12:12 - The motion for this is: ← (charge)→✊🏻←→(walk forward)🦶 So you tap forward and Jab to throw the fireball, but immediately tap back and forward again to complete the Super motion, which is stored by holding forward, and then pressing Kick to let it rip.
@@PharoahsKingdom So that is a glitch, for both Chun and Honda. When you do the motion... charge back, forward, back, forward... as long you as you continue to hold any forward direction, you will "store" the super. You just keep holding forward and then press the button All charge characters have this to some extent, is how I got walk forward cr mp to super with boxer. But only Chun and Honda can hold it forever. I have hints in the description of each video that explain how to do each combo
Whats crazy is that most of these combos will probably kill at any point you land them in a real match because you have to build bar through damage in the first place.
The really sick thing about these combos is the 90's damage creep. With many of these, a couple of little normals before the full sequence and your life bar is totally gone.
This video is actually sick! I've been playing Street fighter 2 since the beginning but I had no idea you could do all these juggles and cancels into super!
Street fighter 2 is also the origin of a lot of anime game techniques including jump cancels although there's not much of a use for it here other than a quick KO
@@amenstal123 I remember one time I decided to fire up Street fighter 2 on an emulator and I was playing as Ryu against Guile. I could literally read every move he was going to do before he did it so I just systematically counter everything and I remember the CPU was at very low health and just stood there not moving as if it didn't know what to do. It was so strange because there was a meaningful period of time like 10 seconds real time and about 20 seconds of in-game time where he just stood there and didn't move and it felt like the CPU was just thinking about what happened... I think the only reason he began to attack me again is because when the time gets low there's a different AI routine that takes over.. In other words I literally broke the AI LOL
Chun Li's super is bugged in this game. Once the motion is done it will remain in the buffer until you let go of forward. So as long as you just keep walking forward the super will come out if you press kick, so the kikoken charge is doubling as the super charge, he's just holding forward.
@@ShaneDouglas713 So for the combo at 12:11 when Smug asks how he charged it. What the guy did was this: back (hold), forward +LP, then immediately back to forward (hold) like it was a single motion for the super. He then walks up until the kikoken hits and presses kick to super because the motion is still being held in the buffer by the bug and holding forward. He can then charge down to up during the super for up kicks. The demo immediately before that is a very obvious demonstration of this bug, Chun walks forward a long way before using super.
First thing smug its Super Street Fighter II Turbo. Smugs reactions to these are amusing, those dizzies (stuns) were light, didn't even see no grim reapers. He would freak out if he saw Zangiefs one hit dizzy, glad he pointed out the sound, back then with those sound effects you could almost feel the hits, landing a fierce fierce jab-shoryuken was it. When capcom switched to that Q sound thing, it went to shit. Yall got it easy now, getting good back then you had to spend not just time but money, losing meant losing money. Learning combos was trial and error, luck, seeing the AI pull some nasty shit on you or the trusty game pro magazine months after getting washed. There was no youtube that you can just pull up videos to watch and learn from. Fun times and its amazing to see how far games have come.
Word, I remember the Gamepro days, Mortal Kombat 2 was the start of the Internet information age, you just had to trust gaming magazines before then. Why do you think people were trying to find Sheng Long for so long? Thanks, EGM!
I was kinda hoping they brought back the blue silhouttes when you do a super move in SF6 for either Lvl 1 or 2 supers. Those look so cool and add some of that old school flair
@@Micha-Hil and I'm saying that sf2 combos were never intentionally created. combos came to be by accident and were discovered by players. Now all fighting games have combos as a result.
Most of tod combos are not easy to land in a real match, a lot of people have the belief that you just pull a tod combo (touch of death) and you done, those combos are very situational ( depend on how deep is your jump in etc , most of the time you will fail to execute them due to the fact that ssf2t have a very strict window to confirm your hits, reason behind this is that hit stun lasts for only a tiny amount frames in most cases. Adding to this the fact that cps2 frame dropping make inputs even more hard to register. Therefore , small hit stun , frame drops , and an opponent that know how to position his self in the stage make it harder than it seems .
Agreed, the combos shown in these, and being a Ryu player, many of them, especially with the Shinkuu Hadouken enders are extremely hard to do. Even the best ST. Ryu players in the past like Choi, Valle, Daigo etc, didn't even do them, which showcases are hard they are to execute and even land in most cases. The strictness of the game, and how short of a time frame to execute them is simply not easy.
