Making a website for the American ST community

I saw the f101 website has video tutorial for a lot of characters.

The ST wiki also has a lot of cool strategies for each char but they are all WRITTEN instructions.

If we can make videos of those strategies in action it’ll be much easier to digest and learn.
BnB combo. Anti Air strategy. All tick throw demos, etc etc. (including hand movements will be even cooler!)

Also, a great part of the learning the matchup is to know what normal to use, when the other character use a particular normal / special in a particular distance.

If we can break these down to a flowchart (lol) it’ll be cool.

Just a thought.

These are great ideas. A similar idea would be to have two people with different characters talk about a particular matchup, then play several matches.

This has been going on in the RTS community for years. You download a replay of Warcraft III, download an .mp3 file that has match analysis, you start the .mp3 and the commentator says “pause at the 15 second mark of the replay”, so you start WCIII and load the replay, put the replay on 15 seconds, then unpause in sync with the audio file. Starcraft even had a tool called RWA (replay with audio) where you could download a modified replay file that had an .ogg audio file embedded into it. The project was great, I was even called on to do a few commentaries for it back when I was way into Brood War. The problem was that every time SC:BW got patched though the old replays became obsolete. The way that everyone does it now is either with a separate .mp3 with the replay in a .zip file. Or they do a live commentary of a match and then record the video and post it to YouTube.

The only thing is that fighting games move very quickly for analysis to be done on the fly. At VFDC we used to have people who would take a video of a match, then pause during the match, overlay paragraphs of text, then resume the match. So you’d see someone land an attack, the match would stop, and text would appear saying “Jacky just landed an elbow, that puts him +9 frames, his best options are throw or launcher, the last time he went for a throw, so this time he mixes it up with a launcher,” then the video resumes and you see Jacky go for the launcher.

Yeah I actually had WCReplays in mind when I posted that :rofl:

Just wanted to say that the website should be going live in a few days. I have very little content on the site but have a lot of videos of us playing. Any contributions that people might have like character strategies, bios of yourself, or videos please feel free to pm them to me so that I may input them into the site.

site looks good dude

Damn, this looks impressive.

Tetsuosan, I was looking over the Balrog FAQ that you have on your sight and I was wondering if you will put more Balrog stuff, because as a Balrog player I didnt find the FAQ very helpful in the matchup section.

I wrote that FAQ, it definitely still needs a lot of work, could you be more specific about which matchup you are having problems with and why?

edit: Site is looking GREAT btw, please let me know if you ever need any help…

Oh man this is nice !° Your work is much appreciated good sir ! Got dam us ST heads are some passionate ass mutha flowers man. We love our fukin game to death ! ST fo life, cant stop wont stop.

Oh wow thats really considerate of you. Well, im struggling with the Zangief, Guile and Chun Li matchup especially. Chun Lis jumping short is too good. What beats Zangiefs kick and punch lariats also zangiefs cr normals. And how can I get in on Guile. Its not that it wasnt helpful its just that since Ive only played the game a year and a half, I need more of a strategy at what ranges that I should be in and where I shouldnt be. I shouldve just looked at the shoryuken.com wiki page.

I’ll post as much as I can tommorow, just got home and sleepy. :slight_smile:

Btw there is an error I believe in the matchup section, I believe chun’s fireballs do more stun than your Standing fierce, so if you keep trading you win on dmg but risk getting dizzied…can anyone confirm?

I’ll post as much as I can tommorow, just got home and sleepy. :slight_smile:

Btw there is an error I believe in the matchup section, I believe chun’s fireballs do more stun than your Standing fierce, so if you keep trading you win on dmg but risk getting dizzied…can anyone confirm?

Hey guys I just wanted to say GREAT JOB so far and I am excited to see the site filled out more. Keep fighting the good fight and GO ST!

