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ST Super Canceling Techniques

October 27th, 2009 Leave a comment Go to comments

It’s unbelievable how often this topic comes up, especially since Capcom released SSF2T HD Remix, publicly declaring that 15-year-old ST is a new game again.

First of all, why is it difficult to combo into supers in this game? If you look at the frame data you’ll notice that ST gives you 20 frames to cancel normal moves into special moves. If you’re trying to cancel into a super move, you only have 7 frames. Considering that the double quarter circle motion consists of six individual inputs, pulling it off the direct way is a challenge to say the least. Not to mention, ST will usually skip over at least one of those frames at default turbo speed.

Thankfully, the Street Fighter community has developed two practical methods for comboing into supers: advance input buffering and renda-kara-canceling.

Instead of performing a normal move and then rushing to execute the entire super command within its 7-frame window, it’s much easier to incorporate the normal move into the super motion. For example, here’s the best way to perform Ryu’s c.MK xx Shinkuu Hadoken combo:
D, DF, F, D, DF+MK, F+LP

ComboVid.com - Fighting Game Combos, Tutorials, Matches, Screenshots, and Strategy

There’s no need to rush either, because you have about half a second to complete the whole thing and you have 7 frames to get from DF to F. Pretty easy, right? Actually, whether you press MK at the D input or the DF input comes down to personal preference. For me, DF is a lot easier and allows me to go slower.

As with most combo attempts, your success rate will improve if you use the piano method (tapping all three punch buttons in quick succession instead of pressing only one). Every character can take advantage of this technique. We can go into specifics if anyone’s got specific questions.

Renda-kara-canceling is a little bit more technical, but becomes more practical in real match situations once you get the hang of it. It requires characters with rapid-fire light attacks because that’s what “renda” means. Instead of canceling Guile’s c.LP directly into his super, you can let it connect then chain it into s.LP and kara-cancel that into super. More importantly, you can use this technique to combo two c.LP’s and then cancel into super after you realize they’re connecting.

Here’s the traditional c.LP -> c.LP xx FK super method:
charge DB, DB+LP, DB+LP, hold DB, DF, D, DB, B+LP, UB+K

It’s crucial to use standing jab at the end because chaining two low jabs renders the second one uncancelable. It’s also important to avoid touching F because that might give you an accidental Sonic Boom.

Troubleshooting: If you’re getting two low jabs followed by nothing, you aren’t waiting long enough before you do the third LP. Use regular chain timing. If you push LP before you reach B, Guile will do another low jab which is uncancelable. If you push LP after you reach UB, Guile will jump. You have to push LP when you reach B because you need Guile to do standing jab in order to kara cancel it into FK super. The good news is, you can do the super command relatively slowly if you want. Just start it sooner following the second jab.

When HDR was released, i discovered a new method for executing this technique which works in vanilla ST too. Instead of incorporating the last jab into the middle of the super command, you can press it at the end. Here’s the fancy new way to do it:
charge DB, DB+LP, DB+LP, hold DB, DF, D, DB, B, UB, neutral, LP, LK, HK

It’s easier because you don’t have to time the standing jab in the middle of a joystick motion. You can do the motion first, go back to neutral, and then worry about the buttons. You won’t accidentally do a low jab, you won’t accidentally jump, and you’ll get much tighter timing precision.

Any questions?

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  1. onreload
    October 28th, 2009 at 05:05 | #1

    pretty useful stuff, that’s how i ever ended up doing super cancels, but i wasn’t sure if there was an easier way. don’t think the guile method’s gonna happen on my d-pad though…not like that kind of thing was meant for pad anyway

  2. October 28th, 2009 at 05:42 | #2

    For me it’s easier to do FK super combos on a d-pad because it’s only one motion. You only have to flick your left thumb once, kind of like drawing a 6 in reverse.

    Also avoiding negative edge is easier because you can hold down the normal move button with your right thumb while using your index or middle finger to press one of the shoulder buttons for the super. Of course you can’t apply the piano method as well, but you can live without it.

