Super Street Fighter II Turbo, in the house

You got the code right, make sure u press jab or fierce for the punch. Personally I say forget the code. Assumin ur right handed what I do is wiggle up and down with my right hand and press jab repeatedly with my left index finger. Don’t spaz the joystick up and down, nice and steady.

Like nohoho says, the hardest part of winnin with O.Sagat is actually selecting him!

i think its just practice. shaking the stick up and down and pressing jab at the same time always works for me. now this is the only time i’ll do things a la skillian read cross - handed. i use my right hand to shake the stick and my left to press jab.

…its just practice.

ehh, st sagat isn’t that bad, is he?:wonder:

i thought he was bad cause his uppercut does multiple hits insted of the one solid hit o sagat has. and his fireball was slower too.

ST Sagat isn’t bad, it’s just there’s absolutely no reason to pick him over O.Sagat. His super sucks. His normals aren’t as cancellable. If throw softening is a problem, I’d posit you need to figure out how to do fireballs if you’re getting thrown that often. The only reason is “to fuck around with your opponent”, and that’s no reason at all.

Dasrik: hey, some of us like to prove or worth by not picking the tiger turret, but that is the only reason. You are right.

NKI: How long is T.Hawk’s pre-jump compared to Zangief? I will assume it’s less than 7-6? Or is there something else that prevents him from doing a true standing 720?

After the 3 on 3 tournament at grandmaster challenge they had an exhibition match between the winning team. Some vids… (a team tourney followed by an exhibition tourney? I bet the type of player who regularly participates in such unserious events would get HOUSED at Evo. Oh, wait a second…)

http://streetfighter.jugem.jp/?eid=67

x1218_45.zip ShootingD vs Otochun
x1218_46.zip Gian vs. Otochun
x1218_47.zip ShootingD vs. Gian

heh?
oh shit btw re: this old post I bet the reason Nos99 was kara-cancelling standing kicks with sagat with 236K~K was because he was trying to tiger too early before an old one had disappeared

I really should read the thread before I post.

in the evo2k6 forum the organizers are polling to find out what version of st should be @ evo.

i think u guyz might want to say somethin about that. link below:
http://www.shoryuken.com/forums/showthread.php?t=106453
:sweat: :sad: :arazz: :confused:

Hey NKI, I was just fucking around in Kawaks trying to learn the macro system and found something weird that may well be common knowledge, but I was wondering if you could explain it.

When doing the macro d,df,f,d4,df,f3 with Ken, I occasionally got a qcf+k coming out instead. Removing frames from between the f and d4 increases the ratio of qcf+k to super (d,df,f,d4,df,f3 is probably the closest to 1:1). I understand why the game might read the input as the qcf+k motion, but why is it sometimes one and sometimes the other, rather than there being a set # of frames between the down and down+lk inputs, under which you get the qcf+k, and on or over which you get the c.lk?

You’re better than most, who never bother even after being flamed for pages. =p

Random Dasrik post:

Old Honda has a big advantage over New Honda in his standing set of moves. I’ve played both, and honestly, I can’t do anything with ST Honda’s new kicks.

Dasrik is right. There is an O.Honda player in Tokyo, by the name of shougatsu (“the new year”), and that guy straight wrecked me with O.Honda’s st.Jab. N.Honda can’t get away with such shenanigans.

When should I be using N.Ryu’s c.mp? I see a lot of players using it in vids, but I rarely use it. What are its advantages over c.mk? Priority? An analysis of when it’s best to use both c.mp and c.mk would be useful, actually.

Can’t give you a comprehensive breakdown, but Shoto c.mp has extrememly unusual properties. It can (with good timing) snuff things like Honda’s far s.HK, Blanka’s HP slide and even Claw’s c.mp at near full range! In Hyperfighting, Ryu had a whole fireball zoning strategy against Guile based on countering his air attacks with c.mp.
btw s.mp is great too, its your midrange counter-footsie. Try it against uber midrange pokes like Gief s.mk.

Crayfish.

Whoops, sorry I forgot to reply to this.

Could be something with the way Kawaks was programmed, but most likely it is just another part of ST that is mad random. There are other examples of frame numbers being random, like for almost all charge moves, there is no set number of frames that you need to charge. It varies by one or two frames.

cr.Strong has great priority (can stuff lots of things cleanly, like Boxer’s rushes), and it recovers very quickly (much more quickly than cr.Forward), so you can whiff them without much risk. It also has a higher hit box, so it’s better against things that would go over Ryu’s cr.Forward.

i’m thinking of using cammy, any tips besides j. hp, s.hp, cannon drill?

That’s not a tip, that’s a combo. Here’s a tip: don’t play Cammy!

I don’t see the allure of playing Cammy outside of her fast walking speed + c.fwd, and her hooligan grab. If you enjoy playing such a limited character, then please be the third Cammy player in the United States! I’ll watch the videos of you becoming world champion whilst eating my hat.

well yea, but i really have no idea who else i can use. hrm, maybe i’ll stick with ryu

Um… low forward is good, stand forward is good, jumping strong is good…Cammy is one of those characters who doesn’t have one or two really simple good strategies so it takes a lot more skill to play her.

Wow. You know, many said the same thing about Fei Long when SSF2 and ST came out.

I think Cammy can be a real bitch in the right hands. So the guy wants to learn some strats with Cammy…don’t knock him for it.