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Uh...is it well known that Sagat's reversals are unblockable in CE and HF...? And that it still works in AE...?
http://games.t-akiba.net/sf2/theo_sys.html#guard
:confused::confused::confused:
Saotome Kaneda
01-29-2006, 02:15 PM
Uh...is it well known that Sagat's reversals are unblockable in CE and HF...? And that it still works in AE...?
http://games.t-akiba.net/sf2/theo_sys.html#guard
:confused::confused::confused:
You know, I've always thought peeps were just walking into my shit sometimes on AE, expecting me to not reversal... =x
And good shit on the quick chart translation.
Uh...is it well known that Sagat's reversals are unblockable in CE and HF...? And that it still works in AE...?
http://games.t-akiba.net/sf2/theo_sys.html#guard
:confused::confused::confused:
This is how I always knew of it:
The actual reversal isn't unblockable but there was some weird frames where Sagat could block a jump in and dp it every single time. Maybe back then we just all sucked at reversal timing, shrug.
From what I remember (i have now forgotten more about SF then most know about it) it was a CE thing - but where I lived we had no 'real' Sagats during HF. shrug.
Derek
FullMetalRoss
01-29-2006, 06:07 PM
haha, I wondered. Thats funny as hell. Reversal DP all day!
It's cause sagats got the real power.
CigarBoB
01-30-2006, 09:38 AM
:wink: I stand corrected. Original post updated.
Also, for those who own the "Yoga Book Hyper" but can't read Japanese, this might come in handy:
http://nki.combovideos.com/ST/tenshyoukyaku.jpg
God!! Thank you NKI. All though i am going to learn Japanese just so I can understand this damn book. Im sure it wont take me more then a week or two.
Is there any where in the book that tells how much hit stun your opponent is in? I wish I could read japanese. :(
All so. Can you explain what the green boxes are for? Im guessing the green box can be hit and hit as well. Cuz you know. Red and Blue make Green??? Is this right?
After looking at this book i see ST differently now. I think it makes me a better player. Its kind of like Neo seeing the matrix for the first time. When you look beyond the animations to the root of it all.
Ok im a dork.
The book doesn't give frame data for the opponent's hit-stun, unfortunately.
Green hit boxes are where the fireball can hit another fireball (and cancel it). Note that this hit box is distinctly different from where the fireball can hit the opponent.
And yeah...this book will change the way you look at ST. When you're playing, and you see Dic's headstomp cleanly beat Shoryukens, you think "What the hell...?" But when you look at the hit boxes, it totally makes sense.
Yeah, I'm a dork too.
ThyAllMighty
01-30-2006, 06:42 PM
what are the differences between o.ken and o.ryu
also i picked up fei cause that chicken wing trap looked so cheap but then quickly realized that it wasn't that good, now i'm on o.fei's nuts cause he can cancel everything into rekka's. my questions are:
-are there any japanese o.fei players and how do they do?
-is o.fei even worth playing?
-since he dosn't have chicken wing kick, how does he get in?
-is it me or does his firekick seem better
-any other tips?
Dasrik
01-30-2006, 08:25 PM
The old shotos have quicker fireballs and invincible uppercuts, and none of the ST niceties such as Ryu's rush punch and Ken's air throw. </cliffs_notes>
ThyAllMighty
01-30-2006, 11:03 PM
i mean like, are o.ken and o.ryu the same? o.ken vs o.ryu, what are their differences
CigarBoB
01-31-2006, 08:42 AM
i mean like, are o.ken and o.ryu the same? o.ken vs o.ryu, what are their differences
OK ill take this on.
O.Ryu
Huricane Kick knocks down on one hit. It has a slower rotation.
DP has less range.
Faster execution on FB and faster speed of FB's
Has Red FB that will knock down
O.Ken
Hricane Kick will not knock down but can be used for dizzy combos on 60% of the cast. For example on sim you can Crossup RH cr.strong xx Rh Huricane and it will dizzy every time.
Huricane can all so be xx off of jumping fierce for a good throw trap.
Recovery from FB is faster then Ryu's but he has slower start up. All so his FB's travel slower.
DP has much more range on them. Fierce DP goes all most 50% of the scree and can be used for nailing ppl jumping strait up out side of sweep range.
All so Ken has a faster walking speed then Ryu.
O.Ken and O.Ryu are very different.
A-Dhalsim
02-01-2006, 05:04 PM
How come nobody ever wants to learn Dhalsim? Everyone always has to go easy mode char...cant they see that sim has no weakness and beats all =)
Im gonna be passin on my knowledge to AfroLegends, so all you nigs better watch out next EVO. Muaha
J-Cole
Ryu1999
02-01-2006, 05:16 PM
Sim is easier to win with than the Shotos...Except against that bitch Chun Li.
Speaking of Dhalshim...we would appreciate any of the tips you want to share, despite what I just said above :)
dialupsucky
02-01-2006, 05:17 PM
never heard of that sagat thing before... Intresting though.
How come nobody ever wants to learn Dhalsim?
Actually, i have a couple of questions if you don't mind.
How much of your gameplan do you have to change against people who are good at Reversal timing? A lot of us non-OG players never had that much experience with the classic SF2 games, and i don't really feel comfortable/confident that i'll be able to judge that timing correctly every time. On the other hand, i played against RekkaKen one day for two hours and that guy never missed a Reversal once.
Does it annoy you to play against people who get hit by too many tick setups? Again, some of us don't know the way around a lot of Dhalsim's serious tricks, so i'm thinking maybe you would feel like you're not getting very good practice. I mean, i don't wanna be boring you while i'm playing against you. But how else am i gonna learn? It's not exactly easy finding good Dhalsim players.
Since Dhalsim has such a good long-range game and such a good tick/throw game, how do you decide which gameplan to go with in any given match?
CigarBoB
02-02-2006, 09:53 AM
How come nobody ever wants to learn Dhalsim? Everyone always has to go easy mode char...cant they see that sim has no weakness and beats all =)
Im gonna be passin on my knowledge to AfroLegends, so all you nigs better watch out next EVO. Muaha
J-Cole
What the hell dude. I play sim! And i want some of your knowledge.....
JumpsuitJesse
02-02-2006, 10:55 AM
How come nobody ever wants to learn Dhalsim? Everyone always has to go easy mode char...cant they see that sim has no weakness and beats all =)
Im gonna be passin on my knowledge to AfroLegends, so all you nigs better watch out next EVO. Muaha
J-Cole
Because sim is simply not my style of fighter. I've never liked him. I'd rather master Gief first. Besides, that fucker can't take damage for shit!:rofl:
A-Dhalsim
02-02-2006, 02:39 PM
Lol Sim is not that easy to win with when you are just starting off. especially with the billions of Vegas, chun lis, hondas and uppercut/spinkick happy shotos.
Majestros: Its all part of reading your opponent and starting the mind games. First time you play someone you test to see how they react to certain set ups (lick ticks). If he reversal uppercuts the tick , bait him next time and just go for the free hit. Though sharp shotos can play their share of the mind game as well and start sensing your hesitation. Then he just wakes up with an attack into whatevers and now he is right in your face. So it can get tricky, but its all about just testing and reading your opponent well. That in turn guides your hand at how to go about defeating a trigger happy shoto.
JumpsuitJesse: I aint talkin about you foo, you already have an established character. Im mainly reffereing to the new skool tryin to get into this game. They always run to chun, sagat or vega.
J-Cole
ps: Cigarbob, if my cabinet is flawless ...you can have all my Dhalsim Knowledge =D
Sabin
02-02-2006, 08:31 PM
i play sim :P but i only play it in tourneys and i always lose to pretty much the chars you mentioned due to my lack of knowledge.
SaveFighting
02-02-2006, 09:34 PM
How come nobody ever wants to learn Dhalsim? Everyone always has to go easy mode char...cant they see that sim has no weakness and beats all =)
Im gonna be passin on my knowledge to AfroLegends, so all you nigs better watch out next EVO. Muaha
J-Cole
Because he is an indian. OK joking aside. Sim was and IMO still is the most underrated character in SF. He can destroy people like nothing yet, he never, ever, gets as much play as most of the other characters. I wonder why, does my little joke really have some point behind it, and the real reason sim is not played as much is due to his racial background? I will tell you in the 15 or so years that I have been playing SF in the arcades I have only seen three sim players. I'm not joking around here at all. I just makes me wonder why is this character who can really kick some ass so underused.
Anyway, please post your tips, J-cole. I want to really get into playing sim and start showing the people the way of the yoga in my local arcade.
Best Kind Boxer
02-02-2006, 10:50 PM
Yeah, sim isn't easy to pick up for the new guy. But damn, he's a fucking beast. What's he ranked? He must be close to #1
I've got a question for AE. What does Sim do against a CE/HF Ryu that just does short hurricane all day once he gets close? AFAIK, you can't hit him as he's landing or rising, so you're forced to hit him during the spin.. Can Sim do that? The trade fucking sucks too.
Airthrow
02-03-2006, 01:32 AM
I haven't played any AE for a while, but did you try timing the chop during hurricane kick? Headbutt? Those are his two highest priority moves.
Or if you are psychic maybe you could roundhouse slide past hurrikanes and gain some space.
I am drunk so that is all I can think of.
Tantin
02-03-2006, 02:00 AM
Yeah, sim isn't easy to pick up for the new guy. But damn, he's a fucking beast. What's he ranked? He must be close to #1
I've got a question for AE. What does Sim do against a CE/HF Ryu that just does short hurricane all day once he gets close? AFAIK, you can't hit him as he's landing or rising, so you're forced to hit him during the spin.. Can Sim do that? The trade fucking sucks too.
Well, you could try a teleport, but that's fairly risky..I'd just try to side away.
Yo, Cole, my fro-ed friend, What advice would you give to a begining Sim? And what do you think about his match against Vega?
Best Kind Boxer
02-03-2006, 08:07 AM
Yeah! Whiff a low attack and then teleport! thanks!
How come nobody ever wants to learn Dhalsim? Everyone always has to go easy mode char...cant they see that sim has no weakness and beats all =)
Im gonna be passin on my knowledge to AfroLegends, so all you nigs better watch out next EVO. Muaha
J-Cole
well not if the guy using them decides to drink a 5th of gin before playin...lol
sup cole...ECC this year??
