ahh yes, forgot about that. But i think that has more to do with how 3s plays. I wouldn’t be surprised if he showed up in another game and his c.mp was bufferable instead of c.mk, kinda like karin.
well i think bufferable c.mp or c.mk would make him better because they’re both long range pokes that would easily lead into rekkas. That way he doesn’t have to fight too hard to get inside. Plus, he’ll have the ability to do random option select buffers off of said normals.
And about the chun thing, i’m positive i read it in one of the threads. Maybe he edited his post? But even so, it was already confirmed on irc by someone who played the game. But i still hope it’s taken out.
karin has an even better hitconfirmable low combo than just c.mk, rekkas though. in a3 c.lk*2,s.lk, rekkas is safer and easier to confirm (probably even hurts more.)
Balrog hasn’t been ‘nerfed’ per se. Gaining a strong headbutt through fireballs is a GREAT addition.
Rumor of Chun Li keeping stored super? I fail to see the reason why. You would never, ever consider giving Guile a walk-up super ability. He’d STILL be beatable, even if he had that, seriously. It wouldn’t RUIN the game. It would even be fun! But it would still be retarded.
Yea i know that, but she’d be better if she could do it off of c.mk also. In fact i think she had it in the beta version and they took it out because it was so good. It hits low, and has lots of range. WIthout it, she has to get in close to land the rekkas, same as fei and in a sort of related way, Sakura.
It’s impossible to tell. There were 4 characters at Captivate08, “a new batch” could just mean they will show off another 4? Game is still set for EVO though.
Captivate was last month, and we saw 4 completed characters.
6 weeks later we’ll see a build with a “batch” of new characters (implies 3+, but not certain by any means).
Sven’s said no more character updates until the beta’s over, and we still have 8 to go.
Evo and other events are getting “builds”, not final versions to play.
So, assuming that they release 1 char update a week after beta ends, we’re still looking at 2 months from the end of August. Which leaves us at November for potential release. :sad:
Well the longer they take their time with it, the better the end result.
But in the reverse side of the coin, even if something takes a long time for it be finalized does not necessarily mean the best effort was put into it. But It’s much safer to assume that something turns out superior when it takes longer for it to be finished.
Sure enough, if it was a rush job, who knows what kinds of weird shit would result.
Just already with the Beta test some crazy shit was already found out (such as the inaccuracy with that 2% faster then normal speed bit, and the double Strong DP juggle combo with Ken)
It has already been addressed that this Beta however is based on an older build of the game. Which is one of the things I enjoy out of the development cycle of HD Remix. Most developers would more then likely develop on something till near completion then hire a crew of private testers to play test the game under timed constraints. With the near open ear policy that Backbone Entertainment and Capcom with the benefit of being able to address problems on the Beta website, allowing the end users to report problems, and overall much more polished and well tweaked game would be result of this effort and fixing of problems along the way.
I am somewhat elated that Sirlin and the design team is considering the word of the public. Nearly bending over backwards to meet the demands of the fanbase and hardcore audience is a rare thing that is seldom done in the video game industry.
There are some companies that would just as soon develop a game and get it out the door to be rid of it without care or consideration of the public’s opinion or regard in the matter. Thankfully that is not remotely the case for HD Remix.
Honda should not be nerfed at all. Only the 1 hit Oochio dizzies and maybe some tick-throws should be nerfect but nothing else more.
Play Honda vs Ryu. Just play that match up.
You don’t like to fight Honda playing as Zangief? That’s the way the cookie crumbles… Honda has his own problems and his name is Ryu.
Besides the command throw, do NOT nerfe Honda for the love of god!
You can fix that without touching Honda. All the got to do is too buff one of Zangief’s jump attacks’ hit box to have piercing priority without nerfing Honda.
I would improve Zangief`'s jumping Fierce for this
Yeah, just make his super safe on block and on 1st hit (none of this block super then DP you when rest of hits come) and instant invincibility w/ super on Frieballs (wtf does this super only start to absorb fireballs half way to opponent instead of immediately, but goes thru point blank yoga flames … -_-) and increase damage on last few hits of super.
Then no more hopeless matchups versus shotos & Co.
PS And make forward buttsplash go easier thru fireballs. If Balrog gets it for his strong headbutt, honda should too.
No doubt, the amount of data and communication with the developers on this has been incredible. I’m just sad we have to (and have had to) wait so long for this. I probably haven’t been this hyped over a game release since I got hyper fighting on the SNES.
Well, it seems that “cookie crumbling” is what Remix mode is trying to prevent. Honda is just fucking gross against half of the cast as is. Making him better against fireballs with the jab headbutt is a start but buffing up the other half against Honda should be considered as well.
Of course, all of our problems could be addressed if the character were simply removed from existence so none of us would ever have to deal with him.
Well, if she loses the Stored Super, she’d better get something really good to make up for it. I’ve seen matches of expert Ryus vs. expert Chuns in regular ST. It’s not a pretty fight, even though she HAS a Stored Super. Taking it away hurts her game a lot. The only reason she can keep up with Ryu is because of that Storable Super.
It’s not that Honda shouldn’t be nerfed, but Honda shouldn’t be ONLY nerfed. He obviously has problems against Fireballs, so he needs improvements to help against Fireballs. But against other characters, he definitely needs nerfs, particularly the Hand Slap. The Hand Slap, as it turns out, is the key to beating every non-Fireball character. Normally, if Honda turtles against you, if you get the lead first, Honda can’t turtle, right? But the Hand Slap lets him attack safely without leaving D/B, so he’s attacking while turtling. And it’s too unpredictable to reliably Psychic DP because of the nature of the move (ironically, I think it’d be EASIER to DP if it were QCF + Kick, because it becomes more of a consciously timed thing on the part of the person using Honda). So Honda definitely needs some nerfing on the Hand Slap, but definitely needs buffing on dealing with Fireballs.
And fixing Zangief’s move is dangerous. 1) That solves Zangief’s problem. How does that solve everyone else who has problems against him? Meanwhile, that could also potentially make Zangief TOO GOOD against other match ups, because how does that Fierce affect his other match ups? See, it’s a dangerous and tricky process, which is why Sirlin’s task should not be envied. It’s a delicate balance. So rather than trying to buff up Zangief and other characters to be able to Jump and hit the Hand Slap better and buffing everyone else up to deal with the new improved Jump Attacks of Zangief and buffing everyone else up to deal with the 2nd layer of buff ups, why not weaken the Hand Slap? That fixes the problem against the characters he dominates, and Projectile characters couldn’t care less because they are just throwing Fireballs at Honda all day. Then, give Honda a good way to deal with Projectiles that specifically only works on projectiles, and that won’t affect the non-Projectile characters. That makes far more sense.
Considering how easy it is to set your button configuration in SFHD, do you guys feel that having button config profiles (like in Hyper Fighting XBLA and SSB Brawl) is even necessary?