Super Street Fighter II Turbo, in the house

Cr. jab recovers two time faster compared the the cr. mp (5 and 10 frames respectively), so it might be wise to use it in situations where you want to lock down the opponent by pressuring him.

This depends on what game you are playing. If you are playing original Arcade ST then YES, Fei can do fierce, fierce, jab rekkas from max distance and bounce back to safety. It’s a matter of distance and finding that sweet spot in the timing of the punches. If you do the rhythm too fast then the jab rekka can whiff…if you do the rhythm too slow the opponent comes out of block stun just in time to pop you with a reversal. There are some fighters who have strange block stun hit boxes like Honda. You can do fierce fierce jab rekkas from max distance on him all day and he will reverse you EVERYTIME on the jab rekka whether you time it right or not.

Fei Longs rekkas are better in SSF and Arcade ST. In AE Fei’s rekkas are more limited. Now you have to slow the rhythm of the last hit when doing fierce fierce jab rekkas. It really messes him up because now you have to mix up the first 2 hits. Getting three hits of block damage if one of Fei’s advantages…but in AE it’s crap. That’s why I hardly play him in AE anymore.

Guile vs dhalsim…
Me as Dhalsim…do I even stand a chance? I either get chipped or rushed down to death - hit at angles that flash kicks and c. fps won’t hit anywhere near reliably. Any anti-dhaslim stras with Guile
-:bluu:

I’m not an expert on this matchup, but its one I really enjoy, as it requires a very match specific strategy from both fighters. To me its a fairly simplistic match for Sim, and very complex for Guile, who can then in turn make it more complex for Sim:) Sim’s main advantage is due to the fact that his c.MP/c.HP can cleanly go under CPS2 Guile’s higher traveling Boom. In general you want to stay close to inflict damage, just beware of Sim’s throw range. Its tough but can get super technical and super fun:) Guile has to get creative with his normals here…

If you can make Sim worried abt sticking out the c.Punches then you can start to bring Guiles traditional advantages back into the fight.
c.HK will beat both punches clean fairly easily, but don’t give Guile any knockdown time advantage due to the doule sweep recovery time.
s.LK will also beat em clean (and his slides), this is better with O.Guile cause he can charge while doing this move.
The f or b+MK ‘Sobat’ will cleanly hit Sim over the punches at close range (this is a great move to close distance) and allow you to retreat safely over them at range (and sometimes cleanly beat them at range too!).

Once you make Sim think abt using the c.Punches, you can now start bringing his fb recovery advantages back in to close the distance. When you get in close you can now start to mix Sim up a bit. s.LP is usefull because Sim cant duck under it (he has tall crouch like Geif). When you get in close, make him block a s.LP then you can either:
Throw him
Sweep him if he stands to counter throw
do the upsidedown close HK if he tries to counter with low attacks like c.MK
The guessing game is in your favor here…

If Sim starts to use spears against ur Booms, mash on s.LP, this is really good defence against the spears.

A good general move for Guile in this match is vertical jump up, HP on the way down. At a distance this will allow you to clear fb’s and trade/beat clean Sim’s s.Kicks. At medium and medclose range this will beat/ trade for more damade, all his moves bar Super. You can even add this to your post blocked s.LP mixups…(generaly use the drop down HP in conjunction with the Sobat kick to keep Guile mobile while presenting the danger of a counter/trade).

For jumping in at 45 degrees, try Guile’s LP. Its very tricky for Sim to beat clean. Watch out for counter throws upon landing tho. Also remember that late j.MK will beat his slides.

And dont be affraid to try for the occasional Backfist after nullified Boom too :wink:

Crayfish.

Shalom, my brothers,
I finally split and/or re-encoded those starcup movies. Enjoy.
http://www.putfile.com/nohoho

exclamation at the end of arg vs otochun(honda)aka “part 2”: detekoi chun-li! (Get your ass out here, Chun-Li!) heh, indeedy

Thanks nohoho. :tup:

ARG is out of control…how the hell can you beat a Claw that good…:confused:

nohoho thankyou. Those are great vids. I have some usa st matches on there too.

http://www.putfile.com/alphastorm

alphastorm - nice one!

