I don’t know what game are you playing, because of molassis slow, I mean really? this kind of typical Internet Hyperbole pretty much negates any decent atemp at discussion.
I’m one of the biggest SF2 fans around. I’m not trying to start negative discussion about USF2. I do believe the slower game speed is worse than ST speed. Most ST players probably would agree. I think the non-balance changes along with Akuma/E.Ryu/V.Ken are bigger talking points though.
So is the Brooks adapter you’re talking about something that can easily be plugged into the switch? And then like my PS4 stick gets plugged into it? Or is it like an internal stick component/motherboard or something like that?
The one i have in my cabs are the Universal Brooks PCBs. This does xbox360/ps3/xb1/ps4 & now switch. Brooks also has a brooks adapter for PS3/PS4 to Wii U that allows you to use it on your switch.
I just ordered two, hopefully come this week. I heard no noticeable lag with them too.
As for the speed of USf2, i really dont find any issue with it. So far the only thing i do have with the game is the damage output with certain moves. Of course Akuma air fireball is still the bane of all SF2.
Does anyone here have USF2 w/ Universal Brooks pcb? I been trying to do Evil Ryu & Akuma Raging demon maybe 1 out 50 tries it comes out. Can someone test it out for me, also people who have PS3/PS4 to Wii U converter.
So I’m trying to think of a reason for people to use U.Ken over V.Ken. I honestly can’t think of anything. V.Ken takes slightly more damage and loses juice kicks but gains so much more with his fast walk speed, invincible SRK, and command dash. Wish we had frame data for USF2. I’m almost certain V.Ken has O.Ken’s better hadokens.
I haven’t tooled around much with E.Ryu but it seems he has every tool U.Ryu has with the exception of normal red fireball and super with the addition of controllable close and far normals. I think it’s funny that E.Ryu has both of the best overheads in the game.
Just noticed Gief’s lariat can be activated with two punch or kick buttons instead of three, which of course makes pianoing SPDs impossible. Another bad character made worse by dumb changes. Sirlin nailed this with HDR by making punch lariat lp/lk and kick lariat mp/mk.
I don’t think there is anything wrong with the speed of the game offline. Offline the game plays fine. Online the game is questionable at best. I think people were so used to ST that the norm of the US (should be speed 2) got blown up with hyper speeds (speed 3 here is faster than speed 3 Japan, so it needs to be Free Select xxx, etc) just changed how people think games should be. People wonder why certain characters are so good with the speed and why you can’t punish some stuff or at least it seems that way (insert Balrog here) from ST.
The bottom line is yes, the game is slower than ST, but probably should have been at a “2” anyway as default. The only Street Fighter game that had a speed setting that needed to be changed to make it playable (which we did back then) was Street Fighter Alpha 1. SSF2 did not have a speed setting, so the game ended up being more fun on SNES/Genesis (Xband) and a lot of players went back to Hyper Fighting at the time.
No one played US ST @ Turbo 3. At least anyone who knew what they were doing. Capcom said the speed was barely faster than SSF2 for USF2. Feels the exact same to me.
All the tournaments out here were Turbo 3 back in the day of the “majors” for ST. I would say this is Turbo 1 to 2. Super Street Fighter II is way slower. The preferred speed for everyone i knew was 2 but lots of tournaments used 3 for some reason on the US board or Free Select 3.
That must’ve been in the very beginning when no one had set on the standard of US Turbo 2/JPN Turbo 3. I’ve never once seen a tourney run since the mid 2000s using US T3.
Based on the youtube video with the brief changelist for USF2, it runs at 1.35x speed. ST at Japan Turbo 3 runs at 1.43x speed and technically changes the true speed of the game based on the stage you pick. Thorough testing probably hasn’t been done for the frame skip formula on a stage by stage basis, so the possibility exists that the speed they are using in this game is the same speed as ST on one of the slower stages.
Personally, I think having a consistent speed and non-funky behavior with stages outweighs the slightly slower game speed. It would have been nice to have speed options though.
Speaking of which, this game could use a patch or two adding in some stuff. Like a SFX toggle separate from the BGM, speed settings, and viewable hitboxes/hurtboxes in training mode. Gameplay stuff like changing 2 button lariats to LP+LK and MP+MK, nerfing projectile damage back to ST levels, nerfing air fireball to the ground, and buffing the low tiers in general would also be nice.
If they did all that, the ST people will just complain that its Sirlin all over again. I really wish there were lobby rooms in casuals. Nerfing the fireball damage & omit Akuma or his air fireball, would make the game good enough until the new consoles come out with Super Ultra SF2.
How awesome would it have been if they actually had DLC characters. Like SF3, 4, Alpha, Ex character packages.
It was. I always tried to run everything on Turbo 2 even back then because 3 was ridiculous in the US. All the tourneys I was involved in were 1994-2004, I played at MWC in 2009 and TOL at EVO but I can’t use Japanese sticks, so all these so called “standards” have been a major issues for me. Turbo 3, 360 optic joysticks back in the day, now Japanese cabs (a lot of people complain if they are not head to head?) random SuperGuns, etc. I have to sit on the floor when I play because I am used to a stable cabinet and 20 years of a US style stick. I know I went off on a rant, but everything has been switched around so much the past few years when people ave been adamant on one thing for 10+ years then it all changes.
I am glad it is/should be Turbo 2 USA though. Ugh to that Turbo 3 nonsense.