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HAMMER FRENZY
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on: October 22, 2008, 06:45:46 AM

For anyone still interested, here are latest images, vids of the recent Gamespot tourny, and the list of changes made to the game. It is looking good so far, I am still not convinced that all the changes will be great, and am still personally not down with inputs for certain moves being changed, but overall I am really excited about this game. Sirlin so far has done an awesome job and I really can't wait to play the shit out of this.

Margalis: I hope you will be playing this game. I want to play you. Shit I will play on GGPO if you want, I just want to have a few matches with the members of this forum who actually play.


Tourny video: (the people play, commenting Etc. are all fucking idiots.) http://www.gamespot.com/xbox360/acti...nt-part-1?hd=1 (Margalis: you will certainly have some laughs about this...)

Images: (I have to admit it is looking damn nice...Now fix those damn meters...amateur hour...) http://www.eventhubs.com/news/2008/oct/21/new-super-street-fighter-2-turbo-hd-remix-screens/

Changes: ( all the stuff, or most the stuff, depending on who you ask, that was changed for HD Remix...)

Taken from Capcomunity Blog

Quote
Since we’ve had the Gamespot Tournament featuring HD Remix and SFIV, there’s been a lot of speculation on exactly what the changes are in HD Remix.  Some folks that made it to the tournament have been sharing what they’ve been seeing, but just so we’re all on the same page, I’ve decided to list exactly what the changes are.  You can see one of the new additions in the screenshot above of Bison’s fake slide.

 

We’ll keep the design reasoning for another day, but hopefully this post will answer some of your questions.  I know it might raise more, but these are only the specific changes that were made to the game.  Some of them create other behavior, but I’ll stick to the main changes that were made and I’ll let you guys figure out the rest when you finally get your hands on it.

 

Be on the lookout in the near future for a ton of media coming out.  I saw the 1st draft of one of the videos and all I can say is it’s full of 80’s awesomeness.

 

Ryu

    * New move: fake fireball. qcf+short.

 

Ken

    * Strong dragon punch is invulnerable on the way up, exactly like Old Ken's, and also always knocks down. It's now a 1-hit move, not 2-hit.
    * Fierce dp has bigger arc, always knocks down, juggles against jump-ins, but no additional invulnerability.
    * Short helicopter has shorter duration
    * Medium helicopter kick goes slightly farther
    * Roundhouse helicopter kick goes farther and faster.
    * Roundhouse helicopter kick does less dizzy
    * Air roundhouse helicopter goes slightly farther
    * "Crazy kicks" have simplified joystick motions. New motions: 1) qcf+short, 2) qcf+forward, 3) qcf+roundhouse.
    * Damage lowered on first hit of knee bash hold.
    * Range of knee bash hold reduced by a small amount.
    * Super can now be used as a reversal.

 

Guile

    * Roundhouse flash kick now travels forward rather than straight up.
    * Super has easier motion: charge db, d, df, f, uf+ kick. (Old motion still works.)
    * Super does slightly less damage.
    * Uspide down kick is an overhead
    * Upside down kick slowed down slightly
    * Upside down kick can be performed at any range, not just close range, by holding towards+roundhouse.
    * Upside down kick is more vulnerable, allowing Sagat's low tiger shots and other moves to hit it.

 

Honda

    * Jump short has higher priority, can hit sweeps.
    * Floating fierce move (jump straight up + fierce) can be steered farther left/right.
    * Hundred hands easier to execute
    * Strong and fierce versions of hundred hands have lower priority and all versions do a little less damage
    * Ochio throw now bounces off the other way, preventing Honda from repeating it in the corner
    * Ochio throw now deals the same dizzy points as other throws rather than twice as much.
    * Jab torpedo can destroy fireballs.
    * Jab torpedo travels shorter distance
    * Super travels slower before first hit, but travels faster after first hit.
    * Super now knocks down and juggles.

