Super Street Fighter II Turbo, in the house

Hmm i find sag loses most of the time when he is right next to someone, his normals at close seem to be slow or have bad priority or something, guess ill just try out s.lk and c.mk again then instead of trying to throw and uppercuts.

Throw ranges:

http://nki.combovideos.com/data.html

It’s all right there. Just read the “range advantage over Ryu” column. (Comparison of throw range use Ryu as the baseline)

It’s about what I would expect, WW bosses are pretty wacky though.

Well, Dictator and Claw were the only WW bosses to even have throws…

Do you want to know if the different buttons have different ranges?

If so, check out the link above from margalis. It has the throw ranges for everyone, and Boxer is the only one with different ranges listed for the same throw.

I’d just like to throw out this URL, 'cause it seems like a lot of people are asking questions that have already been answered:

http://nki.combovideos.com/ST

hmm, i’m kinda surprised that chun only have a normal throw range and fei long has one of the worst.

i guess their fast walking speed and fast normals make up for it.

I have just realized from the movelist that boxer has a low kick dash, yet when I input the command, charge back, -> downfoward kick, the move that comes out looks exactly like the regular kick dash. Even though the animation is the same, are there different properties when inputting downfoward as opposed to foward?

actually the animation is NOT the same for boxers downforward kick dash as opposed to his forward kick dash. The Downforward kick dash knocks opponents down when they’re standing, the downforward kick dash is like crouch fierce, also most importantly the downforward kick dash allows you to charge down while you’re doing it, so that you can do his flashkick maneuver right after.

plus it charges faster than the punch rushes, dunno if the other guy mentioned that. the one with short is his fastest recovering special move rush as well meaning its good for the rush into super from full screen.

couple of questions regarding SBO3 finals and semis:

guile jump in short cross up shortly after knock down - is that hella hard to block? can it be made ambiguous cause that chun li got hit by it like a million times

is kky like a top dhalsim? lot of these matches it seems like people got so unlucky, kky played that shit textbook and still lost, that badass thawk played it textbook and lost too

what is the name of that white ken player? did he really utilize all of kens tools? seems like he was just fireball zoning, something that ryu does way better

About Guile’s crossup short, it is very hard to block if done right. Not sure how to exactly position it so that you control the way it has to be blocked tho. But even if blocked, you can always do low strong, stand strong to sonic boom to push them out.

The Ken player is Yoshimi IIRC. I forgot what happened in his SBO matches but he does use the knee bash mixups and didn’t go crazy trying to land the super.

This is the only game I get better at by NOT playing…
Couldn’t do Chun-li’s super with a pad at all (even posted about it here somewhere) but now I can do guile’s super with a pad Oo

And this game is like guilty gear… Lots of characters are so fun and cool and that makes it so hard to just pick 1 character and get better with him/her.

hehe always good to get more st fans, i really hope st blows up next year when it gets released for ps2. st is such a fun game compared to ae.

you guys should give up on ST and play HF which is on xbox live. Kidding any form of SF2 is good SF2. In fact a local arcade has a 100 capcom games cabinet with none other than WW. Beasted the locals with WW gief. tick spd is unstoppable. Too bad Gief can’t move while he lariats.

I like to do cr.jab, cr.jab, tick throw.

C. jab x2 after crossup knee is a nice multiple option setup. If they block, throw like you said. If the jabs hit, and you know how to do the kara cancel into Somersault Kick, you get a combo and a knockdown and you can start the fun all over again!

fuckin cheap ass guile…i honestly thought that the guile in the collar popped polo was better but the other guy’s guile, guy in the suit was so random = random clutch

okay…do advnaced st players acknoledge this game as random? cause sometimes throws moves and all that shit seem so

http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Randomness

Yes, there is randomness, but the better player will always come out on top in an extended set.

P.S.: The Guile players are Muteki (popped-up collar) and Kurahashi (suit style), and they’re both mad good. Guile vs. Guile is just a stupid, boring match. :sad:

theres always the random factor of human error, if there wasnt then the game would be quite dull. We rely on humans making mistakes on big attempts to defend and finishing them off. Example: I do low forward with rog next to an enemy getting up, they could reversal or throw me, if they mess up i get a dizzying combo which ends the round. This is a random risk i sometimes take to finish someone off.

Isn’t damage random to a certain degree in ST? I remember Daigo in the first SBO, making a big comeback to beat another Ryu…he finished him with the overhead and it did noticeably more damage than usual.

Is it okay to be playing in kaillera with like 10-20 ping if I want to improve or should I limit myself only to actually meeting with people?