anyone know how to do a double sonic boom with guile cause i play against the cpu and he some times throws 2 sonic booms right after another is the a glitch that cpu can only do or not
there’s a limit of 1 projectile on the screen at any given time.
so first of all you can only throw another sonic boom once the first one has disaspeared.
for the fastest sonic boom throwing you need a special technique called charge buffering. this is where you charge for your next sonic boom before the first one even comes out.
the input goes:
charge back, forward, back+punch. now you’re charging back before the sonic boom even comes out. that split second adds to your charging time, allowing you to throw sonic booms sooner.
hf sagat
i was wondering how is CE sagat better than hf sagat hf sagat moves are more easyier to perform than CE not to mention that CE 's fireballs start off slow than fast while hf is one speed all the way
They’re all the same speed the whole time. Besides, the Tiger Uppercut has insane damage, PLUS knockdown (that it DIDN’T have in the real CE; you had to go for a Tiger Knee for knockdown). Add to that being able to Knee on reaction to a fireball, AVOID it completely, AND damage if in range, and you’ve got yourself one powerful character.
Now, with the ‘WW Bosses’, I hate to break it to ya, but I DID hack codes to change player-type at will… there are NO WW bossses to be found.
However, here’s what I’ve observed, given the WW set:
Boxer:
- All attacks sound like Fierce Punch
- Dash Upper hits crouchers
- Turn Around Punch lags, but consistent damage, no forward movement
Claw:
- Fence Climb only works in his stage (try to watch the CPU do it in any other in WW)
- All attacks sound Light coming out, Hard hitting, and stay out like Shorts in the air.
Sagat:
- No Tiger Knee
- Tiger Shot recovery nonexistant
- Ground Tiger Shot must be blocked low
Dictator:
- Psycho Crusher nearly useless; high lag on start-up.
- Head Stomp follows up differently based on how/where it hits:
– If ‘in front’, as CE and later has it, but automatic
– If ‘behind’, a ‘moonsault’ and standing Roundhouse comes out (the hell? But it’s true…)
– Head Stomp also does no tick damage - Knee Press (AKA Scissor Kick) does no tick damage, short charge time, and dizzies in 3-4 hits.
Have I missed anything? Hope not…
Edit: Also, for those that have the XBox version and are upset over the apparent ‘lack’ of extra Super/ST versions, try pressing Select at the Player Type selection…
Does anyone actually notice any difference when they do this? I played as both Super Ken, and “Old ST” Ken and I really don’t see how they are different other then the ST logo replacing the SSF2 logo at the bottom of the screen.
Theres many differences. when holding start button (select on xbox) when selecting characters. For example holding start when selecting super turbo gives you the storable moves for chun, honda and vega, but also takes away reversal super for some characters like ken and dhalsim (their super’s didn’t reversal in ST)
Good Stuff Dogberry. I realise you made that tier list a while back, but i think now it needs seriously updating. I do disagree alot with T.Hawk however. Many of his pokes are vastly superior, especially his crouching MK.
Things like ST Ryu as top tier while characters like ST Balrog and ST Dhalsim just doesn’t seem to fit in my eyes.
So here’s my preliminary tier list, expect it to change alot soon.
Tier 1:
CE Bison, CE Guile, CE Ryu, CE Sagat,
Tier 2:
WW/HF Guile, HF Ryu, CE/HF Ken, HF Sagat, ST Dhalsim, ST Balrog
Tier 3:
WW Dhalsim, HF Blanka, ST Chun-li, ST Ryu, ST Vega, ST Bison
Tier 4:
CE Vega, CE/SSF2 Dhalsim, HF Chun-li, SSF2 Ryu, SSF2 Ken, ST Ken, ST Honda, ST Deejay, ST Sagat
Tier 5:
HF Honda, HF Zangief, HF/SSF2 Balrog, SSF2 Bison, SSF2 Sagat, SSF2 Chun-li, SSF2Vega, SSF2 Deejay
Tier 6:
ST Blanka, HF Dhalsim, HF Vega, SSF2 Honda, ST Feilong, ST Guile
Tier 7:
WW/CE Chun-li, WW/CE Blanka, CE Balrog, WW/CE Honda, HF Bison, SSF2 Feilong, SSF2 T.Hawk, SSF2 Guile, ST Zangief
Tier 8:
WW Ryu, WW Ken, WW/CE/SSF2 Zangief, ST T.Hawk, SSF2 Blanka, SSF2/ST Cammy
Any input is appreciated, but things like “that list sucks” will be ignored. If you think some characters should be in different tiers then please give reasons.
