Tier Two, post: 4336023 wrote:
Now onto the Question, an idea was brought to my attention about having advertisements put into the videos as a way of making revenue to keep the site going. As it takes a decent amount of $ to host a video site.
VirtuaFighterFour, post: 4336025 wrote:
Why not just host everything on YouTube instead?
Airthrow, post: 4336012 wrote:
Hi, sorry this is late but I don't have a PC at home, and it's a pain in the butt to type long paragraphs on my phone at home. Off the top of my head here are some tips:
Zangief: There was a VERY VERY GOOD Gief player named XTG up here (now in TX), and I have played Boxer v. Gief probably more than any other match in Super Turbo. The matchup is so INTERESTING imo, I still to this day don't have a strong opinion on who wins this matchup, I think it's probably 5-5 because I just feel that it is completely up to who is the better player...but then when I lose HARD 10 in a row it is of course easy to think, this matchup is horrible.
Anyways, I low rush ALL DAY (nothing but jab low rush of course), from a good mid-spacing. Kick rush can beat lariat reliably, but sometimes you will just get smacked out of it, too. You can go backwards and whiff short kick rush, and if you see him start a lariat, do kickrush super to cleanly beat lariat, but straight punch super loses to lariat every time.
If you don't have a charge, never try to instead trip lariats. On blocked greenhands you can throw, but I prefer cr. MP>Low Rush to punish. The situation you most want to avoid is a knockdown because Gief can safejump and then do SPD/FAB BS on you, and there is nearly nothing you can do. If you wakeup and reversal headbutt, he will block and you will be punished HARD, if you get knocked down in the corner you're pretty much dead (as you should be). If you get knocked down midscreen and Gief safe jumps or is right next to you, I often just hold up/back and pray, even if you get hit once or twice but remain alive, you might live to fight another day, and it's better than being SPD'd or FAB'd.
Guile: I think of this match as three seperate matches per round: 1) The first 0.5 seconds of the round, 2) After part 1 is finished, the part where Guile retreats and you now have to get in, and 3) You getting in (if Guile doesn't kill you during step 2).
In the first 0.5 seconds of the round, if Guile starts with an immediate sonic boom, your st. Fierce will beat him cleanly, and even if you're a little late, you will trade and both be knocked back a bit (but you win on damage, so even that 'tie' leaves you ahead). However, if he starts off with a flash kick immediately, it will beat low rush or the st. Fierce Punch. So I either start with st. Fierce, kick rush >throw/headbutt, or do nothing and try to jump over a boom or basically "react" to what he does.
For step 2), this is obviously the hardest part, because you are playing Gilly's game. I try to not get cute with J. Neutral Fierce over booms (Jump straight up, and press forward+FP over a sonic boom to advance a little bit instead of jumping towards over it). The time I will J. Neutral Fierce is when I think Gilly will boom, then jump forward and try to air-to-air me, because J. Neutral Fierce is way better air to air than jump forward fierce. Try to neutral jump over booms a lot so that Guile doesn't "train" you to jump forward into a bad situation, you want to be jumping forward safely, which means you are a bit off of the ground by the time Guile is booming. You need to play this matchup against a really good Guile for a long time to get the feel of when it is safe to jump forward. You can also jab headbutt through booms too. If you get meter and are fullscreen, if Guile throws a slow boom you can of coarse do short kickrush>super to punish, but that is very rare for them to make that mistake.
Step 3) Killing Guile when he's in the corner (much harder to do in HDR due to improved Flashkick): This is not that different from every other character. He is going to crouch in d/b, and you have to jump in when he booms incorrectly and kill him with j. RH, cr. MK/MP>Low rush, or when he is scared to pull the trigger you short kick rush>throw, or kick rush>headbutt to beat when you think he will counter throw.
Chun Li: This matchup starts very similar to Guile in that your st. Fierce at the start of the round will beat any of her fireballs. What I find REALLY hard to deal with is if she spams lightning legs a hair's breadth in front of you, because you cannot walk backwards due to proximity block (or whatever it's called), and you can't jump attack her, and she can stop anytime and instantly cr. mk or throw. I think J. MP is your best air-to-ground when she does this, because the hard buttons sure don't work well. I would try to always avoid this range against her because of how good fireball, lightning leg, and cr. mk or walkup mini-SPD are. It is better to stay at midrange or even far range against Chun Li than be up in her face IMO.
From fullscreen it is great to bait her into a fireball war, because Chun Li players might not realize you can beat her fullscreen even if you don't have a fireball. If she FB's fullscreen you can beat or trade with her with mp straight rush,and you will win HEAVILY on damage, beware of dizzies though. Also from fullscreen you should short kick rush forward, and easily visually confirm if she fireballs and then you can super through it to punish.
I'm rushing to type this up before work, if you have more specific questions, shoot away!
