Hyper SFll AE thread

Just found this on my comp , seems strange to me.
Turbo Ken vs ST ryu. Allthough these players are NOT the best , there is something about that T.Ken loop that worries me. It seems unbreakable. No , im not retarded , im sure ST ryu can get out , but lets say another non-ST character , like CE bison , can he break out? I cant see how.

Characters with reversals , ok , lets take T.Ken as an example , he has a nice quite horizontal dp , and he can just reversal through the fireball. But ST Ken ( N.ken ) would clear the fireball , then be vulnurable to a sweep , if the T.Ken player was patient.

Personally , i thought ST ryu could counter throw here , but according to my friend ( who played ST Ryu ) he couldnt. He was power-mashing throw , but NEVER got it ( he can press 12hz btw )

Am I missing something here? Is this really easy to get out of? For EVERY AE character? Or am i just retarded ( alltho I stated otherwise at the start of the post :confused: )

[media=youtube]dX54clMNpl4[/media]

Anyone who can’t counter throw that deserves to get thrown, lol.

But seriously, don’t mash throws. Time them.

Also I’m pretty sure it possible for Ryu just to dp maybe even hurricane kick through the fireball and hit ken since your doing that fireball way to close. ST Ryu has 3 throws I think, MP, HP and HK, should piano tap those buttons whenever going for a throw, triple those chances of getting the correct timing.

Ok , thats something . Yeah i thought a trade would be enough , and true , hurricane reversal prolly does the trick. Guile`s flashkick is easily a better choice tho.

Piano tapping throws , for some reason , that never occured to me :S

But you do agree theres 2 ways to get out? One at the fireball , and one where the throw\sweep is at? And still , i think MANY AE characters would have a hard if not impossible time to get out of this.

At that close of a range, Ryu can actually DP to counter that, there’s no way Ken can walk in freely like that and get all those throws in. By that time they try to walk in after a blocked Hadouken like that, you are able to reversal DP or throw Ken back himself. Reversal Hurricane Kick can also work as well, however I’d rather do a reversal dp or throw, because of invincibility for dp, however if you reversal throw, I’d make sure to throw him towards the corner which would be more in your benefit.

If Ken was actually able to do such a thing, he’d of been a Guile with the Hadouken but even better do to not charging for his projectiles. It’s just getting the timing down, HF. Ken cannot do what was shown in the video even consistently, because by that time of recovery, any character can reversal throw you already.

Gief can block then go right into SPD at that range, some characters can even go for a low poke instead. Using a Hadouken as a buffer to tick throw isn’t consistent because you can reversal from it, your better off throwing out a poke into a tick throw.

I know this is an old ass post, but can’t you play as the boss characters in Street Fighter Collection 2’s World Warrior port? By scrolling off of the character select screen. I’m pretty sure you could do it in training, and maybe versus mode.

Just wanna check this real quick , if any of you know. Do older characters have longer throw range than the ST characters , or is it exactly the same?

I might be a little late, but it’s true CE is the only SF2 that has significant differences between the Japanese version and the US version. Lots of moves and hit boxes are different, damage is also different the US version deals more damage on hit/blocked moves than the Japanese version.

which ryu has the fastest fb?

CE/HF/Super Ryu’s all have the fastest Hadouken’s out of any Ryu incarnation with 11-39 frames.

WW. Ryu I believe if I remember correctly was 14-39 or something like that I believe, while ST. Ryu has 12-40 frames…believe me when I say this, that every single extra frame makes a difference.

So yeah, if you want fastest Hadouken it’s CE/HF/Super Ryu.

Here’s some random info:

*CE characters in AE are based on their Japanese CE counterparts.(In Japanese CE, Bison’s Psycho Crusher would do only 4 hits on block, etc…)

*WW Ryu’s far s.Forward beats everything it touches…

what would be the best counter when a shoto does a hurricane kick over a crouching guile?

C.fp ftw. That’s a punisher for poor hurricane kick attacks, requires alittle bit of timing, but nothing mind boggling. That keeps shoto’s from ever wanting to spam it against Guile…not that you should anyhow, unless you guarantee the hurricane will land.

the best punisher is a flash kick not c.fp.

why? you’re usually crouching anyway meaning you have charge, secondly c.fp will sometimes lose to hurricane if it passes over your head, and third the damage/knockdown of the flash kick is much better than just “reseting” them with c.fp.

Not necessarily true, it depends if you have the Flash kick in the first place, and that’s why c.fp is a nice punisher, it takes some time, however, once learned, that thing stuffs out hurricane kick practically all the time.

You see top guys like Wats use c.fp almost all the time, rarely do you see Flash Kick to punish a hurricane. Also, even without knockdown, it sets Guile perfectly for his zoning/positioning game again.

Both are still ideal counters regardless.

My digging around says you can only train against them (what happens if you set the training dummy to human, however, I wouldn’t know).

thanks seph and epsilon.

i most of the time do have the charge when it happens and(at first) i would use the low flash kick, but i found that it shares alot. so then i tried the medium flash, and it would last a little more consistent, but still share at times. so cr. hp is the best option if not charged. alright, but what if you are? still go with cr. hp or flash kick attempt? Pretty much what im looking for is something that will NOT share AND knockdown, not share at least.

C.fp is a viable solution and can be far more versatile, what if you sonic boom, and the Shoto player anticipates too late and does a hurricane kick, there’s absolutely no way you can have a flash kick in hand to punish him, and a c.fp is the only viable option.

Most good Shoto players would rarely ever hurricane you when you have a flashkick ready. If Ryu for example, most likely, he’ll only do hurricane kicks to punish you on miss timed SB’s, which is why a c.fp is a must.

Even Shoto’s counter other Shoto’s with C.fp against a hurricane kick, this isn’t just a Guile tactic. If you get this down, you should almost never, ever trade shots with c.fp at all.

cool, thanks again seph.

I have the game, I’ll check it out.

Quick question: Let’s say ST Chun is in backed the corner and Gief (any version) continues to do repeated splashes over and over again, seemingly locking her almost completely in block stun. Is there a counter to this or is Chun screwed? (Also, if this is contingent on what version of Gief is being used, please elaborate)