So if my 3rd hitting frame is the one that would hit them, but gets skipped it would still hit them? That’s just wierd.
Well, it goes into hit/block freeze so you’ll see it then.
I think it was realdecoy who said that HSF2 handled the speed differently, very differently. does anyone have any thoughts on that (sorry for OT but it’s something I;ve been meaning to inquire about).
I haven’t tested and don’t much care to. Maj mentions it in his article (http://sonichurricane.com/?p=1864) claims there’s ‘random’ frame skipping.
I meant HSF2, the ps2 game with characters from all different versions of sf2. I thought he meant Hyper Fighting (the one that also got a port to XBLA)
Maj did mean hyper.
I remember someone saying that alot of the ST ports had alot of differences on the consoles.
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Game_Versions
ST doesn’t have an arcade perfect port. DC version with proper dip switches is the closest port, and it was the most used version at EVO, even being brought back for EVO2008. There are more differences between CPSII ST and the various console versions that aren’t on that list, but the major ones are there.
My question was specific to the way the game handles turbo speeds. ST and HDR skip frames in a set pattern (if I understood Maj correctly) but someone here (I want to say realdecoy but Im not 100% sure) mentioned that HSF2 does something completely different to speed up the game on the various turbo settings.
I was wondering if anyone knew something about that.
in lamens terms…can you explain this. i can do kens crouching lk lk super…but i can’t seem to combo ryus crouching mk super…i’ve been trying to do the 1st qcf then crouching mk qcf p no? is that how it works? or am i doing it wrong still. someone pm me if you can, it’ll really help
Make sure you’re hitting cr Forward at the d or db position. I do qcf, db cr Forward, qcf cuz I find that prevents a Shoryuken from coming out. What is happening when you do it? Hadoken? Shoryuken? Nothing? This combo only works from close range. If you’re doing it from max range it will only combo on big characters like Zangief and Hawk.
For more information, read my FAQ. :). I detail how to cancel into supers and even give you TONS of examples to try.
In response to BullDancer,
I usually use it, as one option, when a reset happens and we are both standing close waiting for the first person to do something. It’s pretty fast, stuffs alot of stuff and is good, if blocked, to push you back a little bit and get spacing. Seems like the best option when you and the opponent accidently end up too close. I also use the standing version to catch people if they jump from far and catch them with the tip of the fist as they come down. MP is great in a few situations, including all the combos and mixups. I think someone mentioned, when crouching, it has more blockstun on it than the forward, so that’s useful to know. On a side note; I’ve been using alot of standing fierce punch to stuff T. Hawks dive lately.
Here’s a cool corner setup for Ryu. Other characters have different versions of this setup, but I think Ryu’s version is the best.
First, here’s a little experiment. Get your opponenet close to the corner, where if you throw them with the feirce throw, the opponents body will hit the wall. While throwing, hold forwar up and try to jump kick your opponent. Most likely your jump kick will whiff, and you won’t hit them. Technically this might not be true for every character, but for most characters it’s true.
Now, a little something different. After the throw, don’t press any direction, and allow ryu to recover after the throw, there will be some frames where you could jump, if you wanted to, where ryu is recovering from his throw animations. Let ryu recover fully, there will be some pseudo recovery frames where he’s technically recovering but is free to move. After he’s finished recovering, jump forward. With almost every character, ryu will be able to jump kick his opponent and then throw or combo them. Daigo used to do this in ST from time to time. It’s a very effective way of timing jump ins on a cornered opponent.
After some extensive testing, I discovered that Ryu’s crossup Tatsu works well vs Guile. About 60% of the time it will stuff the reversal Somersault, same as vs Sagat’s reversal Uppercut. About 20% of the time it will whiff and Guile will be safe if he does RH Somersault but can be punished on the other Somersaults, and about 20% of the time the Somersault will beat the crossup Tatsu. It all depends on timing and range. I haven’t tested as much with Ken, but it should work about the same. Obviously, Guile’s Super beats all crossup Tatsus.
This may be old news to some people, but it’s new to me and I’m sure it’s new to others. It’s definitely worth it to attempt a crossup Tatsu on a knocked down Guile and then mix up with Shoryuken/throw mind games. Along with safe jump mixups it’s just another option vs the family man.
Yo, i’ve been playing this game for bout a month now (I played for lil over a year at the arcades. Maybe 2, don’t remember. But that was almost 20 years ago lol, so I have some basic knowledge of SF) and one thing i’m really having a hard time with besides facing all these new characters (which is pretty much everybody besides Ryu,Ken,Balrog n Fei) is these people throwing me with those tick throws.
I’ve tried searching but found nothing. But my question is, when should I try to make/push the button to make my dragon punch come out? Like the same time the throw animation would start? Or a split second before the throw animation starts?
