Super Street Fighter II Turbo, in the house

What the hell?!?

I gotta try and figure this one out!!

What the fuck?! Judging by the shape of the screen that’s captured from Kawaks, which means it could be some hacked version of the game, but given that there’s nothing so conspicuous in any of the guy’s other videos, I’m more inclined to believe it’s real. Seriously, what the fuck?

That FAB vid in pretty funny.

I’m guessing the cammy vid is not real ST. However I really want to believe it is, lol. Notice his repeated attempts at it. If it was a hacked game this would simply mean that he sucks at doing the super motion. However (deep breath), if it is indeed the real game, notice that on one of the occasions he hits weak punch (not needed for the super). This would suggest that in order to do it you need to do some crazy kara cancelling business. Also, if it’s emulated he’s probably using macros or doing stuff frame by frame. This would suggest to me (assuming it is real) that even if there is a way to do it, it’s hella random when it actually comes out. This would also make sense considering how stupidly random the whole game is.

EDIT: or it might be a random 3DO/DC/PC bug.

perhaps you can stand on the edge of the box :lovin:

Hey r3ko… I was linked by a friend yesterday to your blanka 101 video. very nice :slight_smile: im curious if you know if such videos exist for any other characters besides blanka and fei long(green tea’s).

Some random questions:

  1. What are some of the smarter applications of Dic’s Head Stomp and Devil’s Reverse? is it about aiming them with up/back, up, and up fwd? A friend of mine used to do nasty crossups to me with those moves and I was never clear how he was doing it, especially in a way that was so hard to dp or defend against.

  2. Any tips on utilizing Claw’s wall dives more effectively? I think I’m already pretty good with this, actually, but I’m sure there are still some tricks I have yet to learn. I know to fly over someone and tag them in the back, or to bait Dps by landing short, etc. but any tips on maximizing wall dive control and minimizing wall dive defendability? Weaker players will die to wall dives for free, but stronger players defend it pretty well. So I’m looking for some ways to make even the tough opponents bitch :slight_smile:

  3. Does Dic have any escape to Dhalsim’s short slide/noogie trap other than trying to soften the throw or super?

I’m not aware of any more tutorial vids for ST, apart from the one on Capcom Classics collection volume 2 for ps2. I haven’t seen it yet but no doubt its pure gold.

I can’t answer the 2nd question, but since i am a dic player :rofl: i can help you out with those quuestions.

I only really use Headstomp to punish a fireball or as a meaty. Punishing fireballs you have to be careful as experienced players will be on the look out for it. Shotos can dp and guile can jump and hit you with Fierce. On wakeup its quite handy as most players don’t try ot reverse it so theres some block damage. Although to be honest theres alot better meaty options available to bison. i only use the headstomp to occasionally mix things up,

On the way down from headstomp, you can opt for move away or behind whilst not doing the follow up attack. This leaves you quite safe from follow up attacks and if they whiff anything you can punish them with scissor/crusher/slide etc. If you opt for the follow up attack try pulling the stick one way then the other to get the weird cross up on it, if it connects or is blocked i normally try to go for standing short(s) ticked into throw, or standing Strong if the headstomp itselft hit, as this will often lead to a dizzy.

Devil Reverse is a good for the occasional fake out by going up-back so you just go up nowhere near them, this can bait a reversal more which you then can punish. You can also choose to far over them and come at them from behind or even come back across them for a crossup. I find this particularly useful as meaty sometimes. But don’t overuse it.

I don’t play that many sims so i can only really guess here. You could try to jump out of it in between the noogie and slide. But i am not sure about that. I would try to counter throw myself.

The T.Hawk vs. Gief bug is isn’t really anything new. It was in TZW’s Volume VII, which came out somewhere around 1996…?

The Cammy bug is new, and it looks like it could be a real bug (AKA not hacked). I’ll look into it when I have some time.

I checked this out with MAME and TS was right. An ST life bar is 144 points.

