Va a reventar el mando el tio del video, joder como suena...xD
Que aburrimiento de combates con Ken en el video de #359....
Yo me esperare al juego completo... no voy a pagar por un arcade que no me llama la atencion para una beta... esperaremos al resultado final
Salu2
#362 no son combates, son solo partes cortadas para mostrar lo de los juggles (que, por cierto, no están ya en las versiones actuales del juego).
No, tiene el intento de Backbone de copiar el código de red de GGPO, pero va mucho peor.
Hasta 100 de ping va bien, pero a partir de ahí empieza a hacerse injugable entre los inputs que se pierden y los rollbacks. Han dicho que van a mejorarlo de cara a la versión final, pero a saber si son capaces, porque siguen empeñados en no contratar a Ponder.
Algunos vídeos del E3 con jugadores muy malos en general:
Booth de Capcom (se ve SF4 también)
Vega vs. DeeJay
T.Hawk vs. Vega
Ryu vs. Vega
En el de T.Hawk se puede ver la animación de cuando falla el throw, en el de DeeJay no se ve el nuevo movimiento. En el de Vega no se ve, pero por lo visto ahora se pueden cancelar los walldives con d+K (además que ya no hace knockdown pero dejan a Vega en ventaja al caer).
No hay nada como un Street Fighter 2D ,una buena cruceta, y una pompa en el dedo gordo tras horas de juego.
olvida lo que dije sobre que el online va perfecto, cuando enchufas el stick se nota la diferencia, almenos va mejor que el del Hyper Fighting xD.
Sin malos que son los del video menos el que lleva a Deejay, todo el rato saltando y no saben manejar a Vega xD.
Beta Parcheada
http://www.capcom-unity.com/jimmyrey/blog/2008/08/07/sf_hd_remix_open_beta_patch_is_up_today
here have been many fixes, but the ones I want to point out are:
Ken's shoryuken shenanigan's are fixed.
The title no longer crashes when joining games. So all online functions should work normally, including quick match and custom match.
Netcode optimizations have been made. Overall, the online experience should be about 50% better. While we can't do anything about high ping times, we've optimized the gameplay experience so that it's less noticeable and smoother. For example, playing someone with a ping time of 200 with the patch, should feel something like playing someone with a ping time of 100 before the patch. If you want to see the gameplay without the "smoothing" just
enter the following code to disable it.
Hold the Left Trigger, Right Trigger, RB, LB and while holding down the buttons, hit start. You should hear an audbile tone.
Por fin lo han arreglado, deje de jugar porque me cansé de reiniciar la consola cada vez que petaba el juego al unirme a una partida.
edit: no se que han hecho, no se si por la conexión (he jugado con el mismo tio todo el rato) o por el parche pero ahora va como el culo xD.
La fecha de salida final estará entre el 15 de Octubre o el 1 de noviembre.
O al menos es lo que empiezan a publicar ya todas las revistas como gamespot, ign y similar.
espero que capcom se porte bien por primera vez y los europeos de ps3 no tengamos que esperar 6 meses a que nos lo saquen como suele ser normal en sus productos online
En realidad es más problema de SCEE que de Capcom. Sony requiere certificaciones diferentes para cada región, Microsoft solo pide una (es la razón por la que no hubo beta en PSN).
Por cierto, una lista de cambios sacade de SRK (aunque algo desactualizada porque es de hace un par de meses y por lo visto han habido varios cambios nuevos):
Ryu: still good
--fake fireball
Ken: much better
--roundhouse hurricane goes farther and moves faster
--strong shoryuken is invincible all the way up, always knocks down
--fierce shoryuken always knocks down
--funky kick commands changed to qcf + short, forward, and roundhouse
--forward kick grab has less range, first hit does less damage
--super can now be done as reversal
Honda: high tier
-- jumping short has tripguard
-- jab headbutt nullifies fireballs
-- ochio still storable, but it's nerfed somehow (can't recall, either whiff animation or bounceback like Hawk)
-- fierce headbutt moves faster
-- super does full hits/damage every time, safe on block
-- Honda has additional changes my source(s) didn't remember
Chun: not as good as before, but mainly because everyone else is better
-- spinning bird kick arc is now like Blanka's rainbow ball, hits 4 times, juggles, does high dizzy
-- super does half damage, can still be stored and can still end with up-kicks
-- down-forward + forward kick flipkick remove
-- down-forward + roundhouse neckbreaker can never cross up now
-- Chun has additional changes my source(s) didn't remember
-- can't recall if strong throw does less damage, probably does
Blanka:
-- horizontal ball is safer on block, but can still be hit by some attacks, Blanka takes more damage if hit out of it
-- jab and strong horizontall balls travel slightly shorter distance, have same sound effects and rotation speed as fierce horizontal ball
-- rainbow roll has much faster startup and better recovery
-- hops gets additional commands of back/toward jab+short, strong+forward, or fierce+roundhouse
-- fewer punch buttons are required to activate electricity
-- super has better startup and recovery, always knocks down on hit
Zangief:
-- green hand is now qcf + punch, knocks down on hit
