Super Street Fighter II Turbo, in the house

NICE NKI!! Beasting over DSP and Jwong. Good job.

Looks like I might have my work cut out for me at EVO with our money matches.

Right on. Go NKI!!

NKI: Any chance the the japanese strings I sent you could identify the un-identified dip switches in DC ST?

NKI: Would learning Deejay be an effective way for me to put off people from trying to counter-pick my Claw with Honda? If so, any quick tips to learning Deejay and things I should know straight off the bat?

Yes indeed. I was looking at those, and while I didn’t see anything super crazy, I did notice that a few of T.Akiba’s listings were wrong.

It’s on my to-do list, along with updating the Wiki (kara cancel/renda cancel).

If you want to actually get better at ST, I would say just learn the match. I’ve already written up my view on counter characters here.

I don’t really know Claw vs. Honda all that well, but I’m sure you can find footage either online, or on the X-MANIA DVD’s.

Claw VS Honda…

When I play this match, I usually go either one or two ways. One is to get a lead, and run away/turtle. The second is if you get a knockdown, go for cross up wall dives until he stops it. By cross up, I mean change his direction that he’s facing so he loses the charge for his headbutt, which will very much stop your wall dives. It’s not inflailable, he can sumo smash out of it (you won’t always get hit though) but it’s in your favor going for this.

For the turtle method, a well timed jump back fierce will stuff a headbutt if he trys it. Otherwise, try to keep your flick kick charged to get fierce headbutts. You do this a few times, sometimes Honda may try to a jab headbutt to make you flip kick on reaction, then punish you as you recover. Learn to recognize this, and slide him as he’s landing from the jab headbutt. When you get the lead, Honda eventually is gonna HAVE to come at you in some way or form. Just be ready to counter his offensive options. If Honda gets you in the corner and he’s close, you’re probably gonna lose. Try to stay a little outside of the range of his fierce hands. Vega (Claw) can win this fight. The challenge is that Honda just has many more ways to do so.

I have no idea how the order of the strings relate to the order of the dip switches; I can only tell you that I sent it to you in the order it existed in the executable itself. If you can translate them better than google-nese, I’ll test to the best of my ability.

And I checked all of the DIP’s, and none of them turn on the DIP descriptions in anyway I can tell, so I have no idea how to get those strings to show up in the game itself. No idea why they’re there at all.

Speaking as a Honda player, if you’re experienced with Vega you might as well go ahead and use him. It’s a lot more frustrating to go into match-ups with him from the ground up.

The list you sent me is in the reverse order that they appear in the game. (So the first one in the list you sent me is 3F on the chart.)

I’ll start translating them tomorrow.

Bizarre…:confused:

Let me know if this makes sense or not…
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Game_Mechanics

I was looking at your T. Akiba info page again, NKI, and wondering what the “things that didn’t make it into the final version” list is about. Are these dipswitches that were being considered for the Dreamcast version but never implemented? From what I can make out, there’s some pretty strange stuff, like being able to tech holds

I’m not sure what that stuff is exactly. He doesn’t give any explanation other than “Things that didn’t make it into the final version”…

I have a lot of work to do on the translations page. In addition to finishing up that section, I also need to update the Dreamcast DIP switch page, because we now know what the blanks are, and there were a few that were incorrect as well. For some of these, it’s not immediately obvious what they’re supposed to do, and I haven’t had time to test these out.

If anyone has time to test, please let me know what you find.

00 Boss = Dic
01 Boss = Akuma
02 Dizzy icon

15 percentage for 1-frame-guard against O.Ryu’s air HK
16 percentage for 1-frame-guard against O.Ken’s air HK
17 Blocking sound on the bonus stages
1A Normal move damage is corrected
1B Face in the cockpit of the plane (on/off)
1C Color of the name on the cock-pit (blue/yellow)

20 Match count resets at 256
25 Can’t enter name for high score

34 Getting dizzied when airborn
37 Ability to do a move after the round is over
38 The opponent’s waiting time for uppercuts is set
3E Ability to do a move after the time runs out

I was playing Guile against a CPU Chun Li (CCC2 version) and managed to Somersault Kick her while she was jumping. However, she somehow got stuck in the air and was able to crouch and perform ground attacks in mid-air for a few seconds (but didn’t jump or move left/right).

I jump attacked, she got knocked back to ground level, and everything returned to normal. Is this a known glitch? Or perhaps a CCC2-specific emulation error?

Turbo 3?

I’m sure I’ve asked this question a million times, but…I’ve always been under the impression that Turbo 2 was the game speed used in tourneys, but Evo’s website says Turbo 3. So, is it Turbo 3, or Turbo 2? I couldn’t find anything about that on the Wiki, either.

Im really not looking forward to EVO and CCC2 ST.

Thank goodness I will have my arcade cab there.

And T3 is the tourny speed

Betcha these refer to the ‘HUD’ lifebars and names and not Guile’s stage.

Ill start going through and checking as soon as I get home. Not sure if there is an easy was to test 17, 1A, or what in the hell 38 is about, but Ill knock as many out as I can.

Just to triple check, is T3 the speed to use in the US release of CCC2? I only ask because I thought the numbering was different between Japanese and US games.

Speaking of DIP switches it’s possible to display the hitboxes in-game in HF (and only HF.) I haven’t been able to get this to work with mame, though: the switch list seems to be incomplete.

You can see what this looks like at ladios’ (the murder machine!) page:
http://www.critical.ne.jp/~ladios/
(Click the wazahyou.htm link in the left frame.)

Holy crap! That’s awesome! I’ve done some hacking around with mame in the past. Maybe if I get some time I’ll fiddle around with it again.

I’ve actually gotten that to work in WW and HF. It supposedly works on all 3 CPS1 SF2s. The dipswitch thing is tricky, because most emulators don’t have a true dipswitch menu where you can go in and set switches manually. Rather, they have menus tailored for each game that let you choose an option/effect (number of coins, creits, difficulty, etc.), and the dipswitches are then set accordingly.

I’m able to get the hitboxes to show aswell on my CPS1 WW and HF boards. Not CE though, there must be some trick to it like WW where you have to tap some buttons on start-up.

It’s interesting to play in the debug mode where you can actually see the hitboxes and realize little things like for instance Ken’s cr.Roundhouse actually has a longer range than his cr.Forward.