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Street Fighter II - BigGrim - 10-24-2003 Yep. Tekken definitely has been a favorite. I'm partial to Armor King, although he was changed from the Heihachi/King character that he was in Tekken 2 where I mastered him. There are very few games where you can specifically counter certain moves...like you never attempt a Frankensteiner against Paul, or you will get Powerbombed against a seasoned player. I had to switch to Heihachi in Tekken 3, and I've not played Tekken Tag enough to adapt to the new Armor King completely. Oh, well. DOA2, jiggling breasts aside, had the most reflex jarring counter system I've played. The more you played your opponent and figured out their style, the more cerebral the game became because they probably learned to anticipate when to counter your moves. No one mentioned Capcom vs. SNK! That game has plenty of complexities, counters, and other amusing aspects. Seriously, everyone should be afraid of the comboable Level 3 Shin-Sho-Ryu-Ken that Ryu can toss out. There's almost no reason to use his other supers because of it. Err...I'm guessing that Marvel vs. Capcom won't be as popular, but there's just something great about whomping someone with Captain America. Then you can do the cheesiest lines upon beating them ("Thumbs up, soldier!"; "Freedom prevails!"), and it's almost worse than being beaten by a tiny Servbot. Almost. Finally, for a party...nothing beats Power Stone 2. Some might argue that Smash Brother's Melee is more amusing, but seriously...have you played Power Stone 2!? That can be madness! Street Fighter II - garynk87 - 10-27-2003 i did not really read throgu hall the posts, but i jstu saw the super nintendo post, and was going to sya, supermario.... best mario ever, i love that game, its sooo fun, i can play that thing hours on end, tis great...if you have not played it, you have not lived Street Fighter II - Roland - 10-27-2003 Killer Instinct. Street Fighter II wins with the nostalgia vote, but KI on the SNES was the best, IMO. Or second best (to SFII). MK1 and 2 tie for third. :D All on the SNES, to boot. :D Street Fighter II - Chaerophon - 10-27-2003 Oooohh.... you are ultra correct, sir. Street Fighter II - whyBish - 10-27-2003 Roland,Oct 27 2003, 07:11 PM Wrote:Killer Instinct.36(?) hit combos own :) Street Fighter II - AtomicKitKat - 10-27-2003 but when they degrade into infinites(whereby the opponent is left sitting there twiddling his thumbs) is when I just walk away. That and damn asshat bug abusers(like Gambit, where some lameasses will just hit you one time, then abuse his bug to fly all the way out the top of the screen and win by timeout, thereby wasting your time and money) KoF is pretty good, excluding the lameness of ticking into supers(this is one area where I LOVE Capcom, they made it such that combos worked like 1st hit=100%, 2nd hit=1/2 damage, 3rd hit at 1/3 damage, etc, till each hit became a pixel), ESPECIALLY SLAM/THROW SUPERS(my god, I hate Clark and Shermie...) I must say though, nothing beats the humiliation the opponent feels when you whoop their ass with Servbot/Roll/Megaman in MvC2. B) Balrog/Vega(Spanish mask guy with claws) and Vega/M.Bison/(The guy with the cap) are fun characters(assuming you don't cheat your ass off and pick boss Vega/Bison...) to mess around with your opponent's mind. B/V can jump around all day, flying around and suplexing you. V/M could really make you scared to move. If you jumped, he'd fly into you with his Psycho Crusher. If you turtled(hiding behind the various block states), he'd stomp you to death. Excellent game of psychological warfare. Did I forget to mention? Dan Hibiki RULES! Nothing like beating your opponent to within an inch of their life, and pulling off the super taunt during the last second of the game to humiliate them. :P Street Fighter II - NiteFox - 10-27-2003 AtomicKitKat,Oct 27 2003, 08:42 AM Wrote:Did I forget to mention? Dan Hibiki RULES! Nothing like beating your opponent to within an inch of their life, and pulling off the super taunt during the last second of the game to humiliate them. :PSomewhat of a Dan fan myself. (Note: All of the below is merely an expression of my experience with the Alpha series Dan, not any of the crossover games) Yes, he's massively underpowered. That's the point of him. Gadou Ken in worthless, so what? Kouryuu Ken is worthless compared to anyone's Dragon Punch (Including Sagat's Tiger Uppercut and Sakura's absolutely godlike Shou'ou Ken) but you do get the neat little invulnerability every so often (When he's flashing. Note: It's not random! If, after the start of round your 23rd action is a Kouryuu Ken, you'll get the invulnerability. After that, it's every 15th action). But his Dankuu Kyaku is brilliant. Cheesy, cheap, reminds me of people perpetually travelling back