Super Street Fighter II Turbo, in the house

Im having problems with Chun-li What is her better “Groove” and whats her strat Combos ect and when i say groove i mean like Normal,Turbo,Superturbo ect and thing u can contrubte would be helpful
Thanks in advance!

Aren’t you the same guy who tried to tell people that O. Ken has safe dps on whiff? :tdown:

I’m not questioining any Vega players skill but, lets face it, Vega is a retarded character, and even NKI mentioned it. If his ease of use helps newer people, like you or me, get into the game so be it. You’ve played the game for how long and you’ve already placed?

AE is very unbalanced, and brings back all the flaws of the first sf2 games : weird dizzy system, no damage scaling on combos, no tech throws (even X chars can’t tech throw against non X chars), and stupid characters like dash Vega/Bison. This game may be fun to play, but it isn’t interesting for “serious” playing.

If someone is new to st and wants results fast, Vega is the way to go. Hands down the easiest character to use in the game.

[quote=Eishi]
AE is very unbalanced, and brings back all the flaws of the first sf2 games : weird dizzy system, no damage scaling on combos, no tech throws (even X chars can’t tech throw against non X chars), and stupid characters like dash Vega/Bison. This game may be fun to play, but it isn’t interesting for “serious” playing.

I understand all that but I never understood why ppl complain about CE Bison. Bison gets countered!!! Bison has weaknesses like everyone else. People are just too lazy to find out imo. The only difference now is that in this game he seems more dominant because of his bullshit. Hes top tier…SO!
Shit I’d still rather fight CE Bison than ST Dhalshim any day!!
haha

So is HF a bad game? It has easy dizzys, huge damage, no tech throws, etc. …just trying to be devil’s advocate here. lol

…although CE Bison is retarded. Can anyone suggest a counter? I’m going to have to play a tourney in this soon, and I expect a LOT of CE Bisons. :frowning:

EDIT: just missed your post Jeron… care to share some advice? :slight_smile:

Um, st honda? tick ochio throw is your friend in this situation. (i think)

I wouldn’t say that it is a bad game, it’s just that in my opinion, ST is way more interesting to play.

I usually pick Hyper or ST ChunLi on CE Bison. Moreso ST ChunLi (stored). Jab version FB is your best way to get to him so after a fireball just walk up to him. Jumping foward beats Torpedo if he does it and your already in the air. Stomp also beats it. Your main objective is to bait him and knock him down. Once you knock him down df +roundhouse mixups and just keep him pressured with it. Bison has no antiair so pressure is the key.
Hyper ChunLi, same thing except you have full screen fireballs. No super though.

Lets see who else Blanka fights him, Guile if you know the match well enough can hold it down. I’d pick WW Guile or CE for choice only because of faster and better Sonic Boom priority. Vega also does well.
There are others that fight him but these are what I recommend as best choices.

Heh, I always saw it the opposite. ST introduced invincible moves that do 50%. Also, everyone but Bison has some sort of reversal now. I think ST is the “dumbed down” version of HF. For example, making a comeback in ST is less interesting because one move can clear half of the opponents bar AND it’s invincible. I found it much more intriguing to watch comebacks and the like on HF where you had to actually earn it.

My opinion will probably always be that ST is “HF lite.” Hell, that’s when the retarded strats that revolve around supers started. “Oh no!, my opponent has meter! I’d better chill out and fight less otherwise I may get hit by a lucky super!” “Alright! I have super! All I have to do is sit and wait for a mistake!” On either end supers took away from the actual fight in most cases, imo.

Just my .02…again.

Apoc.

Sorry, I gotta say that Claw is probably the most skill-less character in the game. Don’t get me wrong–that is not a personal shot at any Claw player, DSP, or Sirlin, or Noguchi, or ARG, or anyone.

All I’m saying is that when the best players in the world can lose entire rounds to one move (Claw dive), something’s wrong…

(I’ve seen that happen way more times than I care to count, by the way.)

AE is not fun when you play against good CE Dics and CE Guiles. If you disagree, you’ve probably never played against good CD Dics or CE Guiles.

Here’s why CE Dic breaks AE:

He dizzies characters like mad. Pretty much any combo from him and you’re done.

