Official SSF2T: HD Remix General Discussion Thread

you are retarded

This is really killing me. There’s nothing at all out about it, and I’m starting to think that maybe HD Remix was left out of the e3 booth. I’d atleast like confirmation of that though.

(sorry to break up the shitty console war posts that are starting)

Yeah I didn’t see anything about it either, other than this small blurb that is useless.
http://news.vgchartz.com/news.php?id=1521

I already posted a question about the ā€œarcade version on displayā€, haven’t got an answer, but I’m 99.999999999% certain that he is wrong, because they are mostly idiots on that site.

But yeah any other links about this game from E3 would be nice, I did a mild comb at work earlier and came up blank, other than the above B.S.

There’s a quick preview of a new build of this at E3 on 1up - some quick details from it.

  • Cammy, T-Hawk, Vega, and Akuma playable.
  • some balance notes. Some information we already know … for Akuma weakened teleport, slower air fireballs and he takes a bunch more damage.

Goddamn nutsack. So there was no other way?

Yeah I have to agree, making Akuma take extra damage on top of the already high damage in ST is kind of inelegant. Better to balance out his moves in a more interesting way imo…

It was already confirmed that he took more damage via that combo video a few weeks back and the posts surrounding it (although I guess this means it’s been kept through the builds and likely to stay). Yeah, I agree, it’s a pretty weak way of balancing him out. If I recall correctly, a basic DeeJay crossup into upkicks into super combo that everyone can do did like 90% damage on him, a regular Ken crossup into crouching attack into shoryu did like 75%, and an Akuma fierce xx shoryu juggled to hurricane combo did like 60%… and all of those are practical and easy. I’m fine with him being at the end of the damage-taking scale, but if the amount of extra damage he takes has stayed the same as it was in that combo video, well, I think that’s dumb. From that 1up article, it seems it has.

I don’t think it is safe to judge at this point, however I do agree with the above sentiment - there has to have been better options to nerf Akuma while keeping him interesting. Look at N.Guile - his damage he deals is pretty bad and his reach on normals has shortened, but he has a lot more options, making him more interesting to play than his CPS1 counterparts, IMO. I like Akuma in 3s because he was given more options for nerfed damage - here, it seems to be implied all they did was nerf him. Again, I’ll wait until the final release for actual judgment, but this is unsettling.

I’d guess without the ability to give akuma new moves, they didn’t want to reinvent him (and risk really bad balancing) and this was the simplest way to let him be playable without having to basically redesign him from scratch.

But seriously, where’s the screenshots??? Also that 1up article said Vega, T.Hawk, Deejay, and Akuma. No mention of Cammy.

wouldnt slower air fireballs be better?

I was just thinking about that. O.Ken’s fireball is good because it is so goddamn slow.

I wouldn’t trust the reports to be accurate from a one-off quickie piece by a guy who probably hasn’t been playing a lot of Akuma in ST lately.

Not necessarily. Slower fireballs are deadly up close and in corners. Crazy shenanigans might be introduced.
You have to take what these reviewers say with a grain of salt.

Actually think about Akuma’s air fireball from Alpha 2/3 where it had slower startup you had to do it at certain distance and early at the top of your jump or the instant you jump.

I just need to know if Akuma still lands safely from the air fireball he has zero recovery, I even suspect he can actually block a few frames before hitting the ground…something that doesn’t apply to other characters.

I think he was refering to slow fireballs as an alternative to nerf Akuma instead of damage increase. Not as a buff.

How could they balance his moves, rather than his health bar, and not just make him a pointless third shoto? He would overshadow Ryu/Ken too much IMO. I can’t think of easy ways to nerf a dive kick in a game like ST. Then again I’ve never played him in ST.

obviously not given akuma doesnt have a divekick in st

Design wise, within this game’s context, slower projectile can be a buff. Projectiles allow the player throwing the projectile to control a significant portion of the screen (actually, two portions of the screen…the projectile and the space surrounding their body). Slowing that projectile down allows that player to control that space for a longer period of time.

With that all said, ST Akuma air fb is ridiculously fast IIRC.

Who knows what Ryan Scott meant by ā€œslowā€ anyways. Start up? Projectile speed? Maybe Sirlin can shed some light on this?

Haha! Good old Tom. That’s first LOL IRL I’ve had on SRK in a long time. Reminds me of the agsf2 days :slight_smile:

Having a petty hatred because of a bias reason means you are just denying yourself of more games to potentially being able to play.

You actually think Sony or even Nintendo is a loving and caring company? No, not at all.

None of these companies are…If you think even for one second that any of these companies aren’t developing video games to make money, then that would be perhaps deserve a reward for the ignorant statement of the year. So I don’t understand why you are singling Microsoft out.

The video Game industry is primarily a business. Much like how the Music and Motion Picture industries are also businesses.

They do what they do to make money. And to sign those contracts to make games on consoles, means they do what is necessary to get as many consumers to purchase their products. So Sony and Nintendo aren’t exempt from the fact they are also looking to make the consumers almighty dollar.

If you must hate Microsoft for being a good business, Then you must also hate Nintendo and Sony. Because they all strive for the same goals…To make money.