Good stuff dude i was looking everywhere for this stuff now i understand the reason the supers work its pretty much like a glitch canceling a chain combo to a super making the game think your you doing a lp then a super its pretty much a plink never knew capcom hand this stuff in this game till today good old retro cant beat it great work on the video
@FREE-STYLE-SKIL You're right it is a glitch, the Japanese name for it is "renda" cancels for these type of super cancels in SSF2T. Some of the cancels are similiar to a plink, but I actually do more of a piano type press. Like Ryu's cr.Mkxx Shinku Hadokun, while others like Ken, Guile, Deejay, Balrog (Boxer) are a straight slide quickly over 2 buttons. The method changes depending on the character and the normal your cancelling from. Ken's cr.Lk, cr.Lkxxsuper is much easier using slide method over lk, lp. Ken's cancel into super from cr.Mp or cr.Mk is easier if you piano 2 buttons the same way you combo into super with Ryu. Like mp, into either lp or hp. Or piano over mk, into any punch button.
@Mafree05 yes I was excited when I learned those super cancels in ssf2x, so eventually I decided to make one video that had every characters super cancel method all in one. So people wouldn't have to search all over the place watching lots of videos and stuff just to learn a couple characters.
@Rodrigo Richter, its Elias Turner here. Guiles Super combo can be charged by holding (Down) in SSF2T. You don't need to hold DB ( Down Back) to charge for his super. So by holding straight down when jumping, you don't lose his flash kick / Super charge when the cross up happens, and you switch sides of opponent in midair. So to do combo........ 1))) Jump forward, immediately hold down charge, never release holding (Down) so do.... upforward, quickly press down (Hold) never let go of down until you begin your super cancel. 2))) After you crossup, in air press lightkick , land, crouch light punchx1 or x2 3))) Then roll your d-pad / Analog stick or fightstick joystick from down forward, down, down back, back, upback+ slide fingers quickly across lightpunch to light kick. Just those 2 buttons. Depending on the turbo speed your playing, you want to slide across light punch, light kick either at df,d,db, **BACK** or **UPBACK**
@Rodrigo Richter Hi Elias again. Also this Guile combo is easier or harder depending on which version of SSF2T your playing. The 30th anniversary collection on PS4 is really hard and difficult to do it on. I recommend practicing on PS2 version of Hyper Anniversary SSF2T its on SF 15 Anniversary collection for PS2 ( the one that has 3rd Strike bundled with it.) Also the MAME version is good to practice on, so is SSF2T HD REMIX. PS3/360 Just don't try it on any PlayStation 1 version or 30th anniversary collection PS4, their both way to hard to learn on. The super cancels are all extremely difficult/strict on PS4 for some reason, especially to learn on.
For guile 's crouch light punch x2 into his super? Can i do in this manner instead? While storing at down back , i do crouch jab x2 and then do ↘️↖️ + jab and plink with light kick. Will this work? I dont have practice mode to try on as i play and train in the arcade. For crouching light kicks into super...it is like about the same thing right ? Just only for the last part.plinking light kick and medium kick for the super? Can you confirm for me if both of them works?
It might work like that. I can't tell you 100% if that motion will work, because from my experience only rolling the the stick/d-pad in a circular motion works best for me. If you want a practice mode, Just download MAME like ver 0.184 and when playing SSF2T just use save state/load state so you can keep practicing. Yes light kick, medium kick should work to cancel super from cr.lk. Also it is good to use straight down instead of downback as your intial charge direction. That way you can go straight into one single cr.lp or one single cr.lkxxSuper cancel. When you do a cross up air LK, if you charge with straight down you don't lose your Super charge during the cross up. If you use down back charge during a cross up, you lose your charge during the mid air cross up. Also straight down charge is better because, often you will get a sonic boom projectile coming out instead of Super because the downback charge conflicts with Sonic boom/ super charge.
ua-cam.com/video/qObqSwBWVoo/v-deo.html Watch this video, I made it a few days ago. It is a complete tutorial on how to combo Guiles Super Somersault Kick. If you have any more questions, I would be happy to help you out.
Yeah the GBA version is fun. All the combos I do in this video are possible in the GBA version. Slightly different timing, and the button layout is a bit different. Besides that, it plays very similar to arcade. As far as the combo structure is concerned.
