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So while close LK -> C.LK is possible, the reverse is not.
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You can't do something like C.LK -> C.LP.įor example, for Fei Long, close LK is a renda cancel move, while C.LK is not. If you're doing it with LP, only LP will link. For reference.Īs written above, the only move that can link to a renda cancel is the same button. But, if you memorize the basics, just like memorizing which moves can be canceled in other games, then you should be fine.Ī table showing the cancel timers for the SSFIIT characters. Additionally, not only were there differences between the characters, there were differences between the different versions of the character (the "new" characters who could perform super combos, and the "old" ones who couldn't), as well as a different timer for the super combo. However, from SSFIIT some changes were introduced. Until Super SFII there were no changes to the cancel timer - for example, the window was a universal 4F. We felt this was interesting, so we left it in, hit-canceling was born, and the rest is history.Īlthough not frequently used, this "grace period" window of frames where the animation could be overwritten is called the "cancel timer." The only moves that can be canceled are the ones with a startup within the cancel timer, so in SFII there are no moves with slow startup that can be canceled. Thanks to this system, if there was a move where the active frames kicked in before the end of the "grace period," the normal move would hit, then the special move would overwrite it. Another way to look at it is that you can still get the special move even if the timing of your button press is a little off. In SFII, in order to perform special moves more easily, the game has a system that allows special moves to overwrite the startup animation of normal moves.
#STREET FIGHTER 2 TURBO MOVES SNES SERIES#
In this article I'll be talking about combo points and techniques for the SFII series as a whole, and for each of the respective games, using "Hyper Street Fighter II." While HSF2 tries to recreate the arcade versions of each SFII game, please keep in mind that there will be some differences in the specifications and behaviors with the console versions (like the SNES version of SFII). Bug here.Īs a part of the Street Fighter 30th Anniversary celebration plans, I'd like to hold this special lecture on "Getting Max Enjoyment out of SFII Combos." Hello everyone, it's the skill smith and your SF Seminar lecturer, Mr. Expert Course: Getting Max Enjoyment out of SFII Combos