Super Street Fighter II Turbo, in the house

My guess is that the debug mode could either be accessed by pressing some codes on the joysticks & buttons at the test screen similar to CPS1 or maybe by enabling some jumpers on the A or B CPS2 boards. There’s 27 jumpers IIRC on the B board and they haven’t been documented as far as I know.

I don’t know about this. With Honda, when you fierce grab the opponent, you can press toward the whole time, walk under the opponent, press down short, and then headbutt, and the headbutt will combo. Without the holding toward while grabbing and then continuing that direction to walk under, that is if you just stay on one side and hold back for the same period of time it would otherwise take Honda to walk under the opponent and be on the new side, you don’t get enough charge time for the headbutt. This makes me think that the walk-under portion actually does count toward the charge time.

Maybe the reason this works with the headbutt but not Boxer’s dash punch is because the headbutt doesn’t require as much charge time. Thoughts?

Sorry, I meant DEBUG mode…not test mode. :looney:

That could be it. Boxer can definitely throw, then walk under, then low forward, low strong, dash for a 3 hit combo. The only different I see with your honda example (which I didn’t know was possible) is the charge time.

Got a couple Dhalsim questions:

  1. If I dizzy someone in the corner(and they have more than a throw’s worth of life left), am I better off going for a techable/shakable throw/noogie, or a flame, perhaps initiating that cool flame trap? Are there any characters I should NOT attempt that flame trap against, even from a proper distance?

  2. Oddly enough I’m having trouble anti airing with the back-jab chop(laugh at me, i deserve it). I do fine with the back strong, but I think I’m clueless about the timing on what Im trying to accomplish with the jab chop… do i want to do it early or late? Any characters it shuts down particularly well, or is particularly useless against?

  3. After a noogie, is short or forward slide better than the other for re-noogie shenanigans? They both seems to work ok, but maybe my opponents arent punishing. <shrug>

Thanks! I’m lovin Dhally, but definitely need some matchups 101

On point 3: I always thought it was MK slide for the tick.

i use old sim time to time and i always use c.lk because the slide always comes out no matter at what distance.

Actually, I looked this up, and according to NKI’s translation of T Akiba’s site, Honda’s headbutt and Boxer’s regular kick rush have the same charge times. I tried doing strong and fierce grab with Boxer and then walking under and doing crouching jab xx kick rush, but it didn’t work, whereas it’s not hard at all to do fierce grab with Honda and then walk under crouching short xx headbutt.

To my eyes it looks like both throws toss the opponent the same height into the air, so I don’t think Honda’s throw lets him charge longer once he gets to the other side. I don’t know what the difference is.

I’m pretty sure you have to do the chop pretty late.

Just wanted to say that you’re not alone, and I went through the exact, same testing steps when I read about this and ended up with the same, confusing results. What was especially confusing to me is that I’d have guessed that it would’ve been a hair easier with Boxer’s kick rush, because I thought his greater footspeed would allow him to run underneath the opponent faster and start getting charge on that side earlier. Weird.

Edit: I meant to say I was using Boxer’s low strong for this.

Maybe people with a more thorough understanding of the game engine can correct my terminology here, but you can’t combo Boxer’s crouching jab into a kick rush. The crouching jab will let you link combo but not interrupt combo. So what you need to do is low jab, then stand jab, then kick rush.

It’s the same principle as the low forward, low strong, low dash combo. You can link from a low forward into a low strong, and a low strong is interruptable into a low dash. However, you cannot interrupt a low foward into a low dash.

So back to the low jab example – the low jab is the analogue to the low forward, and stand jab is the analogue of the low strong. Stand jab is interruptible into dashes, but low jab is not.

Julien

Julien I think I get what you mean. We use the term “cancellable” for interruptible usually.

Hey, can you practice at my house sometime this week? Lemme know.

Q1) depends three things:

a) what they are dizzied with i.e. Birds, Stars, Angles, or Deaths, and

b) Character width/throw ranges

c) How far the enemy is when you dizzy them.

