Official SSF2T: HD Remix General Discussion Thread

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  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,981 mod
    There should just be an option. Like have a tournament mode setting, so you can't pause at all, or you have to hold start for 2-3 seconds.

    A tournament mode would be really cool. It would be even cooler if it were decked out with more options than just the no-pause feature. There's probably a handful of things it could have for making tournaments easier to run.

    For example, it could have an option for no time-out on the character select screen and the number of matches it takes to win a set. Then, when you play it could automatically declare a winner after that number of matches have been won and return to the character select screen, where it would re-enable both players to choose a different character.

    It's probably too late in development to add something this deluxe. But it sounds like a neat idea :smile:


    As far as making supers easy to combo into in HD? No. Winning a match in ST has never been about landing big, flashy, hit-confirmable combos. And I have no desire to see it turn into that.
  • EtceteraEtcetera Chinpo. Joined: Posts: 343
    For a tournament mode setting, it would also be a good idea to have an option to go to the button mapping menu right before the fight begins. Beats having to pick characters, map, reset then finally play. Hopefully it wouldn't disrupt the flow of the match if it went character select -> buttons ->versus.
    No one cares what characters you play with.
  • AudioCGAudioCG Bang The Machine Joined: Posts: 877
    isn't the whole philosophy behind HDR that testing how good someone is at doing hard moves isn't very interesting? there are legitimate gameplay reasons why the cancel window for supers should be small, which has the knock-on effect of making them hard to combo into, but "they do a lot of damage, therefore they should be hard to combo into" is just stupid reasoning

    Yes, for the individual moves, you still need skill to implement massive 50% + life bar decimating combos. Supers and specials are easier to get out, the timing and spacing is still up to the player, they arent adding dial a combos man.

    Huge impressive combos should take skill to pull off, otherwise yer just playing Smash bros.
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  • OmegaDL50OmegaDL50 Gaming since 1986 Joined: Posts: 379
    For example, it could have an option for no time-out on the character select screen and the number of matches it takes to win a set. Then, when you play it could automatically declare a winner after that number of matches have been won and return to the character select screen, where it would re-enable both players to choose a different character.

    I prefer they not do this at all. Having no time-out on the character select screen would bring campers. There are already people that do this crap on Hyper Fighting on the 360.

    While I like your idea of elimination and being able to change your character after a match, but anything that would allow someone to permanently halt the game until they disconnect, or you quit giving them a free win, is a big no-no in my opinion.
  • SaBrESaBrE BAI BAI Joined: Posts: 4,495 mod
    omega: sweet's idea on eliminating the timer was meant for a tournament mode for OFFLINE tournaments. not online, that would be very bad =)

    EDIT: anyway, I just had random ideas pop into my head when I was playing and posted em in the beta forums. Kinda curious on what people would think here:


    I don't know why, but when I was playing this evening, I started thinking about random ideas. I realized, that every retail online sf game allows the winner to change character. While this is definitely not a bad thing, since it lets you get more variety and can make the sets of games stay fresh, I feel it can also be a hindrance. It gives the winner a chance to counter character the next player in the rotation, increasing his odds of keeping his winstreak alive. For instance, player 1 is on a winstreak using ryu. Then the next player comes in to fight and picks blanka. Player 1 waits for him to make the selection, then decides he wants to ensure his streak stays alive and picks honda to counter match blanka. That's just a generic example.



    So my idea, when setting up player match rooms, maybe add an option to force the winner to stick with the same character, in typical SF tradition. It probably wouldn;t happen since I'm sure the game is on a feature lock (can't add anymore features, so the game can be properly tested for bugs). But if it isn't I think this could be a good feature, to make it even more arcade like =)



    I also thought of another wildly random idea. For some reason, a thought of SNES Killer Instinct popped in my head, and it had, IMO, a really sweet option. There was an option where you could set the game to where if the winner had a winstreak going, once he hit a specific number of wins, the game would force him to go random, making it tougher for a victory. It would be a fun and challenging option. I never seen any game ever try this option, other than snes KI..



