Sim thread

1234568

Comments

  • girlystylegirlystyle Only plays Fugazi Joined: Posts: 1,804
    I imagine so, but maybe the speed of the roundhouse version of buttslam would hit Dhalsim during start-up of yoga flame, despite lack of invulnerability. A bit of life is a small price to pay to get out of that trap.

    Same theory goes for fierce headbutt. While jab headbutt has some invulnerability, I don't think it will travel far enough before Honda gets hit by the flame, maybe fierce could work?

    All theory craft until someone tests it in game.


    Roundhouse buttslam doesn't hit on the way up, that's why I don't think it would work.
    I am overly curious now, of any sim wants to do some tests at some point with me, I would be game.
    people only pay attention to me because of my vagina awesome penis
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    IIRC yoga flame only chips once, so it takes 72 frames to do, and only gives 34 frames of hit stun. That would make it net -38 frames. Even with generous assumptions about how long 'sim can leave the window open I don't think that can be sustained. (Though it may be a good mix-up situation.)
    Hitboxes http://www.pedantic.org/~nate/HDR/
    "You don't know what you're talking about as much as I do." -- Unknown
  • Teoh Leong WeeTeoh Leong Wee Joined: Posts: 3
    hi.There is a 2hit anti-air for dhalsim vs Ehonda done by the Japs.IT is either bdmk or bdhk + Fdlp or Fdmp.Does anyone know?
  • eltroubleeltrouble Joined: Posts: 5,722
    I don't believe so. But why would you specifically want a 2-hit anti air?
  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
    hi.There is a 2hit anti-air for dhalsim vs Ehonda done by the Japs.IT is either bdmk or bdhk + Fdlp or Fdmp.Does anyone know?

    Its a meaty mk slide AA that lets you combo mp or mk again after. It doesn't work on everyone and every jump in. one person it works on is sagat, you can do that to all his jump ins. If ryu and ken jump kick high, you can do it to them. no chun, no blanka, no guile, no honda. Theres more, but thats all I can think of right now.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    Ah shit..    
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • damdaidamdai www.damdai.com Joined: Posts: 1,079
    hi.There is a 2hit anti-air for dhalsim vs Ehonda done by the Japs.IT is either bdmk or bdhk + Fdlp or Fdmp.Does anyone know?

    db. rh > st. mk
    supercade.damdai.com
    tonamento.damdai.com
    frame-advantage.com
  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    Is this related to anti-air slide xx c. mk/hk ?

    For that matter, is it anti-air slide xx c. mk/hk ?
    You shouldn't care about the division between ST and HDR, but rather the message you are sending to tournament organizers if you stop supporting the classic style of Street Fighter II.

    Mike Watson's Super Turbo Revival Sunday's Stream every Sunday! Look up "IEBattleGrounds" on twitch tv's website.
    Here is the latest stream:
    Your signature has been modifed, please read the rules.
  • Teoh Leong WeeTeoh Leong Wee Joined: Posts: 3
    It is not a slide but a down back middle kick/heavy kick then down forward light punch/middle punch.It seems to only work for ehonda in Gian and hakase videos.Damdai,I have seen db.rh st.mk done against Thawk but it does not work for everybody.Thnks
  • damdaidamdai www.damdai.com Joined: Posts: 1,079
    It is not a slide but a down back middle kick/heavy kick then down forward light punch/middle punch.It seems to only work for ehonda in Gian and hakase videos.Damdai,I have seen db.rh st.mk done against Thawk but it does not work for everybody.Thnks

    It works for honda, which is who you were asking about.
    supercade.damdai.com
    tonamento.damdai.com
    frame-advantage.com
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    this ↑
    "You hit coins at the same time as punch, just like philcito does". Bookah
    " I don't snore and I shower daily". Rekkaken

    The Crew - www.nohonorcrew.com/
  • MizukiMizuki ayy lmao Joined: Posts: 3,200
    For the Sim vs O.Sag matchup, the reason why it's so good for Sim is because you can *react* to everything O.Sag does, even moreso for N.Sag.
    www.twitter.com/thenipahhut
  • ultracomboultracombo Weakest Loser Joined: Posts: 741
    Match sucks for gat, doesn't matter which.