BoggleMinds, post: 4336013 wrote:
Yeah, to add to what Airthrow posted. In the Gief matchup, it's definitely 6-4 in Gief's favor. I like doing low jab rush from the range where it'll hit with just the tip of his glove; this way it's much, much safer and you're at less risk of getting tripped with Gief's problematic low roundhouse. At that same magical range, Gief's can't really spam standing jabs either because the "hit with the tip" low jab rush *should* trade favorably. Also if he spams standing jab, st.Fierce or straight jab rush work well, but beware when he cancels the jabs into a lariat which will knock you down. It's still not easy as you have to play very carefully, and react correctly if he jumps forward. Also if he lariats at close range I prefer using cr.MK as it's much safer. If you try cr.roundhouse from too close, you'll whiff and actually get knocked down, or even worse he can footsie your cr.roundhouse and SPD you. So if he lariats from close range, try a completely safe cr.MK, and if it whiffs, jump backwards quickly to a safer distance. Jump backwards LK is an excellent safe move to get some breathing space, and it often happens to tag Gief when he's jumping forward.
Against Guile, cr.MK is a great move stuffer at close range. As Airthrow points out, you can't just blindly jump forwards (or even neutral jump) because Guile can easily counter that with backfist, cr.fierce, or a jumping roundhouse for example. The key is knowing when it's safe to jump forward -- and when you do jump forward, it's well timed. I like j.MK over j.fierce because it tends to stuff Guile's cr.fierce anti-air a lot better. A good Boxer to watch is Shiki (he uses yellow Boxer) -- he often waits patiently at fullscreen, until the Guile gets antsy and moves forward, and that's when he times a towards jump perfectly.
Chun is really annoying, and for me it really depends on the style they play. Good Chun's will zone very well with fb's, and stop your rushes with cr.MK, cr.HK, lightning legs, and the odd jump neutral attack landing on your rush. Build meter if she's zoning you. Take advantage of Rog's overpowered normals and trade as often as you can to come out on top damage-wise. Safe jump on her wakeup into hit confirmable cr.jab->st.jab->straight rush. Avoid situations like Airthrow described where you're getting caged in at close range without charge (i.e. can't beat lightning legs without charge; if you jump in you risk getting upkicked if she has a down charge, so pay attention to when she fireballs and loses that down charge).
Chun is also annoying with her gay jumping normals which are really hard to anti-air using kick rush as the timing is very luck dependent. Often the kick rush will just whiff and you end up getting hit or thrown, so it's risky. If she jumps at you from a bad distance you can of course try cr.Fierce or headbutt. She'll often do a neckbreaker crossup on your wakeup which can be annoying, and there's really nothing you can do about it but block it.
Fighter21, post: 4336037 wrote:
I would love to come up and play. I live in Northern Jersey so realistically it should take at an hour at most to get to Bridgeport. But since im incapable of competing with you guys im undecided.
Tetsuosan, post: 4336035 wrote:
In the mean time I'm going to try to create a hardware guide so you can enjoy ST like we do.
jpj1983, post: 4336040 wrote:
is playing super turbo on arcade uncommon in your country..?
VirtuaFighterFour, post: 4336041 wrote:
Most people are not familiar with JAMMA, kick harnesses, low resolution arcade monitors, CPSII suicide and battery replacement, Phoenixed CPSII boards, importing boards and cabinets from Japan, which controls to use (LS-32), Superguns and RAP-guns, and so on. There are lots of things to know and research about using arcade hardware and CPSII has some other issues to deal with. A (massive) hardware guide would go a long way for the U.S. ST community.
Fulaani, post: 4336043 wrote:
There is no set stick to play ST with. LS-32s are fine but why would you mention it as if that's the stick to play ST with?
playing ST the right way.
VirtuaFighterFour, post: 4336045 wrote:
Because 99% of cabinets I played on in Japan were LS-32 for SSFIIX and SBO uses LS-32 for SSFIIX. It's basically the standard for Japan for older 2DFGs. And if people are importing candy cabinets in an attempt to simulate the way the Japanese play ST then they might as well play using the same sticks in my opinion. Not only that but imagine you invite YuuVega and Otochun over to the U.S. for a tournament and they are playing on parts that aren't the SSFIIX standard in Japan.
Fulaani, post: 4336046 wrote:
Controls are purely a matter of preference. If a person prefers Sanwas are you gonna tell me they are not
Tetsuosan, post: 4336047 wrote:
SBO this year ran on sanwas.
VirtuaFighterFour, post: 4336050 wrote:
According to Ganelon's SBO writeup SBO used LS-32 sticks and basically 99% of ST cabinets in Japan had LS-32 sticks. I've played ST (and 3S) at a slew of different arcades in Japan and I honestly cannot remember encountering that many cabinets that used Sanwa sticks. For old games most arcades are pretty consistent with using the LS-32. For new games the Sanwa JLF with the shaft cover is basically the new standard (BB, VF5, T6BR, SFIV). Remember most fighting game communities in Japan want everyone on an even playing field and learning everything on the same parts. It means that no matter what arcade you go to the parts are always the same if that makes sense.
Tetsuosan, post: 4336053 wrote:
I just talked to him today and he doesnt remember since he was a bit nervous.
Tetsuosan, post: 4336056 wrote:
Update: Ordered a Jrok hopefully it'll be here sometime this week.
oldschool_BR, post: 4336057 wrote:
Oh, fuck, man. That's just sweet, Tetsuosan. Also, +1 for a video guide of replacing batteries*, or other such important things related to real SSF2X arcade, such as superguns.
*CPS-2 Shock can not be thanked enough for their accomplishments.
VirtuaFighterFour, post: 4336058 wrote:
Can you do a guide for Jrok and other capture/output devices for CPSII? That would be another major thing to have available for people to read.