This is an interesting post, something I’d thought abt for a long while. SSF2 killed my scene and I have opinions abt the direction ST took/how it was executed.
I wont go into it in depth here because I have a big post I’ve been wrting/thinking about for a long time on this very subject.
This alt history couldn’t have happened tho. ST was a manifestation of the faliure of SSF2. ST, just like HF was never planned out in the corporate grandscheme, it was prompted by outside events. With HF it was the hacked versions (Rainbow, Blackbel etc…) and with ST it was a combination of SSF2’s failure, viewed at the time as a retrograde release not only in terms of quality after HF (SSF2 was already in dev before the release of HF) but also in terms of design progression in light of the system features incorperated into SSF2’s competitors, namely the Super Death Moves of Samurai Shodown and Fatal Fury Special and the Juggles of MK2.
It was a matter of prestige for thier flagship game as well as money, ST was a cheap upgrade for the flagging SSF2 board, tho the wherehouses full of unsold SSF2 Snes cartriges couldn’t be saved…
Capcom were forced into incorperating features into SSF2 they were saving for thier true next generation of fighters, starting with Darkstalkers (which must have already have been well into production by the time of ST). Alot of these features are a perversion of the origonal risk-reward design philosophy of SF2, but which were fundamental to the direction Capcom was taking with Darkstalkers onwards. This is why ST is often refered to as a progressive ‘bridge’ game, and ‘not propper SF2’. Tho the distinction isn’t that simple (I’ll go into this in detail in my future post).
NKI I’m surprised at your comments about the “ridiculous damage and dizzy potential from HF”. I’ve never heard anyone say HF is broken with regards to ST! The dizzy’s are going to seem crazy coming from ST, just as the lack of them in ST does coming from HF. Anyone who was a high level HF player (and I’m sure Mike, Tomo and Jeff would back me up here) knew exactly when they were coming. That was part of what made the pacing and risk-reward trade-off so good in HF, those times when you knew one more hit would make you dizzy and you were forced to take a risk on blocking and being thrown which you cant escape and it really made risky attacks worth going for because you would be rewarded with a dizzy (and in this regard you didn’t need and extra mixup factor like topdowns to force a situation), unlike in ST where you are often rewarded more for negative meter building play and safe attacks using supers than traditional combo skill and aggressive tactics.
Factoring in you coming from ST and the speed AE is played at (probably too fast for HF’s dizzy system and certainly too fast for CE/WW’s damage levels) I can see how the dizzy will seem very random, but the critisism of HF’s damage levels with regards to ST, I must totaly dissregard. I don’t think I really need go into points that overlap with those above, esp regarding Supers.
As fo where I stand. I’ve played both equally since thier release, I think ST is the best game in the series, in as much as it has the most good stuff in it, fleshed out characters, bigger roster, topdowns, but it also has a lot of crap in it too. To say HF is broken compared to it is wrong. HF, tho it not nearly as rich/ fully formed in many area, is the best in terms of being the least broken/ most perfectly formed game in the series.
So ST is my fave game to play casualy, most of my fave matchups are in ST, mostly among the low tier characters. But my fave game to play compet is HF.
I’m going to give a much fuller clearer explination of this in my upcoming post, tho I’m certain we will just always represent different camps, esp as you are an out and out ST Chun player.