Trivia Quiz 02: Superior Turbulence

what... is the air-speed velocity of an unladen swallow?
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Maj
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Trivia Quiz 02: Superior Turbulence

Post by Maj »

Please e-mail me your answers in order to keep them secret and also to avoid spamming up my PM inbox.

This challenge consists of thirty-five trivia questions focusing on both CPS2 SF2 games: Super SF2 and Super Turbo. The deadline for entries is in twelve days, on Saturday the 27th at 11:59pm PST. This quiz is worth up to two points assigned in half-point increments as per the following grading scale:

8 correct = 1/2 point
15 correct = 1 point
22 correct = 1 1/2 points
29 correct = 2 points

Answer as many questions as you can off the top of your head. Obviously you can do a little research if you like, but it's gonna take too long to verify every single answer and each individual question is worth very little. Questions phrased in plural may have singular answers. Once the deadline has passed, we'll discuss the answers in this thread and then i'll post everyone's scores.


Super SF2 Questions

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

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

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

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

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

06) SSF2: Which of these things is not like the others? Ryu's LP FB, Guile's MP Sonic Boom, Sagat's MK FB, Dee Jay's HP FB

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

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: 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 two characters have no invincible special moves?


Super Turbo Questions

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

19) ST: Generally speaking, 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 moves are known for having commands which interfere 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 super FB 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 and O.Guile, how many exclusive normal moves does each version have?

35) ST: Which characters have the same number of special moves between their old and new versions?
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Re: Trivia Quiz 02: Superior Turbulence

Post by Maj »

Once again, the time limit has been reached.

Four challengers this time.

Not exactly a surge in participation, but i'll consider it a 200% improvement.

As before, here are my answers.

Please review them, share any problems you had with ambiguity, and point out any mistakes.

After that i'll score the entries and post the results.

Now i'm just trying to create some space between the questions above and the spoilers below.

You know, for future generations.

Ok i think that should be enough.

Once again, here are the answers:


Super SF2 Answers

01) SSF2: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?
Five: LK, MK, HK, Start, and held button
LP selects everyone's WW color, MP selects CE colors, and HP selects HF colors.

02) SSF2: Rank the four dizzy types in order of rarity.
In my experience, birds are most common, followed by stars, then angels, and grim reapers are the rarest. Since i'm not certain about the relative rarity of stars and birds, i'll accept those two in either order.

03) SSF2: Rank the four dizzy types in order of base duration severity.
Stars have the shortest duration, followed by birds, then angels, and grim reapers have the longest duration.

04) SSF2: Which characters have projectiles that dissipate on-screen?
Ryu and Chun Li

05) SSF2: What property makes Vega's Izuna Drop unique among all other throws?
It can grab both grounded and airborne opponents.

06) SSF2: Which of these things is not like the others? Ryu's LP FB, Guile's MP Sonic Boom, Sagat's MK FB, Dee Jay's HP FB
Sagat's Ground Tiger Shot is the only projectile which must be blocked low. However, due to the vagueness/ambiguity of the question, i'll accept any answer containing a sensible explanation. I always hated this type of question on exams, so i thought i'd give it a shot.

07) SSF2: How many moves require two or more different buttons to perform?
Seven: Zangief's PPP Double Lariat, Zangief's KKK Quick Double Lariat, Dhalsim's Teleport, T.Hawk's Condor Dive, Balrog's Turn Punch, Vega's PPP Backslash, and Vega's KKK Short Backslash

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

09) SSF2: Which special moves don't force crouching opponents to stand up upon connecting?
Ryu's Fire Hadoken, the first hit of Ken's HP Shoryuken, Dhalsim's LP Yoga Fire, and Bison's Headstomp

10) SSF2: Which special moves force standing opponents to crouch upon connecting?
First hit of Ken's HP Shoryuken

11) SSF2: Which special moves have more frame disadvantage when blocked meaty than if blocked on their first active frame?
Blanka's Vertical Rolling and Cammy's Cannon Spike both bounce higher if they connect meaty. Nobody mentioned Blanka's Backstep Rolling, so we're gonna ignore it since it's too complicated.

12) SSF2: Which two characters have two overlapping special move commands?
Ryu's Fire Hadoken overlaps his blue Hadoken and Dhalsim's Yoga Flame overlaps his Yoga Fire

13) SSF2: Compared to HF, list three major changes to Ryu's existing special moves.
Going from HF to SSF2, Ryu's HP Shoryuken knocks down, Hurricane Kick lost startup/recovery invincibility, LK Hurricane Kick only spins once, air Hurricane Kick arc changed, and blue Hadoken sprite was redrawn.

