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Hi there! Thanks for viewing! After uploading my fights versus Shin Akuma in SF Alpha 2, I thought I'd do a playthrough on my favorite fighting game, SF II: Turbo.
I forgot to show the difficulty on the options menu, but it is indeed 8-Star Difficulty. I seem to do best as Ken so I figured that would be the best to start.
And looks like we START with Ken too. That doesn't happen often. Usually it's Dhalsim.
80% of the time, he'll start by doing Hurricane Kicks followed by Fierce Shoryukens.
Ken never does a footsweep unless you missed with a Shoryuken.
He does like to jump around a lot, though.
When he's low on health, he'll either constantly do Hurricane Kicks or Fierce Shoryukens. Throw him when he lands.
Ken has a tendency to throw Fireballs in pairs like 95% of the time. Though if you're constantly throwing Fireballs, he'll usually do the same.
Two hard kicks in a row plus a Fireball immediately after will always dizzy them unless they were dizzy at the time of the first kick.
Two Fireballs in a row won't always dizzy them when the second one hit's them while in the air, so always approach with caution.
Pretty good start so far. Now for the First Lady of Fighting, Chun Li.
Whenever Chun Li jumps after you, she'll always jump JUST close enough you can counter with a standing Roundhouse.
Whenever Chun Li jumps back, she'll throw 2-3 Fireballs upon landing unless you get too close.
Though she may Wall Jump if she's close enough, so watch out for that as well.
Sweet! Two Perfects in a row :)
Ken and Ryu's jump kicks have the second highest priority amongst air kicks in the game.
Second only to Chun Li's Medium jump kick, which she doesn't do that often.
That last jump kick was a "Cross-hit", where you hit your opponent in the air but land facing the opposite direction you jumped from. Great for combos if you can pull it off.
Simple as that, even though I didn't get a perfect.
Zangief can be tricky if you're not careful. However, at the start of each round you can throw him. Though you might have trouble doing it as Sagat.
Zangief will always be walking towards you, so the best strategy is to jump straight up and time it so you can kick him in the air and quickly on the ground while landing, like this...
Well, not like that...
Like that.
Darn, messed up the timing for the combo. Zangief is tied with M. Bison for recovery from dizziness.
While you can throw him at the start, you can't constantly throw him the rest of the way, so don't try it.
When a person is dizzy, what appears above their heads (stars or birds) is completely random, but there's a difference in recovery time for each one.
If it's stars, the dizziness lasts much shorter. If birds, it lasts much longer.
Zangief's turbo spinning clothesline may dodge fireballs, but he's still vulnerable to jump kicks.
I tried to finish him with a Shoryuken but I messed up the timing. Oh well.
Bonus stage time!! First up, beating up a car! Just use standing Roundhouse kicks. 4 hits on the left and the rest on the right.
If you're fast enough, you can do it with 18 seconds left.
If you watched Batman vs. Spider-man on Deathbattle, you'll recognize they used the car sprites from a Street Figher II game in that battle.
Now then, back to fighting. Dhalsim was a top-tier character in the original Street Fighter II, but he's bottom-tier in this game. Well, to me anyways.
His stretchy limbs can be stopped with a simple jab and Ryu and Ken's Hurricane Kicks can completely bypass his Yoga Fires.
When he teleports, simply wait for him to reappear and combo or throw him as he's completely vulnerable when reappearing.
Whoops. If you do a jump kick too early, your opponent will always throw you upon landing (if they have a throw move).
Another weakness of his is he has very slow recovery time from his Yoga Flame.
When Dhalsim is very low on health, he tends to constantly jump backwards until you get too close or throw a fireball that forces him to block or teleport.
At the start of the second round, 95% of the time he starts with a jumping Fierce punch. Ryu and Ken's jump kick will allow you to get a free hit.
Other than that, the attack patterns are exactly the same.
There we go. THAT's what I tried to do in the first round.
The best strategy I can find is time your fireballs so they hit him just as, or just before, he lands and strike him when he reappears from teleporting.
And another weakness of his is you can jump in between him and his Yoga Flame for a free hit.
Now for a much tougher foe, Ken's friend and rival, Ryu.