    Anyway, just random thoughts that popped into my head today =)
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  • SystemSystem Joined: Posts: 508,676 admin
    snip

    I was under the impression that ranked matches would be a double blind selection. I think this is the best option to avoid counterpicking. Maybe if they make double blind optional in unranked matches and you're all set.

    With regards to random selection after a certain number of wins, i'm really not feeling that. Some people don't like playing with certain characters. It's not fun to play with a character you hate. *cough* vega *cough*
  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    Huge impressive combos should take skill to pull off, otherwise yer just playing Smash bros.

    Shhh... they will hear you
    You shouldn't care about the division between ST and HDR, but rather the message you are sending to tournament organizers if you stop supporting the classic style of Street Fighter II.

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  • Nos99Nos99 Science Scrub Joined: Posts: 4,651
    rogs super isn't even that hard to combo.

    Probably one of the easiest. a la CVS2.. Mash low jab, super. skills!

    I can see Rog being a monster on live. If random hurricanes kicks are hitting people all over the place, I can only imagine what damage those dash punches are going to do. Hopefully all that tweaking works..

    I never knew low short linked to strong DP before this game. Of course, I never had a reason to hit with strong DP from a certain range before either. :P

    I still want 3 hit juggle with DP though. Removing it completely isn't needed is it? A big part of the problem is that both hits do wicked damage. Whereas with the fierce DP the first hit does next to nothing, (and it's not often you land the other 2 hits AA it seems). If it did fuck all damage and had 3-hit juggle rule, I think it would be fun, and not that too-crazy dizzy machine it is now.

    Will the 3 hit juggle still be on the fierce DP I wonder?
  • margalismargalis Joined: Posts: 714
    Changing characters in quater mode = fail.

    Easier to combo supers = double fail.

    Easy hit-confiriming is one of the worst aspects of modern fighters. Instead of supers being different moves they simply become more damage as part of a combo. In general over time the use of both specials and supers has changed from being stand-alone moves to being more combo-centric, but in that case you aren't adding depth just meter-dependent damage.

    One of the nice things about the SF2 series is that a lot of specials are useful outside of combos ( and not just anti-air specials ) and the same is true of supers. I wouildn't mind if none of the supers were comboable.
  • SaBrESaBrE BAI BAI Joined: Posts: 4,495 mod
    nos: i have no problems getting hit with random hurricane kicks. except maybe ken's rh HK. But that shit is wicked fast, so it's understandable.

    tj ernie: understandable. Like i said, just an option. Granted, all the people could just agree that after a 10game streak, that they need to use random select. Just do it manually. I was just doing some random thinking with this concept =)

    margalis: agreed

    3s and just sf3 in general turned supers into nothing more than glorified combo enders. I wont say its really a bad thing, but it's definitely preference

    i look at st and 3s as extreme opposites when it comes to super. like i said, 3s is just a glorified combo ender. 99% of the time. It has to since most supers have horrid recovery. And ST super design was mainly based around a last ditch effort to make a comeback. Hell I dont even know if Capcom's intention was to allow supers to be comboable. Most supers in st have relatively safe recovery, allowing the super to be used in many more situations where it is not guaranteed to hit.

    I always thought alpha series to be the middle ground of this concept. while there are hit confirm opportunities into guaranteed super. its usually limited to a multi short/jab combo into super. But it really ends there, unless you count link combos, that lead to supers. but those can be strict. Anyway, alpha seems to balance the supers as combo enders, and last ditch effort to sneak a win or comeback. you can use supers as poke extensions, use it randomly, or as combo enders, etc...

    supers just have more roles I think in alpha and ST. while 3s, you throw out the hit confirmable normals and "double pump" the stick everytime you throw it out. Always seemed really silly to me.

