View Full Version : Super Street Fighter II Turbo, in the house
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Khiempossible
07-24-2008, 07:05 PM
Boxer, Dic to a degree, Fei, but there is no free rushdown in this game, those chars are best when they get in your face and rush, but there is no "RUSHDOWN" only char in ST.
all the ST characters are good when they're in your face.
Funny thing abuot dic is that he's great when he's in your but he sucks when you're in his face. Dic gets owned by rushdown.
Of all the characters o.Sagat probably has the least rushdown. no grab bullshit, no fancy ticks, no crossup. Followed probably by honda. But honda has a cross up a, a command grab with no whiff animation and HHS and some funny butt stomp bullshit.
ShinVega
07-30-2008, 11:47 PM
N.Ken's my favorite to Rush down with:rofl:
Randomness is hard to defend against or counter:looney:
I've always liked to play Fancy as Possible:rofl:
Kyokuji
08-06-2008, 12:19 PM
I find that my DP consistency is pretty lousy in this game. I can get it out most of the time, but in a clutch situation where I really need it or even just during simple jump-ins sometimes, it won't come out.
I think part of the problem is that I've been doing :r::qcf: for like my entire life, but I find doing the Z motion to DP to be slower and more awkward (I end up doing :r::df: or :r::db::d::df: a lot of the time). It was never a problem in any other game since the input windows are so much bigger, but given the DP's variable window in ST, it's been fucking me up pretty regularly.
Is it the way I'm doing it that's messing me up or am I just not doing the motion quickly enough? I'm sick of doing walking fireballs and late anti-air fireballs all the time by accident.
Khiempossible
08-06-2008, 01:06 PM
just learn to play without doing DPs
ramza
08-06-2008, 02:23 PM
dps all day.
i find that as long you're doing the motion precisely the variable input window shouldn't mess up your dps. for walk up dps just make sure you go to neutral for a split second before the dp motion, that's what works for me.
MrSimpson
08-07-2008, 04:31 AM
I find that my DP consistency is pretty lousy in this game. I can get it out most of the time, but in a clutch situation where I really need it or even just during simple jump-ins sometimes, it won't come out.
I'm sick of doing walking fireballs and late anti-air fireballs all the time by accident.
I am having the exact same problem =/ I wish my Ken was cool.
Dasrik
08-07-2008, 07:58 AM
Do a Z like it says on the cabinet label. That's the best way.
nohoho
09-03-2008, 02:43 PM
UGH look at me crawling back to this sub forum again.
New character ranking chart up on ze blog (http://curryallergy.blogspot.com/2008/09/super-diagram-turbo-version-2.html).
Also Super Turbo tourney results from US, Japan and Europe for the last twelve months here (http://forums.super-turbo.net/viewtopic.php?f=4&t=94).
Dasrik
09-03-2008, 06:09 PM
Wow, chensor thinks Cammy vs. Honda is 0-10 Honda? o_o
Khiempossible
09-03-2008, 11:06 PM
things I hate about ST:
1. low strong.
2. mirror matches
discuss.
nohoho
09-03-2008, 11:43 PM
Wow, chensor thinks Cammy vs. Honda is 0-10 Honda? o_o
If you follow the 'additional discussion' link, I included the explanation that he sent me. I feel like it's inappropriate if I comment on the numbers that people submitted BUT I would like to take the Chris Li 100 game challenge with my own Cammy. heh
deadfrog
09-05-2008, 08:30 PM
UGH look at me crawling back to this sub forum again.
:rofl: Glad to see you back, dawg.
Airthrow
09-06-2008, 01:24 AM
I agree cammy-honda is 0-10, if both players don't make any monumental fuckups.
BTW James, I saw you in the hotel at evo, but there were like 10 of your friends so I didn't want to seem like a fanboy dork for saying whats up, too bad I didn't see you at the evo floor. :rofl:
The Furious One
09-06-2008, 03:11 AM
things I hate about ST:
1. low strong.
2. mirror matches
discuss.
I only hate it when I have to play another Dee Jay player.
Airthrow
09-06-2008, 03:32 AM
I hate mirror matching other boxers than ANY other character.
