The ST match vids + discussion thread

2011/02/20 - SSFIIX Danisen - Mosa Rank:

Muteki (Guile), AFO (Blanka), Keshin (Chun), Sasori (Ryu),
Sashishi (Ryu), Kawamata (Ryu), Kurahashi (M.Bison)

??IIX ??? 2011/02/20 ??? 1/3 ? ???(??)
??IIX ??? 2011/02/20 ??? 2/3 ? ???(??)
??IIX ??? 2011/02/20 ??? 3/3 ? ???(??)

God damn, AFO is a beast. A fucking BLANKA on Ouja. Godly.

Latest Ooyama 2on2 vids (featuring Keishin, Shiki, Nuki, SHIN, Hiroyan and more):

??? 2011/02/26 ??2X 2on2??(1/2) ? ???(??)
??? 2011/02/26 ??2X 2on2??(2/2) ? ???(??)

Another masterclass from Shiki. In the second video (~17:12) to finish Hiroyan off he does blocked low dash punch into super. Is this another “mystery” to ponder over?

//EDIT: [media=youtube]VXWOVl-sMfY&feature=feedu"[/media].

No mystery. There are ~38 frames of leniency after a dash to follow up with a super (14 for b, 14 for f, 10 for P) before the original b,f motion expires. Boxer’s LP low rush takes up 23 frames to complete. So from the start of the low rush, you must aim to finish the super motion between 23-38 frames afterward. That gives 15 frames of input room throughout to finish the super, which is a good amount as long as you perform some basic input spacing during the low rush (only need to space 2 out of the 3 super input transitions). Don’t just think of this as just 15 frames from the end of the rush to when the super input dies; you have to be thinking of the entire system and how lenient each input can be spaced.

Low rush likely results in 20 frames of blockstun for the opponent like most specials and boxer recovers in 4 frames so that’s 16 frames advantage for boxer. 23+16 = 39, so you don’t have to worry about the opponent escaping blockstun shortening the window (since by that time, your super motion has just been lost). So a standard way of performing this technique would be (spacing all 3 transitions): hold back 80 frames, forward+P, wait 12 frames, back, wait 12 frames, forward, wait 12 frames, K.

If that’s actually a MP low rush shown on the video instead, then that takes up 33 frames to complete, which makes the motion very difficult with only 5 frames of breathing room (a window of 33-38 frames after the rush with no visual cues) and forcing you to space all 3 of the input transitions to super (my above example will also work with MP low rush). An HP low rush is impossible to follow-up with a super because it animates too long (and not long enough to charge for the super motion within the animation).

Anyway, I think most western players could benefit from exploring ST’s game engine more thoroughly, at least how it applies to their main character(s). It’s good that folks are noticing these seemingly innocuous moves in the heat of battle. With these 2 examples brought up by BoggleMinds, you can appreciate the depth at which top JP players understand the game.

[media=youtube]1Pxordhgtw4[/media]

Only because me and bcchoi both thought it was pretty cool looking.

YouTube - djfrijoles’s Channel

[media=youtube]5Yi7a0GqX7s[/media]

Never heard of this Guile player before but he is scary good.

Bob Sagat actually did the same thing to me once.

By the way that background is giving me autism.

[media=youtube]rOX7hIIFOzI[/media]

don’t kill me for post an hdr video, but it’s possible to make the dash upper to super all combo together. strict ass timing though

Does that work on a arcade ST board?

i don’t see any reason why it shouldn’t. hit-stun and startup times should be the same.

What happened to Taira? I haven’t seen any new vids of him in forever. Does he still play?

Since NH2 is taking a long break and VF4 currently MIA, is there anybody still keeping track of the ST scene @ japan?

I know there are tournaments @ A-cho (google translate did a shitty job on aniken’s blog).

Ganelon are you there ? :smiley:

the date says march 24th 2011

??IIX ???(??? 2011/03/24?2/2 ? ???(??)

Ill try to rip it later tonight and up it to my channel. I think its game spot vs

here’s the first part

??IIX ??? 2011/03/24 1/2 ? ???(??)

SSF2T Replay

I’m a beginner SSF2T player. Here is the replay of my ken on super arcade:
[media=youtube]ZaGDMMP2vDc[/media]
[media=youtube]T29kzSb5Q88[/media]
Constructive criticism is welcome.

Some scrub tips

[LIST]
[]Blocking too many jump-ins;
[
]missing a few SRKs (probably motion or pressing buttons too early);
[]if Guile is doing nothing and crouching, the decision is not to jump at him, but either hadou, feint walk-up or walk-up cr.kick xx hadou. If you ever jump in, use either Fierce, juice kick or tatsu right at the apex of the jump to try to hit late flash kicks from behind (will probably fail if the Guile is good);
[
]do not use Short kick for cross-ups. Stick to Forward kick;
[]train yourself to not accept repeated jump-ins from Zangief. You can always SRK him if he jumps in again;
[
]Ken’s Hadouken has POS start-up, so you must not use it as often in between Gief’s pokes. Specially at the corner, where he completely controls the distance;
[]consider walk-up cr.kicks against Zangief. Favor Forward until you train him not to jump in all the time (which you do by SRK’ing his jumps);
[
]try to jump in with that Jab xx tatsu from the front. If you are on top of Gief, he can delay a Lariat and knock you down for a horrible cross-up situation;
[]try to be a bit more aware of the distances. You have missed cr.RH a few more times than expected;
[
]cr.RH is not that good a poke if Honda is harassing you at the corner;
[]when you block Honda’s super, do it crouching and then do a reversal SRK. In fact, if you crouch, it does not need to be a reversal;
[
]you can try a few more standing or crouching Strong punches to feint and hit random headbutts from Honda. It works against Boxer too. Try to hit the button if you think he will do hands, headbutt or waits on a Hadouken to react to;
[]if a buttslam looks like may hit you as it descends really close, do back + Strong to either throw him as he lands ot hit him with a punch, that can be canceled into a Hadou for a 2-hit combo. For a slightly greater distance, cr.Strong is good. Avoid N.shotos crouching kicksfor that, they often get stuffed
[
]if you are cornered by Guile, Dee Jay and Chun, try to always be ready for jump-ins, which are a great chance of getting out. Jab SRK, of course;
[]jump-ins from close distance, such as the ones from Dee Jay cross-up spammers, can be stuffed with close standing Fierce;
[
]try to spot jumpy people. Just SRK their constant jump-ins until they realize they have to play the game properly.
[/LIST]Edit: I have only watched the first video.

Here is a vid that was played on Supercade yesterday. I’m only posting it because it has a nice mixup at the end of round 2. Thanks to DJFrijoles for converting the replay for me.

[media=youtube]I-kGA0h2k7g&feature=channel_video_title"[/media]

Bah fuking sound is out of sync and my recording software slowed down. This is match 51 so I’m not about to sit through another 50 matches ( for the third time ) just to redo this

[media=youtube]rLnE5s7WBvo[/media]

a couple of mirrors with mars

[media=youtube]HtngPw95Ntw"[/media]

[media=youtube]7aKp88HUIyI"[/media]

thx dj