    Before 3s lovers come in screaming blasphemy, im not bashing 3s, i actually like the game. I just state some things I dont particularly care about . just an IMO
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  • madgrabmadgrab do the robot! Joined: Posts: 292
    omega: sweet's idea on eliminating the timer was meant for a tournament mode for OFFLINE tournaments. not online, that would be very bad =)

    EDIT: anyway, I just had random ideas pop into my head when I was playing and posted em in the beta forums. Kinda curious on what people would think here:


    I don't know why, but when I was playing this evening, I started thinking about random ideas. I realized, that every retail online sf game allows the winner to change character. While this is definitely not a bad thing, since it lets you get more variety and can make the sets of games stay fresh, I feel it can also be a hindrance. It gives the winner a chance to counter character the next player in the rotation, increasing his odds of keeping his winstreak alive. For instance, player 1 is on a winstreak using ryu. Then the next player comes in to fight and picks blanka. Player 1 waits for him to make the selection, then decides he wants to ensure his streak stays alive and picks honda to counter match blanka. That's just a generic example.



    So my idea, when setting up player match rooms, maybe add an option to force the winner to stick with the same character, in typical SF tradition. It probably wouldn;t happen since I'm sure the game is on a feature lock (can't add anymore features, so the game can be properly tested for bugs). But if it isn't I think this could be a good feature, to make it even more arcade like =)

    This is a great idea, and holds true to arcade mode!!!!!!!!
  • MogKnightMogKnight too much n-guy-ens Joined: Posts: 103
    omega: sweet's idea on eliminating the timer was meant for a tournament mode for OFFLINE tournaments. not online, that would be very bad =)

    EDIT: anyway, I just had random ideas pop into my head when I was playing and posted em in the beta forums. Kinda curious on what people would think here:


    I don't know why, but when I was playing this evening, I started thinking about random ideas. I realized, that every retail online sf game allows the winner to change character. While this is definitely not a bad thing, since it lets you get more variety and can make the sets of games stay fresh, I feel it can also be a hindrance. It gives the winner a chance to counter character the next player in the rotation, increasing his odds of keeping his winstreak alive. For instance, player 1 is on a winstreak using ryu. Then the next player comes in to fight and picks blanka. Player 1 waits for him to make the selection, then decides he wants to ensure his streak stays alive and picks honda to counter match blanka. That's just a generic example.



    So my idea, when setting up player match rooms, maybe add an option to force the winner to stick with the same character, in typical SF tradition. It probably wouldn;t happen since I'm sure the game is on a feature lock (can't add anymore features, so the game can be properly tested for bugs). But if it isn't I think this could be a good feature, to make it even more arcade like =)



    I also thought of another wildly random idea. For some reason, a thought of SNES Killer Instinct popped in my head, and it had, IMO, a really sweet option. There was an option where you could set the game to where if the winner had a winstreak going, once he hit a specific number of wins, the game would force him to go random, making it tougher for a victory. It would be a fun and challenging option. I never seen any game ever try this option, other than snes KI..



    Anyway, just random thoughts that popped into my head today =)

    I know I said this on the other forum but... I strongly agree with this idea. <.<

    And I still think Double Blind should be a part of the rules for ranked play.
  • SosageSosage Mopping Up Your Salt Joined: Posts: 1,803 mod
    Make it easier to combo into supers? Wait. Easier combo into supers? Easier to combo? Combos?!?! COMBOS!!?!?!?!?! Jesus fucking Christ. Can we please keep this thread exclusive to people who have actually played Super Turbo? Holy shit guys.
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  • MiLkyMiLky Maui's #1 SF2 player Joined: Posts: 734
    I also thought of another wildly random idea. For some reason, a thought of SNES Killer Instinct popped in my head, and it had, IMO, a really sweet option. There was an option where you could set the game to where if the winner had a winstreak going, once he hit a specific number of wins, the game would force him to go random, making it tougher for a victory. It would be a fun and challenging option. I never seen any game ever try this option, other than snes KI...