@Axel Ortiz, This entire video was recorded using either a Hori PS4 Fightpad or a DS4 PS4 controller. You don't have to use arcade stick for any of these combos. Also the Power-A six button controller is good too, its squishy pad like 360/Madcatz pads. Arcade sticks work too, but are more of an investment $ wise.
@@rebranded1248 thanks for your comment. I am a growing player on fightcade. I am 14 years old and been playing this game ever since my dad showed me it when I was 10. My main is guile but I also know how to use fei, dhalsim, ryu and ken really well.
@@@bruhxx0612 Good to hear. Thats great you play fightcade, and enjoy classic SF games!! While playing various characters, thats really good. Most people only play 1 or 2 characters at the most. The six button pads and fightsticks really make the biggest difference for older fighting games like SSF2X, USF4 etc..., You know the 90's, 2000's, 2010 era games. Six button controller make it easier to do renda/super cancels etc.... For Modern fighting games usually any regular controller works fine. Except Tekken where people still need a joystick to do the dashing and things like that
@@rebranded1248 yeah I've gotten used to doing renda cancels on my ps4 pad. I will be getting a mayflash f300 pretty soon as well so I'm looking forward to that.
😃 @Melek So Yes the combos with Chun Li are very unusual. Don't feel to bad, I didn't now about her method of comboing super until just a couple years ago. There is always something new to learn I guess.
@@rebranded1248 You are right because you never stop learning. I maintain that the victory is not important but how the challenge was played out. I also argue that only by challenging opponents stronger than us you become stronger. However, I too have discovered some interesting and deadly combos in fighting games at random.
So when people say "Link" In a combo it means to hold down a button until you perform the next? I play on a pad how will i hold Mp, then press Mk which is circle 😂 at the same time
No......when people say "Link" in a combo it means you are letting your characters hit animation completely finish before executing the next move in the combo. "Link" combos are opposite of "chain" combos. "Chain" combos mean you just rapidly press one button after another in a sequence with no special timing like combos in Marvel VS Capcom or UMK2/Trilogy autocombos. In street fighter 2, when Ryu press crouching light punch twice fast it combos. That is an example of a "chain" combo. You can rapidly press a button and it cancel its recovery animation into the next attack. Like Ken crouching light kick, crouching light kick is also another example of a "chain" combo. A link combo is for example when Ryu presses crouching Medium punch, crouching Medium punch in corner/wall combo. It is a "link" combo because you have to wait until the first crouching medium punch animation completely finishes then time/link the next button press of a second crouching medium punch. You cannot "chain" or rapidly press 2 crouching medium punches for a combo in SSF2Turbo. You have to delay the second crouching medium punch. It requires real/special timing, therefore it is called a "link" combo. As far as "holding" the button down. I say that so a different special move is not triggered by the release of the button. Which is called "negative edge" when the button gets pressed down in Street Fighter that can trigger the activation of a special move. However when a button is held down, and then "release' back up. The "release" of the button coming from down to up position will also count as trigger the activation of a special move. So I recommend holding down certain buttons after pressing them during some combos, so a special move is not activated by the release of the button during your combo. If that happens, that will mess up and ruin the combo. Sometimes you have to switch the button layout configuration in option menu to allow you easier time to do some combos. If it involves holding down specific buttons during combo's to avoid negative edge activation of special moves. Another thing you can do to avoid negative edge activation of special moves during combos. Is sometimes after you press the button you are suppose to hold down, instead just wait a split second before moving your controller or pressing another button, That gives the game time to erase the stored special input in its memory, so a special move will not come out accidently. Usually you do not have enough time in the combo to delay doing the next move. In certain circumstances, you do have enough time to delay doing the next move, and can avoid negative edge activation of a special without holding down a button. Just by very slightly delaying your next combo input. Okay??
