Street Fighter 30th Anniversary Collection

Street Fighter 30th Anniversary Collection

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Youtea 17 ABR 2020 a las 4:38
Is Super Street Fighter II Turbo Too Hard?
I have been playing Street Fighter 2 since it first came out of the SNES. Playing SF2 against the computer has never been a problem for me, until I play Super Street Fighter 2 Turbo on the 30th Anniversary Collection.

First of all, the control sucks, seriously. For the life of me, I cannot throw a consistent dragon punch... that includes all techniques that uses the dragon punch motion. I'm not sure if there's an input lag, or the game just will not accept my command. The dragon punch won't come out when I needed it, but it comes out when I don't. Combo with charge moves? Good luck with that also. Also, there are no 3x buttons. Playing Zangief or T. Hawk on a XBox/PS4 controller is a big handicap.

Second, fighting against every character feels like fighting an SNK boss. CPU hits way too hard, even on easy difficulty. I'm dead with 5 hard kicks. A multi-hit grab will take 50% of my health. And the damage you do? It's nothing compare with the CPU. Don't even get me started on the counters. The CPU has lightning speed counters. If I missed a hard punch... hell, not ever a hard punch. If I missed a light punch, I will be punished, hard.

I could beat hard level on the SNES without continues, even on the PS3's Street Fighter 2 Turbo HD Remix. This version, took me 30+ continues to finish. Once I got all my achievements. I'm uninstalling this crap.
Última edición por Youtea; 17 ABR 2020 a las 4:49
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VodkaGobalsky 17 ABR 2020 a las 9:24 
Theres a already a bunch of threads going over this exact topic.
1. The controls are stricter for older games. Your moves aren’t coming out because your execution is sloppy. There is only one technique for dragon punch and it is forward, down, then down forward. There are no baby zone shortcuts in this game like modern games.
2. There are no 3 button bindings on arcades. These are arcade roms. I think someone figured out how to do it. There’s a thread on it.
3. Difficulty is stuck at maximum in US version of ST. It’s a bug with the software. It is hard but not impossible. I’ve put out tutorial videos on how to beat the cpu with ease.
Última edición por VodkaGobalsky; 17 ABR 2020 a las 9:54
Patrol1985 3 MAY 2020 a las 2:56 
imfuraisoth, could you show me exactly where to find the videos you mentioned? I was looking for them in the "videos" section on Steam and I also found your Youtube channel, but I just can't find them.
VodkaGobalsky 3 MAY 2020 a las 8:54 
I only did a few of them since the strategy is pretty much the same for everyone. If you need tips on a specific character, let me know. https://www.youtube.com/playlist?list=PLM6SW53NB516BjQdmbebJhtVXegRX1GXi
Patrol1985 3 MAY 2020 a las 10:50 
Thanks! I'll try to figure the rest out. If I have questions I'll ask :)
venomchris_105 5 MAY 2020 a las 22:04 
Publicado originalmente por imfuraisoth:
Theres a already a bunch of threads going over this exact topic.
1. The controls are stricter for older games. Your moves aren’t coming out because your execution is sloppy. There is only one technique for dragon punch and it is forward, down, then down forward. There are no baby zone shortcuts in this game like modern games.


100% correct.
HHHanzo 12 MAY 2020 a las 21:48 
Respostin service

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

Vídeo de YouTube™: ST - Gamest Video Mook
Reproducciones: 348




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
Pizza boy poopoo 26 MAY 2020 a las 2:14 
This is the arcade version of street fighter, first of, the difficulty is stuck at MAX and the games back then were LITERALLY made to suck out ALL of ur quarters from your pocket, what did you expect? Second, its execution, you have to input for dragon punch : forward + down + down-forward. Not whatever u just said there
tejan 18 MAY 2023 a las 10:52 
Difficulty stuck at max? Even if you change difficulty in settings?
Patrol1985 18 MAY 2023 a las 10:54 
Publicado originalmente por tejan:
Difficulty stuck at max? Even if you change difficulty in settings?

Yes. That's a known bug in Super Turbo.
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