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Trivia Quiz 02: Superior Turbulence

January 22nd, 2010 Leave a comment Go to comments

This challenge consists of thirty-five trivia questions focusing on both CPS2 SF2 games: Super Street Fighter II and Super Turbo. Answer as many as you can off the top of your head and post them as a single comment, without reading through anyone else’s responses.

There are no prizes so there’s no incentive to cheat. Obviously you can do a little research if you like, but it would take too long to verify every single answer. This shouldn’t take anyone longer than an hour to get through. Questions phrased in plural may have singular answers.

Roughly one month from today, i’ll make a separate entry containing all of the answers so you can check how many you got right and find out what you missed. In the meantime, good luck!

 
Super SF2 Questions

01) SSF2: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?

02) SSF2: How many moves require two or more different buttons to perform?

03) SSF2: Which characters have projectiles that dissipate on-screen?

04) SSF2: What property makes Vega’s Izuna Drop unique among all other throws?

05) SSF2: Rank the four dizzy types in order of rarity.

06) SSF2: Rank the four dizzy types in order of base duration severity.

07) SSF2: Which of these things is not like the others? Ryu’s LP Hadoken, Guile’s MP Sonic Boom, Sagat’s MK Tiger Shot, Dee Jay’s HP Air Slasher

08) SSF2: List all of the characters located in the top row on the character select screen.

09) SSF2: Which special moves don’t force crouching opponents to stand up upon connecting?

10) SSF2: Which special moves force standing opponents to crouch upon connecting?

11) SSF2: Which special moves have more frame disadvantage when blocked meaty than if blocked on their first active frame?

12) SSF2: Which two characters have two overlapping special move commands?

13) SSF2: Compared to HF, list three major changes to Ryu’s existing special moves.

14) SSF2: Including new characters, how many new air throws were introduced in this game?

15) SSF2: How many characters can perform more than one air attack while jumping?

16) SSF2: Which of Ken’s Shoryukens has the most invincibility?

17) SSF2: Which three characters have no invincible special moves?

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Super Turbo Questions

18) ST: What is the main difference between playable Akuma and CPU Akuma?

19) ST: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?

20) ST: How many characters have no eyebrows on the character select screen?

21) ST: How many characters’ jumping forward animation is different from their jumping backward animation?

22) ST: Which of these things is not like the others? Ryu’s super, Honda’s super, Chun Li’s super, Dhalsim’s super

23) ST: Which six characters can set their opponents on fire?

24) ST: List all attacks with a juggle potential of exactly two.

25) ST: Which two special move commands are notorious for interfering with footsies?

26) ST: Which supers tally the highest number of hits on the combo counter?

27) ST: Which supers tally the fewest (maximum) number of hits on the combo counter?

28) ST: Which two supers can not be whiffed?

29) ST: Which characters can control their supers after superfreeze?

30) ST: If Ryu’s Shinkuu Hadoken super passes through two Sonic Booms before reaching Guile, how many hits will it inflict?

31) ST: Which characters have both an overhead attack and an attack which can juggle?

32) ST: Which characters single-handedly negate the throw softening mechanic by their presence alone?

33) ST: Which characters can perform a juggle combo against a non-jumping opponent?

34) ST: Comparing N.Guile to O.Guile, how many normal moves are exclusive to each version?

35) ST: Which characters have the same number of specials between old and new versions?

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  1. onreload
    January 24th, 2010 at 15:13 | #1

    Super Turbo Questions

    18) ST: What is the main difference between playable Akuma and CPU Akuma?

    CPU throws 2 air fireballs.

    19) ST: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?

    2

    20) ST: How many characters have no eyebrows on the character select screen?

    8

    21) ST: How many characters’ jumping forward animation is different from their jumping backward animation?

    4

    22) ST: Which of these things is not like the others? Ryu’s super, Honda’s super, Chun Li’s super, Dhalsim’s super

    err honda’s super is under 5 hits max?

