Super Street Fighter II Turbo, in the house

when charge characters spam fireballs why do they whiff normals between each fireball instead of just holding d/b?
does it give show the timing when you can do the next fire ball or something?

some people do it cause they can, others do it to help their timing, and others do it to help improve their fake fireball jabs, and others do it to fake a pattern.

Imagine if i did a sonic boom, then low jab, then sonic boom, then low jab, then sonic boom, then low jab, then you expect another sonic boom right? its a mind game sometimes.

I just do it for meter.

whiffing normals doens’t build meter in SF2.

SPD can be reversed by 2 very good moves that are active as one. Ochio and jab Hundred Hands. Honda needed that for such a glitchy landing on the SPD.

nah neither of those work. i think that upward splash thing or the jab headbutt might work. reason why neither of the methods you described work is because of startup time for the hands, and any good gief doesnt stand right next to honda when doing a tick.

Guile’s sonic boom comes out faster than a fireball, which is why he does better against Boxer. This is also why Sagat is usually better against Boxer since his fb comes out much faster than ken/ryu’s.

Tiering also takes into account the difficulty of playing a character to its greatest efficiency. In theory, Ryu is the best; he walks towards you and throws if you do nothing or dp’s if you do anything else. Is it tricky to throw low tigers, bait jump-in’s, and get a dizzy off any two hits?

proxemity blocking

I think after an SPD, Gief would be too far away for Honda to use his command grab, and the Hands will get SPD’ed cleanly. You have to do a headbutt or a butt flop.

For a game as old as ST, tiers are a pretty good representation of how effective a character is overall (taking all matches into account). Assuming equal skill in all players, the T.Hawk player is gonna have a much, much harder time winning a tournament than the O.Sagat player.

Don’t forget that Boxer’s Strong throw has more range than his Fierce throw.

I don’t know about that. I think some video proving that reversal jab hundred hands would get grabbed cleanly by a tick spd is an order.

Can an SPD grab at the full length starting from the end of the hundred hands? If that is the case, then a reversal after getting hit would be possible. I would have remembered seeing that as I’ve played a few SPD macro users using Honda.

how you figure that out? i dont see how it would have more range considering its the same grab i thought, but please explain in more detail thx

That, and mind-games like someone else said, and also for maneuverability. His knee and MK are good ways to quickly get around while the booms keep them on their toes.

:confused: Why? It’s a known fact that hands is not a good reversal (doesn’t hit on the first frame, doesn’t have invincibility as far as I know). It’s not like there’s anything to prove.

It’s not a range thing. It’s a startup thing. In ST, Honda’s Hundred Hand Slap has 5 startup on jab version, 8 startup on strong version, and 11 startup on fierce version (source). It’s obviously not invincible, so it’s not going to save you from any properly timed SPD tick. If you’re talking about wakeup reversal Hands after a knockdown, then it can be used against SPD because “after being knocked down, you can not be thrown for the first 13 frames after getting up” (source). But if Gief does an actual tick then it’ll hit the reversal Hands and uh, what’s the point of reversal Hands again?

According to that data Zan’s super has much less range than his normal SPD! Weird. I never knew that. I don’t think I’ve ever even tried a super from far away. (Always after a close jumpin or a low jab or short)

And yes, it does list Boxer’s strong and fierce separately. Strange.

lol good to know, i use strong anyway due to the safety move if it fails to grab. no wonder people go ‘damn wtf he grabbed me from so far’

Graham - Boxer’s Strong throw actually has quite a bit more range than his Fierce throw: 10 pixels, according to T.Akiba, and that’s a pretty considerable amount of range. I just confirmed it in the Japanese and American versions of ST. His Fierce throw range is actually pretty bad…

margalis - Gief’s super definitely has way less range than his SPD. His super actually has horrible range, considering it’s ZANGIEF…

Not using my piano tapping HP > MP method for throwing no more then :stuck_out_tongue:
Btw when playing O.Sagat i have trouble when characters get really close to me, like right next to me, which of his normals are good at this range?

standing short, low forward.if the enemy is a bit farther away use low roundhouse too.

NKI, can you find out about Vega’s (claws) throws and dhalsims if you dont mind for me? and maybe o.sagat as well. Thanks

so which throws have the most and least range in the game?

i’m thinkin the most:

blanka, dic bison, chun, sim, ce vega?

the least:

st vega