I know this is not part of the video, but how can i do crouch medium kick into super for Chun? I can do with crouch jab but not a crouching medium kick as the flip kick always comes out.
try down+MK (hold MK), forward, let go of MK button. Or maybe Down + Mk, quickly forward direction. Not sure next time I play this game I will test this, and let you know if I find a good way to do it.
qcf=quarter circle forward (like Ryu's fireball motion) hcf= half circle forward qcb=quarter circle back hcb=half circle back you do these motions on a d-pad with your thumb
If you have trouble with these combos, I would be happy to explain them more. When I say "Slide" I mean use your thumb or finger and slide quickly over the 2 buttons. When I say "Piano" I mean strum across the 2 buttons one after another( not at same time) like the way a piano is played. Are you playing on Hyper Anniversary edition on PS2? Thats were I first practices these combos. I turned the game speed down when learning, it helps alot.
@@rebranded1248 and its kinda hard for me to piano roll ona ps2 controller, i wish PPP did that, and I'm kinda upset they removed PPP/KKK on the 30th anniversary for PS4
@@lxvxiex it depends on the super cancel your trying to do. I would say try switching between the 2 slowest settings at first. Once you get better, then speed up. Don't be discouraged if its not working when you first practice. These combos require you to keep coming back over time. Until you build up muscle memory. Some of the characters you do the motion a tiny bit slower, other characters you have to do it real real fast. Ryu cr.Mk, super is a good starter. Guile, Balrog, DJ, save them for later, their very strict timing.
@@professorpick What do you play Super Turbo on? Console or PC? As far as ease of execution it depends on which character. What characters do you play? Generally speaking Ryu, Ken and Cammy have easier super cancels than compared to Deejay and Guile.
Good stuff dude i was looking everywhere for this stuff now i understand the reason the supers work its pretty much like a glitch canceling a chain combo to a super making the game think your you doing a lp then a super its pretty much a plink never knew capcom hand this stuff in this game till today good old retro cant beat it great work on the video
@FREE-STYLE-SKIL You're right it is a glitch, the Japanese name for it is "renda" cancels for these type of super cancels in SSF2T. Some of the cancels are similiar to a plink, but I actually do more of a piano type press. Like Ryu's cr.Mkxx Shinku Hadokun, while others like Ken, Guile, Deejay, Balrog (Boxer) are a straight slide quickly over 2 buttons. The method changes depending on the character and the normal your cancelling from. Ken's cr.Lk, cr.Lkxxsuper is much easier using slide method over lk, lp. Ken's cancel into super from cr.Mp or cr.Mk is easier if you piano 2 buttons the same way you combo into super with Ryu. Like mp, into either lp or hp. Or piano over mk, into any punch button.
Thank you for this guide. I was wondering why certain combos to super wouldn't come out for me after hit confirming.
Thank you all the time!
Combo Secrets Exposed. J/k . always down to drop those super street fighter 2 turbo knowledge bombs.
@Mafree05 yes I was excited when I learned those super cancels in ssf2x, so eventually I decided to make one video that had every characters super cancel method all in one. So people wouldn't have to search all over the place watching lots of videos and stuff just to learn a couple characters.
Once again, the unrelenting 90's i.e. get hit with one well executed combo like these and the opponent basically just accepts the round is over 😄
The Second Guile Combo with crossup in 0:14. Can you explain it to me please?
@Rodrigo Richter, its Elias Turner here. Guiles Super combo can be charged by holding (Down) in SSF2T. You don't need to hold DB ( Down Back) to charge for his super. So by holding straight down when jumping, you don't lose his flash kick / Super charge when the cross up happens, and you switch sides of opponent in midair. So to do combo........
1))) Jump forward, immediately hold down charge, never release holding (Down) so do.... upforward, quickly press down (Hold) never let go of down until you begin your super cancel.
2))) After you crossup, in air press lightkick , land, crouch light punchx1 or x2
3))) Then roll your d-pad / Analog stick or fightstick joystick from down forward, down, down back, back, upback+ slide fingers quickly across lightpunch to light kick. Just those 2 buttons. Depending on the turbo speed your playing, you want to slide across light punch, light kick either at df,d,db, **BACK** or **UPBACK**
@Rodrigo Richter Hi Elias again. Also this Guile combo is easier or harder depending on which version of SSF2T your playing. The 30th anniversary collection on PS4 is really hard and difficult to do it on. I recommend practicing on PS2 version of Hyper Anniversary SSF2T its on SF 15 Anniversary collection for PS2 ( the one that has 3rd Strike bundled with it.) Also the MAME version is good to practice on, so is SSF2T HD REMIX. PS3/360 Just don't try it on any PlayStation 1 version or 30th anniversary collection PS4, their both way to hard to learn on. The super cancels are all extremely difficult/strict on PS4 for some reason, especially to learn on.
