Super Street Fighter II Turbo, in the house

I play nearly all my ST on kaillera, and i’ve never stopped improving. Saying that though, its no substitute for playing people offline. I reccomend you do both.

do whatever it takes to get better. if thats your only source of st, play it. Personally though, id seek out players of equal level skill if possible to practice against, or superior players =)

Does anyone use negative edge for charge characters in fireball wars? I’d think that in Guile vs O.Sagat, the only way for Guile to avoid blocking a whole bunch of Tigers is by nullifying as many as possible with Sonic Booms. But to do that you have to cut it close in terms of charging and it sucks when you get a normal move cuz then you get hit for sure.

So what if you do a Sonic Boom, then hold DB+LP+MP+HP and wait until you think you’re charged, then F+release LP, DB+release MP, release HP. That should give you maximum chances to get the Sonic Boom without the possibility of getting hit. You probably don’t wanna be concentrating so hard on this type of shit at close range but if you are full screen away, why not give it a shot?

I think that it’s a better idea to do all your sonic booms that way : charge DB, F, DB+P. A little awkward at first, but you’ll quickly get the hand of it. Very valuable technique for every charge character.

It’s not either kaillera or nothing, that’s why I’m only asking about the lag issue.

depends on you then, personally i dont play kaillera, i prolly could but i find adequete practice in the 3 other players in my area i can practice against.

Hmm ok. What’s good about boxer’s turn punch? It seems like a slow ghetto rush that has a different kind of charge. Maybe there’s something I don’t know?

Goes through fireballs.

What about “jumping” the low tigers with Forward?

The whole point of my post was to reduce the risk of getting hit by fireballs.

Eishi’s suggestion adds extra inputs to the command, which cuts down on the time you have to do actual charging. Let’s say you do a Sonic Boom, then charge DB, F, DB+P. That means you have to be charged early enough to move the stick to DB before starting the second Sonic Boom. If you’ve got FB’s coming at you nonstop, you’re likely to run out of time and do the motion before you’re charged. Then you get a normal move like low jab or whatever, and you take full damage for getting hit.

If you use my method, you’ll block. Simple as that.

Also, the idea that you should always do F, DB+P is a misconception. There’s absolutely no way Guile can keep up with Sagat. At best you can nullify two or three of Sagat’s FB’s. So you should do F, DB+P for the first one, then do F+P for the second one because you don’t have time to precharge. You gotta block the third one or jump over it. Maybe you can throw in another F, DB+P Sonic Boom inbetween those two if you plan on doing three Sonic Booms in a row, but the point is that the last Sonic Boom you throw in a series should end in F+P. In situations where you won’t have time to do another Sonic Boom anyway, trying to precharge only increases your risk of getting hit.

You can use hopkicks to get over low FB’s if you want, but again, that’s risky. And you don’t get to charge while you’re doing hopkicks, so it keeps you in the same situation when Sagat throws the next FB. Yes, you can use backwards hopkicks with your back against the edge of the screen, but that’s harder to time and Sagat can walk forward to make you land on the FB. Also you can’t hopkick over Shoto FB’s.

if you’re using hyper rog it goes through fireballs but normally its a really good technique because its a fakeout, sometimes people wanna dp your rushes or hurricane kick them, it counters both if done at the same time as them. It hits low characters or ducking chars. It also does incredible damage, prolly the single hardest hitting special in the game. A level 3 tap can do like spd damage and it takes almost no time to charge up. PLUS it can be done while not charged, which is a good way to get yourself in someones face when you’re walking forward (you want to be in their face).

Ok and why no one in japan uses cammy or deejay?

People in Japan use Cammy and Deejay…:confused:

I collected over 3 gigs of video footage posted in this thread and in CV and have seen every other character being used but no cammy or deejay at all.

saw random cammys in the jaspa masters cup footage etc. A good DJ is on th insanity dvd, do you own the yoga hyper book+dvd?

speaking of DJ’s in Japan, there are a couple users who I cannot stop with my sim. The matches usually play out like this:

I am highly dependent on Sim’s super is this matchup, so I’ll build up meter with fireball war at full distance. The problem starts from here when I try to get in. As DJ’s fireball recovery is a bit faster than shoto’s hadouken, I can’t easily spear over fireballs for a clean hit. I’ll get him to block it, and then he’ll start spamming crouching fierce which I cannot for the life of me counter. Slides get whacked, all courching punches get whacked cleanly. In my life, I have never encountered a fierce move that has such high priority and fast recovery. Seeing the fierce and sticking out a extended crouching jab or strong is still not fast enough. Fireball at this distance usually results in a jump in which I have trouble getting out of.

