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VFDC's Official SSF2THD:R Thread Of Crying Madness

Discussion in 'General' started by ShinobiFist, Dec 1, 2008.

  1. ShinobiFist

    ShinobiFist Well-Known Member

    Technically, we don't have a thread on SSF2THD:R. Tend to notice people are posting in two different threads when it comes to this game. So, lets keep all discussions of SSF2THD:R here. All match making discussions could be easily be posted at the Brisal thread.

    Match-ups, Combos, Youtube Clips, Tips, Patch-updates or any SSF2THD:R related news should go here. Again, this thread is ONLY about the things I mention above. This is for the people who are playing, and enjoying the game. Not about how you hate the artwork of Udon or the Music of Overclocked Remix or better yet, how version X was more balance then version Y. Save that shit for Dr. Phil, or make a thread about it.
     
  2. shadowmaster

    shadowmaster Well-Known Member

    PSN:
    animelord79
    XBL:
    shadoolord1979
    In that case look me up for some scrub matches later since I will be getting used to play old school SF yet again. I will look to use chun li but after I get used to the game I might change my mind. My PSN name is in my signature.
     
  3. Dennis0201

    Dennis0201 Well-Known Member

    I'll appreciate if someone post some good videos here. That will be awesome!!!
     
  4. Fulan

    Fulan Well-Known Member

  5. Jerky

    Jerky Well-Known Member

    That's Sirlin's channel right?
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I wonder if cammy vs blanka is a bad matchup for cammy. any ideas?
     
  7. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Someone explain throwing priorities (for regular and command) please?

    It feels random as hell.

    Also info on: escaping throws, escaping staggers, T.Hawk combos?
     
  8. Fulan

    Fulan Well-Known Member

    Nah Jerky that's Keits' channel, an SRK member.

    *edit* I suck so hard at this game, haha. I did meet some VF players online. Including a guy I met at Konjou's place (OL SKEWL). He recognized my name, that was pretty cool, and then he raped me with gief.
     
  9. Gernburgs

    Gernburgs Well-Known Member

    As far as I know:

    If they try to throw you with /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif you can try to counter throw them with /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif and it has higher priority. A lot of people jump in with an attack, make you block expecting a follow up and then go for the throw. If you hit /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif as they approach for the throw, your throw, with back /forums/images/%%GRAEMLIN_URL%%/p.gif , should have priority. If you're a little too late, you will soften the throw for half damage.

    Staggers/Dizzy: Shake the joystick and pound the buttons to get out of dizzy quicker...

    T. Hawk: According to Sirlin, T. Hawks best strat in ST was to jump in with a jab (safe jump BTW... Meaning you jump from just the right distance that you hit them getting up or if they hit a reversal it will miss and go over your head.) then he says the pros go for a button-up jab 360. ST gives you credit for a button press when you release the buttons as well so this button-up 360 means if you miss, nothing comes out, i.e. no whiffed throw. Except now, T. Hawk does have a whiffed throw animation so this tactic may not be viable anymore. Safe jump jab still may be I believe.
     
  10. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    someone please help me with this game before I start to ____ it! I don't remember it being this fucking hard. Jesus Christ! *don't want to complain in Shinibifist's thread* /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    Good idea on the thread though because I was getting annoyed trying to keep up bouncing between those 2 other different ones.

    I'll be checking daily for info / strats for Ryu, Zangief, Balrog, Chun Li(poke broken bitch that she is) and possibly Fei Long.
     
  11. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I always thought you get thrown (not command thrown) when you are inactive next to your opponent i.e. blocking but if you're attacking you'll hit them. I was also fairly certain that it doesn't matter which direction you throw with what matters for breaking a throw is if you used P or K and how well timed it was as you can not take any dmg if you do it right.
     
  12. Cuz

    Cuz Well-Known Member

    From the wiki
    Randomness
    Unfortunately, in ST there is a fair amount of randomness. Known randomness includes:

    The amount of damage done by a move (This can be extreme)
    "dizzy meter" length. i.e. "How long it takes you to become dizzy"
    The amount of dizzy damage done by a move
    The charge times for special/super moves (Can vary up to 3 frames)
    Ryu's [cr.Short->cr.Short xx super] simply won't combo half the time, even when timed perfectly.
    Gief's standing 720 (He'll just jump half the time, even when timed perfectly)
    Who gets the throw when both players input the command on the same frame.
    Getting a normal move when attempting a wake-up throw against a meaty attack.
     
  13. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    No Konjou this gameis basic as hell. Maybe because im a 17 year vet in this shit. Honestly though free you mind of the VF strats and talk when it comes to this game please you only confuse yourself. you cannot break a Command throw. You can break any throw except for a submission throw IE: E-Honda Hear Hug or Knee strikes,Balrog's Headbuts and Blanka Bites (Which need to be toned down.). To escape the throw you input /forums/images/%%GRAEMLIN_URL%%/f.gif+Medium or Fierce /forums/images/%%GRAEMLIN_URL%%/p.gif or /forums/images/%%GRAEMLIN_URL%%/k.gif.

