Yeah, but you have to ADMIT that Balrog’s super hits five times, right Wayne?
Wow…
Very very nice NKI
Now that’s what a REAL translator can do :D. Lots of interesting stuff in the notes… kinda makes me wish I played ST now, haha. Like back when I originally did it, having never really played ST, I thought Sagat’s Tiger Genocide super was done with a kick like in CvS2/Alpha games, didn’t realize the note was pointing out that it could be done with either a punch OR kick. Inability to read notes also messed with my perception of what the colors meant, so yeah. Just real happy to see that chart done well now.
Bravo to NKI!
Just for that I will make you a cabinet for *FREE!!!
*Free = A lot of money
Huh?
Sup Shirts, are you gonna come to Valle’s anytime soon? We gotta do that again, it was fun. I also wanna see that Jabari(sp?) dude you were telling me about before. Peace.
What makes Blanka low tier? I use him quite a bit and I think do pretty decently with him (on xbox live, no one really plays SSFIIT @ 8 on the Break, alteast the times I went). Ryu is definately a hard match up. But I havent really played any good boxer players to know how he stacks against him.
On another note with Blanka. Against Ryu, what would be the most effective manner against fireball spamming? Jumping in will just give me a shoryuken. What I usually do is a lp. or mp. (depending on distance) diagonal cannon ball (i dont know what its really called), because it gets me over the fireball without putting me in range to be punished. However it usually just leaves it in a stalemate at best. I usually just wait the player out and let him make his move and the capitalize.
And this is a really dumbass question. But how the hell do i get the Old players in the AE for Xbox?
Against Ryu, Blanka desperately wants to get a knockdown that he can, in turn, convert into a dizzy combo (standing strong -> headbutt or low forward x2 -> horizontal ball) or a tick. There’s a video of komoda beating daigo here (vid of komoda beating gotoh there, too) where things go pretty smoothly. I’d break things down into four different ranges:
Range A is the BEST range for Blanka. It’s about half a step outside to just barely within his low RH range. We’re looking to catch Ryu flinching and tag him with that low RH or a slide punch. Also standing short (beats low kicks), standing rh (makes low kicks whiff), regular low fierce and the hail mary jump in (->dizzy.)
Range B is the WORST range. One more step outside range A. Jump in and get DP’ed. Fucking nightmare. When I’m losing to a Ryu player I spend the whole match here. At the back end of this one you have jab ball -> bite but hell if I ever have the charge for that shit.
From range C (3/4 screen) Ryu can’t hit you with a DP on the jump in but he has other stuff. That other stuff can be beaten:
ryu air defense / blanka option
low rh / jump fierce
standing fierce straight punch* / jump rh
climbing jump RH / jump jab
- = most Ryu players don’t know how good this is, which is nice
Otherwise, keep on walking/hopping/balling forward.
Range D is full screen. Jump over a fierce fireball relatively safely and then see what happens. Also strong ball -> bite or jab ball -> low rh. Oh, heh, if you’re in the corner back hop through fierce fireballs.
What makes Blanka low tier? Lots of things. Who does Blanka actually beat?
Nohoho is right about the range thing. Ryu is a nightmare if you get stuck there. Chun is a difficult match, her jump kicks all have super high priority and her ground pokes have more speed and priority as well.
Blanka is just very difficult to play because he doesn’t have a lot of easy mode strategies - there isn’t a lot to fall back on. You ahve to use a lot of different moves and mix them up well, react well, etc. If you can’t hit a crossup or a ball mixup or something like that it’s really hard to get significant damage in.
Two videos from the showdown between Aniken and Komodablanka are up at GMC.
http://streetfighter.jugem.jp/?eid=60
Look for the links to these two:
gati4_11.zip
gati4_17.zip
EDIT: By the by, komoda won the match 13-10 - after a tie break.
BTW - the shootingD vs. otochun showdown was this past weekend, I think. They don’t have the results posted yet but the wmvs are bound to be hot.
EDIT2: re: post below this one. I’ve been linking to those vids on a regular basis?
Good Find Nohoho. I found about 50ih vids on the whole site. Cant wait to watch them tonight. WOO HOO more ST!
Maybe I sound totally moronic, but why do these files always show up as corrupted when I try to unzip them? Tried on 2 diff computers with the same results…
I deleted no posts of yours. =x
On my mac the built in unzip program as well as stuffit work.
I tried one in Virtual PC and winRAR seemed ok. Stuffit should do the trick there, too.
When playing ST Honda,How come sometimes I can go from bearhug,then after you let go while opponent is in air,you can cross up by walking through them and land double knee low roundhouse,but sometimes you dont have enough time to complete the cross up.Even after walking as soon as you can to the other side,sometimes,lots of times actually,you cant go far enough to get the cross up.I can get it everytime with boxer and his headbutt.
That just goes to show how much tournies in the UK suck. We pretty much choose whoever we want when we want.
Because ST is mad random, most notably damage and dizzies. It’s the one thing I really don’t like about ST. :sad:
I had kind of a random idea the other day and thought i’d share it here so that someone could tell me how old it is and how Watson has been using it since '77.
