Super Street Fighter II Turbo, in the house

Actually I think dictator is one of the harder characters to use at first. He has nothing abusable at all.

Easy players to start with, I would say DJ is pretty easy. He has an ansti-air special, a fireball, decent normals, a crossup, etc. OG Ken is a good choice, any Ryu is a good choice. OG Boxer is a good choice as well. (And OG Boxer is pretty good to boot, very underrated.)

how is og ken diff from new ken? also, other than knee bash trickery and short short super, what is new ken good at? (i’m picking him up)

i’m also picking up feilong, any tips with him other than whoring lk firedp?

Maybe better cross-ups

Anyway, ST is the dogs!

I need help on a ryu vs fei long matchup I have no idea what to do in that situation and in short, I got raped by sabre in my ST pool last week.

oh hehe i played you? i remember.

big thing with fighting fei long with a shoto is you cannot wiff against him. when fei sits outside of shotos maximum effective range, you just make the shoto player barely wiff a low forward/sweep/dp, and its free rekka all day. definitely need to know your ranges with shotos in that matchup or you will eat rekkas all day. good thing to do if fei is that close on you and jumping ends up not working, is use fireballs in his face when fei is sitting right outside the shotos max range. its fast enough to where he cant react, and he cant do rekkas. but the fei player can predict this and do an early jump or try and hit you with a dp (feis initial dp frames have insanely good range) so you still need to be wary.

easiest way to beat fei tho, is just zone him out. get away from him, get breathing space, and force him to jump over fireballs. and sweep fei everytime he lands. as far as i know, fei has no jumpins to beat a shoto’s AA sweep from max distance. from that range, fei has a VERY VERY hard fight. if its n.fei, he has a better chance to get inside with using his jackknife kicks(or whatever its called), if its o.fei, its damn near impossible for him to win when he gets stuck in the fireball sweep loop.

hope that kinda helped bud

Repost because Search is failing like a Southern abortion.

Help my sagat not be so damn scrubby.

I throw tigers then uppercut obvious fuck up jump-ins and Cr.RH sometimes all day.

Make me un scrubby.

st. Short ticks/mixups are quite abusable IMHO.

Which is precisely why I think HF>ST

I know, some may think wow, Vin is hating on ST again. But no, I’m not. I think ST IS a good game. It’s just that it’s far from being the best SF2 game. Everytime I play ST I just can’t stop pondering:

So, if my opponent didn’t have a meter, would he just get peaced out in 15secs? He may or may not. Either way, it’s difficult for me to come to the conclusion that many ST players that choose chars with the meter have some sort of old skool foundation (and yes, I do realize that there are those exceptional few). Like if they were to play HF or CE, would they still be somewhat successful? Meh, my ST rant is done…for now.

He has to get close first, which is not an easy task most of the times.

Bison blocked scissors into throw is a friggin’ combo I swear. :stuck_out_tongue:

Umm…Walk up s.Shorts? Psychic Tiger Uppercut limbs? There’s actually not much to Sagat, any version of him. Whiff Tiger Knee on crouchers XX throw works every so often…:confused:

People should play AE since ST is mad old already.
ST infinity!!! :karate:

Vega is top 2 in the game!

Gaygaaaaaa!!!

Supposedly, O.Sim has slightly longer throw range.

O.Sagat…

…there’s really not much to him once you learn the basics.

From far away, throw low tigers to pin them down. When they jump, Tiger uppercut of they are close enough, if not do standing FP to knock them out of the air.

When jumping, always use jump RH, it magically beats a million things and does massive damage on connect. If you happen to land a jumping RH, combo into either:

  1. low forward kick, roundhouse tiger shot (sometimes dizzies)
  2. stand light kick (1-2 hits depending on distance), roundhouse tiger shot
  3. if you land DEEP, 1-2 hit standing forward kick with OPTION of either 1-hit Tiger uppercut or roundhouse tiger knee for 1-2 hits.

Basically what you want to choose as your combo depends on your distance from your opponent. If you want to go for a quick dizzy and you’ve landed deep enough, go for the low forward kick into tiger shot. However, this doesn’t always combo if you’re not close enough and also doesn’t always dizzy. A more reliable combo is option 2, where the stand light kick ALWAYS connects for 1-2 hits and then the tiger shot is guaranteed. If you get lucky enough to connect the jump RH and you land deep, do the standing forward and judging on the results, either cancel into Tiger uppercut after 1 hit or go for the gold with the 2-hit tiger knee if the forward is deep enough to land twice.

What do you do if your jump RH doesn’t connect, and they block? In that case either do a blocked standing light kick into tiger shot, or just do the roundhouse tiger shot by itself as soon as you land. This will keep them pinned and taking a bit of block damage.