If you are up close to the enemy in the longer dizzies (Stars recover fastest and grim reapers recover slowest - Majestros.), you have time to Sh. Yoga Up Flame (whiffs, but builds meter)> yoga st flame ( Knocks enemy down & builds meter…fierce doesn’t do any more life than the St. flame and take 4 more frames to comes out)> sh. up yoga flame (Whiffs, but builds meter). This builds HELLA meter and knocks down the apponent where you can play get up games.

I prefer the above ^ against the bigger characters with better throw ranges than Sim (Gief, Hawk, Honda, Blanka). Doing the Noggie trap against these guys is a little risky. They can all out throw you with thier throw ranges, one throw can lead to a world of pain for Sim. You’ll want to keep your distance in these fights. Not to mention getting the super ASAP is always a good strat…

Up close against dizzied thinner characters. (Chun & Claw) I go for the the Noogie trap and go for the cross up mk slilde >headbutt on the release. If it hits it will lead to another dizzy. Rinse repeat, thorw a little bit of mix up in there and you have yourself a win for the round A-dhalsim wrote a big post on this earlier in this thread.

Against the rest of the cast. Pick your poison. I tend to go for the noggie. It is hard for most average -to above average- players to get out of.

Against better players I go for the flames. Most really good players will reversal you on the noggie trap.

If your at mid screen away, I MK slide into st. flame.

If you are far away. Do the Frc. yoga fire (knocks Down) and the either follow up with a quick drill to close the distance or whiff Up yoaga flames to build meter or throw another mp fire as they are falling (while on fire) from the frc. fire (it will hit meaty as they get up forcing them to block or do a reversal) and then follow up with a drill to close the distance if you choose, punish their reversal, or keep your zone.

Q3) MK. When it hits the oppenent, it hit/ block stun pushs Sim out of most characters throw ranges but keeps them inside Sims throw range.

Also, if done correctly IIRC it leaves sim at frame advanatage as well. You can combo mk slide>close mk

Actually, you can cancel, or interrupt, a low jab.
And I can definetely do walk under, low jab xx kick rush, maybe I’m doing it too slow?

Holy crap I had no idea there was a difference!

I’ve been using jab flame… is strong just as fast, recovery and all?

Yeah, I was aware of this trick… but here’s the weird thing. I’ve never gotten it to work with fwd slide, but I have gotten it to work with short slide! And I’ve now seen 3 people(you’re the 3rd) posting fwd slide. Now, no doubt all 3 of you know the game better than me… but I’ve actually DONE it with short, and have NEVER done it with fwd! What gives? This might be an NKI technical question here. I can keep trying with fwd slide, but I’m sure you can understand my confusion since I’ve only gotten this to work with short lol

Good to know about the frame adv on the fwd slide, tho. All good info… thanks a lot for the replies guys! :slight_smile:

Isn’t it Angels > stars > grim reapers(fastest to slowest to recover), and just stars is the most common one?

It breaks down like this:

Jab Yoga Flame:
21 frames startup
32 frames hit
19 frames recovery
18 damage

Strong Yoga Flame:
23 frames startup
48 frames hit
19 frames recovery
20 damage

Fierce Yoga Flame:
25 frames startup
64 frames hit
19 frames recovery
20 damage

And, FWIW, they all build the same amount of meter. So, it looks like if you’re sure it will hit, then strong is your best choice :tup:

N.Ken’s TOD in ST is C.Up Foward, st.Fierce, Fierce SRK. It dizzies everytime so I’m assuming this is it. If it is then great, but if not would someone please enlighten me?

Thanks

That could be true:sweat: :sweat: . I am just posting from Majestro’s post.

He is normally pretty right on. He’s a ninja. :karate: Here is the original post… http://forums.shoryuken.com/showpost.php?p=3260141&postcount=2416

Be it could be wrong. I can’t say for sure. Since I am taking his word for it. But as I said, he has a rep for knowing what he is tralking about.

Let me do some testing and try to confirm a definate answer.:wgrin:

That somes it up. On dizzy do the Strong. In matched I use Jab flame the most, but mix up with the others just a bit to make my game less predictable. Mixing up will catch those trying to punish the ‘jab’ flame with headbutts, blanks balls, hurricane kicks, and etc. by running into the longer versions… if that makes sense.

Who does better against Blanka, Ryu or O.Sagat?