Sorry? Lol I am 10x more hyped for this than SF4. I’m confident you made the right changes and this game promises to be the best fighting game to date IMO.
i have a feeling this game is gonna cost 1600 Microsoft points
So…the real question–now that it appears that HD Remix is finished when will it be on the PSN? There’s no reason to hold this game back anymore prior to SF4.
Please don’t take that as an insult to your work. What I mean is that is a successful SFHD would help hype for SF4, especially among people who don’t look at this site. I really think the end result we’re going to enjoy. We just are as frustrated as you are in that we want to start breaking it…
Wow, these seem like great changes all across the board!
I would like to ask something. Since Gief’s SPD only takes 5 directional inputs, does his super also have a shorter motion? And does T.Hawk have the same motions?
Anyone know how Claw’s wall dive slash will play out now that it doesn’t knock down? UltraDavid’s list said there is no frame adv/disadv, but that seems like it can’t be true since there are different levels of depth and meatiness. As a Claw player, the no knockdown thing sucks for me, but if a landed, well timed (deep and meaty), dive can lead to a cMK, cMP 3 hitter or something, that would be excellent. Or to some sort of string or tick opportunity on block.
I guess rather than guess and theorize, I should just restate and clarify the question: how exactly can a well timed deep meaty wall dive slash play out for Vega on the opponent’s wake up, on hit and block?
“No frame advantage/disadvantage” seems like no matter how well you do it, it basically resets the match but in close range. Is it still a worth while attacking tool?
PS. Guile got his CPS1 sounds back(thank gawd), why can’t Vega?? Dooooooooo!!! Get on that, Sirlin!
agreeing with this all the way >_>
yeah it sucks cuz vega players have to ACTUALLY learn the character now instead of relying on the braindead walldive =D
vega, from what i played, is advantaged from a walldive, i comboed a c.strong off it. but i don’t use vega so i barely messed with it much
There’s really nothing to theorize, is there? It’s exactly how it is in Hyper Fighting. It never knocked down in that version. And if you do it deep enough, yes, I think you can combo a stab afterwards, but you’ll most likely bounce too far away for a three-hitter.
And yes, it’s still a fantastic attack, even without the Knock-Down. You still get a great 50/50 Meaty Attack after a Knock-Down. Now it even has a fake where youcan drop straight down (though if the opponent is expecting it, you will be in trouble). And any move where you get to try to Throw but accidentally attack if you aren’t in range is a fantastic move. Foe example, if Cammy’s Hooligan Roll did an instant hitting dive kick when you failed to be in range when you hit Kick to grab, don’t you think that would be an amazing move? Automatic option select for the win.
Here’s my random hype post for the day:
I’ve stated a million times that I honestly believe that Cammy vs. Honda is a 10-0 match in favor of Honda in vanilla ST. I mean, literally, I believe it is impossible to win if both players know what they are doing.
I played that match against Chris Li in HD Remix and the fight is by FAR better. Cammy still loses, but not even close to 10-0 anymore. Better Cannon Drill and worse Hundred Hand Slap make the fight drastically different (the Hand Slap actually being the main key to Cammy’s demise in that fight).
But on the flip side, I also played my Honda vs. Sirlin’s Ryu. Anyone who played Sirlin online in the beta knows his HD Remix Ryu is nasty, especially with those fake fireballs. But even with that new weapon, I thought the fight was fantastic. Honda still loses, yes, but not remotely to the degree he did before. The mind games in that fight went from non-existant to HUGE. Jab Headbutts that erase Fireballs give Ryu reason to hesistate throwing fireballs, because allowing Honda to get halfway across the screen for free is never a good thing. So instead, Ryu can throw Fakes, and if Honda Jab Headbutts, you can throw a real Fireball for free and knock Honda down and put him back onto the other side of the screen.
BUT, if Honda thinks Ryu is gonna fake a Fireball, he can Fierce Headbutt instead! That little hole of Ryu waiting for the Jab Headbutt is enough to allow Honda to try a surprise attack! And since it’s faster than before, you can catch Ryus by surprise (though the Choi’s of the world will still DP you anyhow). So now Ryu has to think a bit more. And all the while, thinking a bit harder whether to actually throw the Fireball or not, you can now jump forward over a Fireball with Honda instead of playing the Headbutt mind game. And even if Ryu reacts to it in time, it might be still shocking enough so that he can’t get to the perfect distance to Sweep you when you land, now that it’s MUCH harder to distance it right since Honda can hit an improperly spaced Sweep with Jumping Short.