and forth with the Psycho Crusher, but still brilliant. Plus, it's an air move too, though not many know about that. And of course there is only one way to play as him: Taunt like a whore. Every second you're not beating your opponent into snot just taunt, taunt, taunt until the whack you across the head with their control ]#90m., oipknb 4512085878578965230.kip;l.;;/..l,45555654123963.78 pad. Dan rocks. Really, he does. Street Fighter II - AtomicKitKat - 10-27-2003 Dan's less underpowered than he seems. In MSHvSF at least, his Gadouken did pretty decent damage(the super version of that sperm ball did INSANE damage, but still at short range. :P) Don't think of it as a fireball(except for shielding purposes), think of it as an "extra" punch that you can tack on as a combo finisher. The Dan-Ku-Kyaku isn't really all that great in the sense of it leaving you wide open to counterattacks. But if you're jumping around like a speed-addicted kangaroo on a pogostick, use it just before you land, it should give more power than either a jumping heavy attack or a jumping taunt(Yahooey!) I didn't know about the Koryuken count in some of the Alphas. I know in other incarnations it varies between every 4th one or every 8th one(Koryukens that is. Other moves didn't move the count) Street Fighter II - LiquidDamage - 10-27-2003 Yeah, I remember when I used to play SFA in the arcades, before SFAII came out. All these people would play Akuma, and annoy the hell out of everyone, and I would beat them with Dan. They were always so humiliated. Dan's #1 strength is that he inspires overconfidence in your opponent, and they screw around because they think they will win with their eyes closed, especially if they are playing Akuma. Unfortunately, after beating these people enough times, they stopped underestimating me with Dan. Ah, the good old days. Talking about SFA reminds me of the time I taught some crazy-ass guy, who claimed to be a former Navy Seal, how to do the Sonic Boom and the Flash Kick with Charlie. From that day on, whenever I saw him, he would say "I'm good with Charlie. You know why? Because I know his moves." He wasn't good with Charlie. I just always let him win a round because he was a really, really scary guy. I think he may very well have been a Navy Seal that cracked under the pressure. There was also the 35 year old mentally disabled guy that would repeatedly ask people if they liked the character they were playing (WHILE they were playing), and then start asking if they liked every other character in the game. "Do you like Chun Li?" "Yes." "Do you like Ken?" "Yes." "Do you like Guy?" "Yes." "Do you like M. Bison?" "Not really, no." It never ended. At least, until the day I asked HIM who HE liked. You know what? He didn't know who he liked. Console-only players really miss quite a bit of amusing people by not going to arcades. I made friends with a guy who I am pretty sure was someone fairly important in a gang. Needless to say, I didn't do any of the cheap stuff against him. I think he had a knife. Street Fighter II - whyBish - 10-28-2003 LiquidDamage,Oct 28 2003, 08:44 AM Wrote:Needless to say, I didn't do any of the cheap stuff against him. I think he had a knife.ROFL At least he had gaming and reality separated when he was 'fighting' you ;) Street Fighter II - NiteFox - 10-28-2003 whyBish,Oct 27 2003, 07:49 AM Wrote:36(?) hit combos own :)Orchid, when used correctly, could string out a 46 hit Ultra easily. Similarily, Thunder could do up to 41 hits with his Ultra, though it was considered impossible on the home version. They nerfed air moves on the SNES version, see? And Thunder's 41-hitter required extensive use of air moves. Street Fighter II - shavenlunatic - 10-28-2003 tbh, Way Of The Exploding Fist genius.. still play it on my spectrum emulator to this day :D Street Fighter II - Archon_Wing - 10-30-2003 jms,Oct 22 2003, 09:03 PM Wrote:Archon,:) Well I was bored and was playing single player tonight. How the heck do you beat that bastard Vega with the shotos? I can do it with Guile fairly easily (on my first try :)) but then I have no clue how to do it with the shotos? His legs are so freaking long!! Other random questions As Guile (or really anyone) I really hate people coming in with a jumping roundhouse. I block that and then they hit me with a bunch of low short kicks. With Ken or Ryu, they can probaly get 3-4 quickly. I hate dizzying! You get dizzied so fast. Blanka seems to be hard to defeat when he's in the hands of a good player. Any suggestions? For some reason I am crap at dodging fireballs. I have no clue why. Especially if people vary the speeds. Street Fighter II - jms - 10-30-2003 Archon_Wing,Oct 30 2003, 02:30 AM Wrote:Well I was bored and was playing single player tonight. How the heck do you beat that bastard Vega with the shotos? I can do it with