    I would like an option to set up the tournament mode with random select only, that shit would be hella fun.
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  • juzamjuzam Joined: Posts: 15
    I would like an option to set up the tournament mode with random select only, that shit would be hella fun.

    This is a nice idea.
    At least random players should get a benefit of playing with all caracters. They should be some kind of ranking bonus over the other players, especialy the boring players abusing of Claw and Boxer ..
  • MrArcadePerfectMrArcadePerfect Leo Player! Joined: Posts: 480
    when is the next update :(
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  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,623
    nos: i have no problems getting hit with random hurricane kicks. except maybe ken's rh HK. But that shit is wicked fast, so it's understandable.

    tj ernie: understandable. Like i said, just an option. Granted, all the people could just agree that after a 10game streak, that they need to use random select. Just do it manually. I was just doing some random thinking with this concept =)

    margalis: agreed

    3s and just sf3 in general turned supers into nothing more than glorified combo enders. I wont say its really a bad thing, but it's definitely preference

    i look at st and 3s as extreme opposites when it comes to super. like i said, 3s is just a glorified combo ender. 99% of the time. It has to since most supers have horrid recovery. And ST super design was mainly based around a last ditch effort to make a comeback. Hell I dont even know if Capcom's intention was to allow supers to be comboable. Most supers in st have relatively safe recovery, allowing the super to be used in many more situations where it is not guaranteed to hit.

    I always thought alpha series to be the middle ground of this concept. while there are hit confirm opportunities into guaranteed super. its usually limited to a multi short/jab combo into super. But it really ends there, unless you count link combos, that lead to supers. but those can be strict. Anyway, alpha seems to balance the supers as combo enders, and last ditch effort to sneak a win or comeback. you can use supers as poke extensions, use it randomly, or as combo enders, etc...

    supers just have more roles I think in alpha and ST. while 3s, you throw out the hit confirmable normals and "double pump" the stick everytime you throw it out. Always seemed really silly to me.

    Before 3s lovers come in screaming blasphemy, im not bashing 3s, i actually like the game. I just state some things I dont particularly care about . just an IMO

    Haven't played alpha 3 in ages, but from what I remember I'm inclined to agree with you about the use of Supers, particularly in 3S don't forget you can charge your super bar for free to just mashing strong :rolleyes: , you could do it in alpha as well but the super bars were so big it was pointless.
    Make it easier to combo into supers? Wait. Easier combo into supers? Easier to combo? Combos?!?! COMBOS!!?!?!?!?! Jesus fucking Christ. Can we please keep this thread exclusive to people who have actually played Super Turbo? Holy shit guys.

    take deep controlled breaths, you'll be okay now :lol:
  • DevilJin 01DevilJin 01 Ibuki and Juri BUFFZ Joined: Posts: 53,478 ✭✭✭✭✭ OG
    That's why I use SA1 Ibuki. Her super has like 9 uses and none of them involve comboing into it. :lol: It's not even really that effective to combo into the super unless you use it after a DP to get out of a corner. The damage reduction is so shitty that it's usually not worth comboing into. It's still her most useful overall super and not just because of the amount of meter it gives her.

    Oh and if this doesn't turn into a 3S vs. ST war by the next page...I'll give someone cookies. It usually starts up once someone who doesn't like 3rd Strike brings up some shit any ways. Unsuspecting victims can't help but ask why. It's ok to not like one of the 3 billion SF games. Yet...you're still better off just not saying anything bad about it just because that's initially what turns the thread to shit. Same thing with the "ST is just hadoken fest" people.

    I think the problem with 3S supers is not just that all the supers have horrid recovery...it's definitely also the fact that the super that is used most often for Ken, Chun and Duds also tend to do the most damage and have the best opportunities for meter storage (EX use) and what not. Like Yang uses SA2 a lot simply because it gives him a ton of meter to use his EXes (which are basically supers you hit comfirm). Urien's Aegis works similarly in that the game pretty much allows you to build bar as you are using it to hurt the opponent. Allowing to seemingly have endless meter.

