Super Street Fighter II X is still a perfect fighting game. It has a global diehard scene, is still one of the most competitive fighters out there, and most of the OG players are still playing at their all-time best. Seriously, what more can you ask for? Thank you for this video GuileWinQuote!
@@dnmstarsi I don't know about that one; I played Hyper on the PS2 years ago, and its difficulty was reasonable, _but_ I got the Japanese version, and I've heard horror stories about the Western version *still* having the fucking AI bug from Super Turbo.
@Somebody374-bv8cd u ask me, Capcom wanted the money, but snk wanted to send a message, have you ever fought rural in KoF? Hard, right...try ignis or orochi, those guys were designed to haunt your soul and break your body for your arrogance of daring beat an snk game
@@Somebody374-bv8cd well yes and no. SNK bosses are way more over the top than Akuma or most Capcom bosses. But practically every SNK boss has a loophole to exploit. So even though they're stupidly broken, if you know what to do, you can just cheese them to death, albeit in the most boring way possible. Whereas Akuma is literally just a mashup of Ryu and Ken with stupidly good frame data, and he doesn't really do anything that leaves him easily open for punishes. Shin Akuma in later games gets a little easier to fight because ironically he started having moves that you could punish. But you still had to beat him in more or less a straight fight. The irony is even in SVC Chaos, or Capcom vs SNK 2 you could cheese Serious Mr. Karate or God Rugal with exploits, but not Shin Akuma in either game. Heck, Akuma in X-Men: Children of The Atom as a hidden regular character can hold his own very well in a game with beams and screen filling attacks. I do feel that SNK gets one thing right with their bosses though: most are actually kind fun to fight, and back in the arcade days, it'd be quite a spectacle. I was the only person in my scene who could beat Zankuro in Samurai Spirits 3, so whenever I made it to him, there's always a small crowd watching. Whereas Akuma and Bison aren't really fun to fight and you had to play very defensively against them.
To quote a comment I saw many years ago: "A single combo in SFII is a more effective comeback mechanic than anything Capcom has intentionally designed as a comeback mechanic."
@@muratendmoCounter-counterpoint: That was Eighting and Capcom, not just Capcom, also it was propbably Eighting behind that since their games are balanced like shit and X factor is BROKEN
@@muratendmo Not really. Most characters can dizzy off a single combo and a large amount of the cast can re-dizzy. The execution is certainly hard AF to do some of them, but others are pretty straightforward. X Factor requires that you haven't already spent the resource.
When Akuma made his debut. I still remember how us kids back in the 90's lost our fucking minds seeing a character do a fireball while in the air. Like he's honestly one of the most broken characters in this game for real. Even in Super Turbo HD Remix he was still banned despite being nerfed. So when people played him online it really made tons of us angry.
HD Remix Akuma is banned for a wholly different reason. It's not that he was broken from the word go in that game. It's just that when you block his air fireball and he does demon, there's a 25% chance you can't jump out and the demon is guaranteed. Since this was RNG, they banned him.
@maxmercurythemm827 that's a VERY stupid reason. There's a shitload of rng in these old fighting games from turbo frameskip and deliberate random damage
You forgot one detail about Vegas super; it’s the only super in fighting game history that you can infinitely whiff. If you don’t land the grab after doing the super you keep the meter meaning it’s the most low committal check in the game.
This is kinda untrue. There are niche fighting games where you can infinutely whiff supers as well. Any super counter from the Gekitou Ninja Taisen series, for instance.
my favorite thing that has ever happened while playing a fighting game to this day was air throwing a friend's dictator out of a head stomp as chun in super turbo. iirc we both just yelled. no words just ahhhhh
The Cpu can do anything to win ! Even defying the game s own coding ! For ex as a human player you perform a light punch hadouken it take about half second recovery time or something but Cpu when under pressure it reduces the time to even half and I noticed it trust me ! I have been playing fighting games for 28 years and know what I m saying ! An other thing Cpu can counter your every move if it wants to for ex I press up even before my character jumps by a fragment of second te Cpu counter my jump etc...
@@manafbenayache1880 Yeah, it can read inputs, make its attacks faster (and unblockable too), become invincible at random times, and so on. There's videos how there on how the CPU cheats you.
He was actually very strong in Alpha 3 and high tier in CVS2. He started paying for his sins in SF4, where he’s bottom 3 in Ultra and debatably the worst character in the game in Vanilla.
@@pastorofmuppets9346 Every tier list I’ve ever looked at puts him in wildly different places so I just put him as far down as I thought I reasonably could. I’d say he’s closer to bottom 7, bottom 10 if you’re being generous.
@@megamansoupreme7122>be Q >the most mysterious character from the series >be among the lowest tiers characters in the game >refuse to elaborate further >leave
The reason for the speed difference is that all the stages were designed to use just enough compute power to run at 60fps. What both HF and ST do is unlock the framerate to get it’s turbo speeds. Some stages just take more to run and therefore perform slower than others.
@@Darknight0681 I KNEW IT. As soon as I heard that they ran at different speeds, I thought, 'Wait, did they just uncap the framerate without making adjustments?'
Surprised that's not a thing with all the games actually, given the varying levels of background animation (virtually none in Ryu's stage, tonnes in Chun's)
0:56 For people who care, Cammy's stage -is the fastest/has the least lag.- Oops, it isn't. That's another stage - this one is just the most fair. In Super Turbo: New Legacy, all the stages were modded to run at the same speed as Cammy's stage
Zangief and Claw’s stages are the fastest and Dhalsim + Fei Long’s stages are the laggiest/slowest. Cammy’s stage was chosen because it’s the most balanced not because it’s the fastest.
You forgot about T.Hawk's option select of death. Imagine if 15 years from now someone discovered a technique in SF5 that let FANG win a match off of a single knockdown by doing some absurd input over and over again, and that's what happened in Super Turbo with T.Hawk.
@@tedjomuljono3052Much like a bunch of BS in the Marvel Vs. games, he has to both get to close to you and hit you first. Those _seem_ like easy conditons, but when there are characters who can legitimately oppress you from across the screen or otherwise as soon as the round starts...yeah.
While we knew about the option select way back in the day (I heard about it first in 2001), it was indeed until many years later players got good enough at it to take T. Hawk from lowest tier to highest!
I'm absolute trash at classic SF, but even I could tell you at the low level I play that those games are a long way away from Balanced. Those people who go online and complain about SF6 wanting to go back to the old school days clearly don’t know what they’re talking about.
@billyboleson2830 Fuckin correctomundo. I always say that about 90% of the people that say a game is the greatest of it's genre never even played the game, even if readily available. 5% of them are casuals who don't want to be in the minority, and may not even like the game as much as they say. The other 5% actually play the game with some semblance of skill. Umvc3 is at that stage right now as well.