    23) ST: Which six characters can set their opponents on fire?

    ryu, fei long, ken, akuma, dhalsim, m. bison

    24) ST: List all attacks with a juggle potential of exactly two.

    ken’s shoryu, bison’s jumping forward/back strong, ryu’s jumping forward/back strong

    25) ST: Which two special move commands are notorious for interfering with footsies?

    tiger knee and the 360?

    26) ST: Which supers tally the highest number of hits on the combo counter? 6 chun 6 guile 6 sagat

    chuns, sagats, guile’s,

    27) ST: Which supers tally the fewest (maximum) number of hits on the combo counter?

    E.Honda’s Oni Musou

    28) ST: Which two supers can not be whiffed?

    Final Atomic Buster and Mexican Typhoon

    29) ST: Which characters can control their supers after superfreeze?

    Blanka

    30) ST: If Ryu’s Shinkuu Hadoken super passes through two Sonic Booms before reaching Guile, how many hits will it inflict?

    5? i know ST is weird…

    31) ST: Which characters have both an overhead attack and an attack which can juggle?

    ken, m.bison (his stomp is overhead, unless you mean standing overheads then err nevermind), ryu, vega,

    32) ST: Which characters single-handedly negate the throw softening mechanic by their presence alone?

    Uh, Blanka i think? ’cause he only has a mash grapple.

    33) ST: Which characters can perform a juggle combo against a non-jumping opponent?

    akuma,

    34) ST: Comparing N.Guile to O.Guile, how many normal moves are exclusive to each version?

    both rolling sobats are only in ST, so 2…knee bazooka is with a different button and spin knuckle is with different conditions

    35) ST: Which characters have the same number of specials between old and new versions?

    Ryu, Guile, T. Hawk, Sagat, M.Bison (devil reverse changes; do the jump part and follow up part count as separate moves in ST? if so, then it’s not even, nevermind…is that cheating?),

  2. onreload
    January 24th, 2010 at 15:14 | #2

    01) SSF2: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?

    five?

    02) SSF2: How many moves require two or more different buttons to perform?

    i think 8, if you count both yoga teleport distances.

    03) SSF2: Which characters have projectiles that dissipate on-screen?

    chun li…

    04) SSF2: What property makes Vega’s Izuna Drop unique among all other throws?

    it can only be done after a preceding move is executed (the wall dive). it’s also an air throw that can grab grounded opponents.

    05) SSF2: Rank the four dizzy types in order of rarity.

    common to rare: stars, birds, reapers, angels

    06) SSF2: Rank the four dizzy types in order of base duration severity.

    shortest to longest: angels, stars, birds, reapers.

    07) SSF2: Which of these things is not like the others? Ryu’s LP Hadoken, Guile’s MP Sonic Boom, Sagat’s MK Tiger Shot, Dee Jay’s HP Air Slasher

    Ryu’s LP Hadouken can be made red? ehh? or do you count that as a separate move? maybe sagat’s mk tiger shot must be blocked low, and uses a kick button. knowing you, i’m sure it’s more complicated than that ;)

    08) SSF2: List all of the characters located in the top row on the character select screen.

    ryu, honda, blanka, guile

    09) SSF2: Which special moves don’t force crouching opponents to stand up upon connecting?

    any knockdown move or throw, first hit of ken’s fierce shoryu, ryu’s red hadouken, yoga fire, bison’s headstomp

    10) SSF2: Which special moves force standing opponents to crouch upon connecting?

    the first hit of ken’s fierce shoryu, and it almost looks like the first bit of sagat’s hk tiger knee, but no…just the first hit of ken’s fierce shoryu.

    11) SSF2: Which special moves have more frame disadvantage when blocked meaty than if blocked on their first active frame?

    probably yoga flame, uh…

    12) SSF2: Which two characters have two overlapping special move commands?

    i’m guessing by this you mean two sets of overlapping commands? sagat has knee/low tiger shot and upper/high tiger shot; sim’s ppp teleport overlaps his yoga fire, and yoga flame also overlaps it, so that’s not really two sets…

    13) SSF2: Compared to HF, list three major changes to Ryu’s existing special moves.

    air tatsu doesn’t go horizontal, you can’t cancel an air normal into air tatsu, shoryu knocks down

    14) SSF2: Including new characters, how many new air throws were introduced in this game?