-- lariats get additional command of jab+short, strong+forward, and fierce+roundhouse, not sure which is which
-- spd gets additional command of hcb, toward + p or hcf, back + p
-- super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p
-- Zangief has additional changes my source(s) didn't remember
Guile: can play more aggressively, seems good
-- toward+roundhouse is an overhead, has a bit more startup
-- horizontal roundhouse travels very far diagonally and toward the opponent, almost to the other edge of the screen, but is extremely punishable if whiffed
-- sonic boom hitbox extends a bit lower
--super gets an easier motion, now juggles and does near full damage as antiair
Dhalsim : top tier still
-- strong noogie has less range, does less damage on first hit
-- kick flame goes further in the air, is a juggle starter
Hawk: top tier
-- condor dive is safe on block, has less bounceback
-- condor dive doesn't knock down on hit
-- normals are like O Hawk normals, stray hitboxes corrected
-- dragon punches are like O Hawk dragon punches
-- spd has whiff animation, builds meter
-- Hawk bounces farther back after landing spd
-- spd gets additional command of hcb, toward + p or hcf, back + p
-- super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p
Cammy: upper tier
-- hooligan command is qcf + p
-- spinning backfist command is qcb + p
-- all strengths of spinning backfist go through fireballs, have low body invincibility, have larger hitbox on second hit, extremely likely to knock down
-- cannon drills are much safer on block if done from correct distances
-- cannon spike a little less safe on block, if done too close can be punished on block by everyone
Fei: around the same spot in the tiers, but the distance between tiers is much closer so that's not a big deal
-- chicken wing command is qcf + k, builds less super meter
-- short chicken wing has more invincibility on startup, can go through fireballs
-- all strengths of chicken wing have 5 more frames of recovery, can't combo out of it
-- all strengths of chicken wing have worse air-to-air priority during first hit
-- flame kick always knocks down, input window is bigger, builds less super meter
-- rekkas travel farther (can hit from outside Guile's crouching forward range), input window is bigger
-- super travels farther and faster, fewer invincibility frames, vulnerable at Fei's head during 4th and 5th hits
DeeJay:
-- dread kicks almost always combo
-- forward and roundhouse dread kicks have lower-body invincibility on startup
-- forward and roundhouse dread kicks do less damage
-- easier to do full machine gun upper, but does less damage
-- machine gun upper nullifies fireballs
-- mgu does less damage and stun than before, much easier to get all the hits
-- DeeJay can keep back charge during mgu, so he can nullify an opponent's fireball and then throw his own immediately after
Boxer:
-- grab range is smaller, first hit of grab does less damage
-- jab headbutt has more recovery, can be punished on block
-- strong headbutt has more recovery, can go through fireballs
-- all strengths of headbutt build less super meter
-- alternate command for tap of jab+short, strong+forward, or fierce+roundhouse, but not sure which does which and how it stops the player from using the non-held normals while charging
-- super only does 50% damage
Claw:
-- wall dive no longer knocks down, no frame advantage/disadvantage on block
-- wall dive can be faked by pressing down + k in the air
Sagat: top tier, possibly the best in the game
-- tiger shot recovery is in between N Sagat's and O Sagat's
-- gets O Sagat's fierce tiger uppercut, does slightly less damage
-- can't cancel second hit of standing forward or standing short, can cancel standing strong
-- can cross up with jumping forward
-- super can now be done as reversal, travels farther, does full damage everywhere
-- tiger knee command is dp + k, can juggle, can be done twice in one combo (crossup forward kick, crouching forward, tiger knee, tiger knee does 45%)
Dic : top tier, might also be the best in the game
-- standing jab has a much better hitbox, works as a good antiair
-- devil's reverse has 1 frame of invincibility on startup
-- gets a fake slide, done by down-forward + roundhouse, slides right up next to his opponent, even on wake-up
Akuma:
-- legs are no longer invincible during crouching kick attacks
-- air fireball has much steeper angle, causes Akuma to hang in the air for a bit
-- air fireball can be thrown much closer to the ground, can do instant air fireball
-- takes more damage, can now be dizzied
-- can be hit out of teleport
-- teleport command now done as dp + 2 punches or 2 kicks instead of 3
-- regular fireball has same startup as Ryu's but has slightly less recovery
-- fierce regular fireball has huge knockback from close range
-- hurricane kick has much less invincibility
-- red fireball has much more startup
-- super is raging demon (same command as usual), functions as a grab, lowest damage of any super in the game
-- raging demon can go through fireballs but no other attacks
Dic : top tier, might also be the best in the game
preparate tzz !!!!!! xDD
Por cierto, de la versión PC no he vuelto a leer nada, quedará en el olvido como el puzzle HD ?
