I Am Lothar wrote:
Does anyone want to write an easy mode ST Dhalsim guide for me? I want to pick him up but I haven't found much basic info on him. Just the basics would be great, thanks in advance.
Actually I think dictator is one of the harder characters to use at first. He has nothing abusable at all.
Same thing you should do as N.Ryu against Sim, and the same thing I do in practically every match when playing as Chun: don't fight until you have meter. The round is totally different (in your favor) when you have meter, so why bother attacking before then? Just trade fireballs, Short HK over some low ones, etc until you get meter. Yeah, you may have to block a few, but that's OK. He'll stop shooting once you get that meter.
st. Short ticks/mixups are quite abusable IMHO.
Help my sagat not be so damn scrubby.
I throw tigers then uppercut obvious fuck up jump-ins and Cr.RH sometimes all day.
Make me un scrubby.
O.Sim can't do it because the slide is counted as a far move, and because you can't control O.Sim's normals, he automatically does the close cr.Forward (N.Sim's D/B+Forward kick). I really see absolutely no reason to ever play O.Sim, because as far as I know, he has no advantages over N.Sim, only disadvantages.
Somebody help me out with beating E. Honda? I use Guile, and Balrog(claw).
What are my best Jump-in options with Guile and Balrog(if that is the thing to do)?
Should I turtle? cause with Guile, I normally play aggressive, I just don't normally understand this match-up. I'm normallly real good with pressure and flash kick traps and such, but it just seems like a tough match-up for me, seeing as I don't know many people who play with Honda, and it seems like a 50/50 match-up to me.plus I constantly get caught up in the bacbreaker grab into thousand hand slap in the corner. I know he shouldn't even get that close, but he does psychic headbutts and he makes me whiff flashkicks by doing the lp version of the move. I use the Champion edition version of Guile or the turbo version. Sometimes the ST version.
It seems like an easier match-up for Balrog, considering his pokes and air game, but lately he's been improving on it. He's learning not to jump-in as much, and he's playing alot safer, more turtleing, and stuff like that
Can't we just end the whole HSF2 AE-ST arcade perfect argument by saying that AE is not ST and is just supposed to be its own crazy game?
P.S. Anybody got any good crossups with Claw?
Considering that only a handful of the ST cast have useful supers....namely[...] Honda
well a gurly man like yourself should play with chun li.
care to explain why do you think his super is useful? except in pretty hard to do combos and negating 1 projectile, that shit almost never combos, and startup is not really good.
I'm just curious since I play honda a little, and I don't have any uses for that super.
Considering that only a handful of the ST cast have useful supers....namely Chun, Ryu, Dhalsim, Honda, Vega (dictator), and Balrog (the boxer), I don't see how the issue of people "being good without super bar" is an issue at all.
We are playing some random team and a Honda player just sits still and refuses to attack me, causing me to try to get him to move with a few jumps, random attacks, and wall dives. All of which get hit clean by headbutts. At one point I even take my hands off the controls and you'll hear me say to the camera "theres nothing I can do, I can't press buttons."
Zangief and T. Hawk both have useful supers, assuming you can tick into them, which isn't hard.
Of course, you list of guys with useful supers is pretty close to the list of top characters - certainly not all coincidence. All the storable supers are silly, really a stupid bug that never should have made it into the game. Chun's is probably the worst when combined with her fast foot speed, it's a get out of jail free card when she's way behind, store the super, walk up, mix up throws and supers and maybe you'll get lucky and win when you really shouldn't have. It's retarded that you can get 40% damage for just releasing a button at the right time.
As far as Vega vs. Honda is concerned...don't get behind. Nothing says you have to attack. The other thing you can do is walk towards Honda mixing with a liberal amount of jumping backwards and kicking. It's basically the same matchup as Blanka vs. Honda.
My list of useful supers is most definitely not the top tier list of the game. Chun isn't top, Honda certainly isn't top, Ryu is probably just below top, Dictator Bison isn't top. In fact, if you look at the true top tier of the game - arguably Vega (claw), O.Sagat, O.Ken, and N.Dhalsim, only ONE of them uses a super effectively.
The Blanka-Honda matchup is even worse, because you can't do ANY specials without getting headbutted afterwards for free. In fact, your best bet in that matchup is just to walk forward and wait for headbutt, and when you see it jump directly backwards with forward kick and pray you beat the headbutt or land behind it, so you can throw and then run the rest of the match. But good luck jumping perfectly and not eating the headbutt or blocking...in which case, you lose for free.
Also to Vintage:
And yes, we can all play CE and HF, thanks!
could you elaborate what O.Ken has over N.Ken?
His dps have more invincibility, everybody knows that. But he also has slighly better fireballs, according to the frame data that can be found on T. Akiba's site : http://games.t-akiba.net/sf2/flame.html
If you think having supers that take forever to build up and that it's just as easy to land those throw supers as the ones I listed, you must be better than Kuni at tick throwing!
Is charging supers a glitch? Yes, it is. But honestly, so is comboing three air hyper vipers beams with Cable...
As for the Honda-Vega matchup, your argument is that you "shouldn't get behind." You're forgetting one crucial thing: as soon as Honda does a headbutt and you block, you are behind.
Honda vs. O.Sagat is interesting match, because Honda's headbutt actually goes OVER the low tiger shot, which a LOT of people don't even know.
Blanka vs Honda is not a hard matchup. Mp electricity has something like 80% chances of countering the headbutt. You can also jump straight up then press lk on the way down. Often times, people make the mistake of using Blanka's rolling attack in an offensive way when in fact it is more reliable as a defense tool. It comes out instantly (zero frames) so it's a good way to counter tick throws, for example. You can also use it to make nice tricks : after you knock down your opponent with 3 hp or 2 hk, do a rolling attack. Depending on the spacing and the button used, you'll end up in front of them or behind them.
I just wanted to clarify the use of the rolling attack. This is clearly not blanka's biggest asset. Blanka has very good normals, great combos with great dizzy potential and a very unique jump, which allow him to do things other characters can not do.