    2 gief, 2 cammy = 4

    15) SSF2: How many characters can perform more than one air attack while jumping?

    chun li, vega = 2

    16) SSF2: Which of Ken’s Shoryukens has the most invincibility?

    strong?

    17) SSF2: Which three characters have no invincible special moves?

    blanka, chun-li, m. bison?

  3. zero
    January 25th, 2010 at 00:08 | #3

    Super SF2 Questions

    01) SSF2: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?
    1
    02) SSF2: How many moves require two or more different buttons to perform?
    gief 2 lariats, hawk divehead, boxer turn punch(3p or 3k), dhalsim teleport (p,k,air), dictator 2 dive fist, claw 2 flip and flying drop.
    03) SSF2: Which characters have projectiles that dissipate on-screen?
    chunli
    04) SSF2: What property makes Vega’s Izuna Drop unique among all other throws?
    air and ground.
    05) SSF2: Rank the four dizzy types in order of rarity.
    angel, devil, bird, star
    06) SSF2: Rank the four dizzy types in order of base duration severity.
    devil, angel, bird, star
    07) SSF2: Which of these things is not like the others? Ryu’s LP Hadoken, Guile’s MP Sonic Boom, Sagat’s MK Tiger Shot, Dee Jay’s HP Air Slasher
    Dee Jay, can not recover when it’s on screen.??
    08) SSF2: List all of the characters located in the top row on the character select screen.
    ryu honda dhalsim blanka hawk feilong claw sagat ??
    09) SSF2: Which special moves don’t force crouching opponents to stand up upon connecting?

    10) SSF2: Which special moves force standing opponents to crouch upon connecting?

    11) SSF2: Which special moves have more frame disadvantage when blocked meaty than if blocked on their first active frame?
    yoga flame??
    12) SSF2: Which two characters have two overlapping special move commands?
    sagat (tiger knee and crouch tiger shot), dhalsim (yoga flame and yoga fire)
    13) SSF2: Compared to HF, list three major changes to Ryu’s existing special moves.
    arc line of air hurricane kick, less safe dragon punch and …
    14) SSF2: Including new characters, how many new air throws were introduced in this game?
    gief 2, cammy 2, feilong 1
    15) SSF2: How many characters can perform more than one air attack while jumping?
    chunli
    16) SSF2: Which of Ken’s Shoryukens has the most invincibility?
    medium??
    17) SSF2: Which three characters have no invincible special moves?
    chunli, dictator, boxer??

    Super Turbo Questions

    18) ST: What is the main difference between playable Akuma and CPU Akuma?

    19) ST: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?
    7
    20) ST: How many characters have no eyebrows on the character select screen?
    ah…
    21) ST: How many characters’ jumping forward animation is different from their jumping backward animation?

    22) ST: Which of these things is not like the others? Ryu’s super, Honda’s super, Chun Li’s super, Dhalsim’s super
    chunli hits more.
    23) ST: Which six characters can set their opponents on fire?
    ryu, ken, dhalsim, akuma, feilong, dictator(blue fire?)
    24) ST: List all attacks with a juggle potential of exactly two.
    dee jay super
    25) ST: Which two special move commands are notorious for interfering with footsies?

    26) ST: Which supers tally the highest number of hits on the combo counter?
    chunli, guile
    27) ST: Which supers tally the fewest (maximum) number of hits on the combo counter?
    honda, hawk
    28) ST: Which two supers can not be whiffed?
    gief, hawk, what about claw’s super?
    29) ST: Which characters can control their supers after superfreeze?
    blanka, boxer
    30) ST: If Ryu’s Shinkuu Hadoken super passes through two Sonic Booms before reaching Guile, how many hits will it inflict?
    5??
    31) ST: Which characters have both an overhead attack and an attack which can juggle?
    ken, chunli, ryu, feilong
    32) ST: Which characters single-handedly negate the throw softening mechanic by their presence alone?
    akuma??
    33) ST: Which characters can perform a juggle combo against a non-jumping opponent?
    chunli, dee jay
    34) ST: Comparing N.Guile to O.Guile, how many normal moves are exclusive to each version?