Thanks
r3ko
I think you should consider ST O. chars too when breaking down a tier list as some of them are considerably better than their ssf2 counterparts. For example ST O. Chun has bufferable cr.forward and s. strong (also cr. strong) which add a lot to her game (ST N. Chun can cancel cr. short too) and make her better than her ssf2 version.
O. ST can also cancel after the first hit of close b/f+forward (i think it’s called kouhou kaiten kyaku, df+mk for the ST version, the back flip) while ssf2 Chun can’t, 2nd hit of both versions knocks down btw (for what it’s worth…).
This should be true for pretty much every character, for example I know for a fact ST O. Sagat can cancel normals ssf2 Sagat can’t.
Only possibile downside of O. chars would be their throws being techable, but they aren’t in AE so…
Last thing, imo WW Chun is way better than CE, her normals are too beastly, especially her head stomp, and she can dizzy you in no time.
I did consider them, in my tier list i am assuming your picking the best version of that character when it comes to o.st and ssf2.
I also must have met the most ignorant idiot on the net tonight. He confused himself far more than he confused me. He tried to convince me hf ryu is better than ce ryu, and that they beat guile 10-2 (not a typo, lol) Ok sure buddy, i said i wouldn’t reveal your name, so i won’t, but the only thing you did prove to me is that your complete retard.
Please, if your gonna contact me about this tier list, don’t come and act like your some sort of sf2 god calling me a jackass, and saying how your buddies with tomo, watson and schaefar and that air hurricanes tactics are like best thing since sliced bread.
fair enough, may want to add a note somewhere for dumb people like me though:sad:
Yeh i should of mentioned it my bad.
CE Uppercut didn’t have knockdown in either the US version or it had in the Japanese version but lost it (for no reason) in both US and World. The Japanese version is considered the best version, though.
sagat uppercut
this applyies to all edition of sagat’s there is on this game is it best to only use jab tiger uppercut when fighting opponents with sagat or any punch button
Agree with most of your ranks, R3ko. I also agree that WW Sim is vastly underrated, his normals just have so much priority and it seems even easier to slide into throw w/ him than any other version.
Only disagree with Honda - I also think ST Honda over HF Honda. The lack of one hit knock down on his Sumo splash takes away a lot of the moves usefullness. Most times characters like Shotos will take the first hit and then punish Honda badly (like C.forward, Hadoken). The only advantage I see in HF sumo splash is that using it as a wake-up or as a late anti-air will a lot of times get you both hits for a dizzy. HF headbutt is much quicker than ST version, though.
ST Honda sumo splash knocks down and I find it easier to do cross-up mix-ups with it. Plus the Ochio throw (which can be stored) makes Honda very scary after he knocks you down (which goes well with the knock down SS). And even though his Super is pretty crappy (hits that whiff? He can be hit out of his super between hits? WTF?) the fact you can store it helps and it can go through projectiles. ST Honda just has more options, better Sumo Splash, and the Ochio throw.
One a side note CE Honda is scary against anyone w/out a projectile. Bear hug followed by HHS (with follow-up bear-hug mix-ups) does HUGE damage.
The main advantages of HF Honda over ST Honda are his normals: they are way better in HF (standing kicks and low fierce, most notably).
standing kicks I’ll give you, but isn’t C.fierce in HF the same as S.fierce in ST? I don’t like C.fierce in ST, it two hits but is so slow and I’d rather have the knockdown (to set up Ochio tick-throw set ups). I find Honda’s best normal in either version is C.strong, beats a lot of other low moves (like Guile’s and chun’s C.forwards).
Nice breakdown mad possum, i agree ST Honda is better than HF, as you’ve probably noticed, i got him a tier above, HF Honda.
HF C.fierce is the same animation as ST S.fierce, but they’re hardly the same move; the latter is quicker and doesn’t knock down. HF S.Fierce is also a lot better because you don’t have to be up close to get it (the chop only comes out in the ST version when you’re close.) And the two-hit C.Fierce is in ST, and that move is trash :-/ IMO of course
No, not just your opinion, the move IS trash, LOL. And the S.Fierce is def. in favor of HF as you said, nothing worse than missing your AA because you pressed fierce a pixel too soon and Honda crouches and gets kicked in the head instead. I still like the different options ST Honda gives you and the automatic knock down on the Sum Splash and Headbutt (just hate pulling a well timed special move in HF only to hit and bounce back right into a counter attack). I’d almost rather use Super Honda over HF just for that reason (but the power of HF Honda still tips it in his favor over Super). But then you get the dizzy off a deep two-hit headbutt or Sumo Splash (most of time). I’d say ST and Hyper Honda are very close, but I still lean a bit towards ST.
Yeah, I know what you mean. I agree ST Honda has more options, but I still prefer HF just for personal reasons.