Official SSF2T: HD Remix General Discussion Thread

well, im down to talk about some stuff. a couple things right off the bat that i remember that was not on ultradavid’s list:

E honda has a huge vulnerable hitbox in the front of his hundred handslap. This was the big change that I was hinting at a while that will help a lot of characters, especially gief. Because of this, it is obviously MUCH easier to hit him out of hhs, even at point blank range where most characters couldnt do anything.

I cant remember if UD’s list had this, but his j.short buttsmash attack beats sweeps cleanly., making fb sweep traps useless.

DIctator: it was already stated that devil’s reverse has invincible startup, making it a great wakeup tool. Im not sure how many frames hes invincible, but i think it can still be baited and beat, but I didnt get much time to mess with this aspect. Anyway, there was another major change with devil’s reverse. You can now juggle with j.strong x 2 after a devil’s reverse, whether you hit them on the ground, or in the air. It’s really nasty!

Gief: no one mentioned his f+fierce hop attack. This got a substantial buff. It now travels twice the distance, is twice as fast, and has ZERO recovery. Let me tell you, this thing is POWERFUL, this will get you a lot of spd’s, especially in poke strings and during footsies, reacting to a wiff. REALLY GOOD!

And we all know about his spd motion change, as well as thawk. In the last build I played, gief and thawk only needed 5 points of input to do their grabs. on top of that, the command does not have to end in back or forward, even tho its been stated that hcb,f and hcf,b are the official motions. you can do hcb or hcf, and then hit any other direction, to complete the motion. for instance, i can do hcb,d+p, or hcf,u+p etc etc etc… But remember i said you only needed 5 points of inputs to execute! a half circle motion is already 5 points., adding the last input makes it 6. but you can eliminate one point. you can basically start at d/b and just do a tiger knee to do an SPD now. this makes doing spd’s during a crouch block, MUUUUUCH easier. almost too easy, if you ask me. I’m not a gief player and I could reversal SPD extremely consistently. off crouch block.

be warned tho, at the time i played it, sirlin wasnt sure if this trick would be in the final game. He seemed on the fence about it.

chun’s df+rh indeed does not knockdown anymore. you guys obviously saw her new sakura like juice kick SBK. but if you do b,u/f+kick, she will do it in the air, and go straight across, HF style. Obviously she does have stored super as well, but super does half damage.

those are just a couple things i can think off the top of my head that werent in the lists, minus some of the chun stuff.

anything else, just ask, il ldo my best

oh yeah air sbk. i did it jumping backwards with my back to the wall and i remember thinking it was strange at how long she stayed in the air. good to know you can do it forwards though.

sure about neckbreaker not knocking down? if its on the video, then oh woops.

I’m gonna call it right now: Guile’s Super is way too good.

Yes, Guile’s Super builds up slower now because of this, but anti-air Super Flash Kick for about 50% damage is so good. And it’s only a Tiger Knee motion, so reacting with it is cheeeeeezy-easy. You’re GOING to Jump at Guile at some point when he fakes a Sonic Boom. Before, you ate a tiny bit, now you eat 50% if he has his meter. Guile will be really good in this game.

Not on Chun Li: Chun Li’s Lightning Kick is WAY scarier now. One thing people don’t realize yet is that, with easier Lightning Kicks, you can walk up and do Crouch Strong into Lightning Kick or Close Stand Fierce into Lightning Kick everytime very easily, with no “prep time” needed. Cross-up Forward, Stand Fierce, Lightning Kick is really buff in this game.

And for the record, in Sirlin’s article about Cammy, I’m the person he mentioned highly opposed to giving the Cannon Spike more delay in return for better recovery on Cannon Drill (it was either me or Mike Creque, right?). I hate it. Hate hate hate hate it. She just doesn’t feel much like Cammy anymore. I felt like the safe Cannon Spike was a defining feature of Cammy and made her extremely unique (why else is she the only character with an alternate MISS animation for her DP?). Ryu can Fireball her back after blocking now. sigh It’s so depressing that I may even consider maining someone else now, even though she’s better and more competitive. It’s just not my Cammy anymore. :frowning:

  • James

and how would have the percentage changed had the release dates changed?

and plus Marvel, CvS2, 3rd Strike, you name it didn’t kill the ST scene, why would SFIV kill the HDR scene?

