Super Street Fighter II Turbo HD Remix: Difference between revisions

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Example: Dee Jay's crouching Jab, crouching Jab
Example: Dee Jay's crouching Jab, crouching Jab
Example: Dee Jay's jumping Roundhouse, standing Strong xx Fierce Max Out.<br>
Example: Dee Jay's jumping Roundhouse, standing Strong xx Fierce Max Out.<br>
A link is a sequence of attacks that puts your opponent in enough hitstun or block stun, so that the next attack in the link starts up fast enough to catch the opponent trying to interrupt the link with an attack.  Links can be interrupted by invincible attacks, some non-invincible attacks and throws.  All combos are links, but not all links are combos.<br>
A link is a sequence of attacks that puts your opponent in enough hitstun or block stun, so that the next attack in the link starts up fast enough to catch the opponent trying to interrupt the link with an attack.  Links can be interrupted by invincible attacks, some non-invincible attacks and throws.  All links arecombos, but not all combos are links.<br>
Example: Dictator's standing Forward, standing Forward<br>
Example: Dictator's standing Forward, standing Forward<br>
Example: Dictator's Short Scissor Kicks, standing Short
Example: Dictator's Short Scissor Kicks, standing Short

Revision as of 16:02, 2 April 2010

Notation

Joystick Notation

  • F: Forward - Tilt stick forward/towards the opponent.
  • B: Backward or back - Tilt stick backward/away from the opponent.
  • U: Up - Tilt stick upwards.
  • D: Down - Tilt stick downwards.
  • UB: Up back - Tilt stick between up and back.
  • UF: Up forward - Tilt stick between up and forward.
  • DB: Down back - Tilt stick between down and back.
  • DF: Down forward - Tilt stick between down and forward.
  • QCF: Quarter circle forward - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB: Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF: Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB: Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP (F,D,DF): Dragon Punch - Tilt stick forwards, then to downward, then to downward and forward.
  • TK (HCF,UF): Tiger Knee - A half circle forwards motion, then up and forward.
  • 360: Full circle - Complete a full rotation of the stick, a 360 degree motion. Example: Zangief's Spinning Pile Driver.
  • Charge - Hold the stick in either B or D (depending on the attack) then move to F or U respectively.

Charge motions that start with D (example: Guile's Somersault Kick) can be charged in DB or DF and can be ended in UB or UF. Charge motions that start with B (example: Guile's Sonic Boom) can be charged in DB or UB but cannot be ended in DF or UF (with the exception of Boxer). Claw has a unique charge attack (Flipkick) that can only be charged in DB (not D or B) and can only end in F.

Six Button Notation

  • Jab - light punch (LP)
  • Strong - medium punch (MP)
  • Fierce - hard punch (HP)
  • P - any punch
  • PP - 2 punches simultaneously
  • PPP or 3P - three punches simultaneously
  • Short - light kick (LK)
  • Forward - medium kick (MK)
  • Roundhouse (RH) - hard kick (HK)
  • K = any kick
  • KK - 2 kicks simultaneously
  • KKK or 3K - three kicks simultaneously

--Some of this info is an excerpt from NKI's edit of the ST Wiki.


Descriptors

Character Modifiers

  • O.Character - Example: O.Ryu. The Old or SSFII version of the Ryu character. Some O.Characters are a combination of their CE/HF/SSFII versions.
  • N.Character - Example: N.Ryu. The New or ST version of the Ryu character.
  • R.Character - Example: R.Ryu. The Remixed or HDR version of the Ryu character.

Connectors

  • ~ or -> = Immediately after.

Example: "Strong~Fierce" or "Strong->Fierce" means press Fierce IMMEDIATELY after Strong.

  • + - Simultaneously with: all actions should be performed at the same time.

Example: F+MK = Press towards and medium kick Example: Jab+Strong = Press Jab and Strong

  • , = Combo, Link: A combo is a sequence of attacks that puts your opponent in enough blockstun or hitstun to follow up with another attack. Combos put an opponent in automatic hitstun or blockstun for the duration of the entire combo. Combos cannot be interrupted at all.