    Basically if the Sim player zones properly, there are usually no options for Sagat when sim has the fireball momentum, any jumpin is countered, late tigers are punished, high tigers slid or poked low, low tigers drilled spaced properly on reaction... sigh. Not too mention he is building super the whole time, which is terrible for Gat because that's normally within the range he needs to be have a shot at winning at all... in the range of his st.mp and st.lk.

    I can go on forever, but let's just say that Dhalsim was pretty much designed to counter Sagat in ST, like Ryu vs Honda. It's a retardedly bullshit matchup and anyone should feel bad for thinking otherwise.

    Luckily most sims don't know the matchup, the ones that do are a fucking paaaaain.
    "If ultracombo misses a low roundhouse, he is likely to continue doing it." - TheMuffinMan
  • Teoh Leong WeeTeoh Leong Wee Joined: Posts: 3
    What is the best way to do slide super?
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    :b::db::d::df::b::db::d::df::lk::f: :p:

    Slide your finger from :lk: to :lp:
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    You guys probably wanna check this out:
    Gamespot Versus Danisen 06-09-2012
    part 1
    part 2
    part 3
    Hakase beasting against extremely high-level competition - even if the matches are favorable. One can find a bunch of Yoga crap here.
  • jamiejame911jamiejame911 Ever learning Joined: Posts: 424
    Against Claw,

    1-Is it valid (preferable?) to back yourself into the corner, until you get the knockdown, then proceed to rush down with drills/slides-noogies?

    2-What are all the options vs wall dives? Anyone think sliding under wall dives, then attacking is one of the good choices?
    Casually playing:
    SFIV: Fei, Yun
    ST: Ryu, Deejay
    SG: Valentine
  • eltroubleeltrouble Joined: Posts: 5,722
    Dhalsim has extremely good long range options to fight off Claw, so I don't think it's the best of ideas to keep yourself against the corner. It's important to learn how to stand your ground, AA his jump-ins, know how to utilize your mobility to attack Claw and keep HIM on the defensive, as well as learning how to deal with his wall dives both on wake-up and while standing. I have limited knowledge on this matchup, but I'll share what I know.

    While standing, if you see Claw go to the wall, you can do j.RH to beat him. Of course if he does the dive early once he hits the wall, he might trade or beat you, which creates an unfavorable situation for you. It's preferable to simply slide away to avoid the mix-up and attempt to poke. b+jab is a pretty good option for when he's directly above you, since both b+jab and jab seem to work well as an anti-air, alongside b+strong. Of course you can do a short yoga flame. None of these options are guaranteed to work except a well-timed slide.

    For vid examples, Afro Cole is known for his ability to do extremely well in this matchup, even better than most Japanese sims.



  • mrdhalsimmrdhalsim Joined: Posts: 378
    Dhalsim has extremely good long range options to fight off Claw, so I don't think it's the best of ideas to keep yourself against the corner. It's important to learn how to stand your ground, AA his jump-ins, know how to utilize your mobility to attack Claw and keep HIM on the defensive, as well as learning how to deal with his wall dives both on wake-up and while standing. I have limited knowledge on this matchup, but I'll share what I know.

    While standing, if you see Claw go to the wall, you can do j.RH to beat him. Of course if he does the dive early once he hits the wall, he might trade or beat you, which creates an unfavorable situation for you. It's preferable to simply slide away to avoid the mix-up and attempt to poke. b+jab is a pretty good option for when he's directly above you, since both b+jab and jab seem to work well as an anti-air, alongside b+strong. Of course you can do a short yoga flame. None of these options are guaranteed to work except a well-timed slide.

    For vid examples, Afro Cole is known for his ability to do extremely well in this matchup, even better than most Japanese sims.

