Hyper SFll AE thread

I jsut means there is no start up…
There are several of moves like that.

Blanka’s Balls (LOL sounds funny!)
Blank’as Jump Up Fc. (WW)
Ken’s f.DP (ST)
O.Ryu (or SSF2 Ryu) air huricane cross up.

I am sure there are several others… but that is all I can think of.

So it’s not necessarily an unblockable it just happens to be so fast that it can punish some safe moves? Like if you are at 0 frames on block you punish that with a tiger uppercut and it is just random if the block or the uppercut comes first?

WW Guile was changed in capKore edition
sonics booms correspond with the button pressed.
and flash kicks have 3 different heights instead of the one.

and the reason i would rank O. sagat higher than CE sagat is because of the better normals (especialy his jumping attacks) and his two in one standing short into fireball for push out.
his air normals help beat Vega(claw) and Bison(dic) air attacks better than CE sagat can.
O. sagat can do just as much damage from a jump in combo.
i would say the only match up that CE sagat does better is vs. dhalsim since his tiger knee will either beat or trade with drills and win on the trade exchange.
O. sagat has a better zoning/keep out game than CE.
the unblockable reversal doesn’t come up very much anyways cuz who just blocks against a knocked down sagat…really. most characters have a move with more
invincible frames than the tiger uppercut and will just beat it with that move or do a meaty.
O. sagat uppercut will beat CE sagat uppercut cuz O. sagat has one more invincible frame and that will help beat against jump ins easier cuz he will be low for one more frame.
i don’t know about you…but in AE when i try to do a fierce tiger uppercut or a low roundhouse tiger fireball…i won’t always get it…but with O. sagat i will…you can play
more consistently with O than CE sagat.
once again just my thoughts.

The only one which isn’t unblockable is ST Ken’s HP DP. WW Blanka’s Ball and jump straight HP are 100% unblockable iirc. CE Sagat’s tiger uppecut and Knee are both 50/50 when waking up. I am not sure about SSF2 Ryu’s Hurricane kick glitch, but i think thats 50/50 too.

Looking at the frames list that I have from HSF2:AE, it says that ST. Sagat’s Low Tiger was always 13-37, while the CE/O. Sagat Low Tiger is 11-37 so I don’t believe it changed going into the CapKor version. Those extra 2 frames add alot though, also I don’t think this will make ST. Sagat better then HF. Sagat, since ST. Sagat is quite weak, not to mention his Tiger Uppercut spreads damage and is not the powerful one-hit of doom.

HF. Sagat’s Low Tiger is only 11-41, which is basically equivelant to ST. Ryu’s Hadouken which is 12-40 give or take since one has a frame better recovery, while the other a frame faster speed, which isn’t too huge of a factor, other then this, he’s still for the most part like his CE counterpart besides the damage as well. He’s still better then ST. Sagat.

ok…i was half right and half wrong.
in ST(arcade, DC tested): sagat had faster recover from his low tigers if he did a jab or short prior to doing a low tiger.

in OG AE(ps2, xbox, arcade tested): sagat had faster recovery from his low tigers depending if he did a jab tiger before…but that only shorten the recovery time by 2 frames or so. so in AE: sagat short low tiger is still like 13-40 or something.

in capKore AE (ps2) he starts the match with the 13-37 for his low short tigers. but if you do a high fierce tiger he will be back to his 13-40something low tigers.

so between the two AE there is a difference between the St. Sagats which got me confused. sorry about that TrueSephiroth

Believe me, those frames you listed on your post are the exact same from T. Akiba’s site of the original HSF2:AE of ST. Sagat, so unless they modified ST. Sagat in some form where he can combo into it from that range, then the frame rate is still exactly the same.

Sorry for being out of the loop but what is capKore edition of SF2AE?

Thank You,
PSX

You don’t need to say sorry, it’s nothing but just confusion between all of us, where all just trying to find out what’s right and setting it out, that’s all.

So it’s cool that your doing all of this, so no worries man.

AE imo is still a fun game, too bad most people complain about CE/HF characters and cry too much about CE. Bison. HSF2:AE is it’s own game, it isn’t a HF, or a ST or whatever, but yeah, I at least enjoy this game.

Anyone here mind breaking down the match between CE Bison and CE Ryu/ST Ryu. How does Bison win this? I was curious if anyone had insight that I might not know about that I could add to my list of resources.