Ok first of all, that is not why. Second of all, that game does actually sell ok. But again, that doesn’t really matter because that’s a CCG and my game is a fixed deck game. Those types of games are so different that the same companies don’t even make both types and the same people don’t really buy them. Next, it’s not like any financial risk was at stake to them. The shape of the deal is that I do absolutely everything and pay for absolutely everything, from development to manufacturing to distribution and send them royalty checks.

The actual reason for their rejection has to do with other products besides the one you’re talking about. Can’t really say more than that, but no you don’t know why.

Anyway, Sabre is right on many points. Having to redesign my card game after this sad news has kept me pretty busy, and not really focused on writing articles. (Though remember, I don’t control the release dates of those articles). It’s hard to have the motivation to write the rest them, given the situation. If you read the post on my site, you’ll see that I did have some level of sign-off before and I always had faith that after all I’ve done for all these years, I’d be given the opportunity to send in royalty checks and make my card game work one way or another with the SF license, even if on a small scale. But apparently not.

I suppose you guys want some articles anyway, so you can figure out what’s going on with SF HD Remix. To put in perspective though, I’ve been tweaking the Yomi card game for twice as long as HD Remix, so if I’m at a low-point in motivation right now, maybe you can see why.

Well that’s good, I was afraid Honda’s Headbutt or Sumo Splash was what was nerfed. I never abused HHS too much anyway. I assume that he bounces back after Ochio now (especially if stored Ochio is still in) - I don’t see Sirlin leaving in the Honda corner Ochio pattern.

Sabre, can you go over any of Cammy’s changes?

That’s a good to change to the hands, very sensible. And what else happened to Gief, nothing (I hope not nothing heh)? How about I repost my list and you add on what you can?

Ryu
–fake fireball

Ken
–roundhouse hurricane goes farther and moves faster
–strong shoryuken is invincible all the way up, always knocks down
–fierce shoryuken always knocks down
–funky kick commands changed to qcf + short, forward, and roundhouse
–forward kick grab has less range, first hit does less damage
–super can now be done as reversal

Honda
– jumping short beats sweeps cleanly
– jab headbutt nullifies fireballs
– ochio no longer storable, Honda always bounces to the opponent’s other side
– fierce headbutt moves faster
– hands hitbox is nerfed, easier to hit him out of it
– super does full hits/damage every time, safe on block
– Honda has additional changes my source(s) didn’t remember

Chun
– regular spinning bird kick arc is now like Blanka’s rainbow ball, hits 4 times, juggles, does high dizzy
– back, up-toward + kick or back, up-back + kick spinning bird kick puts Chun in the air and moves her horizontally forward and backward
– super does half damage, can still be stored and can still end with up-kicks
– down-forward + forward kick flipkick remove
– down-forward + roundhouse neckbreaker has less range and never cross up now
– can’t recall if strong throw does less damage, probably does

Blanka
– horizontal ball is safer on block, but can still be hit by some attacks, Blanka takes more damage if hit out of it
– jab and strong horizontall balls travel slightly shorter distance, have same sound effects and rotation speed as fierce horizontal ball
– rainbow roll has much faster startup and better recovery
– hops gets additional commands of back/toward jab+short, strong+forward, or fierce+roundhouse
– fewer punch buttons are required to activate electricity
– super has better startup and recovery, always knocks down on hit

Zangief:
– green hand is now qcf + punch, recovers faster
– lariats get additional command of jab+short, strong+forward, and fierce+roundhouse, not sure which is which
– kick lariat has low invincibility on startup
– punch lariat starts with one frame of total invincibility and with an active hitbox that extends down to his feet
– toward + fierce hop is twice as fast, goes twice the distance, and has no recovery
– 360s additional command of hcb, toward + p or hcf, back + p
– running bear grab moves faster and farther
– super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p
– Zangief has additional changes my source(s) didn’t remember