He has an easy re-dizzy combo (RE-…DIZZY) that works on every character. This is not like an insane TZW redizzy that requires some crazy set-up. It’s easy, and it works on all characters with no special set-up. cr.Jab->cr.Jab->st.Jab xx Scissor Kicks, cr.Strong, st.RH
This means that you can easily lose an entire round from one mistake. Say you whiff a move (even something as seemingly harmless as a normal), and he counters with [Scissor Kicks, cr.Strong, st.RH], then you’re dizzy, then he does the redizzy to you, then you’re dead. Because you whiffed a normal…

Psycho Crusher does insane block damage and when blocked is completely safe against most characters. It also can be used as an ambiguous cross-up when opponent is getting up (virtually risk-free), and will randomly cross-up the opponent who correctly blocked the first hit.

Scissor Kicks are fast, have high priority, and you can combo after 'em (read: risk-free). This is hella broken because it makes “random Scissor Kicks” a good strategy. If they block it, they have to guess between throw or not throw, where not throw = [cr.Forward, st.RH] = probably dizzy = you lost the round. If you just take the throw, you can’t tech it (even if you’re an ST character), so he gets more guessing games on you.

I wish I could help you out here, but I’ve never played anything but ST Chun, so I dunno how good the other versions are. WW and CE seem like total crap; HF and SSF2 seem at least playable. (But that’s just me speculating.)

The counter to CE Dic is to not play AE…

But seriously, the counter to him is to abuse the fact that he has no good reversal. This means throw him a lot if you have a good throw (or if you simply have more throw range than him), or lock him down if you have a good trap. ST Chun can lock him down pretty bad with st.Strongs and throws. ST Dic can effectively lock him down for the whole round with [st.Short, cr.Forward xx Strong Psycho Crusher, repeat]. The only hole in that trap is between the two hits of the Psycho Crusher, but I don’t think CE Dic can do anything to get out of it.

The problem is that you’ll probably never get a chance to use any of that because you’ll be getting locked down yourself by Scissor Kicks the whole time.

Yes, that’s why I don’t like HF. I’ll agree that it’s a balanced game, but it’s balanced in the same way that XSF is balanced: all the characters have something that’s overpowered.

I don’t understand how people can claim that supers in ST are broken because they do 50% while at the same time claim that HF is superior. A mistake in ST that will cost you 50% (from a super) will cost you way more than 50% in HF (maybe even 100%). For example, in ST if you make a mistake throwing a fireball against Boxer/Chun/Ryu/whoever and you eat the super, that’s only 50%, but in HF, if you make that same mistake, you’ll eat a jumping combo which will dizzy you and do about 40%, then a follow-up combo which will do another 40% or so, and at that point you’re pretty much done.

If you ask me, dizzies and damage dealt in HF are worse than supers in ST.

That’s why I don’t like HF as much as ST.

-Nicholai!

thanks! that puts me on the right path.

boooo… :slight_smile:

I figured as much… I was thinking T.Hawk or HF-Gief actually. If I can get a jump-in or knockdown I get free 360, if cornered he’s dead (unlikely but yeah). I can also do blocking-360s after blocking the scissors, and if I put myself in the corner he can’t psycho crusher for free (well, it’s crazy risky) and I can try to throw him in there myself anyhow with regular throws… but he IS a monster. We’ll see.

Having a DP is nice to hit him out of the scissor rush… but if I guess wrong… lol

I’ll try that ST-Dic thing, thanks.

Thanks for the advice Cole. The standing strongs seemed to do the trick.
If he got too close, I’d get lucky with a couple cross up slides or back standing MK/FK’s occasionally.

Hey, I checked the thread a while ago and don’t remember these questions being asked, but I’m having trouble with Chun vs. Hawk… I just started so this is some really basic stuff:

What do I do about the dive? Unless I’m screwing the pooch something fierce (which is likely) it seems to beat straight-up jump RH and short, upkicks etc, I couldn’t find any way to beat it if I knew it was coming. Do I just try and force a whiff?

OK, so say I fucked up and got put into some tick SPD lather-rinse-repeat shit. Did I just die? Suppose I know exactly when the SPD is coming, what can I do? Can he pull some horseshit with the negative edge to do it without sticking out a whiff I can upkick? I know this is basically the one mistake I should be trying my hardest to avoid, but this guy is a lot better than me so it’s really hard.

I’m guessing this matchup is played like “stay out until you have super, at which point go try and kill him” but I’m having problems with Hawk closing space on me with dive before I’m ready.

Meh…HF is the superior game. Apoc is right, ST is dumbed down in some ways. Look at the number of characters who got new anti-air specials in ST. Chun, DJ, Vega…none of them needed an anti-air special. There as no point in doing that other than to bail out Chun, DJ and Vega players not good enough to deal.