    35) ST: Which characters have the same number of specials between old and new versions?
    guile, ryu, sagat, dictator, hawk,

  4. Bob Sagat
    January 25th, 2010 at 02:18 | #4

    01) 4?
    02) This is probably a trick question, but here goes; Lariat and quick lariat for Gief, I believe Sim could already teleport and I think he can teleport forward and backward, not sure anymore, Hawk’s dive, Boxer’s TAP(even though you can do it with either punch or kick, it’s the same move so counts as one), if Vega is anything like his ST version then he’d have 2 variations of his backflip, so if I’m right about Sim and Vega that’s 8.
    03) I’m pretty sure that’s only Chun Li, unless there’s something in SSF2 that they changed in ST.
    04) It can throw characters off the ground as well as in the air?
    05) No idea. Based off of ST experience I guess from not rare to rare; birds, angels, stars, grim reapers.
    06) Stars, birds, angels, grim reapers. (If they’re not different from ST)
    07) I’m guessing Sagat’s MK Tiger Shot because it hits low?
    08) Hm, I only ever played this on the SNES and I think they had the square character lay out there and I think it was Ryu, Chun Li, Blanka, Guile.
    09) Pure speculation; all projectiles, Ken’s Fierce DP, Spinning Bird Kick, Rising Hawk, Tiger Knee, Vega’s rolling attack, Headstomp.
    10) I can’t recall ever seeing this happen.
    11) Hawk Dive? Cannon Drill?
    12) Sagat for low Tiger and TK and I guess Vega since he can choose to either throw or uhm, slash at the end of his walldive.
    13) Pure guessing; You can choose the throw a red fireball now, in stead of it coming out every so often, Air Hurricane Kick doesn’t travel straight anymore… Full invincibility on the rising part of his DP? Dunno if he had that already.
    14) I think Cammy 2, Fei 2, and Gief probably got some new stuff so I’ll guess 6.
    15) Chun Li stomp to any other normal, Ken cancel punch to hurricane, Bison can do the skulldiver after headstomp and Hawk can cancel a very early rising jump jab into Dive, so I guess 4.
    16) Has to be jab version.
    17) Probably Blanka, Bison and Dee Jay.
    18) CPU Akuma throws 2 air fireballs.
    19) 6? I think they were all new colours, since even their standard colour was gone in ST.
    20) Guile, Blanka, Dhalsim, Sagat, Dee Jay, Balrog, Bison. 7.
    21) Technically it would be all of them, since them going backward in stead of forward counts as different animation, but in terms of frames… I think it’s 10.
    22) They’re all multihit and they all juggle, but Dhalsim’s Super doesn’t travel across the screen.
    23) Ryu, Ken, Dhalsim, Fei Long, Bison and I guess Akuma, because I don’t think any of the other characters can.
    24) Does that mean like you can hit someone for 2 hits after it connects? Chun Li’s super, Dee Jay’s super, Fei’s super, Sagat’s super and Fierce Tiger Uppercut, Bison’s super. That’s all I can think of.
    25) No idea.
    26) Guile 6 and I think Chun hits 6 times as well. Everyone else is like 5 or lower.
    27) Honda maximum 4, Dee Jay 4, Bison I think does 4 and then there’s the throw types which don’t make the combo counter show up at all; Gief’s, Hawk’s and Vega’s supers. So I’m not quite sure what you’re going for with this question.
    28) Hawk’s and Vega’s supers, which can only be activated within grab range and once activated will always connect. Gief’s super was designed to act like this as well, but through a glitch it can still whiff.
    29) Blanka can delay his super and Balrog can choose to do uppercuts or straight punches at any point during the super.
    30) Probably a trick question but… 3?
    31) I suppose you mean grounded overhead attacks, no jumping attacks? Then I believe it would be the three only characters(if I’m not mistaken) which have a standing overhead attack; Ryu, Ken and Fei Long. Ryu can do forward + strong as an overhead and can juggle with his super and his jumping strong, Ken can use the axe kick variation of his kick specials as an overhead and juggle with his super, though only the super itself can juggle, non of his other moves can and Fei can do forward/backward + forward kick as an overhead and both his super and Chicken Wing can juggle.
    32) Command throw characters? Gief, Hawk, Vega and Honda?
    Or grab characters? Ken, Gief, Blanka, Dhalsim, Honda, Hawk and Balrog? (Since grabs can’t be softened)
    Or is it just Blanka, Hawk and Balrog, since they only have grab type throws, no normal throws? (Typhoon is inescapable anyway, so it doesn’t count.)
    33) Chun Li can follow up her super with upkicks, the first hit of Blanka’s super launches the opponent who can be juggled by the remainder of the super, Fei Long can follow up his super with Chicken Wing, Dee Jay can follow up his super with upkicks or vice versa, I think the last hit of Cammy’s super hits in mid-air, dunno if that counts, Vega can follow up his offensive flip with another one, Sagat can follow up his super with fierce Tiger Upper or vice versa and Bison can follow up his super with jumping strong. I don’t think Ryu has enough time to follow up his super with jumping strong if his opponent was on the ground when it connected, though maybe the corner can buy him some time, I dunno about that.
    34) I don’t think O.Guile can do hop forward kick, only Knee Bazooka. He also doesn’t have step roundhouse I believe. I’m not sure about what he has that N.Guile doesn’t.
    I’ll just say N.Guile has 3 normals exclusive to him, hop forward/backward forward kick + step roundhouse. Technically Knee Bazooka is the same move, but N.Guile uses short to perform it, O.Guile uses forward I think. Could count as one more.
    35) Ryu, Guile, T.Hawk, Sagat… I think that’s it.

