The portraits only change in Hyper Street Fighter II. In Super Turbo and Ultra Street Fighter II the only thing that changes with the portraits are the color selected.
Old versions are not based on their CPS-1 iterations. Theyāre based on their SSF2 counterparts while not being 1:1 replicas. Even in HSF2, you have to highlight Super then press Start to select āOldā characters. Also, portraits for SSF2, ST and Old are the same.
O.Ryuās tatsu has less invul frames on startup than HF, air tatsu doesnāt fly in a straight line like HF. O.Giefās feet are vulnerable during kick lariat unlike HF. HF Clawās walldive doesnāt even knock down while O.Clawās does. The hitbox on O.Guileās low mk and flash kick donāt reach as far as HF Guileās do.
I suppose if you want to get really technical you could argue CE was the game that nerfed Guileās cr.mk. The hurtbox is shorter in WW. CE and HF had slightly longer range though.
Thatās pretty cool. Also, I donāt know if you guys know, but the SRK Wiki is pretty much complete now on framedata and hitbox information for all SF2 games besides Super (thatās kinda covered with STās āoldā character selections) and HDR. Hereās the link: http://wiki.shoryuken.com/Street_Fighter
I love finding random stuff, like HF Hondaās hilariously massive jab headbutt hitbox:
Itās actually up to seven versions depending on your character. You canāt select anyone from Shadaloo if you pick Vanilla WW, and you canāt select any of the New Challengers if you pick anything before Vanilla Super.
ā¦Wait. Would that make WW āVanilla vanillaā?
WW Dictator shouldāve definitely been playable. I mean, no charge scissor kick?
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Yeah basically the playable bosses in World Warrior āusesā inputs on what the CPU would do. Dictatorās slide is also just a standing roundhouse (hard kick)
Clawās fence climb is a quarter circle or half circle motion like in SF5
At one of our local arcades there is a CE bootleg that is actually a WW machine that has the boss chars playable. Itās not as broken as that, but it still has some really dumb shit like Chun cr.mk x 3 being a true blockstring, Guile cr.mk having virtually no hurtbox, shoto LP fireball being busted AF. Claw has a glitched standing block animation cos in WW he had no stand-block animation. It also runs at WW speeds.
Since I dislaked Udonās reworked artwork in HDR I am happy they are adding a Classic mode (visually speaking), even there HDR halfassed that, it was just the sprites that changed while the backgrounds stayed HD, terrible visual clash so its cool that USF2 is going to fully revert to classic graphics.
Anyway, by the footage and pictures released of Classic mode, anyone can make out if they are using some sort of filter for the sprites? Sprites purits will kill me for this but Iād like they throw in the option of a bilinear filter at least, just to mitigate severe pixelation on HDtv.
They should add HLSL scanlines. Well, they donāt have to be HLSL, any decent scanline option should suffice. Not the garbage ones they just tacked onto some of their other remakes.