Super Street Fighter II Turbo, in the house

It depends on how good the reaction time of your opponent is. It’s easy for Blanka to jump over fireballs, but O.Sagat generally recovers quickly enough to TU you every time, whereas Ryu’s, even though their recovery time is fast, may throw it too slow to recover before you kick him in the grill.

Something I’ve been wondering about Akuma’s superpause glitch on the Dreamcast version… what happens if he doesn’t have enough health to survive the fireball that initiates it?

Wow, really? I had no idea you could do this. I think I may have seen a low jab into super, but I’ve never seen a low jab comboed into any kind of special move.

NKI can you confirm this?

Julien

Why would you need NKI to confirm it? It’s kinda easy to test yourself.

But since I always like ST trivia, c.jab canceled into any three punch rush or any three kick rushes combos. point blank range, DC version. With the rising shoulder (charge d, u+punch move. I forget the name), it only combos with the jab version. If you’re good with links, c.jab link c.jab xx any rush punch or kick combos too.

Dude, no offense, but being able to cancel low jab before the recovery frames is kind of a big deal.

i went into kawaks and tried low jab rush punch, seems to work fine, try it yourself

None taken, but I dont see how its a big deal. Walk close, crouch back until charged, jab, towards, release jab. Now linking jabs, that takes timing. My only gripe is that is very simple to test. It took longer to boot up ST than it did to test in training mode. No need to invoke the holy NKI for something 60 seconds in an emulator would have told you.

I see a bunch of people all of time on these boards asking questions that just the briefest amount of time in training mode could answer. This is one of them. Another was how to roll and what are the different rolls in Garou. Both answered easily in training mode; making the post had to take longer than actually trying it.

The ‘how to combo boxer’s super after a rush punch’ is a question that training mode may not tell you. One question way back was saying Ryu can do two j.strongs for a four hit combo; how does this happen? NKI actually answered that immediately (opponent has to be in prejump when the first hit of the first j.strong connects). That’s stuff that is a damn good question and reason to invoke help.

But asking if you can combo anything after a c.short? Hell no. Boot up the play and find out. Less time in forums, more time playing.

Some of us can’t run emulators on our computers…

I’m really all for anything that improves opponents’ ability to be threatening… so I don’t think it’s valid to say it’s a waste of time.

It’s not something I’m interested in except for strategic purposes, though. I have always disliked combos.

You will have to reset it, since the character wont move.

Well, I even tried that myself before posting just to make sure, because I know you know your stuff, and I assure you I can do it 100%.

Was there such a code in CPS1 games? If so, does it work for WW, CE and Turbo too?

I was playing CCC2 arcade against the computer yesterday, and it was me (Honda) v. T Hawk (computer). In the second round, the computer Hawk hit me with crouching fierce CANCEL AFTER FIRST HIT into fierce dragon punch, and the first hit of the crouching fierce comboed into the dragon punch for two hits. What in the world???

Without crossups ?
WTF?

No crossups. He was right in front of me, I wasn’t blocking, he did crouching fierce xx dragon punch. I went into training mode immediately after, picked New Hawk, and tried to do that for like 10 minutes on a variety of different characters (including Honda), but I couldn’t get it to work. Then I picked Old Hawk (just in case) and did the same thing, but that didn’t work either. I mean, I know the ST cpu cheats and does some things that are impossible for human players (Ken’s fierce dragon punch being unblockable sometimes), but in all my years of playing the crap out of ST in arcades, on the Dreamcast, on emulator, and more recently on Hyper and CCC2, I’ve never seen Hawk’s low fierce canceled into a dragon for a combo.

The computer will sometimes do impossible cancels. I’ve seen N.Fei cancel his cr.Short into Rekka Ken, and I’ve heard from Japanese players that he will also sometimes cancel his overhead into floating air Rekka Kens. (Because Fei is slightly off the ground during his overhead.)

hey NKI i don’t know if you remembered but i was the person u played first round at evo east.

I was just wondering what is your game plan going against another chun. I noticed u started to use the far strong later on in our match which proved effective.

Any ways good shit hope to play you again at evo worlds

As you may have noticed, I really have no game plan when I play Chun vs. Chun.

Rushing her down with far st.Strong is about the only thing that I know of that works well…:confused:

But yeah, good games, and I’ll see you in Vegas if you go.

And today when I was playing against CPU Guile, he did neutral st.Forward xx Flash Kick for the win. :bluu:

I don`t know why the AI in ST is so hated:sad:. I mean, if you dont have human competition at the moment, you can just play against the computer and it would be harder than playing a human anyway:rofl:.

The only one that I cant stand fighting against is Dee Jay. The man does 75% damage with his machine gun uppercut:confused:, so I just Hurricane Kick the shit out of him.

The main reason is taht a computer that stands there and does nothing would be more helpful to a player than the computer who cheats and frustrates you. Computers don’t teach you reaction nor technique. You usually have to play patterns and super simple in order to win. If the computer stood there and ate everything you threw at it, at least it would be like training mode and you caan practice combos. :slight_smile: I cannot remember the last time I’ve ever played the CPU in any fighting game (unless it was to unlock something).