Official SSF2T: HD Remix General Discussion Thread

you assumed wrong

ass

Thank you for this. I just want to say that the inclusion of these moves make it seem like we are too stupid to come up with our own unique strategies. Sure they could be useful, but people should be able to come up with their own techniques by simply playing the game learning by trial and error. You know, the type of thing I have been doing since 15 years ago when I first played fighting games.

Again, you’re forgetting that the fake fireball was John Choi’s idea. I’m pretty sure he doesn’t want it because he’s ‘too stupid to come up with his own unique strategies’. I assume he actually has some utility in mind for it.

No one is denying that, it is obviously an improvement. I am just saying that in the transition from ST to Remix, some improvements/nerfs appear questionable.

My bad, douchebag.

I know R-Jive and SpinalBlood are going, I expect R3ko will be there aswell. I’ve asked R-Jive to do some videos for us (especially Dee Jay) :wgrin:

@Sabre: How can a Ryu player bait Dhalsim into doing drill in ST? I’ve seen people try with cr.short or qcf,cr.short.

How useful can fake hadouken as it is now really be against Dhalsim? Dhalsim can wait to see the actual hadouken leave his hands and then drill. If it’s a fake then Dhalsim is just standing there and if it’s real then he’s hitting Ryu, recovering too quickly to be punished or having his drill blocked. When this game first comes out, Dhalsim players are going to be cautious but later on it will revert back to the ST matchup in this regard. It would be better IMO if for the fake hadouken, a phantom hadouken came out. It would look like a hadouken(maybe more dim), but it would have no hitbox and would dissipate quickly after leaving his hands.

Introducing a new special move just to improve a single match up situation, I don’t see Ryu suffering to Dhalsim like T.Hawk or Zangief. Ryu has a better chance at getting in, he can still beat Sim’s limps while other character have a hard time with them …

Ryu just can’t do (hadoken…hadoken…HADOOKEN) all the the time against Sim, I think that’s why some people needed a fake FB…well at least they didn’t ask for a fake FB for O.Sagat :rofl:.

Gaduken :rofl:

That’s actually a really good idea.

I just got back from BoD. I played the beta both on Saturday and today, Sunday, clocking up over 10 hours I’d say. Watched the Hyper Fighting Anniversary tournament yesterday and the Capcom vs SNK 2 and Street Fighter 3 Third Strike tournies today. Before today’s tournies, there was a (some say money match and some say not) between Sinergy and Justin Wong on Marvel vs Capcom 2. There was a Rico there, who is a ghing-er, but I don’t know if he is R3ko. He played in the Hyper Fighting Anniversary Edition tournament. I also saw Desk compete in a couple of tournies and was cheering him on. It’d probably be in bad form, not to mention going even more off topic, for me to tell you the results in case someone has recorded the tournies for others in here to watch - I hate it when people tell me football results. After the 3S tourny, the MD, asked Justin Wong to come up on stage, when he told JW that he was to play various people at 3S, one of whom was the winner of the 3S tourney. The first to win two games was declared the winner. I get the feeling that this was rather off the cuff and not agreed with JW. If it wasn’t agreed, then JW was a good sport about it. If anyone’s seen that video, one match was rather like deja vu. But I digress…

The setup. There were four, two seater sofas, arranged in a square in front of four Samsung LCDs, rigged up to 4 x 360s with 8 x EX2 sticks, running HDR. There was an identical setup, but rigged up with pads, just a few meters away, running HDR. There were a row of desks with 3rd Strike and A3 further down the hall and there was the tournament staging area around the back. Upstairs there were about eight Street Fighter IV single player arcade machines, hooked up for network play, 1 vs 1. Along with lots of different set ups - SF Alpha, Tekken etc. on varying sized screens, plus the large screen and projector for the tournies. To promote SFIV, they were giving away posters to all attendees and copies of Monster Hunter 2 for PSP for anyone beating ten different players in a row.

