Super Street Fighter II Turbo, in the house

Actually if anyone really wants to get those opposite facing combos here is the logic behind why they work. Your character takes a brief moment to turn around. When you cross someone up you can land and if you hit the button the moment you land you haven’t turned around yet. (use turbo buttons if you wanna see it work every time). I tried this on a turbo controller long ago and it was easy to do.

Just wondering, what’s the timing on ST Blanka’s super to get it to cross the opponent up. I’ve been trying a variation of the Super tactic in the ST vid, instead of knock down roundhouse in to cross up super, I’ve been trying knock down electricity into cross up super, but getting the super to cross up is extremely difficult.

Not sure if this has been asked before, but is it possible with N.Ryu to connect a meaty crouching strong, crouching strong, standing fierce XX hadouken/shoryuken?

Wow, I did not know this! :confused:

Think about how it works in an normal situation, when both of the characters are just standing there. While Claw is facing left (standing on the 2P side), Blanka (on the 1P side) should be facing right. While Claw is facing right (standing on the 1P side), Blanka (on the 2P side) should be facing left. Those are the rules we see in effect in that combo.

While Claw is facing left, Blanka is facing right. When Claw’s roll is finished and he turns around to face right, Blanka also turns around and faces left. The problem is that the sides got reversed, and obviously the programmers didn’t foresee backwards hitting moves.

I couldn’t get it 'cause you’re too far away after the second cr.Strong, so the st.Fierce whiffs.

I bought the Street Fighter AE official fighter’s guide awhile back and it rates ST blanka as the best one. Are there any good reasons to pick HF Blanka over him?

HF has better priority, vertical ball, damage and dizzy

ST blanka has more tricks though. xup j.LK and hop and super.

But like NKI says strategy will take you further than shenanigans.

Proper strategy would require both. I mean, for me, if I don’t need the slide in a match, why give up 2 hit dizzies and higher damage? Overall, ST would have more even matches, of course. HF Blanka can make some matches easier though.

I, for one, prefer the videos with practical combos. I like to see what characters are capable of doing but only so far as it’s practical in matches. I enjoy seeing skillful combos in competition but all of these combos I see that aren’t applicable in gameplay kind of toned down the effect of seeing real stuff in matches with the exception of moments like #37, lol.

I dunno. Nowadays I see something and think that I’ve seen better when really, I haven’t seen better in an actual match.

I guess I’m more interested in what a skilled human can do over what is technically possible with the game engine.

The worst for me is when there’s no indication in a vid that a combo isn’t really doable consistently. I have to actually test some and waste some time only to find out the combo is pretty much impossible for a man to do. It ends up making me waste my time, lol.

Sorry to go off. I miss the old TZW style where the combos got more difficult as they went on but were still doable and then he showed off glitch stuff.

NKI, would it be possible for you to translate the bottom of page 33, the page where it shows Blanka doing a straight up Fierce. Thanks alot.

I just figured out how to do 2 supers in 1 combo, pulled it off just then, vid will be up soon.

edit: here it is - http://toxy.combovideos.com/toxyboxercombo.avi

If you know the game well enough, it should be fairly obvious which ones are BS and which ones aren’t. You’d be surprised what’s usable

There are a couple of exceptions to this standard: Bison (dictator), Vega (claw) and THawk. Maybe it’s because of their jump arcs, descent speeds, or it could even be that their landing hitboxes are so thin that it doesn’t take much for the game engine to get confused when the opponent leans back through them.

On the Starting Over DVD, Thawk is the only character who does two midscreen backwards combos in a row. Everyone else does one backwards combo going in the only direction they can go, and then they do another midscreen crossup combo without a backwards move. The only time Vega (claw) does a backwards move contrary to the rule is when he bounces off the wall, which obviously changes his jump arc.

When did TZW ever make practical combos?

Ideally, nothing in a combo video should be practical because if it is practical then what was the point in showing it off? If it’s practical, then the guy who made it should have found a way to improve it past that point. I can understand wanting more strategy videos to be made but i can’t understand demanding less effort from combo video makers. If you want a practical ST combo video, nothing beats NKI’s Volume IV: http://nki.combovideos.com/

Then the next question is: Once you have one practical combo video, why do you need more? Just do the same combo every time you see an opening. I mean, let’s be realistic here - who is going to find new practical combos in a 12-year-old game? The only way to do anything new is to devise new specialized (impractical) setups that nobody has thought of yet.

