Official SSF2T: HD Remix General Discussion Thread

So SFIV is out in the arcades in Japan now and some of the focus can be put back on HDR now. People have played a build of HDR with Ryu, Ken, T Hawk, Vega, Dee Jay and Akuma, with all stages available. Can we expect to see some official movies and screenshots to show off and rebuild interest in the game, which would be much better than the unofficial low quality movies and photos, which will not doubt show up very quickly if not so already? More character rebalancing and general HDR blog entries, would also be very welcomed. It’d be interesting to know how far Backbone and Udon have progressed and if anything has changed since that build, or remains to be changed or added.

lol, for a beta I think they still have alot of problems, sprites disappearing…hahaha. No wonder why very few companies make 2D games for new consoles now, is not easy shit. ''hats off SNK"

SNK has a staff for 200 koreans stashed away in a basement. No animations, no food. Pretty straight forward.

I view HDR as an upgrade to ST, meaning that I want it to replicate the best elements of ST and fix the problematic elements. In short, I want a better ST, not a brand new game that uses ST as a basis and introduces a load of potential new problems.

For this reason, I would rather Sirlin and Co. be as conservative as they can be with the changes. I’m a little skeptical about the news we’ve been hearing out of the HDR camp lately.

It’s unfortunate that the info you are getting is second hand information that comes along with no explanation.

Nothing has changed at all from my point of view. If you want to know the design goals, you can read part 1 of my series on this game, because it’s just as true now as it was then. Incidentally, if you want to know why the fake fireball is in the game, you can read the part 2 article about Ryu. (Hint: if you think the reason fake fireball is in the game is because of Dhalsim vs. Ryu, then you didn’t read it carefully enough. Even if Dhalsim were removed from the game, I’d still put in the fake fireball.)

If you can’t figure out how the various second hand info you are getting these days is consistent with the part 1 article, I guess you’ll have to wait until more articles are released to explain it piece by piece.

In the meantime, you can check out the new layouts and updated balance of my Yomi card game. There will be casual play at Evolution as well as a tournament on Saturday if there is enough interest.


(password: daigo)

Links to Sirlin’s design goals (as well as a summary) for SFHD can be found in the first post of this thread.

biggest problem with the fake fireball is i see it turning into a ridiculously powerful (not to mention unnecessary) rushdown tool once people figure out how to use it well

From the article:

“We have a digital title (SSF2THDR) that will have been announced around 18 months in advance of its eventual launch”

It was announced mid April 2007, which means their projected release date is October? We can only hope.

Considering all(?) HD remix characters got new moves or abilities your point that a FB for Ryu is unecessary just doesn’t hold as much weight.

yeah and a whole bunch of those changes are unnecessary too. characters should be buffed where they need buffing, making them better at stuff they’re already good at is just stupid. bison and ryu don’t need to be any better at up-close fighting, yet theyre going to be… why? change for the sake of change isn’t a valid argument

battle of destiny footage.

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you can see some fake dives, hawks whiff being spammed to build meter, DJ’s machine gun auto combo and some other stuff. Thw quality isn’t as great as I thought it might be but it get’ better after a few mins.

I treid out these new fangled annotations on the vids as well. Don’t know how well they work.

There are probably other changes to characters that will balance these “overpowered” Ryu/Bison rush downs right? Who knows? We only got 2 characters to play with so far.

Cigarbob, sabre, jumpsuit, captain ryu and a few others from srk have already shown me how good the fake fb is to bait jump ins and especially for corner pressure and yes it helps ryu rush that shit down but it’s not the “ridiculously powerful tool” you say.

Please don’t make baseless claims that is exactly the kind of shit that degenerates great threads like these. Fake enhances his current playstyle instead of changing it yet it doesn’t enhance it enough to make ryu “too good”. Also keep in mind fb zoning is quintessential to ryu but because the effectiveness of fb’s are being nerfed (a bit more then most people expected) ryu deserves a moderate improvement and of all the updates so far this one is perfect IMO.

LOL @ T.Hawk 360 grabbing Akuma out of his raging demon.

its not about balance between the characters, its about balanced gameplay

how can “i see it becoming ridiculously powerful” be a baseless claim when it’s a statement of opinion?

Yeah WTF?:rofl:

Also in that vid it looks like his 3s combo doesn’t work 2:43-2:46.

T Hawk looks like he’s going to be super powerful…

I can already see ppl intentionally standing far away just to whiff his 360 move to build meter, then Condor Dive to set them up for the tick xx 720, then jump back and start the whole thing again.

I was also kinda stunned at how his Condor Dive beat Ryu’s dragon punch in that clip. Was it always like that?

Cammys stage looks nice :rolleyes:

Thanks for the vids, but what do you mean MGU auto combo?

I think auto combo means that all of the hits of mgu hit all the time.