[quote]fnf wrote:
[quote]Sentoguy wrote:
[quote]fnf wrote:
[quote]Sentoguy wrote:
[quote]fnf wrote:
Well, when I used to play Street Fighter back in the day, I was described as a cheap fighter when I used to play Dhalsim. All I would do is fireball, wait for the guy to jump over and then use kick button to eventually win.
Wait, you’re talking about a fight in the street. Then just roll deep, know the Samoan bouncers by the club nearby and you’re good to go if shit goes down.[/quote]
If we’re talking cheap Street Fighter tactics, then there weren’t too many cheaper than:
E.Honda’s Sumo headbutt/Sumo butt drop to gain distance, then just hold down the hard punch button on a turbo controller and continue to move forward/catch them in the corner in SSF II Turbo
or
Blanka’s hard kick vertical roll to crouching back medium kicks to vertical roll repeat until victory (of course some head bites, electricity attacks, and horizontal rolls could also be thrown in to keep the opponent guessing) also in SSF II Turbo. This tactic was so effective/cheap that the makers of the game chose to change the dynamics of Blanka’s vertical roll to prevent people from doing this in later versions. [/quote]
I played Street Fighter where throws did a good amount of damage, when you couldn’t play the bosses. Guess that’s Street Fighter 2, way back in 1990 or so.
So, Dhalsim gets opposing player on one side of the screen, Dhalsim uses fireball, the opposite character blocks fireball then Dhalsim throws you. Repeat until you win.
Or Zanghiefs spinning pile driver over and over again.[/quote]
Dhalsim could be very cheap, but he was so slow that your timing had to be impeccable and you had to be playing someone who was relatively unskilled/defensive to win with him.
Zanghief’s spinning pile driver did the most damage of any move in the game, but it was such a close range technique that it was tough to be in close enough to use it. Plus, pulling off a 360 degree rotation on a control pad was pretty unreliable IME.
In the original SF II the cheapest characters were Ryu and Ken IMO. Just continually spamming fireballs and then countering jumping in with dragon punch, or jumping in with hard kick and then crouching hard kick to sweep the opponent off their feet was a pretty sure fire/cheap strategy.[/quote]
I worked at Farrell’s Ice Cream restaurant that had Street Fighter and all I would play is Dhalsim and a little bit of Guile. Chung Li and Guile gave me the hardest time though.
There was a guy that used to work at this place in Golfland in Milpitas that would play Zanghief, and he could do that spinning pile driver over and over again.
I noticed the best player was Guile though. [/quote]
Doing a 360 rotation on a joystick was much more reliable/easier than doing it on a directional pad (i.e the Super NES version/controller).
Guile could be very good as well. In the original SF II he was probably the most well rounded character (projectile, anti air, air throw, good range, powerful), but the charge characteristics of his moves made him a defensive oriented character. In contrast, characters like Ken and Ryu could be both offensive and defensive since their moves didn’t require a charge.
All the characters in the game had pros and cons, but IME people could be the most “cheap” with Ken, Ryu, and Guile of the original characters.
I was specifically talking about SF II Turbo though, where they gave Honda’s “Hundred Hand Slap” the ability to move both forward and backwards (it was a stationary move in the original version), as well as giving his light punch “Sumo headbutt” invincibility for the first few frames.
They also gave Blanka a vertical/anti-air roll which could also hit on the way down. This was probably one of the cheapest (if not THE cheapest) moves in any SF game, which is evidenced by the fact that it was only found in this version of the game. It made Blanka an absolute royal pain in the ass to fight if you were up against someone who knew how to use it effectively.