Grand Master Challenge – This tourney had a one person-two character format. That’s why there’s a non-standard selection in this set of vids.
http://streetfighter.jugem.jp/?eid=60
x1127_27.zip mayakon(hawk) vs. otochun
x1127_28.zip mayakon vs. otochun2
x1127_38.zip aniken(barlog!) vs. otochun
x1127_44.zip aniken(ken) vs. prince(ryu)
x1127_46.zip tsuji(boxer) vs. otochun
coming soon: aniken vs. komodablanka

Alphastorm and Nohoho : would you mind creating a torrent so we can DL these vids to our PC’s?

First 2 files are corrupt. Dunno about the rest b/c I only care about T. Hawk >_<

damn, chun li is such a fuckin whore, in all games

Don’t talk about my girl like that…:sad:

Whoaaa read all 37 pages of dat in 3 days (bout 6 hours) … lots of good shit I learned… but still got some Q’s

Ok I’m using AE on ps2 and i can’t seem to store Chun-LI’s super been try’n for like an hour… i’m starting to think u can’t do it on AE … (i’m hoping i’m just doin it wrong)

-Chunli’s upkicks ? 80% of the time i get hit by sum1 jump’n on me

and her spinning bird kick any use for it?

My vega (Claw) Qs

Does this trick actually work or im just playing against a retarded honda player

he headbutts at me I KKK flip it and grab him b4 he’s recovering (or at least i think he’s recovering)

& any high level claw players actually use his super? or go for izuna drops?

stand’n 720 with geif?

1-900-642-8624

$1.50 for the first minute, $0.75 for each additional minute. The voice on the other end sounds a little like Chun-Li, actually. What a whore.

Make sure you hold start (or back for xbox) while you pick “SuperT” mode, you should here a chime after selecting it.

As long as your holding forward after charging B,F,B, holding any direction towards your opponent (uf/f/or df) will allow you to go into super at the press of any K.

Upkicks are a last ditch effort by me, it’s not a srk thats for sure. I try to go with normals if possible depending on how the attack is coming at me. I’ve had limited success with s. fk.

SBK: Sometimes I throw it out right before I land a jump to charge Super (again might not always be a smart thing to do).

J. Jab or J. Short.

wow some of the lame shyt im seeing…anyway

Chun li

  • her upward wind spin kick is mainly for a wake up call. otherwise if you are trying to anti-air you better have timing otherwise characters with angled jump in will destroy you

  • spinning bird kick in mid air one of the fastest ways to gain meter on a defense tatic (learn how to do so yourself cause I have a trick that fucks with opponents)

  • s RH is good for crossups. thing is…i advise you learn how to initiate it immediatly ( her pop up kick, not just roundhouse)… otherwise use your s FP or walkin mp as guards

-someone said jumpin jab or short truly never fought a serious match…

  • cr mk is your lover use it wisely so is the ol stun guard s mp.

  • those of you trying the stored super…please use wisely an learn to bait the oppenent for before launching

  • yes you can do up kicks after her super…timing is needed

Yes this is koop and I truely wish I can play some of you…

oh an NKI i agree do not talk bad about her…

:tdown: Hateful Smurf :tdown:

ChunLi is a whore!!

Love you NKI!!

Chun-Li was a whore back in the day. I used to beat that pussy up with a snap of my fingers.

Chun-Li has gotten wise over the years. She’s a high priced escort nowadays, cause now I have to spend alot of money for her to go down. :lol:

I’m a gief player and for now, he is the character i am strongest with. I can’t get the moves out for other characters with a shitty PS2 controller. I just got an arcade stick but need to get used to it. Anyways I was wondering if it is possible do a crossover body splash into two jabs followed by the super. I can do it with one jab if I buffer the motion into the 360 spin. If I am really close I can just to two jabs (second jab contained in the 360 motion) into the super, but I have a hard time adding the crossover body splash. I know Zangief’s super has no where near the range of Thawk’s, but I was wondering if anyone has pulled it off. CigarBob, please help me out on this one. I am sure you know the answer seing how you can pull off just about everything.
XBL Gamertag-Pilotpmpddy