Ditto… Having same issue I think it should have been backwards fire with
jab punch
well who doesnt have practical super combos, Blanka (sitting target for fireball characters & he can be crouching jabbed out of it), Ehonda (opponent isn’t knocked down & can also be easily knocked out of it), Guile (annoying motion), Vega (I hate how you don’t know if you pulled it off until the moment you grab).
…seems to only be charging characters
If you guys are having issues, make sure you post them on the Beta board
Idk if anyone ever noticed this or mentioned it you can do the fake hadoken into the super. Just hcf lk which is the fake hadoken then immediatly afterwards press hcf and any punch and it’ll throw out a super. Good against those people who like to go hadoken to hadoken in time waste matches.
I’m an infamous “double tapper,” aka I tap the button twice to get it to come out on clutch moves. I’m having probs though because for example, with Ryu I’ll walk up sweep, and then cancel into fireball. I’m frequently getting sweep, HK hurricane because in STHD the motion inputs are so forgiving. When I’m going to back to do the FP red fireball, the game recognizes the early double tap and assumes I wanted a hurricane. This doesn’t happen in other versions of ST. Just one of those things you don’t think of until it happens I guess.
none of those issues have anything to do with the fact that the moves are charge motions except guile’s which youre wrong about not being practical anyway
wow you really didnt think this one through huh
lol @ at smart sarcasm.
There has been no change to the input recognition on Ryu’s fireball or on Ryu’s hurricane kick. Those should be no easier or harder to do in Remixed, Classic, or ST.
…that’s what i thought. just DSP and co. fucking up the motions and blaming it on the game.
I seriously think that SteveTren did a mis-statement and wanted to say QCB + P
Yes… thank you… LOL
hold down short when until after you press punch. This was the trick to not getting Ken’s funky kicks in vanilla ST.
I’m having trouble doing the ol’ meaty low forward > low short > foward funky kick combo with Ken in HDRemix.
In an attempt to stop the short negative edging into the short funky kick (which I don’t want), I hold short down after I press it. But this causes the foward funky kick to go into that overhead bit (which I also don’t want).
Oh well, I gots me a wicked-awesome DP… I guess it’s a fair trade-off.
First of all, go fuck yourself. I know how to do basic motions.
Second, it might have to do with the faster speed. I just thought about it and I’m not double tapping RH, I’m double tapping whatever button I’m using for the fireball. So maybe the game is recognizing the RH as a held-button kind of deal? I’m not sure. But I do know that doing a low RH cancel into fireball shouldn’t be giving me hurricanes after the sweep, so something has changed. Is anyone else getting similar results?
I don’t understand how this is even possible. Fireballs use a qcf motion. They should never make a hurricane kick (qcb) come out, no matter what button you press (or however many times you press it, or with what timing, or in what game speed).
And no, this has certainly never happened to me.
phil: im actually having a much more proficient time executing what i want with HD ken as opposed to N.ken. Granted, I can still make mistakes here and there due to human error. But, walkup sweep into fb and what not has never been more consistent with me.
It could be the speed, screwing with your execution timing, or it’s your style of execution that’s just not agreeing with the game? I dunno. All I know, is I love how ken controls now. =)
I get the same problem quite often with Sanwa buttons as they activate so short into the button press.
News update. Sven confirmed that the final price of the game will not be $10 in the Capcom BBS. Start placing your bets now for the game’s final price. I predict, $15.
I’m having no problems with walkup cr. rh x fb either.
Given that the Penny Arcade game was $20, I’m still standing by my previous guess that it will be $20
While it’s likely because the project has gone way over budget, it’s likely partially due to blame on twits posting on SRK “OMG I’d pay $30 for this game”.
Although $15 is a reasonable price, if they add in the smoothing in the netcode.