    I dunno...I personally think there's a good bit of supers in 3rd Strike that have some interesting uses but yeah...the characters used most often in tourneys just tend to have supers that are most effective simply for their hit confirming and meter storage.

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  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    when is the next update :(

    never! :/
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  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,623
  • SystemSystem Joined: Posts: 508,676 admin
    After watching a few YouTube vids on the beta, I noticed that the music will change pace on Round 2 no matter who has low health. Yeah, I know it was like that on the original SSF2 Turbo, but I was thinking they would of made it like HSF2 where it will only do this if the player that lost the first round was at low health.
  • Gutter TrashGutter Trash You have no dignity! Joined: Posts: 275
    like I said, Ken, Ryu, Fei-Long, Cammy have had in ST easier time canceling into Supers than the charge characters have.

    While Bison had the high potential of fubbering in a regular Scissor Kick in the process.

    some of you guys are coming down too hard on some us who commented.

    They are going to remove Honda's charge glitch, something many of us Honda users took advantage of for over a decade.

    Im not for combos made too too easy, words are being misconstruded.
    I am just saying, that QCF x 2 Supers have always been easier to use in combos than Charge Supers.

    We don't need to use high sarcasm to bring a discussion down when some of us are just speaking in normal tone.
    Besides, aren't the command inputs in REMIX more forgiving now?
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  • Nos99Nos99 Science Scrub Joined: Posts: 4,651
    I am just saying, that QCF x 2 Supers have always been easier to use in combos than Charge Supers.

    I have to disagree.

    Rog's super is EEEEEEAAAAASY to combo.
    Guile's is easy too off jabs.
    You can link to DeeJay's after any upkick.
    Bison's after j.strong.

    Now, while Ken's is also super easy to combo, I don't think you can realistacally back up a statement like " QCF x 2 Supers have always been easier to use in combos than Charge Supers".

    To "cancel off a normal" maybe. Maybe. But people don't have any harder time making these supers connect in combos. Especially with the Karas, and linking.

    The only one I think is real hard is Bison. ..and it's because of the startup on the super making it hard to kara jabs into or link after a grounded normal.

    and.. I hope to fuck Chun can't 'easily' combo her super in HDRemix. lol.
  • RojoRojo Joined: Posts: 894
    Three full seconds is way too long for a pause, count out in your head how long that is. A second and a half, maybe two seconds would be enough. i like a multibutton pause anyway. how is it in the beta when playing non-online matches?

    2-3 seconds really dosen't matter, Sabre's idea is still a great idea. I think they -capcom- should do that will all their fighters from here on out, for it eliminates all random pauses during gameplay.
  • hubcapsignstophubcapsignstop my structure is so dirty Joined: Posts: 1,443
    i also think QCF supers are easier to combo
    except maybe deejay/bison
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  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,623
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    without a doubt QCF supers are way easier to combo.
    if they did that, then Guile's j.roundhouse, d.strong, super would be buff. then again, the super would have more practical use, rather than just blah chip damage, crap anti-air, and scrubby wake-ups. :x
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  • Gutter TrashGutter Trash You have no dignity! Joined: Posts: 275
    because they gave Ryu a Fake Hadoken now, I noticed that I have been getting screwed by Negative Edge with the Fake Hadoken coming out instead of comboing from c.LK into Super
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  • COUMCOUM COUM Joined: Posts: 442
    uhh it's easy to say qcf supers are easy to combo into but who have the most practical combos into super in ST? balrog, ken, ryu, guile? seems like it doesn't make much difference either way...
  • SteveTrenSteveTren RYU Ph.D Joined: Posts: 999
    because they gave Ryu a Fake Hadoken now, I noticed that I have been getting screwed by Negative Edge with the Fake Hadoken coming out instead of comboing from c.LK into Super

