Okay I’m going to do something amazing and actually make a real post for once.
There are several reasons I think ST is better, I’ll try to focus more on things I think are solid, rather than opinion-based things more subject to scrutiny like tiers and balance.
1) Not arcade-perfect, feels like there is input lag
It’s been shown that the Dreamcast version of ST occasionally suffers from 0-1 frames of input lag. Since HDR is a port based on the Dreamcast version, I’m guessing this is the reason it doesn’t feel quite right, especially compared to the Arcade version. I haven’t empirically proven this or anything but that’s what it feels like to me when I play HDR.
Like Ganelon said, everything at the bottom of T-Akiba’s page lists issues in the DC version (even with the most accurate dip switch settings) plus slight differences in speed. NKI has them translated on his page.
2) Old VS New Graphics
People say this doesn’t matter but to me it does affect gameplay. The original hitboxes in ST were never meant for the updated sprites in HDR. I’m sure the artists tried their best to match the new graphics to the original hitboxes, but based on what seems like a rushed job due to corporate pressure I don’t think HDR can match the original in this department. And classic sprites? Are you kidding me? Those things are preposterously ugly and not skewed correctly from the original. Boxer looks like a giant.
3) Difficulty and Learning Curve geared towards casual players
I’m going to quote a post I saw on OzHadou.net by one of Australia’s top players:
Peter wrote:
My guess is that the real reason is that people who prefer ST over HDR is because in HDR people who could never beat ST players suddenly can beat them in HDR, thanks to more friendly execution etc.
vlade wrote:
Thats exactly right, correct!. Lately I’ve gone back to ST on GGPO and I am dominating a lot of the good Japanese and US players with 0-Sagat, and ST Guile out of nowhere, my win ratio is very good, I may lose here and there but then I get a run and win 10-20 matches in a row, this is against the very top players as well. I jump on HDR, it feels like a babies game, seriously. I mean, I love HDR, but you don’t need to be a very skilled SF player to win consistently. All that spacing, timing we learned in ST over the years, you can almost forget about it in HDR, because your opponent can easily get in closer now, the options are there for the everyday player to have a chance to win, which is more appealing to the public perhaps.
I won HDR last year at OHN7, by playing well, but not great either. I made the final of ST by playing mediocre for the most part, but when it counted, I played well, it was all over the shop (due to one of the arcade machines having terrible sticks, and one machine had a better setup). However!, I find that you have to play at a much much higher level at ST to win the majors. HDR, you can just get on a momentum streak, one combo with T-Hawk, your almost there, combo into super, you’ve won - easy execution, you’re there. ST is harder to play, plain and simple, flat out harder game to be good at. Maybe what Justin Wong feels? is that all the hard work we put in ST over the years pays off when playing ST, but then HDR learning curve is easier, and all the skills we learned in ST doesn’t really help us all that much? perhaps. Maybe Justin Wong can’t dominate the same as he once did in ST, as that could be a reason.
My opinion is that, in ST the really good players are at a much higher level than everyone else, and therefore harder for anyone to touch them. In HDR, you are always in with a fighting chance. The very best ST players will probably prefer ST, unless they win a lot in HDR too. And I also think that, as long as your winning then it’s a good game, once you lose or can’t dominate, then opinions start to change.
To be fair - I can’t find any reasons to get rid of one or the other, but only keep both games IMO, and run them both as majors.
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4) Execution flaws from new input changes**
Okay I think we all got pissed off at the random input windows of the original from time to time. In addition to shorter input windows, the random factor made skills such as piano input skew gameplay more heavily in favor of experts, which goes back to the point made in #3.
Unfortunately, while I’m sure Sirlin had good intentions, some of the changes he made were not well thought out, and ironically these “easier inputs” cause inadvertent input overlap which is a DESIGN FLAW. Couple examples:
As NKI wrote:
“The new motion for her air SBK (charge down, up+kick) messes up the ability to do instant jump straight up RH as anti air from a full crouch. You’ll end up getting instant air SBK, which means you get bopped for free.”
As a Chun player I completely understand this and it severely limits her already shitty anti-air options. I don’t think this is a bias balance issue, its a straight up unintended design flaw. What if some crappy input change prevented you from doing a Shoryuken or Fireball from crouch and you were guaranteed a new move that left you wide open instead? Yeah.
As Ganelon talked about, Claw’s BnB combo of j.HP/j.HK, d. MK, d. MP will sometimes get you an unintended flip instead due to the input overlap. The timing on this link combo is very strict to prevent getting reversaled, and in HDR if you do it at the correct speed like you did in ST you’re likely to get the flip. I’m guessing Blanka has this problem as well. Again, this is not a character bias, it is a design flaw regarding input.
Ironically, the easier inputs in HDR generally make it more likely you will do an unintended special by mistake so you have to watch your step more. At high level play for players who have their execution down, you should be able to do exactly what you want to do and not worry about this shit. This goes back to #3, but I’m sure a lot of casual gamers will be like “HEY COOL A FIREBALL CAME OUT!”
But at least it’s not as bad as SF4’s inputs.
5) Lifebar drain speed
I’ve never heard anyone talk about this but it’s something subtle that I think is important. In ST the lifebars drain gradually after receiving damage. This means after a big combo it would take a little while to register how much life the person had left, and with the random damage factor in ST this is amplified. This rewarded expert players who had the ability to make intelligent decisions in a split second of what to do next, based on how much life was taken off of them or their opponent. In HDR the lifebars register the damage of a move instantly, which gives you more time to make decisions which makes it easier for less experienced and slower thinking players.
Anyway that’s my two cents for now. HDR is fun and the tiers seem to be more compressed right now, but I think ST is the superior, more rewarding game for high level play.