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Re: SSF2T: HDR combos

Posted: Tue Jan 06, 2009 3:06 am
by Maj
I got the file from megaupload too. Thank you sir.

Regarding tiers, it's kinda disappointing that none of the bottom characters moved up. For a while i couldn't decide if that was good or not, since it's hard to complain about a game as good as ST not getting shaken up. When it comes to HF/ST, my first instinct is "the less change, the better."

But now i'm kinda leaning towards disappointment because if we knew we were gonna end up with the same exact tier structure as ST, then why didn't we just stick to ST?

It's funny because with all the bugs and glitches that are in STHD, if it didn't have a remixed mode then i'm sure someone would find reasons to demand the original game at Evo. But since it's a "new" game, all this nonsense is "part of the game" and we just gotta deal with it. I mean, it's just funny how Sirlin finally made an ST port that we can't overrule because it's Not-ST.

Re: SSF2T: HDR combos

Posted: Wed Jan 07, 2009 12:33 am
by jchensor
Out of curiosity, Desk, what do you view the rankings as right now? ^_^

- James

P.S. Saw the YouTube video you have in your sig, Desk. Now I know where you get all your Combo finger dexterity from!!! Holy shit, that's good stuff!

Re: SSF2T: HDR combos

Posted: Wed Jan 07, 2009 10:14 am
by desk
haha, thanks dude. I'm not even joking though, the ability to RC in cvs2 and do that 'insta-stuff' in HDR is so much easier, having played bass for so long.

I think akuma and dictator are the characters who have moved up the most... well akuma hasn't really moved up but you know what I mean, lol. Also, ken is better than people think imo. I'm itching to try a few characters in competition to see if I'm right about certain things.

The top is probably.

akuma
sim
boxer
dictator
claw


Fei is better, blanka is better, chun is worse. I really don't know how that all stacks up though. I might have a think and try to put everyone together later.

Re: Interesting Threads on Other Forums

Posted: Tue Jan 13, 2009 5:47 am
by fullmetalross
http://www.gamefaqs.com/boards/genmessa ... c=47612436

Walk forward while charging in HD remix????

Might be useful for combos... who knows, you'd probably have to wire your own custom controller t.akiba style to get that shit done.

Re: Interesting Threads on Other Forums

Posted: Tue Jan 13, 2009 11:13 am
by desk
argh, I'm annoyed I didn't work that out myself :(

Does anyone use the default 360 pad in tournaments? They might genuinely have to be banned... which is stupid.

I wish I used pad because I'd be all over this, lol. If you practised up and you were already half decent on pad, it gives you a silly advantage.

Re: SSF2T: HDR combos

Posted: Tue Jan 13, 2009 7:48 pm
by Maj
Wow, that makes me feel the same way as i felt when we found out about roll cancels. If they had ever posted a screenshot of HDR Guile throwing a Sonic Boom next to a picture of the Xbox controller, i'm sure one of us would have thought of this dumb trick.

Now i don't know whether or not i want to record a Guile combo that takes advantage of this. It would be kind of ironic that everyone would accuse me of cheating considering the fact that it would be the only combo in the video that was done manually without tool-assistance.

Actually this reminds me - do we know if STHD is going to get patched anytime soon? Cuz if so, i might want to record some stuff before it happens (or otherwise avoid updating until i have time to record) in case they make drastic changes.

Re: SSF2T: HDR combos

Posted: Mon Jan 19, 2009 11:05 am
by desk
I'm probably going to do a couple of things using this charge exploit but the one guile combo I can think of is both rubbish, and very difficult to do, lol.

So does anyone know if backward facing moves are actually more likely to happen now? Yesterday, while trying to get cross ups with dictator, I was whiffing reverse st. shorts far too often. I'm only used to playing HYPER on the ps2 (so not actual ST) but I can't remember that happening at all. Is it possible it happened on DC as well? or maybe that we're imagining things? lol

Re: SSF2T: HDR combos

Posted: Tue Jan 20, 2009 1:44 am
by Maj
Kinda tricky to verify conclusively that it happens more often in one version than the other, but neither case would surprise me.

As far as that charge exploit, it's hard for me to think of anything scarrier than Guile corner traps. If Guile walks after an LP Sonic Boom while holding F+B, then the opponent can't hit him with a reversal DP or super through the Sonic Boom since it'll make Guile block automatically. Nobody has an invincible move that hits low so it's basically full proof offense. Then once the Sonic Boom is blocked, Guile can use block stun to attack safely and he'll have another Sonic Boom ready to go since he's been charging while walking. I'm sure you can find corner trap loops that give the opponent ridiculously small counter attack windows.