I find shoto mirror matches kinda fun, because it's pretty much an execution fest. It feels like balrog mirror matches are "who can sit in down back and jab headbutt ANYTHING on reaction longer?" matches. THE WORST EVAR.
Dasrik
09-06-2008, 08:37 PM
I think Honda mirror matches are the worst. They can go either one of two ways and neither one is pretty.
Kyokuji
09-06-2008, 08:59 PM
'Sim mirror is ugly as hell.
comoesa
09-06-2008, 09:14 PM
Okay after watching some Diago matches i realizes he uses safejumps alot. This basically lets him keep the pressure up. If you whiff a reversal, punished, you block tick throw setups. Does anybody have any tips on learning/practicing safe jumps? Like when to do them, because im guessing you cant do them onn every knock down. From my understanding the thing on safe jumps is its a meaty jumping attack that hits before the reversal hitting frames begin alowwing you to blockit and punish???
thanx in advance.
BoggleMinds
09-06-2008, 11:22 PM
Okay after watching some Diago matches i realizes he uses safejumps alot. This basically lets him keep the pressure up. If you whiff a reversal, punished, you block tick throw setups. Does anybody have any tips on learning/practicing safe jumps? Like when to do them, because im guessing you cant do them onn every knock down. From my understanding the thing on safe jumps is its a meaty jumping attack that hits before the reversal hitting frames begin alowwing you to blockit and punish???
thanx in advance.
Safe jumps work best on characters with slow reversals, like Boxer (slowest reversal in the game). Do NOT try safe jumping on Ken, for example -- his fierce DP hits on the first frame. Same deal with Blanka's up-ball.
With Ryu, safe jump usually with a jumping mk. Correct timing is essential. Try to time the jump very slightly early, and from the correct range...
7 5 0
10-10-2008, 08:10 PM
I'm going to chinatown fair NYC this saturday hopefully for some old fashion ST, anyone else going?
Because last week only a couple people were there and it was dead.
jpj1983
10-12-2008, 10:25 AM
as someone who uses claw as a main (along with ryu), i'd love to see the evo 2007 footage with tokido. can't see it on the tube anywhere, so could someone help me out locating a copy of the dvd (i can't order off the site, as i don't have a credit card). any help much appreciated :wgrin:
edit: i'm a UK resident
deadfrog
10-12-2008, 01:06 PM
things I hate about ST:
1. low strong.
2. mirror matches
discuss.I distinctly prefer ST low strong to 3S low strong.
Malfreds
10-18-2008, 09:42 AM
I have a question about Vega (Claw).
How to do the Claw Dive (down, up+kick), so when Vega reachs the wall, it hangs from the bottom instead the upper or middle side?
I have seen and sometimes made some dives showing this variation. In fact there's a comb video of all chars, where Vega does the rolls and immediately after the wall dive then Super.
JubeiNinja69
10-19-2008, 12:44 AM
i hate gief mirror matches. they always spd me first.
anyway how do i do claw's juggle db, f+RH (flip kick) move?
Airthrow
10-19-2008, 04:02 AM
i hate gief mirror matches. they always spd me first.
anyway how do i do claw's juggle db, f+RH (flip kick) move?
If I remember correctly (I don't play claw, but heard Apoc show someone else), you press kick as you're already pressing d/b for the second flipkick, then you just press f, kick for the second.
So, d/b (charge), f, d/b+k, (quickly), then wait till flipkick is done, forward+k.
Though, I shouldn't be encouraging useage of claw. :rofl:
Malfreds
10-19-2008, 02:54 PM
I do the flip kick, then charge again fast, and then the other flip.