Thanks for the feedback guys. I’m going to do some write ups soon about CPS2 hardware and try to do a character strat for deejay and thawk. I’m going to try to do some interviews at the SBO qualifier since I’ll be in tenessee playing you guys. Like I said before feel free to pm me with tournament dates, character strats, bios of yourselves, and videos so that we may continue keeping the site moving. Any feedback good or bad please feel free to tell me so that we may have a better site for the community!!

Hi, sorry this is late but I don’t have a PC at home, and it’s a pain in the butt to type long paragraphs on my phone at home. Off the top of my head here are some tips:

Zangief: There was a VERY VERY GOOD Gief player named XTG up here (now in TX), and I have played Boxer v. Gief probably more than any other match in Super Turbo. The matchup is so INTERESTING imo, I still to this day don’t have a strong opinion on who wins this matchup, I think it’s probably 5-5 because I just feel that it is completely up to who is the better player…but then when I lose HARD 10 in a row it is of course easy to think, this matchup is horrible. :wink:

Anyways, I low rush ALL DAY (nothing but jab low rush of course), from a good mid-spacing. Kick rush can beat lariat reliably, but sometimes you will just get smacked out of it, too. You can go backwards and whiff short kick rush, and if you see him start a lariat, do kickrush super to cleanly beat lariat, but straight punch super loses to lariat every time.

If you don’t have a charge, never try to instead trip lariats. On blocked greenhands you can throw, but I prefer cr. MP>Low Rush to punish. The situation you most want to avoid is a knockdown because Gief can safejump and then do SPD/FAB BS on you, and there is nearly nothing you can do. If you wakeup and reversal headbutt, he will block and you will be punished HARD, if you get knocked down in the corner you’re pretty much dead (as you should be). If you get knocked down midscreen and Gief safe jumps or is right next to you, I often just hold up/back and pray, even if you get hit once or twice but remain alive, you might live to fight another day, and it’s better than being SPD’d or FAB’d.

Guile: I think of this match as three seperate matches per round: 1) The first 0.5 seconds of the round, 2) After part 1 is finished, the part where Guile retreats and you now have to get in, and 3) You getting in (if Guile doesn’t kill you during step 2).

In the first 0.5 seconds of the round, if Guile starts with an immediate sonic boom, your st. Fierce will beat him cleanly, and even if you’re a little late, you will trade and both be knocked back a bit (but you win on damage, so even that ‘tie’ leaves you ahead). However, if he starts off with a flash kick immediately, it will beat low rush or the st. Fierce Punch. So I either start with st. Fierce, kick rush >throw/headbutt, or do nothing and try to jump over a boom or basically “react” to what he does.

For step 2), this is obviously the hardest part, because you are playing Gilly’s game. I try to not get cute with J. Neutral Fierce over booms (Jump straight up, and press forward+FP over a sonic boom to advance a little bit instead of jumping towards over it). The time I will J. Neutral Fierce is when I think Gilly will boom, then jump forward and try to air-to-air me, because J. Neutral Fierce is way better air to air than jump forward fierce. Try to neutral jump over booms a lot so that Guile doesn’t “train” you to jump forward into a bad situation, you want to be jumping forward safely, which means you are a bit off of the ground by the time Guile is booming. You need to play this matchup against a really good Guile for a long time to get the feel of when it is safe to jump forward. You can also jab headbutt through booms too. If you get meter and are fullscreen, if Guile throws a slow boom you can of coarse do short kickrush>super to punish, but that is very rare for them to make that mistake.

Step 3) Killing Guile when he’s in the corner (much harder to do in HDR due to improved Flashkick): This is not that different from every other character. He is going to crouch in d/b, and you have to jump in when he booms incorrectly and kill him with j. RH, cr. MK/MP>Low rush, or when he is scared to pull the trigger you short kick rush>throw, or kick rush>headbutt to beat when you think he will counter throw.