Also old school heads in general had this take. If you read on SRK forums from back in the day what people would say, you would think ST is literally chess over fine wine levels of sophistication.
In a way it makes sense that Claw is still suffering for his bullshit in this game, with _CvS2_ being like the sole exception to the rule, but it's also hilarious that Sagat still gets away with war crimes given O. Sagat.
The hilarious part is, even back in the day players like Graham Wolfe or Tokido would decimate people with claw and people still had the gall to say ST was the most technical pure SF game ever. Once MAO came in and cleaned house, it was game over.
No joke, the most balanced Street Fighter is the very first one. I mean it automatically has to be, it only has one single playable character (and a skin for player 2) and besides, even pulling a single Hadoken requires frame-perfect inputs every single time. What better test of skill than that?
While I personally dislike the jank, I respect how much personality it adds to this game. It's a perfect representation of how far fighting games went as a genre - nowadays, it's normal for us to ask for nerfs a week into a new release, and here's Super Turbo with its goofy ass cast of broken characters and mechanics. Fantastic game.
Não ironicamente o fato do jogo ser quebrado pra caralho, torna ele muito divertido e interessante de analisar, estudar e jogar, acho incrível jogadores usando isso ao limite, sendo que o potencial é absurdo.
I only had access to the DOS port of Super Turbo (which has a different aspect ratio and thus shorter stages / bigger characters) and played that for years, so this game is very dear to my heart. I am bad at it, but I can easily go 100/0 a night and still come back for more the next day. There is something magic about this particular Street Fighter that I cannot explain. Back in the day it was the perfect storm. This video was nothing short of amazing - thank you all for taking the time of putting it together. Here's to another 30 years of ST!
God, you can just tell that Claw and Old Sagat came from the arcade era of games that actively try to rip you off by throwing as many overtuned tactics at you as possible just to try and get more quarters, but this game puts them in player hands
@@polestarbei163 You mean a game that didn't actually die in two years? Cause SFV had a rough start but it absolutely came out well played from front to back, and in a good place at the end
You know, it's great to see an "[x] is Broken" video where all the things in the video actually are broken. Not just, "this upper-mid-tier character has one or two decent moves in their kit" or "here is a core game mechanic that is useful when mastered"--stuff like "Zangief can stop you from walking away by punching the air repeatedly" or "T.Hawk has a hurtbox ten feet away from him for no reason."
This video was wonderful and it would be great if we also got a "3rd strike is broken" video, because that game also has fame of being "the most balanced fighting game ever" when it's absolutely not and being balanced is not the most important thing in what makes a fighting game great
If I had to bet on what fighting game is "most balanced" I definitely wouldn't bet on anything before Street Fighter IV, and I don't even think USFIV is a candidate. The only reason I'd maybe bet on SF6 is that nobody can agree on tiers yet beyond "Gief and Lily are low but not unviable."
It'll just be 12 things about Chun, Yun's Genei Jin, Ken's super/dashes/meterless damage/bthrow, and maybe Makoto's SA2 stuff. Besides that, the game's relatively balanced, outside of unblockable loops and some of Elena's matchups
@@joeschmoe4376there is way more broken stuff in 3S lol. Whiffing normals for meter, 12 and Sean being functionality useless at top level, useless supers like Remy SA3 or Alex SA3, certain characters feeling unfinished like Alex or Q, Makoto pressure, unlockables etc.
Stored supers: there is actually a bit of leeway in the super that you can go to neutral or back for a few frames and then back to forward, and continue to have super stores See Chun trial #19 ruclips.net/video/2bx6amBiUO8/видео.html A common tactic is to neutral jump and maintain stored charge, to fake losing charge
I love these kinds of videos. Some people will see it as validation that the game's just bad, but these videos come from a deep understanding and love of the game.
Not sure that I was ready to find out that Super Turbo shares more DNA with Mortal Kombat 9 than it does with modern Street Fighter but I'm here for it
Great video. I'm an old Streetfighter guy, I go ALL the way back although by the time Super Turbo came out I had begun to move on. So many of these I didn't know. Subbed.
One thing you forgot was that not many people know! With zangief depends on which motion you do for spd, it will leave you closer or further away. Basically, the ending input for your spd determines, if you will be closer or further away. Example Input 63214789p when spd ends you will closer than if you do 41236987p
Smash added this for shotos and even though sweeps don't knockdown in Smash they allow for Kara canceling. This was added in a random patch and was never brought up in the notes so nobody knows if the Kara cancel was intentional.
Projectiles never felt better than in this game. There are two models that every 2D, non platformer fighting game is based on today: SF2, and Vampire Savior that is the grandfather of the anime fighter. I disagree with how the street fighter model dealt with fireballs going forward. First, they nerfed them, second, they gave characters abilities that just allow them to ignore the fireball, usually requiring them to spend meter. Boring and lazy design when far more interesting neutral skips exist if that is your solution. With SF1, the design goal of the fireball was "to create meaningful combat across the screen." With the Vampire Savior model, we get to a game like MvC2 where this is truly the case; attacks that effectively stretch full screen, and you can even open someone up full screen... but this is a VERY different type of game. I'd like to go back to the point of Super Turbo and keep projectiles just as strong, but find new solutions for non fireball characters to deal with them that doesn't amount to "lol Imma just ignore it and open you up because I have meter."
Interesting to see a video that details so much of the jank of this game, really help support all the stuff I've heard about this game over the years. I guess being a pioneer of such a genre came with its fair share of issues, and at least visually and in terms of its musical score it holds up pretty well, I can also say I generally think it has some of the best character designs compared to some of the later entries, or even some other fighting games by Capcom over the years, even titles as revered as 3rd Strike.
Same. I can respect the game and its enduring legacy both in itself and the games that came after, but gods do I never want to deal with its bullshit at present, and that was true back when I only knew half of this madness.
You can, but you have to intentionally pick the old version of your character, lose, continue and don't press any button on the select screen. More trouble than it's worth.
An idea for a light ST ROM hack I still have to this day despite having zero ability to do so: - Move Old 1 (classic color) to hold any button color, then move Old 2 to Old 1 color slot (that also means hold color is now Old 2 slot) - For English versions, remove the difficulty buff - Optionally, patch out O. Zangief magic throw
There's a bug in the US version that for some reason sticks the game on Level 8 difficulty no matter what difficulty you select. The JP version is still hard as nails but it's not totally broken.