  5. Bob Sagat
    January 25th, 2010 at 02:19 | #5

    Fudge, should have added the questions, though I’ve got way too much text already in there…

  6. Rufus
    January 25th, 2010 at 06:57 | #6

    Super Turbo Questions

    18) ST: What is the main difference between playable Akuma and CPU Akuma?
    Double Air Fireball? CPU Akuma gets to do lots of stuff …

    19) ST: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?

    I’m going to guess 2.

    20) ST: How many characters have no eyebrows on the character select screen?

    21) ST: How many characters’ jumping forward animation is different from their jumping backward animation?

    22) ST: Which of these things is not like the others? Ryu’s super, Honda’s super, Chun Li’s super, Dhalsim’s super

    They all have special properties. Honda’s has the least invulnerability.

    23) ST: Which six characters can set their opponents on fire?
    Ryu (red hado), Dhalsim (flame), Ken (fp Shoryu), Fei Long (uppercut kick), Claw/Vega (Super), M Bison/Dictator (Psycho Crusher)

    24) ST: List all attacks with a juggle potential of exactly two.
    There are none.

    25) ST: Which two special move commands are notorious for interfering with footsies?
    Chun Li’s df + kick

    26) ST: Which supers tally the highest number of hits on the combo counter?
    I think it’s Chun Li’s – though that may be because of the juggle.

    27) ST: Which supers tally the fewest (maximum) number of hits on the combo counter?
    Zangief, Claw, Honda, and Hawk, I think all hit 3 times max.

    28) ST: Which two supers can not be whiffed?
    Hawk and Claw. Zangief’s can be made to whiff in special circumstances.

    29) ST: Which characters can control their supers after superfreeze?
    Boxer (up/forward punches), Blanka (ball pause)

    30) ST: If Ryu’s Shinkuu Hadoken super passes through two Sonic Booms before reaching Guile, how many hits will it inflict?
    4?

    31) ST: Which characters have both an overhead attack and an attack which can juggle?
    Ryu, Fei Long

    32) ST: Which characters single-handedly negate the throw softening mechanic by their presence alone?
    Boxer & Blanka?
    33) ST: Which characters can perform a juggle combo against a non-jumping opponent?
    M Bison, DeeJay, Chun Li
    34) ST: Comparing N.Guile to O.Guile, how many normal moves are exclusive to each version?

    35) ST: Which characters have the same number of specials between old and new versions?