Ryu throws fast fireballs in pairs every time unless you get too close.
Whenever he walks towards you, he will always jump at the exact point where he can then hit you in the air followed by a footsweep for a 1-2 combo.
Just like what I did there.
When he's very low on health, if he stands still, he'll do either a Hurricane Kick or Fierce Shoryuken.
Ryu's Hurricane Kick always knocks down and does more damage. Ken's does multiple hits but doesn't knock down unless the opponent was airborne upon contact.
When Ryu has about half his health remaining, he'll sometimes throw slow fireballs to try to throw off your timing.
Haha, we both had the same thing in mind.
Those orange fireballs are just a glitch in this game, but became a separate move in later games that does more damage. Doesn't do more damage in this game, though.
Aww, I was hoping I could finish him with a Hurricane Kick when he was doing a Hurricane Kick too.
A bit tougher fight, but still got it done in two. Now for the powerful sumo, E. Honda.
About 40-50% of the time, he starts each round with a Sumo Smash, which Ryu and Ken can counter with a Hard jump kick.
Use the same trick as with Zangief, but throw more fireballs, as Honda won't always fall for it.
Whenever Honda does a spinning footsweep, he'll either: A) immediately do a fast Flying Headbutt; or B) do a crouching Short kick and THEN a fast Flying Headbutt.
When Honda is just ducking and standing still, he'll do a slow Flying Headbutt.
Two quick crouching Short kicks will always be followed by a fast Flying Headbutt.
As you can see, he likes to use that attack and gives you a good heads up as to what's coming next and how to counter.
If Honda does two standing jabs, he'll do his Hundred Hand Slap move.
Wow, ANOTHER orange fireball. That's three so far.
Darn, too slow with that jump kick.
Holy crap, I'm surprised he didn't throw me right there.
When Honda does a crouching Medium kick followed by a crouching Short kick, he'll immediately follow with a Sumo Smash.
Bonus stage time!! This time, smashing bricks! Six kicks will destroy them.
Once you destroy the first one, immediately jump to the next one and just destroy the rest from there.
Whoops, bad timing on that last one. I'm not using a turbo controller, by the way. I have one but it doesn't work.
Alright, next up is the man-beast of Brazil, Blanka.
Use the same trick as with Zangief and Honda, but be careful when throwing fireballs, as he can easily jump over them and counter before you can block.
Whenever he walks backwards (besides at the start of the round), he'll either do A) a fast Beast Roll or B) a short Upwards Beast Roll followed by a fast Upwards Beast Roll.
When he's low on health, if he jumps backwards twice, he'll immediately do a fast Beast Roll.
The Beast Rolls have low priority. Heck, they can be stopped with a simple jab.
Sometimes when he walks towards you, he'll jump and other times he won't. To my knowledge it's completely random.
The Shoryukens in this game have complete invincibility until Ryu and Ken start to descend. Use it often to counter airstrikes.
Ok, now for the fighter that almost always gives me trouble: Guile.
His attack pattern is based on health and time remaining. It changes every time he loses 1/4 of health or 40 seconds pass then 20 seconds after that. Whichever comes first.
For the first 1/4 health/40 seconds, he'll either stay back and throw 2 Sonic Booms then jump backwards or walk towards you to throw you.
For the first 1/4 health/40 seconds, he'll either stay back and throw 2 Sonic Booms then jump backwards or walk towards you to throw you.
If you ever jump TOWARDS him, 95% of the time he'll do a Flash Kick, so only jump STRAIGHT up.
For the second quarter of health, he'll pause a couple seconds after throwing Sonic Booms, then walk towards you and jump at you without attacking from an exact distance away from you.
When the KO starts flashing, he WILL attack when he jumps. That's the only difference in the next quarter of health.
In the final quarter of health, sometimes he'll jump and attack and sometimes he won't and will try to throw you.
If you can get the distance right, you can trick him in doing a Flash Kick with a well-placed Shoryuken and then combo or throw him when he lands.
Practice with it and use this tactic whenever you can.
Sometimes he'll retreat when you jump straight up and throw another pair of Sonic Booms. Be patient and he'll (eventually) go down.
