Super Street Fighter II Turbo, in the house

ah that’s dissapointing regarding the beat shin shoryuken. I really hoped that it was in a beta version :frowning: Nevermind though those links have raised further questions! lol. Does that first one (T akiba) only refer to the DC version? what is meant by vacuum final atomic buster? and it mentions several reversal moves (devil reverse among others). Are there moves (other than supers) that can’t be done as reversals?

I couldn’t really find any beta info in those links, can you link to a specific section? sorry:sweat:

So who knocked out our resident expert and what character knocked him out?

Congrats taking 5th

IIRC I think Choi and Legends Peaced him out.

And FYI, NKI is just as cool in person as he is on the threads. Easy to talk to, willing to help ppl out. He translated a couple things from me to Gian. It was very fun to have a chance to talk with him (NKI).

On the T. Akiba page, all of the stuff in the black tables are Dreamcast version dipswitches. However underneath that is a long list of weird stuff. I’m not really sure exactly what it’s referring to, but it’s apparently stuff that “didn’t make it into the final version”. Whether these are dipswitches that were planned for the Dreamcast version but didn’t make it, or features from the beta that didn’t make it to the arcade release, or perhaps both, I don’t know.

“Vaccuum FAB” refers to a glitch with Gief’s Super that allows him to perform it without actually grabbing the opponent. The opponent can still move around, but they still take the damage, and they can’t hit Gief out of it. NKI features this in one of his videos, IIRC.

The section of the Wikipedia arctile that I lined to (the “Episode” section) has various bits of info on beta versions under each game’s heading. At a glance, I can notice that it says Ryu’s 2P color in the HF beta was orange (like the one in SSF2/T, maybe?), SSF2 beta had a palette for Claw with a really funky skin color that players called “Zombie Balrog”, and the SSF2T beta had chip damage from Fiereces and Roundhouses, as well as the “sunburst” finish effect from special moves as well as Supers.

whoa, the ST beta stuff sounds crazy. thanks for the info.

So does the gief glitch work on ST by default? or do you have to change dip switches to get it?

The Gief glitch is in the original arcade release, on the Dreamcast version you might have to change dipswitches.

People on 2ch are saying that Shinjuku More is going out of business. Tamashima, Noguchi, Hakase, etc. HQ. Where NKI learned how to play gege. Quite a shame if true.

What??? Third floor was always packed when I went, second floor had an average amount of people, and even the first ‘UFO Catcher’ floor got good business all of the time. WTF?

Can you explain how to do this? XTG has landed this BULLSHIT ASS GLITCH on me before to win the game, when I kept trying to attack him while he was doing the FAB animation by himself…then when he lands, I die when I didn’t even get thrown, it was the most bogus shit I have ever seen. :mad:

The section underneath lists all of the changes from Dreamcast ST versus arcade ST, or at least those differences that arent controlled by DC ST dip switch settings.

The second paragraph ("???1994/02/23???") yes… but the long paragraph above that ("???") lists all sorts of strange things that, as far as I know, were never in any official release of ST. Stuff like the ability to tech multi-hit grabs, turning off the random factors for damage and dizziness, turning off the CPU’s impossible cancels, and making Supers have no dizzy value. Those aren’t in the DC version, are they?

http://nki.combovideos.com/dc.html

Ah, you’re right, my bad.

i’ve been told the DC version of ST is really poor, is this really true? i’ve played it quite a bit and never noticed issues.

Unless you unlock the DIP switch menu to choose the original ST revision, DC version is just a semi-updated version of ST.

But at least it’s more arcade perfect than CCC2 :rofl:, we had to get a kick on the face to admit how that version is so inferior in many aspects even thou it’s emulated.

Supposedly character sizings/spacings are slightly different, combos that work in one version might not in the other. I haven’t played the DC version myself.

Airthrow, I believe the glitch involves Zangief doing the FAB as a reversal when landing from a flip-out (getting hit by a normal in midair, etc.), and having the opponent behind him.

hawk vs honda

what do i do in this match as hawk. if the honda is smart, he’ll realize that all he has to do is store ochio and if i jump, lp headbutt beats everything. if i walk up, lp headbutt. if i do manage to get in, reversal ochio. lp headbutt beats out hawks dp.
i have no idea what to do

Turtle. You have to trick Honda into giving you the momentum, and the only you can do that is to play defensive to start. Try baiting a torpedo and DP’ing it. Once you get the lead, you can do some mixups to get him desperate.

On the real, it’s not a good matchup for T.Hawk, but since most Honda players only know how to play defense, you can probably make it work out.

O Hawk can play defense reasonably well against Honda (I’m all for O Hawk instead of New). Crouching jab, jumping jab, and jumping fierce beat headbutts at range, and jumping fierce and forward beat or trade with headbutts even close up and crouching jab and crouching strong beat hand slaps at the right range. Far standing roundhouse is a good way to poke at Honda from a distance, and it’ll trade with headbutts too. If you do crouching jab at the max range where it still touches Honda, that’ll trade with headbutt, and if he doesn’t headbutt you you’re still at a range where you can do negative edge 360. Also, as Dasrik said, psychic dragon punch can help you out a lot.

You can play offensively a bit, but it should be limited. Jumping fierce and jumping forward can trade with close headbutt, but if they land without the Honda player headbutting, you can try going right into negative edge 360 or play mind games between 360 and dragon punch. Should you ever knock him down at a range where you’re close enough to cross him up, cross up with jumping forward or jumping fierce splash and make sure your next tick puts you out of his ochio range, which crouching jab x 2 will do nicely. If you knock him down otherwise, you can do safe jumping jab, but if he gets headbutt out it’ll push him back too far for you to then 360 him.

Anyway, yeah, it’s a losing match, but it’s not a horrible one.

so whats the actual case here… if folks have to argue or don’t really know right off then the DC port must be pretty close to perfect?

I have a question. Is it true that Gief’s stage is the fastest in the game?