callmeanewb, i think your underestimating the importance of combos in this game. Yes, you should never rely on combos to win you a match, but combos are so damaging, i think its vital to learn at least a couple. If you dizzy someone, theres alot of free damage to be had by a combo. Also even if your combos are blocked, some make useful high/low block strings which can be hard for your opponent to block fully. And lets not forget how much easier it is to land a combo off a crossup.

Ken only has one combo. c.short, c.short xx super.

Here is a st combo movie, is autofire used? There are 7-8jabs hit combo, that sounds stupid

http://big.freett.com/zerokoubou/movie07.zip

from http://page.freett.com/zerokoubou/movie.htm

PS: Thanks cygarbob for the vids

I don’t have the Yoga Book Hyper right here in front of me now, but you definitely can DP through fireballs in ST.

There really is no trick that I know of for doing that move…you just gotta practice doing it…

This move is no exception to the juggle rules found in the Wiki. It can juggle for two hits after the opponent has been knocked out out of the air with it (or after being hit on the ground by the super).

Here’s a little secret: very, very few vids (possibly NO vids) from Japan are done purely by hand. Virtually everyone uses either auto-fire and/or programmable pads.

And ever since a few years ago, that’s pretty much true for American vids, too.

I find that when I first learned it, I was messing it up because I wasn’t rolling all the way through it. What I mean was I was getting sloppy, and not doing a full half circle then up forward. I would start back, then maybe come to a down/forward, forward, up/forward. That just doens’t cut the mustard. I find when I’m very focused on doing the whole motion, it always comes out without fail. Roll that joystick and you’ll be fine. That move is very important to fei, so get it down pat. If you can’t, just stick with old fei that can combo anything into rekka kens. I would suggest ST version, however. What a powerhouse with an insane super.

INH, the makers of the fantastic ‘Insanity Starting Over’ X-mania Gaiden 05 DVD + Yoga Book Hyper guide book:
http://www.inhgroup.com/item/st2/

*have posted a report of X- Mania 6 here(can anyone read the Japanese?):
http://www.inhgroup.com/blog/index.php?itemid=34

Crayfish.

Only Ken’s (and Ryu’s) weak punch Shoryuken can go through projectiles in ST, and as has been mentioned the projectiles have to be either hard punch or medium punch speeds.

I guess this is only kind of related to Super Turbo, but in Honda’s stage, the bathhouse, what the hell is up with the samurai in the background when you win? He starts flipping out and flashing this card on the screen. I’ve always wondered what it means… anyone know?

Depends on which character you’re talking about, vs the fei long trap, tell me the char ill tell you how to get out.

It says ??? (shoubu ari), which means something along the lines of the outcome of the match has been decided. It’s the same line they use when the match ends in Samurai Showdown 1/2 (not sure about the others).

How does chunli get out of the feilong trap?

"My Kaillera Server is back IP: 217.112.91.140:27888"
for some reason i get shitty 300+ ms ping while people who leave near me only get 100 X_X

graham how do i beat choi’s o.sagat with blanka. ;p

bronson.

Fei fucks up. =p

Ask NKI on that one actually, he knows QUITE well how much Chun gets raped by it.

Sadly, this is very true. :sad:

http://www.shoryuken.com/forums/showthread.php?p=2670073#post2670073

The break is after the fierce but before the flying kick hits you, you can do attacks or jump out im sure somehow. or even walk forward? test those, or even lightning kicks.

See the link I posted above for an in-depth look at Chun’s options vs. Chicken Wing.

all Choi does is non stop fireball zoning a lttle cheap i reckon

lets get this right. Your mom = cheap, Choi = Awesome.

“reckon” this.

Sorry to bring up an old discussion, but i don’t think “sac(rifice) throw” or “taking the hit” is a myth. It’s more of a limited tactic that spawned a number of misconceptions from people thinking that it was a technical thing as opposed to ghetto og strategy thing. (The only reason i’m bringing this up is to defend American SF history because i am a patriot, haha.)

It’s mostly about jump angles. Like Ken has a preferred jump angle against Gief where he can hit Gief out of Lariat attempts. So Gief responds by walking forward to get under Ken and trying to do Lariat. Worst case scenario, Ken does the air attack early in order to hit Gief while he’s walking forward, but that allows Gief to recover before Ken lands and then Gief gets the free SPD.

Also, it’s about staying in range to throw. For example, if someone jumps over Guile’s Sonic Boom and is coming in at the right angle to beat Guile’s low fierce, it puts Guile at a huge disadvantage. Since blocked air attacks cause more pushback than connected air attacks, reversal throwing would be out of the question for Guile if he were to block. Then the opponent would get to follow through with some ground attack canceled into a special move which Guile would also have to block. So Guile takes block damage and gets pushed back into the corner while his opponent builds up meter. As an alternative to this mess, Guile can take the (huge) risk of walking forward and taking the hit, then gambling that he’ll get the reversal throw. Nobody is saying that the reversal throw is guaranteed. All they’re saying is that taking the hit is the only way Guile would even have a shot at reversal throw in this scenario. And you can’t do it all the time, but that’s what OG players are good at, right? Reading opponents and making unexpected things work.

Then you have random shit like Apoc saying that it’s easier to do reversal throw against meaty low forward when it hits than when it’s blocked. That is obviously a personal preference for Apoc and has no business being put in the same category as “taking the hit” as defined earlier. But unfortunately, at first glance it sounds like kind of the same thing, so people start calling it the same thing and it tarnishes the validity of real “taking the hit” tactics.