SSF2X Dizzy info.. ryu.. read discription

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So basically I made this video beacuse I think there is a strange misconception about the randomness in dizzys in super turbo and old school SF2 in general. Certainly there is a random factor. But it is most definitely in most situations reasonable to count dizzy while playing etc.

Number one misconception is that zangeifs neutral jumping attacks do more dizzy as it of course can dizzy you in one hit in some versions of the game. OK actually this isnt a misconception per say because it does. BUT what is wrong, is people assume its only zangeif. This is just not true. All characters neutral jumping attacks do more stun. As shown here. Just not as high as geifs to get one hit dizzys, but vs characters with low dizzy it is very plausible to get 2 hit dizzys even with regular characters as shown here.

Another misconception is that hard attacks in SF2 do more dizzy then mediums. This is not true. In general they only do more DAMAGE, not more dizzy. If anything it actually makes it somewhat interesting because you have to choose between damage and dizzy. But I think because this in a common sense kind of way can seem backwards, people contribute the game to being "random" with out really knowing what they are talking about.

So in this video I show examples of ryu doing a neutral jump hk, then a stand hp, to fireball. This does a lot of stun, and probably is good for about 50% chance of dizzying. HOWEVER if I do a medium attack, this raises to almost 80% of the time this will dizzy. Try it yourself.

Also shown vs sim, as he has lower dizzy, a jump in hk, to feirce, to fireball does not dizzy(however saying that vs sim this does have a slight chance of dizzying).. BUT now if I were to do a jump medium to medium fireball, the chances of this combo dizzying increase drastically.

Now this is not a 100% across the board and there are exceptions. But in general again this is the way the game works. For shotos a general idea of dizzy goes like this...

For jump attacks, neutral jump all do the most dizzy. Normal flow of lights doing least, hards doing most. For forward or backwords jumping.. Most dizzying is mk/mp, then hp, then hk(remember ST is also diff that HP and HK do not count as the same as they have diff hit stuns as well), then lp, or lk.

For ducking attacks, mp/mk, then hp/hp, then lights.

For close attacks, Stand hk, then stand mp/mk, then stand hp, then lights

For far attacks however the game does follow with almost every if not every character the general rule of lights do the least and hards to the most.

Throws tend to do as much as a medium attack would do. However again follow the rule of if attack can knock down if it does not dizzy from it, it self, then minus half its dizzy.

Again not bro science you can try for yourself. Also note that attacks that knock down also tend to do less dizzy in this game as well.

But yea just something random because I know I remember playing games in arcades when i was a kid and to this day people still think dizzy in old school SF is more random then it actually is. Its very plausible to count your dizzy. There are many set ups that are very very easy to tell what will dizzy and what will not after what attack.







Tags:
Ryu (Fictional Character)
FINALSHOWDOWN
super street fighter 2 turbo
SF2
Street Fighter II (Video Game)
street fighter 2



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Clayton chapman (SaishuuKessen) presently has 153,781 views for Street Fighter II across 70 videos, with the game making up 9 hours of published video on his channel. This makes up 2.21% of Street Fighter II content that Clayton chapman (SaishuuKessen) has uploaded to YouTube.