Super Street Fighter II Turbo, in the house

[media=youtube]BbcAZBbt1vg&feature=related"[/media] whenever I have seen Otochun he looks like a nerdy salaryman with thickass glasses, that guy looks like he’s in a nu-metal band…is that really Otochun?

On a side note… I was noticing how much Aniken and some of the other N. Ken players would mess up the c. forward into fireball to where the crazy kick comes out. I know most people prolly already know this, but I was practicing and it hit me. Why not hold down the forward kick (do not release) then to the fireball motion and after you release the punch button, then release the forward kick. Same goes for roundhouse into fireball. This technique seems to completely allievate the problem in this instance.

They might be using double tapping for the specials. If that’s not the case, then I got no idea.

I was messing up with the CPU just now – I have realized without minimum execution skills I can not compete, so I am going to spend some time throwing hadoukens and SRKs at the AI until I get used to the square gate – and I noticed this message on the upper left corner:
http://j.imagehost.org/t/0468/st_msg.jpg
Does anyone know what it means? Something tells me it is something that won’t dramatically change my life, but I just had to ask.

Peace!

Or you can just use O.Ken.

http://nki.combovideos.com/data.html#yusen

According to T.Akiba’s priority list, a qcf+p+k motion should always get a fireball, because the fireball takes precedence over a crazy kick. The reason that Ken players get crazy kicks, when they want fireballs, is simple: they made an execution mistake. Holding down kick so as not to negative edge accidentally, and get a crazy kick, will work. But it also requires more concentration, which leaves room for mistakes.

Mistakes happen all of the time, Mayakon doesn’t safe jump or negative edge fairly often, YuuVega fails combos, and Taira blows reversal opportunities.

Yeah but O.Ken doesn’t have the knee bash or overhead. I find N.Ken way more fun to use and play against.

So, I can’t find a definitive answer about which version of Super Turbo is arcade perfect. I’ve heard people say that the version on Capcom Classics Collection 2 is, and i’ve heard some say that “Classic” mode on HDR is perfect, and likewise i’ve heard people say both have flaws.

The Japanese Dreamcast version was the only acceptable port, it’s not arcade perfect, but it’s the closest. No port of ST is arcade perfect. PS1, CCC2, AE, are all horrible compared to the arcade version of ST. PS1 has too many differences, AE is not even ST, and CCC2 has lag, dropped inputs, and other issues. And HDR’s classic mode doesn’t have classic backgrounds, has speed issues, and looks insanely ugly no matter what combination of old and new sprites you use. HDR Classic Mode is like the DC version but without the old backgrounds, some classic animations are missing (fireballs, super freeze, character select), and some of the sounds are different.

EVO used an American arcade ST board through 2003. Then in 2004 they used the Japanese DC version. 2005 was the PS1 version. 2006 was AE on the PS2. 2007 was CCC2. And then 2008 was the Japanese DC version again which was the version that should have been used every year. 2009 and 2010 are HDR on Remix Mode (LOL!).

If you want the absolute best version of ST then get a Japanese board and use a Super Gun or put it in a cabinet. Either that or stick to GGPO or FBA offline.

Edit: in this thread NKI does a commentary on the history of EVO.

Edit: thread where Sirlin goes to war claiming that CCC2’s problems are not his fault even though he claimed that CCC2 was arcade perfect too many times to count.

Edit: thread where Wiz announced that EVO is going back to the DC version of ST after a long hiatus.

does hdr classic mode also suffer from the random 1 frame of input lag like the DC version?

Hey grog, I was spectating some matches of u vs marsgattai earlier on ggpo (my 1st day actually getting it to work) and I must say that was a pretty good scap b/w u two. Keep it up.

Akuma’s 3-hit combination

Do you guys know Akuma’s 3-hit combo? I’m sure many do, but just in case: I picked Akuma just for fun last night and employed it 3 times in the same match, before letting a friend beat him so I could pick a fair character. It goes like this[LIST]
[]knock the enemy down;
[
]do a meaty air hadouken (hit or block);
[*]walk up and sweep.
[/LIST]That’s it: one air hadou, then sweep: 3-hit combo! :looney:

I remember this message it has something to do with someone pressing the start button too much with no credits.

Season’s Beatings: Redemption - Daigo, Momochi, Choco, arcade Super Turbo – $50, 3/5 double elim, $300 pot bonus, Top 5 payout

We’re trying something different at SB – headlining a high-stakes, arcade ST tournament and calling HDR the side game. Hoping this format makes it worth the while to put ST back in the spotlight for all the loyalists.

$50 dollar entry… typo?

Nope

Symmetry:

From here: [media=youtube]yYXiY7pgJEo&feature=youtube_gdata[/media]

K is a beast, but we already knew that…!

^Lol those were some very entertaining matches. Reversal kikouken haha. I can only assume the commentary would be even funnier if I understood more than just random phrases.

Agreed, those matches are very entertaining. Japanese commentators are usually hyper but for that match with K the commentator is going crazy!

Saturday 8/14 Classic Mode

Alrighty, I am posting this here so that no one can say, “well, I didn’t know about it” or “no one ever told me,” etc, etc. On Saturday the 14th of August a bunch of us So’Cal heads will be hosting a Classic Mode (on HDR) tourney at Denjin Arcade in Simi Valley, CA. We expect every “pro-ST on console for Evo” player within a couple hours of LA to actually come out. The Pro-ST contingency has been very vocal the last several months about ST being the standard for Evo as opposed to HDR. Well, now you actually get the opportunity to prove to those of us in the Pro-SF2 camp that you are in fact serious.

Here’s a link to the thread:

http://shoryuken.com/f7/hdremix-ranbats-3-1-8-14-denjin-arcade-246283/

Signups @5pm, tourney starts @6pm (will be run on 360)

Address: 995 E Los Angeles Ave
Simi Valley, California 93065

Again, I expect to see some new faces next Saturday. This is a great opportunity for those who wish to see ST back at Evo. If we get a good turnout, we will definitely take that into consideration and probably continue to host more “Classic Mode” events. So, needless to say, if you fit that criteria and you’re not in attendance you are MAD SUSPECT. That is all :cool:

Shoryuken

Okay, I’m new to the thread, but I’ve been playing Street Fighter for a while. I’ve mastered the Shoryuken on any game, any console. Problem? Why can’t I do the Shoryuken right for the Super Street Fighter 2 Turbo? I’ve this problem in the HD remix classic mode and the Anniversary edition Hyper Fighting. When I try, I either get a hadouken or a punch combo ending with the hadouken. I get the same error every time with any character that uses the same directional input as the Shoryuken. Such as Tiger uppercut. PLEASE HELP!

The punch ending in a hadouken is a sign of pressing the button too early (still in down position, just before down-back) and releasing it too late while moving the stick towards, which is unnecessary. This can happen, e.g., because of using home joysticks, which are not firmly attached to a structure like the ones from a real cabinet. The thing moves all around and one does not know what the exact motions are being activated.