 

Blanka

    * Horizontal ball has safer recovery.
    * Horizontal ball with jab and strong have same sound effect and same spinning speed as fierce version.
    * Horizontal ball with jab and strong travel slightly shorter distance so whiffed roll into bite is a little more effective.
    * Diagonal ball has faster startup and safer recovery.
    * Hop move has new command: hold stick left or right then jab+short OR strong+forward OR fierce+rh. (Old motion of kkk still works).
    * Hop back builds much less super meter.
    * Forward version of hop has slightly more foot-invulnerability at startup.
    * Electricity easier to execute (mash punches)
    * Super move has faster startup, faster recovery, and always knocks down if it hits.

 

Zangief

    * Green hand command changed to qcf+p
    * Green hand has slightly faster recovery.
    * SPD command easier: hcb,f+p OR hcf,b+p. (Original 360 command still works)
    * Super command easier, hcb,hcb,f+p OR hcf,hcf+p.
    * Running Grab (and double suplex) command is now hcb+k OR hcf+k.
    * Running Grab runs faster.
    * Kick lariat can now be done with jab+short as well as original KKK command.
    * Punch lariat can now be done with strong+forward or fierce+roundhouse as well as original PPP command.
    * Kick lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.
    * Kick lariat has a different sound effect on startup than punch lariat.
    * Punch lariat's initial hitframe now extends down to the floor so it can hit Dhalsim's low fierce or sometimes Guile's low forward. As before, this hitbox is only active for 6 frames out of the entire lariat.
    * Hop move can only be done with towards + fierce. No longer possible with back+fierce, back+strong, or towards+strong.
    * Hop travels farther forward, slightly higher, and has slightly better recovery.
    * Jumping (forward/away) strong has hitbox that reaches slightly farther forward.
    * Low fierce has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.

 

Chun Li

    * Removed df+medium kick move.
    * df+roundhouse (the "neckbreaker") no longer crosses up, removing the loop of repeated knockdowns.
    * Lighting legs easier to execute (mash kicks)
    * Lighting legs do less damage and have a little worse priority in Chun Li's stomach area.
    * Aerial spinning bird kick can be done with charge down, up+kick, so that you can do it after a headstomp.
    * Aerial spinning bird kick travels more straight now, then falls in an arc at the end
    * Ground spinning bird kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.
    * Super does slightly less damage.

 

 

Dhalsim

    * Teleport command requires only 2 punch or 2 kick buttons rather than 3.
    * Teleport recovery is not longer, but has more vulnerable frames at the end.
    * Yoga flame changed to qcb+p so it doesn't overlap fireball command.
    * Upward yoga flame changed to qcb+k to match other yoga flame.
    * Upward yoga flame now travels way up the screen with roundhouse version.
    * Super changed to hcb,hcb+p to match yoga flame command.
    * Super has more forgiving timing window.
    * Super is now more vulnerable around Dhalsim's head and throwable from behind.
    * Super can now be used as a reversal.
    * Noogie hold has shorter range.
    * Ducking ranged punches no longer cleanly go under Guile's Sonic Booms

 

Balrog

    * Turn punch and headbutt award less super meter.
    * Small and medium headbutts travel slightly farther and are less safe.
    * Throw range decreased.
    * First hit of throw does less damage.
    * Turn Punch can be performed by holding 2 punches or 2 kicks, rather than all 3
    * Super does a little less damage

 

Vega

    * Defensive backflip command changed to jab+short for small version; strong+forward OR fierce+roundhouse for double flip version (old commands of kkk and ppp still work)
    * Offensive backflip can no longer be charged straight back (must be charged down/back).
    * Off-the-wall attack no longer knocks down
    * Off-the-wall attack has additional recovery, to prevent combos after hitting with it
    * New Wall Dive Fake: After going off the wall (charge down, then up+k), you can press kick again to drop without attacking.

