resurfaced and teamed up with Komoda that'd be ace.

BTW, Mikado is in fact moving. It seems like the web site will stay up in the interim which is good for us movie hounds.

Ehonda - As soon as I have a list of qualifier dates and locations I'll post 'em up. The new issue of Tougeki Spirits comes out later this week -- I think that that'll have some specifics.

psychochronic
01-29-2008, 08:11 AM
As soon as I have a list of qualifier dates and locations I'll post 'em up. The new issue of Tougeki Spirits comes out later this week -- I think that that'll have some specifics.

Let me know of this too. :tup:

Ehonda
01-29-2008, 08:52 AM
I am more concerned about he USA qualifier then the date of the Japan event

ToyRobotTerror
02-01-2008, 06:27 PM
Does anyone have the mikado 112407 matches? Would appreciate it greatly if someone could upload them.

EDIT: NM i got them, thanks juicy juice!

vpt_whatup
02-19-2008, 05:21 PM
I've seen some vids where an opponent lands a hit on Daigo and Daigo responds with a Shoryuken (namely the Afrolegends vid, but also in SBO vid against More Vega). Is he taking the hit on purpose in order to take advantage of the situation or is it a reaction, where he acts as it's happening? By the way, that More Vega vid has a reaction-dp (not psychic) versus Dic's slide!

BoggleMinds
02-19-2008, 06:46 PM
I've seen some vids where an opponent lands a hit on Daigo and Daigo responds with a Shoryuken (namely the Afrolegends vid, but also in SBO vid against More Vega). Is he taking the hit on purpose in order to take advantage of the situation or is it a reaction, where he acts as it's happening? By the way, that More Vega vid has a reaction-dp (not psychic) versus Dic's slide!

I most likely don't know what the hell I'm talking about, but ... I recall NKI saying the "take the hit" strategy is *not* a safe one. It's where you deliberately take the hit by a jump-in from your opponent, who's expecting it to be blocked. Strangely, a lot of the time when this happens the opponent doesn't react quickly enough to combo -- so that possibly gives you a very short window where he's in neutral? I've seen this happen a lot: say it's a Shoto mirror match, one guy lands a j.Rh on his standing opponent, and then the opponent who was mashing throw actually to throws him. Anyway, I'm not really sure, but I've seen and actually performed myself the DP after taking a jump-in hit; the reversal timing is very strict. Maybe it's because the opponent usually can't react quickly enough on the hit-confirm to proceed with a combo.

You mentioned Daigo's ability to DP straight after getting hit; another good example is the game-winning DP he does when Alex Valle's Sagat lands j.Short on crouching Ryu. (http://www.youtube.com/watch?v=68tQ3qNQuRU)

vpt_whatup
02-19-2008, 09:21 PM
I most likely don't know what the hell I'm talking about, but ... I recall NKI saying the "take the hit" strategy is *not* a safe one. It's where you deliberately take the hit by a jump-in from your opponent, who's expecting it to be blocked. Strangely, a lot of the time when this happens the opponent doesn't react quickly enough to combo -- so that possibly gives you a very short window where he's in neutral? I've seen this happen a lot: say it's a Shoto mirror match, one guy lands a j.Rh on his standing opponent, and then the opponent who was mashing throw actually to throws him. Anyway, I'm not really sure, but I've seen and actually performed myself the DP after taking a jump-in hit; the reversal timing is very strict. Maybe it's because the opponent usually can't react quickly enough on the hit-confirm to proceed with a combo.

You mentioned Daigo's ability to DP straight after getting hit; another good example is the game-winning DP he does when Alex Valle's Sagat lands j.Short on crouching Ryu. (http://www.youtube.com/watch?v=68tQ3qNQuRU)
Hey thanks a lot for explaining. That was helpful. BTW nice video! In that clip it's clear that it was more reaction than planning since he whiffed the cr.Forward. Overall match was good.

