Super Street Fighter II Turbo, in the house

I hope this thread/section gets even MORE hype when CCC2 comes out. Can’t wait for my O.Sag to be back in fighting form.

Twice now I’ve seen Boxer’s high punch rush and Dic’s torpedo go right through each other, towards the beginning (not sure if it was during the startup) of both moves. I know the torpedo has a few frames of invincibility, but I’d be surprised if Boxer moves fast enough to pass through him during those. Has anyone else ever seen this or tested it? What’s the deal?

First time i see a certain glitch:

Vega loses his claw (from a cammy super? can’t remember) which fall normally, but the 2p flashing line floats away instead of staying near the claw :looney:

Hi, I have some questions about T hawk. Though before that, just a general question: does anyone have a hard copy of any ST wiki info, since it seems to be perpetually down? I want to read that stuff so bad (like jump suit’s fei section… gotta be money) but obviously I can’t. JSJ, if you’re still active on this thread, could you email me your fei stuff or something, assuming you still have it on your comp somewhere?

Anyway, regarding the hawk…

For a long time I’ve liked O. Hawk for the DP, better crossup splash, and because I suck ass at 720s. And I heard 2 O Hawk players did pretty well in a recent 3 on 3 event, which is way cool. Are any vids of those guys available yet?

First, I have seen several sources (including some match vids and cigarbob, who I trust when it comes to ST) say that his j. forward crossup is better than his down+fierce splash crossup. Why is that? I seem to have more success with the splash by far, both for cjab c jab sjab xx DP on hit and for 360 ticks on block. I can see people saying, “use what youre comfortable with” but if there’s a concrete reason the forward cross is BETTER, I want to know it. As I mentioned, i use O. Hawk, who has a better down+fierce splash than new. But if that’s not even the ideal cross move, that’s points for new hawk(tho Ill still prob stick w/ O for the DP).

Second, speaking of 360 ticks… so let’s say I do my crossup and it’s blocked… which is the ideal normal to use to get the 360? Ive seen close forward kick used, and I know I used to use standing strong with some success. Also Ive seen 1 or 2 cjabs used as well. Any thoughts on effectively 360-ing off a blocked crossup? I imagine the answer to the first question will tie in to this one.

I have a few more questions, but I think good answers to the above 2 will give me a chance to try and figure out the rest on my own instead of asking for spoon feeding. Also note I have been trying to read this entire thread to catch up and am somewhere in the 70’s. So if page 94 has a t hawk guide answering all my questions already, sorry about that. :slight_smile:

Sorry for the late reply. Not much time for games these days…
:sad:

Not that I know of, but I’ll be first in line to buy the DVD once it’s ready…

I dunno about O.Hawk, but with N.Hawk, his splash must be done pretty high up, making it harder to combo off of. I also remember it whiffing a lot more than it should. j.Forward, however, I have never seen whiff, and you can do it super deep, so it’s easy to combo.

I would make the opponent guess with cr.Jabs, so that he’s not sure when you’ll actually do the 360. Could be after the first cr.Jab, or maybe after the second, or maybe after the third…

Also, it’s a good idea to use cr.Jabs because if you see the first two hit, just go straight into a third st.Jab, cancel into uppercut, then cross-up again.

Thank you :slight_smile:

I know O hawk’s splash crossup is way better than N’s, but regardless I’ll try to make the MK work.

Now, as I was reading through this thread, i saw something very disturbing… that on turbo 3, the game ignores every 4th input?? Isn’t turbo 3 the standard tourney speed? Does that mean the world’s best players regularly deal with only 75% of their moves executing?

The game skips some frames in order to give the effect of higher speed… meaning that the actual frame rate is always the same (~60fps), the higher speeds just use less and less of the frames. I’m not sure what effect it actually has on inputs and such, if any at all.

This is not true, and if I can find that post, I’m going to edit it.

The game skips approximately every 4th FRAME OF ANIMATION, but that has no bearing on inputs. The only time it ignores inputs is during the super flash (when the game freezes) and when someone gets hit by a fireball. For that short period of time during hit stun from a fireball, the game ignores roughly every other button input, but the directions (up/down/left/right) are not affected.


EDIT: Found the original post and edited it.
http://www.shoryuken.com/forums/showthread.php?p=3083425#post3083425

NKI-sama: Can you elaborate on this please - is there any special trick? (This quote was taken from a discussion regarding some characters having to block a crossup as if it wasn’t a crossup - I’m not sure if maybe this has something to do with what you were saying here.)

Thanks

Sorry about the confusion that first post caused. That was posted back when I first noticed that phenomenon and didn’t really understand what its effects (or lack thereof) were.

N-Trade: The way that you have to block Guile’s j.Short is determined by how late Guile does it. If Guile does it super late, it must be blocked as a cross-up. If he does it early, it’s not blocked as a cross-up, even though Guile lands on the other side.

(At least that’s how it works against Ken. Not sure if it’s true against all characters.)

felineki - Don’t worry about it. :tup:

Another strange thing I saw as I was going through this thread was a point when graham wolfe says he does zangief’s spd motion as a half circle back, neutral, torwards+punch. Only one person commented on this saying they were pretty sure the motion had to contain ub, u, or ut. i thought so too. There was no other mention of it after that. I was surprised to not see either NKI explain why that motion is not possible or to see graham explain why it is! I’d love to see the latter, but have my money on the former. What say you guys?

1 more day till console ST!!! Who’s hyped? =)

I asked a similar question before and it was already answered. If it’s no longer there then someone may have deleted the posts.

NKI stated that if you disconnect the up from your controller then you will notice it will never work.

Yeah, I’m pretty sure I replied to that.

Back when I was insane and posted entire encyclopedias of info, I think a lot of the stuff I wrote got over-looked and/or skipped.

yeah but I very specifically looked for a response to that. If I missed it… oops. But i triple checked

Bottom half of this post:
http://www.shoryuken.com/forums/showthread.php?p=3268410&#post3268410

Ha ha, check this out!

[media=youtube]wps6-8OcdqQ[/media]

Zangief gets Double Typhooned out of a backwards FAB attempt.

EDIT: WTF?! Is this even POSSIBLE?
[media=youtube]BVDN-vQHlHE[/media]

WTF…

how did they do that Air Spin Drive Smasher?!? :confused:

It’s either a bug in the game that no one has known about or they are playing on a bugged version of the game; I wouldn’t be too surprised if the first were true.

It looks like you need to use some combination of jab and short in the air. So for anyone wanting to test this out on a real CPS2 board, trying jumping and doing super with jab/short at the same time or one really close to the other…