    Ditto.. Having same issue I think it should have been backwards fire with
    jab punch
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  • The Furious OneThe Furious One Fluent in 3 languages Engrish, Sarcasm & Profanity Joined: Posts: 20,623
    uhh it's easy to say qcf supers are easy to combo into but who have the most practical combos into super in ST? balrog, ken, ryu, guile? seems like it doesn't make much difference either way...

    well who doesnt have practical super combos, Blanka (sitting target for fireball characters & he can be crouching jabbed out of it), Ehonda (opponent isn't knocked down & can also be easily knocked out of it), Guile (annoying motion), Vega (I hate how you don't know if you pulled it off until the moment you grab).

    ...seems to only be charging characters
    Ditto.. Having same issue I think it should have been backwards fire with short kick,

    If you guys are having issues, make sure you post them on the Beta board
  • kimo_katakimo_kata Dat FGC Joined: Posts: 464
    Idk if anyone ever noticed this or mentioned it you can do the fake hadoken into the super. Just hcf lk which is the fake hadoken then immediatly afterwards press hcf and any punch and it'll throw out a super. Good against those people who like to go hadoken to hadoken in time waste matches.
  • SystemSystem Joined: Posts: 508,676 admin
    I'm an infamous "double tapper," aka I tap the button twice to get it to come out on clutch moves. I'm having probs though because for example, with Ryu I'll walk up sweep, and then cancel into fireball. I'm frequently getting sweep, HK hurricane because in STHD the motion inputs are so forgiving. When I'm going to back to do the FP red fireball, the game recognizes the early double tap and assumes I wanted a hurricane. This doesn't happen in other versions of ST. Just one of those things you don't think of until it happens I guess.
  • COUMCOUM COUM Joined: Posts: 442
    well who doesnt have practical super combos, Blanka (sitting target for fireball characters & he can be crouching jabbed out of it), Ehonda (opponent isn't knocked down & can also be easily knocked out of it), Guile (annoying motion), Vega (I hate how you don't know if you pulled it off until the moment you grab).

    ...seems to only be charging characters

    none of those issues have anything to do with the fact that the moves are charge motions except guile's which youre wrong about not being practical anyway
    Ditto.. Having same issue I think it should have been backwards fire with short kick,

    wow you really didnt think this one through huh
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    wow you really didnt think this one through huh

    lol @ at smart sarcasm.
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  • SirlinSirlin Joined: Posts: 141
    There has been no change to the input recognition on Ryu's fireball or on Ryu's hurricane kick. Those should be no easier or harder to do in Remixed, Classic, or ST.
  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    There has been no change to the input recognition on Ryu's fireball or on Ryu's hurricane kick. Those should be no easier or harder to do in Remixed, Classic, or ST.

    ...that's what i thought. just DSP and co. fucking up the motions and blaming it on the game.
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  • Gutter TrashGutter Trash You have no dignity! Joined: Posts: 275
    I seriously think that SteveTren did a mis-statement and wanted to say QCB + P
    "every dog has its day"
  • SteveTrenSteveTren RYU Ph.D Joined: Posts: 999
    I seriously think that SteveTren did a mis-statement and wanted to say QCB + P

    Yes... thank you.. LOL
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  • EvilSamuraiEvilSamurai Joined: Posts: 2,668
    because they gave Ryu a Fake Hadoken now, I noticed that I have been getting screwed by Negative Edge with the Fake Hadoken coming out instead of comboing from c.LK into Super
    Ditto.. Having same issue I think it should have been backwards fire with short kick,

    hold down short when until after you press punch. This was the trick to not getting Ken's funky kicks in vanilla ST.
  • Nos99Nos99 Science Scrub Joined: Posts: 4,651
    I'm having trouble doing the ol' meaty low forward > low short > foward funky kick combo with Ken in HDRemix.

    In an attempt to stop the short negative edging into the short funky kick (which I don't want), I hold short down after I press it. But this causes the foward funky kick to go into that overhead bit (which I also don't want).

