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Post by dyuman on Oct 22, 2007 23:05:13 GMT -5
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Post by Pikachu on Oct 23, 2007 0:25:23 GMT -5
Known about it for a long, long time. Shoryuken has links to the developer's blog, so this project is under a decent bit of scrutiny from the hardcore fans. Let's hope no one is let down, because if this shit works online, it might be really worth more Americans' time to get good. The guy overseeing this project is David Sirlin, and he has a lot of clout in the fighting game community too. You can check out his blog at www.sirlin.net. His content contains insights in game design overall, not just fighters. It's simply a good read whenever you have a spare moment.
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Post by Pikachu on Nov 20, 2007 20:38:10 GMT -5
Well, Super Turbo HD has two modes: Classic and Remix. If Super Street Fighter 2 is GGXX, and Super Turbo is #Reload, then Remix is Slash. Sirlin is looking to retool Super Turbo to be even more balanced by leaving the top tier as they are, and increasing the power of the mid tier and low tiers to bring them up to par. The first change that's been announced can be found at www.sirlin.net (it's an article on the front page). Basically, Ryu gets a fireball fake. This is pretty scary at face value, since Ryu's fireball trap is incredibly effective as is, and John Choi is apparently the one to have suggested this change. I won't spoil the entire article (yes, there's more to the changes!) so go check it out - it's a worthwhile read.
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Post by Pikachu on Dec 14, 2007 19:33:07 GMT -5
So more updates on this: T.Hawk's aerial dive is completely safe, but doesn't get him deep enough where you can really do a lot. In other words, he'll need to walk up to you to throw, so a player has a window to stuff him. The dive itself can be reacted to and beaten as well, so it's a good tool to counteract extreme zoning games, but not broken enough to get throw range for free. Off the top of my head, his "dragon punch" move is better and knocks down on either of its two hits, rather than only on the second. He's got crossups, his Old version normals, and it's possible for him to walk up super you now. Seems pretty viable to me. All of these changes basically help T.Hawk's current gameplay, which has seen a big increase lately (yes, this game continues to evolve!). Ken's changes will get more interest. They've sped up his hurricane kick quite a bit apparently, making roundhouse hurricane kicks an option to even punish certain moves. Keep in mind that it used to spin around quickly, but never moved that fast horizontally. Kind of neat. Short hurricane kick spends less time in the air overall, which is gonna make ghetto tricks even more viable probably. His dragon punch is back to being completely invincible on its way up, with fierce DP having a range closer to its Champion Edition arc. That's pretty damn mean considering the changes to Ken's DP also knocking down from the first hit starting. Funky kicks all have their commands streamlined to fireball + kick so people have less of a chance throwing them out randomly (in ST, each version has a different command). The knee bash throw got a nerf in damage off its first hit, but I guess that's okay, considering all the crossup shenanigans Ken has off those setups are kept intact. Finally, he can now reversal Super. The Ken changes are hella scrub friendly, imo. I guess this will be nice for people who like to spazz hella hurricane kicks and DP's like they're custom combos. Good enough where in a scrub vs. scrub match, it's a viable tactic , but will be soundly defeated by anyone who knows what they're doing .
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