I didn’t realise streetfighterdojo.com was your baby. Well done, it’s my number 2 “go-to” site (after SRK) for anything i need to research on matchups for my main in ST/HDR.
Way to contribute to the community:tup:
Do you have any plans to expand the roster of characters for the super turbo section to cover the entire cast??. If it was as extensive as the SFIV section it would be an invaluable resource for ST/HDR players. I’m sure you could get plenty of links, clips, and matchup specific stuff from the top level guys in the character specific threads on SRK.
It started as a spreadsheet with links to ST Dictator matchups to help me practice on GGPO for the release of Remix.
Kuroppi also made great contributions to the site, including art design, layout, translation, and all manner of feedback.
Yes.
In fact, I have all the vids for the rest of the characters already gathered and sorted on the spreadsheet I use to populate the site.
I even have most the art formatted for each character page.
Unfortunately, I haven’t had time to get the html written for the actual pages.
Hopefully, after the SD Comic-Con, SF4 page updates, and a long list of other stuff, I’ll be able to get those pages up.
I could put them up like the other ST pages, or I could format them like the SF4 pages.
Either one will take a lot of time.
Also, I need head back to the books to develop my html abilities (possibly with Joomla) because all pages are created/updated by hand in Notepad, and with all the matchup permutations that has left me with 100’s of pages that require too much time to edit to any degree.
The most important thing in listing “top players” and “% mastery” is that players recognize the top names for each character.
The % mastery is noted in the link as a subjective scoring, but I like it in that it lends a sense of what I feel is important weight/identity to the players listed.
Bottom line, if you are not familiar with the Japan ST tourney scene, the numbers are there to provide you a proper, general frame of reference for you.
If you ARE already familar with the Japan ST tourney scene, then you can skip to the vids and use your own frame of reference for judging quality of matchups.
I do not list the numbers to give someone ammo for a pissing content.
They are there to help provide general structure to a person looking to use the content to train themselves.
Firstly,I know this is related to VST but it applies to HDR too.
So,I was spectating a really brutal Dictator last night on ggpo(tag was Lord Asses,someone speculated it was Giga-MSX and judging from the devestating playstyle in all likelyhood it was)
Anyway,along with a few other tricks I noticed he was doing cr jabx 2,st jab xx Super.I’ve never seen that done before and was wondering if anyone had any insight into how to do it?
I can do the cr strong xx super but can’t get st jab to cancel to super.
I remember reading a while ago about renda cancelling,where(In this case) a cancel from a light attack can only be used in a combo when there has been a transition from crounch to stand.I don’t know if that has any impact on the execution here or not.
See from post #623, a few pages back on this very thread. There are some good pointers on cancelling into super from jab/short. I eventually learned to do it after practice, but TBH i just think in 99% of cases it’s not practical to use, and unless you’re SUPER sharp, like giga for example, it’s very tough to pull it off in the heat of battle. I’ve only seen it done a handful of times on XBL. Outside of training mode, 9 times out of 10 i fuck it up and waste the opportunity to punish someone, where sticking with a bread and butter combo or a TOD would probably have won me the round.
EDIT: BTW you’re correct, you can only cancel off of the first move of it’s type in a chain, which is why your opponent stood up after the 2x cr.Jab, then did a st. Jab and cancelled it into super (the tricky bit).You have to stand to do a “new” attack (the st.Jab), which is the first of it’s type in the chain, so you can cancel from it. If you stay crouching it won’t work, you’ll either get the super but not quickly enough for it to combo, or you’ll just get a regular special move instead.
If you get it to work, don’t forget to tag on 2x jumping strong juggles after the super connects. I love killing people with that trick
Thanks for directing me towards that post Mack,much appreciated help from a fellow Irish Dictator!I’ll give it a shot later on.
I’ll not forget about tagging the 2 x jumping strong,I’ve been doing that ever since we had an ST machine in a dodgy snooker hall in Kildare near the school many years ago!
I used the input recorder on ggpo to record most of his games last night,[media=youtube]UkimWPuYUNU"[/media] the one in question for anyone interested,it’s pretty low quality(hyperCam from FBA playack) but I can upload the rest in higher quality if there’s interest.
BTW that’s not me playing Guile ,thats some other guy who was playing Giga at the time.I don’t know if you’ve used GGPO but you can just watch others play if you want and even better use the input recorder to play back the matches via the emulator later.
Well hit me up anyways, i’m having trouble finding good competition from Ireland on XBL. I know GGPO, i have an account, but to be honest i need to get my head around forwarding ports and all that tecchy stuff on my PC before i can use it without lag, and there’s just so many good rooms in HDR at the moment that i can’t be bothered. Any time i have enough spare time to fiddle about with my PC i just turn on the 360 and play remix instead.
Anyways, we digress…Don’t want to get flamed for hijacking the thread.:annoy:
I just want to point out that cr.Jab (x2), st.Jab XX Super is freaking easy. I didn’t try it before because it seemed like such a complicated string of inputs to get it to go off. I’m sure that what I’m about to tell you is nothing new, but this is how I started getting it in practice mode.
Logic would dictate that I should get a Psycho Crusher when I do the last standing jab, but I don’t, I get a jab every time. I can pull this off 90% of the time now when trying it this way. I know with Bison he’s already got killer combos, and this is more flash than anything else, but I really wanted to learn it so I could pull it off with Boxer. The same rules apply with him except you can use punch or kick at the end.
If you HOLD DOWN the last jab input you should NEVER get a psycho crusher. The jab psycho crusher only comes out after the last standing jab if you RELEASE the button due to negative edge. HOLD THE BUTTON DOWN and avoid negative edge before you 2-in-1 the SUPER from the last standing jab.
I had a long post about this earlier in this thread…let me see if I can dig it up.
BTW, all of that super-cancelling stuff is mentioned in my HDR Cross-up, Link, and Combo FAQ. It’s also mentioned in the Vanilla ST version of that FAQ, too. Check it out on GameFAQs.com. I wrote it for y’all, too…not just me.
Dont know if you all know but Gian has a channel on youtube posting weekly ranbats for ST,
search–“JaianRecital”. Alot of recent vids of Taira owning pretty hard!!
This vid from Evo of sirlin’s fei vs a Bison pretty much sums up what happens in most of my matchups vs this character - especially round two.
It seems feis moves are just incredibly safe, especially short CW.
I play a poke-and-punish game, with lots of arial shenanigans for variety but fei can pretty much repeat CW and short flame kick to stop anything…there have got to be some things im not thinking of.
I’ve tried the new St. Jab sometimes trades with CW but it trades poorly, and leaves Fei in range for another one right away. J. Mp gets stuffed.
What about blocking and then doing a reversal Psycho Crusher or Scissor Kick? What’s the result of that? If you don’t have a reliable counter, then the best defense is not to be there…to escape. At least that way you can make him start thinking about using the Flame Kick after a blocked Chicken Wing to escape block damage…and then you can block the Flame Kick and, since it’s not safe anymore, punish him for guessing wrong. Of course, if he just blocks, you are still opening yourself up to being punished afterward…unless…it’s the tip of your :lk: Scissor Kick that’s doing the block damage.
Just trying to reason out the situation because the main factor seems to be that Dictator can’t really take advantage of the 5 frames of recovery that Sirlin added to the Chicken Wing. Somebody else chime in please.