ST had 117 entrants at Combo Breaker, I’d call that far from dead. Anybody that calls ST dead is really not involved in the scene in the slightest. It’s actually having quite a renaissance right now. And yes, I have been helping to put on tournaments for ST on arcade hardware over the last year. Wednesday Night Fights in both Toronto and SoCal have solid regular turnouts, and Chicago has an active and growing ST scene. Throwtech completely changes the way some characters play and being able to tech out of mash throws negate their purpose entirely. Oh and people had it available to play at Combo Breakers and it is certainly slower. Supposedly it’s Turbo 1 x 1.35. This isn’t blind hate this is an honest dislike for the game. Sure it can exist as a separate entity from ST, but it’s very underwhelming.
As something that gets played by people online and offline…ST isn’t dead.
As something that would $ get $ mainstream $ attention $ and official tourneys $
and 360 MLG €$port noscopes $ etc etc…ST dead as fugg!
Also wanna take a moment to give @rcaido some praise. I know already USF2 isn’t my kind of game even tho i’m sure
i could get into it just fine if i wanted to (would have to buy a Switch first too doe).
Point is that you…out of any people i’ve seen on the internet…You are the TRUE SF2 fan. Instead of arguing which version
of which game is better and so on and so on…You sit there…ALL ALONE…SOLE REALIZER…THAT YOU ARE INDEED PLAYING SF2 and that you are having fun.
It’s admirable, truly.
edit :
Also…
[details=Spoiler]GIEF IS BROKEN MY HONDA LOST !!! SHIT IS BABYZONE
[/details]
See you don’t gotta be so negative about it, saying you aren’t even gonna make an effort to play it and already hate it is just whack. Sorry for coming at you like that. Maybe this release will get people interested in the game and they’ll start playing arcade ST. HDR brought in a ton of people, many who are now top players in ST.
To what was said about rcaido above, I totally agree. I used to be one of those haters when HDR came out, and I remember clashing with rcaido a few times on it. But he’s totally right, the fact that Capcom is giving us anything at all involving SF2 is a miracle. It will never replace ST, because nothing ever will. It’s over 20 years old now, it has carved out a solid legacy (and future) for itself. But anything to spark more interest in SF2 is a good thing, you know?
As for the speed issue, I just don’t think it’s a valid reason to dislike the game. Arcade ST had so many speed inconsistencies, I can’t imagine someone thinking that every stage running at a different speed, or fixed speeds differing from free select speeds is good for the game. It’s something I learned to love about ST, but it really isn’t something worth preserving outside an arcade perfect port.
fyi, dhalsim anti-air super juggle no longer a guaranteed 3-hit and guaranteed ftw. I made the mistake of jumping in on a dhal and got super’ed, and only first two hits connected. Second hit bounced me out far enough for the traditional third hit (and would’ve been my death in this match) to not connect.
There are some refinements to the gameplay. Those asking for change logs are probably those who read the cliff notes in high school and wondered why they got shitty grades. Get in the game and start learning…and documenting! Shit, take it back to SF2. Day one release, nobody even knew what a DP was and certainly not an SPD. We weren’t asking for all the answers on day 3, we were pumping in quarters and trying to make them last. Thank you Capcom for keeping the magic alive!
Had to change the free play mode off before I left (MKII cab).
Surprised NRS isn’t milking it’s classic MK and MKII arcade versions and legit have Shang Tsung, Reptile, and Goro playable in MK; and legit have Shao Kahn, Kintaro, Jade, Smoke, and Noob Saibot playable in MKII. I’d legit by like 2 copies of each if they have online play as well. Would epic to play as a legit version of MK Shang Tsung in MK.
Violent Ken’s teleport is essentially a KoF roll - it goes through projectiles but he can be thrown out of it. I did this in a match and verified in training mode.
^you can also dp it with vanilla ken, can connect with violent ken almost completely on the opposite side of (behind) vanilla ken. Probably true for many moves. Seems there is a wide hitable box while violent ken is dashing.
^ Ridiculous stuff. There are no arcade sticks available or adapters at this time, unbalanced cast, no bonus stages, no cps1 audio sound fx, terrible announcer and way of hado.
This is an underwhelming 30th year anniversary title. Excuse me while I go binge on cps1 games.
Sure, there are some things that could’ve been done better, but isn’t there always? And please don’t take this video as attempting to make a point that Violent Ken is OP. He’s just new and folks seem to be gravitating toward him, so I chose that as the initial focus for some video documenting. For me, the hardest opponents I’ve faced so far have been Guile’s and Balrog’s. There is one tough Violent Ken who is exploiting the dash, but frankly it’s an online/lag exploit. Against a Violent Ken with clean online play, the dash is not difficult to counter.
HPxxHP DP whiffs on shotos, so it not working on V. Ken is normal.
He is Ken with KoF rolls, Ryu’s tatsu, HF air tatsu, invincible DPs, MP/HP DPs juggle on hit, Fei’s walk speed, and Vega’s jump. The trade-offs are that he loses crazy kicks, it only takes 26 stun to dizzy him, he has 120 life instead of 144.
It’s easier to get Akuma to stun and he got less health. Otherwise he’s just plain Old broken Akuma.
Shakunetsu Hadoken is HCB like in later versions.
I didn’t check if Capcom nerfed his semi-invulnerable low kicks.
Training Mode actually shows you damage it’s common knowledge that in ST the normal health value is 144 which is how many vertical pixels for the actual health bar and default dizzy is 34 or 35 if I remember correctly.
I didn’t really explore it long enough to confirm if Capcom removed the random counter for damage/stun.
Since the game no longer has random damage/stun, those numbers were easily confirmed in training mode and Vs mode.
As far as walk speed goes, Fei’s is really good (2nd along with Bison). Doing comparisons based on relative speeds he has the same backwards walking speed as Ryu/Hawk/Akuma’s forward walking speed (Same as Fei/Bison) and is not noticeably different from Fei/Bison as far as forward speed. V. Ken’s walking animation just makes him look like he’s on PCP which only makes him appear to be lightning fast. V. Ken is slightly slower than Vega and about the same as Fei/Bison.
Walk Speeds compared in training mode vs recorded inputs of Vega/whoever just holding back.
Does that mean it will never get ported to other consoles, or that it will definitely get ported so Capcom can recoup more of their costs?
There’s no way I’m buying a Switch.
This game really had nothing going for it. I was hella excited when it was announced, but then you had capcom being capcom by being tight lipped about details regarding the game. Which just said to me that they didn’t give a shit about making this a desirable product. Game just feels like another attempt at what they did with HF and HDR last gen, except with less than half the effort that those products had. People got excited and started asking questions and capcom didn’t respond to shit because all the answers would have been a downer for people that were hype for the game. Lol
The fact that this is exclusive to a Nintendo console also means that they needed to make it as great of a product as possible for it to sell. And as most people seem to agree, it’s not worth it’s price tag for what basically should be a $15 psn game.