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