Example: Dee Jay's crouching Jab, crouching Jab Example: Dee Jay's jumping Roundhouse, standing Strong xx Fierce Max Out.
A link is a sequence of attacks that puts your opponent in enough hitstun or block stun, so that the next attack in the link starts up fast enough to catch the opponent trying to interrupt the link with an attack. Links can be interrupted by invincible attacks, some non-invincible attacks and throws. All links arecombos, but not all combos are links.
Example: Dictator's standing Forward, standing Forward
Example: Dictator's Short Scissor Kicks, standing Short

  • xx = Cancel: a cancel is performed when a Normal Attack is cancelled into a Special or Super Attack. Not all Normals can be cancelled into Specials or Supers.

Example: Sagat's close standing Strong xx Roundhouse Tiger Shot Example: Sagat's crouching Forward xx Super Attack (Tiger Genocide)

  • /\ = Jump: clarifies transition from ground to air actions.

Example: Knee Bash /\ j.Jab = Follow Knee Bash with a jumping Jab

  • \/ = Land: clarifies transition from air to ground actions.

Example: j.Fierce \/ cr.Short = Follow jumping Fierce with a crouching Short


--Some of this info is an excerpt from Murderbydeath's edit of the AE Wiki.
--Blitzfu 21:30, 1 April 2010 (UTC)

State Modifiers

  • st. - Standing - the following move should be performed in the standing position (without holding any direction on the stick). Example: st.Fierce, perform a Fierce while standing.
  • cr. - Crouching - the following move should be performed in the crouching position (hold D, DB or DF on the stick). Example: cr.Fierce, perform a Fierce while crouching.
  • j. - Jumping - the following move should be performed while jumping through the air (hold U, UB or UF on the stick). Example: j.Fierce, perform a Fierce while jumping.
  • cl. - Close - the following attack should be performed very close to the opponent in the standing position so that the close animation of the attack activates. Example: cl.Fierce, perform a standing Fierce while very close to the opponent.
  • n. - Neutral - usually used to mean a neutral jump, which is a jump performed while holding U on the stick, and not UF or UB. Example: n.j.Fierce, perform a Fierce while jumping straight up. Neutral can also mean to not hold any direction on the stick. Example: Guile's n.Forward can only be performed while not holding any direction on the stick and pressing Forward.

Miscellaneous Notation

  • WW = World Warrior
  • CE = Championship Edition
  • HF = Hyper Fighting = SFIIT = Street Fighter II Turbo
  • S = SSFII = Super Street Fighter II
  • ST = Super Turbo = SSFIIT = SSFIIX = Super Street Fighter II Turbo
  • AE or HSF = Anniversary Edition or Hyper Street Fighter II
  • HDR = HD Remix = SSFIITHDR = ST Remix = Super Street Fighter II Turbo High Definition Remix
  • Tatsu = Tatsu Maki Sempuu Kyaku = Ryu, Ken and Akuma's Hurricane Kick.
  • SBK = Chun Li's Spinning Bird Kick.
  • SPD = Zangief's Spinning Pile Driver.
  • FAB = Zangief's Super Attack (Final Atomic Buster).
  • TAP = Boxer's Turn Around Punch (hold 2P or 2K, then release)
  • Boxer = American Balrog = Japanese Bison
  • Claw = American Vega = Japanese Balrog
  • Dictator = American Bison = Japanese Vega

Some character names are different in the Japanese version, so to avoid confusion, and out of respect for the characters' original names, some people do not use the names Vega, Bison, or Balrog.

--Some of this info is an excerpt from NKI's edit of the ST Wiki.
--Blitzfu 02:19, 1 April 2010 (UTC)

Hitbox Images

All Hitbox Images captured by Rufus on XBOX360, training mode, speed zero, hitboxes on, using video capture device Canopus ADVC 100 and edited with Kino. Many thanks Rufus.


Ryu
Ken
Chun Li
Guile
Zangief
Dhalsim
Honda
Blanka
Cammy
Fei
Hawk
Dee Jay
Boxer
Claw
Sagat
Dictator


Projectiles
Starting positions
Miscellaneous

--Blitzfu 02:14, 1 April 2010 (UTC)

Frame Data