Street Fighter 30th Anniversary Collection

Street Fighter 30th Anniversary Collection

檢視統計資料:
Raynys 2018 年 6 月 1 日 下午 3:45
SFII Turbo AI it's simply ridiculous
Come on Capcom, what the hell is this AI? The input reading is so cheap and some AI opponent's specials damage is huge! Try to play against DJ....Fix this game fast because it's already dead, so wake up.

P.S. And fix the input lag too...many fightsticks have issue with this collection.

https://youtu.be/dX3C-t0wvEk
< >
目前顯示第 46-60 則留言,共 68
Rej72380 2018 年 6 月 10 日 上午 9:25 
From what I understand, the revision of SSF2T that is on the collection is one that Capcom had to recall due to the difficulty dipswitch not working. Hopefully when Capcom releases a patch for it, it will swap the ROMs for SSF2T for a very serviceable one
Rej72380 2018 年 6 月 10 日 上午 9:26 
Also, you cannot fully blame Capcom for this snafu. I would put most of the blame on the devs, being Digital Eclipse.
Sp00kyFox 2018 年 6 月 10 日 上午 9:40 
thing is, for each game they chose the US version so that the collection features proper english text and character names. in the case of ST they were f'd since there is no english version of the game without the difficulty issue. well, at least one can't say that the game isn't like it was back in the arcade. unless one played the Japanese version, the game in this Collection behaves exactly like the arcade machine.
Seven 2018 年 6 月 10 日 上午 9:44 
引用自 Winsyrstrife
引用自 Seven
for deejay just tatsu him on his wake up and super him when you are at sweep range.
Avoid close range fireball and jumping on him like in this video.
I don't play Shoto characters, not by preference anyway.
Which char you are using ?
VodkaGobalsky 2018 年 6 月 11 日 上午 9:19 
引用自 seedmole
All the AI is broken because the AI used to run on potato hardware and now is running on stuff literally a thousand times faster than a SNES processor.

Nice imagination, but processors were in the single-digit megahertz range when these games were made. We're fighting super soldier versions of the AI.

hahahha. Uh, no that's not how computers work buddy. Faster CPU does not equate to harder AI. That's the most absurd thing I've ever heard and just shows your fundamental lack of knowledge of how computers work. Please don't go around spewing this nonsense.
alphadog303 2019 年 3 月 5 日 下午 6:53 
引用自 BlackRock Saber
no it isnt rediculous what you see there is what we old gamers delt with in the past. nothing has been tweaked or tampered with. so now you millenial gamers that thought you were the ♥♥♥♥ in DBZfighterZ or BBCF or any other autocombo game now is the time you experience what you all tried to lecture us in the othre disscussions saying we were all gramps and grannys, and need to git gud. like i said that saying is never appreciatted in the realm of fighting games.

So now you Millenial gamers its now your turn to git gud on old school brutality.

I signed in just to quot this because BlackRock Saber nailed it. In short, SF2T is a tough game for tough players. I remember being able to beat this with one quarter, back in the day, but when I first started playing this ROM I got my a$* handed to me. Fortunately, I'm not an idiot. I know a lot of time has passed. I've been back at it for about a month now, and made it to Sagat. Obviously, it was all me. Luckily, I didn't wast any of my time crying about the game being broken. It's not. It's just a tough game. I think a lot of these millennials are used to being pampered by buffering and the shrinking skill gap of modern fighting games, like SFV which is basically Street Fighter with training wheels. Long story short, and at the risk of sounding like your grandpa, it boils down to: they don't make 'em like they used to. That includes both the games and the gamers. Toughen up, kids!
76561198043918600 2019 年 3 月 31 日 下午 4:47 
works fine for me :^)
Tex Willer 2019 年 8 月 1 日 下午 4:31 
i agree. Even in easiest mode it is very hard and the machine always do more damage. If you are hit by a 3 hit sequence and a grab you lose all your energy.
ULTIMATEMALE420 2019 年 8 月 5 日 上午 10:27 
Super street fighter 2 turbo should only be played against other humans. Capcom delibrately put cheating elements in the AI of SSF2T because in the arcades the Ques were too long and by the time SS2T came out people were skilled so the wait times to charge a "que of quaters" became long and arcade owners were complaining that the game is not profitable.
To quel the aracade owners concerns about "quater generating" they made the AI cheat to beat the human players literally one fight into the game. even on the lowest difficulty.

It all about profit to bypass inflation man. Common guys you should know about this rothchilld zionist economy by now.

Inflation necessitates greed which in turns destroys the integirty of everything. Even video games.

Which is why the AI cheats on DMG and Recovery even on the easiest difficulty. This shortened wait times in the ques in the arcades. which meant more people were pumping quaters in the arcades.

