Super Street Fighter II Turbo, in the house

If you keep Gief out(which shouldn’t be that hard if you know what you’re doing) Guile has a pretty easy time. I will grant you things can get ugly once he gets in, but that’s the case in most of Gief’s matchups anyway. I agree you should only be tossing varying booms and maybe a stray sobat if you’re expecting a trip. If he blocks the boom get him to block a cr.forward to push him back again and repeat. If Gief jumps the boom it’s really not that hard to meet him in the air, his jump isn’t that fast. There isn’t much to that match, it’s just really drawn out.

:rolleyes:

I do my sonic booms that way : charge down back, toward, down back +P… To do a sonic boom you have to press toward (pressing down toward doesn’t work), which makes you lose your down charge. So when you throw a sonic boom, you have to take in consideration that you will not be able to use your flash kick right after it.

Just meet Honda in the air with Fierce, Roundhouse or backbreaker.

Vega does have other things, but wall dives that give him the ability to confuse opponents is what makes him top. Without it Vega becomes more predictable because options are limited.

This might be a FAQ but: how do you link supers in this game? say for example Guile’s —> d.lk,d.lk > Super. or like Boxer’s d.lp,d.lp,d.lp > super? Any sort of trick or tip would be greatly appreciated. :tup:

Guile: d.LKx2, supermotion+LK~RH
Boxer: d.LPx3, supermotion+LP~HP

well, its easy for me :P. Guiles just always the one in control

I’m just sick of fighting Vega all the time.
Usually, I’ll fight someone, they’ll use Ryu or Ken the first match, lose to my Dhalsim, then realize that they can’t beat me that way, so they run to Vega, and keep picking him until (and if) I switch guys.

You can also simply link Guile’s super after the cr.Shorts:

charge down/back, cr.Short->cr.Short, half-circle from down/towards to up/back+kick

-Nicholai!

Just put instructions on linking ST supers in your sig so you don’t have to type it out for the 40th time…=p

Hey NKI,

Do you think you could explain how you conducted your throw priority experiments a little bit? How does one find the precise frame that a character can throw/becomes throwable when landing from a jump?

Is it your (A-Dhalsim, too) hypothesis that each character has a different throw dominance factor when landing? Are there 33 different possible values for that factor? Could it be, instead, that characters like PsychoCrusher and Chun become able to perform a throw slightly before they become throwable when landing?

Some musing: aren’t we really talking about input priority as opposed to throw priority? Normal throws are just one example of an instant move where, in the event of a simultaneous 1p-2p input, the game has to pick one or the other. Command throws (SPD), instant attacks (blanka ball), and all sorts of invincible moves (teleport, dp, most supers) fit the bill, too. Having pinpointed the frame where chun can be thrown when landing for a jump what happens, say, if chun tries to throw and claw tries a KKK flip? What about simultaneous SPD vs that same flip? etc. etc.

Hey NKI, how should I be fighting Vega(claw) with Chun? I seem to have alot of trouble with this matchup. Wall dives scare the hell out of me, the best I can think of is to anticipate and try for an airthrow but that rarely ever works… Any info would be much appreciated!:tup:

i’m trying to learn this game, picking up n.ken. what kind of trickery does he have after his kick throw? i was really confused cuz usually i do jump jab or jump short and either throw or combo, but sometimes i cross them up or something.

AMinorThreat: the best i can do is try to lightning kick the pokes, and if he’s in the air go for jump, back+HP which usually gets a throw… i dunno, i’m not too good but that’s how i THINK you’re supposed to play him.

So I’ve been playing Guile pretty extensively. I have a few questions.

Guile vs. shoto:

My strategy is to sonic boom fireballs and then backfist, c.Fierce hurricane kicks, and avoid eating dragon punches. Yet I still get pushed back too much, probably due to the fact htat I have a hard time maintaining my charge while moving forwards (heck now that I think about it, b+Short is perfect for this situation)

Is this the proper strategy? Any input?

Guile pressure:

Jab sonic boom:
I always follow with a jump, followed by early j.roundhouse to combo with the boom or late j.forward for tick throw/low. If I’m not ticking (i.e vs. Zangief where I’ll do early hit all the time) I’ll do c.strong-> c.forward/cr.forwardx2/cr.roundhouse-> jab sonic boom repeat. I seem to only use fierce sonic booms when I get a dizzy and I’m on the opposite end of the screen. Is there any other options I should be aware of? Is this strategy the best one?

