Pretty sure we’ve had this conversation before. Akuma was never, ever made to be balanced. He’s a selectable boss character. CE Bison is bad, probably worse than ST Vega/O.Sagat, but nowhere near as bad as having to go against Akuma.
Add bonus stages, survival mode, character biography and artwork in the menu, and optional darkened supers to HSF2. This is why I really like Dreamcast ST over the cps2 arcade. It was magnificent when this was released in 2000.
Most requested is definitely WW battles of course.
All great ideas studtrooper and 750. I know it’s trivial but it’d also be cool to have a Colour Edit mode and be able to select all the different versions of the Music (i.e. CPSI, CPSII, Arrange, maybe HDR and PC version music too) and be able to customize it by separate tracks (e.g. CPSII for Ryu’s Stage, CPS1 for Character Select, Arrange for Zangief’s Stage etc).
Have loads of Dip Switches to customize the experience both gameplay-wise and cosmetically ala the Dreamcast version and HDR.
Oh and be able to play as the ST version of characters in their original colours (e.g. ST Ryu with White GI).
Changes I would want would be all of the above but also to make WW bosses playable.
Also does anyone here play this on FightCade?
Actually CE Dictator is nerfed. In CE Dictator can chip 6 times on a blocked psycho crusher among other things
Well, if it got released today in 2015, everything will be separate DLC.
It was always this way in the Japanese version.
And then what’s funny, non Japanese CE versions gave Sagat the world warrior tiger uppercut
my EVO theme if and/or when I get top 4 in any game:
Looking back at a revamp HSF2, I suggest having a dedicated design team instead of capcom to develop the most complete game from the ground up.
One such example is a small team are working on Mortal Kombat Trilogy Extended.
The results so far are impressive! All stages from past games, all characters including bosses from past games, even gorier Brutalities than the original, bonus stages that was never in the original MK Trilogy, and balancing the whole game.
This team has amazing talent and their videos can be found here
In this match on Battle 8 I did the World Warrior Dictator move where he does the headstomp into turn-around kick, instead of the normal headstomp into skull diver:
Claw’s algorithm didn’t change between World Warrior and Hyper Fighting, if you look closely…
Here are Super and Super Turbo. Algorithm slightly different:
Since this is old school. Check out this old, old school game getting beat and it took him 4 hours to beat the game!!!
Can anyone confirm whether or not this works in HSFII? I’m not home right now.
CE Ryu’s LP DP can sometimes hit low. I’ve only tested vs Chun Li in CE (don’t remember the version). Easiest way to test is to get her to hold back in the corner and let Ryu do LP DP so that it hits more-or-less around her foot. If it hits on a certain frame (or certain frames), she’ll get hit. I was wondering if this also works in HSFII, and against other versions of characters.
Confirmed. All CPS1 versions of Ken and Ryu. If you throw a fireball at a close distance (but not too close) then DP it almost always hits. Lol, I think I must be the only SFII player who didn’t realize this.
Interesting. Wonder if this is just a AE bug or if it is in the actual CPS1 arcade roms?
Happens on the actual machine, at least on version of CE that it was demonstrated to me.
That’s pretty cool. I wonder if it is a 50/50 bug similar to the O.Ryu/O.Ken hitting with their jump tatsu on the first frame.
Wow man you actually beat Ko-Rai until he submitted! lol sorry if I make that sound like an astonishing accomplishment but I can never beat that guy. I also commend you for picking a rare character online like O.Bison instead of going to ST or a CE character like most people. Is O.Bison your go to? Also I would love to fight you on Fightcade!
Cossack, Cami, and a few others that think I’m trash need to see this…