    While it's true that cornering yourself as sim vs. claw is a bad idea, the matchup itself is probably sim's worst of all for sim and even when you guess the right counter, you can still lose to claw. Not sure what you mean by Dhalsim's slide being a counter to the wall dive- my experience tells me flat out it's a bad idea all around though. Theoretically, I suppose if you can guess claw will insist on pressing punch early for a high (not deep) wall dive, you might hit him occasionally on his recovery before he hits the ground-- however, I have tried sliding many times (and with all versions of sim's slide) and it just does not work out. It really seems like it should, but it doesn't. I suspect it's relatively easy for the claw to pick up and even react to possibly while he's still airborne and as he's coming down with arms spread out. Dhalsim's slide to get away must be the heavy kick roundhouse version, which has a lot of start up and especially lots of recovery frames and usually isn't quick enough because even if you mange to get out of the way, claw can still steer the wall dive and maintain the advantage if not hit you outright as you recover before you can even turn around.

    You can't really keep doing light kick (up)yoga flames either, because claw can still hit you and again, I think it's even possible for claw to even react as he's jumping off the wall. For example, claw starts his move thinking, ok I'll go for right on top of sim's head. And sim sees him go up, and guesses the same thing so starts the yoga up flame. But claw can control the wall dive to steer it away from directly on top of sim AND still hit Dhalsim clean. I think Dhalsim's counter to THAT counter would be, the regular punch flame (not an up-flame), however that usually fails for the reason the first counter fails- claw can control and steer clear of danger, and go on top of sim's head. and hit cleanly to boot.

    And no offense to Afro Cole but I wouldn't say he does better than most Japanese sims in this matchup, not sure how that rumor got started. He may do well vs. Americans but pre-Evo 2012, they (nor he?) didn't know about the third sector. Apples and mikans.
  • jamiejame911jamiejame911 Ever learning Joined: Posts: 424
    I was just asking if some of these other tactics work. I've seen enough high lvl sim play vs Claw and Sim ultimately of course wants to rush down (many of the times the start of the round in some form of drill). It seems a drill at the onset might be risky first move to always do, so is jumping back and getting closer to the corner a valid tactic, so as not to be predictable. I know Ryu does well (Shooting D) when in the corner vs Claw. Ryu is waiting for Claw to over extend himself and get a knockdown to apply some cross up pressure. I didn't know if that can work with Sim sometimes. Being in the corner does keep Sim safe from cross up dives AND he can do drills from there and Vega, if he tries a dive to his own corner, will wiff many times, which can Sim an advantage. Why is being in the corner so bad?

    I've done many slides under random dives and hit Claw. I know they can delay and hit you late, but if you mix it up when they don't expect it, it seems to be valid (harder online of course).

    Just looking for all the options ...
    Casually playing:
    SFIV: Fei, Yun
    ST: Ryu, Deejay
    SG: Valentine
  • mrdhalsimmrdhalsim Joined: Posts: 378
    I was just asking if some of these other tactics work. I've seen enough high lvl sim play vs Claw and Sim ultimately of course wants to rush down (many of the times the start of the round in some form of drill). It seems a drill at the onset might be risky first move to always do, so is jumping back and getting closer to the corner a valid tactic, so as not to be predictable. I know Ryu does well (Shooting D) when in the corner vs Claw. Ryu is waiting for Claw to over extend himself and get a knockdown to apply some cross up pressure. I didn't know if that can work with Sim sometimes. Being in the corner does keep Sim safe from cross up dives AND he can do drills from there and Vega, if he tries a dive to his own corner, will wiff many times, which can Sim an advantage. Why is being in the corner so bad?

    I've done many slides under random dives and hit Claw. I know they can delay and hit you late, but if you mix it up when they don't expect it, it seems to be valid (harder online of course).

    Just looking for all the options ...

