beep beep said:
it's the game that taught me to never get hit and slow down my hyperactive fighting style
That's a good point, and one of the key elements to beat the Super Turbo CPU. Combos are another important part because you probably won't be able to dish out sufficient damage with pokes and single kicks alone, so practice them for your fave charas.
Timing is quite strict - if you compare it to the later KoFs from 98 and up, combos in Super Turbo start out slower but then need faster and more precise move input. Jumping kicks/punches have to be landed very deep in order to connect anything afterwards.
Ah yes, and many CPU-controlled charas are quite good at anti-airs, but they also can be tricked to do stupid mistakes by empty jumps. An empty jump is a normal jump towards your opponent without a following attack. A lot of fighting game engines react early to a jump towards a CPU opp. to counter a possible jumping combo (they don't wait for the actual attack to take place), but if you do it right, you will land half a chara-length away from the CPU chara who sometimes pulls off a dragon punch or another anti-air and could be punished for that, for ex. by a sweep on landing.
This empty jump technique also works with simple vertical jumps (just jump up) when you are standing about two chara-lengths away. I've found that the more aggressive the CPU, the better it works, but since the Super Turbo CPU (like any other Capcom engine) has several levels of efficiency with different offense/defense attributes (for ex. typically a CPU opp. is stronger and possibly cheaper in the 2nd or 3rd round), this does not work 100% all the time.