BoggleMinds
02-19-2008, 10:08 PM
Hey thanks a lot for explaining. That was helpful. BTW nice video! In that clip it's clear that it was more reaction than planning since he whiffed the cr.Forward. Overall match was good.

Here's another example of the "DP interrupt":

http://www.youtube.com/watch?v=Ic0iizIuXn4&feature=related

Just like in the Afrolegends vs. Daigo match, Daigo uses the high-level technique of interrupting his opponent's combo at the exact right time with a DP. Hell, it's almost exactly the same situation too (he was dizzy, and one hit away from death, then suddenly comes alive with a DP). This is by no means a Daigo-only technique; I've seen other top Japanese players do the same, especially Mattsun.

vpt_whatup
02-19-2008, 10:32 PM
Here's another example of the "DP interrupt":

http://www.youtube.com/watch?v=Ic0iizIuXn4&feature=related

Just like in the Afrolegends vs. Daigo match, Daigo uses the high-level technique of interrupting his opponent's combo at the exact right time with a DP. Hell, it's almost exactly the same situation too (he was dizzy, and one hit away from death, then suddenly comes alive with a DP). This is by no means a Daigo-only technique; I've seen other top Japanese players do the same, especially Mattsun.Another nice find! Now that I think of it, there seems to be two forms of this. There are the cases where Daigo (who I'll use as an example) is already being combo'ed and interrupts it when he has the chance. In these cases, Daigo would have liked to avoided the combo altogether, but ended up being hit. Then there are the cases where Daigo has the opportunity to block but takes the hit anyways. This case would be when he can predict a specific move that he knows can be countered with the interrupt-dp. The cases of the video you posted (Daigo VS Someone), along with the Afrolegends and Alex Valle vids seem to be the former; he would have preferred not to be combo'ed or hit but still used the opportunity to interrupt. In the More Vega vid, and maybe the John Choi evo vid, he seems to purposely not block in order to use it to his advantage. I guess I'll post the More Vega vid and if you guys think it's not allowed to be posted just let me know: *REMOVED* (Thanks Sanjuro_The_Ronin). He seems to weigh the risk and bait the jump in with a fireball and finally interrupt-dp it. For the John Choi vid (http://youtube.com/watch?v=VnG-OBPYa2I at 5:18), John Choi jumps in with Sagat's j.short and Daigo's Balrog takes the hit but interrupts with the throw. Although John could have interrupted (in the sense that his knee beat Daigo's wake-up move) and Daigo was forced to take the hit.

On a side note, that More Vega (NKI's buddy? heh) vid has YET ANOTHER "patented" Daigo comeback. You've probably seen it but I thought I'd mention it in case you haven't. I won't say where in the vid in case you haven't seen it.

Sanjuro_The_Ronin
02-19-2008, 10:49 PM
Snip

I would take that SBO vid link out, that could get you banned.

BoggleMinds
02-19-2008, 11:00 PM
I would take that SBO vid link out, that could get you banned.

The vid is from SBO 2003. It's 2008 now, and to my knowledge Tougeki does not sell DVDs from the 2003 tournament (correct me if I'm wrong). Are you seriously suggesting this is not allowed?

Sanjuro_The_Ronin
02-19-2008, 11:16 PM
The vid is from SBO 2003. It's 2008 now, and to my knowledge Tougeki does not sell DVDs from the 2003 tournament (correct me if I'm wrong). Are you seriously suggesting this is not allowed?

http://forums.shoryuken.com/showthread.php?t=136858

djfrijoles
02-20-2008, 04:40 PM
http://forums.shoryuken.com/showthread.php?t=136858



Doesn't get any clearer than that.

Louie
02-21-2008, 05:09 AM
help plz.

the code for getting old T.Hawk and old Gief, cant remember exactly..