 

Sagat

    * Super has more range, and always knocks down if it hits.
    * Fireball recovery is better than New Sagat but worse than Old Sagat
    * Some normal moves are from Old Sagat
    * Stand strong can be cancelled into special moves, second hit of stand forward and short cannot
    * Tiger knee always knocks down and juggles (but NOT into super)
    * Tiger knee damage reduced because of new juggle property

 

Bison

    * Devil's reverse (charge down, up+punch) has 1 frame of invulnerability at startup
    * Stand jab has better priority, can stop honda's torpedo and blanka's roll
    * New move: df+roundhouse is a fake slide.
    * Jump straight up + strong now juggles the same as jump toward/away + strong

 

Cammy

    * Hooligan throw motion changed to qcf+p
    * Spinning Backfist motion changed to qcb+p
    * Spinning Backfist is invulnerable to fireballs during startup (all versions)
    * Spinning Backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connects
    * Cannon drill has better recovery
    * Cannon Spike is usually not safe on block anymore.

 

Fei Long

    * Flying Kick motion changed to qcf+k
    * Short version of flying kicks have additional frames of partial invulnerability, allowing them to go through fireballs at the start
    * Flying kicks have lower priority on first hit, allowing them to be countered air-to-air a little more easily.
    * Flying kicks have 5 additional frames of recovery
    * Medium and roundhouse flame kicks always knock down and can juggle
    * Short flame kick is no longer safe on block from point-blank range.
    * Rekka Punches travel a little farther
    * Rekka punch motion is a little more forgiving, so it's not as hard to get all 3 in the series.
    * Super travels farther
    * Fei Long's head is vulnerable during 4th and 5th hits of the super (and can't go through fireballs during that, but still can during first 3 hits).
    * The super causes a different angle of knockdown so that comboing after it is difficult/impossible.
    * Super meter gains slightly reduced on flame kick and flying kicks.

 

Dee Jay

    * Machine Gun Punch, much easier to get all the hits
    * Machine Gun Punch destroys fireballs
    * Machine Gun Punch does less dizzy and less damage than before.
    * Medium and Roundhouse Dread Kicks, 2nd hit sped up so that it almost always hits if the first hit connects.
    * Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at startup
    * Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo

 

 

 

T.Hawk

    * Hawk dive command changed to jab+short OR strong+forward OR fierce+roundhouse while in air (old command ppp still works)
    * Hawk dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.
    * Hawk dive does not knock down
    * Special throw command easier: hcb,f+p OR hcf,b+p, and you can actually start in down/back or down/forward (Original 360 command also still works.)
    * Special throw now has a whiff animation if you miss.
    * Super command easier: hcb,hcb,f+p OR hcf,hcf+p.
    * Several of T.Hawk's normal moves are from Old T.Hawk, such as stand roundhouse and low roundhouse.
    * Fierce dragon punch now always knocks down and juggles
    * Fixed a bug where a stray hitbox on low strong could be hit from very far away.

 

Akuma

    * Super meter added and new super move: Raging Demon. Command is jab, jab, towards, short, fierce.
    * Super travels slower and farther than the secret version of Akuma
    * Super has additional start up frames.
    * Super is not able to grab an opponent out of jump start-up.
    * Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
    * Air fireball can now be done lower to the ground, allowing instant air fireball using "tiger knee" motion.
    * Akuma takes more damage than other characters.
    * Akuma can now be dizzied.
    * Teleport command requires only 2 punch or 2 kick rather than 3.
    * Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.
    * Fierce blue fireball only has the huge knockback effect from very close range.
    * Red fireballs have more startup.
    * Helicopter kick has much less invulnerability.
    * Akuma's leg is no longer invulnerable during his ducking kicks.

My Genesis games... LET ME SHOW YOU THEM!
Moaner
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Reply #1 on: October 22, 2008, 08:36:21 AM

This and KOFXII make me very happy.  Please everyone who is interested add me to your PSN friend's list so we can throw the hell down.

PSN:  Happy_Hedonist

PSN: Happy_Hedonist, SteamID: Happy Hedonist
HAMMER FRENZY
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Reply #2 on: October 22, 2008, 09:55:04 AM

Moaner: I will play some Beta and Hyper Fighting with you if you want.

Tag: NapkinSchematic

I also play VF5, SC4 and anything else. I will be on tonight so let's get this party started...  DRILLING AND MANLINESS

My Genesis games... LET ME SHOW YOU THEM!
Moaner
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Reply #3 on: October 22, 2008, 02:39:03 PM

Moaner: I will play some Beta and Hyper Fighting with you if you want.

