Super Street Fighter II Turbo, in the house

Practice makes perfect is all I can say. ST seems to be stricter on inputs in general imo. I still fuck up DPs every now and then.

I’ve been practicing Fei Long’s specials non-stop (sadly with a controller… I don’t have an Arcade stick, dunno of a cheaper one that would really make it that much easier than a controller…), for like an hour and a half, and the most BDPKs that I’ve gotten in a row was 4… from the right side of the opponent. I only get it like once every 25 times when I’m on the left. The cartwheel kick is becoming a little easier for me, I just need to work on speed after I master the motion… but his BDPK is still giving me tons of trouble.

I’m dedicated to getting better, but theres not much progress yet. The only people I’ve been getting online are people who play Turbo 1 CE Blanka and Balrog, or Turbo Ken, Normal Guile etc… kinda tough for me I only have like 7 wins for 36 games!

I don’t really know many combos, and I don’t intend to learn any until I master the specials, but right now online all I do is Normals and Special-Normals, no Specials etc…

AI Ken does weird crossup DP sometimes… Try ducking under his hurricane near the corner, and you can down-towards block the ensuing fierce DP.

Can humans do that? Are there other situations where you can get a front-on crossup move? With other characters?

Where in MA do you live, a couple of us play at MIT so if you want to play or need help with SF let me know.

NKI: Can you tell me how to read the yoga hyper book i can read the numbers but i have no idea what im looking at on the info above the frame startup/hit/recovery. They should of made it like the cvs2 book where it tells you all the hit/block advantage. Thanks for all the info so far, keep it up.

I live in Chicopee… right next to Springfield. Pretty far away from MIT :frowning:

Using fei, a great combo that can immediately change the momentum of the match is meaty standing fierce times 2 +rekka ken. Does this only work in the corner? is it better to do meaty crouching short kick to standing fierce to rekka ken? I think that works on all characters at all distances.
For ken, if timed perfectly does he have any recovery once he lands on the dp or super. I’ve seen in Japanese tourney vids Ken doing the super landing and then throwing the person. Anyone know how many frames if any it takes to recover?
Are there any players who can consistently reverse Gief’s crossup if their Ryu? I can consitently get dp reversal off if opponent does ground meaty or jump in from same side, but a prefectly times crossup on wakeup is hard to reversal. Why? It is still the same frame you have to hit and it should come out the other way… right?

This happens to me a lot, I try to hit a Ken landing from a DP or super and they throw me, almost as if they have the advantage whiffing, of course this is playing on kaliera with lag so who knows.

I know the post I’m replying to is completely ridiculously old, but when I used to play SF1 at Sunnyvale Golfland I figured out that by tapping foward (or back for Hurricane kicks) before you input a special move motion, I got the specials out 100%. I don’t know why, it just always worked.

Congratulations to me! I am now marginally better with Fei Long’s BDPK and Crazy Kick than his Rekka’s, I get the BDPK like 11/12 times and did 20 in a row from each side. Sorry but I’m really happy. Only motion I need to work on is his Crazy Kick from the left side of the opponent.

I am starting to use fei long cammy and dhalsim a lot perhaps ill use them in more tournaments.

I always wondered how ken was able to throw someone after doing his super?

I always wondered how ken was able to throw someone after doing his super?
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Ken’s super has only 2 landing frames. His Shoryuken’s have 3. This is at turbo 0; the game is played (tourny) at turbo 2. So basically you have ~ 1/60 sec. to react. If you’re in throw range it’s whoever’s faster (plus you have to remember the ken player can hold towards in the air and land + input, you can’t hold towards w/o moving so you’d have to hit towards + input at the same exact time or execute a move with 0 start-up frames). You have to be very precise, and fast when attempting to throw ken after his shoryureppa.

I read through this thread, and perhaps I missed it, but I got a question.

So Dee jay is a beast, and hella easy to play, so I was wondering whats the magic mash for machine gun upper? I see Yuu Vega do cr.j,cr.lk and then it looks like unmashed machine gun upper, but this seems pretty lame, cause it doesn’t do that much damage, and doesn’t the perfect MGU stun? I’ve only gotten the perfect one like once and that was just doing it not comboing into it.

Also if the MGU isn’t practical, whats the best combo? I do the following

  1. Cr.J, Cr.J xx rh upkicks, super. basically just the combo I do with super.
  2. Cr.j, Cr.j, st.mp xx mk charge back forward kick move. (if I’m feeling lucky)
  3. cr.j, cr.fp xx lk charge back forward kick (doesn’t work on everyone after cross up, but it does knockdown everyone it works on)

Any crazy dee jay tricks you’ve seen NKI? cause it seems to me his tricks are ownage normals, good zoning game, and beastly combos… but no tricks, he’s kinda like sasquatch from vs.

Has anyone gotten around to asking that guy about the Cammy air super? I’d do it myself but i don’t have a youtube account and i’m sure some of the people here already do.

Is it legit? Is it exclusive to Cammy? What’s the input command and how lenient is it? Etc etc …

Can anyone give me some general tips on playing charge characters the ‘right’ way? I want to pick up Boxer and Guile, but I’m just no good with the whole charge system. I end up backing myself into a corner trying to keep the charge, and generally play a backwards moving game. Any help, like knowing when to charge and how to keep momentum in the match, is appreciated.

ABC, Always Be Charging.

When you jump in, you hold d/b. when you are sticking a move out, you hold d/b unless you are doing a standing move, which then you hold back then d/b when its animating.

when your specials are animating, you hold d/b. There are some exceptions where you should lose your charge like if you have a good poke and good walking speed (Bison and Chun for example) or if you can get some throws in.

also find out when is the shortest time your move needs charging.

I pmed him but the fucker didn’t reply… IMO a fake or a glitch on a home version.

Pardon my complete ignorance, but exactly HOW do I do Cammy ‘back-knuckle’ move? You know the one I need to get through fireballs? qcb? hcb? For the life of me I can’t figure it out.

D:

Facing right input :l: :db: :r: .

It is like a Neo Geo fighting game input. Do ask me why, i don’t know.
It is not the :hcf: like it states everywhere. If you input it like above. It should always come out. It took me years to figure it out…LOL :sweat:

Good luck!

Ok, that doesn’t make ANY SENSE what so ever, but thanks, I really appreciate it!

<3

Also note Chibi that the jab version of Cammy’s spin knuckle is the only one that can go through projectiles. If your playing O.Cammy, all versions of the spin knuckle can go through projectiles.