14) SSF2: How many new air throws were introduced in this game?
Four: Zangief's MP/HP air throw, Zangief's MK/HK air throw, Cammy's HP air throw, and Cammy's HK air throw

15) SSF2: How many characters can perform more than one air attack while jumping?
Five: Ryu's j.LP xx air Hurricane Kick, Ken's j.LP xx air Hurricane Kick, Chun Li's c.MK stomp followed by whatever, T.Hawk's j.LP xx Condor Dive, and Vega's wall jump after an air attack to set up another air attack

16) SSF2: Which of Ken's Shoryukens has the most invincibility?
HP Shoryuken (haha baited)

17) SSF2: Which two characters have no invincible special moves?
Blanka and Zangief, unless you count SPD but that only becomes invincible after it connects
Ryu, Ken, T.Hawk, Fei Long, Cammy, and Sagat all have DP. Honda has Sumo Smash, Guile has Flash Kick, Chun Li has SBK, Dhalsim has Teleport, Balrog has Headbutt, and Vega has Backflip. Dee Jay and Bison were the tricky ones, but Machine Gun Upper has invincible startup in SSF2 and Bison's Psycho Crusher has one to three frames of invincible startup as well.
Update: As jchensor pointed out, SSF2 Dee Jay's Machine Gun Upper does not have full-body invincibility since it's vulnerable to low attacks. Bad question, sorry. I'll give full credit to anyone who listed any two of the three eligible characters.

Super Turbo Answers

18) ST: What is the main difference between playable Akuma and CPU Akuma?
CPU Akuma automatically throws two air fireballs instead of one.

19) ST: Generally speaking, how many new costume palettes did the average returning fighter receive?
Two: default LP and alternate old version LP+LK color

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

21) ST: How many characters' jumping forward animation is different from their jumping backward animation?
Seven: Ryu, Honda, Blanka, Ken, T.Hawk, Vega, and Akuma

22) ST: Which of these things is not like the others? Ryu's super, Honda's super, Chun Li's super, Dhalsim's super
Unlike the other three, Chun Li's super doesn't nullify oncoming projectiles. However, due to the vagueness/ambiguity of the question, i'll accept any answer containing a sensible explanation.

23) ST: Which six characters can set their opponents on fire?
Ryu's Fire Hadoken, Ken HP Shoryuken, Dhalsim's Yoga Fire, Fei Long's flame kick, Bison's Psycho Crusher, and Akuma's red FB

24) ST: List all attacks with a juggle potential of exactly two.
Ryu's j.MP, Chun Li's upkicks, Fei Long's chicken wing, Dee Jay's upkicks, Vega's flipkick, Bison's j.MP, Akuma's DP, and Akuma's Hurricane Kick

25) ST: Which two special moves are known for having commands which interfere with footsies?
Ken's F,DF,D+K fancykick and Zangief's green hand hinder their ability to walk forward and attack low.

26) ST: Which supers tally the highest number of hits on the combo counter?
Guile's super and Chun Li's super both hit six times.

27) ST: Which supers tally the fewest (maximum) number of hits on the combo counter?
Honda's super, Dee Jay's super and Bison's super hit four times. Blanka's super can hit five times and throw supers don't register on the combo counter.

28) ST: Which two supers can not be whiffed?
T.Hawk's super and Vega's super can not be performed without grabbing the opponent. Zangief's super can be made to whiff using a crossup glitch.

29) ST: Which characters can control their supers after superfreeze?
Blanka can delay his roll and Balrog can alternate between straights and uppercuts.

30) ST: If Ryu's super FB passes through two Sonic Booms before reaching Guile, how many hits will it inflict?
Five hits, because passing through regular projectiles does not decrement the number of hits Ryu's super FB inflicts

31) ST: Which characters have both an overhead attack and an attack which can juggle?
Ryu's F+MP plus j.MP, Fei Long's F+MK plus super, and Ken's fancykick overhead plus super

32) ST: Which characters single-handedly negate the throw softening mechanic by their presence alone?
O.Blanka and O.Balrog possess only untechable holds and they're unable to tech throws by virtue of being SSF2-style characters.

33) ST: Which characters can perform a juggle combo against a non-jumping opponent?
Guile's super knocks down before the last hit, Chun Li can knock down with super then juggle upkicks, Fei Long can knock down with super then juggle chicken wing, Dee Jay can knock down with super then juggle upkicks, Vega can knock down with flipkick then juggle another, Sagat can knock down with HP Tiger Uppercut then juggle with super, Bison can knock down with super then juggle with j.MP, and Akuma can juggle with Hurricane Kick or DP. Ryu is the only remaining character with a non-super juggling attack, but the final knockdown hit of his super does not act as a juggle launcher.