ShinjiGohan
02-03-2006, 01:33 PM
How come nobody ever wants to learn Dhalsim? Everyone always has to go easy mode char...cant they see that sim has no weakness and beats all =)
Im gonna be passin on my knowledge to AfroLegends, so all you nigs better watch out next EVO. Muaha
J-Cole
Cause the power of the fro is too much. lol
Seriously though, I would ask as I do somewhat well with him (in SFEX3), but I figure most of your tips may not with in EX3. -shrugs-
But you might like EX2+/EX3 Sim Cole, just as Kuni would probably f-en love Gief in EX1
Decoy
02-04-2006, 05:41 PM
How come nobody ever wants to learn Dhalsim? Everyone always has to go easy mode char...cant they see that sim has no weakness and beats all =)
Im gonna be passin on my knowledge to AfroLegends, so all you nigs better watch out next EVO. Muaha
J-Cole
I swear, if I wasn't old, married and broke-ass, I'd go to EVO just to prove that Sim does not beat all. :P
Blanka on the other hand... :wgrin:
~Decoy
Rise Vader
02-06-2006, 11:34 PM
i having problems getting my TAP's to go thru fb's with boxer any tips for the timing or is there something im missing? if this has been posted before im sorry. i used the search function and couldnt find any info.
thanks
Jappo
02-07-2006, 12:04 AM
I'm pretty sure it's because Boxer lost his invincibility on his TAP in ST. Anyone wanna clairfy?
Gen-An
02-07-2006, 03:51 AM
He lost it in Super SF2 actually. I guess Capcom decided since they gave him the Buffalo Headbutt to go thru projectiles that he'd be too good if his TAP could still do so.
Boxer had the invincible frames to pass thru fireballs in SF:Turbo-Hyper Fighting only. Boxer in AE under Turbo mode has the same ability.
Rise Vader
02-07-2006, 01:08 PM
awesome thats all i needed to know.
thanks
A-Dhalsim
02-07-2006, 02:51 PM
lol decoy, only blanka that has a chance is hyper, and even then its rough on the hairy beast.
Vega on sim can be annoying, but honestly his only aresnal is after he knocks you down and goes for wall dive cross up (which can be teleported out of or a very 50/50 block). He will most likely be jumping away from u so just slowly follow him into the corner. Any wall dive attempt can be countered with jump back rh or u can teleport if your timing is a little slow. If he jumps at you, trade hits with back short then you are in. Start the slide/drill noogie throw game and Vega is done. Its insanely hard for him to get out of. His only option is to wake up with flip kick but the slide goes under it so u end up throwing him again.
Takes a bit to get used to the match, but sim has a pretty big advantage on him
J-Cole
VManOfMana
02-07-2006, 10:02 PM
Here is a link to wehre americans can buy it. It is whatere I got my copy and the price was $86 with shipping from japan.
http://www.vgmworld.com/catalog/index.php?table=cocoebiz_dvd&item_num=14
CigarBob: what was the shipping method that you selected for the DVD? Considering that you are paying shipping for a DVD and 200-page book, shipping can be quite expensive.
Kyokuji
02-08-2006, 11:51 AM
'Sim gets a free hit on Blanka even if his roll hits, and his jump attacks will stuff Blanka players who get jump happy.
What I really suck at are 'Sim mirror matches, because I rarely get to fight any other 'Sim players.
It does get a little old watching people run to Vega or Chun' everytime I pick 'Sim though. Occasionally I'll see a Fei Long or Cammy and I suck at zoning them too because I never see them used.
Is there any concrete strategy for zoning Chun'? Is it important to be able to stay within RH range? I find it's the only thing that keeps her on the ground.
RawisJericho
02-08-2006, 02:51 PM
I am trying to get good with Zangief. I started to practice with him and I'm having trouble doing the 360/720 degree motions for his pile driver and other moves. I keep jumping around when I try to do the motion. I recently did the SFAC arcade stick mod and I am using it to play. I used to mainly play SF using controllers, but I am wanting to get used to using arcade sticks. Does anyone have some tips?
Eishi
02-08-2006, 05:09 PM
Best advice I can give you is to do a partial 360 motion : :r: :df: :d: :db: :l: :ub: :u: +:p:. One common mistake is to press the punch button too early : remember that you must press it as soon as you hit the up direction, at the very end of the joystick motion. With a little practice it will become easy an natural.
spotlanx
02-09-2006, 10:21 PM
Does anyone know of any diffences in the SSF2T boards??
I was looking at getting a Grey version i have seen.
I know they all have the same dates on them and i have run thru it on MAME,
but just want to know if there are any weird differences that anyone knows of.
RawisJericho
02-10-2006, 02:54 AM
Best advice I can give you is to do a partial 360 motion : :r: :df: :d: :db: :l: :ub: :u: +:p:. One common mistake is to press the punch button too early : remember that you must press it as soon as you hit the up direction, at the very end of the joystick motion. With a little practice it will become easy an natural.
Thanks, I'll try that out.
felineki
02-10-2006, 09:10 AM
Hey, NKI, what's up with the new avatar? Is it actually possible to use T. Hawk's Super as a cross-up like that? O_o
Does anyone know of any diffences in the SSF2T boards??
I was looking at getting a Grey version i have seen.
I know they all have the same dates on them and i have run thru it on MAME,
but just want to know if there are any weird differences that anyone knows of.
as far as the software version on the grey board, i have no clue - but I would stay away from grey boards in general.
American is blue, japanese is green, random asian countries are grey if i remember right and south america is orange. I've never seen an orange one so i know nothing about it.
Blue/Green are compatible with one another though - so if you buy a japanese a board and want an american puzzle fighter, it will play with no problem. Grey though, will not. The pins on the grey boards are the opposite (the b board pins are male where as on the blue/geen boards they are female). If you only want it for ST and will never buy another game for the board, then i suppose thats ok - but i would hate to be limited like that.
Derek
Ryu1999
02-10-2006, 12:57 PM
Hey, NKI, what's up with the new avatar? Is it actually possible to use T. Hawk's Super as a cross-up like that? O_o
That looks like something out of the PC version of ST. CPU T. Hawk would initiate the super anywhere on the screen and even if you were across the screen, he'd do the animation but grabbing nobody...but you'd still get damaged after he was finished.
spotlanx
02-10-2006, 01:35 PM
Snip.
Cheers mate,
its a grey ST with zero2. i also have the option to get a blue A board too.
so i a may just get the lot.
thx for the heads up!!
nohoho
02-10-2006, 03:31 PM
last post from me. I want to give the mods a chance to work their deletey magic on some other cats. video round-up:
a) More MOF DVD matches on madrigal's (http://www.irika.net/index.html) site
http://page.freett.com/mof_movie_001/index2.htm
Did y'all watch that MSC movie that Eidrian put on combovideos.com? A lot of the same (Tokyo area?) players are featured here: Akeome(grey sagat), Koike(green blanka), ryu(grey bison), etc.
b) Grand Master Challenge
http://streetfighter.jugem.jp/?day=20060131
Scroll down -- past Gian looking rather ill -- for some movies from the recent ranbat. ShootingD(Ryu), Makki-7(Boxer), Gian(Dhalsim) and Otochun.
c) something new on
http://www.putfile.com/nohoho
I upped a taikou exhibition (same format as that tzw taikou) between a bunch of top players that took place at x-mania a few years ago. Lots of excellent matches.
nomrah
02-11-2006, 11:58 PM
Is it just me or are DPs in ST more strict than other games? ST is the only game where I don't get 100% accuracy DPing.
N-Trade
02-12-2006, 09:34 AM
Is it just me or are DPs in ST more strict than other games? ST is the only game where I don't get 100% accuracy DPing.
It's not just you, I know many players that feel this way, myself included. I'm not sure is there is an issue but this personally affects me on 1P side only.
Khiempossible
02-12-2006, 10:18 AM
Now imagine trying to get those DPs with a DC controller... Practice makes perfect.
Hey, NKI, what's up with the new avatar? Is it actually possible to use T. Hawk's Super as a cross-up like that? O_oYes, Hawk can do his super backwards, but it only works in a few situations. If the opponent knocks you out of the air and then walks under you for the cross up, and you do reversal super, it will be backwards, but it will still grab (unlike with Zangief, where it won't grab, and you get the Shinkuu FAB glitch).
The easiest set-up though, and the one I used for my avatar, is simply to jump over Honda from max distance and do the super immediately after landing. It will be backwards, and it will still grab.
Please note that this is not a useful strategy at all.
That looks like something out of the PC version of ST.I used the arcade version; I dunno if it works on the PC version or not.
But does anyone have the PC version? I've been looking to get my hands on a copy for a long time now, but I've never been able to find it anywhere...
nohoho - thanks for the links! Don't stop posting!
dialupsucky
02-12-2006, 07:22 PM
I have the PC version. I belive its at my aunts though...
CigarBoB
02-13-2006, 02:21 AM
I have riped the first DVD of Xmania5. http://www.uberprofile.info/torrent/details.php?info_hash=162082032447e4b9de62bcfb5996 acf72dac3cb3
I am seeding it from my home PC right now. The bad thing is im using a random wifi signal right now. But when I get to work in the morning ill start seeding from there as well.
Have fun.
Eishi
02-13-2006, 09:34 AM
Thank you CigarBoB, you're the man :tup:
Best Kind Boxer
02-13-2006, 10:16 AM
I will seed, even though my ISP called me and told me not too lol
CigarBoB
02-13-2006, 11:11 AM
I burned all the files to CD-r and some of them wont transfer off the CDr. I will be heading home soon to copy off the files and bring them to work. I am seeding what files I do have right now. It should be up at 100% with in a few hours.
Sabin
02-13-2006, 11:41 AM
dialupsucky do you have the patch that came with the pc version also? there was more than one patch for the game iirc.
cigarbob: lol lol seems like that random wifi signal youre jacking died, no seeders on the torrent atm hahaha
felineki
02-13-2006, 12:16 PM
Please note that this is not a useful strategy at all.Yeah, I figured as such...:rofl: Still amusing to see all of the bizarre stuff that's possible due to the nuances of the engine, even if it has no use in a real match.
Ooh, thanks for the torrent, CigarBoB. I'll have to get that later.
dialupsucky
02-13-2006, 12:42 PM
patch? hrm ah... dun think so... Honestly I didnt bother with the game very much... I got it not much after it came out, thinking I could play the game on keyboard.... Didnt turn out to well... So never really played the game again shrug.
CigarBoB
02-13-2006, 01:02 PM
Seed is back up. Enjoy.
Also there will be a new torrent with some casual matches from ST with Me and Joe Zazza from England. I will have more tomorrow.
The second Xmania V DVD will be up wednesday/Thursday. I want to give enough time for ppl to get the first DVD Set.
Kinniku
02-13-2006, 07:04 PM
The patch for the PC version of SSF2T is a must have. Without it, you can't block an attack on wakeup.
Dasrik
02-13-2006, 07:22 PM
The patch for the PC version of SSF2T is a must have. Without it, you can't block an attack on wakeup.