I always tell people “Super Turbo is great. It is broken, has terrible balance, has lots of RNG, and makes minimal sense. I love it!” 😂 Which to be fair… true of any great fighting game I love. Alpha 2, KOF98, Marvel 2, Melee, SamSho V Special, BBCF, Tekken 7, DBFZ, all janky silly goofy fun time games. You got to love it! “Perfection” is boring anyways, give me stupid crazy fun!
@@RemnantsOfATengu Nah, even playing retroactively, Alpha 2 is a very balanced and controlled experience. Landing a CC is huge, but it's the only method of big damage and it's quite difficult (either a hard confirm which is not easy in Alpha 2, Vaille CC "guard break" which requires close proximity or just doing it raw/anti air off a read). Most of the cast can perform in Alpha 2 to a strong degree and the difference between the best and worst of the game is not big.
@@RemnantsOfATengu What does number of mechanics have to do with roster balance? If you mean “CCs and Supers are too strong” then fair enuff, I can see you making that case, but even compared to other Street Fighters it is more balanced than basically all of them except late SF5.
@@RemnantsOfATengu Honestly, Rose is probably the only character that stands as too strong/weak and you saw players play every character on the roster at high level.
@@RemnantsOfATengu It's not just custom combos, other games have custom combos and while they are good they can still be balanced. Alpha 2 CCs are unblockable if you weren't blocking beforehand, it will often clip you low if you were walking back. Huge damage, often little risk, kind of ruins a match where you were punishing things accordingly and then one CC tilts it the other way. Clayton Chapman does a good job explaining it on his channel.
Awesome Stuff! Thanks for making this video Heres to 30 more years to ST! Thanks for actually reaching out to the scene and actually explaining the "Random" aspects of ST!
This video reminded me of playing in arcades back in the day. The almost infinite fireball wars, fearing the other guy´s shinenigans, and the legit satisfaction feeling after a good fight. Thanks!
also i think its worth mentioning what can be done with negative edge in terms of option selects. and that command grab supers, like claw's, are only used when they land. that feels significant.
There's this bizarre sense of satisfaction when you Oicho Throw a Dictator mid-Devil's Reverse, and this game was a mainstay during my childhood when my local mall had an arcade. The love for this game at Texas Showdown and several retro titles is why I love seeing it when I'm not working the event all weekend on Sunday. 💖
Soul Calibur 2, particularly now that fans have modded the GCN release so that all three guest characters are in one game, seems a good candidate. Melee's jank is plenty well documented already.
Something I'd like to point about grab supers specially with Vega (The Claw) is that, those can't be wasted, if you have super you can input the super motion everytime to fish for throws to get the super or you can simply knock them down with the flying claw hit
I love how Obama's Only Sickos Play Super Turbo video is my next recommended video lmao Great stuff as always, your presentation quality's gotten bonkers these last few videos!
Amazing video Guile! Man I’ve been playing ST since it came out and I never knew a lot of this stuff. It’s one of my favorite fighting games of all time but yea it’s definitely a little wonky and goofy for sure.
i remember when sf4 come out and i started actually learning fighting games, i was up against a guy on xbox 360 talking about how excited i was about the game and how it felt like classic street fighter in a lot of ways. he responded with "uhh, supers that do 60% health? yeah, i dont think so..." god i wish i played more st back then and could just point to any super in this game...
Forgot to mention how because of how ridiculous the balance is, 7-3 matchups and up were extremely common. E. Honda's matchups were almost all 7-3s, either in his favor or against depending on whether you had a fireball or not. My favorite one is the Gief vs Boxer; bottom tier Gief has a 5-5, arguably 10-0 against top tier Boxer.
Just like all nonsense in ST there’s even more to the story! The increased AI difficulty is only present in the US region (and maybe the non-Japan ‘world’?) versions of the game.
Allegedly, Super Turbo uses AI which is based on some of the best Street Fighter players around the world. Simply put, this is practically a "Show me what you got'' challenge. However, as Ebinsugewa mentioned, this oddly enough isn't a deal in the Japanese version.
fire video bro, me and probably the rest of the Super Turbo community appreciates this video and all the work you and the people who helped you put into it.
Great vid. You knew s$&t was about to get real when Akuma came flying in😂 Even after all these years I didn’t know there was a speed difference between stages! Finally makes sense why certain combos seemed to occasionally never wanna come out right for me when other times I could perform them in my sleep! Lol
Well, the actual reason is due to the style this video is imitating, but I'm not gonna lie and pretend like I also don't enjoy the sound of Tiger spam not being inflicted upon me.
Just to expand a little on Honda's stored Oicho; what makes it so broken is a combination of a few of the other points mentioned before: 1. Command grabs (except Gief SPD) have no whiff animation 2. Oicho can be stored in the down-back direction 3. Specials can be negative-edge activated That means if Honda gets knocked down, he can store the Oicho input, hold down all 3 punches, and then as he wakes up, sequentially release the punches while still holding down-back, giving him an OPTION SELECT BETWEEN BLOCK OR COMMAND GRAB ON WAKEUP.
@@evangel1460 Nah, no they're not. Honda going 5-3, 5-4 type scores against fireball characters is routine, and Honda winning with those scores is too. The fireball character has an advantage, sure, but the game has actually garbage matchups. Think about Claw vs. Sim, for example. If Claw won 5-4 you'd start wondering how did he fuck up, and Sim actually winning a FT5 is just plain unthinkable. Yet Honda players do that routinely against Ryu and the like. 3-7 may describe how awful it feels to try to get in as Honda, but Honda's matchup scores don't really reflect reality or account for the opponent just dying when he gets in.
@@evangel1460 , the problem with Honda is this makes him godlike against the non fireball characters. If he needs help with fireballs sure, mess with his jump a bit and how far neutral HP drifts him, etc. but for the love of god he doesn't need this and it takes the matchups he's already favored against and makes it almost impossible. Taking that away and helping him with his less favored matchups is a fair trade off imo.
Ive been playing super turbo all my life, but for the life of me, i can't do vegas Super. Thanks for showing it, i can do guiles, but not vegas! Excellent video, my man!
It's truly a testament to the masterpiece that Super Street Fighter II Turbo is that there's so many people still playing it to this day three decades later. Also, there's just something funny for some reason about the fact that each stage in the game runs at a different speed.
The 3 Things I really like about ST that most modern fighting games don't get right are: 1. The Speed 2. How Safe alot of moves are. I think alot of modern fighting games make specials and supers way too punishable. Throwing out a special or super with even the slight chance of it being blocked is a death sentence in modern fighting games. In ST there isn't so much risk which makes the game very fun. 3. Combos were short. I hate waiting for my opponent to finish their combo for 10 seconds. ST was quick and to the point
I miss old Ryu's voice, but it's actually funny how he sounds like an opera tenor. Throw damage in SF2 makes no sense. You're hurt by colliding into the air instead of the ground. But I love how throw tech happens. It's so satisfying to roll out of a throw in the air. I wish they'd bring it back, even keeping standing tech.