Guile vs. Chun/Blanka/character with dumb jumping normals.

Flashkicks short/forward/roundhouse lose out most of the time against these characters at best I’ll get a trade, same with crouching fierce. And jump back roundhouse, seems to be incredibly ineffective. How do I beat their jump in? What’s my best option? especially chun-li who’s dumb landing throw beats out my attempts to reverse tick.

well im a rog and sim user and i know when im using rog vs sims fireball game… rog can jump straight up using moving fp to dodge fireballs and if sim throws a limb it gets stuffed clean by the fp…:badboy:

My problem with most Vega players is that they’re all over the place.
Most of them jump and poke like they’re on crack, and it’s hard for me to get back S. MK or back S. LP in, if I try to block their repeated jump in strings, they just run in and throw.

I’ve had a ‘much’ easier time with Vega players though, since I discovered that Dhalsim’s overhead chop stops dives that are directly above you.

With Guile, sometimes you can also use backfist to snuff/trade with Ryu’s fireball. Like if you made him block your low forward, you can do a backfist instead of sonic boom if u think he’ll try to fireball you.

Don’t always jump after a jab boom to close in. Shotos can DP through your boom to hit you if you try to jump in to close distance.

Against Chun, if u fire off a sonic boom and Chun jumps over it, try to walk under her and use close forward. The worst you’ll do is trade and buy you a bit of time to setup another sonic boom.

(This was done with an emulator, mind you.)

First I had Chun jump and whiff a normal, then save state right before she lands. From there, try to do a throw. If you don’t get a throw, reload the state, advance one frame, then try again. Repeat (advancing one more frame each time) until you finally get a throw, and you’ve found the first frame that she can throw on. Remember that number and do the same thing again but with the opponent doing the throw, rather than Chun. Then you’ll find the first frame that the opponent can throw Chun. This happens to be the same frame, so it’s equal opportunity; however, if both Sim and Chun try to throw on that frame (the first one possible), Chun always wins.

That’s what it seems like so far, but one thing that I forgot to test is if this works for both 1P and 2P. Capcom games are notorious for being player-side biased (Alpha 3’s infinites, MvC’s dizzies, etc).

By the way, where did you get the number 33?

I thought of that, and as I said, the first frame that Chun can throw is also the first frame that she can be thrown.

Not sure because I haven’t tested it, but if I had to guess, I’d say that the invincible moves beat throws done on the same frame.

-Lightning legs will beat everything he has on the ground, but make sure you do it while charging D/B so that you can upkicks him when he jumps (which he will).
-Jump back Forward (medium kick) or jump back Fierce (sometimes gives you air throw) or jump straight up RH is what I use against wall dives. If you know he’s going to fake you (wall dive, but hold back), make him land on a fireball.
-While you can use Lightning Legs to beat all his pokes, there’s nothing wrong with blocking normals. They don’t do damage, and Claw’s super is pretty useless.
-D/F+RH shenanigans don’t really work well on Claw because he can’t be crossed up with it, and unless you do it 100% safely (which is kind of hard), he can flip kick you cleanly.
-cr.Forward will also beat some of Claw’s pokes.

Watch matches with M.Tsun. He has the best N.Ken ever. I’ll upload some matches of his, but in the meantime go grab the ST vids from combovideos.com (XMANIA, Taikou). He’s featured in some of those vids.

That’s the way to beat Shotos with Guile. :tup:

But I would not suggest jumping in after every Sonic Boom. That’s only creating an opportunity for the opponent to hit you. If you just throw the Sonic Boom, then duck block, you’re safe.

You need to do your Flash Kick as late as possible. It will beat all of Chun’s j.normals cleanly. Not too sure about Blanka.

What exactly do you mean by this? If she tries to tick throw you, you get a free throw on her.

If Boxer does that, Sim can make him land on cr.Strong or cr.Fierce. :sad:

-Nicholai!

He’s counting Akuma in there too. 16 old characters + 16 new characters + Akuma = 33

In CvS2 moves like Lightning legs and Honda Slaps were a 5 button input, in ST what is the fastest way to input the move? I ussually just piano the buttons like it’s cvs2 but it seems that it needs a little more inputs then 5. Thank you for the wall dive answers! :tup: