Super Turbo Training Mode for PC, with HUD / hitbox / input display + cheat


wow great link to the Dammit blog, I didn’t know about that!


The throwbox tool is so much fun, I’m like a kid in a candy store.:clapdos: There’s so much stuff I want to explore, but just off the top of my head, I checked a few things out. BTW if anybody has any requests to capture images of some throws, lemme know.

Typhoon vs Oichio and SPD:

ObviouslyTyphoon beats Oichio, but surprisingly, not by much. About the same difference as Blanka vs Dhalsim, thanks in part to Honda’s narrow white box. This is assuming that throws in ST go for the white box and not the axis. I’m pretty sure they go for the white box, as the ranges feel right in practice mode. I made sure that I was close enough for the yellow box to touch the white box, but no where near the axis, and it still throws.

Huge difference, almost 3 or 4 times as much as Typhoon vs Oichio.

Torpedo vs SPD:

Torpedo is definitely unthrowable while fully airborne, as evidenced by the black box (assuming the black box means the character is no longer ground throwable):

There is a brief period after the invincible startup, when all versions of Torpedo are ground throwable, but not once Honda is visibly airborne.

Devil’s Reverse:

According to YBH, DR is ground throwable for the first 7 frames. I’ve seen matches where Bison’s DR was thrown by Hawk, and Bison’s feet were almost to Hawk’s chest. But according to the throw boxes, he’s only ground throwable for a short amount of time, barely a few pixels off the ground. I tried all versions of DR, they all seem to be the same:

And of course, Shoryukens are ground throwable, and those throw boxes prove it.

I would also like to know this.

Did I miss something? What’s wrong with Balrog’s throw in ST?


I fucking knew it. Scumbag capcom. there is no point in even trying a block string that will get you in a sweet spot. The only semi reliable way of typhooning honda is with the sako walking 360.


Heh, yeah. Sakos were created especially for Honda LOL.


You you sure? Ken’s Fierce one actually avoids ticks! :smiley: B2SPD found it out while messing around with Dammit’s hitbox lua cos of the Wiki.

Say you pick Ryu. Any time you press towards or backwards and any button but Jab or Short, he will attempt a throw. You may be at the other side of the screen, but your Ryu will still attempt to throw, albeit in vain. At any distance, he will try it, and when you are finally in range, you will succeed. Balrog’s throw is not like that. When you press Strong or Fierce from full screen away, he does not try to throw. You do not get that big throwbox of his trying to grab his poor enemy, you just get the normal. You keep approaching and it still does not come out. Until, at a certain distance, the box appears if you press Strong, but not Fierce. It looks like you are closer than needed to grab, but if you step a pixel back, no throwboxes will appear, and you will not throw. If you approach the opponent a bit more, both throwboxes come out, and you can hold with either Strong or Fierce.


In WW, Honda had a very big throwable (white) box, just as big as Zangief’s. In CE they lowered it to how it still is in ST. IMO they exaggerated a bit…


Those pics are Jab Shoryus. But yeah, I tried to find a white box on Ken’s Fierce Shoryu, nothing. It would be nice to verify the airborne data in YBH, but if it’s true, that’s amazing, it seems to be completely invincible to ground throws until the recovery! Nice find.

Yeah, I can verify that, Balrog’s yellow box, for some weird reason, only appears at close range. I couldn’t get it to appear any farther than this:


this is all so amazing. Really bringing the next level of understanding to the game. If there is a way to step through the throwbox tool frame by frame, that would be amazing to really narrow down full understanding :slight_smile:


P = pause
` = advance 1 frame

just use tab to go into the menu and check out the input general submenu to see the other hotkeys


Megaupload is down. Any chance of someone re upping this?


Use MediaFire:


I would also like this.


updated 1st post with download link


Thanks again for this. Been putting it to good use!



Located the legit link, all good



Got it running perfectly in OSX using the latest version of wineskin.

just throw the whole mamerr folder from the above link into the wineskin wrapper’s “c:” drive and run it. Once you’ve loaded the rom, hit tab and from there go to “Input(general)” > “user interface” > and set a hotkey for the lua interface (it’s set to left ctrl by default but on my mac left ctrl is read as “ctrl”).

hit the hotkey you just set, and choose the script you want.


Just got this working. Its amazing!!!

For people trying to get it to work.

1 Download link in the OP and unzip

2 Download 11.6K KB / 11.3MB MAME ROM Super SFII Turbo US (I believe I got it on emuparadise site)

3 Create folder ‘roms’ and add the zip file ROM here

4 Click on the BAT files for different versions

5 Once in, hit TAB for all options including controls. Sound only comes on when you add in some coins so dont be alarmed at no sound


I can’t get the buttons to map properly


is there training modes like this for the alphas or 3s? or is st the only sf game like this


There’s a training mode in HDR. It’s basic but gets the job done. I hear tell there’s custom training mode scripts made available online but I’m not sure where they are anymore.

Otherwise, playing offline on an emulator and just practicing combos and setups against a P2 is fairly effective for learning timing. Fortunately this game isn’t heavy on “tech”, so you can learn a lot about how to play SF2 just by playing it against other players of similar skill.