Official SSF2T: HD Remix General Discussion Thread

still don’t know what this new tradjectory for ChunLi’s spinning bird kick is lol. Good post UltraDavid, this thread is great again.

Regarding DeeJay I really wanted him to get an overhead but with these changes in place that would of been overkill, seriously cannot wait to play him. (I thought Dee Jay was ranked equal if not slightly higher than Ryu???).

As for Akuma, videos that I’ve seen do not feel me with confidence, only thing is that he takes alot of damage.

Looking forward to Sirlin confirming Dictator and Chun Li’s changes, anything would be welcomed to stop her winning so cheaply.

With Honda, jumping short is tripguard? Dont you mean, is anti tripguard lol

And jump short has always been anti trip, just not against every move. So does that mean, it beats out shotos sweeps now?

Also, add, for Chun. down forward + medium kick (command flipkick) is removed.

chun_li1

chunli stored super still in?

bawwwwwww

If this is true, its great news. I always thought this move and vegas wall dive were too much. It hard too determine which side it would hit and how to block it.

thats df+rh…

you’re thinking of a different move (random backflip that’s easily punished and useless) . Her neck breaker is still in, they just removed a move no one ever used.

I hope they release some damn articles soon and explain why stored moves were left in. I can understand leaving in Chun’s to stay competitive (even if I dislike it), but what the fuck is the point of leaving in Honda’s? Unless they couldn’t figure out how to remove them from the game…

Are Cammy’s changes really enough to make her competitive? I’m actually asking, not doubting.

Cause it’s fun?

As long as the game is based on the DC version, the reversal bugs and stored moves were fixed already with the option to enable or disable them in the debug menu.

I have no doubt that the changes Sirlin will make to Honda will make him better balanced for high level competitive play. The thing that bothers me though is that for intermediate level online play Honda has been a top if not the best character in every online iteration of SF2.

With the new buffs mentioned, I fear that SF HD online play may simply be reduced to a whole lot of scrubbing it with Honda.

so? if random kids on netplay find out standing there and 100 hands doesn’t work they’ll just go back to air fireballs all day anyway

Based on the changes I’ve heard, yeah, it helps tons. The ability to actually do a backfist that goes through fireballs makes her fight against half of the cast not so much of a steep uphill battle. Don’t ask me why, but Ive always have a much harder time getting backfists than I’ve ever had doing hooligans.

The only question is whether she has something to help the fight against Honda. In ST, Chen’s totaly right; the match is unwinnable against anyone who’s awake and knows even a little of the match-up. I’m okay with a hard battle, but its currently an impossible battle.

ahahahahahhahahaha :rofl: :tdown:

Honda and Dictator are going to be retardedly strong.

Slight invinciblity on the Devil Reverse? You might as well give Dictator 45degree angle Psycho Crushers, like Gallon/Jon Talbain from Darkstalkers! :lol:

And it’s like they’re purposely making 'Gief suck.
They should give Gief a superjump, just like in Rainbow Edition :lol:

Honda is going to rape non-fireballers even more. :tdown:

pfft… gief is hella good now…

yay theory fighter. /sarcasm

Just added some updates to Dhalsim, Chun, DeeJay, Dictator, and Akuma.

Cammy sounds quite a bit like ST Boxer now, actually.

Useful way to get through fireballs? Check.

Forward-moving special attack that can give frame advantage on block? Check.

Anti-air special that’s safe from longer ranges? From what I read, check.

As for the Honda matchup, well, Boxer had the advantage over Honda in ST. He could mash standing jab to beat most of Honda’s arsenal (including headbutts), the low rush was effective when not overused, and a TAP at max range would beat everything except the invincible moves. He also had several other ways to beat headbutts (low strong, jump back fierce/roundhouse). I don’t know Cammy’s normals that well, or if they would have different priority in Remix or what, but maybe the cannon drill could do the same things low rush & TAP did?

Another thing to keep in mind is that unlike Boxer, she might actually land throws once in awhile thanks to hooligan roll. The stored ochio allowed Honda to grab all of Boxer’s throw setups on reaction, but naturally that won’t work against someone in the air.

Nice summary from UD. The updates to Dee Jay make him sound super buff. I’m curious to know since they made the MGU easier, does it cause as much stun? Pretty much any 6-7 MGU combo stuns in current ST and does nice, safe chip damage if blocked. Not to nitpick, but in current ST you can follow and MGU or upkick with a horizontal charge move so technically it’s not new. I understand the application of matching fireballs with the MGU then countering immediately, is new and very nice gameplay addition. That alone can tip the tables in fireball fights in Dee Jays favor.
BTW can the MGU actually hit for 5 hits by itself? I’ve never seen more then 4 in ST, ever. I may have been possible in SSF2, but everything about that game is fuzzy.
I was hoping one change they’d make to Chun was “fixing” her hitbox on her flipkick so you could consistently block it. It may have more to do with location detection by the character defending the move that they need to fix. Either way way, it bums me out that it’s still in. Rumor has it they tried to fix it by making it not knock down which of course = free combos, nice!
P.S. I still think it would be a nice addition to Fei to make his hitbox skinner. there’s no reason a character like that should be such combo fodder.

-wes

Yeah, I just put in the bit about keeping back charge during mgu because it’s actually an important thing now. And I just updated DeeJay and Chun to show that mgu does less damage and stun than before and that Chun’s down-forward + roundhouse neckbreaker never crosses up.

No. trip guard is the ability to block/stop yourself from being swept by lows when landing.