very interesting. i guess i’ll have to get used to this in practice mode later on.
Over a year ago, Jamie Fristrom wrote about his experiences of getting his game, Schizoid, approved for XBLA. I bring this up because the article will give us some insight on what the Backbone folks went through to get SFHD approved for XBLA.
How do they mispell Sirlin’s name in the video (Who is this mysterious David SErlin fellow?) but get his website sirlin.net correct?
Dan Hsu is a scrub… at spelling
I’m pretty sure the publisher (Capcom) takes care of approvals, not the developer. Anyways, I’m sure that when they were approached, how ever many years ago, about the project, there weren’t too many hurdles to jump. Afterall, last time I checked, Hyper Fighting was the number 1 revenue generating title on XBLA. That was a number of months ago though.
I just hope to the gods they leave in the f,df,d+p command for Gief’s green glove. I fucking hate DP motions for that move. How people fuck it up is beyond me. It is easily the most intuitive motion in the game. Hell, I would rather get a crouching jab for screwing it up (which I never do) than jumping jab or some stupid shit happening in the heat of battle.
Amen brother.
I love the old style motion.
The problem isnt failing to get the green hand to come out, its getting the green hand to come out when you didnt want it to. Like if you’re walking forward and then want to suddenly do a low jab. Accidental green hands also happen all the time during SPD attempts.
Personally I want the motion to be a dragon punch motion so that it has as little overlap with spd as possible and can’t be done on accident after walking into a crouch. Fireball motion should be fine, though, cause if you do walking toward spd you pull the stick from toward to down etc, so with a qcf motion there’d be no chance of accidentally getting green hand instead, and the problem with walking toward to doing crouching jab will be gone too.
Also, any idea if it’s possible to change the move priorities? It’s always seemed to me that spd, super, and atomic suplex/running bear grab should take precedence over lariat. When you want a lariat, you never do additional complex stick motions like 360s, you just press the buttons, or maybe you hold back, toward, or down while doing it. But when you try for 360 punch/kick, you obviously want 360, and a good way to do that is to drum the buttons. As it is now, if you drum all 3 punch buttons for spd, there’s a chance you’ll get the lariat instead, so you should only drum 2 punch buttons. But if you reversed the move priorities, there’d be no risk of that and you’d get 6 chances for the spd input instead of just 4. I think this is especially a good idea considering the optional new lariat motion of just jab+short and strong+forward (which I know I’ll be using instead of 3p), which obviates any reason to keep 3p/3k lariat’s higher move priority. Now when I drum 3p for an spd attempt, it should be even more obvious to the game that what I mean to do is spd, not lariat.
Better to change it to regular fireball motion. I get, see green hand to much while messing up walk forward SPD.
chun_li1
There’s a slim (and I mean SLIM) possibility that the 8-week SFHD beta on XBLA could be extended, according to Sven.
What I have always liked about ST Gief is that his move inputs have a certain flow to them. To me, they work and make sense. In all other games with the DP green hand it just fucks up my rhythm and it pisses me off because I get blasted in the face for missing DPs for a character that should not have DPs in the first place.
Apparently, it was a big enough issue that capcom decided to fuck up the motion for those of us who have no problems executing it in the first place. I mean come on, it’s a QCD, if you fuck that up how are you not going to fuck up doing a DP motion? Maybe I am just nitpicking, but I just need to let people know what I think.
ugh…just in time for 2009 to roll around.
you’re probably in the minority; lots of players fuck up that motion when they play gief. i hate accidental banishing flats coming out when i do d.jabs walking forward. it’s akin to ken’s accidental funky kicks.
The generally accepted way Juggles worked in ST is like this. There are moves that have Juggle abilities of 2 and Juggle abilities of 5. Pretty much all Special Moves and Normal moves have Juggle ability of 2 and all Supers have Juggle ability of 5 (the only exception to this rule is Sagat’s Fierce Tiger Uppercut, which has the Juggle ability of 5).