34) ST: Comparing N.Guile and O.Guile, how many exclusive normal moves does each version have?
Five exclusive N.Guile normals: far s.HP, close s.HK, far s.HK, F+MK hopkick, and B+MK hopkick
Two exclusive O.Guile normals: close s.HK and far s.HK

35) ST: Which characters have the same number of special moves between their old and new versions?
Ryu, Guile, T.Hawk, Sagat, and M.Bison
jchensor
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Re: Help Devise Combo Challenges

Post by jchensor »

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

27) ST: Which supers tally the fewest number of hits on the combo counter?
For the tallied number of hits for the Supers, you mean MAX POSSIBLE hits, right? I mean, there are stupid things like Honda's Headbutt Super which, while hitting FULLY, it can score various amounts of hits.

- James
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Re: Help Devise Combo Challenges

Post by Maj »

Right, both of those questions deal with the maximum number of hits you can get out of every super move. I'll make a clarification on the quiz.
jchensor
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Re: Trivia Quiz 02: Superior Turbulence

Post by jchensor »

Maj wrote:11) SSF2: Which special moves have more frame disadvantage when blocked meaty than if blocked on their first active frame?
Blanka's Vertical Rolling and Cammy's Cannon Spike both bounce higher if they connect meaty. Nobody mentioned Blanka's Backstep Rolling, so we're gonna ignore it since it's too complicated.
Actually, my answer WAS the Rolling Backstep, which I conveniently called the Beast Roll, since that was its original name, I believe. So I actually missed the Veritcal Roll.
Maj wrote:14) SSF2: How many new air throws were introduced in this game?
Four: Zangief's MP/HP air throw, Zangief's MK/HK air throw, Cammy's HP air throw, and Cammy's HK air throw
I actually have a contention with this question. :lol: To me, new Air Throws meant characters that got new Air Throws as in they never had it before. So I can't see Cammy as counting. But I guess I misinterpreted the question. Also, Ken never had an Air Throw until this game, I'm sure of it. Could you Air Throw with Ken in Hyper Fighting? Maybe you could. I just don't remember ever seeing it.
Maj wrote:16) SSF2: Which of Ken's Shoryukens has the most invincibility?
HP Shoryuken (haha baited)
Totally baited. *sigh*
Maj wrote:17) SSF2: Which two characters have no invincible special moves?
Blanka and Zangief, unless you count SPD but that only becomes invincible after it connects
Ryu, Ken, T.Hawk, Fei Long, Cammy, and Sagat all have DP. Honda has Sumo Smash, Guile has Flash Kick, Chun Li has SBK, Dhalsim has Teleport, Balrog has Headbutt, and Vega has Backflip. Dee Jay and Bison were the tricky ones, but Machine Gun Upper has invincible startup in SSF2 and Bison's Psycho Crusher has one to three frames of invincible startup as well.
Again, I have contention with this one as well. I'm PRETTY sure Dee Jay has leg vulnerability in the Machine Gun Upper. I always remember that it COULD NOT beat a Meaty Sweep.
Maj wrote:21) ST: How many characters' jumping forward animation is different from their jumping backward animation?
Seven: Ryu, Honda, Blanka, Ken, T.Hawk, Vega, and Akuma
I need clarification on this question... Are the Shoto's Jumps actually different? I could have sworn they were the same forward and backwards. I mean, if I'm not mistaken, Jumping Forward their one leg is straight down and on the way down their body is tilted back. Jumping backwards, their body is tilted back and while landing, they have the same one leg down animation, right? Or am I mistaken on that?
Maj wrote:33) ST: Which characters can perform a juggle combo against a non-jumping opponent?
Guile's super knocks down before the last hit
Damn. Ghetto-o-o-o-o-o-o-o-o-o-o.
Maj wrote:35) ST: Which characters have the same number of special moves between their old and new versions?
Ryu, Guile, T.Hawk, and Sagat
So do you consider the new Devil's Reverse a different move because of the possible follow-up Punch command while it is in the air? 'Cause otherwise, he has the same amount as well.

- James
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Re: Trivia Quiz 02: Superior Turbulence

Post by Maj »

