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eltrouble

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eltrouble
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  • Re: Undamned's USB Decoders (USB to JAMMA, etc.) !

    Atari wrote: »
    There was some discussion earlier in this thread about new firmware to accommodate ps4 sticks, just wondering if/when it might be available?

    Afaik, still in the works. But on the vast majority of PS4 sticks that I've encountered, they all work on Undamned systems if set to PS3 mode and do the button config as per usual.

    The only exception to this is, of course, the PS4 pad, since it doesn't have a selector switch. I hope this changes, as it means Nuckle Du can join our tournaments ^_^

    Even the Madcatz PS4 pad works on Undamned since it has a selector switch.
  • Re: Are people losing interest in this game?

    The community has largely dwindled due to a vast majority switching over to more modern fighting games (especially SF4), or they're playing ST primarily in tournaments, or they simply don't hold anymore events.

    ST is still being played pretty competitively, especially within the past two years, but there seems to be little interest from both players and TOs in organizing offline HDR events.
  • Re: Super Street Fighter II Turbo, in the house

    KYO84 wrote: »
    If I wanted to run a local tournament for this game, what would be the best way to set it up? I can't afford a Super Gun, would an emulator on a laptop work?

    Yup. Shmupmame or Groovymame with an ST emulator can run pretty close to arcade-perfect with the right speed settings. I highly recommend it for local gatherings.
  • Re: Super Street Fighter II Turbo, in the house

    iWinWeDate wrote: »
    Thanks for the help bro. So do frame perfect counter throws beat tick throws and command throws? Is losing the ability to tech throws worth playing Oken over Nken?

    Throws don't have priority versus another throw. Whoever gets it out first (and if they're both in range), the first person gets the throw. This applies to both normal and command throws. Throws beat out meaty attacks. Also keep in mind that different characters have different ranges for throws, which is a big factor.

    But command throws have more active frames than normal throws, which is why they have a tendency to land more. Plus, most smart grapplers attempt tick throws at ranges where they know the opponent can't counterthrow, unless they're trying to bait someone or make a read on someone who has a good reversal to punish it.

    Losing the ability to tech throws is a big deal. Teching throws is a great, safe, and reliable way to get out of a bad situation at the cost of a little bit of life. It's not too hard to tech a throw on reaction either (at least offline).

    But O.Ken is demonstrably a better character than N.Ken. O.Ken has great priority on his low kick attacks, great jump in HK, the best uppercut in the game, and a very good fireball game. N.Ken is a solid character but relies heavily on closeup mixups to gain the advantage, an advantage he won't always get if he's being beaten in the neutral or zoned out. While I think N.Ken is an extremely fun character to play, and very rewarding to win with, O.Ken's generally higher up on the tier list because he's so much better at the neutral game and zoning game.

    But N.Ken is too much fun to play. O.Ken is boring in comparison but gets the job done.

    Also, you should hit up strevival.com/forums. It's where most of the community has gone to discuss ST publicly outside of private FB groups.
  • Re: Super Street Fighter II Turbo, in the house

    They're powerful tools, especially Vega's, but in many cases not completely unstoppable. As usual, the general advice of "play perfect, don't get caught in them in the first place" applies here, but otherwise, I've got some notes:

    Honda's ochio mixups are strong if he's close. Most characters have tools to prevent Honda from getting that close, so usually the ochio is his way of winning very difficult matchups or expediting matchups he already wins via his very strong defensive tools and hands. The usually way to counter them is to use a strong reversal against the "tick" attempt, e.g. uppercutting the cr.jab or the jump in or whatever it is. In the corner, it's extremely strong, since he can repeat it again, but again the key is to counter throw or uppercut the tick.

    Hawk's throw loops are extremely powerful. Fortunately, only a handful of people actually know how to pull it off consistently, so it's not AS serious a threat at Honda or Vega's wall dives, which are often effective against beginner- or intermediate-level players. The best way to get out is to either bust out a lot of reversals to mess up their timing, or jump out depending on the character you use and the range at which they do the neutral jab. At max range, there's a small gap between the jab and the grab itself, which lets characters get out via a counter poke or jump or super or what have you. This is true of Dictator, as he has very few jumping frames, so he can jump out outside of corner traps.

    Vega's wall dives are always a problem. Fortunately, anyone with a decent reversal can get out if they have good execution and timing. There are several methods you can use to perform an autocorrect uppercut, depending on the direction in which Claw does the attack, but isn't a guaranteed out. Good general advice: just block. It's technically just a 50% effective ratio, so be sure to concentrate on your neutral game as well to prevent getting caught in the first place.