Actually, there's a better patch. Download it here (http://www.asstr.org/~blankpage/pcstptch.bat) and save it to your SSF2T directory.
Anybody willing to sell your copy of the PC version to me? (Or you could just send me a copy because you're such a nice guy!)
Airthrow
02-13-2006, 10:52 PM
How big is PC ST with install?
Jappo
02-13-2006, 11:59 PM
NKI, what is your general gameplan on Chun mirror matches? It's ironic that that certain match probably one of my worst matchups =/ Do you try to test the waters and try to rush in, or is the matchup more favored in a runaway/turtlestyle gameplan? I know that it's really hard to tell depending on what the opponent does, but a general synopsis would be appreciated.
Best Kind Boxer
02-14-2006, 02:15 AM
I know it's a daunting task.. But any chance on some names for this Xmania thing?
Or at least, players we might recognize?
Thanks again for the vids CigarBob.
NKI, what is your general gameplan on Chun mirror matches?Funny you should ask...because that's probably my worst match. :sad:
I feel totally comfortable if I'm the one rushing down with st.Strong, throws, and cr.Forward, but if I'm getting rushed down, I dunno what to do. :confused:
Usually I'll start off turtling to build meter, and the opponent will always jump. Doesn't matter who I'm playing against; everybody jumps. I'll then do an anti-air fireball (which will usually trade with their jumping attack), then walk in and begin meaty D/F+RH shenanigans, and start your rush down from there.
When you're getting rushed down, you can try to put up The Great Wall (Lightning Legs), and Short is the best version to use because it comes out the fastest.
So my advice is to turtle it up just enough to where they get impatient and make a dumb move, get your position advantage, then start rushing them down. If you start to get rushed down, mash a bunch of buttons and hope everything works out.
I know it's a daunting task.. But any chance on some names for this Xmania thing?http://www15.plala.or.jp/XMANIA/xmania5_1.html
It's in Japanese, but that's the full list of all the players.
The teams to look out for would be:
komoda Blanka/kusumondo (Honda)/mayakon (T.Hawk)
More Vega (Dic)/Noguchi (Claw or Fei)/Yoshimura (Sim)
oto-Chun/Yuu Vega/tsuujii (Boxer)
Other names that stuck out when I glanced over the list:
oku (Chun)
toutanki (T.Hawk)
muteki Guile
Ken-O, AKA Gian (Sim)
Kinniku
02-14-2006, 05:21 PM
Actually, there's a better patch. Download it here (http://www.asstr.org/~blankpage/pcstptch.bat) and save it to your SSF2T directory.
Forgive me for BUYING the game in 1995.
stream3
02-14-2006, 07:25 PM
how is the PC version different from the emulated one?
CigarBoB
02-14-2006, 11:23 PM
I have a full list of the Xmania 5 players around here some where. Ill try and find it. When i do ill type it up in word and include it in the last batch of vids later in the week.
stream3
02-15-2006, 07:53 AM
anyone seeding?
Onikage
02-15-2006, 03:40 PM
Yeah the page says anywhere from 7-11 seeders depending on when I tried, but Azeurus can't find a single seed for it for almost 2 days straight =(
Eishi
02-15-2006, 03:46 PM
I used BitComet and it worked very well, you guys should give it a try.
stream3
02-15-2006, 04:49 PM
bitcomet doesn't work for me.
This needs to be put on combovideos :)
CigarBoB
02-15-2006, 05:23 PM
Let me just say that i have been seeding this ever since i created the torrent. I am using Bitcomet but I dont think that would cause any issue with other torrent programs. My total upload is 3.6 gigs. And I will let it keep going till I put up the new xmania vids.
If any one CV.com is reading this put this up on your site.
I will be uploading Disc 2 of the Xmania5 on friday along with a breakdown of all the matchs and who is playing when. There will be a torrent of Arizona casual matches with me and Joe Zazza from england. DL them if you wish.
supermin
02-15-2006, 09:16 PM
utorrent guys it's the best
and i'll keep seeding until the second disc gets upped
Spider-Dan
02-16-2006, 02:05 AM
how is the PC version different from the emulated one?
It's completely and thoroughly broken, that's how.
I played the PC version back in late '96. Let me give you one example:
The character ratios are so messed up that in a Ryu mirror match, from full-screen distance, if Ryu throws a FB you can jump over it and kick him in the head. From FULL SCREEN.
Footsy Bebop
02-16-2006, 10:21 AM
Can someone suggest a media player that will play everything? I keep running into error messages and what not when I try to view some of these japanese clips. Right now I'm using windows media player.
Best Kind Boxer
02-16-2006, 01:14 PM
VLC player plays most everything, But I hate how the speed fluctuates and fucks with the pitch.
Airthrow
02-16-2006, 01:19 PM
Media Player Classic
CigarBoB
02-16-2006, 03:42 PM
Every one go DL the CCCP pack. In it you will find all the codec's you need and Z-Player. That is the best player i have found yet.
http://cccp-project.net/
KlarKO
02-16-2006, 06:45 PM
I need abit of help. I get caught out alot on simple tick throws like c.LK > Throw...I always try and either throw back or do a move but i just end up losing and thrown. Anyway to get out of this?
Khiempossible
02-16-2006, 07:26 PM
While you're at, can you mention some good muchies set ups? I know jab ball whiff and crouching short or s. jab in close. I 've also managed to brain freeze my opponent a couple times with random d.u +K ball. Well, that doesn't really count, cause they clearly had to misplay to miss anti air punishment and eat throw after I land.
Best Kind Boxer
02-16-2006, 11:12 PM
I need abit of help. I get caught out alot on simple tick throws like c.LK > Throw...I always try and either throw back or do a move but i just end up losing and thrown. Anyway to get out of this?
Time your counter-throw better, or reversal special with a move that beats throws (one that is invincible or gets your feet off the ground, and hopefully beats whatever normal they tried to throw with)
Improve your timing... and that's basically all you can do. :sweat: Ticks are brutal in old-school SF, but you'll love them when you start using them yourself haha.
nomrah
02-18-2006, 11:39 PM
Any tips for Honda vs Chun Li? I know it's hard for Honda against anyone with a fireball, but this match-up seems especially hard. I just get turtled with fireballs, and seem to have the hardest time getting in around her normals.
Gutter Trash
02-19-2006, 09:47 PM
After performing Honda' Oichio Throw (QCB+P), if you connect with a LK or MK Sumo Smash on the way up right after the opponent's Wake up...... they will Dizzy.
Vs Chun-Li, When my health is higher then Chun-Li's and she starts non-stop fireballing, I just sit it the opposite side of the screen where her Fireballs don't reach and just do my own share of Turtling, why should I move if starts Fireballing all the time where her Fireballs don't reach me?.
When Chun-Li's health is higher,, then that's where the pain comes in of testing patience to move at the right time.
Chun-Li's jumping LK and MK will almost always snuff Honda's Sumo Smash.
I've been playing Honda for years, and I still have trouble against turtling Guile and Ryu. The firebally traps in the SF2 series really hurt Honda big time. Ryu is Honda's worst nightmare.
You probably know this, Honda can fly over Sagat's Low Tiger Shots.
Against Ryu, Guile or anyone with a Veritcal Priority move. Honda has a psych-out during the opponent's wake up. Do two LP jabs, and then block to fake a 100 H slap. The enemy might try wake up with Flash Kick or SRK. And since Honda has his QCB+P command throw, it's always a good punishement for whiffing SRKs.
If the opponent wises up to this psych-out. Perfrom some tick throw cheese.
When they wake up, do a close LP Jab ~ tick throw in his QCB+P Oichio Throw. This gets them really mad!
Eishi
02-20-2006, 09:54 AM
NKI :
There might be an answer to a question I've been asking myself for a long time concerning Dictator's crossups on the bottom of page 171 of the "Yoga Book Hyper" (the one that comes with the insanity DVD). Since It's fairly short (only 3 sentences) I was wondering if you could read it and tell me what they are saying in this part. I would really appreciate it.
N-Trade
02-20-2006, 02:10 PM
Just got Yoga Book Hyper myself, pretty fucking sweet! Damn, I always knew they nerfed my boy Guile but I never realised just how bad. Check out his uppercut :(
Couple quick questions for our great Lord NKI if he may be so gracious:
Regarding frame data for normal moves, there are 3 boxes illuminated blue: 1st is chainable into itself, 2nd is bufferable, 3rd is super cancellable. Is this correct?
Regarding frame data for specials, the blue bar underneath the red and grey ones represents complete invincibility but for DPs there's another blue bar next to it. What does this one mean? (The jab dragon differs to the strong/fierce versions)
Thanks a lot if u can help!
Eishi - it simply says that his good cross-ups are j.Forward and j.RH. Nothing more. :confused:
N-Trade - correct. First box is chainable, second box is cancelable into specials, third box is cancelable into supers. On his DPs, the invincibility box (to the right) for Jab DPs says "anywhere other than his head" (look at the picture of the hitboxes and it will make sense), and for Strong/Fierce, it says "bottom half of his body" is invincible.
Eishi
02-21-2006, 10:19 AM
Thanks for the information NKI. I thought there might be some kind of difference between the two, hit boxes aside.
As we talk about crossups, I noticed that sometimes when I get crossupped after a knockdown, I get hit even if I block the right way (against ken for example). Has anybody noticed that too ?
CapMaster
02-21-2006, 03:05 PM
What are Dee Jay's bad matchups?
Ryu1999
02-21-2006, 03:08 PM
Eishi - it simply says that his good cross-ups are j.Forward and j.RH. Nothing more. :confused:
N-Trade - correct. First box is chainable, second box is cancelable into specials, third box is cancelable into supers. On his DPs, the invincibility box (to the right) for Jab DPs says "anywhere other than his head" (look at the picture of the hitboxes and it will make sense), and for Strong/Fierce, it says "bottom half of his body" is invincible.
So just to confirm, the Yoga Book Hyper has frames/hitboxes for every version of every char?
Eishi
02-21-2006, 03:24 PM
Ryu1999 :
Only X characters are covered. However on some pages they show the evolution of some hitboxes (for the psycho crusher or Guile's low forward for example).
el_diablo
02-21-2006, 04:37 PM
seems like O. chars changes are not covered either.
and that book is really great.
Best Kind Boxer
02-22-2006, 01:55 AM
Let me just say that i have been seeding this ever since i created the torrent. I am using Bitcomet but I dont think that would cause any issue with other torrent programs. My total upload is 3.6 gigs. And I will let it keep going till I put up the new xmania vids.