Now that 40 seconds have passed, he'll go to his next attack pattern.
Since 20 seconds have passed after that, he goes to his next attack pattern.
Tried to do a Shoryuken and did a Hadouken instead...
Wow, the clock almost ran out, there. That would have been a dumb way to win.
Well, now for the bosses, starting with the boxer, Balrog.
He's weak to play as, but the computer is much tougher since the computer never has to charge the attacks.
This time, DON'T use the trick with Zangief. Crouch and use footsweeps until you knock him down.
Then throw fireballs at him but ONLY when he's getting up or far away.
Otherwise, he'll just jump over them and counter like he did earlier.
Damn it, messed up the timing again...
If you try to use the trick like with Zangief, there's a good chance he'll do a Dashing Uppercut which will hit every time while in the air.
Whew, that was a bit too close for comfort...
In Japan, he's called M. Bison which stands for "Mike" Bison, an obvious reference to boxer Mike Tyson.
However, fearing copyright issues, they swapped the names of the bosses when the game was sent to America.
Aww, I was expecting him to dash or jump there.
That round went better. Bonus stage time!!
This time, barrel smashing!! As Ken, Ryu, Guile, and Balrog, just stand in the center and crouch while doing standing uppercuts.
Sometimes a barrel won't break when hit the first time, so be on the lookout for that.
And viola. Surprised none of them took two hits to destroy in the process.
Next up is Vega, or Balrog as he's called in Japan. This guy was a huge pain in the *** to beat in the original Street Fighter II.
However, he is much weaker in this game and thus, much easier to beat. He starts every round by jumping back once.
Use the trick like with Zangief at the start and throw fireballs when he's jumping off the wall if from a distance.
But you can take him out quickly by being a little more aggressive. When you knock him down, jump after him. Most of the time, he'll do a backflip.
While backflips can let him dodge fireballs, he's completely vulnerable when he stops, allowing you to combo or throw him.
Perfects against Balrog, Vega, and Sagat are 50,000 points. Against M. Bison, it's 80,000 points.
Ho boy, not a good sign...
When Vega jumps on the fence, he'll do one of two things. Either: A) stay on screen with a claw slash; or B) jump really high and do an air suplex move. Counter with a well-timed standing uppercut.
Whew, that was close. Now for the God of Muay Thai, Sagat.
It is possible to use the trick like with Zangief on him at the start, but not very wise afterwards.
The best time to strike is when he starts alternating high and low shots. He'll do at least 4 of that in a row while backing up. Carefully jump towards him and do a jump kick-footsweep combo.
His Tiger Uppercut can do massive damage, second only to Zangief's Spinning Pile Driver if the ARM hits you but NOT his fist.
He will always alternate his Tiger Shots when his health is less than half.
However, he'll sometimes throw slow Low Tiger Shots to throw you off and sometimes two High Shots in a row as well.
Whew, almost effed up getting the Perfect, but still got it! Now for head honcho, M. Bison.
M. Bison was a cheap-*** in the original Street Fighter II, and so he was toned down in this game. But he'll still destroy you if you aren't careful.
He'll do a Head Stomp on five instances: A) At the start of the round; B) After being hit in the air that doesn't knock him down;
C) After getting up from being knocked down; D) After doing 2 standing kicks; E) After blocking an attack.
Though he won't ALWAYS do it on those four instances.
Use the trick like with Zangief until he jumps forward or backwards.
When his health is less than half, every time he jumps backwards he'll do a Psycho Crusher.
Oh ***...
PHEW...I got REALLY lucky there.
Now then, after he jumps backwards, he'll either do two slow Psycho Crushers or one fast one. Use a Hadouken or Shoryuken to counter.
Whew, I lucked out just pressing buttons when I was dizzy and happened to do a jump kick upon recovering that hit him.
Now I'll show you a trick that can only be done on Bison. Watch what happens when I do a Hurricane Kick on him as he's getting up :)
It ONLY works on him for some reason and works just about every time. Use it when you can :)
And there you have it, won every single round as Ken. Hope you enjoyed the video! See you next fight! Enjoy the credits!!