So whenever, for example, Ryu hits you out of the air with Jumping Strong, the first hit isn’t a Juggle technically. The first hit just hits you out of the air. It’s a hit. So the 2nd hit Juggles. So when you jump with another Jump Strong, it Juggles one more time and then “runs out”. Same with Dee Jay’s Up-Kick. First hir of the Forward Up-Kick connects and then the second hit Juggles, you land and do another Forward Up-Kick and the first hit Juggles again and then “runs out”, meaning the rest of it whiffs.
That’s why Bison can do Jump Strong (first hit) and then another Jump Strong (first Juggle) and then jump again with only one more Jump Strong (2nd Juggle). AND that’s why he can do Super into two Jump Strongs (the Super pops them up, and the other two hits are Juggles). If Ryu hits someone with an anti-air Super Fireball and the Super Fireball hits twice, he can actually connect one hit of a Jump Strong afterwards.
The other main part of the rule to understand is this: you can only Juggle after moves that can Juggle themselves. So the only way to get a Juggle set up is to connect with a move that Juggles itself. That’s why nothing combos after a Low Roundhouse or a Ryu or Ken Shoryuken in ST. None of those moves Juggle. So they can’t put the enemy into a Juggle state. But if you connect with a Super, you can get a Juggle afterwards (like Chun Li or Bison) because all Supers themselves actually Juggle.
Of course, this was the generally ACCEPTED explanation from before. What has been discovered by Sirlin since then is that it’s not as cut and dry as that. There have been several things Sirlin has discovered that break those rules entirely. There is one particular case that exists currently in STHD that boggles my mind completely on why it works the way it does that’s had to make me rethink the way the whole Juggle System works in the game.
But in the particular case with Ken, I think, is that it accidentally got the “5 Juggle” property instead of the “2 Juggle” property. Which is why it can hit so many damn times. Even if he changed it to the 2 Juggle property, I don’t think that’s a good fix. It’s still too potent, because you can still link Supers after a Strong DP and such. Making the Strong DP not Juggle at all is probably a better route to go.
- James
F, D/F, D + button is the worst code invented by Capcom, IMO. Which is why you’ve never seen it back again. Yes, it’s intuitive in a way, but walking up and crouching attack really is a pain. I’ve tried, for example, with Ken do walk up to a whiffed DP and do Crouch Short x 2 into Super and always end up coming out with that F, D/F, D + Kick move instead (because doing that Combo kinda requires you to go to D and not D/F).
And I have accidentally gotten Green Hand when I try to walk up and Low Jab with Gief all the time. It’s a horrid code, one of the only ones that actually interferes with normal gameplay. Again, I understand that it feels more intuitive than DP + Punch, but changing it to DP + Punch (or QCF + Punch or QCB + Punch or anything else for that matter) is a necessary change.
- James
pablo, no one has a hard time executing banashing fist. thats not the problem, the problem is executing when you dont want it to, and it requires you to basically jump through hoops to avoid executing it, its easy to execute, but interferes with so many things, at the same time
I dunno if this was mentioned already, and I don’t really feel like searching through the threads to find out, so here goes.
Ryu’s fireball will disappear after it travels a certain distance. I tested it with both the red and blue versions, with the jab version of each. Throw one from your corner, and have the opponent jump backwards while you follow him. It’s wierd as hell. Ken’s fireball doesn’t do this, however.
Green hand should be a DP motion. That’s the best way to ensure that you don’t get accidental green hands, which I friggin hate.
Yawn. They wouldn’t have those type of restrictions if they would just release it for PC. I’m still pretty pissed that SPFIIT:HDR is getting an eventual PC release (where the fuck is it?!) and SSFIIT:HDR is not. They’re both highly deserving of PC releases.
Yeah I understand people not wanting it to come out at the wrong time. However, when I am trying to cancel out fireballs the motion is perfect, it helps greatly when I am trying to advance on my opponent. I don’t preform SRKs with Ryu to avoid fireballs because it is not practical, same applies to the DP banishing flat.
I will shut up now, lulz.
pablo: i wish there was a way where walkup into crouch attack and st fist can co-exist, but sadly, it cant =(