Official SSF2T: HD Remix General Discussion Thread

See the funny thing is, on paper, Rog in ST is completely broken. You just look at his move properties, and its like, wtf this shit is retarded. But in practice, that’s pretty much what a non-fireball character needs in this game to compete with the fireballers. Despite how broken Rog his, he has essentially even matchups with O Sagat, Dhalsim, Chun Li, Ryu, DJ and Guile. After fighting so hard to get in, the main thing he can do is the throw/jab headbutt mixup. Without it (on top of his other nerfs) I think he’s now going to lose all these fights.

Indeed.

I disagree: He is at least 6-4 against Ryu, and maybe 6-4 against O. Sagat. Although, I think headbutt mostly plays a part in charging super while avoiding chip damage, which is the reason he has an edge in these matches. But headbutt being punishable on block has no bearing on these matchups since he’s most likely doing them from fullscreen to avoid fbs and advance.

Even with headbutt intact doesn’t he lose to Chun/Sim/DJ? I don’t really see headbutt playing a part in the Sim/DJ matches since he’s using the headbutt for the same purpose as mentioned above, and most Balrog’s aren’t going to try to headbutt through fbs against Sim…

One thing I would do is shorten the startup frames SLIGHTLY so that he doesn’t get completely raped by safe jumps that require no timing/skill

Thats not the point. The point is the character should be made BETTER by each new iteration, not worse.

Okay then think of this as A1 Ryu VS A3 Ryu, or XSF Ryu VS MVC2 Ryu. Once again, the later version of a character recieves nerfs to make them useless, but are still in the same series.

How many characters that were good in ST are as good or better than they were in HD?

The same reason I think the dragon punch should not have had its invincibility taken away after NW. Just because. Now look at the SRK, its fucking useless, you almost always trade, and in games like A3 and CVS2 you get stuffed completely.

Same with Akuma. With each new game, he gets shittier, who even cares about him now? Especially now that like every character in any game is probably a better choice than him.

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you wouldnt rather have another PLAYABLE character and give the game even more variety? seriously, who would not want that? his fireball is nerfed for insanely obvious reasons. and yet, its still probably the best air fb akuma has vs any other game, he can still lockdown.

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VS original ST, VS Alpha 1?

But can trade hits now, I presume?

At the cost of him sucking ass now.

Makes him shitty compared to real ST, as well as the headbutt shit, thats even worse. I really cant use him.

We’ll see.

This sounds pretty nuts to me, but I do think a lot of people have this attitude. It’s kind of sad. If you really think the games are this way, then why bother picking any one of them over any other? Why not just arbitrarily choose one and never play anything else if all the games offer you are different character balances?

FaceMeAndBeBroken your arguments are the best. “The same reason I think the dragon punch should not have had its invincibility taken away after NW. Just because.” Seems to me you just want abuseable shit to win. You scared of a real challenge when you play?

If he can’t accept change in a video game, god knows how he handles life…

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This.

You dont have to play HDR, FMBB, thats completely up to you. Being such a fan of sf2 series and all, I would think that you would appreciate a new iteration with some changes. You have only been playing the same super turbo for like 14 years. People say hf gief is one of the best versions of him and was toned in st. I personally enjoy his changes and they make him more interesting. Different =/= bad.

So you know more about the game than the guy who’s played it and is under NDA about the changes?
Gimme a break. Go play World Warrior and quit whining then.

Exactly.
Wait until you play the goddamn game before you start pissing and moaning.

Safe jumps always require timing and skill. They’re not as free as some people would have you believe to truly have them be “safe”. Granted safe jumps are a lot easier to do on Rog, but if you didn’t have them you would have a hard time creating offense after you knock him down (since he’s so hard to cross up for many characters). Rog really doesn’t need this, he has enough tools. Everyone needs a weakness.

-wes

QQ more

Lol first thing that came to my mind…

I dont think he is saying make it impossible, just make it harder to safe jump against him.

The only even match up there is with O. Sagat and maybe Sim. He has the advantage against Ryu, DJ, and Guile.

Chun has the advantage against Rog.

There’s a reason why Rog is the second strongest char in the game next to Sim. Dude is fucking retarded.

This is something I need to learn how to do correctly.

Well before, if you safe jumped, it pretty much kept the match at neutral since Rog would just do a heabutt, which would get blocked, no further consequences.

Now if he tries to counter a safejump with a headbutt, he’s gonna get punished.

Personally, I like the fact that headbutt isn’t safe, I’m just saying if they wanted to mitigatethe nerf, they could make it so its harder to safe jump against considering the new weakness

If you got both a loss and a “drop” stat for dropping that might be enough for the dropper. As long as you could see the drop stat and the ping before committing to a ranked match, that should be enough info to make an informed decision before even starting the match.

Not giving the guy they drop on the win might not work out though. If this was the case, the type of people who drop would still probably drop when they lose. Why? Sure, they take another drop point, but they also just stole your win away from you. In my experience, I think these people would often find this a decent trade.

As far as boosting your rank with friends and/or dummy accounts, there’s nothing you can do with dropping that’ll stop that. They could simply play and “lose” to their friend instead of dropping. Sure, that’s a bit more time intensive than a lot of quick drops, but it doesn’t really solve the problem.

Still, if you did want to discourage people from dropping on purpose you could simply put a time-based cap on how many times someone can drop before they can play you again. For example, maybe after someone drops on you twice, the game simply wouldn’t allow you to play them again for a day. Five drops could extend that to a week or more.

All in all though, to me boosting is the lesser of these two evils. Dropping affects your matches, whereas the boosting happens quietly in the background. Both are bad, but I’d rather have dropping be more discouraged even if it makes boosting slightly easier.

And whats the worst thing that can happend??? go to jail?? an assassin ninja would kill you while you are typing the new changes?? thats all. no seriously tho, i bet that u already told your wife (if married)(u know no secrets between couples and stuff) even if she doesnt care about video games, but we, SaBrE… we care man, at least you should email UltraDavid, and tell him.

haha no man im just joking, but if you cant tell anything, at least can you tell us if the new changes to Gief will be usefull against: Sim, Guile, Vega, and Honda???

P.S. Same question goes for James, if you know anything, can you say if the new moves are usefull at all?

Good ideas, but some issues.

Instead of a time-based cap that is hardcoded, why not leave it up to the player. have a filter that can ban excessive droppers. Have the drop counter “heal” itself by losses. Also I’d make drops lower your priority for showing as an avaliable match when you host. The only real incentive that is going to keep someone from dropping is to make finding opponents harder.

As for boosting, one idea would be to cap rating gain you can get from 1 person. I agree it is the lesser of two evils.

As for the NDA’s, Capcom wouldn’t send a ninja, but a lawyer with a lawsuit. I’m sure if you guys raised up $10,000 to pay for legal damages they’d give out info.