Well, I'm the only seed now apparently. But my upload speed sucks. If anyone can help, it would be great for those people trying to d/l.
Airthrow
02-22-2006, 02:17 AM
What are Dee Jay's bad matchups?
In my experience Claw does pretty well against him. You basically stay at a harassing midrange where you react automatically to any fireballs with a slide (of course punishing with the tip of your toe at the end of the slide is the optimal range for safety), and harassing with st. mk, st. or cr. mp, or standing fierce. You really want to keep this a grounded match where you can outpoke him and have 100% guaranteed answers to any of his attacks, such as sliding under fireballs, or reversal flipkicking him if he tries any of his specials that advance.
I find Deejay can annoyingly beat Vega in the air way too often (maybe I was using the wrong button in our air-to-air battles?) which is unusual since Claw is usually comfortable dominating the skies in head to head.
Best Kind Boxer
02-22-2006, 02:19 AM
such as sliding under fireballs,
How does this work? Do you mean "trade with FBs"?
N-Trade
02-22-2006, 06:54 AM
N-Trade - correct. First box is chainable, second box is cancelable into specials, third box is cancelable into supers. On his DPs, the invincibility box (to the right) for Jab DPs says "anywhere other than his head" (look at the picture of the hitboxes and it will make sense), and for Strong/Fierce, it says "bottom half of his body" is invincible.
Thanks NKI! I see what you mean, the DP pictured for Ryu is therefore the jab version and I'd assume his strong/fierce versions have the same hitbox as Ken's fierce, which they have pictured.
dogberry
02-22-2006, 07:40 AM
DJ also has a hard time against Dhalsim, Ryu and Sagat.
Onikage
02-22-2006, 12:41 PM
WORDS!
i tried about 10 times to grab that torrent, but azureus never found a seed for it. If i could dl it, I'd happily seed it.
CigarBoB
02-22-2006, 12:59 PM
IM still seeding it. More vids to come this week. I had to format by HD and reinstall windows so i have to rerip the xmanis 5 disc 2.
All so im working on the list for all the matches.
hobbes8548
02-22-2006, 04:36 PM
i tried about 10 times to grab that torrent, but azureus never found a seed for it. If i could dl it, I'd happily seed it.
Had the same problem when I was using Bittornado but someone said earlier that they had no problem when using BitComet so I tried that and it worked. So just try BitComet instead if the torrent programs you have aren't connecting.
CigarBoB
02-23-2006, 10:57 AM
Its going to be a few more days for the final disc of Xmania V. I have to reformat both of my harddrives on my PC. It just wont run right.
Untill then i will continue to seed the first disc of Xmania V.
jaminbenjamin
02-25-2006, 09:55 AM
Some really nice matches to watch there; can't wait for the next cd.
SpinalBlood
03-05-2006, 08:17 PM
Any news of x-mania cds? :karate:
CapMaster
03-05-2006, 08:25 PM
Hey guys...Out of these characters? Which are the hardest matchups for Blanka? I still have some trouble with him. Out of Vega, N. Ryu, O.Ken, O. Sagat, Honda, who gives Blanka the most trouble?
BTW..which version of O. Sagat is closer to the arcade: Old Super Sagat in AE, or O. Sagat on the PS1 version?
jaminbenjamin
03-06-2006, 03:57 PM
I would wager that Honda has the most disgusting advantage over Blanka than just about any other character in the game, mostly because his Uchio throw really limits Blanka's throw shennanigans. Otherwise, a solidly played shoto will have great odds against the beast.
(I'm going to assume by "Vega" you mean Dictator.)
For Blanka, I'd say from the easiest fight to the hardest fight, it goes something like this:
Vega
O.Sagat
O.Ken
N.Ryu
Honda
Please keep in mind that I am not a Blanka player. I am just basing this off of the Blanka matches I've seen. Honda definitely seems to be his worst match.
I don't really understand what you mean by "Old Super Sagat". Is that SSF2 Sagat, or ST's O.Sagat?
At any rate, the PS1 version of ST O.Sagat is not changed from the arcade, as far as I can tell.
CigarBoB
03-06-2006, 10:08 PM
At any rate, the PS1 version of ST O.Sagat is not changed from the arcade, as far as I can tell.
PS1 O.Sagat is nerfed close to HSF O.Sagat. His FB's are slower then arcade but that is about the only difference.
Also, Sorry for the delay for the delay on caping the second CD of Xmania V. My PC has crashed on me 3 times in the last 2 weeks. I have attempted to recap but the softwear keeps crashing each time. I may have to wait till i get a new motherboard at the end of the month. I will do my best to get it done sooner.
margalis
03-06-2006, 10:15 PM
Vega
O.Sagat
O.Ken
N.Ryu
Honda
That sounds right, no matter which Vega you mean. I'm not sure about Ken vs. Sagat by Honda is the hardest followed by Ryu, and Vega (of either variety) the easiest.
Honda can turtle with the headbutt and his normals stack up well against Blanka. Ryu can be really annoying with in your face fireballs as well as pokes like low strong, it's really difficult for Blanka to get anything going and landing a crossup is pretty difficult.
Ken and Sagat fireballs at close range are easier to get around than Ryu's.
Eishi
03-07-2006, 05:06 AM
What makes honda vs blanka so hard for blanka ? And what makes blanka vs vega (claw) so easy for blanka ?
Dasrik
03-07-2006, 05:12 AM
Given that the Honda player have anything above old man reactions, Honda vs. Blanka is free. Normals are better, jab torpedo stuffs all air assault, and ochio takes care of the rest.
Khiempossible
03-07-2006, 07:05 AM
Just don't forget, Blanka walks under high tigers.
What makes honda vs blanka so hard for blanka ?The Headbutt beats pretty much everything (absolutely everything?) that Blanka has, so Honda doesn't have to do anything to win. He can pretty much just hold down/back and react to whatever Blanka does. Blanka can never do ball unless it will kill Honda, because Honda gets free retaliation Headbutt, even if Honda got hit by the ball. Blanka has to STRUGGLE to break through the Fortress of Honda, and even if he somehow manages to get in and start some shenanigans, Honda's command throw pretty much nullifies any throw attempts Blanka could try. :sad:
And what makes blanka vs vega (claw) so easy for blanka ?Blanka has really good jumping moves (and a fast jump), so he can harrass people without good anti-air. If Blanka gets in and starts some cross-up shenanigans, it's really, really hard for Claw (or Dic) to do anything because they don't have any good reversals. (Keep in mind that Claw will lose his charge when he gets crossed-up.) :sad:
Best Kind Boxer
03-07-2006, 05:13 PM
Basic rule of thumb for Honda is: if they don't have a projectile, the fatass tank is golden.
Dunno about the claw having such a hard time with crossups. He's like blanka in that he can just hold back and mash the button for the special.. if he has the down-back charge that is. I don't play him, but i see it a lot.
I also can't get over how anti-crossup Blanka is. The rolling ball is so damn easy. You trade, but who cares. Even if you get hit, you're in the air.
JeRon
03-07-2006, 06:21 PM
Blanka owns Vega pretty free. He cant get around jab version Blanka Ball and jump short (crossups) tick.
THChardcore
03-07-2006, 08:49 PM
I love Super Turbo, just a little something I built to play this game at home.
http://i32.photobucket.com/albums/d35/thchardcore/50e2e340.jpg
http://i32.photobucket.com/albums/d35/thchardcore/817cbd6a.jpg
http://i32.photobucket.com/albums/d35/thchardcore/3ab72a7e.jpg
I love Super Turbo, just a little something I built to play this game at home.
That's excellent :tup:
THChardcore - Nice! Much more compact than the massive, clumsy SuperNOVA. Good job. :tup:
Kinniku
03-08-2006, 04:44 PM
I don't think that Claw has such a bad matchup against Blanka. Blanka cant ball withoout being hit by Fierce. Expect to see lots of Claw's crouching strong v/s Blanka's crouching forward. Blanka has better air game, jumping jab and jumping forward, in the other hand Vega's air throw could be useful if Blanka jumps too often. He is not Chun Li.
THChardcore
03-08-2006, 07:56 PM
THChardcore - Nice! Much more compact than the massive, clumsy SuperNOVA. Good job. :tup:
Thank you NKI, your words mean a little more to me than everyone else's on this board. :)
Speaking of it though, why is that if EVO commissioned someone to build a few of these compact superguns, ST couldn't just be run on some TVS of RGB monitors? Joysticks wouldn't really be an issue as you could easily build db15 adaptors (some sticks even come this way. I won't speak of ZERO 3 as it looks like we have a solid port coming (even if it is Capcom USA were talking about.
Anyways, just a thought. Hate to ST die after 2006. It's the 10 year anniversary after all!
PS: Thank you also JMS :)
margalis
03-08-2006, 10:01 PM
I wouldn't say that Blanka has an easy time against Claw, but it's one of his easier matches overall. For Blanka that's not saying much.
The thing about Blanka matches is that generally Blanka has to work 2x as hard as his opponent to get anything done because they have stupidly easy strategies that work effectively. Take Chun for example. Her ground pokes dominate Blanka and her jump-ins are really annoying to deal with as well.
Vega (claw) doesn't dominate Blanka on the ground, air to air or air to ground.
jaminbenjamin
03-09-2006, 07:42 AM
THC - I suppose it would matter how much it costs to build your compact version. The problem of choosing American vs Japan board would come up as well, most specifically in terms of Zangief's one-hit dizzy.
marg - While Blanka DOES have to work hard to get in, his jump is MUCH better than Honda/Cammy/Fei/others with no fb. Combined with great tick/throw game and combos that do really sick dmg (though they are harder to land), he does pretty well in the hands of someone who is good at forcing you to make mistakes.
(live)
03-09-2006, 09:01 AM
What is the best strategy againts Balrog (boxer) using Chun?
Especially being cornered. Thanks.
CigarBoB
03-09-2006, 11:10 AM
Thank you NKI, your words mean a little more to me than everyone else's on this board. :)
Speaking of it though, why is that if EVO commissioned someone to build a few of these compact superguns, ST couldn't just be run on some TVS of RGB monitors? Joysticks wouldn't really be an issue as you could easily build db15 adaptors (some sticks even come this way. I won't speak of ZERO 3 as it looks like we have a solid port coming (even if it is Capcom USA were talking about.
Anyways, just a thought. Hate to ST die after 2006. It's the 10 year anniversary after all!
PS: Thank you also JMS :)
As far as EVO is concerned they have alot of sponsors to think about. And with them being a console tourny they can get more ppl to come in and help.
If they were to allow even one game to be on arcade, officialy, it would look bad for the sponsorship.
