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!
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.
I have no idea what you’re talking about.
You can ask anyone who watched me play at Evo, I am absolutely terrible at XSF, and I should not be allowed to teach that game to anyone. Besides, school and work are starting up again, so I won’t really have time to play anything anyway.
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.
But the important thing is once you get it, for the love of god, don’t just throw it away. So many times people will just use the super as soon as they get it. The reason you spent all the effort building meter is to land that 50% damage.
Practically all meaties come with a risk, because any character can reversal throw you, so unless you’re out of their throw range, it’s not safe. Chun has a few exceptions, though. One is her “magic” st.Fierce (the double palm), which is completely unthrowable about half the time (randomly). If she does a meaty st.Fierce, and you successfully input a reversal throw command, you will not get a reversal throw, but you will hear your normal whiff. If you were holding towards, you get hit; if you were holding back, you block. It happens randomly, and I don’t know why.
Chun’s D/F+RH (the best normal ever) is a completely safe meaty against a lot of characters if done right. If the opponent doesn’t try to reverse, they will be forced to block it, but if they do reverse, most characters still lose:
-Guile’s Flash Kick will completely whiff (backwards)
-Ryu’s DP will be blocked (backwards)
-Zangief’s lariat will lose cleanly
-Deejay’s upkicks will completely whiff (backwards)
Or maybe Valle was talking about safe jump-ins? You can time a jump-in meaty enough so that it will force the opponent to block if they don’t reverse, but if they do reverse, you can block their reversal. This works because there are practically zero moves in ST that hit on the first frame. Ken’s Fierce DP might, but I’m not sure. His Jab and Strong DPs don’t, and Ryu’s DPs don’t either.
You have to initially charge D/B, but after you have it charged, you can let go of down and just charge back. Not as useful as Chun’s stored super or Honda’s stored slam, but good to know, I gues…
NKI IS MY DVD DADDY!