Why no Street Fighter 3 Hyper Edition?

So Kara throws/demons, resets don’t matter to high level play? That’s news to me.

Because I didn’t say only Demon flip in my post. But on that note, I’d say having that mix-up option is always better. For example for a game having an emphasis on being able to parry physical attacks, demon flip throw follow-up is always good. Mixing up high/low enders also.

Then that’s still a tweak. BTW, I’m pretty sure CE characters aren’t exactly the same as they were in CE. I might need to re-check that though.

I think VC is a better example though for my point (also something I’m far more informative about) because unlike SF2, they’re between games that are far more different (Vampire, Hunter, Savior) than revisions of the same game (SF2). I’d be willing to go into depth if you want, but for now, hitting the sack. =)

Why would I want a kara throw rather than a 1-button throw? Seriously, I’m kind of curious as to what keeps NG and 2I throws from being anywhere near as useful as most other Capcom games aside from the obvious answer of shit range.

only David Sirlin could fix the Garbage ShitHeapPile that is “turd strike” as me and my buddies at the arcade call it…

The thing is it is not always about the moves available to a character. Yes the Demon Flip opens Akuma up a great deal, but the difference between 2I and 3S which keeps Akuma top tier in 2I is his much higher Stun Bar.

Correct. Which is why I said your tier list is based off of arcade.

In Dreamcast, Akuma’s Stun and health are both the lowest in the game (Shin Akuma’s is not). Be in mind if/when i speak of 2I/NG in the future I will primarily use the DC version as reference…its def not the same as arcade. Same for New Generation. Like I play Ibuki, her corner inifinite started with SAIII than using 5HK is removed. Which is why when you discuss this, are you using arcade 2I/NG or DC 2I/NG. For balance I would clearly choose the latter.

You and your buddies are soo cool.

That, aaaand, the fact that his dive kick is basically unpunishable even on parry in 2I. It’s got insane priority too. He also has a few SA setups that don’t work in 3s like his l.k. Tatsu->SA3

I remember I wanted to see a Hyper SF3 when there was kind of a SF drought going on before SF4 was announced. I’d still support this if they’d package the O.G. SF3 games along with it. If not for anything else than to be able to play some form of 3S/2I on my PS3 with hopefully no input delay issues. I’m tired of carrying around my PS2 just to play 3S whenever I travel.

The ultimate collection imo would have an updated/tweaked SF3, the O.G. titles, and a Hyper SF3 thrown in there for fun/experimentation. But sadly that feels like it’s too much to ask for and SF4 is getting all the attention atm.

You know something? This idea is fucking brilliant. You can please everyone, no one can really complain that their character was nerfed, or this character was buffed if they did a 4th Strike in HD. Only thing is, some of the more homo-genius stuff from 2nd Impact would need to be fixed:

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I say it’d be awesome. Hell, keep every character the same. Balance? Screw balance! Yeah sure the more balance there is in a game the more “fair” it is, but fuck fairness, fuck matchups, this sounds like FUN.

as long as they don’t change the sprite designs like they did in SF2. There was no reason to redo the sprites in a different art style.

Well, I’ve found the character that I would use.

On a serious note though, I don’t think it’s such a great idea. Hyper SFII sounded like a neat idea at first, but how many people actually really played it that much?

Watch Kuroda play Akuma

It would look too much like MUGEN

You sure don’t.

its been on japanese and american tournys for a few years

There are more important differences than this.

Ryu could not have two Denjins in NG, Denjin is total crap in that game anyway. NG damage is even higher than Second Impact.

LOL at this nonsense. Second Impact Gouki is like TS Gouki except twice as fast with even more damage. Doesn’t need the flip with his super-dominant dive kick and hurricane reset corner fun.

If you were thinking of kara canceling a demon, that is possible in Second Impact.

Q and Twelve would need a whole lot more than to be “slightly better” to compete in TS, much less against the cast of SI where everyone is far stronger with few exceptions.

Ibuki’s is the only one that causes problems.

NG characters do a ton of stun damage compared to their other versions. Also since everyone is faster on their normals and most supers can’t be blocked on reaction, this opens up some options for them not present in TS.

:rolleyes:

No beef with you quoting people, but you could at least quote the people’s names you quoted instead of trying to make it look like I said all of that stuff. Thanks.

On the stuff you quoted… this is (supposedly) a compilation of games, so I’m not going to point out everything imaginable; my point is there’s a lot of different stuff between each game and I don’t see how if they were simply jammed in a one like they were how that work.

AE, VC proved that while for the most part characters were the same as the games they came from, there were still slight changes. About SI Akuma and 3S Akuma I’m talking about how I think 3S would be more effective in this compilation; due to having to deal with Red parry and other things. I think it’d probably be a given that if this were made (it won’t be though) changes would be from DC version rather than the arcade.

I didn’t know that SGS could be kara’d in 2I though; I’ve never been able to pull it off.

yo son…they just dont know…2nd impact>>3’s

I agree though throw it all on one disc…NG,2nd,third and a new hyper version with tweaks to all the characters in third

day one purchase for sure…

I’m not sure why this is a problem. Did throwing WW characters in Hyper SF2 Turbo or whatever it’s called do something funny? They played like everyone expected them to play and I am not aware of any major changes from the actual WW game outside of glitches, though there may have been some. What’s wrong with simply dropping the characters as-is in the mix?

Second Impact would dominate the game, but that’s how the SF2 version turned out with CE and Turbo in there. This didn’t really surprise anyone when it happened and there didn’t need to be major changes.

Earlier you mentioned that arcade vs Dreamcast Gouki and Ibuki are completely different characters in Second Impact, I am curious about this because I never heard anyone mention it before, can you give a list of why this is?