But have no worries about ST at evo. Even though it looks bad for EVO arcade ST. I will be there running a 3v3 and a singels tounry for ST on my cabinets. And with me taking about 5 cabinets this year there will be tons of casual play.
I wish that the EVO staff would just let me take over ST but i can understand the reasons why they wouldn't.
---------------------------------------------------------
About your supergun.
What powersupply are you using for this? Cuz i would love to build one that small so i can take it to friends houses and play games.
What is the best strategy againts Balrog (boxer) using Chun?
Especially being cornered. Thanks.cr.Forward is really good because it is nearly impossible (totally impossible?) for Boxer to punish it with low rush. If his Bull Charge can't reach you, Lightning Legs are quite good. The only thing I know of that will beat it (or even trade) is if he does STRAIGHT rush (not low rush). But keep that a secret!
eruditemode
03-12-2006, 10:49 AM
wassup Ya'll. First time posting on this shoryuken. Just discovered this site by accident. Anyways, I'm in Japan doing research on fighting games as my thesis, and on the side I'm trying to hone my ST skills. several quick questions for (mainly regarding honda) After knocking down an opponent, I usually go in for a cross up splash followed by cr. short or cr. jab into ochiro. I was wondering if there was any difference between using the cr. jab or short. Obviously the cr. jab can be used for the release method, but does one give any advantage over the other in terms of providing a window for the ochiro?
2nd question, and this may sound retarded, why is the release method preferred over tapping for the ochiro throw?
3rd question, how does one store the ochiro, and must this method be used in conjunction with the "hold start honda." what are some ways of using the stored ochiro?
4th question: As is common knowledge, honda basically marauders non fireball users. My question is regarding vs. fireball strats. In particular I am having trouble against shoto + deejay. At full screen, when a fireball is thrown, I usually evade via medium kick butt slam. If opponent adapts, he will usually walk up and trip before the medium butt lands. Other than controllable jp + fierce or jp + short (which changes the arc of his jump) and then hand slaps to close distance, are there any other ways of getting over a fireball without the risk of getting tripped?
Roundhouse butt slam is not very useful at full screen distance, as the player will not move in until he reads the strength of the butt slam. Ergo, I can't hope that opponent will walk clumsily underneath.
I have been trying to experiment with the timing of the forward butt slam: doing it right before it touches, and also a bit earlier, so that I land right over it. this seems to be pretty effective in making the opponent guess, but I am still hoping for more tips/tricks against fireballers.
And this goes out to anyone that has connections to Japan. If you go ever go to Yokohama eki, there is an alley rife with arcades, one in particular is called Game in 7 islands. There is some f-cking sick competition there for AE. Peeps are pulling off nasty stuff blindfolded. 2 head-to-head cabs with heavy play on nights.
sorry so long.
Gen-An
03-12-2006, 10:53 AM
I'd say it's about time we kill the Honda typos. The name of the throw is OOICHOU.
felineki
03-12-2006, 12:16 PM
Yeah, it is Ooichou... "Oicho" would be okay if you're not worried about accuracy with the lengthened vowels, I guess... for example, even though almost everyone writes "Shoryuken", it's actually "Shouryuuken". Important part is that it's I-CHO, not CHI-O. Of course, if you want to call it "Ochio" simply because you're used to it, there's nothing wrong with that. :p I admit it has a better ring to it that way.
Oddly enough, the full name of that move, "Ooichou Nage" translates to "Great Gingko Tree Throw"... what exactly squashing people with one's butt has to do with Gingko trees, I have no clue...
Saotome Kaneda
03-12-2006, 12:25 PM
Do you really want to get into romanization differences? =p That's another long argument waiting to happen.
Dasrik
03-12-2006, 02:43 PM
buttafuco slam > ooichou, oicho or ochio anyway
jaminbenjamin
03-12-2006, 03:23 PM
Can you at least tell us how to say it correctly? I've been saying oo(ew)-chi-oh since I can remember but i'm guessing that's wrong.
As far as Honda getting in, just walking forward all the time and blocking projectiles can create a lot of guessing games as well. You can also do hands into a projectile (getting hit) then roundhouse/forward buttflop if you really want to mix things up. It's certainly an uphill battle, and since I'm mostly on the Ryu end of the match, I don't have a lot of advice for Hondas.
eruditemode
03-12-2006, 08:26 PM
Can you at least tell us how to say it correctly? I've been saying oo(ew)-chi-oh since I can remember but i'm guessing that's wrong.
As far as Honda getting in, just walking forward all the time and blocking projectiles can create a lot of guessing games as well. You can also do hands into a projectile (getting hit) then roundhouse/forward buttflop if you really want to mix things up. It's certainly an uphill battle, and since I'm mostly on the Ryu end of the match, I don't have a lot of advice for Hondas.
大銀杏:おおいちょう: o~ ee cho~
the ~ lines means to stress the last vowel and carry it out. Like when they score in virtual soccer and the announcer yells out GOALLLLLLLLLLLLLLLL!!!
Thanks for the response regarding Honda getting in.
Couple more questions: Can stored ooichou only be used as a stationary move? Is there no way to move forward and turn it into an offensive attack?
2nd question: can wk butt press be used to go through fireballs, or is it entirely impossible. If not, what is the timing?
Jappo
03-12-2006, 08:35 PM
Is there anything that Chun's strait up jumping short CAN'T beat?
(live)
03-12-2006, 10:41 PM
Is there anything that Chun's strait up jumping short CAN'T beat?
There's actually a few.
Almost every character has at least one move that will beat or trade hits with it.
Can't really tell you more because that is my signature move :china:
Dasrik
03-12-2006, 10:58 PM
Blanka jump strong tends to beat it clean.
Faight
03-13-2006, 12:27 AM
Oddly enough, the full name of that move, "Ooichou Nage" translates to "Great Gingko Tree Throw"... what exactly squashing people with one's butt has to do with Gingko trees, I have no clue...
Don't Ginko trees smell really bad? Just a though... Or maybe Honda is trying to refer to something large and treelike in his pants. Maybe he's not sitting on you, he's surprisebuttsexing you.
Anywho, as far as Honda vs Fireballs:
Really all you can do is buttflop over or go with his floating air normals. He's pretty limited in fighting fireballers. The key here really is to get in that magic area where he can jump over the fireball and punish the other person before they recover from the fireball. This is HARD to do against Guile and DeeJay, but a little easier against Ryu and Ken. You'll know that magic distance when you hit it, because the other person will either try to move back more, or push you off of them.
to recap: Floating fierce/buttflop from a safe distance so you can't be swept until you're close enough to jump in and hit the other person before they recover from throwing the fireball OR they try something else. Once you get inside, it's pretty much over for them unless they can wakeup DP or super to get out of your stuff.
On the ooichou front: crossup splash, c.jab/short into stored ooichou is godly. People do the stored ooichou because if you for some reason miss the throw, the motion is STILL stored. There is no whiff animation on the throw. So if you do jab tick, then hit fierce for command throw and you do it too late and they can jump or something, you get a whiffed normal and keep the charged throw. People do this so they can mash on a punch after the c.jab and will get the throw off immediately.
In case you don't know, to store the ooichou roll the stick from the front to down and back. 4789 and hold it on 9 if you're used to number system for motions. This is useful versus people trying to tick throw you, as it beats out normal throws cause you can store it and just mash on jab while in block and get the throw off as soon as you can. Useful versus Dictator and Claw ticking, Dhalsim, Boxer, etc etc.
After knocking down an opponent, I usually go in for a cross up splash followed by cr. short or cr. jab into ochiro. I was wondering if there was any difference between using the cr. jab or short. Obviously the cr. jab can be used for the release method, but does one give any advantage over the other in terms of providing a window for the ochiro?Well, you can use the release method either way. If you go with cr.Short, just hit punch while the cr.Short is out (so that no punch comes out), then do the release method from there. Personally, I would go with cr.Short because it hits low. That way you can get a little bit of extra damage from opponents who might try to stand up and reverse throw.
2nd question, and this may sound retarded, why is the release method preferred over tapping for the ochiro throw?Think about when your opponent reverses with an invincible move (like an uppercut). If you simply release the button, you will block safely because Honda has no whiff animation (unlike Zangief, who does have whiff animation for SPD). If you are actually pressing the button to do the move, and the opponent reverses, your normal move will come out instead, and you will get hit.
Basically the release method option-selects for you. If they reverse, you will block safely; if they don't reverse, you throw them.
3rd question, how does one store the ochiro, and must this method be used in conjunction with the "hold start honda." what are some ways of using the stored ochiro?Yes, you must be using "True ST Honda" because stored moves don't work otherwise in Anniversary Edition. To store the throw, do F, D/F, D, D/B, and then don't let go of the back direction. It can be straight back, up/back, or down/back...as long as you're holding back. Press punch at any time to do the throw.
are there any other ways of getting over a fireball without the risk of getting tripped?The only things you should ever try from full screen are jump straight up (you can use Fierce to steer, if need be), or walk forward and block to gain a little bit of ground. Butt slam and jumping at them are free damage if you're opponent knows what he's doing.
Can you at least tell us how to say it correctly? I've been saying oo(ew)-chi-oh since I can remember but i'm guessing that's wrong.Here's how to pronounce it: COMMAND THROW. I don't know why on earth we (English speakers) ever started using the Japanese names for moves...:confused:
People do the stored ooichou because if you for some reason miss the throw, the motion is STILL stored.Actually, the reason stored command throw is so good is because you can do it option-selected, risk-free, using the release method. (See explanation above.)
4789 and hold it on 9 if you're used to number system for motions.I am not very familiar with keypad notation, but I'm looking at my keypad now, and wouldn't "4789" be "back, up/back, up, up/towards"...?
you can store it and just mash on jab while in block and get the throw off as soon as you can.I wouldn't recommend mashing for a reversal, ever. Actually timing it is way more accurate and way more reliable. A person mashing (even if it's stored command throw) will lose the majority of the time against someone who can time ticks tightly.
ShinjiGohan
03-14-2006, 01:55 AM
I am not very familiar with keypad notation, but I'm looking at my keypad now, and wouldn't "4789" be "back, up/back, up, up/towards"...?
Try viewing it from a telephone point of view
1 2 3
4 5 6
7 8 9
Except flipped (unless you're on the 2nd player side)
Dasrik
03-14-2006, 05:42 AM
That's not the standard numeric notation.
jaminbenjamin
03-14-2006, 10:16 AM
If you look at it with a mirror while upside-down, then it all makes sense.
Sorry...dunno how I missed this the last time I posted.
Couple more questions: Can stored ooichou only be used as a stationary move? Is there no way to move forward and turn it into an offensive attack?You'll lose your charge if you let go of back for more than a couple of frames, so you can't really move forward much.
