jchensor, post: 3040684 wrote:
What would be really, really, REALLY cool is if they did something my friend suggested......made an HDR with an entire "tweak" engine built into it
Mackdaddi, post: 3040689 wrote:
Jizzon, post: 3040691 wrote:
I don't think allowing everyone to tweak the more subtle aspects of the game is a good idea, though it is admittedly a very fun one. There are a lot of subtle dynamics that could easily go out the window, but more importantly, what would the best base reference be in such a game? You think that HDR created a divide...imagine the chaos such a release would beset upon us!
Mackdaddi, post: 3040692 wrote:
Yes, this is exactly the point i was getting at. Well put. I'm sure there would be some great games produced out of the ability to tinker with the game engine, but there would be some awful ones too, but the biggest concern for me would be that you wouldn't have a "base reference" as to what the standard would be, and you run the risk of really decimating any chance of having a consolidated, strong community that can get behind a single game with a defined and permanent set of moves and rules that don't change.
Mr_Awesome, post: 3040694 wrote:
They released that fantastic Street Fighter Alpha Anthology, but they can't do the same for Street Fighter II?....A collection like the Street Fighter Alpha Anthology with nearly perfect versions in almost their native resolutions and original speeds with no input lag, with dip switches, and a Hyper Street Fighter II mode would be amazing.
DNGR S PAPERCUT, post: 3040700 wrote:
I'd spend up to 300 bucks if something like that came out. i bought my xbox only because of sf2. I paid 125 on my stick before i bought my xbox so I was sure that I would have controls I'm comfy with. main reason I bought it was cuz of online competition. so right off the bat, I spent over 350 just to play HDR online. the only other game I bought since then was gears of war 2 and super street fighter 4(which I sold already). I'm sure there are other die hard sf2 players like me out there.
I know I fuck around on the forum a lot, but every word of this post is truth.
Jizzon, post: 3040702 wrote:
Re: Guile's overhead
Jizzon, post: 3040702 wrote:
Haha you're not the only one, man! Only difference is that I still have SSFIV.
Rufus, post: 3040705 wrote:
Guile can go over some low tiger shots with the start-up of the overhead, but I'm not sure if it's all of them, or if it's possible on reaction. I'll try to look at the old Roundhouse, but the forward (which can travel) seems like it has better potential as a counter move.
BullDancer, post: 3040704 wrote:
Meh, mainly speaking out of frustration when I get stuck in a corner by Ryu, if it reached just a little further I could hit his hands on prediction...........
However, at the correct distance its simply not possible...... but this could end up having other consequences*sigh*
The risk-reward is not in Guile's favor when he does go for it due to the terrible recovery time, but it is nice to have another option.........
Battosai, post: 3040708 wrote:
For Guile to hang with top tier characters in high level play he needs the CPS1 low forward back and reduce the recovery back -1 like old guile in st compared to new guile. This way he wont lose to so much bs any more.
FreshOJ, post: 3040710 wrote:
Now you know that would make him way too turtle friendly. The low-tier characters, especially Cammy, would really be out of luck if that happened. Make that Sobat Kick go over slides and he'll go up the tiers soon enough.
TecmoSuperBowl, post: 3040711 wrote:
I remember you mentioned this before. I'm a bit confused though because I thought Guile's Sobat already beats Claw's Slide. The problem is the timing. Guile's Sobat starts up slower than Claw's slide, and it has fewer hitting frames. So you need to anticipate the slide and time it just before he attempts it to hit him out of it. If you time it too early, the hitting frames will run out and you'll get hit, if you time it too late the hitting frames will not come out in time? and you'll get hit. And if you guess wrong and he didn't slide, well you know?
Coth_X, post: 3040680 wrote:
HDR vs ST is a really good example of what would be the most probable outcome of SF3SHDR vs SF3S
TecmoSuperBowl, post: 3040716 wrote:
Guile's Sobat in general is already very good. If you increase the hitboxes, or number of hitting frames, I will spam it more than a Gief spams green hand.
Jizzon, post: 3040719 wrote:
Sobat's already really good as a normal, guys. It doesn't need buffed at all; it would get too scary really quickly. Guile's low shorts aren't meant to beat anything either, and they have great range and damage for some advanced combos with him. As for his crouching jab, it already has some great outward range for a quick poke (despite its inability to hit anything low).
blitzfu, post: 3040720 wrote:
Leave Guile's cr Forward alone, leave his Sobat alone, just buff his cr Short so it beats all slides. This wouldn't overpower him too much since the range on cr Short is not very good, and would fix all of his bad matchups in one strike:
vs Blanka: cr Short will beat slides but will lose to Blanka's cr Fierce
vs Vega: cr Short will beat slides but will lose to cr Strong, st Forward and st Fierce
vs Dhalsim: cr Short will beat slides and low punches but will lose to st Strong and possibly st Fierce
Jizzon, post: 3040724 wrote:
You'd be surprised how fast Guile would become abusive if he had a fast ranged ground poke that's hard to stuff and has any kind of decent priority. It's very important that he has at least a hint of a weakness from his charged crouch.
Rufus, post: 3040725 wrote:
...actually, as long as he's willing to give up charge, the standing short is pretty impressive: