Ok, Why the hell when I try to cancel mk / fp into Ryu’s super am I getting a Dragon punch instead of a super? This is only an issue in Hd remix not Original ST. On GGPO / Arcade I can do Jump FP crounching FP xx super 99% of the time. On remix I am getting the Dragon Punch instead of super 90% of the time… I am frustrated. Is this because the DP motion in remix was made easier and now the DP comes out ?
I will try that…
Well, the thing is… If you try cr mp to cr mk xx super… you have to do/buffer super motion really fast after you link the mp to mk in order to combo it, but I hardly ever try link to link cancel supers so its no big deal. Just gota get used to the new timing I guess.
Are supers designed to be canceled into, from normals that cancel to specials? Or is it more complicated than that?
Because for me… Eg…
c.mk, qcf+hp = easy
c.mk, dp = easy
qcfx2+p = Easy
c.mk, qcfx2+p = Hard
I figured out the cancel from a link before, but I haven’t nailed the timing yet. I’m supprised that I managed it like that before I actually did it from c.mk though. But yeah I have kind of the same issue here, so how lax do you have to do it? I’ve tried various speeds but I never seen to nail it, even though I always nail a link in general at least once.
I like the balance between easy controls and old stiffness, I can imagine it adds a new depth to relearning the game for old players. I never took the time to experiment with this game, but from what I did play I can see the difference. It would have been kind of lame to be slamming out c.mk super like 3S Chun, but on the same side it would have been lame to be messing up DP’s half of the time so good job on that.
Yeah I think supers have always been more or less difficult to combo into for ST. In a game like CvS2 or 3S, c.mk, qcfx2+p is ridiculously easy. But in ST I find it much more difficult. So the motion can be done a little slower and still be comboed into?
I have the exact same problem as you…It’s cost me quite a few games now too. Just need to do the motion slower. Which is kind of annoying in the heat of battle when you see the opening and you want to be as quick as possible to make sure you don’t miss it.
You are correct. You CAN NOT c.mk qcfx2 + p in ST. You have to buffer the super as you descibed. That only works in all other street fighters like 3rd strike/ Alpha’s/ CVS2 ect.
I will make some buffering super vids later tonight and post/link them on youtube for you guys later tonight. Yes I figured out the timing in remix now… You have to get the stick off the DF position and let it reach F after buffering. Interestingly enough Original ST is more forgiving in that respect. Guess its the trade off you get for having easier dragon punches in remix.
As far as I know, theres no real built in cancels for supers in ST. You can basically karacancel any move into super within 7 frames. This doesn’t matter if the move has any cancelable properties or if it even hits/gets blocked.
So if you hit with a move that hits within 4 frames, you’d have 3 frames to input QCFx2+P. Thats impossible (since you could do 3 inputs max in that time). So yeah you gotta do the motion early.
As an older player, I can say that this game is just like riding a bike, only that I upgraded to a newer yet familiar model. I pretty much started where I left off over a couple of years ago.
So is it worth even learning how to do this? How storng is it? c.mk -> red fireball knocks down already and can lead to mixups. Because I cannot link the super, I just use it with j.mp x2, or as a way to force my opponent to block and allowing some more mixups, or simply for the invincibility to dodge counter pokes, etc.
It’s always good to know, but I don’t think it’s essential to winning with Ryu. Hell, I don’t think you even need to DO the super. Just the threat of it is enough to alter your opponents game plan.
I wish you could turn off the extra input windows in remix. I have the same problem steve. I dont care what anyone says the og super turbo on cps2 is way easier to do s. fp xx Super.
ON remix i get it one in ten. I can get c. mk xx super about everytime on rmx tho. I have a capcom impress cab with ssf2x and Ive tested this over and over. This isnt a problem for ken in remix because his super is easier to combo.
Glad Iam not the only one. I wish one of the dipswitch options would be to use orginal input windows. (Ive never had a problem getting out my dragon that way.)
You can do the motion slower but its not the same I dont care what anyone says.
I also want to add that the ability to do this will definately get you wins.
ill take much more reliable dp over reliably comboing c.fierce into super. why? cuz most people will be dp’ing way more than doing c.fierce super showoff combos, that arent used much at all in real matches
its a new game, time to relearn. thats my take.
i have no problems comboing super. any messups i have, i had em on og ST as well. so it feels mostly the same to me