  3. onreload
    October 28th, 2009 at 20:52 | #3

    i no longer have a problem doing just his super input with a pad, as long as I end it up with up-back or up; when i thought you had to go to up-forward, i could almost never do it…but comboing into it is another story…what was wrong with the remy style? charge specials, standardized supers. “beginners’ street fighter” my arse. :( still gotta rant about inputs one of these days…

  4. Kareeeeem
    October 29th, 2009 at 09:21 | #4

    I can’t understand how you can do anything on a pad…

    Anyways for some reason I can do the renda/kara cancel stuff without much practice but I have tons of problems doing deejays cr.lp x2, st.mp xx super. Timing or that is STRICT.

  5. October 29th, 2009 at 10:03 | #5

    It’s only a matter of practice. You know, i still don’t own an arcade stick. My brother bought one of those SF 15th Anniversary sticks but two of the buttons broke within a month and we ended up returning it. Then i got the PS2 stick which came with Tekken 5 but the 360/PS3 gen made it obsolete soon after. I let someone borrow it a year ago and i doubt i’ll ever see it again because i’ve never once needed it in all this time.

    The reason is that when i first started making videos, i did all my actual playing at SHGL arcade, so i didn’t have a good reason to put down $150 on a stick i didn’t think i was ever going to use. And this might seem laughable in retrospect, but literally every single combo video i’ve ever made, i thought was going to be my last. So somehow i’d get through each project on Dreamcast pads and never thought i’d be making combovids for this long. If i’d known, i definitely would’ve bought a nice comfortable one way back when.

    But you’d be surprised – some things are easier on a pad. Except picking 3P/3K colors in CvS2. That’s universally considered humanly impossible.

  6. Kareeeeem
    October 29th, 2009 at 10:32 | #6

    Man, on one hand I hate pads and padwarriors just need to dead lol. On the other hand doing the stuff you do in combovideos on pads is hella impressive.

    I never played, and will never play ST on pad. There must be a law against that or something and I’m not gonna break it.

    Back on topic, I love how ST handles super cancelling. I kinda have something against a super move just becoming BnB.

  7. October 29th, 2009 at 11:39 | #7

    Yeah the combo system in ST is remarkably balanced. Considering that every single character has 100% damage combos, it’s amazing how rarely that stuff comes up in gameplay. Even the characters with touch-of-death combos tend to be the ones who need them.

    I’m with you on pads vs Ryu. If i have to play on a pad, i’ll pick Guile, Gief, Bison, Balrog, DeeJay, whoever, but i won’t pick Shotos. I can’t handle how restrictive it feels. It’s like playing on an arcade machine with a broken button or something.

    Btw your DeeJay combo doesn’t seem practical at all. I’d suggest using a kick instead of s.MP but he has B/F specials with both punch and kick. I don’t know man, i don’t think i’d ever stake the match on that combo. Especially since you can easily combo into Dread Kicks instead, and either dizzy them or earn a free crossup.

  8. c_nul
    October 30th, 2009 at 01:06 | #8

    Thanks for sharing info like that.
    Sometimes i wonder how guile players can do combo like that. Now with you i know

    Good website too. Keep going

  9. Kareeeeem
    October 30th, 2009 at 06:22 | #9

    Yea I know the combo isn´t practical at all but it´s pretty staple in deejay combo videos and I was learning it for shits and giggles.

    I don´t think there is a kick that will work in that combo though. Only st.lk might still give you the close version in that situation but it doesn´t have enough hitstun.

  10. October 30th, 2009 at 20:15 | #10

    What inputs are you using for it? Are you pressing B+MP then rushing through F, B, F+K? There’s a more advanced way of doing it but it’s got awkward timing to learn.

    You can charge DB, then tap F, then B, then neutral MP, then F+K. The trick is to do the F to B to neutral MP part very slowly so that the F input expires but the B input is still active when you press MP. That way you don’t get a Sonic Boom but you can still complete the super input. Practice this on its own then try adding the jabs in front of it.

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