Now if you end up close, O.Sagat has two awesome options. One is simply his low roundhouse, which is very fast, has decent range, and does a crapload of damage. If you time it right, you can play a wicked game of footsies that will really damage the opponent if they’re just slightly out of range and keep whiffing, and you just sweep to punish them afterwards. The other option is just stand light kick, with the option of following with a roundhouse tiger shot. This is good for guaranteed block damage and you don’t have to worry about missing and getting counter-swept, since the stand light kick has considerable range and keeps them blocking.

My only warning with O.Sagat is getting over-zealous. DON’T do too many “psychic” tiger uppercuts or you will be getting your ass handed to you. Also, don’t try to play TOO many footsies with stand short or crouching roundhouse and just assume you’re going to hit every time…sometimes you can get stuffed with DPs or special moves and it can get frustrating to get back to your “zone game” when the opponent has control of the round after a knockdown.

Also to Vintage:

Considering that only a handful of the ST cast have useful supers…namely Chun, Ryu, Dhalsim, Honda, Vega (dictator), and Balrog (the boxer), I don’t see how the issue of people “being good without super bar” is an issue at all. I play Balrog, Blanka and Dee Jay primarily, and to be totally honest their supers blow. The only reason I ever connect with a Blanka super is because people see it so rarely, they don’t understand it’s properties and end up trying to jump or hit it instead of just blocking. Most supers are slow and absolute garbage in this game, so to argue that supers are scrubby or whatever your point is, doesn’t really make sense.

And yes, we can all play CE and HF, thanks!

I can answer this for Balrog:

You DON’T beat Honda.

This is one of ST’s clear-cut counter matches. The reason? As soon as the game says FIGHT, Honda holds down-back to start charging his headbutt. And from then on, you are fucked.

If you try to walk forward, he does fierce headbutt and you are forced to block, while he gets his charge back.

If you jump forward, no matter what button you press you WILL be eating a version of the headbutt.

If you just jump around like a fool all day, it becomes a guessing game if he will or will not do the headbutt. A good Honda will NOT make a move until you advance towards him and then he will headbutt and make you block or eat the move.

Contrary to popular belief, you can’t wall dive all day. If you try to walldive on either side, if your claw comes into contact with Honda’s body he has the ability to do a jab punch headbutt and get a clean hit.

Basically, the ONLY way to fight Honda with Vega is to cause him to make mistakes. Do a bunch of crouching short kicks, try to walk up to him and jump OVER making him lose his charge and then attempt throw setups, etc. But if you’re fighting even a half-decent Honda, you will get peaced out and there’s nothing you can do if he just sits still and never attacks.

When you see Cigarbob’s 3v3 Team ST footage, this is exactly what happens to me. We are playing some random team and a Honda player just sits still and refuses to attack me, causing me to try to get him to move with a few jumps, random attacks, and wall dives. All of which get hit clean by headbutts. At one point I even take my hands off the controls and you’ll hear me say to the camera “theres nothing I can do, I can’t press buttons.” Gay, yes, but true nonetheless.

A good question is, why are you trying to crossup with Balrog? Balrog is a poking and throwing character, 0% of his strategy is based on crossups. If you’re going to try jump attacks, always use a slightly early jump RH, and when you land your actions depends on if it hit or not:

  1. if the roundhouse hit, do crouching forward kick comboed into crouching MP. this does pretty hefty damage for a 3-hit combo and if you just hit him a few times, he will dizzy.
  2. if the roundhouse is blocked, depending on your distance from the opponent you have the option of trying to throw, or doing a crouching MP or slide. Be CAREFUL with the slide because you NEVER want to slide when close, it leaves you wide open.

Hope this helps, cut it out with the crossups! Just like Sabre said the only time to ever cross up with Vega is a random wall dive.

care to explain why do you think his super is useful? except in pretty hard to do combos and negating 1 projectile, that shit almost never combos, and startup is not really good.

I’m just curious since I play honda a little, and I don’t have any uses for that super.

In my opinion, good beginning character choices are New Ryu and Dee Jay. New Ryu is just really good all-around and gets you the basic idea behind shoto play…fireball traps, uppercut, sweep, etc. Getting a base with New Ryu can set you up to play with both versions of Ken and O.Sagat.

Dee Jay is a great charge character to use as a beginner, and he doesn’t have a lot of hardcore “counter” matches to worry about. You learn how to retain both types of charges properly and how to deal with “jumpers” (people who jump over your fireball once you throw it) without having a DP like a shoto.

Once you learn those basics, branch out. Try the other shotos or Guile/Chun. Then you can move on to the weirdoes like Honda, Balrog, Vega and Bison. Or you can just pick Sim, you stretchy-armed whore.