As far as mistakes in HF vs. mistakes in ST. Against Ryu with meter in ST pressing a button is a mistake. Same against Chun-Li. In HF you have to make a real mistake to take huge damage, not try to do a low forward at the same time Chun walks forwards and releases a button. It isn’t the damage, it’s the randomness and situational usefullness. If you are behind in ST certain characters can just cross their fingers and go for the random super, there is nothing like that in HF.

It’s surprising to hear a Chun player say ST is better because Chun is a very boring character in ST. Save up for the super, how exciting! It’s the retardationg of Alpha 2 and Alpha 3, on a much smaller scale. In HF the only thing to do is fight, not run away and build up your meter so you can then walk forward and release kick.

Edit: About Hawk dive. This should not be problem with Chun. If you block it from it’s max range, just throw a fireball afterwards and at least force him to block. If he forces you to block higher up just walk forward after it. The best strategy is probably to walk towards him as much as possible, block it high, then walk forward after it hits and either hit him or put pressure on him. The dive really is not a good move, it’s certainly not abusable.

OK, thank you. I had just been throwing an FB after I blocked it regardless of the height he was at, and I had the problem of him eventually pushing me to the corner faster than I would build the super and then I’d panic, do something stupid and die.

Again, what’s really going on here is I’m a scrub and this guy’s been playing for forever but I figured maybe there was some crazy matchup BS I should know about.

Short upkicks will beat it clean; just do it as late as possible. If you have meter, you can super him (do it as late as possible), and it will ground him for all 6 hits.

To simply avoid the 360, you can Spinning Bird Kick or upkicks, but yes, he can always negative edge it, so then you’re still screwed. Hawk can destroy Chun if he gets in.

Even if you have meter, you should not close the gap against Hawk. Just keep throwing fireballs. If he manages to get around it, that’s when you may need the super (to avoid a 360 attempt).

And if you get hit by that, then you don’t know how to play ST. “Fluke wins from random super” are not a factor in top ST play, so that is not a legit complaint.

Again, that is not a winning strat. Yeah, Chun’s super is good, but it alone does not win games. You have to know how to fight.

The whole “supers are broken” argument sounds a lot to me like the “throws are cheap” argument. People who don’t know how to play SF complain about throws. Likewise, if you keep dying to supers (especially RANDOM supers), then you really don’t know what you’re doing in ST.

-Nicholai!

I smell a shit storm coming… hopefully it it doesn’t hit, and stays in that Parry thread instead.

ST FOR LIFE!!!

lol, dumb

Thats your personal opinion for one! And two I have played Good and annoying CE Bison and Guile players. Yes the ones that sit there throwing jab version Sonic Booms, abuse low foward and go for tick throws from time to time. That doesnt bother me at all I pick characters to counter them if I want. Yes they do have alot of priority but I dont complain about characters with priority and stuff like that anymore because every game has its high priority characters, it becomes annoying until you learn how to get around it.

Here’s why CE Dic breaks AE:

He dizzies characters like mad. Pretty much any combo from him and you’re done.

He has an easy re-dizzy combo (RE-…DIZZY) that works on every character. This is not like an insane TZW redizzy that requires some crazy set-up. It’s easy, and it works on all characters with no special set-up. cr.Jab->cr.Jab->st.Jab xx Scissor Kicks, cr.Strong, st.RH
This means that you can easily lose an entire round from one mistake. Say you whiff a move (even something as seemingly harmless as a normal), and he counters with [Scissor Kicks, cr.Strong, st.RH], then you’re dizzy, then he does the redizzy to you, then you’re dead. Because you whiffed a normal…

Psycho Crusher does insane block damage and when blocked is completely safe against most characters. It also can be used as an ambiguous cross-up when opponent is getting up (virtually risk-free), and will randomly cross-up the opponent who correctly blocked the first hit.

Scissor Kicks are fast, have high priority, and you can combo after 'em (read: risk-free). This is hella broken because it makes “random Scissor Kicks” a good strategy. If they block it, they have to guess between throw or not throw, where not throw = [cr.Forward, st.RH] = probably dizzy = you lost the round. If you just take the throw, you can’t tech it (even if you’re an ST character), so he gets more guessing games on you.

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All of that noted! Scissor Kick trap is good for characters that cant get out of it. He cant pull that off against Shotos for the obvious…DP and thats when it becomes a guessing game but if DP misses and you get punished for it thats your own fault. Its all within the mentality of the players.