If no one objects to it, I could probably get it up for download or put it up on youtube or something…
That would be awesome for all the people who bought the DVD a while ago :lovin:
I’m having ST at my house in Seatac Washington on Saturday if anyone is interested. :tup:
hi folks, i was wondering if you could help a n00b out in ST/HSF2. i was wondering if there is a list or a video highlighting all the links in the game, i know there isnt many so i would appreciate this alot. i enjoy playing with different characters even if it means i dont progress much as i like variety in my games.
anyhoo, i would appreciate this very much. also if someone could explain what this cps chain business is i would also appreciate this, thanks!
^ ST probably has more links than any other street fighter game. I don’t think you’ll be finding a full list anywhere.
CPS1 Chain -> http://www.video-opera.com/features/f0016.php
ok cool man, can i have the list for shotos, guile, boxer and gief then? im sorry if its too much to ask. also, whats the best rush down character? is it balrog? what are alternative rushdown characters? thanks alot!:looney: :lovin:
Well if you are looking for links in ST take a look at this [media=youtube]Xze-N7pFcr4[/media]
Ok, who the hell thought it would be a good idea to do all the combos on the 1P side and then put their logo on the left side to cover up the combo counter?
How are people supposed to tell if they are linking the legends properly?
jesus christ nightwish are so bad
rofl
i’ve been fooling around with zangeif and i can’t seem to do spd after a poke/lariat/green hand consistently. it seems like when i do get a spd i’m lucky i guess. what’s the correct timing or way to input a spd after a poke?
This is for SSF2, not ST, but most of the stuff in here is probably the same:
http://db.gamefaqs.com/coinop/arcade/file/super_street_fighter_2_link.txt
Boxer is the best rush down character. Chun is also pretty good at rush down, though she’s better off turtling in a lot of fights.
Yeah, I was getting mad confused by that editing. All that zooming in and sudden cutting to random scenes. And I really don’t think the “flashbacks” are necessary. I mean, I just saw that same combo 20 seconds ago…why do I need to see it again?
Is nothing coming out? If that’s the case, you’re doing it too early.
It’s not hard to time, and there’s no trick to it, so I think you really just need to sit down and practice against a dummy until you get the hang of it.
damn,i am too late to the party :hcf:
NKI any chance you can find it in your heart to repost that USA vs Japan 2000 ST footage?
Does anyone have this one vid of Diago vs Ohnuki? I remember they were in T. Hawk’s stage and Chun would trade w/ an AA against Diago’s Ryu and then move in to start those c. forward/throw mind games that I’ve seen so many shotos lose to. Except every time he’d go for it, Diago would reverse it w/ a jab DP. Such a sweet match, but I haven’t been able to find it.
Only because you make the sexiest cabinets of all time. :lovin:
I still say you should move out here so that you can play with Zazza, Sabre and me on ST.
If it helps I will build you a arcade cabinet for FREE!! Yea im bribing you.
NKI I just want to make sure that my theory is correct.
On occassion I will be in a situation on ST where I will hit an opponent with two hits of a combo and then they just fall out. This is because i hit them durring prejump animation. Right?
I cant tell you how pissed it makes me when I land two cr.shorts with ken and then the super just goes right through them.
You are correct, sir. You’re hitting them out of pre-jump animation.
And yes, it is a bummer. :sad:
I’ve been wondering about that lately, too. Why is it that you can get two hits before they pop out? Shouldn’t they have popped out after the first hit? It seems like this is effectively a juggle, and generally in ST you can only juggle with a set few moves.
Also, occasionally this’ll happen to me after I do two crouching jabs with Gief and Hawk, and they’ll pop out before I can get my piledriver/cyclone going. Aren’t prejump frames throwable? If so, how is it that they pop out and don’t get thrown by the 360? Usually my ticks are pretty tight, it’s rare that I mess up.
Took me a few tries to recreate this phenomenon (it seems to be random, I tried it frame-by-frame with identical timing as far as I could tell, but it took several tries before it actually occurred), but when this effect kicks in, the first hit, the one that hits the opponent during their pre-jump frames, puts them into a normal ground hitstun. But any hit that combos into this hitstun instantly puts the opponent into the same “flip out” state that normally occurs when you get hit by a normal in midair. For whatever reason. There’s no point in there that they’re throwable, so if you’re trying to go for jab, jab, piledrver or whatever on an opponent who’s just about to jump, you might be out of luck. Just depends on whether this effect decides to kick in or not.