haha, I’ve been playing the HSFZ for about five hours and didn’t realize the lack of variety in the backgrounds. Yeah, the stages are dull looking, but there’s a good amount of variety for the BGM.
SF2CE-ism rules. No screwing around when you’re up against it.
SF3-ism kinda stinks. No meter from parrying, limited to one super and X-ism movesets.
DS-ism I’m liking. Timing for the advance guard (or whatever it’s called) is fairly tight, but it is very useful. Chain combos work better for some characters than others, though. Many chains will whiff quickly, etc. Just have to mess around with it to see what works.
M-ism… I don’t get the point. I’m having trouble finding any changes to be honest. It seems to me that M-ism, for a majority of characters, is nothing but A-ism with only one bar. Granted, I haven’t tried very hard yet, but I am struggling to find differences.
Here’s what I’ve noticed so far, feel free to add
Ryu - Shin Shoryuken
E. Ryu - Air Hadouken, dive kick
Ken - Big Hadouken full screen, Big angled Air hadouken partial screen, fp shoryuken has big fire effect
Akuma - Big Messatsu Gou hadou supers (air and ground), f.p goushoryu has effect added
Dan - gadouken is smaller (that’s all I could find)
Sakura - lots of changes, qcb p - big fireball angled upwards, has big air fireball (strength of punch determines distance), has akuma style teleports (forget the name) and has a shungokusatus type move.
Guy- 22P or 22K quick teleport. Punch drops Guy off in the sky and kick leaves him near the ground. Very similar to Chip’s teleports from GG but with even more recovery.
Bision (dictator)- has s-ism Psycho crusher super.
Dhalsim - Yoga fire is bigger, can be done in air and QCFx2 P super looks bigger
I’ve tried finding differences for several other characters (including but not limited to Guile, Charlie, Blanka, E. Honda, Cammy) without any luck.