    Oh well, I gots me a wicked-awesome DP.. I guess it's a fair trade-off. :P
  • SystemSystem Joined: Posts: 508,676 admin
    ...that's what i thought. just DSP and co. fucking up the motions and blaming it on the game.

    First of all, go fuck yourself. I know how to do basic motions.

    Second, it might have to do with the faster speed. I just thought about it and I'm not double tapping RH, I'm double tapping whatever button I'm using for the fireball. So maybe the game is recognizing the RH as a held-button kind of deal? I'm not sure. But I do know that doing a low RH cancel into fireball shouldn't be giving me hurricanes after the sweep, so something has changed. Is anyone else getting similar results?
  • GoryusGoryus Joined: Posts: 232
    First of all, go fuck yourself. I know how to do basic motions.

    Second, it might have to do with the faster speed. I just thought about it and I'm not double tapping RH, I'm double tapping whatever button I'm using for the fireball. So maybe the game is recognizing the RH as a held-button kind of deal? I'm not sure. But I do know that doing a low RH cancel into fireball shouldn't be giving me hurricanes after the sweep, so something has changed. Is anyone else getting similar results?

    I don't understand how this is even possible. Fireballs use a qcf motion. They should never make a hurricane kick (qcb) come out, no matter what button you press (or however many times you press it, or with what timing, or in what game speed).

    And no, this has certainly never happened to me.
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  • SaBrESaBrE BAI BAI Joined: Posts: 4,495 mod
    phil: im actually having a much more proficient time executing what i want with HD ken as opposed to N.ken. Granted, I can still make mistakes here and there due to human error. But, walkup sweep into fb and what not has never been more consistent with me.

    It could be the speed, screwing with your execution timing, or it's your style of execution that's just not agreeing with the game? I dunno. All I know, is I love how ken controls now. =)
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  • EvilSamuraiEvilSamurai Joined: Posts: 2,668
    First of all, go fuck yourself. I know how to do basic motions.

    Second, it might have to do with the faster speed. I just thought about it and I'm not double tapping RH, I'm double tapping whatever button I'm using for the fireball. So maybe the game is recognizing the RH as a held-button kind of deal? I'm not sure. But I do know that doing a low RH cancel into fireball shouldn't be giving me hurricanes after the sweep, so something has changed. Is anyone else getting similar results?

    I get the same problem quite often with Sanwa buttons as they activate so short into the button press.
  • CowdiseaseCowdisease What? Joined: Posts: 358
    News update. Sven confirmed that the final price of the game will not be $10 in the Capcom BBS. Start placing your bets now for the game's final price. I predict, $15.
  • afro legendsafro legends Pugilist Specialist Joined: Posts: 256
    I'm having no problems with walkup cr. rh x fb either.
  • Pimp WillyPimp Willy "I guarantee we got a rat in the house!" Joined: Posts: 10,733 ✭✭✭✭✭ OG
    News update. Sven confirmed that the final price of the game will not be $10 in the Capcom BBS. Start placing your bets now for the game's final price. I predict, $15.

    Given that the Penny Arcade game was $20, I'm still standing by my previous guess that it will be $20

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  • Lazy Foo'Lazy Foo' Banned Joined: Posts: 109
    News update. Sven confirmed that the final price of the game will not be $10 in the Capcom BBS. Start placing your bets now for the game's final price. I predict, $15.

    While it's likely because the project has gone way over budget, it's likely partially due to blame on twits posting on SRK "OMG I'd pay $30 for this game".

    Although $15 is a reasonable price, if they add in the smoothing in the netcode.
  • SosageSosage Mopping Up Your Salt Joined: Posts: 1,803 mod
    I'm having no problems with walkup cr. rh x fb either.

    Same here. I could imagine a scenario where a fake fb came out on accident...but sorry man...I don't see how hk is coming out.
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