Guile
– toward+roundhouse is an overhead, has a bit more startup
– horizontal roundhouse travels very far diagonally and toward the opponent, almost to the other edge of the screen, but is extremely punishable if whiffed
– sonic boom hitbox extends a bit lower
–super gets an easier motion, now juggles and does near full damage as antiair

Dhalsim
– strong noogie has less range, does less damage on first hit
– kick flame is now a projectile that continues up and off the screen
– crouching punches have slightly taller hitboxes (can’t go under sonic booms for free anymore)
– super can be done as reversal

Hawk
– condor dive is safe on block, has less bounceback
– condor dive doesn’t knock down on hit
– normals are like O Hawk normals, stray hitboxes corrected
– dragon punches are like O Hawk dragon punches
– spd has whiff animation, builds meter
– Hawk bounces farther back after landing spd
– spd gets additional command of hcb, toward + p or hcf, back + p
– super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p

Cammy
– hooligan command is qcf + p
– spinning backfist command is qcb + p
– all strengths of spinning backfist go through fireballs, have low body invincibility, have larger hitbox on second hit, extremely likely to knock down
– cannon drills are much safer on block if done from correct distances
– cannon spike a little less safe on block, if done too close can be punished on block by everyone

Fei
– chicken wing command is qcf + k, builds less super meter
– short chicken wing has more invincibility on startup, can go through fireballs
– all strengths of chicken wing have 5 more frames of recovery, can’t combo out of it
– all strengths of chicken wing have worse air-to-air priority during first hit
– flame kick always knocks down, input window is bigger, builds less super meter
– rekkas travel farther (can hit from outside Guile’s crouching forward range), input window is bigger
– super travels farther and faster, fewer invincibility frames, vulnerable at Fei’s head during 4th and 5th hits

DeeJay
– dread kicks almost always combo
– forward and roundhouse dread kicks have lower-body invincibility on startup
– forward and roundhouse dread kicks do less damage
– easier to do full machine gun upper, but does less damage
– machine gun upper nullifies fireballs
– mgu does less damage and stun than before, much easier to get all the hits
– DeeJay can keep back charge during mgu, so he can nullify an opponent’s fireball and then throw his own immediately after

Boxer
– grab range is smaller, first hit of grab does less damage
– jab headbutt has more recovery, can be punished on block
– strong headbutt has more recovery, can go through fireballs
– all strengths of headbutt build less super meter
– alternate command for tap of jab+short, strong+forward, or fierce+roundhouse, but not sure which does which and how it stops the player from using the non-held normals while charging
– super only does 50% damage

Claw
– wall dive no longer knocks down, no frame advantage/disadvantage on block
– wall dive can be faked by pressing down + k in the air

Sagat
– tiger shot recovery is in between N Sagat’s and O Sagat’s
– gets O Sagat’s fierce tiger uppercut, does slightly less damage
– can’t cancel second hit of standing forward or standing short, can cancel standing strong
– can cross up with jumping forward
– super can now be done as reversal, travels farther, does full damage everywhere
– tiger knee command is dp + k, can juggle, can be done twice in one combo (crossup forward kick, crouching forward, tiger knee, tiger knee does 45%)

Dic
– standing jab has a much better hitbox, works as a good antiair
– devil’s reverse has 1 frame of invincibility on startup
– devil’s reverse starts a juggle, can juggle twice with jumping strong or with super
– gets a fake slide, done by down-forward + roundhouse, slides right up next to his opponent, even on wake-up

Akuma
– legs are no longer invincible during crouching kick attacks
– air fireball has much steeper angle, causes Akuma to hang in the air for a bit
– air fireball can be thrown much closer to the ground, can do instant air fireball
– takes more damage, can now be dizzied
– can be hit out of teleport
– teleport command now done as dp + 2 punches or 2 kicks instead of 3
– regular fireball has same startup as Ryu’s but has slightly less recovery
– fierce regular fireball has huge knockback from close range
– hurricane kick has much less invincibility
– red fireball has much more startup
– super is raging demon (same command as usual), functions as a grab, lowest damage of any super in the game
– raging demon can go through fireballs but no other attacks