Guile fairly easily (on my first try :)) but then I have no clue how to do it with the shotos? His legs are so freaking long!!Vega's got speed and range, but he doesn't have damage and priority. The key is punishing as many of his pokes as you can, and hopefully discouraging him from using his ground game. Best way to do this is by sticking out crouching strong when you expect a claw poke (best case scenario you win cleanly, worst case you trade--and since vega's dmg is low, the trade will likely be in your favor), or better, throwing out jab dragon punches sparingly if you anticpate any attacks. Fbs are risky at close range. Vega can quickly jump over them and combo you, and often he can hit you with a normal before you even throw it. However, at long range, throwing out a jab fb and following it in is a basic but effective way of getting in on vega (this works well with guile too if vega gives you some space :P). If you discourage him from poking, then all you have to worry about are jump ins, his wall dive, and his throw. The former two you can deal with with dp, or in a pinch, c.fierce, s.forward or s.roundhouse against a jump in depending on the angle, or a simple jump back roundhouse against wall dive. His throw otoh is very difficult to stop; either throw him first if he's already in range, or hit him very fast with a dp when he's trying to close distance. If you're just practicing against the cpu, most of this still applies, but you can be a little reckless with fierce dragon punch :) if you're playing against one of your buddies, watch for poking patterns and try to bait them into situations where after you do something seemingly dangerous, you have just enough time to nail them with a jab dp if they get jumpy (ex short hurricane kick following by dp after you land--mess them up by hesitating with the timing!). Stopping jump ins with guile can be tricky if you don't have your charge ready for flash kick. He's got some niche yet also dangerous normals you can use to stop them, like c.strong if they jump in with a high hit (you duck their jump in, hit strong right when they're landing), but typically, his best normal anti air is c.fierce. The trick with c.fierce is getting as close to underneath your opponent as you can, and hitting them with full extension. If you're a bit too far away from them when they jump at you, or you time the c.fierce a little late, most likely you'll trade with them. If you're quick or you anticipate their jump, the best thing to do is actually walk *towards* them, and then when they're almost directly overhead, hit them with the c.fierce. Done properly, it'll hit them every time. If you're forced into blocking their jump in, pay attention to how they hit you. Did they hit you a little high with the jump in? If so, you can throw them right when they land. Did they hit you pretty deep with the jump in? If so, continue to block, and next time you see them jump in, remember that if they plan to hit you deeply again, you likely have plenty of time to c.fierce them this time around. If you're playing World Warrior, you're right on about the dizzies. They're crazy fast in that game, and they're turned down slightly in later versions ;) Blanka has a good matchup vs shotos and guile. Part of the reason is that, like vega, he's got a few very fast normals with great range, and he's got a fast jump. Unlike vega, his normals do more damage, and his jump covers more ground. Basically, this makes it almost impossible to throw fbs against blanka, and makes it hard to zone him. With the exception of his vertical ball, blanka lacks a solid aa. So, if you don't see blanka hunkered down charging, or getting up from a knockdown, he's helpless against a jump in! B) Use this to your advantage by playing aggressively until he starts to sit down and play defensively. When in defensive crouch, blanka has no means of forward mobility, so you can start throwing fbs and playing your zoning game. Also, if blanka ever launches a horizontal ball at you, just block it and throw a projectile at him the second you get out of block stun. Obviously, he either must block it (allowing you to reposition/gain some ground) or jump it (aa him!). As for avoiding fireballs, the only thing that comes to mind is that with shotos, thin projectiles like guile's sb and even dhalsim's yoga fire can be hurricane kicked through. Use this to your advantage. Street Fighter II - AtomicKitKat - 11-05-2003 By "Vega" I'm assuming you're referring to the Spanish uh, "Guy"(I'd like to use a different 3 letter word, but um, I'd probably get banned. :P ), since in Japan, "Vega" refers to the final boss(He of the flaming horizontal flight). Guile is a "noob" character, for the most part. All you do is charge, if they jump, Flash. If they turtle along with you, Sonic Boom. My brother and I refer to him as "Mr One Dimensional" :P He really only has those 2 moves. Ryu is "Boring Man", since he: 1) NEVER CHANGES HIS OUTFIT. ==NEVER== It's been what, 12 years? Still the same smelly gi.