Chun Li: This matchup starts very similar to Guile in that your st. Fierce at the start of the round will beat any of her fireballs. What I find REALLY hard to deal with is if she spams lightning legs a hair’s breadth in front of you, because you cannot walk backwards due to proximity block (or whatever it’s called), and you can’t jump attack her, and she can stop anytime and instantly cr. mk or throw. I think J. MP is your best air-to-ground when she does this, because the hard buttons sure don’t work well. I would try to always avoid this range against her because of how good fireball, lightning leg, and cr. mk or walkup mini-SPD are. It is better to stay at midrange or even far range against Chun Li than be up in her face IMO.

From fullscreen it is great to bait her into a fireball war, because Chun Li players might not realize you can beat her fullscreen even if you don’t have a fireball. If she FB’s fullscreen you can beat or trade with her with mp straight rush,and you will win HEAVILY on damage, beware of dizzies though. Also from fullscreen you should short kick rush forward, and easily visually confirm if she fireballs and then you can super through it to punish.

I’m rushing to type this up before work, if you have more specific questions, shoot away!

Yeah, to add to what Airthrow posted. In the Gief matchup, it’s definitely 6-4 in Gief’s favor. I like doing low jab rush from the range where it’ll hit with just the tip of his glove; this way it’s much, much safer and you’re at less risk of getting tripped with Gief’s problematic low roundhouse. At that same magical range, Gief’s can’t really spam standing jabs either because the “hit with the tip” low jab rush should trade favorably. Also if he spams standing jab, st.Fierce or straight jab rush work well, but beware when he cancels the jabs into a lariat which will knock you down. It’s still not easy as you have to play very carefully, and react correctly if he jumps forward. Also if he lariats at close range I prefer using cr.MK as it’s much safer. If you try cr.roundhouse from too close, you’ll whiff and actually get knocked down, or even worse he can footsie your cr.roundhouse and SPD you. So if he lariats from close range, try a completely safe cr.MK, and if it whiffs, jump backwards quickly to a safer distance. Jump backwards LK is an excellent safe move to get some breathing space, and it often happens to tag Gief when he’s jumping forward.

Against Guile, cr.MK is a great move stuffer at close range. As Airthrow points out, you can’t just blindly jump forwards (or even neutral jump) because Guile can easily counter that with backfist, cr.fierce, or a jumping roundhouse for example. The key is knowing when it’s safe to jump forward – and when you do jump forward, it’s well timed. I like j.MK over j.fierce because it tends to stuff Guile’s cr.fierce anti-air a lot better. A good Boxer to watch is Shiki (he uses yellow Boxer) – he often waits patiently at fullscreen, until the Guile gets antsy and moves forward, and that’s when he times a towards jump perfectly.

Chun is really annoying, and for me it really depends on the style they play. Good Chun’s will zone very well with fb’s, and stop your rushes with cr.MK, cr.HK, lightning legs, and the odd jump neutral attack landing on your rush. Build meter if she’s zoning you. Take advantage of Rog’s overpowered normals and trade as often as you can to come out on top damage-wise. Safe jump on her wakeup into hit confirmable cr.jab->st.jab->straight rush. Avoid situations like Airthrow described where you’re getting caged in at close range without charge (i.e. can’t beat lightning legs without charge; if you jump in you risk getting upkicked if she has a down charge, so pay attention to when she fireballs and loses that down charge).

Chun is also annoying with her gay jumping normals which are really hard to anti-air using kick rush as the timing is very luck dependent. Often the kick rush will just whiff and you end up getting hit or thrown, so it’s risky. If she jumps at you from a bad distance you can of course try cr.Fierce or headbutt. She’ll often do a neckbreaker crossup on your wakeup which can be annoying, and there’s really nothing you can do about it but block it.

^This is all excellent stuff, I’m gonna try to jump in with cr. mk against Gilly and see if that works better, cus his cr. Fierce is beating my jump ins waaay too much…

Two things.

I think that you guys should really have a forum on your site, it really allows for a lot more communication.

If you use blip.tv for your embedded videos you could make revenue off of them when people watch them. This could easily cut the cost of the website and help it run itself.

double post glitch