But if I do it slowly, then I can do the super 90% of the time.
I’m guessing that since the shoryuken motion is a subset of the super above, so sometime the game register it as DP instead? (maybe shoryuken is shorter or it has a higher priority? I’m not familiar with game’s internal so maybe it is designed as it is.)
But in some case I’m really close to the opponent and I want to do this as fast as I can.
Is there some trick that I do not know?
BTW I’m new to this forum and I have been reading NKI’s fascinating japan log. It seems like a lot of the links to this forum from his log are broken, and I noticed that this subforum has very few threads.
Has there been some database corruption before and all the old post are lost? I’m guessing that all my trivial questions are answered before
There is no magic trick. You need to perform the QCF (quarter circle forward) motions back to back and press any strength punch during the last joystick input (which is forward). As long as you do the motion properly, and do it fast enough, you should get a SUPER attack every time. Practice, practice, and then practice some more. And make sure you practice from the 1P and 2P side an equal number of times.
And as far as move priority goes, Ryu’s SUPER takes priority over dragon punches, so if you do QCFx2+P properly, a dragon punch has absolutely zero chance of coming out. The game engine overrides the dragon punch input with the SUPER input. This link actually lists the priority of special moves for every character in Super Turbo.
Lastly, welcome to the forum, in the future try to use the search function or look through the currently existing threads to find your answer. There is already a perfectly good place to ask your question, the Ryu thread located in this very section, meaning your thread was unnecessary.
If you have a stick, “piano key” inputting helps.
Basically input your two qcf’s and then drum your fingers over all three punches very quickly (or if you play piano, perform a “legato” on them). Each button press and button RELEASE is counted as 1 input, so doing this effectively gets you SIX punch inputs and SIX chances to get the super instead of just one or two. ( again, each button press= one press and one release, giving you two inputs. two inputs times 3 punch buttons= six inputs total.)
Also linking into super helps a lot. Try knocking the oponent down, slamming them with forward hp, then supering.
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And vf5, thank you soo much for being nice to this guy. I would have gotten the Noah-like world flooding torrents of red neg rep if I would have done this a while back.
You may not get what I am saying unless you have experienced this yourself, but
when you perform the double motion you tend to think of it as 2 fire balls, hence in your mind (and in execution) you tend to pause.
To get over that I sometimes use this alternative method of input as buffer during a cancelable attack.
:d: :df: :r: :uf: :u: :ub: :l: :db: :d: :df: :r:
I find this easier to do in combos as its one quick continuous motion in one direction.
Give it a try!
By far the most common execution error that produces this undesired result in ST is that you’re ending on the second down-forward diagonal. Be certain that you roll all the way to forward and I think you’ll find it comes out much more consistently for you.
As a trick to do fast as possible the super adoken the trick is the same for all special and super: you can do the stick input also when an attack is not possible, the important point is that when u finish the input with the last fraction of the stick + botton you are in an attack possible situation i explain better with an example, let’s take ryu: you jump in and while still in the air you do the input of the super adoken with the stick until d/f with the right timing that without stopping u land exactly when u finish the input pressing f + p and the fireball come out. If u stop during the input that does not work. It requires practise.
I have the same issue every day. I think I am also hitting the button at the down and forward, but moving the stick all the way to forward right after. Buffering via a jump in or (inHDR) you can buffer the fake hado into super much easier imo.