    Fighting from the corner may be a little better for Ryu than Dhalsim because his DP is a lot more of a threat to the wall dive, and jump kicking comes out a lot faster than Dhalsim's air attacks do. Dhalsim's jump itself is slow as molasses so as counter/reaction to wall dive it isn't much of an option. Things like standing jab (chop or other straight one) don't tend to work out, just occasionally (at best it's a complex read and gotta be accurate and I really haven't gotten it to work or seen anyone just stop claw from doing more wall dives). Same with slides- I really don't think this is much of an option as it has never worked out in my favor as sim, even when I do manage to hit with it once in a while. As for up-flames, it may stop claw from going off his far wall, but he still can get sim (as I described last post) by reacting to it in real time and steer far enough away, yet close enough to reach with the claw before landing-- while by comparison, Ryu's counter with his DP doesn't have that problem AND it has the added bonus of reducing the guess of which way to counter DP (...I think).

    Even if the wall dive is stopped, claw still has a couple of other corner traps without it, whether vs. Ryu or Dhalsim. However if you manage to do better from the corner, by all means try it out. Without a wake-up attack I think Dhalsim is still susceptible to the wall dive even if by block damage... also I kind of get the sense that, if it's effective and claw wants sim out of the corner, it'll happen but maybe that's just in my head. I know sometimes I kinda WISH I was in the corner to be able to block the wall dive a lot easier when I'm getting wall dived to death, but when I am in the corner it's not much more fun there really and simply GETTING THERE does not really happen very often. You are slow and he is fast. You have to predict and he can react. If the corner IS indeed better for Dhalsim, it's tough to get there. If you make it there and let's say you even have a lead on life meter, please tell me what happens.

    As for Dhalsim's slide, I think part of it is that you're already low on the screen for a certain number of frames so the claw will know to delay his arm spread part of the wall dive-- even if you stand up or do some upper attack, first you still must recover from the slide and go through some number of start-up frames of that subsequent move but basically, I think he can react and just hit deep/late as he comes down. If you have what you think is a counter I'm interested in more detail but I think it also takes a guess at which wall (near wall or far wall) he'll go off of and if you're wrong you can wind up sliding too early/late or get behind him-- again I think this also has to do with the amount of steering control he has during the entire part of the move when he's bounced off the wall that affect things so negatively for you. It's mostly my experience telling me, ok either the claws I've played are reading my mind like 90 to 95+% of the time, or it's just not a valid strategy/counter.
  • jamiejame911jamiejame911 Ever learning Joined: Posts: 424
    What I am asking about is prolly not optimal tactics/positioning. Just wondering if success by being backed into the corner and playing reactive defensive (not rush down drill/slide noogie) has been had by anyone (most matches do not prove it to be so). Just looking at all possible angles.

    Does the Teleport have a variable frame input, like shoto dps? I haven't read that it does, but it is the one thing that I am still have a bit of trouble getting out consistently. Maybe I am not pushing the buttons all on the same frame. Does 3 button plinking have the same effect? I think I just naturally plink Fierce when I hit all 3 punch/kick buttons.
    Casually playing:
    SFIV: Fei, Yun
    ST: Ryu, Deejay
    SG: Valentine
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    The shoryuken does not have a randomly variable input window. Sirlin was wrong in most his assumptions about special inputs. You just have a set time to enter each next direction, as soon as you have entered the previous one. As long as you are not holding the first direction for several frames (e.g. walk-up SRK) you should get it every time.

    Edit: You can use Pasky's HUD or check this page: http://www8.plala.or.jp/ichirou/hypersf2/input.htm
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    Oldschool is correct, the random input window was probably mistaken for the frameskip. With frameskip on, the number of frames to do the SRK can be variable, but that goes for any move.
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • CWheezyCWheezy Joined: Posts: 889
    So there is not a random input window, but the amount of time you have to input your move is random due to frameskip?
  • WolmarWolmar Joined: Posts: 184
    Against Balrog, it determine the direction Shoryu fist input is difficult. Has been condemned to the left orinput, so right. I try to issue a reversal is born so firmly command you miss wandering.
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    So there is not a random input window, but the amount of time you have to input your move is random due to frameskip?