Something I didn't see mentioned here but I found mentioned on the wiki is that even motion inputs have an element of RNG in this game. Apparently, the window to input the next direction is randomly set to be between 7-14 frames each time you input a direction. I'm sure this doesn't affect competitive play much, but it's kind of a wild thing that could really only be an artifact of the developmental period of a genre.
*Oii, eu sou do 🇧🇷, e esse vídeo apareceu nos meus recomendados. CARA, QUE VIDEO INCRIVEL, ESSA QUALIDADE, AS EXPLICAÇOES CERTAS, tudo nesse vídeo tá perfeito. Vou até me inscrever aqui, que sinceramente, Tá ótimo demais o conteudo*
This was an amazing video, thank you. (/the 44 year old dude that loved this game and didn't know any of this stuff except that vega and sim were amazing XD)
The kusoge DNA still lingers in ST but it did an insane amount for introducing things that would become gold standard for future 2D fighting games. Personally I gravitate towards SFA2 as the more pure evolution of ST that still feels modern to this day even though there are still a handful of broken elements in that game, just not as glaring.
Super Street Fighter II X is still a perfect fighting game. It has a global diehard scene, is still one of the most competitive fighters out there, and most of the OG players are still playing at their all-time best. Seriously, what more can you ask for?
Thank you for this video GuileWinQuote!
A fixed version of Super Turbo so I can play Arcade without the Max Difficulty Bug? LOL
I could ask for a better single player mode, but apparently it's too much to ask for Capcom to fix the glitched AI in the non-Japanese versions.
@@dariogonzalez8989 At least there's Hyper SF2 aka SSF2X+
It not being broken. And the community letting capcom fix it and then playing the fixed version instead sticking to the broken one to be stubborn?
@@dnmstarsi I don't know about that one; I played Hyper on the PS2 years ago, and its difficulty was reasonable, _but_ I got the Japanese version, and I've heard horror stories about the Western version *still* having the fucking AI bug from Super Turbo.
Gotta appreciate how broken playable Akuma is because Boss Akuma is even worse. Capcom REALLY wanted your quarters when you found out he existed.
Capcom wanted your money, but not as badly as SNK wanted your money. They call it SNK boss syndrome for a reason.
arcade mode is already hard as balls in super turbo lmao
@Somebody374-bv8cd u ask me, Capcom wanted the money, but snk wanted to send a message, have you ever fought rural in KoF? Hard, right...try ignis or orochi, those guys were designed to haunt your soul and break your body for your arrogance of daring beat an snk game
@@Somebody374-bv8cd well yes and no. SNK bosses are way more over the top than Akuma or most Capcom bosses. But practically every SNK boss has a loophole to exploit. So even though they're stupidly broken, if you know what to do, you can just cheese them to death, albeit in the most boring way possible.
Whereas Akuma is literally just a mashup of Ryu and Ken with stupidly good frame data, and he doesn't really do anything that leaves him easily open for punishes. Shin Akuma in later games gets a little easier to fight because ironically he started having moves that you could punish. But you still had to beat him in more or less a straight fight. The irony is even in SVC Chaos, or Capcom vs SNK 2 you could cheese Serious Mr. Karate or God Rugal with exploits, but not Shin Akuma in either game. Heck, Akuma in X-Men: Children of The Atom as a hidden regular character can hold his own very well in a game with beams and screen filling attacks.
I do feel that SNK gets one thing right with their bosses though: most are actually kind fun to fight, and back in the arcade days, it'd be quite a spectacle. I was the only person in my scene who could beat Zankuro in Samurai Spirits 3, so whenever I made it to him, there's always a small crowd watching. Whereas Akuma and Bison aren't really fun to fight and you had to play very defensively against them.
@@danplaysguitar6706 That's only the US Edition btw, due to a difficulty bug. Doesn't matter what the operator sets it to, US ST cheats like a mofo.
To quote a comment I saw many years ago: "A single combo in SFII is a more effective comeback mechanic than anything Capcom has intentionally designed as a comeback mechanic."
Counterpoint: X-Factor in UMvC3
@@muratendmoCounter-counterpoint: That was Eighting and Capcom, not just Capcom, also it was propbably Eighting behind that since their games are balanced like shit and X factor is BROKEN
@@bootlegspinjutsu9966Huh, makes sense. The more you know.
@@muratendmo Not really. Most characters can dizzy off a single combo and a large amount of the cast can re-dizzy. The execution is certainly hard AF to do some of them, but others are pretty straightforward.
X Factor requires that you haven't already spent the resource.
SF1 Dragon Punch. OHK baby!
When Akuma made his debut. I still remember how us kids back in the 90's lost our fucking minds seeing a character do a fireball while in the air. Like he's honestly one of the most broken characters in this game for real. Even in Super Turbo HD Remix he was still banned despite being nerfed. So when people played him online it really made tons of us angry.
Wait, even in HD Remix, Akuma was still banned?
And my other question is, were there any official USF2 tournaments?
HD Remix Akuma is banned for a wholly different reason. It's not that he was broken from the word go in that game. It's just that when you block his air fireball and he does demon, there's a 25% chance you can't jump out and the demon is guaranteed. Since this was RNG, they banned him.
@maxmercurythemm827 that's a VERY stupid reason. There's a shitload of rng in these old fighting games from turbo frameskip and deliberate random damage
If you pick Vega you're going to be politely asked to leave the house immediately.
No competitive fighting game is complete without jank.
Some of the most revered competitive fighting games have absolutely busted shit in them. MvC2 yo.
Got that right
nah this game is undeniable kusoge garbage dont let sickos who play this shit ever say anything even remotely positive about it im so serious
@@AugustAPC Super Smash Bros. Melee.
The most jank of them all is SF6, zangief 360spd animation is janky af in the corner
You forgot one detail about Vegas super; it’s the only super in fighting game history that you can infinitely whiff. If you don’t land the grab after doing the super you keep the meter meaning it’s the most low committal check in the game.
DAMN that is DIRTY.
WHAT?? THAT'S SO FUCKED UP!!!! What were they thinking???
@@ericthescruffyBad programming.
Counter Supers in Naruto Clash of Ninja/Gekito Ninja Taisen are the same way IIRC, if you don’t get the counter you keep your meter
This is kinda untrue. There are niche fighting games where you can infinutely whiff supers as well. Any super counter from the Gekitou Ninja Taisen series, for instance.
my favorite thing that has ever happened while playing a fighting game to this day was air throwing a friend's dictator out of a head stomp as chun in super turbo. iirc we both just yelled. no words just ahhhhh
This is kind of mind blowing to watch, I had no idea. Especially the stage slowdown! Amazing job on this.