Or say for example, if one was to do two cr.short kicks at combo speed and using the rhythm of the sounds that makes when blocked or hit. Would I want to hit the button for the dp to come out in sync with the sound of the second short hitting me for someone attempting to do one cr. short then throw me?
Hope yall understand what i’m trying to say lol. And I understand the timing for each spring is different due to the block and hit stuns. But it’s usually the short or the jab I block before the throw. Sorry to ask but I can’t really practice it to try and find out for myself first. Be dope if you could have the cpu tick throw you while you try to counter it in training mode.
[edit: correction pointed out by osbr]
The only timing you need to know is when your character is getting out of hit stun / block stun.
That is the first available frame that your opponent can throw you (and for you to counter the throw).
You should not consider when the opponent?s animation starts, because that doesn?t matter.
Just familiar yourself with the hit/block stun for each move
http://shoryuken.com/f280/hitstun-blockstun-frame-data-212461/
There are two ways to counter it
- Counter throw
Usually each character have more than one throw button, the easiest way to counter throw is use two fingers to drum on MP/HP or MK/HP repeatedly / alternatively.
- Special counter (dragon punch or command throw)
You need some experience to learn the timing when your character is just about to get out of stun and employ the piano buttons input (drum on all punches one by one using three fingers) to enhance your chances of getting the reversal timing.
There are many tick throw setup
Let?s consider these scenarios:
Tick into normal throws or command throw (Honda / gief / hawk)
a. Your opponent is outside of your throw range
you can only use special counter
b. Your opponent is inside your throw range
You can either counter throw or use special counter
Now scenario b. is a bit tricky
For example, a good sim player will try to control his slide short so that after you blocked, he is outside of your throw range while he can still throw you. Again you need experience to tell what your options are.
Although counter throw at the reversal frame will win, in practice whoever initiate the tick throw is in great advantage because he is prepared while you are not and only have a split seconds to react to it and also counter throw cannot use negative edge.
A common tactic is that the attacker will vary the number of light attack to throw off your counter timing.
example like gief jab x (1 or 2 or 3) into SPD, deejay cross up into jab x (1 or 2) into throw.
Another example like boxer whiffing a dashing upper into throw, it is extremely hard to react to.
Also, another extremely common tick throw scenario is to jump attack landing into throw.
Usually if the attacker start the attack too high, you?ll be out of stun before he can do anything and it?s a free counter throw for you.
But most likely the attack will land it deep and again you only have a split seconds to see if he?s going for a throw, a sweep or a special (like dragon punch) to punish your normal or counter throw attempt.
It is very tricky but once you play more and also try to tick throw others (so you can see how others deal with it), you?ll have a easier time understanding how to counter it.
Hope that helps
http://shoryuken.com/f280/tick-throw-question-234794/index5.html#post8864200
Nope, didn’t help at all man…Lol nah i’m kidding man thanks that helped and I appreciate the detailed answer plus the extra stuff thrown in there. So like you say it’s mainly bout repetition to get the feeling of when to bust it out/when the stun frames are over eh. Aight, bet.
I wanted to be sure if there was a connection or not between when other dude presses button to throw, and you to hit your button for the dp to come out if the throw was done asap after a block or hit stun.
One more quick question.
Can the srk motion be buffered just before the block or hit stun ends so by the time you push the button you’ll be in the first active frame? Or do you have to do/start the motion when the first active frame is avaliable?
before the active frame (within 15 frames of the active frame) you do the srk motion, then before 1-3 frames of your active frame, you start to piano your 3 punches hoping 1 out of 6 will trigger the srk at the first active frame
something like this:
-15 to 0
srk
-3
lp down
-2
lp up
-1
mp down
0
mp up
1
hp down
2
hp up
Good post, papasi, but I have a correction: reversal throws beat special throws, as long as they are in range. Also, one must consider (preferably short) tatsu as a reversal when the enemy is out of range of the SRK. If shotos are just of of range for the SRK, they can throw Ryu out of it by throwing.* Characters with longer range should have an easier time, being that Hawk (VST and HDR classic) and Gief** do it often.
Sometimes the game ignores the 13 frame throw invulnerability and you can get thrown out of a wake-up reversal SRK, while it will never happen against a tatsu. I have no idea how often it happens, though.
*but because of their range, that is really hard
**fuck blocked jumping fierce walk up SPD, btw…
Sweet, thanks.
And so you can actually reverse throw a SPD if you’re in range? Dam, ima have to try that, just gotta be aware of the distance though eh.
I’m not super noob at this game lol, but at the same time I am cause I don’t know a lot of this extra stuff, plus i’m seeing a lot of things for the first time and just don’t know how to react to it. I got some moves too though lol It’s still fun. Thanks again yall