Official SSF2T: HD Remix General Discussion Thread

I don’t understand the programming enough, but I do think it’s weird that the voice data can get transferred with less apparent lag than the game data.

The sounds are probably played before the action they go with is executed. This would make sense, it would help sync the sounds and the actions in an offline environment.

eh i dunno,i randomly have that problem on regular arcade ST as well. I think my success rate is pretty even. I had to train my hand to do use jab, exclusively for super lol

I can’t connect to ANYONE today… even with the 100% foolproof method ™

Strange, I was able to get on.

I put together a little combo video for the beta.

It’s a little bit tucked away on this page though, you have to scroll down to ‘community news’ and then use the little scroll bar to go down past the SF4 vid to ‘Super Street Fighter 2 Turbo HD Remix’ (it’s the 2nd video down). And then stream away. Oh yeah, another video in the top left hand corner auto starts when you load the page so you might have to stop that, lol.

I think some of the stuff might be new to people. I’ve put a bug report together as well which I’ll be posting shortly on the capcom forums.

Great vid as always, desk :slight_smile:

How did nobody else manage to figure out those RH hurricane combos first? That was something I was planning on testing (admittedly only after you were being so secretive about what you’d discovered on NE, lol), but I got bored of the beta after like the first day (seeing as I don’t play shotos) so I never actually bothered to turn the game on again and try it. Are they practical?

Great stuff.

Did Ken’s roundhouse hurricane kick combo into shoryu in ST? Also, how in the world does crouching roundhouse combo into hurricane kick at 1:53? And lol at redizzy at 2:25.

Liked the use of fake fireball, that thing is gonna be so annoying to deal with.

First one seems practical, probably why he put in Ryu doing a fireball. If you land jump attack to crouching strong, hit confirm that thing for touch of death nonsense. I don’t really see how that can be fixed unless Ken recovers at like -1 after hurricane kick since fierce dragon punch is an instant attack, and even without the shoryu it’s still 50% life. Is this combo guaranteed, random, or only possible at very particular ranges?

Edit: in that crouching roundhouse xx hurricane kick combo, looks like crouching roundhouse doesn’t actually combo, since it doesn’t show up in the combo counter. But you can clearly see that it gets canceled into hurricane kick because the animation is cut short, but how can you cancel it without hitting Ryu? The other possibility is that the fireball is the hit that doesn’t hit and crouching roundhouse actually lands and cancels, but then does Ryu stay grounded? Color me confused.

Edit again: at the end with the double Ken shoryu, did you input the blue Ken’s shoryu a little later and that’s why his wins out?

Edited a last time

What’s with this 0 Hit bussiness? Good stuff!

rofl at 2 fierce DP’s/ I would imagine some of that HK shit may not be practical in a match, since it requires the hk to fully combo, along with the very last kick, which can be random or need very specific range or other situational setups. atleast thats what i make of it

good shit tho desk. thank god most of that wont work in final haha

Ryu’s fake fb blockstrings look like they’re going to be crazy, btw… his rushdown is going to be really stupid now :confused:

coum: at first i thought it was overkill. but i dont think its “TOO” bad. too early to say tho. it definitely is fun.

ok so myself and cigarbob were messing with that shit that was in desks video. the HK combos are definitely range specific, but totally possible to pull off. But you are definitely fucked if you miss it. I’m up in the air if this is a bad thing. I honestly never saw the point to increase the distance the hk travels. Which would kill this combo entirely, except vs blanka and gief, which it worked in regular ST, iirc. But then again, who knows how well it can work to close gaps on trouble matches like sagat, and what not.

The juggles definitely need to go tho. That fierce DP shit can only be done close to the corner, requiring that little wall bounce. They can be on ground or it can be used as AA to get the combo. You can sit at perfect FB trap range and wait for the opponent to jump, and its free double fierce DP.

