It’s not as bad as Gief’s, but I think the bounce should only be around Hawk’s s.Rh. Honda’s bounce isn’t that far off by direct comparison and he far more options to follow up then hawk does.
The day the quality of a character is not determined by the successes that people have had with them over an extended period of time is a sad day.
Pony prooves Gief is top tier in ST :tup:
[/end sarcasm]
Let me clarify. One person playing a character well doesn’t necessarily make them top tier. That one person could just be better at the game than the people he is facing, to the degree that he is able to overcome disadvantage matchups consistently. That doesn’t mean that those matchups in general are wrong, or that the tier placement is incorrect–just that the player in question is good.
omg are you guys still at it?
yawn
EDIT: lol insight.
Alright, well to change the topic there is 1 thing I wished was changed:
Fei’s CW to me is a bit poorly conceived, I would take a fast moving CW anyday over a situational LK CW that has invincibility on start-up. Sure it’s great for preasure in close quarters…but the biggest issue fei has always had is getting in close. If it were up to me, I’d remove the LK CW and just make it so all CW’s had the start-up and moving speed of bison’s d+u punch charge move. You would be losing the invincibility, but keep in mind u gain a very impressive tool to clear vast distances and a even better preasuring tool. This would also reward the fei players who learn the projectile patterns of there opponents, it’s so silly to have to walk and block a projectile with no other clear strategy avaible.
Another point of contention is fei’s rekka, IMO a jap rekka should be able to cleanly beat honda’s headbutts,bison’s crushers and even rogs charge punches if timed right. To me, rekka’s should be a tool to vanquish opponents from mid range…u already have the CW’s which clear the distance full screen so it’s only sensible his rekka’s serve as great poking tools from mid distance.
I’d like Guile’s super motion to go back to the way it was and raise the damage back up. The old motion isn’t even hard and the new damage on it is pathetic, even when you catch them on the ground during a reversal it does pitiful damage. When their health is low, it seems it never finishes them off but leaves them with a shred of life due to the low life damage scaling of SFII: Turbo. I really miss the damage it does in ST.
Programming things like the Reversal Supers for Ken and Sagat and such shouldn’t have been hard. The game was based on the Dreamcast version of the game. All the fixes were programmed into the game already, available as dip switches you can set to on or off. INCLUDING Honda’s Stored Oicho. Fixing those things would have been as simple as permanently setting the values to ON. I’m sure there’s a LOT more to it than that, but those bugs were already fixed in the Dreamcast version.
Hawk’s Standing Roundhouse was NEVER an overhead. In Super, the difference was that crouching characters had to block it. In Super Turbo, people could crouch it and it would whiff.
Rog’s Turn Around Punch only knocked down at certain levels. At the earlier levels, where you see it most often, it did not Knock Down.
- James
Programming anything in a corporate environment is non-trivial, i’m shocked that major companies can get a “hello world” program commissioned with less than 10 levels of approval and 50 meetings. Add to that the fact that it’s very old source, and that it was extremely hard to get ANY programming changes done in the first place.
Considering that Capcom has went back to releasing PS1 versions of the alpha series (wtf), and has given up on changing MvC2 at all, they have to believe that it’s pretty hard too.
Are you referring to the PSN Alpha 1 release? Yeah, Sony/Capcom did that because it was easy money to ride the SF hype train and they could release it instantly for virtually no new investment, not because it would’ve been hard to do an arcade emulation. Street Fighter Alpha Anthology for PS2 had just about everything someone could ask for. Besides online play. God knows it’s coming though…
IMO capcom have been dragging money out of their longtime street fighter fanbase for years, without any major investment, putting out shoddy ports of old street fighter games to get a quick buck.It’s nice to see them finally putting out some quality ports that have clearly had a little investment put into them.I had almost given up on giving capcom money for anything with a “street fighter” tag on it.
Some of the alpha ports were excellent, (lack of online modes aside), and anniversary collection/hyper fighting (it’s problems aside) was pure fan service.Alpha anthology for PS2 was a brilliant port and had loads of extras, and alpha 3 max for PSP was my favourite offline port of all the console alpha games (if only it wasn’t for the PSP’s woeful controls & dpad).When i saw those games announced i was like "finally, they’re starting to make a bit of an effort instead of just riding the street fighter money train.
I’m glad to see that with the latest handful of SF games capcom have released they seem to have realised that it will pay dividends to actually put some effort into adding decent netcode and online support, as well as some nice fan service options. HDR is a perfect example. Beautiful updated graphics from the original, great music, training modes, lots of options, and the best netcode available in any console fighting game for my money.It’s pure fan service, and fans are still lapping it up 6 or 7 months after it’s release.