12:26 is def some type of black magic on the sticks........idk how they walked up and did super with Chun, there was a blood sacrifice made to do that combo 🤣😂😭
I assume someone's explained it already, but there's a bug in super turbo called charge storage. If you perform the input for a charge super and hold the last directional input, it gets 'stored' until you either let go or finish the input. Chun Li in particular uses this a LOT because it lets her move forward while still threatening something very dangerous. To explain the combo at 12:12, the input is [Charge down back], forward + P (the kikouken comes out), back, forward (finishing the super motion), HOLD forward until Chun Li starts walking, then press K to get the super.
For Chun's super store. Charge as normal, perform the input and keep holding forward. As soon as you hit any kick button, she'll do the super. In case of Kikkoken combo, charge for both. Do the Kikkoken input and immediately repeat back > forward and hold forward. As soon as the Kikkoken hits, press kick, super combos.
12:00 In Super Turbo with Chun-Li, you can go charge back, tap towards, hold back, hold towards, and if you hit kick while walking towards, the super comes out. It's called "stored charge". 12:13 I never thought of this till I saw this video, but same thing above is applied to her fireball. It's either he did the entire motion for the super, then hit hp, then hit kick, or he did the fireball, walked forwards, back, towards, kick. 12:52 I'm assuming that he did charge back using down-back, down-towards, down-back, up towards, hold towards, flying mk, land hp, hk[triggers super].
As a Chun li player you are correct in your assessments regarding her combo. Her being able to store het super is a glitch so this makes her combo potential a bit more flexible with ways you can combo into it.
The first part of the combo video was made by the channel "silentscope88". The Vega combos of the end were made by "tana-taka Channel" Thank you and you're welcome! (Sorry for taking so long to put the source lol)
Yeah a lot of people don't know Super Street Fighter started the combo system and these combos existed already play the game on hard and you'll see them
the things you do not understand on chun li combos are because there is sort of an exploid with her... you charge only half the move (for example charge back, forward "keep walking" , hit with any button, then complete the charged move with back and forward + kick to do the super). As long as you do not release the forward the charged "back" will remain no matter if you press a button.
Keep in mind too if practicing them that only the light kick version will come out if you hit the button on the same frame as the up-forward. Unlike the other moves you have to hit it after the motion. Then there is the fact that if you accidentally hit the button earlier than that while you are still pressing forward, you get that little forward hop kick instead. It's a tough one to do consistently, but it gives you frame advantage for opening up combos, and it is even possible if timed perfectly to go over a fireball.
It wasn't a strange command in the early 90s though. It started with Sagat: that was the first Tiger Knee command. Then other SF2 chars got moves with the same command like Fei Long and Cammy. And outside SF the command was also used by SNK. That was the first command of Terry's Crack Shoot, Joe's Tiger Kick command since FF2, etc. Only after the mid 90s that "quarter circle to up forward" command started being less used by the companies.
This was fun to watch. I use to do many of these combos back in the 90's on the 3DO and Sega Saturn versions. All the places near me at the time tha had the arcade version had either a broke joystick or buttons that didn't work. Never got to enjoy the game in the arcade because of that.
I didn’t know that DGV created this combo to the point he got it labelled after him. Insane. I remember playing him. He was super good. Good old original Xbox days where I was just about good enough to be a SS rank.
Chun Li has a bug with her super that allows you to hold it... after inputting the move as long as you hold forward with the last forward input and don't press a kick you can keep it charged forever. So any combo that doesn't involve her kicks would work. Seeing Chun walk forward with a super is terrifying...
Fun fact: Notice that in this game Balrog's name is M.Bison. This is what he was named first and it's clear that M.Bison refers to M.Tyson. And Feilong is based on Bruce Lee.
So. In ST if your character's super was a charge motion you can store by it by holding the forward button. So as long as you hold forward when you press the corresponding limb, you will always get super.
The reason characters like Ken and Fei Long aren’t super dominant is because fireballs and antiair normals are also absurdly good in ST. So are throws, reversals, (some) supers and even walk speed for that matter. It all kinda evens out in the end so most of the cast is viable and even the relatively weak characters can absolutely mess you up if you give them any opportunity whatsoever.
@SMUG Chun Li and E. Honda were the only two characters that had glitched supers by design and these were discovered after the games popularity died down. You could charge your super and walk forward. As long as you held forward you could do your super anytime.
