Super Street Fighter II Turbo, in the house

Maj kickin’ down the info! :tup:!!

Can someone explain this BULLSHIT that happened to me at the arcade a couple minutes ago:

I was Vega, opponent was Gief, I knew Gief was going for super so I jumped over him,landed and Gief Supered the wrong way (Gief supered to the right, but I was actually behind him on the left. Gief did the motions for the super, down to the spin (while I was standing next to him trying to throw him). Then gief piledrives the ground, and I take ALL the damage and die, seeing the sunrise. UTTER BULLSHIT.

How come that happened, and is it common? I’d never seen it before.

Combovideos.com seems to be down as I type this, but maybe by the time you read this post you can check out:

http://nki.combovideos.com

Read NKI’s glitch FAQ. I’m pretty sure he explains the entire thing there. In short, it just requires Zangief to Reveral FAB with the opponent BEHIND Zangief. I’ve never seen it happen with someone jumping behind Zangief, though. It usually happens with Gief landing from the air and the opponent getting under/behind him.

Safe Jump-Ins

I got a pretty simple question. I don’t think it has been answered before. What is the correct method for performing a “Safe Jump-In?” IE a jump-in attempt whereby if my opponent reversals, I am safe. Let’s say I am Ken and I knock Ryu down, I have been lead to believe that if I jump in straight away with say jumping jab (and press jab as soon as I take off), then as I am landing on top of Ryu, even if he goes for a reversal, i will be safe. Is that correct, and if not, could someone please tell me how this is achieved consistently?

Oh and one more question. Is there a trick to performing the “Juice Kick” with Ken consistently other than jut doing a hurricane kick as soon as you jump?

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

-Added “Throw Damage” chart.
-Added “Damage Scaling” chart.
-Updated “Walking Speed” chart.

The key to safe jumping is the timing. You only have a small window of time to safe jump, and it varies depending on who you’re facing, because different characters get up at different speeds. For getting up speeds, see: http://nki.combovideos.com/data.html

You just have to time it so that your jump attack hits in the last few frames before you land.

An article on Safe Jumps can also be found on the Wiki:
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo

There is no trick to performing the juice kick with Ken. Just do a Hurricane Kick as soon as you jump.

Well think of it as a reverse tiger knee/yoga flame type motion.

UF, F, DF, D, DB, B then kick, but done in a very fast motion.

Just to let all the UK guys know, Fighters Day 2 is approaching on the 29th October, after the very successful Fighters Day a few weeks ago. A HSF2 tournament was held and footage will be up soon. There will be another HSF2 tournament and you can sign up here
For more info on Fighters Day 2 check out www.neoempire.com

Also UK ST ranking battlesare gonna be starting on the 22th October at Goodge Street Casino Arcade. Sign up for the Ranking battle here

Cheers
r3ko

after playing only with the original version (roms) we (me and partner) tried AE for the very 1st time.
and it feels so different…like MUGEN or something…we can’t play this shit… waiting for CCC2

Take comfort in knowing that the rest of the world hates AE as well.

My friend in Tokyo said that Nakano Royal got rid of all their AE machines and put ST back in.

That’s what I’m talking about.

Mixing different revisions together like that just doesn’t work very well.
Things were changed for a reason.

i still think that ae would be a better game if only vegas wall dive worked properly (dunno about the arcade version tho) and that old sagat wasnt neutered.

Amen!

The arcade version walldives barely EVER come out for me, on console I can get them out SLIGHTLY more often but it’s probably because of practice not because they fixed the input…

Exactly how come every other move in the entire game is the same way to execute as in the original game, but walldives don’t come out 99% of the time? Fucking capcom. (Angry ST Vega user) :rolleyes:

Just use negative edge to get vega’s wall dives more consistently.

I’ve been on SRK a long time and never heard negative edge before, what’s that?

Anyone have any idea if Capcom nerfed wall dives on purpose, or WTF is up with them?

Negative Edge is when you perform a Special move by doing the joystick motion and then LETTING GO of a button rather than pressing it.

Was never particularly fond of either.

yeah at the risk of sounding a little controversial, i think those 2 changes are a good thing. O. Sagat was way too powerful and very boring and wall dive trickery is just random. No matter how good you are it seems like a 50/50.

Athough I still prefer ST by a long way, those are 2 things I could do without.

I do down, kick, up for Claw and get it out every time.

since there’s no hawk thread and I’m not starting one just to ask a random question…

What are the minimum inputs required to perform his super? I was playing today trying to get his negative edge tap throw business down and on 2 occasions his super came out. I wasn’t going for a 720, I wasn’t even trying a full 360, just a 270 from back-to-up. So does anyone how this might happen?