Thank you for watching 🙇🏼
The Cpu can do anything to win ! Even defying the game s own coding ! For ex as a human player you perform a light punch hadouken it take about half second recovery time or something but Cpu when under pressure it reduces the time to even half and I noticed it trust me ! I have been playing fighting games for 28 years and know what I m saying ! An other thing Cpu can counter your every move if it wants to for ex I press up even before my character jumps by a fragment of second te Cpu counter my jump etc...
@@manafbenayache1880 Yeah, it can read inputs, make its attacks faster (and unblockable too), become invincible at random times, and so on. There's videos how there on how the CPU cheats you.
@@manafbenayache1880Pretty standard for the day. Ain't nothin' next to the legendary cheese of SNK bosses.
Vega has been paying for his Super Turbo sins ever since.
Kirby mains feel you
He was actually very strong in Alpha 3 and high tier in CVS2. He started paying for his sins in SF4, where he’s bottom 3 in Ultra and debatably the worst character in the game in Vanilla.
@@assassinonprozaches around mid tier in ultra from what i heard
@@pastorofmuppets9346 Every tier list I’ve ever looked at puts him in wildly different places so I just put him as far down as I thought I reasonably could. I’d say he’s closer to bottom 7, bottom 10 if you’re being generous.
Blanka has been paying for his sins in mainline series since HF (cvs2 isn't mainline) only now in 6 they go... Lets try not making him crap again...
This video made me enjoy this game even more. If you aren't committing war crimes in your pre-2000's fighting games, what are you doing?
Trying to main Q/12 in vain, as one does
@@megamansoupreme7122>be Q
>the most mysterious character from the series
>be among the lowest tiers characters in the game
>refuse to elaborate further
>leave
@@frankhorrigan1508>possibly reappear as G in SFV more than a decade later
Something about every level being a different speed is really funny to me
Me too. And also broken as all hell.
The reason for the speed difference is that all the stages were designed to use just enough compute power to run at 60fps. What both HF and ST do is unlock the framerate to get it’s turbo speeds. Some stages just take more to run and therefore perform slower than others.
@@Darknight0681 I figured it was something kinda like that. Shouldn't be that way though...
@@Darknight0681 I KNEW IT. As soon as I heard that they ran at different speeds, I thought, 'Wait, did they just uncap the framerate without making adjustments?'
Surprised that's not a thing with all the games actually, given the varying levels of background animation (virtually none in Ryu's stage, tonnes in Chun's)
0:56 For people who care, Cammy's stage -is the fastest/has the least lag.- Oops, it isn't. That's another stage - this one is just the most fair. In Super Turbo: New Legacy, all the stages were modded to run at the same speed as Cammy's stage
Which stage is the slowest?
Zangief and Claw’s stages are the fastest and Dhalsim + Fei Long’s stages are the laggiest/slowest.
Cammy’s stage was chosen because it’s the most balanced not because it’s the fastest.
Ah. That’s why every tourney plays on Cammys stage.
@@elfascisto6549 In terms of speed; not the fastest, not the slowest.
So that's why people only use that one in Fightcade?
You forgot about T.Hawk's option select of death. Imagine if 15 years from now someone discovered a technique in SF5 that let FANG win a match off of a single knockdown by doing some absurd input over and over again, and that's what happened in Super Turbo with T.Hawk.
The fact that even with that Hawk is still bottom tier in Super Turbo shows how ridiculous the game was
@@tedjomuljono3052Much like a bunch of BS in the Marvel Vs. games, he has to both get to close to you and hit you first. Those _seem_ like easy conditons, but when there are characters who can legitimately oppress you from across the screen or otherwise as soon as the round starts...yeah.
While we knew about the option select way back in the day (I heard about it first in 2001), it was indeed until many years later players got good enough at it to take T. Hawk from lowest tier to highest!
@@madspunkyisn’t thawk still bottom tier though? Lol
@tedjomuljono3052 Not really, he's ranked pretty high now. Very few people can pull it off reliably though.
I remembered beating my friend with claw and then both of us agreed to ban him forever.
Only people who say that ST is pure or perfect are people who never played it but roleplay as fighting game boomer savants online
That's the comment I was looking for. Thanks.
You can replace ST with Third Strike and it would be just as true
I'm absolute trash at classic SF, but even I could tell you at the low level I play that those games are a long way away from Balanced. Those people who go online and complain about SF6 wanting to go back to the old school days clearly don’t know what they’re talking about.
@billyboleson2830 Fuckin correctomundo.
I always say that about 90% of the people that say a game is the greatest of it's genre never even played the game, even if readily available. 5% of them are casuals who don't want to be in the minority, and may not even like the game as much as they say.
The other 5% actually play the game with some semblance of skill.
Umvc3 is at that stage right now as well.
Also old school heads in general had this take. If you read on SRK forums from back in the day what people would say, you would think ST is literally chess over fine wine levels of sophistication.
As soon as I lost half my health to zangief biting my ear I knew capcom was sniffing sugar while making it
O
M
G
XD
The fact I've seen those Claw wall dive setups dominate world class players is a testament to how stupid it is lol
It's both a knowledge check and pure RNG. Gotta love it
@@RemnantsOfATenguit is hella deep and one of the greatest fighters ever
It’s also broken and janky as hell
Both of these things are true
Aren't there crazy OSes you can do with it if you have the execution?
In a way it makes sense that Claw is still suffering for his bullshit in this game, with _CvS2_ being like the sole exception to the rule, but it's also hilarious that Sagat still gets away with war crimes given O. Sagat.
The hilarious part is, even back in the day players like Graham Wolfe or Tokido would decimate people with claw and people still had the gall to say ST was the most technical pure SF game ever. Once MAO came in and cleaned house, it was game over.
Oh God I forgot about Guile's Super Turbo voice lol. We used to make fun of the way he says Sonic Boom in ST so much
Ah yes, the truly most balanced and footsie based Street Fighter
Real
We used to be a proper country
Sounds good to me, droob
That would be sf2 Hyper Fighting
No joke, the most balanced Street Fighter is the very first one. I mean it automatically has to be, it only has one single playable character (and a skin for player 2) and besides, even pulling a single Hadoken requires frame-perfect inputs every single time. What better test of skill than that?
How broken you have to be in order to be banned from a game with Old Sagat and ST Claw ... Akuma: Yes.
While I personally dislike the jank, I respect how much personality it adds to this game. It's a perfect representation of how far fighting games went as a genre - nowadays, it's normal for us to ask for nerfs a week into a new release, and here's Super Turbo with its goofy ass cast of broken characters and mechanics.