ToyRobotTerror
02-21-2008, 05:43 AM
help plz.

the code for getting old T.Hawk and old Gief, cant remember exactly..
All old character codes are in the st wiki :cybot:
http://shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#The_Characters


Balrog (Boxer) (http://shoryuken.com/wiki/index.php/Balrog_%28ST%29) - Old character code: RLLR
Blanka (http://shoryuken.com/wiki/index.php/Blanka_%28ST%29) - Old character code: RLLL
Cammy (http://shoryuken.com/wiki/index.php/Cammy_%28ST%29) - Old character code: UUDD
Chun-Li (http://shoryuken.com/wiki/index.php/Chun-Li_%28ST%29) - Old character code: DDDU
Dee Jay (http://shoryuken.com/wiki/index.php/Dee_Jay_%28ST%29) - Old character code: DDUU
Dhalsim (http://shoryuken.com/wiki/index.php/Dhalsim_%28ST%29) - Old character code: DUUU
E. Honda (http://shoryuken.com/wiki/index.php/E._Honda_%28ST%29) - Old character code: UUUD
Fei Long (http://shoryuken.com/wiki/index.php/Fei_Long_%28ST%29) - Old character code: LLRR
Guile (http://shoryuken.com/wiki/index.php/Guile_%28ST%29) - Old character code: UDDD
Ken (http://shoryuken.com/wiki/index.php/Ken_%28ST%29) - Old character code: LLLR
M. Bison (Dictator) (http://shoryuken.com/wiki/index.php/M._Bison_%28ST%29) - Old character code: DUUD
Ryu (http://shoryuken.com/wiki/index.php/Ryu_%28ST%29) - Old character code: RRRL
O.Sagat (http://shoryuken.com/wiki/index.php/Sagat_%28ST%29) - Old character code: UDDU
T. Hawk (http://shoryuken.com/wiki/index.php/T._Hawk_%28ST%29) - Old character code: RRLL
Vega (Claw) (http://shoryuken.com/wiki/index.php/Vega_%28ST%29) - Old character code: LRRL
Zangief (http://shoryuken.com/wiki/index.php/Zangief_%28ST%29) - Old character code: LRRR

NKI
02-27-2008, 08:41 PM
say it's a Shoto mirror match, one guy lands a j.Rh on his standing opponent, and then the opponent who was mashing throw actually to throws him.The opponent would've gotten the throw even if the j.RH were blocked, because hit-stun and block-stun are the same length. Block-stun looks longer because there is pseudo block-stun afterwards, but you can do a move just as quickly as if you had gotten hit.

I've tested this out frame-by-frame to verify, but just think about it: if block-stun and hit-stun were different lengths, you'd have to time your reversals differently depending on whether or not you got hit, and this clearly is not the case. The timing is the same either way.

I would never "take the hit"...it's just unnecessary damage that you don't need to take.

Gonzales
02-28-2008, 10:27 AM
im just wondering but comboes aren't interrrutuble i saw the macht were Diago "interrupted with a DP, if its a combo its a combo the only reason he got that was beacuse Afrolegens messed up his combo, same thing when your in hitstun you can DP the next hit because they failed to combo the hit. I can time one button-reversals most of the time but i've never been able to DP out of a combo, because you cant:confused:

If am wrong feel free to correct me, however if i am wrong am gonna have to retire from
ST-Killer Instinc cause i hate combo breakers:mad:

N-Trade
02-29-2008, 09:28 AM
im just wondering but comboes aren't interrrutuble i saw the macht were Diago "interrupted with a DP, if its a combo its a combo the only reason he got that was beacuse Afrolegens messed up his combo, same thing when your in hitstun you can DP the next hit because they failed to combo the hit. I can time one button-reversals most of the time but i've never been able to DP out of a combo, because you cant:confused:

If am wrong feel free to correct me, however if i am wrong am gonna have to retire from
ST-Killer Instinc cause i hate combo breakers:mad:

Don't worry - you're correct. Combos are not interruptible, there's no such thing as DP interrupt. Afrolegends messed up a combo and daigo dp-ed, he could have blocked instead. (If u can block then u can reversal!)