    There is no random input window. When you turn frameskip off the game decrements a counter a after you do the initial startup for a move ( :f: for srk, :d: for a fireball etc...) per frame. When frameskip is on, this counter can be decremented by values of 2 or even 3 sometimes, causing the input window to seem variable. It's all due to the frameskip, not the input window. This applies to all moves, not just the SRK.
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    The shoryuken does not have a randomly variable input window. Sirlin was wrong in most his assumptions about special inputs. You just have a set time to enter each next direction, as soon as you have entered the previous one. As long as you are not holding the first direction for several frames (e.g. walk-up SRK) you should get it every time.

    Edit: You can use Pasky's HUD or check this page: http://www8.plala.or.jp/ichirou/hypersf2/input.htm

    And now I know.... and knowing is half the battle!

    the-battle.gif
    Am I hungry? Sure, I could eat...
  • eltroubleeltrouble Joined: Posts: 5,722
    And know I know.... and knowing is half the battle!

    And now all you need to know is the difference between 'now' and 'know'. trolol.
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    LOL.... Oh wait....
    Am I hungry? Sure, I could eat...
  • eltroubleeltrouble Joined: Posts: 5,722
    Skip to 14:00



    Interesting slide to avoid getting hit by the full super, giving him time to walk up and throw. It looks like it's even possible to slide to close distance, into super, when Bison does a super into the corner.
  • FuddFudd High Level Parking Joined: Posts: 1,215
    I have an idea for this thread that could be a useful reference. damdai said in his OHawk Super Saturday video that he classifies a good jump-in as being one that can beat Dhalsim's slide. I thought about this and when you're playing Sim you really need to know which normals to use for anti-air. Slides will work for a lot of jump attacks in the game, so it might be easier to remember which ones you cannot slide.
    I'm gonna try to go off the top of my head here, so if I miss any or if it sounds inaccurate, post up.

    These jumping normals can beat Dhalsim's slides
    Boxer -- j. fierce/roundhouse
    OHawk (and New?) -- j. fierce
    Guile -- neutral j. fierce, j. forward
    N. Ken -- j. forward
    Fei -- j. forward
    Cammy -- neutral j. strong, j. strong
    Blanka -- j. short, j. forward, j. roundhouse, j. fierce
    Honda -- j. short, j. forward & splash
    Zangief -- j. down+forward (knees), (do short knees beat slide too? fierce splash?)
    Chun -- j. forward & headstomp
    Dee Jay -- neutral j. roundhouse
    Dictator -- j. forward
    Claw -- j. forward, j. roundhouse (not sure about this)


    There are also some jumping normals that might snag a slide if it's poorly timed or possibly the tail end of it. These are mostly xup normals like Dee Jay's j. forward.
    "See, Super Turbo is a real man's game... But Street Fighter 4's like Chuck-E-Cheese, baby. Y'know what I'm saying? Where a kid can be a kid. I'm a grown-ass man, so clearly I'm not old enough to go in the ball pit." -Steve Harrison (Translation: dat Fo' make you soft)
    Super Turbo Revival
    "Everyone has a plan until they get magnetized." -SpiderDan
    PSN: Metonymous | Battle.net: Noun#1214 | Steam: Noun Proper | YT
  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    Dhalsim_crfarrh3.png

    Some normals you listed can only beat Sim's slide if they actually hit Sim's head. This means they wont work from far. I'm not 100% sure but i believe that N.Ken's j.Forward can only hit the slide if it hits at Dhalsim's Head and only during the first active frames.

    Ken_djfrwrd4.png Ken_djfrwrd5.png

    Zangief: he can hit Sim's slide cleanly with d.j.short, d.j. forward and forward knees. Short knees can hit Sim's Head, but not his legs. Everthing else always loses.
    N.Hawk: Fierce can only hit Sim's head, not his legs.
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    ^^^ This. I was just about to post this as I read the thread. But, now I don't need to!
    Am I hungry? Sure, I could eat...
  • eltroubleeltrouble Joined: Posts: 5,722
    Hey guys. I just started trying to learn how to play Sim. He's pretty fun to use, but requires a lot of patience, fast reflexes, and it's almost a requirement to play him to perfection in order to even start to accumulate wins with him. Can't make a single mistake with this character, and I love it.