But I have seen second flip kicks coming very fast in videos. Maybe there's a fast method.
couple Q's:
- DJ's cr. jab -> st. strong -> sobat kicks/super; i notice with this combo that the hit counter seems to indicate that the whole thing didn't combo (e.g. end it with sobat and it'll say 2 or 3 hits), is this just some quirk of the hit counter, do these take some sort of super timing to actually combo that i'm not aware of, or are these full combos not really possible at all? i think i might have had this same issue going on when i swapped out st. strong for cr. fierce but i don't recall for sure
- the button timing for blanka's dash seems pretty strict and gives me some troubles, are there any known tricks or that sorta deal to make them more consistent? don't say "play on stick," got that step down a long time ago
- this'll probably sound stupid but i noticed in this match (http://www.youtube.com/watch?v=HQsCiDjTH0M&NR=1) where blanka manges to do vertical ball right after a dash (around 1:36), is it just simple buffering here to do this or is there some sort of trick to it? can you do dash with df+KKK or db+KKK, did he manage it by inputting KKK as he landed, the world's gotta know
- i don't really know any honda combos aside from simple jumpin->poke deals; what sort of strings does he have, which pokes are cancelable?
Ganelon
10-26-2008, 03:38 AM
DJ combo: I'm pretty sure that doesn't combo on its own. You were able to combo with the first kick of the sobat but that would push your opponent too far out to combo the follow-up kick. Instead, you have to start this combo with a crossup j.MK followed by the part you mentioned so that the second sobat kick is close enough to connect.
Blanka dashes: Not really. If you're desperate, you can try double-tapping so that you have 2 chances. If your first KKK succeeded, you'll be in the dashing animation and the game will ignore your second input. If you accidentally tapped a single K first but got KKK on the second try, then that move will be kara-canceled to the dash. If both KKK attempts failed, then you'll still accidentally do a move.
Blanka upball: Yeah, it's a popular Blanka shenanigan. No tricks needed. Just hold down, press df+KKK, and then u+K.
Honda combo: I think his best, easy-to-do combo if you get your opponent dizzy is j.HP->c.LK->HP headbutt. There are also easy opportunities to combo any close s.LP/s.LK or c.LK with the first hit of a slap if you can mash well.
Khiempossible
10-28-2008, 11:23 PM
- the button timing for blanka's dash seems pretty strict and gives me some troubles, are there any known tricks or that sorta deal to make them more consistent? don't say "play on stick," got that step down a long time ago
play pad + macro = 100% flawless dashing.
It's how I do it.
JubeiNinja69
11-01-2008, 09:15 PM
whats the best way to counter vega (claw) when he does the wall dive? the player i played against always try to hit me from behind when i get up.
djfrijoles
11-01-2008, 09:35 PM
play pad + macro = 100% flawless dashing.
It's how I do it.
lol good job mang :rofl:
inferno123
11-10-2008, 12:46 AM
Random question to make you go hmm....
Suppose Ken throws a slow fireball across the screen. The opponent jumps over it, and the fireball goes just off the screen. At that point, Ken does a cross screen hurricane kick over the opponent. After the fireball goes off the screen, would it ever reappear if you can scroll the screen fast enough? Or is the visible playing field at any given time the whole universe of in-game entities, and once a fireball leaves, it's gone forever?
Khiempossible
11-11-2008, 12:53 AM
Random question to make you go hmm....
Suppose Ken throws a slow fireball across the screen. The opponent jumps over it, and the fireball goes just off the screen. At that point, Ken does a cross screen hurricane kick over the opponent. After the fireball goes off the screen, would it ever reappear if you can scroll the screen fast enough? Or is the visible playing field at any given time the whole universe of in-game entities, and once a fireball leaves, it's gone forever?
it's done and gone.
Alphastorm
11-11-2008, 08:17 AM
Blanka upball: Yeah, it's a popular Blanka shenanigan. No tricks needed. Just hold down, press df+KKK, and then u+K.
Can't the opponent punish blanka after getting hit by the u+K? I know it's great for anti-air but is it safe after you hit someone on the ground?
Khiempossible
11-11-2008, 06:48 PM
Can't the opponent punish blanka after getting hit by the u+K? I know it's great for anti-air but is it safe after you hit someone on the ground?
1) very few things trade equally in damage
2) the dash up ball is mostly used as a counter for people who mash/counter grab or jump out of your dash shenanigans.
3) technically if you're really good and get the dash to land point blank and then bank on the unblockable randomness of point blank blanka balls.
but it's basically a psychic counter to a habit you've established.
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