I believe jmcroft did a video about chun lis broken movement with her super. Where you can charge the hold the kick down while walking forward and when you release the kick it will do the move
Dgv did that 100% Ryu combo in a real match. It is possible just not probable. You would be surprised at how often most of these situations don't actually happen. There's a few unblockables in this game but most things are blockable.
Yeah... it's kind of like "all this crazy stuff is there, kudos to you if you're good enough to recognize the situation in a real game and pull it off."
This is what I like about sf2 champion/turbo as well. Insane combos , insane damage , the fear is real. I watched a video with akuma in sf2t, HP+HP shoryuken= 70%+ damage
Though to be totally honest, that was more like a scummy developer idea to make faster matches in general. All early fgs followed the same idea. And after some time all companies changed and reduced damage, increased scaling, etc. Back then, that was the fg equivalent of an unfair arcade action game, shooter, etc. In short everyone's idea was ripping us off.
12:12 - The motion for this is:
← (charge)→✊🏻←→(walk forward)🦶
So you tap forward and Jab to throw the fireball, but immediately tap back and forward again to complete the Super motion, which is stored by holding forward, and then pressing Kick to let it rip.
Glad you enjoyed them!! Just finished full roster for ST combos. Looking forward to the attempts!
The man, the myth, the legend is here.
With Chub Li how did you charge, walk forward, then super without losing the charge?
@@PharoahsKingdom So that is a glitch, for both Chun and Honda. When you do the motion... charge back, forward, back, forward... as long you as you continue to hold any forward direction, you will "store" the super. You just keep holding forward and then press the button
All charge characters have this to some extent, is how I got walk forward cr mp to super with boxer. But only Chun and Honda can hold it forever.
I have hints in the description of each video that explain how to do each combo
@@silentscope88 Appreciate it., I've been playing SF2 since 91 and didn't even know. Then again, I was never good at SF2.
@@silentscope88 hahhhhhhhhhhhhhhhhhhhhh!!!!!!!! im about to try that with Chun lli right now! lool
SFII was how my love for fighting games started and its been up every since. It's amazing how it's still relevant today.
SFII basically kickstarted every other traditional arcade fg so its not much of a surprise imo.
Whats crazy is that most of these combos will probably kill at any point you land them in a real match because you have to build bar through damage in the first place.
It’s not only damage.
You can whiff specials to build meter in ST. It’s possible to have a full meter with both players at full hp.
The really sick thing about these combos is the 90's damage creep.
With many of these, a couple of little normals before the full sequence and your life bar is totally gone.
FACTS
All about collecting coins from arcade cabinets.
This video is actually sick! I've been playing Street fighter 2 since the beginning but I had no idea you could do all these juggles and cancels into super!
Feast your eyes with this : ruclips.net/video/LPFAEeIbRq4/видео.html
I learned most of it from Sonic hurricane half the time you don't need the bigger combos and just two or three hits works
Street fighter 2 is also the origin of a lot of anime game techniques including jump cancels although there's not much of a use for it here other than a quick KO
Now you know Bryant. We don't have YTube back then or a global tournament like today, but I'm sure somewhere in Japan or Far East this was done
@@amenstal123 I remember one time I decided to fire up Street fighter 2 on an emulator and I was playing as Ryu against Guile. I could literally read every move he was going to do before he did it so I just systematically counter everything and I remember the CPU was at very low health and just stood there not moving as if it didn't know what to do. It was so strange because there was a meaningful period of time like 10 seconds real time and about 20 seconds of in-game time where he just stood there and didn't move and it felt like the CPU was just thinking about what happened...
I think the only reason he began to attack me again is because when the time gets low there's a different AI routine that takes over.. In other words I literally broke the AI LOL
Chun Li's super is bugged in this game. Once the motion is done it will remain in the buffer until you let go of forward.
So as long as you just keep walking forward the super will come out if you press kick, so the kikoken charge is doubling as the super charge, he's just holding forward.
the same is true for rog and honda too, right?
@@a1337turtle Yeah.
Is that how you charge it? 🤔
Same with deejay and honda
@@ShaneDouglas713 So for the combo at 12:11 when Smug asks how he charged it. What the guy did was this: back (hold), forward +LP, then immediately back to forward (hold) like it was a single motion for the super. He then walks up until the kikoken hits and presses kick to super because the motion is still being held in the buffer by the bug and holding forward. He can then charge down to up during the super for up kicks.
The demo immediately before that is a very obvious demonstration of this bug, Chun walks forward a long way before using super.
What the hell is going on with those Vega combos!?
