Super Street Fighter II Turbo, in the house


I apologize if this has been handled before but I gotta ask: What are the differences between “arcade perfect” and SF:AE for the PS2?


the most noticeable differences between AE ST only and arcade ST, is the fact that ST new characters cannot tech ST old characters in AE, yet they can in regular ST. which is sillyy, teching throws is an st feature, they should be able to tech all characters. the other major difference is o.sagat got nerfed big time. tiger shots are very, ver slow. im sure theres little things here and there, but im not as hardcore into all the changes since i rarely see an st board these days, except now since cigarbob got one that i can play on all the time now…


I thought the “hold start when selecting game version” gave you arcade perfect settings, including the stored ochio, stored claw flip, stored chun super, and un-nerfed O.Sagat. Does anyone know of any differences between the ‘start selected’ Hyper characters and authentic Super Turbo characters?


If you were wondering, my name is Bryce or ‘smilie’, I play at gunthers a lot when I can, just ask Josh, he knows me, he can tell you about me.


Nope. You can pick SSF2 and SSF2 Turbo characters with the glitches but the some characters are still nerfed and hit boxes for many characters are fubar.


i havnt played ae for a while, i got it on xbox and i think you need to hold select (back) on super mode to get old characters,
so would this mean you have to press start + select to get an arcade perfect o.sagat, and do you hear a sound or chime if it worked?


let me break this down

in ST, st old characters are hardly similar to ssf2 characters. that is a major misconception with people. st old characters are NOT like ssf2 characters. a basic example (not talking ae here only arcade st and ssf2) is fei long, in ssf2, only normals he can buffer are close s.fierce, jabs, shorts, and up close strong i believe. in ST, when you pick old fei, almost every normal he has, buffers. c.forward, c.strong, s.fierce far, etc. pretty large difference between st old and ssf2 characters.

so back to AE. when you pick super mode, you are getting the legitimate ssf2 version of that character. when you hold mode or start (depending on if you use xbox or ps2) when selecting super, you will get the ST old characters, hence the different icon during the fight.

this is a big confusion that most people have.

when you legitimately pick old sagat, hes been fucking nerfed to death. hes so slow. in ae, for the most part, they made old sagat basically the same as ssf2 sagat from what it feels like. if you want a sagat thats effective as hell, you have to pick hf sagat or ce sagat. and that shit aint gonna cut it if someone wants to use AE as an st only version, since hf/ce sagat will carry over the retarded dizzy properties.

hope this clears up a lot of confusion


oh so you cant get an arcade perfect o.sagat on AE?



[“he got nerfed”]xN



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? :smiley:


agreed. ae is just its own game.

anyway, back on topic. vega dive = crossup of ownage. other than that, not really


Ok, that’s what I figured anyway, the wall dive shenanigans are more than enough.


How much do you think using the psx version affected the outcome of evo this year? And do you think that it would have been the same with the DC version?

Also, were these differences a surprise to the players? It has been announced for some time that the psx version was the one to be used, right?

Just curious.


i guaruntee the outcome woulda been drastically different if it was arcade. seeing cole as the only og st player in final 8 is beyond weird. watson, choi getting eliminated rather early is really funky. that NEVER happens. choi’s sagat was not on par at all, watch him on arcade later that day and super choi came back full force, owning everyone up in the 3on3 tourney except gian. all his uppercuts were coming out and he was feeling the tiger speeds. on ps1, he clearly was not. watson was frustrated with bisons psycho crusher not going full screen like it should and various other things. kuni was also outraged with ps1 and how it recognizes pp for ppp attacks. so he got a lot of lariats when he wanted spd’s. its really frustrating for the players.

when things dont work the way you are used to having it work, it gets really frustrating and discouraging. especially when you been playing on the arcade version almost exclusively for 11 years.

also, not taking away from players like nki and dsp. they are very strong players, who can manage top 8 anyways. but i think even buk was suprised at how high he ranked i would think. even tho he was playing well regardless.

hell, dc is a shit version too. i think the outcome woulda been different, but still not in a good way. when changing to dc, a whole other slew of problems arise. the biggest problem is sprite sizes are way too small. so that means more empty space on the screen which dramatically changes zoning tactics. plus some combos dont work right with the smaller sprites as well.

its just a no win situation. but its a process that needs to be adapted to since thats where the whole scene is headed, to shitty console


The fact that players complained about “differences” that ended up NOT being different makes me think the versions didn’t affect much at all, or they did but not in the way people think.

Not to pick on people, but if someone is saying “WTF, in the arcade you can’t duck that!” or “OMG, in the arcade this does way more damage!” and that turns out to be bogus, it doesn’t seem to me they are all that detail-oriented to begin with. If they can’t tell the difference and can only spot bogus differences, it’s hard to believe it had much effect.

We aren’t talking like A3 PSX or A2 Gold vs. Normal where there are pretty immediately obvious, game-changing differences.


Pardon my ignorance, what is a Supergun??


A device that allows you to play arcade PCBs like the arcade SuperTurbo on a TV. 100% authentic arcade game without the hassle of a full cabinet.


This is a great thread, but this is an idea for the moderators: Move parts of this thread into character specific threads in the “Other Games” section of the site. There is some absolute golddust here for any ST player, but you have to read through many pages split across two threads to get it. I think there should be a “complete” thread for every character, similarly to how it is laid out in some of the 3S sections. You could have “The complete Chun-Li ST thread,” for example. Put a description of all her move-sets and strats, and then deal with character specific match-ups. Granted, you wouldn’t get as much traffic as in this thread, but it would make things a LOT easier.

Maybe you could then keep this thread and in the first post just put a “linker” to every one of the “complete” threads.

Anyway, back to the spirit of this thread: I have a question, how do you deal with O.Sagat with N.Ken? Those tiger shots are so much faster than Ken’s hado’s. If I can get close enough I can psychic DP his long limbs when he throws one, or I can get in and Knee-bash throw shenanigans, but it is just really hard to get close. Even Ken’s air hurricane is owned by Sagat. Any tips?


Question, how do you combo guile’s super. I’ve been trying to cancel crouch strong into it, but it just aint happening.

I’ve tried:
1.strong xx cdb, df, db, uf+K - super comes out too late and doesn’t combo
2.cdb, df+strong, db, uf+K
3.cdb, df, db+strong, uf+K
These two just end up as strongs cancelling into flash kicks.

I also tried changing the last part to ub+K cause its quicker but still nothing. Whats the proper method of cancelling crouching strong or any other crouching attack with guile into super?

Thanks in advance


haha wtf i can never get guiles super off :((( I tried my hardest doing a ‘smooth motion’ like

cdb, d, df, d, db, d, df, f , uf + k that doesnt work :frowning: am i going too slow?