Thank You,
PSX

AE Wiki

Well, aside from removing the spam (that I think it’s gonna keep coming back, someone ban whomever is spamming the wiki please) I found myself with some time on my hands and decided to expand the wiki, I pulled most info from the ST wiki because most of it applies to this game. If you guys have suggestions or anything, feel free to say it and/or change the wiki to reflect it. I have the guide of the game which is actually good, if I get enough time I’ll scan combo pics of it and upload them to the wiki.

ww jump for ce chars???

why dont ce characters jump like they did in the arcade on AE? they had the same longer and higher jump as WW chars. no matter. but CE KEN RYU GAT are particularly devastating because of this.

Characters in here are just simply different from their arcade counterparts. A ve examples that I will explain right here…Look at CE. Bison in AE for example, he doesn’t have the 6 hit Psycho-Crusher on block but only 4-hits however it deals out as much block damage as his 6 hit version.

Most significant of all CE. Bison in AE can’t even finish off his re-dizzy combos…because he does more significant damage then his arcade version…which is just mind boggling. His Scissor kick, c.mp, s.mk takes off more than half life damage…which is significantly more then his arcade version who could only achieve almost near half life. That’s why most of the time, opponents will die before you can re-dizzy again in AE, while at the arcades you could do a second set re-dizzy combo.

Other changes is that the CE versions can dizzy much easier then their arcade counterparts. Guiles jump fp, c.mp, Flashkick dizzies 100% in AE, but in the arcades, that’s not the case.

Well, one MAJOR change to CE Sagat from the original to AE that I noticed was his Tiger Uppercut gets knockdown now (comparison to US 920513).

Why it appears nobody’s mentioned that inconsistency is beyond me. Did that change in 920803?

All CE characters in AE are based on the 3rd (last) revision of CE as far as I know. CE Sagat even retains his unblockables in the arcade version of AE. Besides I thought all Sagats uppercuts (ce, hf, ssf2, st) always knocked down as long as it hit cleany enough but wouldn’t knock down a standing opponent if it was justa glancing blow in any version.

Biggest change comes from Bison though, not only with his crusher and scissor kicks, but other things too. Like in CE you can combo a meaty c.MK, MP xx Scissor Kick, but it doesn’t combo in AE. I wouldn’t be susprised if there was more changes like this across all characters.

That was a “balancing” attempt. Changing it to 4 hits but keeping the same damage stopped bison from dragging his opponent into the corner so easily. Probably would have been pretty good, but the new cross up properties just negates this totally.

I heard this was due to different versions of characters having different length life bars. Like HF characters appear to not get so heavily damaged like CE characters do. I’ve yet to see any proof on this type of assumption though. Maybe some testing is in order.

I’m pretty sure this always dizzied in CE, unless you was doing it someone who was already dizzy.

That may be, but I -did- load up sf2ceuc in FBA-XXX, and it still doesn’t knock down. Try this: dizzy an opponent, and hit with St. Jab XX Fierce Tiger Uppercut.

In AE, you’ll get the knockdown every time, but in CE, you’ll leave 'em standing every time.

Now, I never held any real illusions that they’d get everything perfect in AE, but it’s something that gets noticed…

I have not seen any indication of this at all from my testing and playing. CE. Bison regardless of whomever it is, does way more damage then he normally would do at the CE arcades. Wether it be HF. Ryu, CE. Ryu, ST. Ryu, Super Ryu, it doesn’t matter, his damage stays consistent, and more powerful then his arcade counterpart.

Just try it yourself, at the arcades, you can dizzy, then re-dizzy combo, and then end with a throw. However in AE, you can only dizzy and then by the second combo, it’s OCV.

In CE the arcade, it does not dizzy 100%, unless you’ve landed a few hits before hand. Even watch the Korea CE matchups that are being posted in the FG discussion, you’ll see Guile from time to time land jump in fp, c.mp, Flashkick and it doesn’t dizzy.

I’ve just recently played CE at the arcades, and my brother plays a well polished Guile, even when he lands the combo set, I don’t get dizzied. However in AE, everysingle time it lands, that’s a guaranteed daze.

Like I’ve said, AE isn’t a real arcade port, and shouldn’t be looked at in such a way, but instead as a totally different game.

Agreed! + rep :clap: That is one of the most intellgent things I have seen said in a while… People complain about it not being like this or that… It is its own game, and fun in its own way.

I’ve been saying that since the game came out.

I was bored so I test this at home :
In CE with (US 920803) (US 920513) (US 920313) (world 920313) :
-jab Tiger uppercut gets knockdown
-strong Tiger uppercut doesn’t knock down
-fierce Tiger uppercut doesn’t knock down

with (JAP 920513):
All three Tiger uppercuts knock down

Maybe for CE characters in AE they use Japanese release of the game?