After playing a lot of retro games lately (Garou, Waku, Breakers etc) I’ve decided I want to learn Super Turbo, but I don’t know what will be the best way to go about it. To me the best way would be to go straight on kaillera and start playing people. Simply because the computer has to be one of the gayest and most snydeyest button recognition AI I’ve ever known. But the computer even hands me my ass on a plate so I’m not sure this would be the best way.
Do you think it would be best to play the computer for a bit before I go onto netplay? If so, what dificulty? Hardest? Also, what speed setting? etc. Just as a note I’m a 3s(my best) and garou(currently improving) player and have literaly no experience in ST.
I’m just not sure what method would give best results. Any sugestions welcome, including don’t play it, your too much of a noob.
some people say turbo is a lot like 3S,or turbo is the concept of 3S but 10 times simpler. characters in turbo have about 3-5 moves it’s a real basic game just learn how all the characters play differntly, some are close and some ranged.
Take for instance Dhalsim. He plays very ranged but when t-hawk gets in his face he is done for.
try watching vids of st. it helps you understand how the game is played and what not. check out combovideos.com for the xmaina series and look around for teh evo2k5 3v3 in st. theres a website that has them up, but i forgot which. all i remember right now is that it was dedicated to mvc2
Not trying to disuade you from learning the game (it’s my favorite in fact) but a lot of old school Street Fighter is knowing the matchups and Super Turbo is no exception. For example, Sagat vs. Dhalsim can easily turn into a match of whether or not Sagat knows when to throw the high tiger shot. Or E. Honda vs. Vega can turn into whether Vega can bait Honda into a flying headbutt and punish it. Those are some intesting matchups and good examples I think.
So of course it’s going to take time and lots of effort/practice to learn those matchups. I guess that’s when you’re ready for the more in-depth stuff. To start out, I guess do it like all other games. Learn all the moves, learn some combos, learn what moves have priority in some situations. Stuff like that.
— edit —
Oh those websites for videos. The guy above made a great suggestion there. It never hurts to see visual examples from some of the best around the world. :wgrin:
Fireball + S. HK will get you killed if you’re playing Shotos or Guile.
They’ll just DP you everytime you stick a limb out.
I find that poking isn’t safe at all when you’re fighting O. Ken with 'sim. His DPs seem to have very little recovery time. If I try to punish a whiffed DP even a second late with a limb, I get nailed.
Also, with some chars, it’s just impossible to zone them properly. Good luck trying to keep Vega (Claw) or Bison (Dictator) exactly where you want them.
'Sim is a nice high tier character, but he is not beginner friendly at all, and he’s very susceptible to repeated jump ins if you don’t know the exact spacing required for his anti-airs.
People always call 'sim a long range character, and he is, but his close up game can be very deadly thanks to his throw range, crouching MP/MK and cross up slides/quick slide + throw.
See, there is no beginner friendly character in this game. You have to learn the system before you can pick up a character. Unlike every other fighting game you can learn a character than figure out the system, but if you don’t know the ST system every character is gonna suck.
I’m not sure how you can say that, when ST is technically inferior when it comes to the system, than other more advanced fighting games. It doesn’t make sense to say you can pick Ryu in SFA3 and learn him before learning the SFA3 system…then to have to learn ST’s much more basic system first.
It’s not the technicalities of the system that make it hard. It’s the mechanics. I’m not sure how to make this clear. In stuff like GG and 3s, they’re a ridiculous timing intensive juggle system. Special techniques and tools like parry and FD. There’s also keyly less move vs. move priority importance. I’m saying you learn the characters in either of those games, and get by without knowing how to FD, Parry, Juggle, or know matchup by matchup techniques. A lot of mixups are decided encounter by encounter (Hi/low/throw etc.)
ST matches are decided at a strategical level, if you’re vega your job against shoto is to bait fireballs and do walldive shenanigans. You essentially sit there and do that all day long. So if you’re new and you learn this strategy, and someone picks Honda against you, and you try the same shit, you’re gonna have your ass handed to you. You need to learn a whole new strategy to win. It’s not like playing anybody in 3s where when you’re chun the job is to poke, karathrow and land c.mk super all day long.
In 3s when you’re chun, against everybody but Hugo that’s your job, youve essentially learned the character. But when you’re Ryu in ST you can’t get away with fireball trap all day, if you’re fighting guile you absolutely have to learn to space for the tatsukmaki over sonic boom. If you’re blanka you can’t maintain charge and punish all day against guile you have to space for the d/f+HP punish all day. Essentially just learning how to do the moves for a given character can’t put you anywhere until you learn the system and know what beats what where and how.