For the record, I don’t think SF4 will kill HDR, I just think it’ll make the scene a bit weaker. I’m not going to play nearly as much HDR as I am SF4, and I don’t think I’ll be the only one doing that. How could the situation have been made better? I don’t know, other than releasing the game a long time ago, or right now, or just at some point before SF4 comes out. But what are you gonna do, it wasn’t in the cards.

yeah ochio is changed. he bounces back now. so doing it in the corner isnt silly anymore.

sirlin: meh. i stil lhope all goes well with your card game. not much of a card player, but i know you’ve dumped your heart and soul into it. i wish you all the luck with it.

I have a few questions if you’re willing:

-How good is Chicken Wing, priority-wise? What attacks have you seen stuff/trade with it?
-What’s the minimum amount of presses you’ve input to activate Hundred Hands specials?
-Anything else about Fei you can shed light on?

Game is looking beautiful. Cheers for the vids guy.

I think the main problem was that Capcom underestimated the size of the project and annouced it too early.

Though it would have been a hard thing to keep under wraps.

“Why are there no more SF comics Udon?”

“We are um… busy.”

It still takes distancing. Ryu and Ken CAN still sweep it from the right distance (max distanced Low Roundhouse), but the distance is VERY precise, and makes it much harder to do. The fight is a LOT better because of it and because of the Jab Headbutt that erases Fireballs and because of the much improved Super… but oddly, all those things STILL leave the fight in Ryu and Ken’s favor. Even MORE odd is that Ken has a DECIDED advantage over Honda compared to Ryu, because his Fireballs are SLOWER, making the Jab Headbutt erasing FIreballs almost irrelevant.

But guys like Guile can almost never hit Just Short with Low Forward now. While that seems really buff, it’s actually a really awesome trade-off. Now it’s a guessing game, because stuff like Ryu and Ken and Guile’s Stand Fierces pretty much own the Jump Short from Honda for free… but if Honda switches to Roundhouse…

The Devil’s Reverse actually only has one invincible frame I believe, designed specifically to escape Tick Throws from Gief and Honda and Hawk. But his legs are completely invincible, allowing him to pass through Fireballs when they are closer to him, so he has more options in the corner against Shoto Fireball traps. However, his head can still be hit and, obviously, if you bait him into Devil’s Reversing, there’s really a myriad of ways to punish him for it, so it’s not broken at all.

Jusggling with Jumping Strong afterwards MAY have been removed. With Meter, Devil’s Reverse, Jump Strong x 2, into Super was about 40-45% damage, up to 50% damage if it reaches the corner after the second Jump Strong. And Sirlin didn’t seem very happy that that much damage was possible. But last I played, it was still in.

Not only that, but his Running Grab is faster and farther. His Lariat (Punch one I think) has actualy one frame of total invincibility now, and one frame of hitting all the way to his feet. So if you are a champ, you can Lariat things like Dhalsim’s Low Fierce, I believe. But it’s REALLY hard. Also, Kick Lariat IS invincible Low, but only at the start. You can sweep it at the end, and its vulnerable for a fair amount of frames (half of the second spin maybe?). It still spins the same speed and only spins twice. But he has vulnerable frames at the end.

DF+RH, iirc, DOES still knock down. It just doesn’t travel as far horizontally now, so she can’t cross-up with it anymore. When it didn’t knock down, it was easy to do Meaty DF+RH into Stand Jab into Crouch Jab into Super or something crazy that NKI can do on his off days. Which was kinda buff.

