Official SSF2T: HD Remix General Discussion Thread

http://youtube.com/watch?v=9xhyCJqFaRU its already posted on neoempire. not to discredit JustinW though, he beat ryan a number of times earlier in the event. But that win is pretty sweet :slight_smile:

Actually it was your choice from a box of games. I got 3 before they banned me from winning any more prizes:-( I posted honda thoughts in the sf4 forum, theres no honda thread and i don’t want to start one since i know almost nothing about him.

Thanks man for the review. I nearly fell out of my chair when I read DeeJay machine gun upper can cancel fireballs, did I read that correctly. Not sure what you meant cancel fireballs, since you did mention in the SSF2 that fireballs would pass through him, this would be because of the invunerability frames. So now are you saying it will just eat them or are you saying he can cancel INTO fireball??? Cancel into hook kick or super would be sick. :wgrin:

Some crappy phone cam footage of Super Turbo tourni. Dictator owns Honda in the 2nd bout, dont know who is playing

[media=youtube]mLWsx6UONUI[/media]

Offtopic but found this. SuperTurbo Beta waaaay back in 1994 [media=youtube]MdHarxPyXnM[/media] :rofl:

i can’t believe i got lazy and didn’t go BOD. FUCKK!!!

awh man you live in London aswell, shame on you :arazz:

It was actually mentioned in a Capcom forum post that they’re aware of it and fixing it, it happens on “asset heavy” backgrounds- it was apparently why it didn’t show up at the “Street Fighter Club” event after E3. They didn’t want high level players seeing it and assume it was going to stay in. Funny that they didn’t get time to fix it before BoD though.

MGU will eat up fireballs now - make them disappear. I guess this is useful when fireball trapped in the corner, when Dee Jay doesn’t have enough time to throw a max out, but enough time to MGU - saves taking chip damage.

That’s Professor Jones as Bison and Rico as Honda.

I’m not as hardcore as Sirlin or any of the pro players, play testing this, so I knew they’re aware of this and are fixing it, if they haven’t done so already. I guess only Backbone/Capcom and the play testers will only know how different the latest build differs to to the build at BoD.

:woot:

you can also be charging whilst doing a machine gun too Now thats a damn good upgrade!! Ryu can’t fake fireball rush in for throws either :rofl:

This will really suit my play style since I turtle FTW with him.

wait…that’s GREAT news!:woot:

What I forgot to check is whether DJ’s crouching fierce is an overhead attack in this build. Adding this to his already very good crossup game, would make him a beast.

Ah yes forgot about that, yes that would be make him top tier for sure, only thing to do would be to reversal out of it. Guessing if he is going to using crouching fierce or crouching short maybe too much of an advantage unless Sirlin slows it down to Ryu 's overhead speed… I’m more than happy with the new MGU :smiley:

I wonder if Afro Lengends is allowed to talk about Dee Jay now since people have had the chance to play as him NDA must be lifted

And that was the last time anybody was ever spotted using new Sagat.

I’m probably going to get a bunch of hate mail for saying this, but I had a chance to play this game at Battle of Destiny and also occasionally got reversal fireball when I was trying for reversal dragon punch. Now, maybe I did mess up, but after practicing execution for god knows how long (no comp) I think I should be sufficiant enough to succesfully dragon punch on wake up, especially on a game with such lenient controls as it has.

Anway, I was Ryu, other guy was Ken. I got knocked down and executed the dragon punch command on reversal and instead got a fireball. Like I say, I could have messed up, but if there really is a problem then it needs to get fixed, so I’m another who has experienced it.

Whatever…

So what does the MGU eating fireballs really do for DJ? On the surface it seems pretty worthless since he’s already got a way to stop fireballs (his own). Is there really that many times when you can’t charge a maxout but have the MGU charged?

I guess if the MGU starts eating fireballs on startup you could potentially reversal it on wakeup to stuff a corner fireball? But even then it seems like it would leave you open to a sweep.

And oh god please no overhead on c. fierce, unless it’s slowed down to Guile/Fei speeds.

Example Ryu throws Dee Jay into corner spams fireballs close enough keep him there and unable to jump out or risk being hit by dragon punch. Now Dee Jay can stay in corner use machine gun to eat fireball, then immediately throw fireball, my thinking is that this should give him just time to move out of the corner by walking or even jumping out safely.

Depending on the recovery time for the move, Dee Jay maybe able to do a short hook kick to counter any sweeps attemps.

  • Vega can do fake wall dive by pressing K after inputting the wall dive command. Not sure how useful it is, because he lands pretty slow, but he can stay closer to the wall than usual by doing it.

  • Vega’s RH flipkick x2 juggle seemed easier, but that might just be me.

  • Dee Jay’s RH dread kick always combos now. Crossup j.Forward, cr.Jab x2, st.Strong, RH dread kick seemed to be a TOD (over 50% life, guaranteed dizzy) on all characters.

  • Graphics are pretty bad compared to original ST (much higher res of course, but far less detailed), but you get used to it. Facial inconsistencies between standing/crouching and various moves are present on pretty much every sprite, and some (T.Hawk’s idle animation most notably) have shading that obviously pops. The whole thing is rather reminiscent of a low-budget anime-ripoff American cartoon like Totally Spies or something.

  • I saw R-Jive do crossup j.Forward, cl.st.Fierce, Fierce DP with Ken on (I think) Dee Jay, which dizzied, followed by Ken’s sprite totally disappearing for about 2 seconds. I hope they can replicate and fix this…

Yeah, Akuma looks pretty terrible like that. When he’s standing he’s so high, but during his win pose he grows so much it just looks, wierd. And why he’s so scrunched together like a hunch back, I don’t know.

Either way, for me to like it, it needs a lot of work. Akuma to me, still seems pretty dumb. His air fireball isn’t as abusable as it use to be, but it’s so retarded in the sense that instead of making it impossible for them to aproach, it gives him too many options up close. Neutral jumping air fireball is actually pretty slow, it takes a while to come out and he has a lot of recovery and puch back. But with jump forward, it has a hell of a lot of properties, when done late it gives him crazy advatage, negating most of the push back. Excelent for a tick throw and even allows him to cross up with added slow down for easy follow ups. His 3S combo is pretty dumb too, “retard Ken” style juggling, big damage, easy execution, stun potential, I don’t know what’s going on when they thought of the changes. Anti air invincibility should give him some problems, but being the only character with it and having such easy combos, he’s just as dumb, if not more dumb than he used to be.

Oh yeah also you can pretty much just jump up and down doing air fireballs from far away, I don’t think it’s actually possible for them to make you land on a fireball, they always get negated, and seeing as you have immediate recovery on landing there’s not much they can do to punish it.

Also raging demon goes through fireballs, lol.

How much damage does it do? Is it his only super? I never bothered trying. It’s not suprising it had invincibility, as I think most characters do on their supers, but yeah it is pretty crazy, especially going from it standards lol.

Do you think the art on the new characters is worse quality than Ken/Ryu? I’ve been playing a ton of SFHD beta and I’m happy with what they look like. If it’s the same level as the shotos I’ll be happy.