First thing smug its Super Street Fighter II Turbo. Smugs reactions to these are amusing, those dizzies (stuns) were light, didn't even see no grim reapers. He would freak out if he saw Zangiefs one hit dizzy, glad he pointed out the sound, back then with those sound effects you could almost feel the hits, landing a fierce fierce jab-shoryuken was it. When capcom switched to that Q sound thing, it went to shit. Yall got it easy now, getting good back then you had to spend not just time but money, losing meant losing money. Learning combos was trial and error, luck, seeing the AI pull some nasty shit on you or the trusty game pro magazine months after getting washed. There was no youtube that you can just pull up videos to watch and learn from. Fun times and its amazing to see how far games have come.
Word, I remember the Gamepro days, Mortal Kombat 2 was the start of the Internet information age, you just had to trust gaming magazines before then.
Why do you think people were trying to find Sheng Long for so long? Thanks, EGM!
I was kinda hoping they brought back the blue silhouttes when you do a super move in SF6 for either Lvl 1 or 2 supers. Those look so cool and add some of that old school flair
I also think the afterimage effect could return to be used in a new game in ex moves
SF2's combo structure feels so crisp and deliberate. If we had these kinds of short but damaging combos in a newer title, that would have been sick.
sf2 combos were not deliberate. I don't think they intended for you to die in 1 touch.
@@Zenbon111 Well I mean, like every move was designed to either combo into each other or to have some other important purpose
@@Micha-Hil and I'm saying that sf2 combos were never intentionally created. combos came to be by accident and were discovered by players. Now all fighting games have combos as a result.
7:09 I used to do that combo on the 3do in the 90s.
Most of tod combos are not easy to land in a real match, a lot of people have the belief that you just pull a tod combo (touch of death) and you done, those combos are very situational ( depend on how deep is your jump in etc , most of the time you will fail to execute them due to the fact that ssf2t have a very strict window to confirm your hits, reason behind this is that hit stun lasts for only a tiny amount frames in most cases. Adding to this the fact that cps2 frame dropping make inputs even more hard to register. Therefore , small hit stun , frame drops , and an opponent that know how to position his self in the stage make it harder than it seems .
Agreed, the combos shown in these, and being a Ryu player, many of them, especially with the Shinkuu Hadouken enders are extremely hard to do. Even the best ST. Ryu players in the past like Choi, Valle, Daigo etc, didn't even do them, which showcases are hard they are to execute and even land in most cases.
The strictness of the game, and how short of a time frame to execute them is simply not easy.
4:48- fei has 99 percent health taken off one combo
Smug: y’all saw that? He did a slide cancel?!
THATS WHAT YOU SAW?!!
12:26 is def some type of black magic on the sticks........idk how they walked up and did super with Chun, there was a blood sacrifice made to do that combo 🤣😂😭
Did we really all just watch smug react to a combo video while he screamed randoms "OH" for 21 minutes?, yes and I am 100% fine with it
I assume someone's explained it already, but there's a bug in super turbo called charge storage. If you perform the input for a charge super and hold the last directional input, it gets 'stored' until you either let go or finish the input. Chun Li in particular uses this a LOT because it lets her move forward while still threatening something very dangerous.
To explain the combo at 12:12, the input is [Charge down back], forward + P (the kikouken comes out), back, forward (finishing the super motion), HOLD forward until Chun Li starts walking, then press K to get the super.
15:56 "That's a thing or something?"
Watching Smug react to ST is adorable. And you should run a set with Snake Eyes or Arturo Sanchez. FT10.
For Chun's super store. Charge as normal, perform the input and keep holding forward. As soon as you hit any kick button, she'll do the super. In case of Kikkoken combo, charge for both. Do the Kikkoken input and immediately repeat back > forward and hold forward. As soon as the Kikkoken hits, press kick, super combos.
There it is
12:00 In Super Turbo with Chun-Li, you can go charge back, tap towards, hold back, hold towards, and if you hit kick while walking towards, the super comes out. It's called "stored charge".
12:13 I never thought of this till I saw this video, but same thing above is applied to her fireball. It's either he did the entire motion for the super, then hit hp, then hit kick, or he did the fireball, walked forwards, back, towards, kick.
12:52 I'm assuming that he did charge back using down-back, down-towards, down-back, up towards, hold towards, flying mk, land hp, hk[triggers super].
As a Chun li player you are correct in your assessments regarding her combo. Her being able to store het super is a glitch so this makes her combo potential a bit more flexible with ways you can combo into it.