(This applies to Ken too.) 2) NEVER CHANGED HIS MOVES. Gained some command attacks(but so did practically everyone else in SSF2T/X), and supers(as above), but still the same old boring Hadoken/Shoryuken/Tatsumaki-senpuu-kyaku. 3) NEVER CHANGED HIS MOTIVES. "The fight is all" "I hope to fight with you again some day" "You must beat Sheng Long(actually, I think he's referring to the Shoryuken, which, in Japanese, means Rising Dragon, which is 'Sheng Long' in Chinese) to defeat me." There is something seriously messed up about a guy whose only mission in life is to fight. I generally avoid the Shoto-clones like the plague. Fireball-Fireball-Fireball, if they jump, Uppercut. YAWN! A "MAN'S MAN" is Zangief. None of that sissy 1/2 circle and an opposite horizontal crap from KoF. Anyone who can master his 360 on the SNES' blocky direction button has my respect. I only barely mastered it on the Sega Genesis control(but at least theirs is rounded) Plus his SF2 ending was the funniest. :D Sagat is tricky. He can be the best zoner or the biggest sitting duck in the game. High-low tigers can keep your opponent guessing, especially if your version requires you to crouch-block for the low tiger shots. His old one-hit Tiger Uppercut was probably the most LETHAL anti-air you could get, compared to it from SSF2 onwards, when they made it a weak-ass 7-hit scraper. If you're not used to him, Honda can be a little "odd" to fight, to say the least. At least, if you're not cheesing people with the Hundred Hands. The Earthquake torpedo has decent priority, and can at least trade hits with almost anything in the game. I have yet to see a decent Honda player. Yes, I have an opinion on just about anything/anyone/anywhere. Just ask. :P Street Fighter II - Archon_Wing - 11-06-2003 Quote: Guile is a "noob" character, for the most part. All you do is charge, if they jump, Flash. If they turtle along with you, Sonic Boom. My brother and I refer to him as "Mr One Dimensional" He really only has those 2 moves. Word noob detected!!!! :D Should I keep reading? Well, I disagree, even though I might be "noob." True, a lot of people just sit there and crouch all day, but pulling those attacks in the middle of a combo is cool. You don't have to announce to the world you're charging an attack. And trying to flash kick anyone airborne all the time is suicide. Also, just because of he has a limited repotoire doesn't make him pointless. Predictable yes, but the execution of a move is much more important than knowign many moves. Besides, you can turtle with any character.:) Of course, IMO, there's never such a thing as a noob character, only bad players. People should stop bashing the shotos. Whenever I hear anyone denoting a character/tactic as "boring" "cheesy" or "newbie friendly," in a competitive game, I just know that character/tactic is good. ;) Sagat!? He's basicaly like the shotos. -_- Oh yea, and Ryu must be boring, but Ken is funny. Damn it, I should really get some quarters now! Street Fighter II - NiteFox - 11-06-2003 Archon_Wing,Nov 6 2003, 01:23 AM Wrote:People should stop bashing the shotos.Shotos? As in Shotokan? Last I heard from official Capcom sources, the style that Ryu and Ken practice wasn't Shotokan. Bad Capcom of America, always screwing things up (Such as Cammy's "love affair" with Bison). Ryu, Ken, Sakura, and Akuma practice Ansatsuken, as does Gen oddly enough (Though his form of Ansatsuken is geared more towards killing). Dan, on the other hand, uses his own style of Saikyoryu, based on the teachings of Gouken, which is therefore a form of Ansatsuken mixed with Muei Thai kickboxing. CoA are always screwing things up. Always. Including but not exclusively various fighting styles (Blanka practices Capoira? Nope, not according to anyone except CoA), the Shadowlaw/Shadowloo/Shadoloo confusion (CoJ only ever uses Shadoloo, though a more correct conversion would be Shadowlaw), the whole Cammy/Bison thing (He never confessed any form of feelings of love to her in the original Japanese version of Super Street Fighter II), and, as a bizarre off-shoot, Felcia mentioning having Blanka as a leading man in her movie in Darkstalkers/Night Warriors. CoJ made the destinction of keeping both universes seperate, as they did with Resident Evil/Dino Crisis. Street Fighter II - NiteFox - 11-06-2003 AtomicKitKat,Nov 5 2003, 01:04 PM Wrote:Ryu is "Boring Man", since he:1: First of all, Ryu doesn't change his clothes due to: i) Continuity ii) The fact that he is a wanderer. Most martial artists old enough never to grow out of their gi never change it except when theirs becomes so badly damaged they need a new suit. See anyone with an artificially black gi? Charlatan. Seen anyone with a naturally black gi? Respect them. The whole ideoligy of the wandering martial artist is that you wear your gi for so long that it turns black with age. Would explain Akuma. Same with the obi (Belt), given that most true forms of martial arts only have two belt colours: White, and black. Everyone starts off with a white belt, which with age becomes black. 