    Anyways, I have some questions regarding how his teleports work. I understand that the kick version travels the furthest towards or away, and the punch version gets you closer, but how does that change relative to how close the opponent is? I've been trying to teleport to avoid Honda's buttslam in the corner in certain situations, but it doesn't quite seem to work half the time. Is there something I'm doing wrong? Or am I inputting it incorrectly?
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Hey guys. I just started trying to learn how to play Sim. He's pretty fun to use, but requires a lot of patience, fast reflexes, and it's almost a requirement to play him to perfection in order to even start to accumulate wins with him. Can't make a single mistake with this character, and I love it.

    Anyways, I have some questions regarding how his teleports work. I understand that the kick version travels the furthest towards or away, and the punch version gets you closer, but how does that change relative to how close the opponent is? I've been trying to teleport to avoid Honda's buttslam in the corner in certain situations, but it doesn't quite seem to work half the time. Is there something I'm doing wrong? Or am I inputting it incorrectly?

    I'm not a Sim player, but maybe I can offer some input. Are you doing reversal Teleport? I'm sure you already know about that glitch.

    AFAIK, the Punch Teleport travels towards the opponent the farthest (about 3/4 screen distance, if the opponent is full screen away). Kick Teleport will go towards the opponent about half screen distance. As for the Teleports away from the opponent, I'm not sure which travels farther, but I think Punch travels farther back than Kick.

    IDK if opponent's proximity changes the distance travelled, it might.
  • eltroubleeltrouble Joined: Posts: 5,722
    I'm not a Sim player, but maybe I can offer some input. Are you doing reversal Teleport? I'm sure you already know about that glitch.

    AFAIK, the Punch Teleport travels towards the opponent the farthest (about 3/4 screen distance, if the opponent is full screen away). Kick Teleport will go towards the opponent about half screen distance. As for the Teleports away from the opponent, I'm not sure which travels farther, but I think Punch travels farther back than Kick.

    IDK if opponent's proximity changes the distance travelled, it might.

    I know about the glitch. It doesn't work on reversal right? Some other move comes out instead?

    Yeah, I can't quite nail down how teleport works. It seems like KICK teleport goes the furthest distance away. So if you're on 1p side and you do the teleport motion backwards, you won't travel very far forward. But if you do the motion towards your opponent, it will travel farther behind him depending on how close you are. At least that's how I figured it.

    This trick seems useful if you have a Honda who's going for the buttslam constantly in the corner.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    I know about the glitch. It doesn't work on reversal right? Some other move comes out instead?.

    A reversal Teleport doesn't travel anywhere, you re-appear in the same spot.

    I think you might be right about Kick Teleport travelling behind, I know one of them does. I gotta jump back into training mode and figure them out again (ST wiki says Kick Teleport towards will go behind the opponent).
  • eltroubleeltrouble Joined: Posts: 5,722
    A reversal Teleport doesn't travel anywhere, you re-appear in the same spot.

    I think you might be right about Kick Teleport travelling behind, I know one of them does. I gotta jump back into training mode and figure them out again (ST wiki says Kick Teleport towards will go behind the opponent).

    I read that part of the wiki, and it seems to work whenever I'm caught in the corner, and go for a non-reversal teleport. I just think I'm still trying to wrap my head around using teleport like this. In newer games, the teleport function works differently since punch/kick functions are reversed.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    I've just found out how it works.
    1. If you get hit and the screen does not scroll, reversal teleport does not go behind the opponent. You only teleport away from him;
    2. If the screen scrolls (horizontally), then reversal teleport works as intended.
    When you are in the corner, the screen never scrolls, and you only teleport away from the opponent. However, since you can't actually teleport any further from him, you stay in place

    We should recall that this screen scroll phenomenon is not new in ST. Cammy's abillity to land her short kick aerial cross-up depends on whether the screen scrolls or not, just before she jumps.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    And now we know why reversal Teleport is a glitch only in the corner. Nice work OSBR, I can't believe it actually works outside of the corner. That would explain why some reversal Teleports I've seen actually seemed to "work" instead of always being in the same place.
Sign In or Register to comment.