Official SSF2T: HD Remix General Discussion Thread

Thats some crazy stuff right there, -3 handicap seems fairer but I don’t like how you can string those. :looney: Original ST the final hit on the hurricane didn’t land that often, correct???

As for Ryu, I thought those were damn good use of the fake fireball.

Yes its quite worrying, did Sirlin say all of Ken’s dragon punches do not juggle in the current build or just the strong version??

You read it right, multiple times I have dp’d them before they landed, Im sure there are some people who seen me do it. Unless they are holding up some some shit but Im pretty sure I dp’d them before they landed. Also take note though, they were random ass HK with different spacings, not comboed into.

Boxer and Honda will get nerfed but juggly Ken gets beefed… I will stick to Classic mode

When was Honda nerfed? Have I missed this savage misstep?

no, he’s assuming that, and somehow complaining about it.

There was an interview where he talked about how Honda was buffed against fireball characters, but playtesters pointed out that Honda is stupidly good vs. non-fireballers, so it was kind of bullshit to make him better vs. half the cast and leave him really really good vs. the other half. So he nerfed Honda in those matches. I’d guess jab headbutt, but nothing has been revealed.

haha, so you’re Otochun, Desk!

Hopefully, Honda has been nerfed to the point where he will no longer be in the game.

Quick question for you guys on the beta?

What’s the standard six-button control scheme, what’s default for jab,strong,fierce, short, fwd, rh?

Trying to figure out how a custom stick should be wired.

Eh? What do you mean by that? Sarcasm or you just hate Honda?

yeah and I kill CEbison for free :slight_smile:

seriously though, when I ented that name in on my 1 month free gold card, I didn’t realise I was going to make a combovid so many people would see… I thought it was funny but it’s kind of embarrassing now. :sweat: I just love otochun

I hate him with a furious passion. Everything about how he plays/wins is gross beyond all belief.

I wonder how Remix Hawk will fair against Honda, with that said I can only imagine this match-up to be very ugly. I did read that they had come up with a way to get around Honda in Remix, but I can’t see how that’s possible unless Honda wants to play suicidal. Otherwise I can chip damage him to death with my new improved Condor Dive and when my SUPER meter gets full I can finally engage him.

You don’t like his sumo hugs either :mad:

I’ve heard some complaints that the beta build is dropping inputs sometimes during online play. I’m not saying whether this is or isn’t true, but I am having trouble reproducing this under test conditions. Keep in mind that ST drops inputs by design as part of the way different speeds are implemented, and also during the slowdown caused when you hit someone with a fireball. So I’m assuming the people who claim some inputs are being dropped are well aware of that and are claiming it in addition that.

If anyone has more information on this, that would help. Does it happen around the same time as anything in particular (the occasional slowdown that happens sometimes in network play? When flickering and rollbacks are happening a lot or not a lot? At the beginning of the round only? in the 3rd round only?)

It would be equally helpful to provide feedback of “I don’t think there are any dropped inputs beyond what ST has” if you believe that to be true.

I remember I had one occasion where my input was obviously dropped. There was a big lag induced slowdown/ frameskip/teleport (I cant remember exactly which) and I did some kind of special move command, but nothing actually occured… aka, no normal or special. This was a serious lag hiccup, but perhaps the same thing is occuring on a smaller scale in normal play, I’m not sure.

I personally haven’t experienced any dropped inputs in my time with the Beta.

The dropped inputs are pretty noticeable during a laggy match (think >140ms). The laggier it gets, the more noticeable it is. In these high latency matches, where the lag seems fairly consistent, it seems to happen randomly. But, in matches where there are lag spikes, that cause teleporting and/or slowdown, dropped inputs appear more frequently during said spike. It’s especially noticeable during slowdown (from lag, not a projectile hitting)

It does not seem to happen offline (it’s not noticeable). But as soon as I jump online, it’s definitely an issue.

To a point you brought up about the natural dropped inputs during slowdown after a hit from a projectile; Is it possible that due to the rollback of laggier games, when the game shows you hit somebody with a fireball, and then retracts it and shows it missed/was blocked, would the inputs still have been affected? In a high latency game, the rollback acts pretty ridiculous and seems to be all over the place, so maybe this is another situation causing dropped inputs.

Sirlin: I ONLY experience dropped inputs in EXTREME lag situations where massive warping and such is happening. I would hit buttons and nothing would come out. This is not common to me, but it does happen. For the most part, inputs seem to be really solid, i think.

I was playing a little classic yesterday online, and I got to say “WOW,” the difference in execution input windows is like night and day. It’s so nice to be able to have consistent DP windows now. It’s gonna be hard to go back to regular ST if remix mode doesn’t take off, competitively. Man i was getting so mad/frustrated when dp’s wouldn’t come out sometimes when i was using o.ken, lol!

Sirlin: Its think its fine, just like original ST unless under lag, BUT I do get shoryukens alot when I try Ryu’s super. This doesnt happen with ken and is under good network conditions. I have not had any trouble with inputs other than that. Also there is a chance I suck and cant do ryus super, dee dee dee.