The version of the beta available at BoD had six selectable characters; Ryu, Ken, T Hawk, Dee Jay, Vega (Claw) and Akuma (highlight E Honda and push up). In this build, Akuma’s got a raging demon - jab, jab, short, forward fierce (or is it fierce forward?) and he can be knocked out of his teleport. In addition, his specials do not use super meter. I think Ken’s crazy juggles were removed in this version, not 100% sure. I don’t know if this has been mentioned already, but Dee Jay’s machine gun upper can cancel fireballs now. Whereas in SSF2 fireballs would go through it if done right, I think. The graphics and animation for the most part looked very nice, although there are some iffy frames e.g. Hawk’s ‘how’ win pose and one of Ken’s win poses. In addition, Hawk’s miss animation looks pretty crap - I understand that they’re not adding new frames, but there aren’t any hit boxes to this frame, so unless it’s a programming issue, I don’t see why there can’t be an exception to the rule in this case. It’s still clear to see they’re working on the characters in the game - Dee Jay had no sound effects and Vega’s lose portrait was just a black and white sketch.

General game stuff. The random character select was not working, but the random stage select was. Single player mode was locked out and I don’t recall seeing a slot for a training mode. Widescreen and 4:3 modes were selectable and the widescreen mode was playable to me. It was hard going back to 4:3 mode (smaller sprites and I don’t have 20:20 vision and don’t wear glasses), as we were playing on small (20"?) Samsung LCDs. I still would have preferred the super bar moved up top, but it didn’t hinder the game in widescreen mode. The super bar definitely needs jazzing up. It is u-g-l-y. One interesting thing is that players can select whether they’re player one or player two without having to swap joypads/sticks - probably implemented as this would be rather difficult to do when playing online. I’m not quite sure how this would work on line. Does the quickest person to select left or right, get to play the side they’ve chosen in ranked matches? Or will it be randomised in ranked matches? Some people have issues with playing on the left or right. I know I did after having not played Street Fighter on any kind of a competitive level in such a long time, yes I took most of my matches seriously, but I got over that by day 2.

I think the default speed setting was ‘3’, going up to a maximum of ‘4’. Not having played Super Turbo for quite a while, I was surprised that neither speeds 3 or 4 seemed particularly fast and didn’t cause me to mess with my timing - wake up dragon punch, combos etc. were fine.

All the backgrounds were selectable, as far as I’m aware and they’re all looking rather pretty. The one stage I didn’t like was Blanka’s stage as there is a huge mass of yellow on the far left - the hut needs shading and defining. However, more importantly, there were issues with slowdown on stages with a lot of background characters e.g. Mexico and Brazil, when doing specials - not supers, but specials. I don’t know if it’s the additional effects for the specials, such as the heat effect trailing fireballs and flaming dragon punches and the pinky, purply effects Dee Jay’s got now on his Calypso kick. In addition, I wouldn’t say I’ve got the most experience with ST, especially as I haven’t played it in years, but during the slowdowns for supers, which is normal, there were on occasions immediately afterwards, where the game would speed up. It felt completely wrong to me and definitely threw me a off a few times.

Thanks for the writeup, man.

Buhh… :confused:

Weird.

I wonder if Dee Jay can overlap charges like Balrog can with his Dash specials and headbutt?

Thanks for the update! :smiley:

This stuff should be of the absolute highest priority to fix…

yes?

I’m sorry if that sounded dumb/strange. But I wasn’t aware that you could execute Max Out by pressing d/f, and then MGU right after. I mean, Guile definitely can’t do that.

I’m sure doesn’t want another CCC (I know it wasn’t his fault for the input delay it had) so I’m sure this will be fixed in the final version.

What? I thought I was following this thread well enough, but how did I miss this?

…Guile doesn’t have a reason to; he doesn’t have a d,u+punch move.

he always needs to charge DB. :wonder:

EDIT

lol i misunderstood your question; sorry! my bad! and no, Dee Jay can’t do b,df+Punch, just like guile.

it’d be nice, though, just because.