Fantastic game.
Não ironicamente o fato do jogo ser quebrado pra caralho, torna ele muito divertido e interessante de analisar, estudar e jogar, acho incrível jogadores usando isso ao limite, sendo que o potencial é absurdo.
Bem-vindo de volta, Mestre.
MAS ALUCARD
I mean, there WAS a patch... Technically. HD Remix, and everyone just plays ST lol
The jank is definitely a part of its charm.
It's like the computer is using game genie to take all your quarters.
I only had access to the DOS port of Super Turbo (which has a different aspect ratio and thus shorter stages / bigger characters) and played that for years, so this game is very dear to my heart. I am bad at it, but I can easily go 100/0 a night and still come back for more the next day. There is something magic about this particular Street Fighter that I cannot explain. Back in the day it was the perfect storm.
This video was nothing short of amazing - thank you all for taking the time of putting it together.
Here's to another 30 years of ST!
Shoutout to Rozner labs?
Maybe I was on the base ssf2 port
Wild. A game this old is still relevant and still looks great.
SF2 will always look great
One of my favorite things to see as a new Street Fighter fan, honestly
God, you can just tell that Claw and Old Sagat came from the arcade era of games that actively try to rip you off by throwing as many overtuned tactics at you as possible just to try and get more quarters, but this game puts them in player hands
SSFIIT Claw players are the types to call him “Vega” instead of Claw
That does make me wonder how many of these loops and unblockables work on the game's AI, if any.
And everyone liked it and it's been played for 30 years unlike Weed Fighter 6 that runs on 0.5x speed and will die in 2 years like its predecessor SFV
@@polestarbei163 You mean a game that didn't actually die in two years? Cause SFV had a rough start but it absolutely came out well played from front to back, and in a good place at the end
@@jngo172 I call him whatever it says on the screen. The screen says "Vega," I say "Vega," simple as that.
You know, it's great to see an "[x] is Broken" video where all the things in the video actually are broken. Not just, "this upper-mid-tier character has one or two decent moves in their kit" or "here is a core game mechanic that is useful when mastered"--stuff like "Zangief can stop you from walking away by punching the air repeatedly" or "T.Hawk has a hurtbox ten feet away from him for no reason."
This video was wonderful and it would be great if we also got a "3rd strike is broken" video, because that game also has fame of being "the most balanced fighting game ever" when it's absolutely not and being balanced is not the most important thing in what makes a fighting game great
If I had to bet on what fighting game is "most balanced" I definitely wouldn't bet on anything before Street Fighter IV, and I don't even think USFIV is a candidate.
The only reason I'd maybe bet on SF6 is that nobody can agree on tiers yet beyond "Gief and Lily are low but not unviable."
@@kfcnyancat I would put my money squarely on Alpha 2.
It'll just be 12 things about Chun, Yun's Genei Jin, Ken's super/dashes/meterless damage/bthrow, and maybe Makoto's SA2 stuff. Besides that, the game's relatively balanced, outside of unblockable loops and some of Elena's matchups
@@joeschmoe4376 The game’s relatively balanced, outside of all the unbalanced stuff
You forgot looping unblockable set ups and Q
@@joeschmoe4376there is way more broken stuff in 3S lol. Whiffing normals for meter, 12 and Sean being functionality useless at top level, useless supers like Remy SA3 or Alex SA3, certain characters feeling unfinished like Alex or Q, Makoto pressure, unlockables etc.
5:31 I'm positive someone got into a fight in an arcade cuz of this oversight.
Stored supers: there is actually a bit of leeway in the super that you can go to neutral or back for a few frames and then back to forward, and continue to have super stores
See Chun trial #19 ruclips.net/video/2bx6amBiUO8/видео.html
A common tactic is to neutral jump and maintain stored charge, to fake losing charge
It makes it easy to keep the store while being crossed up, you can also guard a fireball or a jump in it always surprise the opponent lol.
I love these kinds of videos. Some people will see it as validation that the game's just bad, but these videos come from a deep understanding and love of the game.
I'm new to Street Fighter but the ladder sentiment is exactly what I love about the series and especially its fans :)
Nice video, Street Fighter 2 has a big community in Brazil to this day. Props to the portuguese translation as well
Valeu BRASIL
My childhood memories are now destroyed. Thank you.
Not sure that I was ready to find out that Super Turbo shares more DNA with Mortal Kombat 9 than it does with modern Street Fighter but I'm here for it
This used to be known as the Grand Master Challenge, and I get the feeling one could base an entirely new game just on avoiding its issues.
Agreed. Nothing since feels close to this game...
I didn’t know I needed Heeew style videos on traditional FGs until today.
Great video. I'm an old Streetfighter guy, I go ALL the way back although by the time Super Turbo came out I had begun to move on. So many of these I didn't know.
Subbed.
I've never personally enjoyed playing Super Turbo, but I'll always respect its place among the greats.
One thing you forgot was that not many people know! With zangief depends on which motion you do for spd, it will leave you closer or further away.
Basically, the ending input for your spd determines, if you will be closer or further away.
Example
Input 63214789p when spd ends you will closer than if you do 41236987p
Okay shotos being able to cancel their sweeps from hit sounds really cool and fun tho.
Smash added this for shotos and even though sweeps don't knockdown in Smash they allow for Kara canceling.
This was added in a random patch and was never brought up in the notes so nobody knows if the Kara cancel was intentional.
It’s actually the best. Once you play ST Ryu it’s hard to go back to him in any other game 😂
Projectiles never felt better than in this game. There are two models that every 2D, non platformer fighting game is based on today: SF2, and Vampire Savior that is the grandfather of the anime fighter. I disagree with how the street fighter model dealt with fireballs going forward. First, they nerfed them, second, they gave characters abilities that just allow them to ignore the fireball, usually requiring them to spend meter. Boring and lazy design when far more interesting neutral skips exist if that is your solution.
With SF1, the design goal of the fireball was "to create meaningful combat across the screen." With the Vampire Savior model, we get to a game like MvC2 where this is truly the case; attacks that effectively stretch full screen, and you can even open someone up full screen... but this is a VERY different type of game. I'd like to go back to the point of Super Turbo and keep projectiles just as strong, but find new solutions for non fireball characters to deal with them that doesn't amount to "lol Imma just ignore it and open you up because I have meter."
@@Oh-Ben Yeah, you can cancel Ryu and Ken's Down Smash into a special attack(the down-smash is frame 2 btw)
Interesting to see a video that details so much of the jank of this game, really help support all the stuff I've heard about this game over the years. I guess being a pioneer of such a genre came with its fair share of issues, and at least visually and in terms of its musical score it holds up pretty well, I can also say I generally think it has some of the best character designs compared to some of the later entries, or even some other fighting games by Capcom over the years, even titles as revered as 3rd Strike.