2nd question: can wk butt press be used to go through fireballs, or is it entirely impossible. If not, what is the timing?I couldn't get through Ken's Jab fireball, but you definitely can go through Strong and Fierce fireballs.
Tantin
03-16-2006, 01:40 PM
Try viewing it from a telephone point of view
1 2 3
4 5 6
7 8 9
Except flipped (unless you're on the 2nd player side)
It's like this.
789
456
123
It's numpad. Not Phonepad.
(From a PM...)
in your TOD video, you show a link chain for honda from jab-str-fierce. Is this a combo that can be done in game? Even in my deepest cross up forwards, I can't seem to get it to work, as I get a far strong as opposed to the necessary closs strong.I actually replied to this in the AE thread. (I still think we don't need two different threads, but whatever...)
http://www.shoryuken.com/forums/showthread.php?p=3015509#post3015509
Also, do you have any tips in punching out a fierce hand slap? I know you have mentioned previously you prefer a mk kick with ur chun, but I want to start using fierce for more chip damage. It doens't come out consistently on speed 3, so I might have to give it up.With Jap buttons it's really not too hard. I just alternately tap back and forth with my index finger and middle.
For dic, what looks like a cross up (in that he does indeed land on the other side) often needs to be guarded normally. Is there any way to tell, and can he only do it with short kick (or medium, I'm not sure which one it is, but nonetheless the short range kick animation)?He will usually use j.Forward (the knee) or j.RH (the extended leg kick). I am not quite sure how it works, but I think it depends on the character. I know that for Chun, I never block it as a cross-up, even when he actually crosses me up, but I think Ryu and Ken do have to block it as a cross-up.
Today I saw a medium punch cross up from dic.Yeah, he can also use j.Jab as well, which just looks weird...
As far as Honda goes, when a dic player comes in for the ambiguous cross up, is there any way to escape. I usually get a butt flop off other characters, but in my several attempts tonight, I couldn't do it. Is my timing off, or is a well placed dic cross up impossible to reverse?You can reverse it, but I wouldn't recommend doing the butt flop. Even if you successfully reverse with butt flop, he can juggle you with j.Strongs. I would either go for the headbutt, or just block it. There's nothing he can do to you after you block, because you have risk-free stored command throw with release method.
ShinjiGohan
03-18-2006, 11:19 PM
It's like this.
789
456
123
It's numpad. Not Phonepad.
No shit sherlock, perhaps you should try looking at what I was attempting to say to NKI to make what he said sensable.
To brief your memory
"4789 and hold it on 9 if you're used to number system for motions."
On a keypad which most of us use that would make no sense, especially for the command throw for Honda. 4,7,8,9?
But you know what, I'm sorry for not flaming the guys ass for making a mistake like that, rather than trying to possibly attempt to explain why he said what he said. God forbid this forum try to end up being something other than a flame room.
Tantin
03-18-2006, 11:30 PM
Snip
It wasn't a flame. The way you described it "Like a telephone' but flipped doesn't give any frame of referance as to which way to flip it. I was simply putting the right notation, without any need of flipping.
So can we all just agree that number notation should never be used...?
ShinjiGohan
03-19-2006, 02:08 AM
Yes, I never knew why people did that when they have
F, DF, D, DB, B, UB, U, UF Sure its two letters, but it works regardless of player side.
eruditemode
03-19-2006, 07:38 AM
Much thanks to NKI for the response. Just have a quick update after coming back from More's Shinjuku. Do not go there unless you have a fat stash of coins, headphones to protect your ears from the deafening cacaphony, and maybe a new set of lungs since you will probably inhale a shitload of smoke.
As far as honda goes, I've decided to regular block, but this is still no guarantee. I say it is still a 50/50 toss us whether you can guess correctly on a dic ultra deep knee cross up.
In relevance to STX, saw some f'ing sick play tonight. One of the guys off the X mania video was there so I decided to see what all the hype was about. WRONG MOVE.
I'm not quite sure how to describe this one man, named Tamashima. Let me put it this way. If you've ever played against computer fei long or t.hawk, depending on how you play against them, sometimes they whip out the deepest, most sexy reversal you have ever seen. I used to believe that that type of reversal (for ex. knockdown T. hawk w/ honda. doing a headbutt so that your entire body is over his pixel, only to have the computer reverse dp and hit you with his the back of his shoes since you are so deep) was reserved only for the crazy cpu, and humanly impossible (much akin to forward walking blanka balls and standing guile flash kicks).
So before I get off topic, I was playing this half-man, half machine, Tamashima with my Sim. after a clean knockdown, I would super flame him for chip damage. I made sure to do it early so that the move was in full animation when he got up. To this date I never seen anyone be able to do anything in this predicament when the super yoga flame is in full animation. enter that middle aged monster. with ken, he was able to wake up super dp punch. I have to admit, it looks damn sexy when a ken is hopping through the flames unscathed and ripping you clean. he was also able to do this with guile's super. The man can also wake up shoryu out of a meaty shinkuu haduken. I'm not talking about the newbie type, "I give you a second to reversal shoryu." I'm talking about the fireballs pixel clearly enveloping your character when he wakes up.
The lesson of the story is that some moves you thought were irreversible upon wakeup, are in fact reversible, you just don't have the godly hands to do it (99% of us). but there are some scary people in the world that can.
To test if this was a fluke, I mixed up the timing on some of the super yoga flames. I am sure you are all familiar with the split second freeze animation before every super. Usually this little pause is more than enough to f' up my timing on any reversal, but such obstacles proved to be nothing for that guy.
I'm not sure if this is a good barometer, but I've started to judge players on their ability by how well they can reversal. So many players resort on cross up tactics here, that if you can effectively take out cross over games with amazing wake up reversals, you've essentially castrated half of the arcade competition.
jaminbenjamin
03-19-2006, 01:58 PM
Doing a reversal move when someone crosses you up isn't always a good idea, especially when the opponent does the cross-up the correct way. Also, there is such a thing as "safe jump-ins", which NKI can give many more examples and explanations than I can. Don't get me wrong, being able to reversal is certainly a part of the high level gameplay, but certainly not 50%. If your opponent senses you can't reversal consistently, he will very possibly exploit it; in other words, it's used more against scrubs. Otherwise, going for 50/50 cross-ups are a much better way to shake up your opponent and start forcing them to make mistakes.
Do not go there unless you have a fat stash of coins, headphones to protect your ears from the deafening cacaphony, and maybe a new set of lungs since you will probably inhale a shitload of smoke.Yeah...More is a money devouring, head-ache provoking, cancer-inducing monster...but I <3 More...
I can still remember being packed in that gas chamber on Friday nights. I seriously think I was the only one in there NOT smoking...it was like...
:smokin::smokin::smokin::smokin::smokin:
:smokin::smokin: :confused::smokin::smokin:
:smokin::smokin::smokin::smokin::smokin:
I'm not quite sure how to describe this one man, named Tamashima.Can't mess with Tamashima...dude is a SERIOUS beast. He'll rape you and your girl while he eats your children.
after a clean knockdown, I would super flame him for chip damage. I made sure to do it early so that the move was in full animation when he got up.It's best to do the super as late as possible (but still meaty) because Sim is invincible in the very beginning of his super, but he can be hit after that (while the flames are still out).
with ken, he was able to wake up super dp punch.This must've been Anniversary Edition, right? (There's a glitch in ST where Ken, Sagat, and Dhalsim can't do reversal supers.)
I am sure you are all familiar with the split second freeze animation before every super. Usually this little pause is more than enough to f' up my timing on any reversal, but such obstacles proved to be nothing for that guy.I know exactly what you mean...personally I can't reverse supers very well, but the Japs seem to have no problem with it.
Spider-Dan
03-21-2006, 04:31 PM
In my experience Claw does pretty well against him. You basically stay at a harassing midrange where you react automatically to any fireballs with a slide (of course punishing with the tip of your toe at the end of the slide is the optimal range for safety), and harassing with st. mk, st. or cr. mp, or standing fierce.
As far as I can tell, DeeJay's low short beats every single Claw move on the ground. If I recall correctly, DeeJay's low jab also beats every Blanka move on the ground.
Faight
03-21-2006, 11:35 PM
Sorry about messing up the numpad format. I haven't actually played a game in 6 months, stupid work.
Now a new discussion: What got you guys into ST? Who taught you how to play?
For me, I played SF back when it was on the Genesis. I can't remember what version it was, I think it was Championship. I just remember the front cover had Bison (Dictator) doing Scissor Kicks on Guile as Guile was trying to throw a Sonic Boom. The backround was Guile's stage.
As for who taught me... At first I was self taught, then I met my friend Robin (Renegade on here). Robin tried to work with me, and I got halfway decent. Then he took me up to Chris Lee's (Li?) house one time and he taught me Honda. So he's where I learned my Honda powers from, and I've been sitting on people ever since then.
How about ya'll?
FullMetalRoss
03-21-2006, 11:54 PM
I played super as my first fighting game back on the genisis but that doesn't really count. I really started playig fighting games when I started college, and I gained alot of skill fast, thanks to me skipping bunches of classes and playing tons of games.
Then I go to evo 2k4 play all the old school guys like S-kill, Valle, Sirlin and plenty of other old school st guys, and I had tons of fun I learned so much so quickly, I even got like 1 or 2 games agaist them, which was cool. We still don't play here much but I still love it. Ryu for life, walk up fierce shoryu!
Ouroborus
03-22-2006, 12:09 AM
back then my cousin and i thought that sf2 on the snes was the best thing since sliced bread.
the battle started at the select screen. we both tried to get dhalsim first
Khiempossible
03-22-2006, 12:09 AM
I'm going to credit NKI and this thread for showing me the love that is SF2. I'm 18 started 3D and moved backwards.
I hope you guys have tears in your eyes, cause I'm living proof that the fighting game community can be saved.
Callmeanewb - I'm really happy to hear that! And I do have a tear in my eye...
I actually kind of went backwards, too. I started playing competitively with XSF, then went backwards to A2, then went backwards to ST. Then I realized that XSF and A2 have a collective fan base of about 15 people nation-wide, so I gave up on those two and just concentrated on ST.
Gen-An
03-22-2006, 02:45 PM
You A2 Traitor!!!
Best Kind Boxer
03-22-2006, 09:51 PM
http://www.combovideos.com/page.php?id=1194
Master Secret Cup vol1 at combovideos. 2 hours of ST.
gogogo!