Fei Long is the only person in Street Fighter history with a "Double-sided Cross Up" 😂
It's soooo fucking gross. Which is why he's a pocket char for me
Cammy can do something similar
@@silentscope88 fei has more than 1. he has like 4. cammy's gross because of her move speed but you cant afford to get touched by fei.
a decade or so passed by and then you find something new about this game.
my boy JigglyNorris taught me some stuff about Fei Long and O.Sagat, pretty much changed the way I approached SF from playing SST
The first part of the combo video was made by the channel "silentscope88". The Vega combos of the end were made by "tana-taka Channel"
Thank you and you're welcome! (Sorry for taking so long to put the source lol)
Those Vega combos were just insulting, LMAO.
1:18 dayum that works
Best chun-li combo so far
my boy didnt know about "negative edge"
thats cute xD
I barely found out about it
7:37 diagonal half circle lmao
What???? What??????
17:57 Ooo ooo oooo…. ooh!!
Smug cracks me up 🤣🤣
9:16 brooo Fei long hit Sagat with the "see me behind the Arcade!" hard to blockable
Yeah a lot of people don't know Super Street Fighter started the combo system and these combos existed already play the game on hard and you'll see them
And just so everybody knows this is the best street fighter ever
As a person that has played the first SF back in 87, hell no SF2 wasn't the best. Third Strike has that honor.
the things you do not understand on chun li combos are because there is sort of an exploid with her...
you charge only half the move (for example charge back, forward "keep walking" , hit with any button, then complete the charged move with back and forward + kick to do the super).
As long as you do not release the forward the charged "back" will remain no matter if you press a button.
That Fei Long move with the weird input it literally just down-back to up-forward in a rolling motion. Like an exaggerated fireball
Keep in mind too if practicing them that only the light kick version will come out if you hit the button on the same frame as the up-forward. Unlike the other moves you have to hit it after the motion. Then there is the fact that if you accidentally hit the button earlier than that while you are still pressing forward, you get that little forward hop kick instead. It's a tough one to do consistently, but it gives you frame advantage for opening up combos, and it is even possible if timed perfectly to go over a fireball.
It wasn't a strange command in the early 90s though. It started with Sagat: that was the first Tiger Knee command. Then other SF2 chars got moves with the same command like Fei Long and Cammy.
And outside SF the command was also used by SNK. That was the first command of Terry's Crack Shoot, Joe's Tiger Kick command since FF2, etc. Only after the mid 90s that "quarter circle to up forward" command started being less used by the companies.
This was fun to watch. I use to do many of these combos back in the 90's on the 3DO and Sega Saturn versions. All the places near me at the time tha had the arcade version had either a broke joystick or buttons that didn't work. Never got to enjoy the game in the arcade because of that.
I didn’t know that DGV created this combo to the point he got it labelled after him. Insane.
I remember playing him. He was super good.
Good old original Xbox days where I was just about good enough to be a SS rank.
these combos are sick
The Claw combos at the end were from Hyper Street Fighter 2. All the others are for Super Street Fighter 2 Turbo.
There are combos ST Claw can only do in HSF2? Didn't know that.
Chun Li has a bug with her super that allows you to hold it... after inputting the move as long as you hold forward with the last forward input and don't press a kick you can keep it charged forever. So any combo that doesn't involve her kicks would work. Seeing Chun walk forward with a super is terrifying...
Fun fact: Notice that in this game Balrog's name is M.Bison. This is what he was named first and it's clear that M.Bison refers to M.Tyson. And Feilong is based on Bruce Lee.
You can see all of the added new animation looks great and different compared to the old lol. Especially Chun Lis flying kick at 13:05
So. In ST if your character's super was a charge motion you can store by it by holding the forward button. So as long as you hold forward when you press the corresponding limb, you will always get super.
The reason characters like Ken and Fei Long aren’t super dominant is because fireballs and antiair normals are also absurdly good in ST. So are throws, reversals, (some) supers and even walk speed for that matter. It all kinda evens out in the end so most of the cast is viable and even the relatively weak characters can absolutely mess you up if you give them any opportunity whatsoever.
Smug: "You walked up and did Super?"
Me: I'm asking the same question...
That Claw at the end was vicious! The stuff of nightmares!
Super Street Fighter II was a magical game.
This is why the old tree fighters are the greatest even tell this day they're still learning new combos😊
When combos took actual skill.. i hope sf6 goes back to something like this instead of the SFV autocombo for children era
Balrog: *regular sweep*
Smug: nice
no favoritism lol
What do these abbreviations mean? I know "MK" must mean "Middle Kid." But what does "CR" mean?