  7. January 25th, 2010 at 11:20 | #7

    Bob Sagat: Answers only is fine. I don’t mind either way but it’s less clutter without reposting the questions.

  8. Bob Sagat
    January 26th, 2010 at 11:04 | #8

    Damn, on 15) I forgot to add Ryu, who can cancel jump strong to hurricane kick and of course Bison can do two strong punches in the air as well, even though I did add him to my list.

  9. Hol Horse
    January 26th, 2010 at 11:31 | #9

    01) 5
    02) 6
    03) Chun Li
    04) It’s the only one with a charge command
    05) Stars, Birds, Angels, Grim reapers (common to rare)
    06) Angels, Birds, Stars, Grim reapers (short to long)
    07) Cannot tatsumaki over Dee Jay’s HP Air Slasher?
    08) Ryu, Honda, Blanka, Guile
    09) Fireballs
    10) no one?
    11) no idea :(
    12) Ryu (Hadoken/Shkunetsu Hadoken), Dhalsim (Yoga Fire, Yoga Flame)
    13) tatsu is no more invincible on its first frame, air tatsu follows jumping arc instead of going straight, lk ground tatsu does on less twist
    14) 2
    15) Ken (punch>tatsu), Dictator (Headstomp, shulldiver), Chun (stomps)
    16) HP
    17) Zangief, Dictator, Blanka

    18) CPU Akuma has 2 air fireballs and witha different angle
    19) 2
    20) 6
    21) 5?
    22) Dhalsim’s super cannot be executed as reversal
    23) Ken, Ryu, Dhalsim, Fei Long, Akuma, Dictator (though it’s not a standard flame)
    24) dunno
    25) Zangief’s green hand and Ken’s crazy kicks
    26) Chun Li and Guile with 6 hits
    27) not counting follow ups: Honda, Dictator, Dee Jay. If grab supers can be considered since the counter technically appears on super finish (but without numbers), then it’s Vega-Zangief-Hawk
    28) T.Hawk, Claw
    29) Blanka (delay), Boxer (straight/upper)
    30) 2 hits
    31) Ryu, Fei Long
    32) Old characters
    33) w/o super: Dee Jay, Claw
    with super also Chun Li and Dictator
    34) no clue
    35) Guile, Hawk, Dictator (or does empty devil reverse count as new?), Sagat

  10. February 5th, 2010 at 23:02 | #10

    Super SF2 Questions

    01) SSF2: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?
    5 in total. 3 new selectable by attack button, 1 for Start, and 1 ‘hidden’ by holding button when selecting char.

    02) SSF2: How many moves require two or more different buttons to perform?
    Boxer’s TAP, Dhalsim’s Teleports (PPP & KKK), Claw’s backflips(PPP & KKK), Zangief’s Lariat and Quick Lariat, Hawk’s Condor Dive.

    03) SSF2: Which characters have projectiles that dissipate on-screen?
    Ryu (Jab Hadouken), Chun Li (Kikoken)

    04) SSF2: What property makes Vega’s Izuna Drop unique among all other throws?
    Can grab standing opps from the air.

    05) SSF2: Rank the four dizzy types in order of rarity.
    Grim reapers, angels, stars, birds.

    06) SSF2: Rank the four dizzy types in order of base duration severity.
    Stars, birds, angels, grim reapers.

    07) SSF2: Which of these things is not like the others? Ryu’s LP Hadoken, Guile’s MP Sonic Boom, Sagat’s MK Tiger Shot, Dee Jay’s HP Air Slasher
    Ryu’s LP Hadouken travels about 3/4 of playfield and then dissipates.

    08) SSF2: List all of the characters located in the top row on the character select screen.
    Ryu, Honda, Blanka, Guile

    09) SSF2: Which special moves don’t force crouching opponents to stand up upon connecting?
    Dhalsim’s jab Yoga Fire, Ryu’s Shakunetsu Hadouken, First hit of Ken’s Fierce shoryuken, Dict’s Head Stomp, second part of Dict’s head Stomp.

    10) SSF2: Which special moves force standing opponents to crouch upon connecting?
    First hit of Ken’s shoryuken.