'course, this doesn't happen with modern organised martial arts, as well as quality gi/obi production, but that's how it was. Also, Ryu has had more sprite changes than anyone (while ignoring Street Fighter 1) in the SF series. 1) Alpha Ryu: Gi, long white headband 2) Street Fighter Ryu: Same gi, short red headband (Ken's) 3) Crossover Ryu (Vs. Series): Alpha Ryu, but with long red headband (Somehow Ken's) ... Of course the Crossover games aren't canon :) 2) Very few characters really gained moves during the SF2/CE/T/SSF2/SSF2X series. Ryu actually did gain his Shakenetsu Hadouken, as well as tweaks to his Tatsumaki Senpuu Kyaku in order to further distinguish him from Ken. 3) So what if he never changed his motives? Neither does Balrog, or Charlie, or E Honda, or anyone really. At least Ryu is in on the whole "self-improvement" thing, unlike Gen (Who wanted to die in battle), or Akuma (Who basically wanted to improve his killing abilities), or Bison (Who basically wanted to rule the world). Quote:I generally avoid the Shoto-clones like the plague. Fireball-Fireball-Fireball, if they jump, Uppercut. YAWN! I once fought a guy who was simply fantastic with Ken. Always fought up close, mastered cross-overs, corner trapping, ticking, pretty much everything that you don't associate the Ryu & Ken Club with. Quote:A "MAN'S MAN" is Zangief. None of that sissy 1/2 circle and an opposite horizontal crap from KoF. Anyone who can master his 360 on the SNES' blocky direction button has my respect. I only barely mastered it on the Sega Genesis control(but at least theirs is rounded) Plus his SF2 ending was the funniest. :D As I mentioned, the control method with Zangief has always been broke with SNES versions. Arcades and the Genesis used 360 degree turns, the SNES always used an odd 315 degree turn. Once you keep this in mind, using Zangief is a breeze. I agree with you on the ending, but it does take a whole new meaning when you learn of Zangief's... er... sexual preferences. ("You dance very well, Mr. Ex-president.") Quote:Sagat is tricky. He can be the best zoner or the biggest sitting duck in the game. High-low tigers can keep your opponent guessing, especially if your version requires you to crouch-block for the low tiger shots. His old one-hit Tiger Uppercut was probably the most LETHAL anti-air you could get, compared to it from SSF2 onwards, when they made it a weak-ass 7-hit scraper. I've always thought of Sagat as a one-trick pony. Always at range spamming Tiger Shots more than Ryu does with Hadokens. He keeps you at range, and when you move in close the only thing he has to punish you with is either the Tiger Knee (Block, counter) or Tiger Uppercut (Block, counter for massive damage). I don't really like playing as Sagat because of this. He's not... as versatile as many of the other characters. Still, the original Tiger Uppercut was agreeably the most powerfile anti-air you could get, I agree with you there. It really lost its power in the Alpha series when they: 1) Made it a 7-hit wonder 2) Included air-blocking Quote:If you're not used to him, Honda can be a little "odd" to fight, to say the least. At least, if you're not cheesing people with the Hundred Hands. The Earthquake torpedo has decent priority, and can at least trade hits with almost anything in the game. I have yet to see a decent Honda player. My sister was actually quite a good Honda player. True, she did often resort to spamming Hundred-Hand Slaps, but she was able to cover ground quite quickly and lay in with quite a few heavy hits. His fierce punch is the best non-special anti-air move, covers from some region behind him to all the way out front. His swan dive also covers a large area, and his butt-slam hurts while also keeping them close enough for a fierce Hundred-hander or a bear hug. Don't look for skill in Honda with his special moves. Look to see what he can do with his perfectly ordinary moves. Street Fighter II - AtomicKitKat - 11-09-2003 Meh, I find "To rule the world" a better motivation than "To pick fights until my ass is handed to me" :lol: Anyway, I guess you could say as far as fighting games are concerned, I'm somewhat like Ryu. I'm always picking the characters other people complain about as being "useless", and then kicking ass with them. I have yet to see a Servbot-based MvC2 team(wherein the guy ONLY uses Servbot and racks up victories against anyone who challenges him) :D |