My therapist: "Aw, cheer up. White Balrog doesn't exist, he can't do you any harm."
White Balrog: 1:10
Nahhh he just light skinned around a lot of neon lights
gba balrog
Honestly this video perfectly encapsulates why I find this game so enthralling and why I just can't ever get into playing it.
I get it, it’s why I prefer Ultra and Hyper SF II to ST, not to mention the difficulty of the AI in Arcade mode
@@jac_238 personally I stick to A3 and 4 when I'm looking to play SF, but yea, HSF2 and USF2 are just as good for casual gameplay.
come to the darkside ;)
@@kkmasters sorry man, I've already sold my soul to +R
Same. I can respect the game and its enduring legacy both in itself and the games that came after, but gods do I never want to deal with its bullshit at present, and that was true back when I only knew half of this madness.
I've always loved ______ is broken videos, an absolute classic of fighting game youtube
There being no way to use the default colors while still having access to supers is still super weird
You can, but you have to intentionally pick the old version of your character, lose, continue and don't press any button on the select screen. More trouble than it's worth.
An idea for a light ST ROM hack I still have to this day despite having zero ability to do so:
- Move Old 1 (classic color) to hold any button color, then move Old 2 to Old 1 color slot (that also means hold color is now Old 2 slot)
- For English versions, remove the difficulty buff
- Optionally, patch out O. Zangief magic throw
@wonderboke There's a video about it.
@@FMechathe closest to that is only street fighter 2 new legacy the problem is that they don't have a vanilla version with only the QoL stuff
@@strandedfiend1224 I know right?
If that ending was extended any further, I'd have shed a few tears... That's forsure! Thanks for the video 👊
That's why super turbo always reminds me of my family, it's broken af.
This video should be called "what match-up knowledge used to be, and why it's better for some things to stay in the past."
The fact that this came out after me entering my first ST tournament (even though it was new legacy) is actually magical
Nice. Shout out to New Legacy.
The A.I in this game is indeed downright ridiculously broken beyond belief. They always cheap shot you and predict your future very move you make.
Except in JP version and in the PS1/Saturn port that was part of SF Collection (though that port has some changes with competitive consequences)
There's a bug in the US version that for some reason sticks the game on Level 8 difficulty no matter what difficulty you select. The JP version is still hard as nails but it's not totally broken.
I always tell people “Super Turbo is great. It is broken, has terrible balance, has lots of RNG, and makes minimal sense. I love it!” 😂
Which to be fair… true of any great fighting game I love. Alpha 2, KOF98, Marvel 2, Melee, SamSho V Special, BBCF, Tekken 7, DBFZ, all janky silly goofy fun time games. You got to love it! “Perfection” is boring anyways, give me stupid crazy fun!
Isn't Alpha 2 considered one of the most balanced Street Fighter games to date??
@@RemnantsOfATengu Nah, even playing retroactively, Alpha 2 is a very balanced and controlled experience. Landing a CC is huge, but it's the only method of big damage and it's quite difficult (either a hard confirm which is not easy in Alpha 2, Vaille CC "guard break" which requires close proximity or just doing it raw/anti air off a read). Most of the cast can perform in Alpha 2 to a strong degree and the difference between the best and worst of the game is not big.
@@RemnantsOfATengu What does number of mechanics have to do with roster balance? If you mean “CCs and Supers are too strong” then fair enuff, I can see you making that case, but even compared to other Street Fighters it is more balanced than basically all of them except late SF5.
@@RemnantsOfATengu Honestly, Rose is probably the only character that stands as too strong/weak and you saw players play every character on the roster at high level.
@@RemnantsOfATengu It's not just custom combos, other games have custom combos and while they are good they can still be balanced. Alpha 2 CCs are unblockable if you weren't blocking beforehand, it will often clip you low if you were walking back. Huge damage, often little risk, kind of ruins a match where you were punishing things accordingly and then one CC tilts it the other way. Clayton Chapman does a good job explaining it on his channel.
Devs: _"Broken? Nah, Features!"_
I love that this has become a genre of video now
15:44 the music syncing with the fire balls is incredible
But Cammy’s sped up poses are cute so it’s objectively a perfect game
Hmm
There was a reason for that... it was intentional by design and with one purpose- to eat your quarters!
Awesome Stuff! Thanks for making this video Heres to 30 more years to ST! Thanks for actually reaching out to the scene and actually explaining the "Random" aspects of ST!
This video reminded me of playing in arcades back in the day. The almost infinite fireball wars, fearing the other guy´s shinenigans, and the legit satisfaction feeling after a good fight. Thanks!
also i think its worth mentioning what can be done with negative edge in terms of option selects. and that command grab supers, like claw's, are only used when they land. that feels significant.
Appreciate your work making this video
Thank you for watching 🙇🏼
There's this bizarre sense of satisfaction when you Oicho Throw a Dictator mid-Devil's Reverse, and this game was a mainstay during my childhood when my local mall had an arcade. The love for this game at Texas Showdown and several retro titles is why I love seeing it when I'm not working the event all weekend on Sunday. 💖
Great video and editting. I got a few good chuckles from it
Loved the video and i can tell that it was made with a lot of care and love for the game, crossing my fingers for these to be a series
Soul Calibur 2, particularly now that fans have modded the GCN release so that all three guest characters are in one game, seems a good candidate. Melee's jank is plenty well documented already.
Something I'd like to point about grab supers specially with Vega (The Claw) is that, those can't be wasted, if you have super you can input the super motion everytime to fish for throws to get the super or you can simply knock them down with the flying claw hit
I love how Obama's Only Sickos Play Super Turbo video is my next recommended video lmao
Great stuff as always, your presentation quality's gotten bonkers these last few videos!
Amazing video Guile! Man I’ve been playing ST since it came out and I never knew a lot of this stuff. It’s one of my favorite fighting games of all time but yea it’s definitely a little wonky and goofy for sure.
i remember when sf4 come out and i started actually learning fighting games, i was up against a guy on xbox 360 talking about how excited i was about the game and how it felt like classic street fighter in a lot of ways. he responded with "uhh, supers that do 60% health? yeah, i dont think so..." god i wish i played more st back then and could just point to any super in this game...
You forgot to mention the bug that causes the AI in super turbo to be max difficulty ALWAYS, no matter what the dip switch is set to.
Forgot to mention how because of how ridiculous the balance is, 7-3 matchups and up were extremely common. E. Honda's matchups were almost all 7-3s, either in his favor or against depending on whether you had a fireball or not. My favorite one is the Gief vs Boxer; bottom tier Gief has a 5-5, arguably 10-0 against top tier Boxer.
