Super Street Fighter II Turbo, in the house


I may actually take you up on thatin the next month or two. Youll own me up completely for a while, but I learn quick.


If all the versions of ST are flawed, why not just use modded Xbox’s and Arcade ST for next years Evo?

Then again I could see how that would be a problem w/ legality, converters (2 magic box per Xbox wouldn’t be cheap), Expensive modified Xboxes, etc.

BTW CigarBob, what are you running inside your cabinet? A pc or an Xbox? That shit really was the coolest thing at Evo, I remember catching some X-men Vs. Street Fighter, that game is really entertaining when you watch people who actually know how to play it. A couple people were making comments like how it’s a better game than MVC2.


parry: its a supergun, fuck all that fake emu bs =)


Didn’t that have like 5 shelfs for 5 different systems including Supergun? Like SNES, PS2, Saturn, DC?

To the point of moves doing random damage I do concur with that. I’ve noticed that in A2 definitely as well as the first EX game.


I dont mess with EMU’s when I want to play serious. I own the arcade boards for ST, XvSF, A1,A3, Vampire Savior, SF2:HF, MSH. I am looking to buy a 3s and 2i as well.

Thanks to every one for all the kind words about my cabinet. I put in a lot of hard work in to it and I appreciate it.


I for one can say that an AE all ST cast wouldn’t be very smart. The hit boxes are all screwed up in that game. In ST Ryu and Ken can stuff projectiles at a closer range but in AE its as if their extended hands get smacked before the fb animation even finishes.

The only solution to the problem would be go to back to arcade support for ST or have really good emus running.

Fei Long in AE is totally screwed…I went back and played ST and Fei is so much better in that game because his Rekka animations are different(in terms of hitbox properties)…


dont sing it! bring it! think its a game! :cool:

whens the next ur free Mr.EVO?

teach me XvsSF! :crybaby: pretty pllllz!


Awesome, thanks. From what it sounds like, either actual ST cabinets or Superguns sound like the way to go.

Like I said in the Evo thread, I was suprised to see PSX ST getting picked (even though I’m wasn’t familiar with the differences) since the PSX hasn’t had a good history of Arcade Perfect ports.



sexy waiting for footage


How would an N. Ryu deal with an O.Sagat? Even though N.Ryu’s main strategy is dependent on fireballs, O.Sagat’s come out faster.


To be honest, I didn’t know about the PSX version having that many problems with inputs. I mainly looked for animation problems and hit box problems but from what I am hearing there are more problems than meets the eye. The DC version is horrible. The Saturn version is worse. The ONLY port I have seen that is perfect is SF Collection 2 with SF2, SF2 CE and SF2 HF for PSX. Thats it. As for ST, I have yet to see a perfect arcade translation.

The only way to have a no excuse clean cut tournament for this game is to have it on arcade hardware…either supergun, game cabinet or something. I am sure the ST community can come up with a solution to present to next years EVO organizers.


If I recall correctly, people offered to lend Evo superguns/PCBs/AES systems, etc. but Mr. Wizard was having none of it.


Ryu has a short hurricane that goes over low tiger shots and has excellent recovery time. Ryu can fight O.Sagat but it’s just more work. Don’t forget that once Ryu gets his Super charged it changes the game. O.Sagat can’t spam fb’s as much. True, Ryu can’t keep up with a fb fight for long but he has options that can get him in close to do damage.


superguns are relatively easy and cheap to make. i had to barely teach cigarbob how to do it, and he figured the rest out on his own with no prior knowledge, and his shit worked first time go.

the only thing about superguns is the converters being used for video to hook up to a tv. most converters i know of lag in some way. the one cigarbob has, however, lags in no way. people were playing xsf and st on it no problems. and me and kindebu were pulling off cc’s with no problems whatsoever in a3. especially kindebu, dude never missed shit.

thats the converter used…

jesse: why a no show this year? =/


Oh shit it’s Sabre

Ya’ll fucked up now


Yeah, I heard the ST cab that bob made was the highlight of the whole tourney. Wish I coulda seen it.

I couldn’t make it because my wife and I are trying to get into a new house and I also had to finish my car(its in the shop). I’ll be at next years evo polished and ready.


could someone tell me when meaty attacks are supposed to be perfectly safe? I played like 30 games of casual with Alex Valle on saturday and he was telling me how meaty attacks won’t be safe on certain characters. Also, Apoc was explaining how i can store the charge to Vega’s back flip kick. Anyone care to elaborate on that?


Meaty attacks are only safe against guys without an attack that either hits on the first frame, or is invincible until it hits. In practice they are safe against Bison (dictator) and um…Dhalsim. (Although he can reversal teleport) And Vega (claw) without a charge.


Meaty attacks are a big risk but you get a big reward if they connect. Most characters from SF2 HF(I think)have some sort of reversal frame(s)where they can either throw or counter attack. There have been times where I KNOW I perfectly timed a meaty only to be throw right out of it.

The way I see it, I am betting that my opponent will fuck up his reversal and if I win the bet then it’s all good. If I lose then I eat some damage.

So in short, meaty attacks are never “safe”…they are more like “risky”


Yes, Dhalsim doesn’t really have many options in a dizy situation. Depending on character, your best option is to go for a noogie grab then you can get a cross up forward slide into double headbutt. This will dizzy the opponent AGAIN. Unfortunately it only works guaranteed on Chun li (u all can see me do it to NKI on 3v3 LOL) and on Vega. If you have super charged obviously you can go in for just the raw super damage or early rh drill, low short super. My opinion, if they are near death I will just go for the flip throw,(mainly because even if they tech it near death…it does full damage) if not I will do noogies so I can set up another tick throw trap or space them to the distance i want them in. Dhalsim really has no other option that is practical.