Maj
1450
This is not accurate. Japan uses T3 as the standard.
This has been discussed many many times and a few times in this thread alone.
bk2099
1452
yeah but is it free select 3 (there’s no speed 4 option in free select) or turbo 3 from the config menu
I’m pretty certain Japs always have it hard set on Turbo 3 - at least, they didn’t free select any speed during SBO1 where you actually see them continuing and selecting characters between matches.
Negative Sir.
At evo I spoke with Kuni on what to set my cabinet at for the speed beacuse i have a sf2:x baord. T3 set no free select at all.
The only freeselect that is used is PS1 free select T3. Cuz its a bit slower then fixed T3.
bk2099
1455
i guess that’s settled then, now to figure out what that speed translates to in world & usa versions
its confusing though, otochun picked free select 1 in this video from nohoho’s site
http://media.putfile.com/starcup-arg_oto1a
NKI
1456
Right here! :wgrin:
It’s really unfortunate that Capcom allows the players to choose the speed (a truly ill-conceived idea), but at any rate…usually Jap versions are set to Turbo 3 in the options menu (not free-select). I dunno about American because I never play on the American version, but I would assume it’d be Turbo 2…
Re: Guile’s super
Keep in mind that you can also use just a normal Flash Kick for a reversal. The main use for his super should be off of hit-confirmed cr.Short x2. (You can link this super afterwards.)
TarkanX
1457
I apologize on my error, I assume this means that the World version of ST is Turbo 2… better make the changes on MAME!
Guild should be using normal flashkick for reversals, while the super is for a big damage combo when your cross-up finally hits, as NKI just said.
In terms of speed, I think everyone should practice on the fastest setting. It’s much easier to adjust to a slower speed at a tournament compared to something that’s faster than you’re used to…
Americans have always played on turbo 3 for competition.
tell me that after you play level 10 turbo CE special (whatever the version is for genesis).
I always thought n.guile was suprerior cause of his better movability (mainly standing forward and standing RH), cross-up short and the ability to tech throws.
IMO, cross up short is his most valuable addition, it gives alot more options. Crossup short, c.strong xx flash kick is a great combo, if the crossup short is blocked then i normally go for 2 c.jabs, and throw. Seems to work pretty well.
His main use for super is for a more powerful antiair, but he already has plenty of normals which can be used as an anti-airs already(pretty much any standing move apart from jab and short and crouching fierce); in the right situation and against certian moves. I find it way to hard to combo his super off multiple jabs or shorts. The only real way I could combo it i guess is off a meaty c.Fierce in the corner, but that is still tricky to do.
The only things o.guile has really got going for him is his standing RH (but i don’t find it as effective as it is in older versions) and ability to charge standing shorts and backfist.
Sorry to drop in with a not-very-serious question, but I’m curious; what, specifically, made Akuma unfair in Super Turbo? I’ve heard it’s something to do with his air fireball, but I’m not sure what.
(Sorry if this has been addressed before–the search function is being finicky.)
its many things really, but his air fireball is def the big one. Sorta homes in on your opponent. Hes got a fast walk speed, plenty of juggles, a great cornertrap and a teleport with which he can crossup with so you get hit the back by his fireball. Yeh hes just retarded.
Jorant
1465
I can’t get Zangief’s old version code to work. Anyone, little help?
Nevermind, I got it (left, right, right, right)… What advantages does old have over new? Can I get a clear break down? I saw the one here, but anything else? I don’t care about his super, and those stupid hop moves they added blow. SPD has better range?
Akuma also is unaffected by dizzies. Of course he can be beat, but his inherent advantages are about 10x worse than O. Sagat’s.
As far as old Zangief goes, I actually choose O. Gief quite a bit. The biggest reason is his crouching roundhouse. Though I have done no scientific testing whatsoever, it seems to me that O. Gief’s crouching roundhouse comes out faster and possibly recovers faster.
Obviously he can’t soften throws, which is something Gief might run into less than the rest of the cast, but it’s still there.
His absense of a Green Hand hurts him against shotos and specifically Dhalsim; Dhalsim is the only fight where I feel like missing the green hand really hurts me, since he has the longest recovery time of the fb’ers.
Then there’s the issue of the super. If you have super-itis (you start flailling like a psychotic as soon as your meter starts flashing), then your super is obviously a disadvantage. However, it seems to me that the super 360 has properties that are different from normal 360. If that statement is true, you can use it to your advantage to force your opponent into more guessing games. On the other hand, Gief can use his super meter without the throw actually landing, which doesn’t seems quite fair to me, but it’s stupidly easy to charge up too.
And I guess I’ll make the disclaimer that I’m a very unorthodox Gief player, using crouching roundhouse more than any other Gief in any video I’ve ever seen. I also can’t 360 tick as effectively as the pros, nor can I walk-up 360.
Sorry but its probably been done to death, but any decent Dhalsim combo’s or tricks:lovin: :lovin:
Best Sim combo is st.MK.
But you can short slide short slide xx super. so you would do a short slide as an AA or meaty. Im goign to do this in number pad notations cuz its easier. So the whole combo would look like this on the 1p side. 2+LK, 41236 , 412+LK36+LP. Other then that Sim doesn’t have many combos and he doesn’t need them either. Oh another good one is to jump at a downed opponent and 2+RH, 1+MK 236+LP. The fire ball wont combo but it chips well. If your really advanced you can 9, 2+HK, 41236 412+LK36+LP to be all flashy.
But sim isn’t about combos he is about controling the game. And breaking down your opponent.He has little comback ability other then the super. And remember you cant reversal super with SIM on arcade ST.
Dhalsim has a decent throwing/tick game against anyone without a command throw, probably his only come-back strategy.