It is also why the arcadea never took off properly in EU and UK since due to tax laws each play was super expensive. £1 a go - bloody hell that was like 2usd back then.
HHHanzo 2020 年 5 月 9 日 下午 10:59 
First, to beat SSF2T or SSF2X , YOU WILL PLAY A PATTERN, because now CPU emulates your attitude as a human player, depending of your character you will fight with it


Hadoken/Sweep Pattenrs
That consist in spam Hadoken and Sweep or any projectile in the game, Ryu is the good example of this pattern, commonly good for projectile vs non one CPUs, Blanka can use his df+Fierce command attack with Rushdown with Horizontal Ball, Dhalsim had a good jumping Roundhouse and Yoga Blast variation.

Shoryuken spam patterns
Any Jab Shoryuken spamming can defeat non projectile characters, also CPU's Sagat is vulnerable with that, Claw can crouching Roundhouse and Barcelona Attack to beat CPU ones,Guile had his variation that is a Sonic Boom,crouching Roundhouse and waiting for a jump for Flash Kick the opponent,Ken is the good example of this pattern.

Jumping Back to Rushdown Special patterns
If you don't had a projectlie specials as T.Hawk or Dictador or Zangief try to turtle with jumping back, poke and use a Rushdown special move like Scicross Kicks or Condor Diving, Zangief can Double Lariat and SPD after a jump, Cammy commonly can low poke with crouching Short and then Spiral Arrow, Fei Long can repeat Fierce Rekkaken, some character that are chargie ones can combine this pattern with the Sweep one.
Boxer had a lot of use of this pattern using Dash Straight/Upper/Low 2-in-1 with crouching Jab,Short or Forward

Repeated Standing Roundhouse pattern
Main pattern, its a check with non projectile fighters matchups, Dee Jay can use this commonly along with Hadoken and Rushdown Pattern charging Back always

Fake crossup throw/anti air setups
That consist after a knockdown you will jumping across your opponent but not with a special, CPU always responds with an anti air attack and you can throw him easily.
Chun Li can use her command moves with it,Dictador its a good character with this pattern along with the Rushdown one

Command Throw turtling trade hit pattern
T.Hawk,E.Honda and Zangief after jumping back can trade hits a lot or crouching block all the match against a CPU opponent

Source
https://youtu.be/5KhKVUebGzY?t=161



Fighting Akuma


Attack Patterns and habits:
There are several offensive sets that Akuma will employ.
* Often, he will jump up, do the air fireball, land before
you're through blocking them, and launch a red fireball.
* He'll jump away shooting air fireballs and back them up
with a red fireball as soon as he lands.
* He will jump at you with a helicopter kick, and if it hits,
he'll follow through with a DP.
* At least half the time he'll soften a throw if you try to
toss him.
* He will mostly not DP the Blankaball and just block it.
In the second round, the odds of him DPing it increase.
* He will mostly DP any other attack that approaches him,
including any badly timed jumps, Bison attacks, Vega
punches/kicks, Dhalsim limbs, etc etc etc.
* Every now and then he will just jump at you with
a normal roundhouse kick. You must take advantave
of when he does this.
* Going offensive at him mostly won't work. Reacting to
his mistakes (warping at you, jumping at you, shooting
a fireball when you can see it coming a mile away, etc...)
is your best bet.

Known weaknesses:
* Will jump towards you. Easy target for any anti-air attacks.
he won't do this often, so take advantage if it when it happens.
* Will not block or retaliate after Vega's wall spike. He WILL once
in a while, but not often.
* Will _mostly_ just block blankaballs. Once in a while he may
dragon punch it, but mostly not.
* His multi-hit flaming fireball has a longer delay before launch and
after. Watch for when he tenses up and seems on fire, and attack.

Source
https://gamefaqs.gamespot.com/arcade/583631-super-street-fighter-ii-turbo/faqs/882

最後修改者:HHHanzo; 2020 年 5 月 9 日 下午 11:04
Destiny 2021 年 5 月 9 日 下午 8:53 
Excuse the necro post

引用自 lenmomonofan666
First, to beat SSF2T or SSF2X , YOU WILL PLAY A PATTERN, because now CPU emulates your attitude as a human player, depending of your character you will fight with it


Hadoken/Sweep Pattenrs
That consist in spam Hadoken and Sweep or any projectile in the game, Ryu is the good example of this pattern, commonly good for projectile vs non one CPUs, Blanka can use his df+Fierce command attack with Rushdown with Horizontal Ball, Dhalsim had a good jumping Roundhouse and Yoga Blast variation.

