Official SSF2T: HD Remix General Discussion Thread

how about no?

just causes more confusion when the guy who doesn’t like playing with stored shit plays a guy who does…casual, tournament, or even online for that matter…

idea axed. chops

i want everything to be default. people changing the online mode to original ST mode already pisses me off. for one you cant even tell if it is old ST mode until you get in and sit on a match (i’m sure they will change this). Then there’s people that mess around with speed and make it super fast. I think the less options people get, the better. hate me all you want but i want 1 set default option especially for online play.

i say keep the stored super and stored moves in.

i’m not really sure does capcom consider this a glitch anymore since they deliberately gave ex chun and ex honda their stored super in cvs1.

although stored ochio is a bit too strong vs non fb characters tho. dunno how they can change that.

Hey Folks,

we, at the street fighter blog had the great opportunity to interview once again none other than our friend Seth Killian about all things Street Fighter, including talks abt the beta issues

Read the full interview here

ps: Plz guys do not copy and paste the interview on the forums, thank you very much

Though the PS3 trophies are the least of my worries about this game, still would have been nice to have them. If older games can add them now, seems like they could at least release a patch later to have them in. It would probably boost sales a bit as well, due to some people being achievement whores.

…and lol at Street Fighter the movie bringing together the musical talents of MC Hammer and Deion Sanders.

I think changing the hitboxes on the Lariats would lead to a fair bit of confusion, since there’s no reliable way to tell which he’s doing other than duration - there’s not a great amount of difference in the speed of the spins.

Maybe if he lost the ankle hitbox on the Rushing Bear Grab? That would give him a way past the likes of Guile’s low kick keepaway, but can still be stopped by low punches. It’s a large part of how Guile beats Gief, but that new horizontal FK is gonna more than compensate.

More utility on the green hand would be nice. Longer reach on fierce (with longer recovery), less lag on strong, faster windup on jab (with no distance travelled) perhaps? Then you’ve got means for faster advance/capitalising on knockdown, a more flexible combo move, and a more reliable defence against fireballs that does’t necessarily open you up to sweeps. Putting different properties on different strengths also means he doesn’t just end up with a single uber move that does everything.

The suggestion I provided wasn’t to make the game more confusing to everyone but generally give the power of CHOICE of those that would like to play the game the way they like, without the need of interfering with official ranked / online ranking matches.

I don’t see how giving players dipswitch settings which would be completely “optional” for them to use would interfere with your enjoyment of the game, especially when it won’t effect you playing the game how you want to play it.

Meaning if you don’t like it, you have the choice to not use it if you don’t want to use it. Which means others can use it if they want, without affecting your enjoyment.

People need to remember this isn’t just “YOUR” SF:HDR it’s “EVERYONE’S” SF:HDR. Hell the DC version had dipswitch settings and it did nothing to harm the balance of the game, as a matter of fact it fixed some problems, and allowed the player to set the game balance to that to be as close as possible to the Arcade perfect with the original glitches intact.

The more features and extras they cram into the game minding they don’t take away from the core game and mechanics and balance, the more people will find enjoyment in the game.

With something optional that is restricted to only a casual environment, meaning it will never effect those wanting to play serious matches, I don’t see how this is a problem.

Afterall, Tournament players always had to conform to a uniform standard when playing an official tournament, such as MWC, SBO, or even EVO. But this standard wasn’t exclusive nor is it a written law which is dictated how everyone must play the game. As far as I’m concerned gaming is merely a hobby, just a form of entertainment, something to do for enjoyment. Sure enough, I understand the excitment and nature a competitive enviroment provides (I should know, I’ve been to a few local tournaments but nothing truly serious, so I can understand how it is from both perspectives as a mostly casual and semi-tournament player)

While there may be about 2500 to 4000 tournament competitors that regularly attend these events on a yearly basis, there is obviously hundreds of thousands of casual players that go out to buy the game that never been to an actual tournament. In terms of money from Capcom views as a business, they know their target audience. There is nothing more clear cut then the profits the game makes, so nothing wrong with wanting to make the game accessible to your entire audience, Pros and Casual crowd included.

It’s really awesome that Capcom will actually listen to what the people playing its games want.

Unlike some other more notable companies.

CoughGaytendocoughbrawlisfuckingtrashcough

There is a dipswitch setting option that’s disabled in the Beta. Unless that option is removed in the final build, you’re going to get your wish.