I must have spent hundreds on lots of street fighter reissues on various systems, and given up on most of them.I’m happily still playing HDR & would have paid 4x what i paid for it on a disc.Just goes to show what a little effort on capcom’s part could be worth, instead of just trying to cash in.
Come on capcom.Give up on cashing in, keep putting out quality.
Normally, I’d agree 100% with you, FMJ. I’m at a software company and believe me I see enough red tape and meetings and crap to drive me insane.
But in this case, again, these bugs were already fixed in the form of dip switches in the Dreamcast version, which this game was based on. You could access a menu and change the dip switches in the DC version to fix certain bugs, like the Reversal glitches and such.
These same dip switches were exposed in the extra options menu in HD Remix. If you look at the list of options you could change from the DC one, the Extra Options you can alter in HD Remix are from that list. So since these switches were already being acknowledged and can be set, it would have probably been trivial to set the switches to the “fixed” side for the bugs and just not provide an interface to change them. That would have required no code change to the original product… just making sure the new UI did not provide a way for users to alter the dip switch setting. Not elegant, but it works… especially if there was hoops to jump over to “fix” these bugs.
- James
The point i’m responding to isn’t about the dipswitches, it’s about misreading the phrase “he said programming other things such as reversal supers for Ken, Sagat, and Dhalsim came first”.
I think that was somehow read as “the only two things preventing us from implementing your favorite changes were reversal supers”.
Note the ‘other things such as’ in the original statement. Debating the minor point about dipswitches doesn’t change the larger issue: a ton of things made the cut and some things didn’t. The statement shouldn’t be misread to mean that the dipswitches are some sort of smokescreen for why <my favorite change> didn’t happen.
My last post was because I see posters going to great lengths to ‘discover’ secrets about SFHD development in other to expose some real agenda to not give T.Hawk two dives. And in the meantime the bar goes down by a factor of 10 on the new Capcom releases (unless MvC2 and TvC have GGPO) and i don’t see the same essays or investigative journalism.
Rog’s abusable tick throw setups were removed in HD remix. You can still set them up but they can be escaped.
Rog doing a tick throw and Hawk doing a tick throw are different beasts; You can usually walk away from a rog tick throw. if Hawk lands a tick throw it’s potentially a game ender.
I think you are leaving out some details of that exchange. I was there, so I know them. He did discuss Hawk’s DP for a bit, but said he had stuff to do when you started lamenting its poor priority with statements of questionable merit, like “I get hit out of Hawk’s DP but not Ryu’s.”
As for fixing the glitch, he said that there were lots of glitches he didn’t have time to fix because they were esoteric and because it involves digging through ST’s messy assembly code. You admitted to not being a coder, so I’m not sure you can appreciate how awful it would be the guy to dig through ST’s assembly code.
The whole “Honda is OP because Sirlin plays Honda” meme is pretty absurd personal attack. Not only does he play about half the cast, these days he mainly plays Fei Long, a character who most of the posters on here seem to agree got shafted. (HDR Fei Long seems fine to me, but I’m hardly an expert)
I have generally found Sirlin to be a pretty reasonable guy, though he can be frustrating when we don’t see eye to eye. Your mileage may vary, I don’t know, but from what I’ve seen, he usually gives people a chance to say their piece and responds to them, though I’ve seen him walk out of arguments he finds frustrating.
There was mention ITT of Dhalsim’s super being hcb2 instead of qcb2. I thought it was rather strange, so I asked him about it at some point. I don’t remember his response exactly, but I think he said they tried it and it made the already powerful Dhalsim even better. I imagine that similar reasoning may have gone into leaving the teleport glitch, but I didn’t ask him about that.
I like these ideas.
Can’t you still use the old motion? I can’t comment on the damage.
I believe so.
I take back what I said about Fei. I agree with Jumpsuit.
-Remove Recovery on Short Flame Kick
No other changes.
I think the speed to the CW’s should also be changed, infact I would suggest the CW’s start-up being as fast as bison’s stomp so that a properly timed CW could hop over projectiles and hit the opponent without fear of being swept or DPd. I’d remove the invincibility of the short CW if it would mean to have a CW with incredibly fast start-up and better block stun. His rekka’s should slightly faster start-up so they can at least beat out projectiles from mid range, and his jap rekka should have the same priority as gief’s lariet so that a properly timed rekka can beat a headbutt,psycho crusher or roll.