Official SSF2T: HD Remix General Discussion Thread

James Goddard and Dave Winstead where hired in by Capcom and worked on HF and Super.

Now THAT statement I can get fully 100% behind. :slight_smile: Making mountains out of molehills is sadly a specialty of mine. I do apologize about that and will definitely ease up in this thread from here on out.

  • James

D’oh. Hence my disclaimer.

I knew you’d say that :rofl:

Fine, I’ll amend my statement: Most people thought Super sucked compared to HF :wink:

For me the speed felt like CE molasses. Unplayable poo :tdown:

I’ve got some questions for anyone who’s seen/played with Dhalsim’s altered yoga blast(up-lame) in-depth:

  • Do all three levels fly away from him, or only some of them?

  • What angle(s) do they fly out at?

  • Do they fly off the screen or do they dissipate before reaching the top?

  • How long do they take to fly off the screen and/or dissipate, and does that vary depending on the strength you use?

  • Can you throw a fireball or do the super while the blast is still in play?

  • Any other subtle things related to this change a sim player might want to know?

all strengths fly upwards i think. and they just fly off the screen. other than that, i cant really say for sure what else. i barely used it(wasnt used to using that move, since i never did in regular st)

Okay, time for another one of my hype-inducing posts.

So I’ve already stated my displeasure with Cammy’s changes. But keep in mind, I’m probably the ONLY person on the planet who will feel this way about her, mostly due to my masochistic tendencies with Fighting Games. She is definitely more fun to play as her Rush Down abilities have improved drastically. She really has become a slight mini-Balrog with a weaker Rush traded in favor of an instant code (no charge).

Which makes a lot of sense. None of her bad match-ups had to do with people rushing her down (except Balrog, but he did it to everyone). All of her bad match-ups came from people being too good at keeping her away. So it made sense to up her offense and weaken her defense as a trade off. So now, characters like Guile and Ryu and Honda cannot keep her out even close as easily as before. She will still have trouble against them, but are the match ups better? No question.

But here’s the thing… now that she’s so buff offensively, what about the people she beat up? As much I hate on Honda, admittedly, Cammy is a little mini-Honda bitch when it comes to certain cahracters like Zangief. She’s just as annoying to try and get in on as Honda is with many other characters. So now that she’s all buffed up, doesn’t that make it so that Zangief can never beat Cammy anymore?

Even though she is my favorite character, I can happily say that the answer is no. Sirlin and I played this fight for a short period of time one day, him being Zangief and me being Cammy, and he successfully beat me several fights in a row. And I was trying to be the biggest turtle-ass bitch I could possibly be. But I am almost afraid to admit how many Running Grabs and short hops into SPDs I got caught by. And once I was looking out for those, I think Sirlin literally just walked up and SPD’ed me a couple of times, which was equally as embarrassing. And his ability to block my Cannon Spike up close and sweep me back definitely tempered my turtle tactics. In fact, it turned out that I was better off attacking him with my Rush Down powers rather than turtle. And so the fight was FAR more interesting and entertaining than it was before.

So even though I am personally opposed to much of Cammy’s changes, I begrudgingly admit they make sense. Her problems were never her defense. And as much as I liked having her Cannon Spike BE her offense, it’s hard to keep that and make her defense weaker.

So as I said in the previous post, “Is she just as fun?” I said yes, but that’s a lie. She’s actually MORE fun than before because she can win much easier than before. She may not feel like how Cammy felt in vanilla ST, but if you considered that the way Cammy “felt” in vanilla ST was “like a loser,” I guess sacrificing my needs for the greater good of Cammy is acceptible. :rofl:

  • James

So now that we know HDR is going to take until possibly the end of “this year”, I request an improvement for widescreen mode during this delay. Get the camera movement for 16:9 to match 4:3 basically.

@ sirlin

Any chance you can add a extra direction input (like down-forward besides down) for Chuns headstomp?

Overhead headstomp is a very fun tactic and easy to do (for me lol) from WW to SSF2.

Only in ST I gave up on trying to do it. I get (like many top japanese in match vids XD) lots of times only jump forward attack.

Its a very fun gimmick, using it as a overhead. This gimmick is still present and easy to do in other SF games (CvS2, SF4!, etc) so it would be cool if it would be more reliable to do in ST HD.

@ jchensor

thx for the reply. Really sux that they cant do anything about the tech throws & holds :frowning:

chun_li1

how is that possible when the product has already been sent off?

Maybe not match 4:3, but it really shouldn’t go up and down so much when characters aren’t even close to the upper border of the screen.

i agree but then you wouldn’t be able to see the whole character in the air. i don’t mind that but it might irk other players

Now that I got my widescreen, I really like the 16:9 mode. It looks gorgeous on my setup. Watch us have to flip a coin come tournament time to decide what format to play on.

im confused about the input for the spinning bird kick. db +u kick how does that work, when she still has her upkick (which I really wanted to see removed!)

Hopefully they market official SFHD goggles for us to wear that refract light at funny angles, either compressing or amplifying the appearance of horizontal lengths.

That way, if you’re used to one aspect ratio and the tournament uses another, solution: pop! :cool:

(Safety warning, remember to take them off again before you drive home afterward.)

I think they forgot to mention that you need to delay the button press a little so you could leave the ground. One note on the New SBK (ground), is it still invincible at startup and when it ends ? or was the invincibility removed.

I dont think think I heard andything about SBK input change.It should still be charge back,forward kick.
And ya,the headstomp in ST did become very difficult.You have to pretty much do no inputs for half a second or so and press only down to get it.Down diagonal wont cut it.But hopefully the game is a done deal.Ill live with it.

Read further back, you can do the move in the air to get to the other side of the screen but to do so you need the UP input. I’m surprised its not an overhead though, isn’t the ST version an overhead on the last hit??

No, no overhead in V. ST. And delayed kick press makes sense on the new SBK arc. Im gonna have a blast doing SBK back/downback, up+K.

chun_li1

All I ever wanted from this game was improved gfx and fixed controls, because the timing on things like dragon punches was total ass.

But all this fake move shit just isn’t ST. Why does ryu need a fake fireball? He was already a solid as fuck character, all sirlin did was pander to some ryu players who bitched about getting pwned by dhalsim’s drills. I have no faith in sirlin and this project anymore and the home ports of sf4 is a few months away so this game will soon be forgotton about and sweeped under the rug where it belongs