So ST is really dependent on meaty moves because they are good throw setups and combo mixups. In turn, reverals are super important because that’s the defender’s only escape in a lot of situations. Most people agree that reversal throws can beat out meaty attacks but there’s no room for error. The game runs at 60fps and throws don’t count as special moves so that means you have to be accurate to 1/60th of a second or you’re gonna get hit by a low attack. On the other hand, the game kind of makes reversal specials a little bit easier (at least in CFJ, you get to be one frame early on the button push and still get the reversal). Plus you get to use all the buttons when doing a special move reversal instead of only having one or two buttons for the throw. Plus you don’t get negative edge on throws.
So here’s my solution. Let’s say you’re trying to do reversal SPD with Gief. Most people do something like F, DF, D, DB, B, UB, U+P so that the jump commands are at the very end so that they can get the SPD out before he jumps. Instead of that command, you should use B, UB, U, UF, F, DF, D, DB+P because you don’t have to worry about accidentally jumping when you’re waking up. Keep holding DB and roll your fingers over the punches to maximize your chances. Think about it: if you don’t get a reversal, it’s because you either pushed the button too early or too late. If you push the button too early it has no effect. If you push the button too late, you normally get hit by the meaty attack. But if you’re holding DB, you either get the reversal or you push the button too late and by then you’re already blocking. In that case, you don’t get the reversal but you don’t get hit either.
Of course nobody tries to use meaty attacks on Zangief, but you can also use this with Fei Long since his DP motion ends in DB. You can also use it with Ryu, by doing like F, D, DF then going to DB immediately and mashing on punches but it’s way harder.
I was playing Fie the other night and I thought of this too. So i did b,d.db drum kicks. then hold. I ended up either getting my reversal or blocking the meaty. All most every damn time. I really didn’t think about it till I read your post. But now im going to try it with every one I use.
Good idea.
Yeah Majestros, I am a somewhat newb player but I’ve only played grappling chars (Hawk and Gief). Whenever I go for a reversal SPD I do the up directions first, my logic being that I wanted to get the jumping directions out of the way for certain while I was in block stun/down, so i wasn’t floating right next to them when I got out. I just kinda came about it naturally, not thinking about how staying in DB afterwards but you put it into words well.
So seeing as I’ve been too lazy to do this before, I’ve had a LOT of questions building up as I’ve played this game and I guess nows a good time to ask.
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Is there a difference in ‘turbos’ between the different ports of ST? I’ve played on a Street fighter Anniversary Edition Ultracade, played on AE on the PS2, and then theres the legit arcade version. Is turbo 3 the standard speed for every game, and is it the same in every game? I ask because when I played on the ultracade by myself I was playing on turbo 1 and it felt completely natural, all my timing seemed right. But then some guys finally started playing me and they said turbo 3 was the usual speed, and I played there and I guess I adjusted cuz it felt natural again. Is the difference so small that a relatively new player like me (6-8 months) wouldn’t really notice?
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If I wanted to play this game online, is Kaillera good/bad? I’ve heard there is lag and it hurts, but I would be on a T3 connection @ school so the only lag would be from the servers themselves. Is Zbattle HF better for craving my SF addiction? I don’t mind the differences in characters, and I don’t mind playing gief instead of hawk if the lag is much better, but one thing I’ve noticed is HF seems to run REALLY fast (in comparison to ST). Is that the emulators, how the game really is, or just me?
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In a match between 2 REALLY good grappler-character (Hawk/Gief) players (lets say Ton and Gunze), does the match typically digress into the boringness I would think it would? I’ve seen that one match that nohoho put up (thnx a lot holmes) and it was really good, but suppose that they got used to each other a bit. They’re both so good at reversing tick throws that I would think it would be suicide to jump in at all (note Ton’s reversal super). It seems like it would become a ranged battle, which although is totally viable just seems a little less fun for me:wonder:. Or is there more to it than I’m seeing?
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Any ST players live near enough to San Luis Obispo to make it reasonable to wanna meet up for some matches?:wgrin: We have a reasonable fighting game community here, and unfortunately for me they’re into games I’m not too good at yet (GGXX, SC3, T5). Looking desperately for competition.
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As Hawk against Blanka, suppose the blanka player decides that all he will do is use the 3Kicks+direction jumping thing to build meter, then chip away, then repeat. My best strat thus far has been trying to jump either right in front or behind the super ball, and give him a Typhoon or Super of my own. I’ve gotten pretty good at this and it has led to some dramatic finishes LOL but it is really risky and still costs me sometimes. Any good ideas about a way to stop my friend from doing this lol?
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Finally, if my friends and I were to film our matches and put them up, would anyone care? I mean we’re by no means top players at all, amateurs at best, and I was curious if anyone would be interested in some bottom-tier play. We’ll probably put them up anyways, but I was just curious if anyone cared. Maybe you could give us some help.
I have thought of a lot more Qs than this over time, but this is all I got for now. thanks in advance for the help guys. Peace.
I know that the arcade version of ST is no where near as fast as the home versions including the emulator versions. I don’t know if it’s because CP-System 2 uses chips to decrypt the program ROMs on the fly and the home versions are either based on tables or fully decrypted ROMs. Maybe it’s because the arcade version has a slower video processor? I do know that the arcade version is slower compared to the home versions (except for the 3DO version, ugh.)
Anyone else care to chime in about this?