And THEN, there’s still Jumping Straight-Up Fierce for Honda, which I believe has a little better horizontal gliding range, making Jumping Straight Up over Fireballs easier. So he’s definitely not as crippled by Fireballs as before.
It all adds up to a fight where Ryu has to do a LOT more thinking than before. It’s pretty fantastic, so far. I mean, if you fight someone like Choi, you’ll probably still die a horrific death, but it’s nowhere near as bad as before.
- James
Oh c’mon now! 1st off, I play a complete Vega. Vs good players trying to dive dive dive gets you dead and fast. I just need to know what he’s got now. If I was a scrub dive Vega, I wouldn’t bother to ask, I’d just use someone else hehe
And 2ndly, Sabre, YOU’RE THE ONE WHO TAUGHT ME WALL DIVE VEGA!!!
That’s why HD Remix will be the best fighting game ever, ST was already one of the best games ever and Sirlin changed all of the match-ups that were stupid in ST (and we all know some of the match-ups were pretty braindead stupid). There will still be high tiers and low tiers but it sounds like no one match-up will be way lopsided anymore.
More mindgames = better gameplay.
Sirlin for President!
Oh shit !
That was just too funny
Man I’m omega hyped for this game. Lets all jump up and down on Giefs nuts now !!! ARE YOU GUYS WITH ME !?!?!?!?!?!
Ahh, well I never used Vega in HF, so I’m glad you elaborated. And a single strong stab combo-ed is more than enough reward. I was just afraid all the timing I’ve been working on for proper diving would only net me 10% damage and a reset match. Yuck. So I’m happy. And the fake dive’s gonna be sweeeet
And that’s really cool about Cammy vs Honda! though I saw your post where you said you may have to main someone else since her DP is no longer “your Cammy.” You still feelin’ that way or did the new options vs Edmond revitalize you a bit?
The Honda Ryu break down was a really fun read too! Any other cool new match up mind games you can think of that you’d like to share, I’m sure everyone would be all ears(eyes?)!
2 new questions:
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What is the exact motion for this Guile super? I saw someone said tiger knee, but is it really just down to up-fwd and that’s it? I’m not gonna argue if it is, but that seems pretty basic for a super move. (apologies if this has been answered already, i read back 5 or so pages and didnt see an exact motion given)
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How’s Akuma lookin’? From UD’s list he sounds pretty damn good aside from taking damage like, well, Akuma. Low damage or not, Demon as a grab sounds like hotness waiting to happen.
So does Honda’s jab headbutt nullify fireballs during the whole move (or the whole except the recovery frames after he lands)? I thought it just nullified fireballs on startup.
Also, there’s apparently some event that’s gonna happen, some new Street Fighter Club thing. Follow the link in this thread. No idea if it’s SFHD-related or not, but it’s worth checking out just in case.
I was curious about something and I don’t think I’ve seen anyone discuss it. Does SGS grab instantly(like FAB) or does it have that little pause before grabbing when executed at close range like in pretty much every other game? Just wondering how good it would be as a tick throw.
I felt he played almost 100% exactly the same. It felt a little like you could go to the wall even more than usual, mixing up wall dive / fake wall dive / sky high in the right spots. The fake wall dive is fantastic, and I’ll take it over claw dive not knocking down. Got a lot of free damage off baited AA’s, and it seemed okay for running away. Grab dive is the same, so you can still get a couple dives in for fun if you get the grab. I tried to get a combo strong off a connected claw dive, but it didn’t work any time. Seemed like it could in a couple spots, my timing was probably bad. Generally I’d just treat it like they blocked it no matter what, did okay. What’s going to be tougher for Vega is learning how to deal with other people’s new shit, rather than re-learning the character imo.
Can you do the fake even if you did the super motion? Or is it only available for regular wall dives?
hopes the fake is only available for regular dives so that Vega has one less retarded off-the-wall option
Oooh, that’s a good question. I bet/hope you can fake either way.
Yeah I’m really amped about the fake dive. My biggest beef with ST Vega is that his make shift fake dive is still hittable by a lot of characters (damn you, Ken!) Seems like runaway is the name of the game now. I’m down
honda’s body must be fully extended to absorb the fb, or else he will eat the damage.
thisguile: haha thats true! but only as a quick entry way into getting cheap wins. still doesnt change the fact that wall dive happy vega is scrubby and easy to use =) my comment was mainly for the people that dont really learn vega, or dont try to(which is most vega players hehe)
Charge down-back, then down, down-forward, forward, up-forward + any kick
Can still use all of the old motions as well.