Besides, “practical” is tough to pin down. Some Japanese players consistently combo into Guile’s super but i’ve never seen anyone in America try that. Same goes for Ryu’s short short super and Daigo even did low jab low jab standing jab super with Balrog in Evo finals. It really comes down to you messing around for a couple of hours in Training Mode to see what you’re comfortable with.

Interesting idea. Thanks for making the video.

I have nearly got a 2nd 2 super in 1 combo down with blanka, but there is one problem preventing me from getting it down which is his hop (direction + 3k)…
say if you are 4 hops away from guile and you are hoping at him holding towards and on your 4th hop you will end up on other side of him (which is plenty of time to charge super) but then when i do c.mk > super i got no charge, by swapping over sides does that mean i have to recharge all again even though i been holding towards the whole time, which is backwards after the 4th hop because i swapped sides with guile.

sorry, its hard to explain but i hope someone understand what im sayin heh.

You charge based on which side you’re on relative to your opponent. If you hop through Guile and you hold forward, you will start charging as soon as you cross over to the other side. If you want to charge the whole time, you’ll need to hold back at the beginning of the hop and switch to forward on the frame where the game engine decides you’re on the other side. I’m assuming you’re using macros so just keep incrementing the side switch until you find the right frame.

Nice vid … how did you do the ball to the upward ball ? I thought you’d lose your down charge when you do the roll … Like doing a sonic boom will make you lose ur charge so u can’t do a flash kick

Im not using macros (apart from using 3k for the balrog combo since its to difficult to combo while holding down all 3 kick to charge TAP, i do my combos my hand, thanks for explaination but i still dont undertand.

if i hop through guile (holding towards befor i cross sides) when i get to other side im still holding same direction, but now its backwards since im on other side of him, after the hop finishes i try press towards + punch but no roll comes out, are you saying if i hop past him while im holding towards, i have to charge the opposite way now and when hop finishes i press back + punch and ball should come out???

edit: oh you mean befor i cross sides with blanka after i press towards + 3k to hop i should imediately hold backwards even befor i cross sides, then as soon as ive crossed sides i charge opposite direction again?

Yeah but I think the point is that it would have to be frame perfect as you can’t split your charge in ST. So if there’s even one frame where you’re not charging the correct way, the charge will be broken.

awesome combo by the way, did you have to charge for that entire round for the TAP to build that much metre?

TZW always made combos that one could pull off on the old games. Even the big combos with supers are usually practical.

When I say practical, I mean it’s possible in competition. I don’t mean practical to mean skilless.

Yes, why do anything less than the best possible combo? That’s what I care to know. What’s the best combo I can do on that sprite with a typical opening? The best anti-air combo, counter combo.etc. I wouldn’t care about the best possible combo a computer could do. To me, THAT is pointless. If a player was performing an insane combo I might say WOW! If a computer does it, I couldn’t care less. Why is the combo even possible if a human can’t do it? It’s pointless.

Then again, I’m not one for eye candy although I can appreciate it. Street Fighter is about the fight for me. Video editing is a different artform but if the video is about the editing and not useful in bettering my play, it’s pointless to me. The art of the fight is deeper than the art of the video combos imo.

For the record, practical omits anything not possible by a human consistently. Short short super is practical to me.

The A2 guide is a great example. Even there expert combos were usable in a match. Impressive and useful. If something is impressive at first and found to be useless, ; it is no longer impressive to me. That’s why I stay away from system direction stuff. A combo is nothing more than what’s allowed by the engine. The ones that matter are the ones that affect a match, imo.

TZW’s Ryu combos: http://www.combovideos.com/page.php?id=92
TZW’s Ken combos: http://www.combovideos.com/page.php?id=93
TZW’s Chun Li combos: http://www.combovideos.com/page.php?id=94
TZW’s Honda combos: http://www.combovideos.com/page.php?id=95

Before we continue this discussion, how about you pick one of those (your choice) and find three practical combos for us? For starters, at least 90% of what TZW does only works on one character and it’s usually crouching Zangief. You either don’t remember what TZW videos were like, didn’t catch most of what was going on in TZW videos, or have an impractial definition of “practical.”

I’m not bothering watching all of them when I’m seeing Ryu do combos I could do right off.

By practical, I should just say that it doesn’t require a computer to do it at least 50% of the time. Think about what I’m saying. If a human can’t do it when it counts, I couldn’t care less about it. That’s just my opinion. I’m probably off but you’re coming off a tad condescending. We differ in opinion. That’s all. Comboing Rog’s super like Daigo did is practical. Very practical. Practice will get most there. CPU only combos don’t apply to the game in it’s competitive form so, I’m not interested. I enjoy videos like anyone else but I stopped being impressed when the players stopped performing them and started programming them.