  • James

oh yeah, reading that list again, there is another thing that is not on gief’s list. his kick lariat is semi HF now. its invincible to low attacks through the first half of the lariat. not as good as HF, but a massive improvement, to say the least

aslo with sim, the AA flame on the list isnt entirely accurate. when he does the vertical flame, its actually a projectile now. it fires up at the same angle, but it keeps travelling til off screen. its pretty wild looking.

and james is right, guile super is very very very good now. not only does he have his balls again(the voice) hes gonna be a monster again.

onslaught: UD’s list pretty much sums her up. she is very low forward xx short drill dependent. its a safe poke. you just keep pressuring with it. and if you get too far out of range to do another lowforward, just do another short drill, to close the gap again. and she is hella vulnerable off dp block

EDIT
james: ah thanks for the clarification on things. you are right about honda and the j.short. i remember messing with that guessing game dynamic with sirlin. it was really interesting.

hmm i thought chun’s df+rh knocked down? oh well.

ah yes, i forgot the punch lariat does indeed have a hitbox all the way to the ground on startup. that shit is really nasty vs sim.

seriously, gief is a monster

Ultra David/ Sabre : I am assuming Sim can do his super as a reversal too. Yes?

Response to UltraDavid’s post:

HONDA: ochio still storable, but it’s nerfed somehow (can’t recall, either whiff animation or bounceback like Hawk)

No longer storable, bounces backwards instead of forwards, so is no longer repeatable in the corner.

HONDA: super does full hits/damage every time, safe on block

I believe at times it CAN still be hit between the first and second on Block, but much harder to do. I could be wrong about that.

ZANGIEF: green hand is now qcf + punch, knocks down on hit

No longer knocks down. Someone said it’s DP + Punch now, but that’s new to me. I could have sworn it was still QCF + Punch. It DOES have slightly better recovery, though. But still can be punished if used in Combos so it’s not totally safe now.

DHALSIM: kick flame goes further in the air, is a juggle starter

It detaches from his mouth and flies upwards a bit, designed to hurt Vega’s off the wall shenanigans more. Also, I do NOT believe it is a Juggle Starter.

FEI LONG: all strengths of chicken wing have worse air-to-air priority during first hit

If I recall correctly, it wasn’t air-to-air priority that was worsened, I think it was air-to-GROUND priority that was worsened, because before people like Gief couldn’t even Lariat it. I’m not sure, though. I could be wrong on this one.

DICTATOR: devil’s reverse starts a juggle, can juggle twice with jumping strong or with super

As I said, I’m not sure what the final word on Bison’s Jumping Strong Juggling after the Devil’s Reverse is at this point.

  • James

WOW great info. i’ve just bookmarked this page.

I just ordered a 58" plasma. Yeah, you bet your ass I am salivating for STHD and SFIV.

Wow, this thread is awesome again! Honda changes sound fair and interesting. I prefer to have no storeable Ochio, than to add a whiff animation. The super will help out a lot, shoto’s will be more scared when he has meter now. I can’t wait to play with the new short butt stomp and the jab headbutt. I never abused hands too much, so that doesn’t bother me too much.

Zangief sounds beastly now, cool. I predict him doing well online with the easier to do SPD and the new hopping forward, among other buffs. It’s hard enough to reversal his traps on GGPO netcode, these buffs and slightly worse netcode should make him tough to deal with. I can’t wait to try.

This game is sounding like all kinds of fun again! Man the wait is going to suck again now that you got me hyped back up again.

I like the changes to Gief a lot, sounds really good. I’m fine with green hand not knocking down, I didn’t think he really needed that. The changes sound like they really deal with both of his bad sets of matchups, ones where guys can run away with low pokes and projectiles (what with faster running bear grab, better hop, faster green hand recovery, and low-invincible kick lariat) and ones where he gets boxed in by like Honda or Sim (one frame of full invincibility and full body active hitbox on lariat, faster bear grab, better hop). I still would have liked for lariat to hit more frequently once it starts, like every 3 out of 5 frames or something, but oh well.

Edit: Is the hop’s command changed? I was hoping that instead of having four separate commands (back/toward + strong/fierce) it would only have one, like toward + fierce and that’s it.

That’s exactly what Sirlin did. Only Towards + Fierce ever does a hop now. Very very nice.

  • James