Official SSF2T: HD Remix General Discussion Thread

The link he posted was ok, if generic, 70sish music. But back to the discussion.

I had an idea in the last thread, to simply make headbutt go through fireballs, then remove something that helps versus nonprojectile guys. In the spirit of that elegant, yet foolish idea, what if Green Hand reflected projectiles?

It might be because of the fact that O.Sagat is soft banned in Japan, so american players have to face a few hundred more fireballs than japanese players, which might spirals into habits and such a playstyle.

They’re getting rid of O.Sagat’s Tiger Shots though, so I’d say that removing would be better.

That sounds crazy.
And how does it “remove something that helps versus nonprojectile guys” anyway?

Hear hear!

Heh… yep. Good times.

I don’t think making green hand actually reflect the projectile would be a good idea. It might be effective and interesting, but I don’t know, it just seems too… different, I guess, compared to the rest of ST’s system. Although given Chun’s stored super and cetera, maybe purposely giving one character a strong deviation from the otherwise coherent system isn’t looked at as a problem.

Good god. How would you touch him? :amazed::confused:

He would be Geif the Destroyer. I think they already made that game. I hear its called Street Fighter 4.

I don’t know, I don’t think making his lariats better and giving him low-invincible lariat is going out on a limb, that seems pretty obvious to me; it’s been tried before (in conjunction with no-whiff spd, even) and it didn’t lead to him being top tier, let alone broken. Making the hitbox stronger and hit more is only a way to make his matchups against non-fireball characters a little easier, it’s not important for fireballers. And giving green hand a bit more recovery seems like a good idea too, cause it’s stupid when you successfully nullify a fireball and get very easily punished for your troubles (some exact range or character-specific punishment is fine, it’s just too easy right now; I’m not calling for much better recovery, just “slightly” better). I’m not sure if a tiny bit more range on crouching roundhouse and standing forward is a good idea. If I wanted to make Gief a good, well-balanced character in ST, I think I would say no way. But a lot of the characters are getting noticeably better, which is why I say that kind of addition is only a good idea if he needs it to compete against a raised field.

Hey, I never said it was a bad idea.

And although I’m jumping into “random shit” territory, what about making his f/b+mp/hp invulnerable to fireballs?

please stop giving ultradavid opportunities to post the exact same wishlist for the hundredth time

ETOTHENG and UltraDavid, I’m not too keen on Zangief play so I’m having trouble visualizing how those changes would help his match up against Dhalsim. With a Yoga Fire out, wouldn’t Dhalsim still be able to capitalize on Zangief’s attemps to get around it?

Heh I don’t know, personally I think I’m still only in double digits. Just bored and want something to talk about, is all. I’ll quit it.

She would still need pretty badly for Ryu, I’d wager…although, I kind of wonder how that match is going to play out, now that Ryu has the fake fireball. I wonder if it’ll be harder for Chun-Li to get in close, now?

It’s supposed to be hard for Gief to get around fireballs. We don’t need him following in behind his own slow sonic booms. :looney:

You probably don’t need to nerf Zangief versus nonprojectile guys. But even if you do, I was suggesting one half of the balance change; I don’t know what kind of nerf would be appropriate to compensate.

I mean, it looks like T.Hawk is going to have a hell of an easier time with it while Zangief is still getting pushed out.

Classic music option it is.

While it may be a bit late to comment on this since this from the previous page. Why not go with the middle ground and let the players be able to freely alter the dipswitch settings themselves just like it’s able to be done in the DC version of Super Turbo.

So those have the option to have charged storing enabled, or those can have it disabled if they so wish it. Sure enough, there is obviously going to be a lot of changes in the Remix mode that some things will have an adverse effect by tweaking some settings. And to prevent those from taking advantage of this in a Tournament Standard, make it so that these settings would be completely disabled and locked to default in any official ranked matches.

It adds more content and gives those that like to play the game a certain way with some in game glitches or system settings changed may do so, limited to that of a casual playing environment. Similar to the System Direction setting in console versions of 3rd Strike (DC and PS2/Xbox Anniversary Collection) is an good example of some adjustable options.

Of course the most play will be on the official / tournament standard settings, I am strictly referring to casual play only. So this won’t interrupt or break the balance of those that play the game in a tournament environment, So pros will all play the game as Sirlin intended it to be.

Just a way to make the game cater to every audience. As there is some people that enjoy Street Fighter, but aren’t in it for the competitive aspect, but simply for the love of the game.

Let’s give him a teleport! :amazed:

Seriously: Blanka l.fierce like Dict’s s.rh, Blanka S.rh wider/taller hitbox, on top of the other fixes. I’ve only asked twice.

roll-canceling.

lawl.

Somebody post this if it hasnt been done, Im havent got my confirmation email.

What about giving gief a better post jump over fire attack? Now Sim can pretty much obliterate most of his jumps but adjusting some hit boxes could make it much more similar to the Honda vs. Sim match, which for the beef is a very good thing. People with good anti air like shotos guile etc could still deal with it. I actually see gief vs Cammy to be a fricking retardedly bad thing with the power of cannon spike.