HD Remix in the SFII series: What have we learned?

It’s pretty clear that’s not what Sirlin intended. Whether or not the programmer thought that would be the best way to address his other jab “issues,” who knows.

That jab is God mode. HDR Bison is over powered.

I bet Kyouya spends every night looking at Dic’s st.jab and devil’s reverse in HDR, going back to playing ST Dic, and then doing this:

[media=youtube]ee925OTFBCA[/media]

It really is not much of an option, and is really only useable vs really low jump arcs, like balrog and honda.

Also it is tiny tiny damage haha. Dhalsim just drills the shit out of you regardless if you hit him with this

no way!!!, sim drill don’t look like it can get past that mother fucking fortress of a hit box.

A lot of the time he slides under it, or he can do the rh drill from high enough up to beat it.

It is still kind of risky, because a trade is not in your favour at all

All I’ve got to say is changing Sagat’s HP Tiger Uppercut to 1 hit instead of 5 was a good idea to me.

The jab is really not that overpowered. Against most opponents you need to be perfectly spaced for the jab to win (if it can win at all), and if you’re perfectly spaced you might as well st. fierce.

It does help vs other Dictators though.

Just think if Bison had that jab in Super Jab Fighter 4 AE! LOL.

Another unintended “glitch” in HDR is that if Honda’s Super trades hits and Honda recovers he can juggle the other player with what looks to be anything. I assume this is a result from them changing the first hit of Honda’s Super to put opponents into a juggle state to keep the Super from not connecting the last hits like it often does in ST. It very rarely happens, I’ve juggled with HHS after a traded hit Super a couple of times in my entire history of playing this game. I actually wanted to put it into my Honda Tricks video but it’s almost impossible to set up, especially in a real match.

Here’s an example in this video: at 2:05 the Honda player gets a juggle hit with cr.Fierce after the 1st hit of Honda’s Super trades with an airborne Cammy (the game even gives him a 2-hit Super combo message).

[media=youtube]NgJrIB1Uem0[/media]

Reno (and Papercut), I’m not saying that Dic’s standing jab is overpowered in the least.

What I’m saying is that it does have more priority than intended, including the new ability to use it as an anti-air.

Tigerish, I agree with you about Sagat’s one-hit uppercut. The only nice thing about his five-hit version is that if you were spaced right (especially if your opponent was almost cornered) or traded late, you could salvage most of the higher damage by comboing into the move again. I’d much rather have the more reliable version he has in HDR.

Actually that priority is definitely intended, it really helps in some matchups, balrog honda and dhalsim specifically

The extension to the hitbox was definitely intended, as it does exactly what Sirlin stated in what I quoted on the last page. “Slightly extended” with the old head hurtbox would have done exactly what he claimed and wanted.

The reduction of the head hurtbox was never mentioned in any change log, and is contrary to at least what Sirlin said about anti-airs for Dictator. This part of the move was pretty clearly not intended.

Helps to beat honda headbutt and blanka ball cleanly, which is what he said so yeah.

Anyway how it worked out is totally fine? So basically irrelevant what the intention was originally, how it worked out is a minor buff in hard matchups

I’m glad you said this. I’ve juggled HHS after super and thought I imagined it.