Gen-An
02-29-2008, 06:25 PM
Just an aside, I was messing with the PSX port of ST (Japanese Street Fighter Collection) and found that Turbo 4 is too fast, but once again Turbo 3 is correct. Can't we just drop US Turbo 3 speed and play at the setting that's almost universal, US Turbo 2/Japan Turbo 3???

Lonestar
03-10-2008, 04:46 AM
Question about US Super Turbo and Japanese Grandmaster Challenge. My friend said that there were differences between these two versions, the only thing he could cite off the top of his head was something about Zangief being more powerful with certain moves. Are there actual differences between these two releases?

COUM
03-10-2008, 05:12 AM
Question about US Super Turbo and Japanese Grandmaster Challenge. My friend said that there were differences between these two versions, the only thing he could cite off the top of his head was something about Zangief being more powerful with certain moves. Are there actual differences between these two releases?

Zangief's j.u+Fierce does a TON of dizzy damage in the Japanese version (basically an auto-dizzy), but in the USA version it does much less. That's the only gameplay difference I know of.

In the World version, O.Zangief's 360+Forward done as a reversal will grab them from anywhere on the screen. :looney:

CapMaster
03-11-2008, 06:31 PM
Can someone confirm if Ryu blocks a horizontal rolling attack, that equals free fierce fireball? I read this somewhere on here, but I'm just not entirely sure if it's true.

Can Blanka also get hit by a fierce/roundhouse Tiger Shot after a blocked horizontal rolling attack?

Ryu1999
03-11-2008, 09:19 PM
Can someone confirm if Ryu blocks a horizontal rolling attack, that equals free fierce fireball? I read this somewhere on here, but I'm just not entirely sure if it's true.

Can Blanka also get hit by a fierce/roundhouse Tiger Shot after a blocked horizontal rolling attack?

Sagat gets free fierce tiger shot for blocked Blanka roll.

TS
03-11-2008, 10:12 PM
Does nobody play N.Sagat?

Vildiil
03-15-2008, 07:12 PM
Hey NKI, I had fun playing all those chun mirror matches during saturday st casuals at FR. (I was the guy with the red backpack, and buttoned down shirt). Was wondering if you could give me any pointers.. if you remember our matches by the time you read this. That was my first experience playing a high level tournyl player in ST, you were pretty beast.

7 5 0
03-15-2008, 11:50 PM
In the World version, O.Zangief's 360+Forward done as a reversal will grab them from anywhere on the screen. :looney:

What the hell? Glitch FTL

Raisin
03-16-2008, 10:21 AM
Can someone confirm if Ryu blocks a horizontal rolling attack, that equals free fierce fireball?
If you're in the middle of a stage, and if Ryu blocks it standing up, he can punish with HP fireball, but it's not easy to do, as the window is pretty slim. If he blocks it crouching, he cannot hit Blanka with a HP fireball, because crouching blockstun is longer. <--This given reason is incorrect. See nohoho's post below.

If Ryu is cornered, Blanka lands ever so slightly closer. Stand-blocking has just a hair more leniency on the HP fireball counter, and in this case it is possible (though very difficult) to punish a ball with HP fireball even after crouch-blocking it.

Does nobody play N.Sagat?
A bunch of Japanese players do. Yaya (sometimes), Taira (occasionally), Hitsuji, etc.

nohoho
03-16-2008, 01:59 PM
It's more difficult to counter blocked balls from crouch not because of blockstun differences but because you're fatter when crouching so blanka is farther away when you go to hit him.

I use N.Sagat. Bruce Lee shorts, baby!

O.Sagat players were abused as children and need the easy win to make up for the fact that their parents don't love them.

Pleasegodletmewinpleasetigerpleaseohpleaseineedtow intigerstophittingmedaddytiger. Like that.

Raisin
03-16-2008, 04:36 PM
It's more difficult to counter blocked balls from crouch not because of blockstun differences but because you're fatter when crouching so blanka is farther away when you go to hit him.
Oops, my bad, thanks for setting it straight. Edited post to prevent misinformation.