Thanks so much for explanation Elias.
For guile 's crouch light punch x2 into his super? Can i do in this manner instead?
While storing at down back , i do crouch jab x2 and then do ↘️↖️ + jab and plink with light kick. Will this work? I dont have practice mode to try on as i play and train in the arcade.
For crouching light kicks into super...it is like about the same thing right ? Just only for the last part.plinking light kick and medium kick for the super?
Can you confirm for me if both of them works?
It might work like that. I can't tell you 100% if that motion will work, because from my experience only rolling the the stick/d-pad in a circular motion works best for me. If you want a practice mode, Just download MAME like ver 0.184 and when playing SSF2T just use save state/load state so you can keep practicing. Yes light kick, medium kick should work to cancel super from cr.lk. Also it is good to use straight down instead of downback as your intial charge direction. That way you can go straight into one single cr.lp or one single cr.lkxxSuper cancel. When you do a cross up air LK, if you charge with straight down you don't lose your Super charge during the cross up. If you use down back charge during a cross up, you lose your charge during the mid air cross up. Also straight down charge is better because, often you will get a sonic boom projectile coming out instead of Super because the downback charge conflicts with Sonic boom/ super charge.
ua-cam.com/video/qObqSwBWVoo/v-deo.html Watch this video, I made it a few days ago. It is a complete tutorial on how to combo Guiles Super Somersault Kick. If you have any more questions, I would be happy to help you out.
Pardon for late response..thanks man for helping out a ton
Gba version wasn't bad at all I actually play it and finish the game using chun li and Sagat but guile super move are freaking hard xD
Yeah the GBA version is fun. All the combos I do in this video are possible in the GBA version. Slightly different timing, and the button layout is a bit different. Besides that, it plays very similar to arcade. As far as the combo structure is concerned.
It’s hard man!
This is a bit hard for me considering I play on controller. Will get a fightstick soon though
@Axel Ortiz, This entire video was recorded using either a Hori PS4 Fightpad or a DS4
PS4 controller. You don't have to use arcade stick for any of these combos. Also the Power-A six button controller is good too, its squishy pad like 360/Madcatz pads. Arcade sticks work too, but are more of an investment $ wise.
@@rebranded1248 thanks for your comment. I am a growing player on fightcade. I am 14 years old and been playing this game ever since my dad showed me it when I was 10. My main is guile but I also know how to use fei, dhalsim, ryu and ken really well.
@@@bruhxx0612 Good to hear. Thats great you play fightcade, and enjoy classic SF games!! While playing various characters, thats really good. Most people only play 1 or 2 characters at the most. The six button pads and fightsticks really make the biggest difference for older fighting games like SSF2X, USF4 etc..., You know the 90's, 2000's, 2010 era games. Six button controller make it easier to do renda/super cancels etc.... For Modern fighting games usually any regular controller works fine. Except Tekken where people still need a joystick to do the dashing and things like that
@@rebranded1248 yeah I've gotten used to doing renda cancels on my ps4 pad. I will be getting a mayflash f300 pretty soon as well so I'm looking forward to that.
@@rebranded1248 yeah mvc1 and kof too
I've been using Chun Li for thirty years but I didn't know some things you do with her. I am ashamed of my ignorance and my ineptitude.
😃 @Melek So Yes the combos with Chun Li are very unusual. Don't feel to bad, I didn't now about her method of comboing super until just a couple years ago. There is always something new to learn I guess.
@@rebranded1248 You are right because you never stop learning. I maintain that the victory is not important but how the challenge was played out. I also argue that only by challenging opponents stronger than us you become stronger. However, I too have discovered some interesting and deadly combos in fighting games at random.