Tag: NapkinSchematic

I also play VF5, SC4 and anything else. I will be on tonight so let's get this party started...  DRILLING AND MANLINESS

I'm going to be gone for a week (buisness), but after that you're on! :)

PSN: Happy_Hedonist, SteamID: Happy Hedonist
Velorath
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Reply #4 on: October 22, 2008, 04:01:19 PM

I was somewhat interested in this way back when it was announced.  SFIV looks like it will make this irrelevant though.
Margalis
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Reply #5 on: October 22, 2008, 04:06:05 PM

I will be playing. Need to get a stick setup.

vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
HAMMER FRENZY
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Reply #6 on: October 28, 2008, 07:14:37 AM

More pics of the game...

http://www.mediavida.com/noticias/consolas/mas-imagenes-super-street-fighter-ii-turbo-hd-remix/5041

Videos of the Brooklyn get- together for some of the capcomunity folks... (thanks to Damdai for recording and posting these, and for having a monstrous Zangief.)

http://www.youtube.com/profile?user=damdai&view=videos


My Genesis games... LET ME SHOW YOU THEM!
HAMMER FRENZY
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Reply #7 on: November 11, 2008, 01:18:47 PM

Man this game should be coming out pretty soon. The random Udon trailer was up recently, it is funny.  http://www.shoryuken.com/?p=380

I am hearing nothing but good things on the rebalanced stuff, so I am eagerly awaiting this.

My Genesis games... LET ME SHOW YOU THEM!
HAMMER FRENZY
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Reply #8 on: November 18, 2008, 08:04:11 PM


My Genesis games... LET ME SHOW YOU THEM!
Margalis
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Reply #9 on: November 19, 2008, 10:11:52 PM

I just watched the trailer on Live.

Jesus Christ the graphics are terrible. Half the faces look deformed and Sagat's low block pose might be the single worst frame ever put into a game.

The graphics are worse than the original.

vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
HAMMER FRENZY
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Reply #10 on: November 20, 2008, 05:21:54 AM

Ha, I don't dislike the original sprites though, and the new ones are just fine. I can tell you that after playing a lot of ST recently, I am more excited about this game, especially with the omission of that randomness to the tiger knee motions. I can do them fine, but I would like to whiff less of them, especially when I know I am doing them right.

On another note, I am so going to be playing this game like fucking crazy. We need to play marg...

My Genesis games... LET ME SHOW YOU THEM!
Margalis
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Reply #11 on: November 20, 2008, 09:13:39 PM

Reccomend me a stick.

vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
schild
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Reply #12 on: November 20, 2008, 09:16:13 PM

Jain Zar
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Reply #13 on: November 20, 2008, 09:54:30 PM

Let's see.  15 dollars for virtual content, that is basically the same game I have a couple different home ports of already just with different graphics?

FUCK NO.

Where the hell is the animation?  I think the Genesis version of Super had more frames of animation.

For 5 bucks maybe this would be cool.  At 15 its an overpriced piece of shit.
Hindenburg
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Itto


Reply #14 on: November 21, 2008, 01:55:36 AM

It didn't.
They kept the exact same number of frames per move. Argument was that they wanted gameplay to remain absolutely identical.

Since they also changed a lot of moves with the characters, and even added a few new ones, it's a shitty argument.

"Who uses Outlook anyway?  People who get what they deserve, that's who." - Ard.
HAMMER FRENZY
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Reply #15 on: November 21, 2008, 06:27:22 AM

Marg: Yeah that Hori stick will be alright for you if you don't mind playing on a japanese style stick. That, and it will give out after a year or so if you don't take care of it. (I am notoriously good to my belongings) I have had no problems with it and use it for almost all arcade style games. (I still play all my old xbox fighting games using it) The good thing is you can get it, play the hell out of it, then put new cherries and junk in it and have a pretty sweet custom stick afterward, and it comes with keen Virtua Fighter 5 stickers!