O.Sagat players were abused as children and need the easy win to make up for the fact that their parents don't love them.
I'm feelin' the joke trend of the audience saying, "Tiger, tiger" in east-coast tourney matches.

That said, Nohoho, there can be no doubt that you rock, buuut, I'm a bit curious to know how many many major tournaments victories you have with O.Sagat. You know, because it's such a breeze to win with him. Or do you not wield that sword because you choose to use your powers only for the forces of good? :wink:

I'm also curious about how you would explain the lack of O.Sagat utter domination at, say, Evo World. The way you speak of him, one would expect those to boil down to a massive throng of O.Sagats tigering it out. Instead, he seems to show up no more often than any other top tier. What gives?

nohoho
03-16-2008, 05:45 PM
Because he loses really, really badly to Dhalsim.

You know I love ST, right, bruddah? Well ST is actually two games. ST without O.Sagat. See that's my favorite fighting game of all time. Fucking classic. ST with O.Sagat... pretty crappy. Near Samurai Shodown 3 somewhere in my ranks. Rather not play it. Dull.

COUM
03-16-2008, 06:14 PM
nohoho = the super turbo wapanese

therefore

counterpicking = bad

o.sagat = bad

hyoobal = bad too im guessing

whine whine whine

UltraDavid
03-16-2008, 06:26 PM
I've never understood the O Sagat hate. He's really good, but so what? So are Sim and Boxer. He has a couple extremely good moves, but so what? So do Boxer and Claw. Could he be nerfed a bit? Of course, but so could Sim, Boxer, Claw, and maybe even Chun. I would argue that O Sagat takes considerably more skill to play than Claw, and yet the hate on Claw is not even in the same ballpark. I personally think he's both interesting to play as and interesting to play against.

EvilSamurai
03-17-2008, 03:00 AM
I've never understood the O Sagat hate. He's really good, but so what? So are Sim and Boxer. He has a couple extremely good moves, but so what? So do Boxer and Claw. Could he be nerfed a bit? Of course, but so could Sim, Boxer, Claw, and maybe even Chun. I would argue that O Sagat takes considerably more skill to play than Claw, and yet the hate on Claw is not even in the same ballpark. I personally think he's both interesting to play as and interesting to play against.

I see where the hate comes from but he is like only the fifth best character in the game if you exclude Akuma:

1. Sim
2. Claw
3. FOB WHORE with man hands
4. Boxer
5. O. Sagat

The top tier ranked in order of easiest to play is:

1. FOB WHORE with man hands. Chun is like easy mode in ST. Other characters have only one or two abusable things. She has more than that. Sirlin had better nerf her for HDremix. Her throw range should be reduced, her strong throw's damage should be inverted with her fierce throw's and both should be reduced in damage, her df+RH should remain a cross up but should be beaten by reversals in the correct direction (characters other than Ken should be able to fist the bitch out of the air), and finally her stored super should be eliminated.

2. Claw because of walldive. If walldive is not knockdown and safe on block like it is rumored to be in HD Remix then he will easily retain his place in the top tier but his gay factor will go way down as the reason Claw is top tier is because his poking game is simply really fucking good.

3. Boxer. Rush that shit down.

4. O. Sagat. He is actually quite hard to play correctly even if his overall game plan is simple.

5. Sim.

COUM
03-17-2008, 06:17 AM
id say boxer is harder to play than o sagat but other than that yea youre pretty much right

Ryu1999
03-17-2008, 10:24 AM
I would argue that O Sagat takes considerably more skill to play than Claw, and yet the hate on Claw is not even in the same ballpark.

Don't worry, I'm doing my part to cure the public of their ignorance to Claw retardation

nohoho
03-17-2008, 08:22 PM
Welcome to my ignore list COUM and EvilSamurai. Say hi to callmeanewb for me?

"FOB WHORE" ... charming.


Raisin - Are you going to MWC? Let's talk (O?)Blanka vs. Cammy money match!