Well I am not holding my breath. Sure enough I’m sure the developers know what they are doing. But I am not going to be entirely selfish and demand something that is only just a request. Everyone has things and expectations they want from this project, but I’m not entirely focused on my dream to hold to such illusions, if they not become final.

Sirlin obviously knows what he is doing. I don’t envy him, as the job he is doing trying to make the best possible incarnation of Super Turbo seems such a monumental task to undertake.

Sure enough I’m also realistic enough to think that not every person will be satisfied. There will always be contrasting opinions, and ideas and concepts that clash from person A to person B.

It’s obviously a given that Sirlin is doing his best to try and cater to a majority, but even with pleasing a large crowd there will always be one or two who are dissatisfied and that is how they will have to be. Not everyone can be happy but sure enough the idea to make the majority of fans wishes this be the best version of Street Fighter 2 would be an ideal goal.

I’m certainly a believer.

Give running bear grab low invincibility??

way too much. I’m thinking more along the lines of: make stomach crunch dizzy 100% again. or, *maybe *give him the HF kick lariat.

The easier spd motion and standing 720 motion is already a big boost. I can see most gief’s running away with lariats to build meter at the beginning of every round already. 720s all over the place now.

I am STRONGLY against having changeable dipswitch settings, just as I am strongly against having different selectable speeds. The #1 problem with the US ST community since tournaments moved over to console, is that there is no standard of how to play. Some like speed 2, some like speed 3, some like PS1, some DC, some DC with dipswitches, some PS2, etc. It’s bullshit, too confusing, and so UN-standard that many pro ST players have had enough.

Even if it is massively different from true arcade ST, I just want ONE version of STHD to play at a tournament standard, period. It’s when we start fucking around with options and settings that all the chaos begins. The US ST community can’t truly advance in ST until a standard is set, and here’s hoping that the final build of STHD is that one set version.

Gief can’t just 720 all over the place, its range is less than a normal SPD and that alone makes it very situational, and when people are able to keep gief away his super means nothing at all. Gief needs something other than anticipation/super reaction c. Roundhouse to deal with things like Guile and Chun Li’s low forward attacks, and Dahlsim’s low limbs, if you anticipate correctly that they will do a low attack there should be some clean way to punish them for it.

  • re Chun being weak against fireballs and the efforts to balance…

Chun’s super glitch being used as a core strategy against FB’ers is admittedly an interesting ‘happy accident’, but I can’t stand the glitch being exploited as an anti-air. That itself IMO is too powerful. As well as her walking threat of super while pressuring with punches. As it is, the glitch disallows matched fireballs from a certain distance, and gives her the ability to ‘walk’ through a close range FB, though this requires extreme precision… I see it get messed up a lot, which makes it less sure-fire, but when successful, it does insane damage. Leaving it in, leaves her ‘balanced’ against Ryu, but also leaves a tactic that I really feel takes some fun out of the game. I personally HATE getting hit by this glitch.

  • Making it take slightly longer for Ryu to get his super fireball would help Chun.

  • Her lightning kicks charge a far amount of meter, and shouldn’t she now be able to do crazy tricks like walking whiffed jabs into instant lightning kicks? There are fewer button presses needed. She should be able to spam them in tighter situations as well. This move trades with fireballs, even.

  • Would be pretty outrageous, but you could make one of the ground SBK’s have longer invulnerabilty through fireballs, and have enough speed and range (and knockdown) to go through one of those close fireballs that gives her so much trouble. Admittedly this would have to be considered against the rest of the cast, but even if the move traded it’s a plus for Chun in that fight, and the fight changes significantly when she gets a knockdown.

  • You could give her a new class of SBK’s that are charge down, up and punch, giving her 6 different SBK’s. She could still do them in the air, and the d,u and punch ones could be done after the d/f + RH flipkick.

Just saying there are certainly alternatives to consider. Maybe they looked at all these options… who knows.

My thoughts on some of the other characters:

  • Ken - I’ll admit I’m really biased here. I really really love what they’ve done. He’s what N.Ken should have been all along. The new RH HK is just so insane, and it has so many uses. He can trade with Ryu’s fireball, he can HK kick him from across the screen after Ryu matches his fireball, he can use it to follow a jab fireball better than his ‘juice kick’ could, can just plain surprise you with it, threaten to escape the corner with it. As for the comboing after it, that should be looked at carefully. Unless it’s guaranteed, it’s not broken. Same with the 2 fierce DP’s juggle. Early antiair super into fierce DP is pretty cool. I’d be against just taking that stuff away unless it’s too good.