FullMetalRoss
03-22-2006, 10:44 PM
Do you know anyone who japnese or other wise who plays Old Fei? I play him, I like all the bufferable normals. But I was wondering if you had any tips on what I should do or if you had seen any good Old Feis?
bk2099
03-23-2006, 04:24 AM
http://www.combovideos.com/page.php?id=1194
Master Secret Cup vol1 at combovideos. 2 hours of ST.
gogogo!
great vid, i love watching kky's sim
http://www.combovideos.com/page.php?id=1194
Master Secret Cup vol1 at combovideos. 2 hours of ST.
gogogo!
Your welcome, If you guys treat me real nice i will release master secret cup 2, 3, 4 and the rest of 5 :tup:
Do you know anyone who japnese or other wise who plays Old Fei? I play him, I like all the bufferable normals.I can not think of any Fei players who uses Old over New...
I don't think he's bad, but N.Fei is just better. N.Fei doesn't really need cancelable normals because he can just poke you with Fierce Rekka Ken, which has tons of range. (Not to mention super + teching throws + Chicken Wing.)
felineki
03-23-2006, 11:18 AM
Ooh, thanks for the Master Secret Cup vid. I've liked what I've seen in it so far. There's some great T. Hawk and Dhalsim antics there.
Some of the stuff in the T. Hawk VS. T. Hawk "Concept Battle" was particularly entertaining... reversal 360 after being 360'ed, simultaneous point-blank anti-air with neither player getting hit because of the invincibility frames...
evilmuffinmanX
03-23-2006, 05:02 PM
Callmeanewb - I'm really happy to hear that! And I do have a tear in my eye...
I actually kind of went backwards, too. I started playing competitively with XSF, then went backwards to A2, then went backwards to ST. Then I realized that XSF and A2 have a collective fan base of about 15 people nation-wide, so I gave up on those two and just concentrated on ST.
15? me,dru, and rex play both those games!:annoy:
anyway hit me up next time your free...
some1 should put all NKI(maybe NKI himself?)stats on this page for easier reading and less repeating.**clickme** (http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo)
Ouroborus
03-23-2006, 05:06 PM
new feis super alone makes him better than old fei. that thing is safe, tons of invincibility in the beginning and charges quick.
Khiempossible
03-23-2006, 06:20 PM
new feis super alone makes him better than old fei. that thing is safe, tons of invincibility in the beginning and charges quick.
and combos for ridiculous damage?
CigarBoB
03-23-2006, 06:37 PM
Being a Fei player i have mixed opinions on New Vs Old. In many ways New will dominate over old. The Wheel kick (NKI likes to call it the chicken wing but i think that is kinda gay. But who am i to argue with NKI) will get you in and allows you to add pressure much easier. Not to mention to get around some FB's. Fei's super is good but its not great. It is very dificult to combo into, if you do it from the wrong range and the last hit doesn't get blocked you can and will be punnished and there are not very many good setups for it. Best use is after an wheel kick connects in the air and use the super to juggle.
But. O.Fei dominates in close with Meaty cr.fierce cr.mk xx rekkas. And we all know how hard the cr.fierce is to reverse. Plus you can xx off either his cr.mk or cr.mp and hit all 3 rekkas on most characters. This will improve his poking game greatly.
I would still put n.fei better then o.fei but not by all that much.
FullMetalRoss
03-24-2006, 12:41 AM
cool cool didn't know about that meaty cr.FP thing. is that a Dizzy?
O.fei has the sweet jumping rh toooo (what became the chicken wing)
I also can't do the chicken wing so one reason why I play OG over new.
Any differences in their uppercuts?
I started calling it the Chicken Wing because that's what s-kill calls it, and I had no other names for it. (You'll have to ask s-kill how he came up with "Chicken Wing", because I don't know...)
I know "Chicken Wing" doesn't really paint a vivid image of that move, but I also don't want to call it the "rekkuukyaku", so if anyone has any suggestions for a better name, I'm all ears.
CigarBoB
03-24-2006, 12:17 PM
Bunch of stuff about S-Kill and the history of the chicken wing
Keep it the chicken wing. Chaning now would be like you (NKI) changing your name to deathdealer or something cool like ST の王.
CigarBoB - hahahaha...OK then, Chicken Wing it is.
And I promise I will start adding info to the Wiki.
Gen-An
03-24-2006, 01:36 PM
I started calling it the Chicken Wing because that's what s-kill calls it, and I had no other names for it. (You'll have to ask s-kill how he came up with "Chicken Wing", because I don't know...)
I know "Chicken Wing" doesn't really paint a vivid image of that move, but I also don't want to call it the "rekkuukyaku", so if anyone has any suggestions for a better name, I'm all ears.
Well, we refer to the Rekkaken as "rekka" so why not use "rekku"?
felineki
03-24-2006, 02:13 PM
Well, we refer to the Rekkaken as "rekka" so why not use "rekku"?Eh, the two are so similar that it might make things confusing. I think "chicken wing" is fine...most people who hang around here will know what he's referring to, and it's such a random name that it's amusing for some reason.
Does anyone know if/why Tosaka stopped making vids?
http://www6.plala.or.jp/tosaka/
If you look at their BBS, they are absolutely filled with spam. If the guy was taking care of his site, most of that stuff would get deleted on the spot. But obviously he doesn't even check his BBS/forum anymore.
I'm just wondering if anyone has any idea what happened to him.
tataki
03-24-2006, 03:15 PM
more master secret cup vids plz! *puppy eyes*
JumpsuitJesse
03-24-2006, 04:00 PM
Being a Fei player i have mixed opinions on New Vs Old. In many ways New will dominate over old. The Wheel kick (NKI likes to call it the chicken wing but i think that is kinda gay. But who am i to argue with NKI) will get you in and allows you to add pressure much easier. Not to mention to get around some FB's. Fei's super is good but its not great. It is very dificult to combo into, if you do it from the wrong range and the last hit doesn't get blocked you can and will be punnished and there are not very many good setups for it. Best use is after an wheel kick connects in the air and use the super to juggle.
But. O.Fei dominates in close with Meaty cr.fierce cr.mk xx rekkas. And we all know how hard the cr.fierce is to reverse. Plus you can xx off either his cr.mk or cr.mp and hit all 3 rekkas on most characters. This will improve his poking game greatly.
I would still put n.fei better then o.fei but not by all that much.
[Peter Griffin Voice]I disagree. I find your input on the subject to be rather shallow and pedantic[/Peter Griffin Voice]:razz:
Old Fei has 1 thing going for him and that's cancellable limbs. But lets be real. What's the one real move of his that is even worth cancelling that N.Fei doesn't have? Low forward kick. That's it. Everything else O.Fei has is cancellable but you have to to be inside to do any of them. At those ranges you may as well 2 in 1 with standing fierce which New Fei has. O.Fei dies to hardcore turtle players. He just doesn't have the tools that N.Fei has.
N.Fei has a super
N.Fei has a better crossup(O.Fei Crossup sucks)
N.Fei has an overhead(Good for breaking turtle shells)
N.Fei has that 3 hit crazy kick that has all sorts of fucked up properties
N.Fei has an airthrow
N.Fei can soften throws
Thos factors alone make N.Fei much deadlier IMO. It's like comparing O.Ken to N.Ken. You give up an arsenal for one weapon. Not worth it. O.Fei is cool if you wanna show off and fight a total uphill battle tho :tup:
Ryu1999
03-24-2006, 04:50 PM
1) Old Fei has 1 thing going for him and that's cancellable limbs. But lets be real. What's the one real move of his that is even worth cancelling that N.Fei doesn't have? Low forward kick. That's it. Everything else O.Fei has is cancellable but you have to to be inside to do any of them. At those ranges you may as well 2 in 1 with standing fierce which New Fei has.
2) N.Fei has an airthrow
3) Those factors alone make N.Fei much deadlier IMO. It's like comparing O.Ken to N.Ken. You give up an arsenal for one weapon. Not worth it. O.Fei is cool if you wanna show off and fight a total uphill battle tho :tup:
1) Cr. strong ain't bad. Don't know the frames but it seems faster than cr. fwd and it has really good range. You're the master though, so you definitely know better than me
2) 0_0. All this time and I never got to use it
3) Losing crazy kicks ain't so bad for players like me who keep having those come out doing cr.rh->fb. Prolly the same type of player who isn't ballsy enough to do sideswitch crazy kick gimmicks
JumpsuitJesse
03-24-2006, 04:57 PM
1) Cr. strong ain't bad. Don't know the frames but it seems faster than cr. fwd and it has really good range. You're the master though, so you definitely know better than me
2) 0_0. All this time and I never got to use it
3) Losing crazy kicks ain't so bad for players like me who keep having those come out doing cr.rh->fb. Prolly the same type of player who isn't ballsy enough to do sideswitch crazy kick gimmicks
Yeah, but low strong can be blocked standing(atleast I think it can). Your opponent would have to be REALLY careless with their defense to let you connect with that on a whim.
How are you doing CR.RH -> FB with Fei? His low rh doesn't 2 in 1 at all.:looney:
CapMaster
03-24-2006, 05:21 PM
Any tourney players out there prefer O.Ryu to N. Ryu? I tried him before and I'm a fan of the invincible DP. I just got sick of it trading with stupid garbage like people's jump shorts. It also lets me random psychic-DP poke on the ground as well. Is O. Ryu a viable tourney character?
jaminbenjamin
03-24-2006, 06:41 PM
I wish I remember exactly who and when and how "chicken wing" came into being. Cetainly anyone around UIUC in the 90s called it that move. I know that a guy named Henry was the only one who played Fei decently, but it could have been him or Seth that gave it the name. Either way, I can't imagine calling the move anything else.
As far as O. Ryu goes, I really don't see how you can justify all the things he loses just for a DP with longer invicibility. You do see some O. Ryus in some Japanese videoes, especially older ones (2+ years ago); but these days, anyone who is really serious about winning in a tournament setting will pick N. Ryu over O.
Ryu1999
03-24-2006, 08:32 PM
Yeah, but low strong can be blocked standing(atleast I think it can). Your opponent would have to be REALLY careless with their defense to let you connect with that on a whim.
How are you doing CR.RH -> FB with Fei? His low rh doesn't 2 in 1 at all.:looney:
Well, you were talking about O. Ken so...yeah I should have specified again sollies :sweat:
Dasrik
03-24-2006, 10:43 PM
I don't think Old Ken is a fair comparison. Old Ken gets two very useful things, the invincible DP which everyone knows about, and the slug fireball which less people know about.
Khiempossible
03-24-2006, 10:54 PM
I guess this is sorta the wrong thread. But anyways, I was playing SF2CE on genesis with Blanka against some crazy good Ryu. This guy was sick. My problem is forcing the shit on wakeup.