19:33 mannnnn stop this, i'm soo weak 😂😭😭😭
@SMUG Chun Li and E. Honda were the only two characters that had glitched supers by design and these were discovered after the games popularity died down. You could charge your super and walk forward. As long as you held forward you could do your super anytime.
As long as you hold the button I think
Boxer can too, albeit he has a smaller window but still practical as far as ST goes
Damn the damage on some of these are insane
The thumbnail is literally a command grab. I had to hold the entire 12 frames of staring 😭
I believe jmcroft did a video about chun lis broken movement with her super. Where you can charge the hold the kick down while walking forward and when you release the kick it will do the move
11:52, that had me cracking up hard.
WHAT!?!?!?!
Vega the God of SF2... And the bane of my '90s fighting game existence
I pressed the watch button with the greatest of ease
You can store by holding the last forward motion the push kick when you want the super to go off.
Let's goooooooooooooo
Vega's Rolling Crystal Flash in his Champ and Turbo incarnations be doing mad damage....
That’s how I remember playing this game🤷🏾♂️🤷🏾🤦🏾🤣🤣🤣😂😂😂😭😭
man, these combos back then really mad people wanna rage so badly!!!
The DeeJay super, if you have em closer to the wall, you can get all 4 kicks to hit instead of only 2 hit when you got em up in the air.
Ah Claw back in his prime again, I miss those days aha
i spit my drink out a lil when you saw fei longs command motions for his super lol
Those combos thought. I need to look those up and try them out
Notice that many of the AI life bars start with damage. The damage increase we see is a little inflated.
Me too I'm definitely going to learn of this 18# got me grinning
That was insane lol. Feel so difficult to land combos in sf2. But man when it hits lol.
10:08 Fei players, is this a Superjump tiger knee kind of input. 12369 kind of input?
Vega don't have hit boxes. He has a hit aura.
It was literally impossible for me not to watch this video more than twice 😎
Dgv did that 100% Ryu combo in a real match. It is possible just not probable.
You would be surprised at how often most of these situations don't actually happen. There's a few unblockables in this game but most things are blockable.
Yeah... it's kind of like "all this crazy stuff is there, kudos to you if you're good enough to recognize the situation in a real game and pull it off."
Rich reactions.
Best reaction man
Holy shit!! I didn't know any of this , ok back to the lab
This is what I like about sf2 champion/turbo as well. Insane combos , insane damage , the fear is real. I watched a video with akuma in sf2t, HP+HP shoryuken= 70%+ damage
Though to be totally honest, that was more like a scummy developer idea to make faster matches in general. All early fgs followed the same idea. And after some time all companies changed and reduced damage, increased scaling, etc.
Back then, that was the fg equivalent of an unfair arcade action game, shooter, etc. In short everyone's idea was ripping us off.
Oh this video is mad 🔥🔥🔥
14:30 😂 smug has the best combo sound effects 🤣
Ugh uggh ugghhh! 🤣
I liked SF3 alpha becasue of the craze air combos but never knew you can juggles on SSFIIturbo.
2:13 in a match should always kill since you need Super and typically by the time you have Super, you’ve already done damage lol.
18:27 You got Vega's laugh pretty good
Vega is by far the most op character in this game hands down 😂
20:40-20:43 That combo is not even fair...12 hits? 🤯
With that hit count, it's like he is playing a more advanced game like SFA
Guile combos in SFII are incredibly satisfying.
Guile #11 did 95% damage best combo.
Try them and tell me if you found another game with more difficult combos than this😜
These combos are insane!!! 🤯
1:15 I got hit with this one back in the day. It's brutal.
Love seein ken in action, those combos were dope
12:22 How is that Chun Li combo is possible??? 🤔
20:19 and this vega combo?
Vega's stun/death combos are broken because they look relatively easy to pull off in comparison to everyone else.
All SFII games are so pure...
Let's fucking goooooooooo!
Edit: Vega is... CHEAAAAP!
What you do? Getting intel to go back to snuff Justin Wong? Would be COOL to see you pull this off at him... The Vega hitting Blanka would be top lol
I think they used the over-flow glitch to do those chun li combos.
Chun-li 🥰
Imagine walking up and throwing someone lmao these combos.
Ken, number 15...'larger character only'...so fei long is 'large'?
I'm a old arcade head.
Every combo looks like quarter falling out my pocket..