Super Street Fighter II Turbo, in the house

Replying to the guy looking for top American players:
Also…

Cammy: Mike Creque (Masaka)
N-Ken: Wes Truelson
Bison: David Sirlin, Seth Killian (Also have good 'Rogs)
Blanka: DSP, who also has good everybody else
OGuile: Jeff Schaefer (Hella old, has matches on Youtube vs Daigo)
T Hawk: Julien Beasley and I don’t know who else (HELLA old)

Justin Wong also has a good Ryu/O.Sagat

Since I helped out: What are some combos w/ OG Ken? I’ve looked around these forums as well as the old agsf2 newsgroup and I can’t seem to find a list.

I already know that I can do jHp x air Tatsu cHk as well as crossups with the jHK but I am looking for other practical decent combos, so that when I do get my dizzy I can put on the fatness. Also, is there any type of guide to his various traps and ranges? I think, without competition, it will be kind of hard to conceptualize. His traps seem to be great, but not as easy to setup as OG Ryu/New Ryu’s or the old shoto traps.

just skimming the thread so if I missed it or if its been touched apon then ignore…

-For the normal bullet id assume that means projectile shrug…

Also so was there never a answer as to why its harder to tiger knee backwards hurricane kick with ryu then others? Tiger kneeing foward works just as easily with ryu as ken and akuma. But with ryu randomly the game wont let you hurricane kick as tiger knee backwards for some reason shruggggggggggggggggggggggggggggg.

Is the Xbox/PS2 version of ST on the CCC Vol. 2 Disk Arcade Perfect

It has a few issues, but it’s the closest port yet. Most of the issues don’t affect gameplay (occasional sound glitches), but there are supposedly a few things that will (slowdown on certain stages).

And training mode is full of glitches. Someone recently shot some cell phone footage of Ken with Ryu in WW Guile-esque “handcuffs” in training mode. :confused:

Finally, arcade perfect ST :lovin:

http://i32.photobucket.com/albums/d35/thchardcore/volvo041.jpg

awesome dude, nice job :clap: if you made it :looney:

Does T hawk have any good matchups at all? Ive started playing this game and can 360 off ticks all the time now and can stand 360 for the most part. It seems a lot of his game vs someone like dhalsim (and most of the cast) is jump straight up and down and hit fierce a lot, psychi dp, trade hits.

can NKI or anyone else who is knowledgable hook me up with some T. Hawk help?

I dont think he has adv in any matchup… he might 5-5 w/ other low tiers…

i think he has a slight advantage over ryu

Just wondering, are Zangief’s green hand and Honda’s super the only non-projectile moves in ST that can cancel out opponents’ projectiles?

and maybe Old Deejay’s hyperfist does… not sure

IIRC, I think in one of NKI threads, NKI talks about how (ironically) T.Hawk does well agains Chun. Once he is in she can’t get him off.

I’d try to search the ‘NKI’s Random Japan Log’, or this thread for the info.

Wow, I’m looking through the ASCII text in SSF2T’s ROM… and there’s lots of evidence of some kind of developers’ test mode that would be an awesome source of info if it could be used.

Amidst all the text for the stuff you’ll normally find in the game’s service menu (for stuff like the sound test, game settings, etc.) there’s a big block of text that includes things like: (parts in parentheses are my guesses at what they might mean)

OBJ TEST
NORMAL
EDIT
CHR CTR
CHR TYPE
CHR DIR (Face left or right, I guess?)
HEAD
BODY
FOOT (Might these last 3 be for vulnerability boxes? As I’ve noted earlier, characters always have high, middle, and low vulnerability boxes)
ATCK (Attack hitbox?)
BODY1 (“Push” box?)
KAGE (“kage” is Japanese for “shadow”, so might this be for which ground shadow sprite the character is supposed use for this frame?)
ATCK DNo
HIT TYPE (action the opponent takes upon being hit? i.e. knockdown or not, etc.)
SD CODE
ATCK EX
ENEMY TEST

There’s also text that appears to be for a more indepth sound test. It’s possible that the code for these test modes isn’t in the actual game and the text was left in anyway. However, if the code was still there, it would be awesome if someone with ROM hacking experience found a way to enable it.

I wonder if this is the stuff that the Yoga Book Hyper guys got to play around with? I envy them so. :sad:

As far as I know, hawk has 0 favorable matchups, but when he gets in on certain characters, its pretty much game over. Chars like chun, dhalsim, boxer, dictator, claw, etc etc.

well really if he can get a knockdown on any character in the corner then he can win for free assuming he doesnt mess up. i’m not sure what makes you list those chars specifically though, except for sim and dictator.

Sorry I been MIA for a while…:sad:

Maybe if you jump off the wall to get extra height, you might have enough time to charge, but other than that, I don’t think it would be possible. Especially not off just a standard jump-in.

There isn’t a trick to it…you just have to start charging immediately after you hit up/towards. Also, if I remember correctly, you can link Guile’s flash kick after cr.Short and cr.Strong, so that will give you plenty of time to charge.

I haven’t seen that fool in ages. As far as I know, he’s not coming to Evo.

MORE or Mikado, both of which are in your own stompin’ grounds (Shinjuku). You can walk from one to the other in about 5 minutes.

He doesn’t really have any amazing combos. Against most characters, simple stuff like [j.Fierce, cr.Short xx Jab DP] is all you need. But against Sim or Gief or other wide characters, you’d probably wanna do something like cross-up j.RH, st.Fierce xx Fierce DP.

Also, [cr.Strong, cr.RH] is a useful link.

Hrm? I’m not sure his fireball traps are that much different from O.Ryu’s or N.Ryu’s. It’s just that O.Ken recovers faster from the fireballs, and his DP has more invincibility. The basic trap is still the same.

I’m going to assume the command for Ryu’s backwards air HK was just programmed differently. Ken must have a bigger window to input the command or something.

Hawk actually does well against Ryu, Ken, and Chun.

I can’t think of any others. O.DeeJay’s Machine Gun Upper is invincible, but it does not cancel fireballs.

Man, that would be NUTS if there is actually a debug mode in the arcade version. Good work so far on uncovering that info! :tup:

Like this ?

http://i135.photobucket.com/albums/q125/MasterBigode/0001-3.png

How come when I use boxer on 1p side, I grab them with a strong headbutt, walk under them while holding right, I can’t just immediately use a dash, shouldn’t holding right when walking under them charge for a dash?

I want to Walk forward tick mk, headbutt (walk underneath them and keep holding right), cr. mp> dash, but it doesn’t work…

No, it won’t work because you only charge while holding back. So while walking forward, it doesn’t count as you holding any direction at all. So nothing charges. When you get under the character, the game finally registers you holding back, so charging starts. Charging isn’t measured by how long you hold left or right, it’s only back.

The theoretical debug mode that I was talking about would probably be accessed through that menu (the text for it was stored in the same place as the text for that menu), but you can’t access it under normal circumstances (if it’s even actually still there).