Hi everyone, i know a lot players in the ST/HDR community are upset to not see there game on the main event for the upcoming EVO 2011. This is why i came up with this idea of creating a poll to reinforce our position and show the EVO organisers that ST (in my case)/HDR are still popular enough to be runned on the biggest american tournament of the year.
So guys, Would you like to see ST at EVO 2011 ?
NOW IS THE TIME TO GIVE YOUR OPINION, PASS THE WORD !!!
Anyway wanted to point out that on the top of the layout it has links to guides, and out of the games they could have picked they put ST up there which is great in my books.
I think it’s Damdai issuing the DOS attacks on GGPO, so that people are forced to play Supercade. We know their whole crew will use any means to bad mouth or cripple their competition (see ST vs. HDR).
Dammit, I was going to make this joke. Something along the lines of: Damdai wants as many people as possible to get trojaned by his supercade rootkit. Etc.
I also like it that they put the ST guide there. I believe, however, part of the reason is the great work previous contributors have done. Again, I ask that people check it, help with advices and either edit it themselves or post their thoughts at the wiki thread here. While the ST wiki has a lot of stuff, it still misses many things. For one thing, O.Sagat’s page is mostly empty, and by now only Ryu’s and maybe O.Ken’s pages have frame data.
Edit: some amazing work like that of people obtaining stun info can be added to the wiki. It would be pretty nice to have stun damage and time added for all moves.
Is Jason Cole doing something with Street Fighter and media these days? IIRC, he mentioned something about a project he was working on, but I never bothered to check up on it.
Dammit found a few more things about SF2. The Rekkukyaku and Hooligan motion were already known, and are probably either on the character threads or in the wiki. For instance, dives being actually harder for ST.Claw in AE.
Nice, that link actually corrects my line of thinking. So the reason for strict wall dive inputs for arcade SSF2, ST o.claw, and HSF2 n.claw is that the game only registers negative edge K inputs (a la SF1).
And that means console HSF2 n.claw’s wall dive input was messed up further where it became “charge d,K,u” but without the negative edge constraints. Console HSF2 also has huge leniency on the 2nd input (K), allowing you to cancel out of an active slide (which is normally impossible even in recovery), suggesting that the 2nd input has plenty of built-in input leniency but the short 2-3 frame buffer before jumping after pressing up overrides that in the arcade version.
This got me thinking, so I decided to investigate a bit. First of all, I have found something I would have never imagined: charge specials do not work if you input the button the next frame after having left the required charge direction. You will obtain a normal instead, in case of pressing a button, and nothing at all, but the correspondent direction action, such as jumping or walking towards the enemy. This seems true for all charge specials, for all versions of SF2. For instance, the command for a successful Sonic Boom would be ← (charge), <anything, for one frame>, → + P (press or release). If you input the → direction right after leaving ←, you must press or release a punch button the next frame or later, and you do not need to keep holding → anymore.
As for Claw in S2, O.Claw in ST and ST.Claw in AE, the window is just unusually short. Go figure…
I don’t believe the wall dive input window is any shorter than normal. I agree with what the link says (although it should probably emphasize the conclusion more): that it’s an issue with only negative edge inputs being accepted. If you negative edge inputs, the leniency is the exact same as in ST.
But people not knowing better would press K at or after pressing up. Claw jumps in about 3 frames so you pretty much have to press and release K in 2 frames to still get the wall dive that way, which is very tough (hence why I always used to press K before up and thought it was the same as the console HSF2 issue). But if you just hold K beforehand and let go after up, it feels just like it should be.
Well, the game does accept presses if you input it one frame after leaving the ↓ direction. But you are right that the game also accepts negative-edge for the remainder of the window, after presses stop working but on the other version (new for ST, S2 for AE).
Yeah, that Umehon interview stuff is pretty old. I remember reading it a long time ago (like 2005), but with my limited Japanese skills a lot of stuff went over the top of my head. It’s too long to translate though. From memory most of what he’s talking about is just recollections of early SF2 days, things like:
[LIST]
[]Aniken had the biggest impact on him in the early days. Back in those days Aniken had gained the nickname “God of 50/50 mixups”. Apparently Aniken was stronger during those “glory days” and since then his winningness has dropped slightly.
[]Daigo said that in terms of his own winningness, he was best during the Vampire Hunter era – basically untouchable with a record 286 win streak at Akihabara. However in terms of overall strength, he felt that he was strongest now (which is what he has said repeatedly in more recent interviews in the SF4 era too).
[]In the early days of SF2/ST, his homegrounds of Akihabara had a tendency to play without projectiles (i.e. dislike of fireballs). Nuki has also mentioned in one of his commentaries that players in those days disliked spamming of fireballs.
[]One of the biggest impacts was from Yaya (N. Sagat). Daigo said that Yaya’s fireball style was extremely frustrating to fight against. He would use Guile (who he mained before Ryu) and lose over and over to Yaya, who somehow always stopped fireballing just when Daigo would jump forward. Yaya’s fireball style had a considerable impact on the way he plays Ryu.
[]Mentions legendary players like Rikiya (Zangief), who was extremely strong. Another legendary player was Camera-Ya (N.Ken), who according to Daigo had the best footsies of anyone he’s ever played.
[]Discusses his way of analyzing opponents, explaining how he downloads them by observing how they react to fireballs, especially when he spams fireballs at them – do they jump recklessly forward, or show restraint by not jumping, etc. He changes his style based on this kind of information gathering about how his opponent plays (which jives with what the community often sees as Daigo “sandbagging” during the first round of a match). If his opponent is the defensive/turtle type, he rushes down; if they are rushdown types then he lets them come to him, etc.
[/LIST]
Hopefully someone can find the time to translate the Umehon interviews as there’s some good stuff in there.
I remember nohoho also did a short translation of Daigo talking about his early days in the SF2WW/CE era, where he would constantly go to arcades like Vicky’s and in the beginning couldn’t even beat the CPU.