Vega
03-17-2008, 08:45 PM
Ryu1999 - are you STILL hating on Vega all the time? :smile: That's ok. I'm still loving on him (sorta homo) all this time too. :bgrin:

I don't post much in this ST section but I sort of pay attention and looking forward to meeting some of you at the SBO qualifier hopefully maybe???

BKB
03-20-2008, 11:50 AM
I've never understood the O Sagat hate. He's really good, but so what? So are Sim and Boxer. He has a couple extremely good moves, but so what? So do Boxer and Claw. Could he be nerfed a bit? Of course, but so could Sim, Boxer, Claw, and maybe even Chun. I would argue that O Sagat takes considerably more skill to play than Claw, and yet the hate on Claw is not even in the same ballpark. I personally think he's both interesting to play as and interesting to play against.

Sim - too good, but at least takes a lot of practice and skill to use.
Boxer - also too good, but has weaknesses and takes some skill to use
O.Sagat - can be learned in 10 minutes, let the raep commence.

It's just ridiculous the amount of effort the other guy has to put in to beat O.Sagat, while the O.Sagat player is pretty much just spamming tigers. Heaven forbid the O.Sagat player might actually be GOOD, then it's like trying to swim up shit creek in a straightjacket.

The amount of effort for the reward is just not fair. Why spend time learning Gief or Guile when you can just pick up O.Sagat and start pwning instantly.

...and I hate Claw too. :lovin:

Ryu1999
03-20-2008, 12:22 PM
Sim - too good, but at least takes a lot of practice and skill to use.
Boxer - also too good, but has weaknesses and takes some skill to use
O.Sagat - can be learned in 10 minutes, let the raep commence.


I disagree, Boxer is almost as auto-pilot as O. Sagat is. The only thing is that against some characters he has to charge up super (which doesn't take too long) before he can engage it

Airthrow
03-20-2008, 01:15 PM
I disagree, Boxer is almost as auto-pilot as O. Sagat is. The only thing is that against some characters he has to charge up super (which doesn't take too long) before he can engage it

The corner rapeage Boxer can deliver is fairly auto pilot but against Guile, Chun, Gief, decent Shotos and Sim you have to think like a mofo. The most autopilot matchup Boxer has is against Claw.

EvilSamurai
03-20-2008, 01:28 PM
The corner rapeage Boxer can deliver is fairly auto pilot but against Guile, Chun, Gief, decent Shotos and Sim you have to think like a mofo. The most autopilot matchup Boxer has is against Claw.

As a Claw player, good Boxer players scare the living shit out of me. I still think Chun is very easy to use.

BKB
03-20-2008, 01:43 PM
http://blog.capcom.com/archives/1041

nice!

nohoho
03-20-2008, 08:10 PM
"Sagat managed to go to one of the most boring characters [...]" - Sirlin
Word.

...but let's keep the HD talk out of this thread. I only visit that thread when I want to add people to me ignore list. Double quarter circle motion for Guile's super, DeeJay crouching fierce overhead, parries? 86, 86, 86 cocksuckers. Sheeeeeeeit.

Ganelon
03-20-2008, 08:37 PM
Speaking of Sagat, does the AI have higher chances of making you dizzy (among the numerous other advantages it has)? I was playing as Ken against AI Sagat on the DC version with all default settings and he dizzied me on the first hit of the first round in 1 second with a j.HK... Never seen this before against AI or humans so it was a bit surprising.

CapMaster
03-20-2008, 08:59 PM
"Sagat managed to go to one of the most boring characters [...]" - Sirlin
Word.

...but let's keep the HD talk out of this thread. I only visit that thread when I want to add people to me ignore list. Double quarter circle motion for Guile's super, DeeJay crouching fierce overhead, parries? 86, 86, 86 cocksuckers. Sheeeeeeeit.

I think I almost wet myself when I read this. That was awesome.

You're right though. This is why I stayed away from that thread. Too much hypothetical and theory, not enough..Real.

jms
03-20-2008, 09:29 PM
"Sagat managed to go to one of the most boring characters [...]" - Sirlin
Word.