Shoryuken spam patterns
Any Jab Shoryuken spamming can defeat non projectile characters, also CPU's Sagat is vulnerable with that, Claw can crouching Roundhouse and Barcelona Attack to beat CPU ones,Guile had his variation that is a Sonic Boom,crouching Roundhouse and waiting for a jump for Flash Kick the opponent,Ken is the good example of this pattern.

Jumping Back to Rushdown Special patterns
If you don't had a projectlie specials as T.Hawk or Dictador or Zangief try to turtle with jumping back, poke and use a Rushdown special move like Scicross Kicks or Condor Diving, Zangief can Double Lariat and SPD after a jump, Cammy commonly can low poke with crouching Short and then Spiral Arrow, Fei Long can repeat Fierce Rekkaken, some character that are chargie ones can combine this pattern with the Sweep one.
Boxer had a lot of use of this pattern using Dash Straight/Upper/Low 2-in-1 with crouching Jab,Short or Forward

Repeated Standing Roundhouse pattern
Main pattern, its a check with non projectile fighters matchups, Dee Jay can use this commonly along with Hadoken and Rushdown Pattern charging Back always

Fake crossup throw/anti air setups
That consist after a knockdown you will jumping across your opponent but not with a special, CPU always responds with an anti air attack and you can throw him easily.
Chun Li can use her command moves with it,Dictador its a good character with this pattern along with the Rushdown one

Command Throw turtling trade hit pattern
T.Hawk,E.Honda and Zangief after jumping back can trade hits a lot or crouching block all the match against a CPU opponent

Source
https://youtu.be/5KhKVUebGzY?t=161



Fighting Akuma


Attack Patterns and habits:
There are several offensive sets that Akuma will employ.
* Often, he will jump up, do the air fireball, land before
you're through blocking them, and launch a red fireball.
* He'll jump away shooting air fireballs and back them up
with a red fireball as soon as he lands.
* He will jump at you with a helicopter kick, and if it hits,
he'll follow through with a DP.
* At least half the time he'll soften a throw if you try to
toss him.
* He will mostly not DP the Blankaball and just block it.
In the second round, the odds of him DPing it increase.
* He will mostly DP any other attack that approaches him,
including any badly timed jumps, Bison attacks, Vega
punches/kicks, Dhalsim limbs, etc etc etc.
* Every now and then he will just jump at you with
a normal roundhouse kick. You must take advantave
of when he does this.
* Going offensive at him mostly won't work. Reacting to
his mistakes (warping at you, jumping at you, shooting
a fireball when you can see it coming a mile away, etc...)
is your best bet.

Known weaknesses:
* Will jump towards you. Easy target for any anti-air attacks.
he won't do this often, so take advantage if it when it happens.
* Will not block or retaliate after Vega's wall spike. He WILL once
in a while, but not often.
* Will _mostly_ just block blankaballs. Once in a while he may
dragon punch it, but mostly not.
* His multi-hit flaming fireball has a longer delay before launch and
after. Watch for when he tenses up and seems on fire, and attack.

Source
https://gamefaqs.gamespot.com/arcade/583631-super-street-fighter-ii-turbo/faqs/882

The blanka trickis bullcrap. Tired it and the AI will block,jump or punish accordingly. I love it when the CPU stuff my blank ball with a jab every singe time. And thats when I'm fighting characters who can't dragon punch. Any crossup attempt will be met with a grab, neutral jump and you'll eat air to air, do it 3 times it a row(because why not) you'll be stunned and round is over. If you block cpu will grab, try sweeping or any low attack the cpu will jump and land 3 hit dizzy combo on you.

And forget fireball turtling dp when the cpu jump, you might get through a few characters and be utterly destroyed when suddenly the cpu starts to input read, empty jump and own you.

I can 1CC with random characters from KOF97 upwards, only in KOF98 does the AI input reads and you can even mask your input by mashing. Omega Rugal has nothing on Ordinary T.Hawk
VodkaGobalsky 2021 年 5 月 10 日 下午 12:08 
The CPU has a lot of stupid patterns. Just follow my guide if you're having trouble.
Sweeper 2021 年 5 月 13 日 上午 6:31 
there should be an update

sfa3 upper which is cps btw
sf3rd oe
sf2t latest revision
sfa2 max
DarkStarMonday 2021 年 5 月 16 日 上午 2:46 
So has the AI still got Gmode on ? have they fixed it ?
最後修改者:DarkStarMonday; 2021 年 5 月 16 日 上午 2:52
theclaw135 2021 年 6 月 6 日 上午 12:19 
They're unlikely to fix it. Capcom intended Super Turbo to be this difficult outside of Japan, Lowering the challenge now is fundamentally altering an established trait of the game.
< >
目前顯示第 46-60 則留言,共 68
每頁顯示: 1530 50