super turbo's AI: fuck you

Spike Spiegel

Onigami Isle Castaway
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I just had to get this off my chest. I know fighters are all about comp, but it's hard to not want to play against Akuma in this version, and in order to do that you must play the single player, never lose a match and get a few perfects to boot. The AI in this game is insane. I hate how it does more damage than you do to it, and how the holds are like SPD damage (blanka bite anyone... jesus).

I just love the game so much, but hate the computer's cheating AI. Charging without charging? WTF.
 

galfordo

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I guess it's hard to get it just right. The AI in 3s is pretty much a cake walk, while the AI is SSF2T is a severe bitch. Then again, there are probably some hardcore freaks out there that think the AI in ST is too easy, and I think this game was probably made with hardcore fans in mind.

Anyway, the bottom line is that playing the computer is going to be a little frustrating - you just gotta find people to play.

Man, SF2 for the 360 needs to hurry the fuck up. :mr_t:
 

Xian Xi

JammaNationX,
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AI=Aggresive difficulty ramping and no keystroke holds.

Thats all AI is. In programming that is the only way to show AI is by setting an aggressive difficulty ramp as well as letting the computer not have to do any hold charges to pull off moves. If you adjust the setting it is across the board, you cant set difficulty for just one character, only on certain engines.
 

Spike Spiegel

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I find Capcom's AI to be a mixed bag in all of their fighters. Have you played MvsC2 on the hardest setting? It's a joke. I walk all over the hardest setting. Same with Alpha 2, same with Street Fighter 3 series. Then you've got other games by them that are insane, such as Super Turbo. It's the Art of Fighting 2 of the franchise when it comes to AI.

True, the game's all about comp, but it's so tempting to try and get to Akuma. I don't think I'll ever be able to do it, and I just refuse to go lower than 4 on the difficulty setting and not feel like a total pussy.
 

Kazuki Dash

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Spike Spiegel said:
It's a joke. I walk all over the hardest setting. Same with Alpha 2, same with Street Fighter 3 series.
Are you including Shin Akuma in your observation? He seems to be the particular opponent in Alpha 2 that isn't exactly a pushover...


Then you've got other games by them that are insane, such as Super Turbo. It's the Art of Fighting 2 of the franchise when it comes to AI.

True, the game's all about comp, but it's so tempting to try and get to Akuma. I don't think I'll ever be able to do it, and I just refuse to go lower than 4 on the difficulty setting and not feel like a total pussy.
Don't be discouraged, it'll just take some practice...back in it's arcade prime I managed to beat Akuma with Cammy for god's sake so anything's possible(just don't ask me to duplicate that feat anytime soon)

The american title was deceptive for this game...when you think about it, the Japanese release wasn't called "Grandmaster's Challenge" for nothing

I'm sure if it had kept that title stateside people would have been a little more prepared for what this game demands of the player
 

beep beep

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May 19, 2003
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it's frustrating ai but it's definately tameable. i learnt to play by being a complete turtle and playing the way the ai forced me too.. after you get comfortable with the ai you can start doing more interesting things.. landing more combo's and taking more chances etc... it's the game that taught me to never get hit and slow down my hyperactive fighting style

i don't think akuma is that hard to reach, not continuing should be all it takes... i only remember fighting dictator bison by continuing and i'm no god at this game

iirc the japanese & asian regions of this game are MUCH easier.. about ssf2 difficulty.. to me they seemed too easy after growing up with the 'etc' release, i got used to it's savage attitude towards my coins and it's all part of the charm ;)

timeless game, have fun persevering and mastering this
 

Takumaji

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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.
 

TimeKillr

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Mar 1, 2006
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The thing is that with SSF2T's AI, Capcom had a lot of time to perfect it. From what I read they watched a TON of expert players play, took a bunch of notes, and implemented their playstyles into the game.

It makes it insanely hard, but it's also very rewarding.
 

genjuro1

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Spike Spiegel said:
I just had to get this off my chest. I know fighters are all about comp, but it's hard to not want to play against Akuma in this version, and in order to do that you must play the single player, never lose a match and get a few perfects to boot.QUOTE]

If I remember correctly, all you have to do to fight Akuma is not continue.
 

ni-ten

War Room Troll
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Sep 1, 2002
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296
Good advice:if u ever want to progress in st dont play the cpu.
You will only learn and deepen strats that will not work on humans.
In other words you will just gain bad habbits and stuck in scrubdom forever.
 

YeldellGW

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TimeKillr said:
The thing is that with SSF2T's AI, Capcom had a lot of time to perfect it. From what I read they watched a TON of expert players play, took a bunch of notes, and implemented their playstyles into the game.

It makes it insanely hard, but it's also very rewarding.

I'd love to see the expert players that do 3x normal damage with the standard combos that have been around all these years. Or the ones that could bust out charge moves without having to charge for them.

A fighting game where the cpu is actually resctricted to charge for moves is a pipe dream at best, but there's no excuse for the absurd damage the cpu was allowed the inflict in Super Turbo.
 
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