I KD with fierce ball, then I try and push wakeup. Everytime I go for cross up j.Forward or just jump in j.forward for dizzy I'd get light or medium DP every time.
so first, is this a me jumping in too late? or can a good Ryu do this 100%
After that I started going for c.jab c.jab electricity/throw mindgames, this is also effectively DPed. Then when I start baiting the DP I get reversal thrown. I figured the only option is to hit c.jab before the reversal frame then block in case he goes for DP then go for c.jab again.
I was wondering if someone could break down my wakeup tools vs. shotos for me.
secondly, I was wondering how cross up ball worked. being reversalled so much I never tried ball cross up shenanigans, but the few times I did for go ball it was with fierce and blanka would just stop at the body and whiff.
Is that a fierce ball only thing or a timing issue?
I started working on the Wiki:
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo
This is going to take hella time...:confused:
so first, is this a me jumping in too late? or can a good Ryu do this 100%You can do what's called a safe jump. You basically do your jump attack perfectly timed so that if he reverses, you land safely, but if doesn't reverse, he'll be forced to block. This works because the DP doesn't hit first frame.
I was wondering if someone could break down my wakeup tools vs. shotos for me.I usually just see Blanka players go for cross-up ball into st.Strong, two-hit headbutt for the dizzy, but they get reversed on wake-up a lot.
the few times I did for go ball it was with fierce and blanka would just stop at the body and whiff.I never played Blanka, but I think in WW, he would "bounce off" even if the Blanka Ball didn't hit the opponent, like when you do it to try to get to the other side of a downed opponent. CE Blanka may have some similarly stupid property.
CigarBoB
03-25-2006, 09:18 PM
I started working on the Wiki:
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo
This is going to take hella time...:confused:
You Sir are the MAN!!!! You are the man on so many levels we (the mortals) can never really understand it.
You can do what's called a safe jump. You basically do your jump attack perfectly timed so that if he reverses, you land safely, but if doesn't reverse, he'll be forced to block. This works because the DP doesn't hit first frame.
I just started to do this against Boxer with N.Ken. I cant even begin to tell you how much of a difference it has made in my game. I went from 80/20 to 60/40 in no time. And with a start up of 11 on Jab buffalo 13 on strong and 15 on fierce you have one hell of a good chance of landing before he will hit you. I love my Yoga Book!!! And now I understand why the Japs will jump at a downed Rog with littel to no fear.
Eishi
03-26-2006, 03:45 AM
I really love the idea of an ST wiki. I'm sure it will quickly become the best non japanese source of information for this game.
As for the safe jump, I've been using it since I heard about it in a post here. It's a very good tool to have because, well, it's safe and it gives you an opportunity to do damage thru hit or throw mind games. The only downside is that it requires a very strict timing, and that timing depends on the lenght of your character's jump, and the amount of time your opponent's character takes to wake up. This is one of the reasons why sticking to 1 o 2 characters is important.
white ninja
03-26-2006, 07:35 PM
I know "Chicken Wing" doesn't really paint a vivid image of that move, but I also don't want to call it the "rekkuukyaku", so if anyone has any suggestions for a better name, I'm all ears.
I call it the shake-n-bake, but I've heard it called the razzamatazz -_-
-ninj
p.s. good work on the wiki you continue to be the saint of ST.
Jorant
03-27-2006, 10:38 AM
This thread alone is why I come here for gaming advice, and don't really use neo-geo.com for gaming advice anymore. I'm about to get my CPS2 Super Turbo, so I've read this entire thing... I've got Super 2 right now, but I can't wait for Turbo, as it's pretty much the best version made.
Can I get some more match vids that don't require passwords? I loved the US vs JPN 4 on 5 vid. Anything else like that that someone here can point me to?
Eishi
03-27-2006, 02:50 PM
Jorant :
High quality (gameplay wise) vids easily available here :
http://www.putfile.com/nohoho
www.combovideos.com (registration is free)
Keep reading this thread to stay informed of upcoming videos.
fatboy
03-28-2006, 12:03 PM
Can anyone please tell me:
Where can I get yoga book hyper?
Is the insanity DVD worth the purchase?
I searched the thread could not find the answers..
Thanks!
EDIT: I CHECKED AGAIN.. I figured someone had to ask b4..
THANK YOU CIGAR BOB FOR THE LINK. THANK YOU NKI FOR THE THREAD
I bought it today!
Jorant
03-28-2006, 03:17 PM
Can someone tell me how the hell you do guile's super on a consistant basis? what's the trick to this, or should I just stick with O.Guile?
EDIT: I see this q's been asked already in this very thread. I'm so upset with how beat to shit Guile is in this version, I may just drop him all together. I can't use him worth a damn anymore.
TarkanX
03-28-2006, 04:03 PM
EDIT: I see this q's been asked already in this very thread. I'm so upset with how beat to shit Guile is in this version, I may just drop him all together. I can't use him worth a damn anymore.
Although I use Guile in ST, I know what you mean. Guile's priorities ever since CE has been butchered. His c.MK doesn't have as much range as the versions before, his sonic boom has a longer delay, s.HK has been changed so it doesn't hit jumping opponents... but his super is a huge reason why N.Guile is better than O.Guile.
jaminbenjamin
03-29-2006, 08:18 AM
Being able to soften throws is reason enough to pick N. Guile. If you can't do the super, don't use it; he certainly doesn't need it to win, nor does it play anywhere close to a significant part of his strategy.
Jorant
03-29-2006, 10:01 AM
Being able to soften throws is reason enough to pick N. Guile. If you can't do the super, don't use it; he certainly doesn't need it to win, nor does it play anywhere close to a significant part of his strategy.
Well, you need it for wake ups and traps. You've got to keep in mind I've been playing Super 2 for the last year on my cab, and I'm getting used to the speed and the new moves. It's such a different game, even though most would look at it and say it's the same. I'm getting his super down now, so it's not big deal (I'm no noob). I will say that you need his super for traps and wake up games, as it's the only good reversal he has, am I wrong? Also, I'm finding Guile's forward MK to be amazing. I've watched a lot of vids and just have to re-learn him as he's almost a whole different character in this version now.
BTW, in tourny's, what speed is usually played? I'm playing Turbo 2 (US version).... otherwise thought of as 3 in the JPN version, according to the CPS2 config I assume.
laugh
03-29-2006, 10:21 AM
I believe the tourney speed setting is 1 speed less than the fastest.
Jorant
03-29-2006, 10:32 AM
I believe the tourney speed setting is 1 speed less than the fastest.
Pefect, that's what I'm running on now. Not that it matters, but I like to be "official"...
Jorant
03-29-2006, 11:46 AM
If you're playing on the US version, Turbo 3 is what you use.
That can't be right, it's the fastest setting on US mode. Turbo 3 is the second fastest in JPN, but they call our Turbo 0 their Turbo 1. It's not the same. Therefore, our Turbo 3 is their Turbo 4.
Ryu1999
03-29-2006, 12:04 PM
That can't be right, it's the fastest setting on US mode. Turbo 3 is the second fastest in JPN, but they call our Turbo 0 their Turbo 1. It's not the same. Therefore, our Turbo 3 is their Turbo 4.
Edit: I'm retarded and laugh is right
Eishi
03-29-2006, 12:17 PM
The standard is Jap Turbo 3/ US Turbo 2.
Jorant
03-29-2006, 12:44 PM
The standard is Jap Turbo 3/ US Turbo 2.
So far we have a 2-2 tie.... so who the hell is right? lol
Khiempossible
03-29-2006, 01:27 PM
where's cigarbob or NKI?
Jorant
03-29-2006, 01:44 PM
It's Jap T3/US T2.
Good, that's what I'm playing mine on. Hell or high water, I'm leaving it even if NKI himself says it's not. ;)
http://www.shoryuken.com/forums/showpost.php?p=3037095&postcount=433
CigarBoB
03-29-2006, 02:31 PM
Why don't you see an ST match video, if the people are playing the US version, you will see T3, if you are playing the Japanese version, you'll see T4. An even better idea, do a search on the rules for Super Turbo on the EVO page.
This is not accurate. Japan uses T3 as the standard.
This has been discussed many many times and a few times in this thread alone.
bk2099
03-29-2006, 02:39 PM
yeah but is it free select 3 (there's no speed 4 option in free select) or turbo 3 from the config menu
I'm pretty certain Japs always have it hard set on Turbo 3 - at least, they didn't free select any speed during SBO1 where you actually see them continuing and selecting characters between matches.
CigarBoB
03-29-2006, 02:56 PM
yeah but is it free select 3 (there's no speed 4 option in free select) or turbo 3 from the config menu
Negative Sir.
At evo I spoke with Kuni on what to set my cabinet at for the speed beacuse i have a sf2:x baord. T3 set no free select at all.
The only freeselect that is used is PS1 free select T3. Cuz its a bit slower then fixed T3.
bk2099
03-29-2006, 04:00 PM
i guess that's settled then, now to figure out what that speed translates to in world & usa versions
its confusing though, otochun picked free select 1 in this video from nohoho's site
http://media.putfile.com/starcup-arg_oto1a
where's cigarbob or NKI?Right here! :wgrin:
It's really unfortunate that Capcom allows the players to choose the speed (a truly ill-conceived idea), but at any rate...usually Jap versions are set to Turbo 3 in the options menu (not free-select). I dunno about American because I never play on the American version, but I would assume it'd be Turbo 2...
Re: Guile's superWell, you need it for wake ups and traps.Keep in mind that you can also use just a normal Flash Kick for a reversal. The main use for his super should be off of hit-confirmed cr.Short x2. (You can link this super afterwards.)
TarkanX
03-29-2006, 09:30 PM
I apologize on my error, I assume this means that the World version of ST is Turbo 2... better make the changes on MAME!
jaminbenjamin
03-29-2006, 09:50 PM
Guild should be using normal flashkick for reversals, while the super is for a big damage combo when your cross-up finally hits, as NKI just said.
In terms of speed, I think everyone should practice on the fastest setting. It's much easier to adjust to a slower speed at a tournament compared to something that's faster than you're used to...
Chozen1
03-29-2006, 09:51 PM
who cares?!
TheGrape1
03-30-2006, 04:35 AM
Right here! :wgrin:
It's really unfortunate that Capcom allows the players to choose the speed (a truly ill-conceived idea), but at any rate...usually Jap versions are set to Turbo 3 in the options menu (not free-select). I dunno about American because I never play on the American version, but I would assume it'd be Turbo 2...
Re: Guile's superKeep in mind that you can also use just a normal Flash Kick for a reversal. The main use for his super should be off of hit-confirmed cr.Short x2. (You can link this super afterwards.)
Americans have always played on turbo 3 for competition.