So when people say "Link" In a combo it means to hold down a button until you perform the next? I play on a pad how will i hold Mp, then press Mk which is circle 😂 at the same time
No......when people say "Link" in a combo it means you are letting your characters hit animation completely finish before executing the next move in the combo. "Link" combos are opposite of "chain" combos. "Chain" combos mean you just rapidly press one button after another in a sequence with no special timing like combos in Marvel VS Capcom or UMK2/Trilogy autocombos. In street fighter 2, when Ryu press crouching light punch twice fast it combos. That is an example of a "chain" combo. You can rapidly press a button and it cancel its recovery animation into the next attack. Like Ken crouching light kick, crouching light kick is also another example of a "chain" combo.
A link combo is for example when Ryu presses crouching Medium punch, crouching Medium punch in corner/wall combo. It is a "link" combo because you have to wait until the first crouching medium punch animation completely finishes then time/link the next button press of a second crouching medium punch. You cannot "chain" or rapidly press 2 crouching medium punches for a combo in SSF2Turbo. You have to delay the second crouching medium punch. It requires real/special timing, therefore it is called a "link" combo.
As far as "holding" the button down. I say that so a different special move is not triggered by the release of the button. Which is called "negative edge" when the button gets pressed down in Street Fighter that can trigger the activation of a special move. However when a button is held down, and then "release' back up. The "release" of the button coming from down to up position will also count as trigger the activation of a special move. So I recommend holding down certain buttons after pressing them during some combos, so a special move is not activated by the release of the button during your combo. If that happens, that will mess up and ruin the combo. Sometimes you have to switch the button layout configuration in option menu to allow you easier time to do some combos. If it involves holding down specific buttons during combo's to avoid negative edge activation of special moves.
Another thing you can do to avoid negative edge activation of special moves during combos. Is sometimes after you press the button you are suppose to hold down, instead just wait a split second before moving your controller or pressing another button, That gives the game time to erase the stored special input in its memory, so a special move will not come out accidently. Usually you do not have enough time in the combo to delay doing the next move. In certain circumstances, you do have enough time to delay doing the next move, and can avoid negative edge activation of a special without holding down a button. Just by very slightly delaying your next combo input. Okay??
Just get a fightstick and learn the proper way.
I know this is not part of the video, but how can i do crouch medium kick into super for Chun? I can do with crouch jab but not a crouching medium kick as the flip kick always comes out.
try down+MK (hold MK), forward, let go of MK button. Or maybe Down + Mk, quickly forward direction. Not sure next time I play this game I will test this, and let you know if I find a good way to do it.
Can someone tell me what qcf means, i play this on ps2
qcf=quarter circle forward (like Ryu's fireball motion) hcf= half circle forward qcb=quarter circle back hcb=half circle back you do these motions on a d-pad with your thumb
If you have trouble with these combos, I would be happy to explain them more. When I say "Slide" I mean use your thumb or finger and slide quickly over the 2 buttons. When I say "Piano" I mean strum across the 2 buttons one after another( not at same time) like the way a piano is played. Are you playing on Hyper Anniversary edition on PS2? Thats were I first practices these combos. I turned the game speed down when learning, it helps alot.
@@rebranded1248 yes i am and thanks for the advice bro, what turbo setting should i use for practice 1-4
@@rebranded1248 and its kinda hard for me to piano roll ona ps2 controller, i wish PPP did that, and I'm kinda upset they removed PPP/KKK on the 30th anniversary for PS4
@@lxvxiex it depends on the super cancel your trying to do. I would say try switching between the 2 slowest settings at first. Once you get better, then speed up. Don't be discouraged if its not working when you first practice. These combos require you to keep coming back over time. Until you build up muscle memory. Some of the characters you do the motion a tiny bit slower, other characters you have to do it real real fast. Ryu cr.Mk, super is a good starter. Guile, Balrog, DJ, save them for later, their very strict timing.
Blanka can’t combo into super :(
Sorry his super start up animation is to slow. It is good for other things though, like setting up traps and stuff.
Which is the easiest
What are you referring to? about being the "easiest"?
@@rebranded1248 most damage compared to ease of execution. I dont have a set up to practice on
@@professorpick What do you play Super Turbo on? Console or PC? As far as ease of execution it depends on which character. What characters do you play? Generally speaking Ryu, Ken and Cammy have easier super cancels than compared to Deejay and Guile.
Great tutorial, thanks
@Julio Narvaez Thanks for the feedback, I'm glad you liked it!