The chain jump forward, cr. jab x2, and then from here he will go into ducking foward or walk up through, which I tech, only to be jumped in again.

Thus my questions are as follows,

Is there a better strategy/flow for Deejay vs. Sim matchup other than trying to space him out and tripping him his jump ins? (His jump foward wins against slides, so there’s always a risk for getting f’ed up if I guess wrong).

  1. is there anything that can beat DJ’s crouching fierce? It beats jumping spears, jump forward, all slides and crouching punch normals based on experience.

  2. What is the best way to get out of cross up traps? I know this questions is a bit too vague, but my standing strong/chop jab sometimes gets hit by the cross up forward regardless.

------> Second difficult matchup, though I’ve gotten a bit better.

Sim vs. Chun.

Her jumping kick (not sure if it is forward or short) beats everything. I’ve asked this question before, and was instructed to close stand short her, but this gets beat. I’ve resorted to jumping strong, fierce, the latter of which gets beaten usually. So far the best option has been close standing forward, but this trades hits. Tomorrow I’m going to try jumping r.house.

Is there anything to beat chunli’s jumpin kick? Slides DO NOT WORK. standing forward trades. I need something that beats in cleanly (if there is a method).

Thanks in advance for the advice.

I’ll give some preliminary sim info vs dj but ill ask my bro tonight and see how he stops my dj to give you better advice, but sim easily wins that match. Sounds to me like you’re trying to play aggressive and thats why you’re losing.

Try low punches under his sonic boom crap, always keep him at a distance. His crouching fierce hitting your limbs means you’re highly predictable try using standing jabs on occasion to fake him or standing strong to hit him as well, dont use low fierce, only low strong. When he does 2 low jabs into low forward, its not a combo, so you can grab him. dont settle for getting grabbed and teching, throw him back. I dont get what you mean by crossup trap? do you mean he crosses you up, you block then he attempts to jump again over your head? if he is able to do this you’re allowing it to happen, do a standing strong close to hit him outta the air.

As for chun li, air counters are like this, from a distance jump back and fierce her outta air. From close/near use standing strong early close to trade hits, if she is really close use a short slide last minute to evade under the air attack and do a quick grab. To be honest though she gets owned by spears (forward), try using them on her aggressively when you got openings to go offensive.

nope

looks at ppl’s posts
You guys should write those stuff in the wiki and give a link in the thread instead of writing it in the thread itself. In a few days the thread will grow bigger and bigger and all those words of wisdom will be buried deep in it. No one can search 100+ pages every time just to see if someone asked his daily question before…

I guess you missed the SBO1 vids I posted.
http://combovideos.com/page.php?id=1327

Yeah, pretty much. The only time I’ve ever seen Chun’s j.Forward lose cleanly is when she does it from too close. Sim can do Yoga Blast if that’s the case, but usually Sims either block, get hit, or trade.

I dunno if I’d say they own her, because she can st.Jab them cleanly…

You sir are absolutely correct.

If done at proper distances, standing jab wont work against it. Also when i say spearing, i mean spear, low forward, sometimes standing forward or another spear. The patterns are very hard for chun to escape if done right. Plus sim can grab her as well without her being able to reverse on the throws after spear (she has less throw range than sim for those who plan on saying nothing is irreversible.)

My favorite cheap to use on chuns with sim is roundhouse spear as she gets up, then yoga noogie. Repeat. Its very hard to break this unless they do her upward bird kick thing, and even then usually they arent charged due to shaking the stick.

If anyone wants to put all the junk i post into the wiki feel free. If you do decide please tell me and then request stuff and maybe ill write some stuff up for ya.