Wow I enjoyed watching this. I really laugh at claw part. Good job on this 😁
Not to mention the AI was mistakingly harder than usual 😅
Just like all nonsense in ST there’s even more to the story! The increased AI difficulty is only present in the US region (and maybe the non-Japan ‘world’?) versions of the game.
Allegedly, Super Turbo uses AI which is based on some of the best Street Fighter players around the world. Simply put, this is practically a "Show me what you got'' challenge.
However, as Ebinsugewa mentioned, this oddly enough isn't a deal in the Japanese version.
@@figment1988source?
7:40 - This might be one of the most satisfying sound effects in all of video games.
Yeah I don't like fighting games alot but the sound of machine gun fist just feels....good to hear, it feels powerful
fire video bro, me and probably the rest of the Super Turbo community appreciates this video and all the work you and the people who helped you put into it.
Great vid. You knew s$&t was about to get real when Akuma came flying in😂
Even after all these years I didn’t know there was a speed difference between stages! Finally makes sense why certain combos seemed to occasionally never wanna come out right for me when other times I could perform them in my sleep! Lol
Now I know why the video isn't narrated. It's so we can appreciate the full majesty of the tiger.
Well, the actual reason is due to the style this video is imitating, but I'm not gonna lie and pretend like I also don't enjoy the sound of Tiger spam not being inflicted upon me.
Just to expand a little on Honda's stored Oicho; what makes it so broken is a combination of a few of the other points mentioned before:
1. Command grabs (except Gief SPD) have no whiff animation
2. Oicho can be stored in the down-back direction
3. Specials can be negative-edge activated
That means if Honda gets knocked down, he can store the Oicho input, hold down all 3 punches, and then as he wakes up, sequentially release the punches while still holding down-back, giving him an OPTION SELECT BETWEEN BLOCK OR COMMAND GRAB ON WAKEUP.
hashtag healthy play patterns
he needs it though the fireball matchups are legit 7-3/8-2 lmfao
@@evangel1460 Nah, no they're not. Honda going 5-3, 5-4 type scores against fireball characters is routine, and Honda winning with those scores is too. The fireball character has an advantage, sure, but the game has actually garbage matchups.
Think about Claw vs. Sim, for example. If Claw won 5-4 you'd start wondering how did he fuck up, and Sim actually winning a FT5 is just plain unthinkable. Yet Honda players do that routinely against Ryu and the like.
3-7 may describe how awful it feels to try to get in as Honda, but Honda's matchup scores don't really reflect reality or account for the opponent just dying when he gets in.
@@evangel1460 , the problem with Honda is this makes him godlike against the non fireball characters. If he needs help with fireballs sure, mess with his jump a bit and how far neutral HP drifts him, etc. but for the love of god he doesn't need this and it takes the matchups he's already favored against and makes it almost impossible.
Taking that away and helping him with his less favored matchups is a fair trade off imo.
This video is FASCINATING. I watched it again after the 1st time I watched it a few months back.
2:47 Shoto sweep canceling into special moves in Smash Bros Ultimate was added in an update and I had no idea it was based on this game
Wait you can cancel down smash now?
@@squidtheinconsistent it’s been like this for a while lol
@@JonahBoing I have genuinely never seen or heard of anyone doing it
Yep....
Smash Bros really is trying it's best to stay faithful to the original series the characters come from
Ive been playing super turbo all my life, but for the life of me, i can't do vegas Super. Thanks for showing it, i can do guiles, but not vegas! Excellent video, my man!
great vid, didnt know half the things in here and been playing since I was a kid. Still my fav Sf game .
It's truly a testament to the masterpiece that Super Street Fighter II Turbo is that there's so many people still playing it to this day three decades later. Also, there's just something funny for some reason about the fact that each stage in the game runs at a different speed.
The 3 Things I really like about ST that most modern fighting games don't get right are:
1. The Speed
2. How Safe alot of moves are. I think alot of modern fighting games make specials and supers way too punishable. Throwing out a special or super with even the slight chance of it being blocked is a death sentence in modern fighting games. In ST there isn't so much risk which makes the game very fun.
3. Combos were short. I hate waiting for my opponent to finish their combo for 10 seconds. ST was quick and to the point
#2 is especially frustrating because it makes everything feel like Virtua Fighter.
I miss old Ryu's voice, but it's actually funny how he sounds like an opera tenor.
Throw damage in SF2 makes no sense. You're hurt by colliding into the air instead of the ground. But I love how throw tech happens. It's so satisfying to roll out of a throw in the air. I wish they'd bring it back, even keeping standing tech.
12:07 Justin Wong's favorite SSF2 Turbo pick.
Something I didn't see mentioned here but I found mentioned on the wiki is that even motion inputs have an element of RNG in this game. Apparently, the window to input the next direction is randomly set to be between 7-14 frames each time you input a direction. I'm sure this doesn't affect competitive play much, but it's kind of a wild thing that could really only be an artifact of the developmental period of a genre.
3:39 wonder why throws and holds aren't just called "grab attacks", that would've made more sense
I'm loving this channel so much
9:21 hold on what was that sync
1:37 They don't have a "landing" frame, that is probably the reason.
Love the tribute to Heeew. May he rest peacefully
This is one of the most informative SSF2T videos Ive ever seen.
13:01 Capcom did make Sagat broken again in Vanilla SFIV tbf
Thank You! Cool and funny video and I learned some new stuff 😁 Cheers to another 30 years for ST 🍻
*Oii, eu sou do 🇧🇷, e esse vídeo apareceu nos meus recomendados. CARA, QUE VIDEO INCRIVEL, ESSA QUALIDADE, AS EXPLICAÇOES CERTAS, tudo nesse vídeo tá perfeito. Vou até me inscrever aqui, que sinceramente, Tá ótimo demais o conteudo*
This was an amazing video, thank you. (/the 44 year old dude that loved this game and didn't know any of this stuff except that vega and sim were amazing XD)
The A.I is hard on the easiest setting on ST. It's a bit different on the SF collection (Sega Saturn) as the difficulty is more easier.
To me the third Street Fighter II was the best. "Street Fighter II Turbo: Hyper Fighting" All of the Super games don't live up to it.
0:28 who tf named themselves “poo” on the high score thing😂
The kusoge DNA still lingers in ST but it did an insane amount for introducing things that would become gold standard for future 2D fighting games. Personally I gravitate towards SFA2 as the more pure evolution of ST that still feels modern to this day even though there are still a handful of broken elements in that game, just not as glaring.
6:15 i swear i cant take Balrog's voice seriously
"UAAAGH- five."