About those 8%: I did five roundhouse Tenshou Kyakus against Ken and noted the damage for each hit:


1 	1 144-12=132
	2 132-11=121
	3 121-10=111

2 	1 111-12= 99
	2  99-11= 88
	3  88-11= 77

3 	1  77-12= 65
	2  65-11= 54
	3  54-12= 42

4 	1  42-14= 28
	2  28-10= 18
	3  18- 7= 11

5 	1  11- 6=  5
	2   5- 4=  1
	3   1- ?= -1

So there comes a point, like in Alpha 3, when attacks start doing less damage.

8% of 144 is 11.52. Close enough I guess. I wonder why they didn’t get the 144 right.

I double checked this, and the life bar is 100 points.

This is straight off the bottom-left corner of page two of The Yoga Book Hyper. (I added the English translation.)
http://nki.combovideos.com/ST/YBH.damage.gif

If you need further convincing…

Hawk’s super is listed as 55 damage in The Yoga Book Hyper:
http://nki.combovideos.com/ST/Hawk.super.YBH.jpg

If the life bar is 144, then Hawk’s super should only be doing 38% damage. Take a look at this picture.
http://nki.combovideos.com/ST/Hawk.super.jpg

Does that look like 38% damage or 55% damage?

I think that might be a typo for the damage on upkicks. Should probably be more like six or seven. But the damages listed are definitely supposed to be for a 100-point life bar.

You don’t want to use it too much because it is really easy to punish when the opponent knows it’s coming. You mostly want to do it when you know the opponent will throw a fireball.

Against characters who don’t have a good DP-like move (for example, Honda), they have to use some kind of jumping attack to hit you out of it. If they incorrectly guess when you’ll do it, and they jump up or up/back in the corner, you can do the head stomp on reaction to get some free block damage. (Because they just jumped, they will not have enough time to jump again and hit you.)

Also, if you do it late against an opponent who has no life left and is getting up after being knocked down, doing a late head stomp pretty much ensures the kill. The best that most characters can do is trade using a DP, in which case they’ll still die.

My suggestion would be to watch some vids of ARG and Noguchi. Take notes on what those guys do, 'cause they have CRAZY Wall Dive control. They make it look unblockable…:confused:

(I’m assuming you don’t have meter…)

Throw Sim when you are landing, before the slide hits you. If the Sim player is smart and does meaty RH drill instead of slide, you are screwed.

You might want to consider just messaging the uploader on YouTube about it. Seems like it’s his vid.

They are correct in terms of percentage. Like T.Hawk’s super taking away 55% of life.

A life bar is 144 points though.

http://img398.imageshack.us/img398/9193/ssf2thu5.png

It also happens to be 144 pixels long. 1 point for each pixel.

is there an easier way to do fei long’s crazy kick? once I do the half circle motion I end up just doing a jump.

There’s no trick to it. You just have to practice doing the motion.

If you’re jumping, that means you’re hitting kick too late.

What is the quickest way to recover from dizzy?
In AE it was easy, just toggle away + towards and mash.
I tried the same thing in CCC2 but it seems to take longer for me to recover (spd. is turbo 2).

i can’t seem to connect this with blanka

j.rh, c.mk, fp ball

i can’t connect the fp ball.
i tried to charge from the first moment of my jump till i want to do the fp ball but it doens’t connect.

any tips?

Wait a bit before you cancel off the c. MK.

ShinVega - I haven’t had a chance to try it out on CCC2, but I dunno why it would be any different…:confused:

Yar1n - I’m pretty sure you can just link the Blanka Ball off cr.Forward. No need to cancel.

thanks, guess I just have to practice it more until i get it down.

Even though I’m new… it seems that all of Fei Long’s specials are really hard to pull off, compared to other characters. The only one I can get 50% of the time is his Rekku things. I have the most trouble with his Tiger Kick move, I get it like 1 out of every ten times from either side its pathetic… and I don’t even try to do the Carthweel Kick unless I’m in practice mode because I screw up everytime. This all sucks because Fei Long is pretty much the only character I want to play ATM, so I just do Normals all day…