Re: SSF2T: HDR combos

Posted: Tue Jan 20, 2009 11:06 am
by desk
yeah, I have corner traps planned out for guile, dictator and boxer that I'm probably going to include in Remixcombostwo. I actually think guile has water tight traps with this. Even if he doesn't though the point you make about 'no low hitting reversals' and auto block is totally sound. Dictator also has some ridiculous stuff now as well.

I think I'll probably start getting the footage over the next few weeks.

Random, but I came across a problem I've never had before. There's a combo I want to include but the length of the screen, from corner to corner, is too short for it to work. Actually, just typing that, I remember the stages are different lengths, no? Does anyone know which is the longest?

Re: SSF2T: HDR combos

Posted: Tue Jan 20, 2009 9:09 pm
by Maj
According to T.Akiba's SF2 data, the longest stages belong to Blanka, Balrog, Ryu, and Honda. However i think the differences are very subtle because it never seemed to matter much when i needed to find a longer stage for whatever reason. The way he ran his experiment, i think discrepancies are just as likely to be caused by the game running at slightly different speeds on each stage.

Re: SSF2T: HDR combos

Posted: Wed Jan 28, 2009 1:32 pm
by desk

Re: SSF2T: HDR combos

Posted: Thu Jan 29, 2009 3:51 am
by Maj
Sweet. First Bison combo was dope and so was the Fei Long midscreen combo. That whole block sequence against Dhalsim looks so brutally unfair. Intro was nicely done too. But why'd you decide to go with the oldschool sprites?

Looks like Capcom has announced that they'll patch HDR. How much do you think they'll actually fix?

Re: SSF2T: HDR combos

Posted: Thu Jan 29, 2009 11:56 am
by desk
I just felt it was necassary to use the HD ones for the first vid but now it doesn't matter.

I think the patch will only address online issues, nothing else. There's an outside chance the charge bug wil be removed but I don't think it'll go further than than. Jchensor already made a good point about changing balance issues on SRK. Also, a lot of the 'glitches' being spouted are either false or not technically glitches, so I can't see any of that stuff being dealt with.

Re: SSF2T: HDR combos

Posted: Thu Feb 05, 2009 11:51 pm
by Maj
Random comment: Generally i don't like the new projectile explosion effects but it is kinda cool to kill a red fireball with a Sonic Boom at the last possible instant. "You can feel the heat!"

Re: SSF2T: HDR combos

Posted: Wed Mar 25, 2009 12:46 am
by desk
I uploaded this aaaaages ago. I've only just 'switched it on' though.

http://www.youtube.com/watch?v=xy1EJtce1fI&fmt=18

Disappointed that I probably won't get to use him in competition now but I do think it was the correct decision to ban him.

I haven't actually played HDR since the day I made remixcombostwo :lol:

Re: SSF2T: HDR combos

Posted: Wed Mar 25, 2009 9:06 am
by Maj
Haha i like how you avoided revealing that stuff because you knew it would get Akuma banned faster. That's some bullshit bullshit you got there. Of course if you pulled those shenanigans in a major tournament, you'd get famous instantly. And i admit i would clap.

But yeah, it ain't fair that the rest of the cast has to play ST while Akuma gets to play Guilty Gear.

Re: SSF2T: HDR combos

Posted: Wed Mar 25, 2009 11:29 am
by desk
I was actually convinced he wouldn't be banned.

Re: SSF2T: HDR combos

Posted: Wed Mar 25, 2009 2:31 pm
by Magnetro
desk wrote:I uploaded this aaaaages ago. I've only just 'switched it on' though.

http://www.youtube.com/watch?v=xy1EJtce1fI&fmt=18

Disappointed that I probably won't get to use him in competition now but I do think it was the correct decision to ban him.

I haven't actually played HDR since the day I made remixcombostwo :lol:
omg lol. that looked like magneto. I lol'd at the corner DP crossup. Also, GS on disabling comments. :D.

Re: SSF2T: HDR combos

Posted: Thu Oct 01, 2009 8:22 am
by Maj
Why is it that remixed Akuma can do dumb corner teleport shenanigans whereas classic Akuma can't? Those tricks where Akuma teleports into a corner and does a backwards facing DP or jumps straight up while facing away from the opponent are very easy to do in HDR mode. But in classic mode he always turns around.

That's pretty lame because after seeing this video i wanted to create a fancy combo setup involving classic ST Akuma as the dummy. He was going to teleport into the corner and whiff backwards s.MK while some other character does c.HP facing away from the corner. The low fierce would connect as a meaty attack against Akuma's phantom s.MK hitbox and then continue with some outrageous link.

But classic Akuma doesn't have the messed up teleport and remixed Akuma doesn't have the displaced s.MK hitbox. Sirlinnn!!!