jchensor wrote:Actually, my answer WAS the Rolling Backstep, which I conveniently called the Beast Roll, since that was its original name, I believe. So I actually missed the Veritcal Roll.
Oh ok. I'll give you half credit for that one since i can't say that the Rolling Backstep is a wrong answer.
I actually have a contention with this question. :lol: To me, new Air Throws meant characters that got new Air Throws as in they never had it before. So I can't see Cammy as counting. But I guess I misinterpreted the question. Also, Ken never had an Air Throw until this game, I'm sure of it. Could you Air Throw with Ken in Hyper Fighting? Maybe you could. I just don't remember ever seeing it.
Actually, Ken and Fei Long didn't get their air throws until ST. I can see how the question seems somewhat confusing though. Maybe i should have added "Including new characters" to the beginning.
Again, I have contention with this one as well. I'm PRETTY sure Dee Jay has leg vulnerability in the Machine Gun Upper. I always remember that it COULD NOT beat a Meaty Sweep.
Damn, you're right. I got baited because MGU can pass through fireballs; even Sagat's low FB. I'll give full credit to anyone who listed any two of the three.
I need clarification on this question... Are the Shoto's Jumps actually different? I could have sworn they were the same forward and backwards. I mean, if I'm not mistaken, Jumping Forward their one leg is straight down and on the way down their body is tilted back. Jumping backwards, their body is tilted back and while landing, they have the same one leg down animation, right? Or am I mistaken on that?
The last part of Shoto forward jump has their arms raised up to their heads. That sprite doesn't show up at all in their backward jump.
Damn. Ghetto-o-o-o-o-o-o-o-o-o-o.
Yeah, i'm not gonna mark anyone down for missing Guile's juggle.
So do you consider the new Devil's Reverse a different move because of the possible follow-up Punch command while it is in the air? 'Cause otherwise, he has the same amount as well.
Sorry, typo. I meant to include Bison in the list. Even if the two Devil Reverse variants were counted as separate moves, N.Bison and O.Bison would still have the same number of special moves. Fixed above.
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Re: Trivia Quiz 02: Superior Turbulence

Post by Maj »

If we didn't have a looming deadline, i'd give everyone a few more days to review the answer sheet before grading submissions. Since today is the last day of 2008, i've gone ahead and graded all four entries based on my answers plus the feedback above.

Some of the responses were assigned partial credit, meaning they counted for half as much as a correct answer. However, i only gave partial credit where there was ambiguity in the question and where the answer provided was one small detail away from being correct. If a question asked for five items and you got them all but you mistakenly included a sixth, then i gave partial credit. On the other hand, if you only got four right, omitted a required item, and included one that was outright wrong, then i scored that answer as wrong.

Don Vecta
Test Score: 15
Incorrect Answers: #2, #3, #4, #6, #9, #10, #11, #15, #16, #17, #21, #22, #25, #26, #27, #30, #31, #33
Partial Credit: #14, #24, #34, #35
Points Earned: 1 point

Neophos
Test Score: 8
Incorrect Answers: #1, #4, #5, #7, #8, #9, #10, #11, #14, #15, #16, #18, #19, #21, #24, #25, #27, #28, #29, #30, #31, #32, #33, #34
Partial Credit: #12, #17, #20, #22, #23, #35
Points Earned: 1/2 point

jchensor
Test Score: 29
Incorrect Answers: #2, #4, #14, #16, #21
Partial Credit: #9, #20
Points Earned: 2 points

desk
Test Score: 15
Incorrect Answers: #3, #8, #10, #11, #14, #15, #16, #19, #21, #24, #26, #27, #30, #32, #33, #34, #35
Partial Credit: #7, #13, #17, #20, #28, #31
Points Earned: 1 point

Thanks to everyone for participating. I really don't know why more people don't bother with these. It's free pointage.
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Re: Trivia Quiz 02: Superior Turbulence

Post by desk »

haha, jchen massacred us. I also realised I know very little about SF2, lol.

great quiz dude :D
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Re: Trivia Quiz 02: Superior Turbulence

Post by jchensor »

All that means, Desk, is that I've spent way too much of my life playing Street Fighter and getting lots of useless knowledge ingrained into my brain. I could have used all those brain cells to do something like... writing a bestselling novel, creating inventions that will aid everyday life, or cure cancer. Instead? I have faint visions of Ken's Fierce DP hitting flaming people while they are still crouching in the back of my head. *sigh*

- James
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Re: Trivia Quiz 02: Superior Turbulence

Post by Maj »

Ideally these quizzes should require a fair amount of game knowledge and a great deal of critical thinking. A good question should force a clever answer, not be something you can dig up in a 1994-dated FAQ. I feel like i was successful about half the time, but there's still a little too much dumb trivia - which serves its purpose as filler and sometimes making the whole thing more well-rounded.

But i don't quite know where to go from here. There really aren't very many games as universally known as the SF2 series. My impression is that most of the interesting phenomena in CvS series and SF3 series are too deep in minutiae territory.
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Re: Trivia Quiz 02: Superior Turbulence

Post by Neophos »

I fared horribly. Not that I expected any better. I'm just glad I got partial points on a few obvious joke-answers.
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Re: Trivia Quiz 02: Superior Turbulence

Post by Maj »

Not quite sure what to do with this bit of info, but i just found out that the Tiger Knee and Tiger Uppercut components of Sagat's super can hit three times each, though i don't recall ever seeing a setup that got all six hits to connect. If anyone can figure out how to do it, i'll give a point to the first person who posts a clip.
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