    If you see me online and you want to go over anything or you ant to learn the basics just invite me to a chat and i'll be happy to help. This game is pretty good and i have no complaint.The online is a beauty compared to Hyper fighting. Since i know a lot of you are not SF heads. Please keep in mind this game is to be played on pure improv. there is no Fuzzying or Yomi'ing in a jam (Atleast against Guile in Remix).

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">The amount of damage done by a move (This can be extreme)
    "dizzy meter" length. i.e. "How long it takes you to become dizzy"
    The amount of dizzy damage done by a move
    The charge times for special/super moves (Can vary up to 3 frames)
    Ryu's [cr.Short->cr.Short xx super] simply won't combo half the time, even when timed perfectly.
    Gief's standing 720 (He'll just jump half the time, even when timed perfectly)
    Who gets the throw when both players input the command on the same frame.
    Getting a normal move when attempting a wake-up throw against a meaty attack.
    _________________________
    </div></div>

    Most of the time a 3 hit combo would get you dizzy. Keep this in mind so when it happens its nothing new.


    Charge Times have been shorten to what seems 2 secs after Streetfight 2 because of the games Speed settings.


    Ryu's [cr.Short->cr.Short xx super] won't work period this is'nt alpha. You cannot combo a super. You have to input it right after the move. Most notebly a Medium strong with certain character. IF you want to do the combos i suggest you check this link on a Technique called "Kara-Cancel"

    kara cancel - canceling the first few frames of a normal move into something else. or better yet.... CPS1 chain - canceling a rapid-fire c.LK into a standing punch, or canceling a rapid-fire s.LK into a crouching punch


    Oh yeah Rockeits Fuking Sux lol!

    BTW
    Even though CPS1 chains were removed after Hyper Fighting, the ability to cancel the first frame of normals remained. This gives rise to a couple of the techniques used in Super Turbo combos, such as Ken's and Ryu's c.LK,c.LK -> Super, and Guile's s.LP,j.HK combos. Each involves kara canceling an extra rapid-fire attack into something else (a super, a jump).
     
  14. Feck

    Feck Well-Known Member Content Manager Akira

    No Yomi in StreetFighter, how the hell does that work?!
     
  15. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    To and extent.This is one game where you don't guess trust me you just reacton 95% of the occassion. Keep trying to play it like VF think it thats "techinucal" and you spend more beating your self.
     
  16. Outfoxd

    Outfoxd Well-Known Member

    I have it, and I gotta say I'm liking Vega right now. Never woulda thought so way back when this game first came out.
     
  17. Gernburgs

    Gernburgs Well-Known Member

    Overfiend is the real deal guys. He beat my ass down. Him and Four Wude KILLED me. Listen to his advice.

    The part about counter throwing with back P when they try to throw you with forward P has been around since HF I believe. It was too easy to do jump attack (blocked) into a walk up throw in the first game. If you see them going for it and you try to throw them first with back P, you should have the priority. However, since they're trying to throw you too, it'll most likely get softened. This is what I always thought, and in practice, it worked, at least in the older games.

    There's definitely Yomi in ST HD remix, but it's very different from VF. Breaking a good fireball trap is basically using Yomi to trick them into throwing a fire ball you can jump and hit them before they can do the uppercut or you predict the fireball and do a move that will go through it and hit. You still have to predict somewhat. Reaction time is still huge though. You better be able to do your DPs fast and reliably if you want to be any good with certain characters. The reversals are really useful IMO, but hard to time, even with the piano press.
     
  18. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Cool but.....Im not that much of the real deal *Wink* I just happen to be on a roll that night i think i had 23 up on wudeon our private game minus some games for us going over things. His Akuma is pretty good but I guess my Experience won me over in the end though. AS far as Detecting a throw coming after Deep Jumpijg attack(Fuck safe because the Deeper you are the More priority the Anti-airs have) you can alway peform a dragon punch or wahtever ant air you have. The thing is this you cannot delay a combo in streetfighter 2 after a aerial attack so most of the time if someone jumps in deep and don't follow be prepared for a delayed footsweep which you can block or a throw after your guardstun slideback by then input your Tech hit. Same thing as whiffing big moves you can only protect against the throw at opening. This is where Streetfighter Alpha one has super turbo beat. You can perform 2 different tech hits depending on timing.

    1 one is a clean escape the second one is a tech hit (Technically you got hit because you lost some life.).

    My workshop is openlol!.
     
  19. combo2008

    combo2008 Well-Known Member

    It seems a little weird but its okay to me. Same ol street fighter
     
  20. ShinobiFist

    ShinobiFist Well-Known Member

    Remember folks, the hit boxes play a major role in the throwing game. EX. If your about to do a crouching fierce with Fei Long against Zangief, and he times his reversal pile driver command, your getting thrown. Your character doesn't have to be close to your opponent to get thrown, only his hitboxes do. But, if the frames are active right away(Ryu Dragon Punch for example)You'll hit your opponent.

    Training mode has the option to turn on the hit-boxes. Trying to do two short kicks into a super art is not going to happen like in SFA or SF3. You have to kara cancel your attack, the above posts already posted some links.

    SDS, we need to get down on this man. I heard about your damn Ken and Guile. My Fei Long is ready to dance man, lol.
     

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