Things you just don't understand about ST

Wow. I didn’t realize sim’s backwards jump was slow enough to land BEHIND the jab sonic boom at close range.

heres a random thing i just thought of: why does the game sometimes speed up after a ko? like this happens a lot when you trade with somebody who threw a fireball and they get knocked out during the trade

its real cool to me but why does it happen

The game slows down, and then speeds up whenever a projectile hits.

Does anyone happen to know how Special Cancels originated? Like, why do they occur in the first place? I’ve heard from everywhere that it was a glitch that Capcom left in the game, but I’ve never been able to find an explanation for precisely why it happened in the first place.

Could anyone point me in the right direction?

It was definitely a glitch in the original WW, and they weren’t planning on having a feature like that implemented. It’s a glitch similar to how “kara” cancelling became a thing, or CPS1 chains, none of which were part of its intended original programming. What I want to know is whether they discovered this bug, and left it in, or whether the players discovered it, and realized that it made the game better for it.

They originate from kara-cancel, which is a basic game mechanic. Every normal move can be canceled into special attacks during its initial frames. This was added to make specials moves easier to obtain, as it used to be a pain in the ass to get them in the original version of Street Fighter. As said, kara-cancels work for all normals, no matter what normal move it is: crouching, standing, fast or slow. However, some moves have short start-up: these can still be canceled just as they become active, because it is a limit in frames.

The other thing you must know about is impact freeze. Every time a melee attack connects, both characters stop for a few frames, and the one blocking or taking the hit shakes left and right, slightly. Well, it happens that impact freeze extends the kara-cancel time period. So those moves which were fast enough to allow kara-cancel to happen during their initial attack frames could also be canceled into specials on hit or block.

Dahaha it works! you can do the super that way! LOLOLOLOL I DIDN’T KNOW! OMG this is diamonds!

I’m aware it was a glitch. I wanted to know how exactly the glitch came to be. How does the programming process here work. What type of error made this possible? Of course, your question is very interesting too.

I guessed it had something to do with impact freeze, but I still don’t think this fully answers my question.

Thanks for coming close though and giving me an idea what to check around for.

** Troll Post Detected **

hi eltrouble, while normally i enjoy reading your posts as they are both like, informative and entertaining, I would like to respectfully disagree with the comment which you made above as i think you have misunderstood what I was saying. don’t worry bro, there is no offense taken on my part.

what I said was 100% accurate. who ever was on ggpo last night can vouch for my accurate description of the account.

i’m asking if anyone can explain what was happening in those matches. I never experienced that before so there must be some secret technique that the mexican giefs, -angrybeaver-, -thebastard- and -sesshomaru- have discovered.

Move Cancelling wasn’t really new to SFII. It already existed in Final Fight, so I wouldn’t really be surprised if Capcom wanted to implement a similar feature in SFII, or if it even shared some of the code to handle input and/or combat.

Apparently Special Cancelling in SFII was originally a glitch that the producer discovered on the Car Bonus Stage. Legend has it that he kept the glitch from the rest of the developers because he thought it would not be very useful in real gameplay. The only source for this anecdote seems to be an old article from Edge magazine. I however am skeptical that the rest of the team didn’t know about the glitch because not all moves are special cancellable, and then of course there are the chain cancel limitations, which both seem to indicate a bit of design consideration. Also, even if you’re an absolute noob at the game, it’s pretty easy to unintentionally mash out a 2-hit special combo. I doubt this is something that would have slipped past play testing.

Except for air normals on characters that don’t have air specials, almost every normal move in SFII series games can be cancelled.

What? Why would you say that, you know that’s not true at all.

Every grounded normal can be kara cancelled by special moves.

They’re probably specifically referring to normals that will cancel into special moves on hit. So no whiffing of normal moves. In that sense, you do get the sense that some normals were designed to be canceled and others were not. Could you imagine how dangerous it would be if Bison could cancel st.roundhouse into scissor? Or Blanka’s cr.fierce or roundhouse into a hop or ball?

ok here’s a question: why is it that some normals (like boxer and fei’s crouch forward) can’t be special move cancelled, but they’re able to be cancelled into super?

Oh, gotcha, yeah special cancelled not kara cancelled.

My mind was blown when I found out you could cr. hp xx super with Guile.

EDIT: disregard, disregard, apparently i was wrong. see below.

Boxer’s cr.MK can be linked into a rush punch but the timing is pretty tight.

Most characters can super cancel one frame later than they can special cancel. (Fei long is a bit of an exception since he can’t normal cancel as late as other characters.)

Most characters can super cancel one frame later than they can special cancel. (Fei long is a bit of an exception since he can’t normal cancel as late as other characters.)

Special and super cancels depend on how many frames of start up the move has (and if the move causes the character to jump).

Airborne normals - like Ken’s jumping jab. (Airbore kara cancels are also possible.)