Super Street Fighter II Turbo, in the house

O and N mean? and do lets say Street Fighter II combos work in Super Turbo Like Street Fighter II ken d/Lk times 3 s.Hp =dizzy work if i pick Super Turbo Groove?

I was told that its possible to pull off more combos in SSF2 than in ST, is this true?

First post in this thread has been updated with terminology. Would someone please make sure I didn’t make any mistakes…:confused:

No, that won’t work. The characters (as well as the game engines) changed a lot throughout the series.

That’s kind of vague, but no matter how you interpret it, it’s still false. Overal, ST has more combos and bigger combos than SSF2, simply due to the fact that there are more moves.

-Nicholai!

Okay, I could really use some Fei Long / Honda strats against T.Hawk, and as far as Fei I mean something other than repeated DP+short to build meter, and for Honda, it seems like his keepaway game just completely gets shut down by the dive, HEEElllp. ::strangles someone::

How is dive bothering your Honda? If I’m not mistaken jab headbutt should counter Hawk’s dive cleanly.

I’m a total SF2 nublet, and sorry f this has been asked, but I’m not really sure what to search for if I search the thread:

What is it that makes certain versions so much better, for example, when playing Anniversary Edition? I get why CE bison is good, with his crossover psycho crusher and such, but why O. Sagat (is it O. Sagat that’s the good one?) or CE Vega (claw) or Ken, or CE Guile (wtf is with CE being so good? :lol: ) and etc. etc.

Sorry if it’s a stupid question. >__>

O. Sagat has like literaly zero recovery time on his tiger shots, CE Claw, I’m gonna go and assume on his normal throws (the damage they do), and i’m not too sure on Ken and Guile (maybe Guile does rediculious amounts of damage on combos, as opposed to the later versions of Guile)

Fei is like a short Zangief as far as his hit box is concerned. Couple that with an E.Honda like weakness against fireball traps…it just makes him fall to pieces. Characters that are naturally great turtles are so damn hard to beat with Fei. Guys like Honda, Guile, runaway Chun, Sagat…

But you are right. Fei would still suck in those kinds of matches. What ST needs is trip guard. I still say thats the only fat flaw of the game…that and damage :lame:

Didn’t NKI say that Chun-Li gets owned by chicken wing kick shenanigans?

^ Cleanly. =(

Yeahhhhh I just watched some of those EVO 3v3 matches to get some ideas, so much Sagat fireball spamming, I’m guessing that was O. Sagat because the recovery was really quick. Hahah, projectiles are so good in sf2. o_o

EDIT: That storing super thing with Chun Li is either really hard or doesn’t work on the Xbox version. >_<

What’s a good starting character in this game?

In CE Vega’s throw does exactly 25% damage. Maybe it still does that much in AE? Then again, in CE Ken’s throw does about 23% damage.

The moral of the story is, don’t get thrown in CE.

Oh wow, I just checked in AE, 1/4th of your life is way too much for a throw, especially in SF2. XD

Right, but you have to catch her. That’s the whole problem. Just like Hawk and Gief…they cant do shit unless they get IN.

It’s funny how some characters dominate others yet totally DIE to low tier ones :xeye:

You have to hit the start button and then pick ST mode for Chun-Li and Honda to use the stored super trick in AE. I’m not sure if any other characters were altered this way.

Hit the start button and then pick super mode for “Old/Original” characters in ST fashion. You’ll hear a tone for confirmation.

Good starting character?

Honda, Ryu, Blanka Deejay, Bison (Vega).
That pretty much sums up 90% of the people I play online.

I play Dhalsim so it’s annoying when I see people run straight to Honda when I pick him.

By the way, Cole, I don’t suppose you have any strats for fighting classic 'rog (boxer)?
I saw Gian relying a lot on crouching MK, yoga fires, and crouching MP for anti-air.

About jab headbutt for Honda, it’s not that it doesn’t work, it does in fact cleanly take it apart, it’s just that the individual playing him I’m referring to has the tendancy to stop short in the dive, cr.jab,cr.jab, 360 grab = pain, or alternatively, mixup diving with jumpins into that same combo+grab. I find that Honda’s Fierce makes a pretty decent anti-air, but I seem to keep falling for this…usually f+rh keeps Hawk from walking up and doing it but Hawk just seems to completely own the air, almost moreso than Claw. Any suggestions? Usually I can take the match if I pin him down with the two-hit fierce, walk up and return the command grab favor…

Ryu is not as good a starting character as people’d think. He’s not that safe like the other chars you listed

Best starting characters?

Vega (Claw), Honda, Balrog, O. Sagat.

Those 4 are really braindead easy.

Here’s their strategy in a nutshell

Vega: Mash cr. strong and walldive a lot
Honda: Against projectile chars: die. Against non-projectile chars: sit there and just headbutt as necessary. Ochio when someone tries to tick throw
Balrog: Low dash X N, couple of turn punches, and once you have meter, just play like Cable and wait for one whiff or errant projectile
O. Sagat TIGER! TIGERUPPERCUT!

O. Sagat’s not easy =/