Let's see.  15 dollars for virtual content, that is basically the same game I have a couple different home ports of already just with different graphics?

FUCK NO.

Where the hell is the animation?  I think the Genesis version of Super had more frames of animation.

For 5 bucks maybe this would be cool.  At 15 its an overpriced piece of shit.

Jain: yeah, no. The game is rebalanced and all the frames are redrawn. Given some of the frames look goofy, the game is going to be a blast, and just the thing to tide layers over till SF4. Honestly, if you look at fighting games and SF2 in general, the way you sound like you do, you may not get into this, but definitely don't assume it is the same old crap. The little changes that took place over all the versions of SF2 culminated  in creating one of the best fighting games ever made. Super Turbo is the shit man, and a rebalanced, redrawn version using GGPO style net code could be awesome as hell. Really if the balance stuff goes well, this game could be epic. Super Turbo is already balls awesome, and if this helps balance an already awesome game out even more, that is some really exciting stuff for SF players.

My Genesis games... LET ME SHOW YOU THEM!
BitWarrior
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Reply #16 on: November 26, 2008, 10:56:38 AM

Well, I just downloaded this onto my PS3 last night, and my god this just brings back memories. After setting up the controls to something more akin to what I'd like for a PS3 controller, I was doing all the old moves and combo's like no one's business. Everything feels so genuine and true to the original, but the graphics "look" like they do in my mind, and not as they actually are.

It's definitely *the* game to fire up when you have some old gamer buddies over; the retro aspect and sheer simplicity of it all makes for fantastic discussion. For all of $15, considering the time and commitment to quality that went into this product, it cannot be beat (perhaps with the exception of the Valve Complete pack ;) ). The new balancing was great for the game and gives new meaning back to characters who might have easily been pushed back. The flexibility of the rules though is incredible, and even if you dislike the new balancing you can always revert to the true, core original.

I also enjoyed it as my first purchase off the PS3 store. It was simple, and felt very akin to the Steam experience, which is fantastic.

On another note, House incredible last night.

Ending a sentence with a preposition is something up with which I will not put.
stray
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Reply #17 on: November 26, 2008, 04:11:18 PM

I have this now... But damn, I'm tempted to purchase 1942 too. The demo is fun. Prince of Persia looks cool too.

I'm digging this direction on "retro gaming"..
« Last Edit: November 26, 2008, 04:15:16 PM by Stray »
Moaner
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Reply #18 on: November 26, 2008, 06:11:52 PM

I picked it up for ps3 because I have a stick for it.  I've bought way too many fucking games this year.

PSN: Happy_Hedonist, SteamID: Happy Hedonist
ahoythematey
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Reply #19 on: November 27, 2008, 10:31:14 AM

On the chance that anybody is digging the remixed music, you can grab it here, for now anyways.
Moaner
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Reply #20 on: November 27, 2008, 11:07:59 AM

I really like the music for Cammy's stage.  Thanks for the link!

PSN: Happy_Hedonist, SteamID: Happy Hedonist
Margalis
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Reply #21 on: November 27, 2008, 04:17:44 PM

My Gamertag is Margalis but I won't be online until next week.

vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
stray
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has an iMac.


Reply #22 on: November 27, 2008, 05:23:14 PM

I was doing all the old moves and combo's like no one's business.

man, not me, i suck. i can't remember a damn thing.

still fun though - and pretty. i don't think i'll bother with another fighting game now... unless it's different, like grappling or boxing heavy.


speaking of boxers, balrog seems overpowered btw. i never played him much in the past, but he's the one character i don't suck at right now.
Margalis
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Reply #23 on: December 03, 2008, 09:56:32 PM

360 gamer tags?

I'm Margalis. Have a stick on the way, will suffer through not being able to throw fireballs half the time for now.

vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
HAMMER FRENZY
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Reply #24 on: December 03, 2008, 10:15:14 PM

Im in san fran till the 12th. Till then, have fun guys. i got a bunch of matches in before I came over here. See you guys soon.

My Genesis games... LET ME SHOW YOU THEM!
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