Obviously we know strong dp shenanigans are removed, but now i wonder about the fierce DP. Now it makes me wonder with all these new juggle properties we heard about with the other characters (sagat especially), what kind of crazy shit can there be with the wall bounce setup?

cheers coum :slight_smile:

Ultradavid, the sweep xx combo thing is an oldskool sf glitch, it happens in all of the sf2 games when 2 things hit on the same frame.

As for practicality, I don’t know, it’s certainly not difficult to do if you piano the fierce for the dp after hk. It’s not always, possible to combo but you’d be surprised how much it does. I did deliberately set the first clip up like that to point out that if you land a jump in you win the match.

And yeah ryu is underated in this game methinks. Especially if the speed stays the way it is because his corner traps are quite awesome at the moment. Disregarding the clip in the video (because you can reversal out of it) just adding the fake fireball into his already quite deadly corner traps is a big thing. Cancelling it off blocked cr. rh and mixing up with regular fireballs means it’ll be a really frustrating thing to get out of. Like I say at the current speed I think it’s too much and could do with having a few more recovery frames.

EDIT: oh yeah, note that a lot of that stuff was very ‘postion specific’. Like sabre said, using the corner at various moments to make stuff connect. Having said that you can still do insane things in normal matches.

deskL definitely agree with you adding a few frames to fake fb if the speed stays as standard.

yeah i was starting to get it pretty consistenly. Its definitely easy to hit confirm. you can tell way beforehand if the last rotation will connect, Granted, if you do happen to mistime the dp, you are screwed. The potential is definitely deadly. I say reduce travel distance on hk, just enough so a followup is not possible. either that or you ad a couple frames recovery. Or you eliminate the new fierce dp guaranteed 3 hit. which reverts it back to original ST issue of hitting with first hit, but stil lgetting punished.

I personally say reduce the travel distance just enough to not let combos possible. And get rid of the new found fierce dp wall bounce combo.

EDIT: desk, i say make a post regarding your video and your discoveries regarding the HK and fierce DP juggles, in the gameplay changes feedback forum. If not, I can always do. But it’s your discovery!

Yeah I figured the sweep combo was the game getting confused. Sweeps always knock down otherwise. Ryu admittedly looks real fun to play with the new fake fireball. Lots of gimmicky mind games to be had with him now.

LOL even without MP dp juggle Ken is still broke. Unless everyone else becomes as broke or more broke than he is. Then it’s ok.

yeah, I mentioned that in my post at capcom. You can easily tell if the dp will combo during the hk. plus because the flamedp knocks down on the first hit you don’t have to worry about it not hitting 3 times. it’s just an unfortunate combination of his tweaks that allow it to happen.

here’s my post at capcom covering a few other things as well.

This is why I want the usual ST 3 juggle limit thing and to rape damage on first hit on strong DP.

You wouldn’t be able to do double fierce DP like that.

2hit strong DP, then DP would get you basically normal DP damage.

Bigger damage would come from 1-hit DPs hitting people out of the air and with wall bounces. But even then, you gotta use psychic DP, or punish moves that go into the air… along with specific distancing. And it’s not even that much more damage really… reward for the risk?

The super is iffy though. :stuck_out_tongue:

I just don’t want them to remove a ton of shit we’ve been told will be in the game really.

Yeah… looks… real fun…

Same thing happend to me a few days ago. I couldn’t host or join a ranked match for 12 hours.

Also

Ken can combo after RH HK with Fierce Dp. It is sooooo fucking dumb. Needs to be removed.

Thanks Desk for finding this.

Also

When ken if out of the corner about half scree and the opponent jumps and you Fierce Dp you can juggle another Fierce DP after you opponent hits the wall. The wall slows down the falling character allowing the second fierce DP.

I dont even want to imagine what BS will be found with all the new characters and juggles.

Well, from what I understand this is an old build in the beta, one hopes that they are testing away, and fixing the crap like that, thankfully, if a few sqeak through, they can patch it out of exsistance.

Fake FB xx Super is still my favorite thing ever, kamehameha!