...but let's keep the HD talk out of this thread. I only visit that thread when I want to add people to me ignore list. Double quarter circle motion for Guile's super, DeeJay crouching fierce overhead, parries? 86, 86, 86 cocksuckers. Sheeeeeeeit.

A gentle greeting hohonos,

How come you're getting so fresh lately? It is a shame that there are so few low tier character specialists in the United States, but the O.Sagat hate is unbecoming--I miss the well-adjusted nohoho. Keep an open mind about HD. Much like O.Sagat, it's coming to tournaments whether you want it to or not, but unlike O.Sagat, it's attempting to bring along more character variety.

nohoho
03-20-2008, 10:03 PM
Yeah, you're right. I'll let it go.

"well-adjusted" heh what the eff?

jms
03-21-2008, 05:47 AM
Yeah, you know. The one that carries around a blender in his back pocket and hops out the back of watermelon trucks.

SpinalBlood
03-25-2008, 04:48 PM
I play this game since some years and the char I used the most are o.sagat and st sagat. O.sagat is not so easy to use, takes a little bit to be played properly but it's mainly a missing matchup knowledge, after that he becomes a boring char. St sagat just puts the character in a more open and interesting way to play. And I find the super funny to use, similar to fei long one

I find Chun li a boring char to use too. But for some reasons I can't find claw boring as well....

SpinalBlood
03-25-2008, 05:07 PM
I forgot to say, even since o.sagat is boring (and I don't use him anymore) I wouldn't softban him because claw and chun are very cheap as well. Only akuma is a worthy ban, imho

Dice01
04-15-2008, 02:15 PM
stating to pick this game up, can someone tell me who is top tier, like someone i can whore alot and easy, thanx !

Footsy Bebop
04-15-2008, 02:28 PM
top tier that is the easiest to pick up? Probably Claw. All his normals are really good, RH slide is great for footsies, solid anti air with his flashkick maneuver, down and FP and standing RH, and wall dive shenanigans.

Josh-TheFunkDOC
04-21-2008, 10:23 AM
top tier that is the easiest to pick up? Probably Claw. All his normals are really good, RH slide is great for footsies, solid anti air with his flashkick maneuver, down and FP and standing RH, and wall dive shenanigans.

This is pretty much right, but just note that there are a few matchups that won't let you get away with the REALLY easy stuff: Boxer, Honda, Blanka, & Deejay come to mind. You need to develop a more complete knowledge of the character to win these.

UltraDavid
04-24-2008, 10:27 AM
A weird thing just happened to me. I'm playing as N Sagat against CPU Blanka and Blanka has no life left after a knockdown, so I tiger knee up to him and do jab dragon punch right as he wakes up. I hear "tiger uppercut!" but instead of dying, Blanka grabs me and bites me to death. What's the deal, is Sagat's uppercut really throwable or is this just a case of the CPU doing its cheating CPU nonsense?

Josh-TheFunkDOC
04-24-2008, 10:55 AM
I think DPs may be throwable, but not positive. There was a lot of talk back in the day about how Gief's & Hawk's supers would grab people out of DPs.

UltraDavid
04-24-2008, 10:59 AM
Some are definitely throwable, but I didn't think Sagat's was among them.

fatboy
04-24-2008, 11:23 AM
Some are definitely throwable, but I didn't think Sagat's was among them.

According to YBH it looks like it could be thrown. (I could be wrong) :sweat:

He is invincible for 7 frames on start up, but doesn't leave the ground until frame 12. That is 5 frames on the ground with no invincibility.

Gaijinblaze
05-08-2008, 03:53 AM
Is there a matchup chart for ST from a reputable authority? There isn't one in the wiki and it would be a useful reference for this game. I mean the kind where matchups are rated a value out of 10.

DEMON_JIM
05-08-2008, 09:10 PM
I really have no idea where to look. I've seen some answer to my questions but don't remember where.

