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Hey guys.

I posted a Cross-up, Link, and Combo FAQ for Vanilla ST on GameFAQs.com. In case you haven’t look at it already, here’s the link to it.

http://www.gamefaqs.com/coinop/arcade/file/583631/56217

Anyway, here’s why I’m starting a thread about this. I would like for you all to post any errors that you’ve found here. Someone just PM’ed me about an erroneous Guile link that I really should’ve known about (Crouch strong, crouch roundhouse? Not on your life, pal!) and I know there are some other things that need to be corrected, too. So…post what you find here. I’ll try to update this post so that people don’t post redundantly.

Please note that I was already (and still am) working on an update to this FAQ. FYI, I also created a version of this FAQ for HD Remix and I am trying to create it for World Warrior, Champion Edition, and Hyper Fighting. Keep your eyes open for them! :slight_smile:

Errors that I know about so far:

All links need to be checked against the frame data. SNES SSF2 and HDR have differing frame data, so that old information probably doesn’t apply to ST or HDR.
“Charge Partitioning” doesn’t exist in ST. That section should be called “Pausing” or “Maximum Charge Frame Input”.

Ryu:
Cr.strong, cl.fierce whiffs on a few characters, but cr.strong, cr.fierce will hit those characters. Needs to be notated in Ryu’s links and combos.

Blanka:
It’s not Blanka Ball. It’s either Horizontal Ball or Vertical Ball. If both apply, list them as Horizontal/Vertical Ball.
Head Butt (b/f+strong) is cancellable on first hit. (I knew it, but didn’t put it in the FAQ.)
Cl.strong, Head Butt is an easy link that deserves to be in the FAQ.
After a meaty cr.forward, St./cr.fierce will work while the Head Butt whiffs.
Jump roundhouse, Head Butt (1 hit) XX Jab Horizontal Ball is a 3 hit combo (possibly only in HDR), not a throw setup.
Combo 9 (Jump fierce, close strong XX Strong Electricity) is not a bread-and-butter combo and only seems to work on Honda, Blanka, and Zangief.
Combo 18 should read: Meaty Grand Shave Roll SC, crouch forward XX Vertical Ball, since the Meaty Grand Shave Roll SC will most likely cross up in the corner.

Guile:
Crouch strong, crouch roundhouse is not a link.

Good job, just a quick note:

ST doesn’t have Charge Partitioning. The paragraph describing the third technique might be adjusted to say “Pause” as opposed to CP, because games like 3S do have CP, someone that is use to 3S might sit there and try to buffer a charge and wonder why it’s not working.

Yeah, that’s the wrong term to use. A charge can’t be split in ST; you must hold the direction down for a single period of time (the exact time depending on the move). Rather, you’re talking about the end-of-input leniency where, depending on the move, a move is still considered active within a certain amount of time after pressing one input of the move. So for Guile’s s.HP->flash kick, you’re still considered in active flash kick motion when you let you of down and before pressing up.

Although you mentioned a case where you pause between inputs, some of the clearest examples (although not really relevant for your FAQ since they’re so simple) are at the end of the move, such as boxer’s step-forward super or Chun Li’s c.MK->super.

One way that may make sense to some is to think of each movement input as having minimum and maximum charge times. First, you have minimum charge times to make sure any charge specials have been left at a direction for long enough (0 for non-charge moves). Then, you have maximum charge times to determine if any command move is still valid within a certain number of frames after pressing any direction (although the calculation to determine what comes out almost certainly won’t be performed until you press a button). If you go beyond the max charge time at any time along the move (e.g. b,f,b,delay,f+P), the game won’t recognize any specials as being active and you get a normal.

There’s also charge combining to pull off Chun Li’s kikoken->super or boxer’s dash->super. I didn’t look hard but I didn’t see that mentioned but I guess that’s because it only affects characters with charge moves.

EDIT: Changed a few typos

That’s just me not fully understanding the terminology for what I’m doing. Thanks for the info guys. Good stuff. I’ll be sure to update the FAQ.

I knew boxer’s dash super, but chun can kikoken and follow up with stored super pressure? that’s hawt sauce. gonna go learn chun! I suppose it’ll combo in the corner if you meaty the kikoken? yum

You can throw a jab Kikkoken and then actually combo the stored super from outside the corner. (That one’s in the FAQ, btw.)