Super Street Fighter II Turbo, in the house

Super was stored. Explanation is a few pages back in this thread.

NKI: are the 3-on-3 ST vids fixed yet?

Found it. Thanks.

As for the vids, I think that they are fixed. I found them on Preppy’s site. I’m assuming that they are fixed because the problem arised when they were on BT.

I’m not sure if this has been asked yet or not. I got some question about Chun, in one of the X-Mania 4 match, Ryu was getting up, Chun stored a super and did a fireball(Ryu blocked it) and proceed to walk forward right after her fireball and d.mk xx super. How is that possibly done?

If she stored a super and walked up d.mk, wouldn’t that suppose to cancel out the charge and store since she input Down and/or wouldn’t the super come out right away since she did input a Kick also?

I figure she did a df.mk since that wouldn’t cancel out the store since it’s Forward command also, but df.mk would just lead to Chun doing that backflip kick she does.

What was the trick to this if anyone knows? Oh and I’ve also seen a walk up d.lk xx super also.

Thanks!

Just a note about high-low blocking - if you play against Akuma you will see this happen a lot. If Akuma jumps at you and throws an air fireball and you bock it high he gets a free low hit afterwards if he had the right timing.

I have never seen a reversal message for normals in EX. Even in the first EX game were you get meter for whiffing normals.

In EX+A, I’ve gotten reversal wakeup standing jab cancelled into DP (with reversal message) many times.

This was originally tested on one of the CPS1 SF2s (I believe it was WW, but I’m not certain). This test predated CPS2 emulation, for what it’s worth.

I’ve tried presing jab, short and whatever upon wake up and never got a reversal message. Closest that I can think of how that would be possible, was the DP canceled out of the jab within the limited number of frames to register as a reversal.

In which case you’re not getting the reversal message for the jab, but the DP that you canceled into.

-edit- tried it with zinc, with a macro (like nki in kawaks) that’ll input a jab every frame and never did I get a reversal (at least in terms of the message). I may decide to count frames to see if the normal shorten the wake up stun or whatever, but from what I could tell, it didn’t.

To do fireball then super the motion is

B(charge),f+punch,b,F(you can press kick at any point after this to bust out the super as long as you hold forward). As was pointed out, you can even jump over your oppenent and retain your charge provided you have decent timing. Honda can use this trick too, but his super isn’t nearly as good so it’s not recommended unless you know the exact spacing required.

The trick for the fireball is just to do the regular motion but to sneak in a punch on the first forward joystick input. It’s not that hard to do and can serve as a fairly basic hit confirm and setup for her silly super+throw game.

To stick in the d.mk, all you do is hit the d.mk and return to forward as quickly as possible so you’ll keep the charge. To give you a similar example, say you’re charging a boom with Guile, iirc instead of just going b,f, you can charge back, input hcf+p and the boom will still come out if you do it fast enough. I just conclude that as long as you hit all the necessary points in sequence within the set time window, it doesn’t matter what you input between them. This is to account for human error, because a game without this system would require ridiculous execution and have far less little quirks and tricks to make it interesting. This is sort of the same concept behind Kara cancels.

I hope that helps.

RE:ShinjiGohan. I’m probably reaching here, but maybe the reversal message appears if the jab is cancelled into the dragon punch within the original reversal window. Or maybe it was even kara-canceled into the dp so that it happened quicker. This is all assuming that reversals have a really big window in EX1. Unlikely, I know, but it’s just a suggestion.

wouldn’t it be smart to just use s.short, s.forward, or s.roundhouse as AA vs gief rather than going for flame kick which you could be baited into doing? All i ever use is s.short to AA, it beats ALL of giefs jumping attacks. If gief wants to play footsies, use c.fierce to punish him for walking or whiffing an attack. If he uses c.roundhouse, use fei’s overhead from mid range to counter that instead of trading with giefs sweep. Fei has an answer to everything gief does. As long as fei prevents geif from scoring a knockdown then this match is in the bag

As someone else already said, the game only scans for inputs every frame, so if you input a jab on every frame the game thinks you’re just holding down the button. It’d be better to alternate between jab and short or something.

I still think there’s more to it than that; even normal throws have ridiculous range in the old games so it’s not inconceivable that both characters would be within their respective throw ranges, command or otherwise. I can count on one hand the number of times I’ve seen an ochio attempt get beat out by a regular throw, even when it wasn’t off a tick that would supposedly put the non-Honda out of range.

Anyway, I should stop being lazy and just redownload an emulator to check this stuff out once and for all. I’ll look into it and come back with my results at some point.

-correction-

seems I had it input every other frame.So at work it was 1 frame after complete recovery did the jab come out. And that yes, two consecutive frames does count as a held button. I wonder why that didn’t work before. But in any case, Holding that “jab everyother frame” did not give me a reversal message. Though I think I once move canceled out of the jab before its attack frames and got a reversal once. But I had lots of trouble timing that. So I’d suspect that what I said was true (with DuckStrong also said… but this isn’t an EX thread, but it does disprove about getting reversal points for normals).

I believe this is why specials are so ridiculously hard in SF1; you have to precisely input the command, with no room for error.

I don’t know for sure, but that is very possible. Not all characters in ST have the same physics. There’s a very real chance that you need to time it differently against Chun.

As an example of different physics, after being knocked down, O.Sagat (not sure about N.Sagat) stands up much more quickly than other characters, so you must do meaties earlier on him.

Keep in mind that if you are within her throw range on the ground, and you are not doing an invincible move, she DOES get a free throw on you, even if you’re doing a perfectly timed meaty.

-Nicholai!

even if you input the command correctly on sf1, you’ve still got no guarantee that the special would work lol.

i believe the game engine wasn’t quite up to the job, something about clock cycles and processing.

a program pad would be useful about now to test this.

sub

In a perfect world against a predictable gief, yes, those options would work. I’ve played many gief’s. Gief’s low RH is fast and I can’t just react to it from mid range with a his hopping fwd kick. Better to just use Rekka punches. At mid range gief actually gives fei a damn good fight. Gief can do moving lariats and low RH mixups. Fei’s flying chicken wing kick is somewhat good at this range but I have seen gief counter it CLEAN with a lariat that is already in motion.

Oh and just so you guys know, SAGAT gets up faster than anyone in the game. You totally have to retime your meaties and jumpins when he’s getting up from the ground :tup:

Seems to me that Dhalsim also gets up fast, not as fast as Sagat, but faster than all the other characters.

I also have the impression that it’s very hard to tick throw Dhalsim, it seems like he recovers from his guard stun animation quicker as compared to the other chars. What are your thoughts about that ?

laugh :

This is what we were talking about a few days ago. Everybody in the game can throw you out of a meaty, because you can do reversal normal throws. Check the previous pages of the topic if you want to know more about that.

Seed request for X-Mania 4 part 3 of 3 (yeah I am late ^^;:wink:

Or URL in case someone has mirrored it.

I can help with seeding the first two parts if someone else needs them.