    11) SSF2: Which special moves have more frame disadvantage when blocked meaty than if blocked on their first active frame?
    mmm…. Blanka’s Rolling?

    12) SSF2: Which two characters have two overlapping special move commands?
    Dhalsim (Yoga Flame overlaps Yoga Fire). Ryu (Shakunetsu Hadouken overlaps Hadouken)

    13) SSF2: Compared to HF, list three major changes to Ryu’s existing special moves.
    Air tatsu now travels in an arc trajectory, Fierce shoryuken knock downs in its first hit (two active frames), Short tatsu it’s only one spin.

    14) SSF2: Including new characters, how many new air throws were introduced in this game?
    Zangief got 2, Cammy debuted with 2 air throw just like Fei Long. Total: 6

    15) SSF2: How many characters can perform more than one air attack while jumping?
    Ryu, Ken (Canceling an air attack into tatsu), Chun Li (after stomping and after an off the wall jump), Claw, after off the wall jump, Dict (Head Stomp and follow up… forgot its name :P)

    16) SSF2: Which of Ken’s Shoryukens has the most invincibility?
    Fierce version

    17) SSF2: Which three characters have no invincible special moves?
    Blanka, Guile, Dict.

    Super Turbo Questions

    18) ST: What is the main difference between playable Akuma and CPU Akuma?
    CPU version can throw double air fireball.

    19) ST: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?
    Just two. One for ‘super turbo color’ and one variation of their classic color. If we put aside old versions, then just one.

    20) ST: How many characters have no eyebrows on the character select screen?
    Dhalsim, Dee Jay, Sagat, Guile, Blanka

    21) ST: How many characters’ jumping forward animation is different from their jumping backward animation?
    E.Honda.

    22) ST: Which of these things is not like the others? Ryu’s super, Honda’s super, Chun Li’s super, Dhalsim’s super
    Dhalsim’s. Not only cannot be used as reversal, it’s an stationary super.

    23) ST: Which six characters can set their opponents on fire?
    Ryu (Shakunetsu Hadouken), Dhalsim (Yoga Fire & Flame), Ken (Fierce Shoryuken), Fei Long (Shien Kyaku)… I guess Dict’s Psycho Crusher and Blanka’s Electricity could count.

    24) ST: List all attacks with a juggle potential of exactly two.
    25) ST: Which two special move commands are notorious for interfering with footsies?

    26) ST: Which supers tally the highest number of hits on the combo counter?
    Chun 6, Guile 6.

    27) ST: Which supers tally the fewest (maximum) number of hits on the combo counter?
    Claw’s, Zangief’s and Hawk’s. All of this super don’t count in the combo counter.

    28) ST: Which two supers can not be whiffed?
    Hawk’s and Claw’s (Zangief’s can be whiffed using a glitch)

    29) ST: Which characters can control their supers after superfreeze?
    Blanka

    30) ST: If Ryu’s Shinkuu Hadoken super passes through two Sonic Booms before reaching Guile, how many hits will it inflict?
    5 Hits. Shinkuu never lose a (potential) hit.

    31) ST: Which characters have both an overhead attack and an attack which can juggle?
    Ryu, Fei Long.

    32) ST: Which characters single-handedly negate the throw softening mechanic by their presence alone?
    Any old version.

    33) ST: Which characters can perform a juggle combo against a non-jumping opponent?
    Akuma, Dee Jay and Chun.

    34) ST: Comparing N.Guile to O.Guile, how many normal moves are exclusive to each version?
    O.Guile: Knee bazooka is done with ‘forward’. Standing Roudhouse, and close Roundhouse. S.fierce is always a backfist. .Far forward is stationary.
    N.Guile: Knee bazooka is done with ‘short’. Standing Roundhouse and S.fierce and close s.Roundhouse are new attacks.

    35) ST: Which characters have the same number of specials between old and new versions?
    Ryu, Sagat, Dhalsim, Sagat, Guile, T.Hawk.

  11. February 5th, 2010 at 23:04 | #11

    oops, correction to answer 10:
    First hit of Ken’s Fierce shoryuken.

  1. February 26th, 2010 at 22:22 | #1
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