Ryu versus Ken

Ryu had a clear advantage in ST. Now I think it’s the other way around, esp. in online play. Offline, I think it’s VERY close, probably a slight edge to Ken now. I find that the fake fireball just doesn’t help Ryu against Ken all that much, while Ken gained so many little edges.

  • Invincible jab DP beating everything Ryu tries close up. Was always the case in O.Ken vs Ryu, and was O.Ken’s trump card - now this makes Ken’s knee bash mixups even better than they were in ST. Also, the invincibility means Ryu’s air HK can’t beat your uppercut.

  • Invincible strong DP through FB’s - you can do this on reaction to the fireball and not get faked out by the FFB. Timed right and it’s a safe way of quickly closing the distance. You could always jab DP through FB’s, which technically is superior positioning, but this is more difficult.

  • New motions on the funky kicks allow Ken to stuff/trade a low forward or RH against Ryu’s fireball like he could with O.Ken or previous. This otherwise cost him valuable 60ths of a second. It also makes it easier to walkup sweep-FB of course.

  • RH Hurricane kick, you can trade with Ryu’s fireball at the start of the fight, that’s how good the move is. It comes out so fast that if Ryu corners you, he HAS to be extra careful to look out for this. The move is so quick that you can just simply walk into it and take all the hits. Far away, Ryu can’t match your fireballs, cause now, like Dhalsim, you can smack him with a RH HK. Hilariously awesome. If Ryu ever lands on one of your FB’s from afar, meaty jab FB, then RH HK lets you get right in his face for a throw mixup. From the air, I swear this move goes further horizontally and lets him cross people up with it further away than before.

That is where the Original ST comes into play which IS included along side the Remixed version by the way. The game caters to both a newer audience that may not have played Street Fighter 2 before and also caters to those purists by maintaining the original gameplay intact.

And it’s a given that there is a standard when it comes to tournaments, however when this standard starts to effect those who play casually, that is where the line begins to be crossed. Which is one of the problems with the Hardcore fighting community, in that they are an exclusive bunch that must have things a certain way and be damned everything else that does not conform to their beliefs. It’s the elitism and in a sense the limitation in this that what truly does not promote growth. I am not part of that ideal. Which just means we will simply have to agree to disagree with our opinions.

The option of a couple of extras that don’t effect official ranking / tournament play methods should not bother you…After all in the end it is all the user’s decision to not use them (and you have the right to not use them if you don’t want to, the power of having a choice is a good thing, rather then having no choice at all, I don’t see why some people don’t understand this concept.)

I am of the mindset in that the game should not just cater to smallest common denominator, but rather the largest possible audience. Of both it is the latter that makes the most chance for success, And I certainly want the game to succeed.

mods are for MMO’s.

i hope Sirlin doesn’t put the dipswitches in.

I don’t know how many of you guys signed up for that Street Fighter Club thing, but I did, and I got an invitation to an event on the night of the 18th in Downtown LA where we’ll be able to play SF4 and HD Remix. Did anyone else sign up and get invited? I asked Seth about this, and he said that unfortunately if you didn’t sign up and get invited, you can’t go, 'cause space is too tight.

Gotta say, I’m pretty pumped!

For the love of Christ I hope someone out there decides to make a decent AMERICAN stick for 360 sometime soon! GG’s DOA stick for kicking my ass the past few days! lol

ultradavid: ill be there

I wish I could go out West to California. Especially where there is the San Diego Comic Con which is supposed to have some massive Capcom Booth with SF4 Machines with also systems with the a newer build of HD Remix on it. If I could easily afford a plane ticket and fly out and have some fun, I would do so without question.

I don’t know anything about some Secret SF Club, but that sounds kind of fun. I wish there was more stuff out East where I’m from.

The West gets all the cool shit (EVO Finals, SDCC, Game Developers Conference, E3, Penny Arcade Expo, etc)

I know I shouldn’t be whining, but it’s a principle thing, why does all the cool events have to happen out West. The only closest thing I got to me is Final Round, and even Midwest Championships is a bit of a stretch to get to in terms of travel expenses.