I have a burned copy of ST Grand Master challenge (japanese) what speed should it be set at for the equivalent of tournament US ST? I know we play Turbo 3 and isnt Japan Turbo 2 equivalent to that or is it Turbo 4? I don't know I forget please don't hate me :(

-DJ-

Sanjuro_The_Ronin
05-09-2008, 03:44 AM
I really have no idea where to look. I've seen some answer to my questions but don't remember where.

I have a burned copy of ST Grand Master challenge (japanese) what speed should it be set at for the equivalent of tournament US ST? I know we play Turbo 3 and isnt Japan Turbo 2 equivalent to that or is it Turbo 4? I don't know I forget please don't hate me :(

-DJ-

http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Regional_Differences

r3ko
05-09-2008, 11:57 AM
Ok, i was playing on ggpo with o.honda versus ryu and i went for a throw, but it didn't grab ryu, but the animation of the throw came out, and i got stuck. It was like i handcuffed myself. My opponenet could walk through me, and not hit me. At the end of the round, ryu went into his win pose even though he had less health and the game just froze. Anyone know how this was done?

Heres a printscreen i quickly took.

http://img152.imageshack.us/my.php?image=ohondaiw4.jpg

Spirited_Away
05-18-2008, 09:23 AM
Ok, i was playing on ggpo with o.honda versus ryu and i went for a throw, but it didn't grab ryu, but the animation of the throw came out, and i got stuck. It was like i handcuffed myself. My opponenet could walk through me, and not hit me. At the end of the round, ryu went into his win pose even though he had less health and the game just froze. Anyone know how this was done?

Heres a printscreen i quickly took.

http://img152.imageshack.us/my.php?image=ohondaiw4.jpg

In the good ol'days (94~97), I remember a guy who showed us this glitch he said it's random but can be done. It has something to do with throwing and immediately doing HHS with all punches !

If you want another glitch try this against "CPU Zangief" get O.Sagat and just low tiger like mad, try doing short tigers and then follow it up with tiger knee for some odd reason the game resets.

Duck Strong
05-18-2008, 11:06 AM
This is pretty much right, but just note that there are a few matchups that won't let you get away with the REALLY easy stuff: Boxer, Honda, Blanka, & Deejay come to mind. You need to develop a more complete knowledge of the character to win these.

i.e. more duck strong

lw3
05-22-2008, 07:50 PM
Is there a matchup chart for ST from a reputable authority? There isn't one in the wiki and it would be a useful reference for this game. I mean the kind where matchups are rated a value out of 10.

A match up chart would be really helpful since the wiki is incomplete and hasnt had any new info added to it in a while.

EveryFlowerFlow
05-22-2008, 07:57 PM
how is it possible to do low forward, KKK hop and immediately Cannonball with blanka
or low forward, KKK cross up, cannon ball from the other side?

I played komoda and after he finished tossing me around, I watched him play _MJ_. He did this numerous times against him. I tried asking SaBrE and Sabin but according to them there's no charge partitioning in ST. So then how is this possible? no one had a real answer.

:looney:

UltraDavid
05-22-2008, 11:45 PM
It's the vertical ball. So hold down, roll to down-toward+kkk for the hop, then press up+kick after that. Voila!

EveryFlowerFlow
05-23-2008, 04:37 AM
he was doing horizontal balls actually, not up balls. does that make a difference in execution? start at down back instead?

Kyokuji
05-23-2008, 07:57 AM
They're up balls. They just hit so early/close that it looks horizontal.

EveryFlowerFlow
05-23-2008, 09:24 AM
Yeah that certainly makes sense, however they definately weren't up balls all the time. He did the ball a couple times from just outside sweep, or inside and when the opponent was ducking. In both cases upball whiffs. In one instance with the KKK crossup, ball, he missed with the ball and went through to the other side.

mystery.

Professor Jones
05-23-2008, 09:44 AM
I don't think that's possible. The only way to do that would be to charge, hop, then do 6+p, but the hop lasts too long so you lose the charge.

Sabin
05-23-2008, 10:58 AM