cerveza y videojuegos, que mas se puede pedir
Si os fijais podeis ver a Blanka, Guile, la stage de Cammy y un tio abrochandose los pantalones
Vídeos de un torneo que se hizo ayer en San Francisco en el que daban 1.000 dólares para el ganador (es la segunda vez que se muestra el juego completo):
Vega vs. Guile
Vega vs. Chun-Li
Fei-Long vs. Sagat
E.Honda vs. Dhalsim
Vega el amo aunque parece que han tocado el Scarlet Terror porque ya no hace triple hit, eso o el tio no le da en el timing preciso xD.
queganasletengopordios.
Nah, #384, el tío lo hace mal. Lo único que le han cambiado a Vega es que los wall dives ya no noquean y que ahora tiene la posibilidad de caer hacia abajo desde un un wall dive (1:40 en el vídeo contra Guile).
Tras un año de retrasos, el remake en alta definición de Super Street Fighter II Turbo ha sido finalizado y solo está pendiente de que Microsoft y Sony den su aprobación para que aparezca en el Xbox Live Arcade y en la PlayStation Network.
La semana pasada ya se pudo disfrutar de la versión completa del juego en un torneo organizado por GameStop, del que se sacaron algunos vídeos, y hoy nos llega la lista definitiva de cambios en los personajes de la mano de Rey Jiménez, el productor del juego.
Vega vs. Guile
Vega vs. Chun-Li
Fei-Long vs. Sagat
E.Honda vs. Dhalsim
LISTA DE CAMBIOS
Ryu
* New move: fake fireball. qcf+short.
Ken
* Strong dragon punch is invulnerable on the way up, exactly like Old Ken's, and also always knocks down. It's now a 1-hit move, not 2-hit.
* Fierce dp has bigger arc, always knocks down, juggles against jump-ins, but no additional invulnerability.
* Short helicopter has shorter duration
* Medium helicopter kick goes slightly farther
* Roundhouse helicopter kick goes farther and faster.
* Roundhouse helicopter kick does less dizzy
* Air roundhouse helicopter goes slightly farther
* "Crazy kicks" have simplified joystick motions. New motions: 1) qcf+short, 2) qcf+forward, 3) qcf+roundhouse.
* Damage lowered on first hit of knee bash hold.
* Range of knee bash hold reduced by a small amount.
* Super can now be used as a reversal.
Guile
* Roundhouse flash kick now travels forward rather than straight up.
* Super has easier motion: charge db, d, df, f, uf+ kick. (Old motion still works.)
* Super does slightly less damage.
* Uspide down kick is an overhead
* Upside down kick slowed down slightly
* Upside down kick can be performed at any range, not just close range, by holding towards+roundhouse.
* Upside down kick is more vulnerable, allowing Sagat's low tiger shots and other moves to hit it.
Honda
* Jump short has higher priority, can hit sweeps.
* Floating fierce move (jump straight up + fierce) can be steered farther left/right.
* Hundred hands easier to execute
* Strong and fierce versions of hundred hands have lower priority and all versions do a little less damage
* Ochio throw now bounces off the other way, preventing Honda from repeating it in the corner
* Ochio throw now deals the same dizzy points as other throws rather than twice as much.
* Jab torpedo can destroy fireballs.
* Jab torpedo travels shorter distance
* Super travels slower before first hit, but travels faster after first hit.
* Super now knocks down and juggles.
Blanka
* Horizontal ball has safer recovery.
* Horizontal ball with jab and strong have same sound effect and same spinning speed as fierce version.
* Horizontal ball with jab and strong travel slightly shorter distance so whiffed roll into bite is a little more effective.
* Diagonal ball has faster startup and safer recovery.
* Hop move has new command: hold stick left or right then jab+short OR strong+forward OR fierce+rh. (Old motion of kkk still works).
* Hop back builds much less super meter.
* Forward version of hop has slightly more foot-invulnerability at startup.
* Electricity easier to execute (mash punches)
* Super move has faster startup, faster recovery, and always knocks down if it hits.
Zangief
* Green hand command changed to qcf+p
* Green hand has slightly faster recovery.
* SPD command easier: hcb,f+p OR hcf,b+p. (Original 360 command still works)
* Super command easier, hcb,hcb,f+p OR hcf,hcf+p.
* Running Grab (and double suplex) command is now hcb+k OR hcf+k.
* Running Grab runs faster.
* Kick lariat can now be done with jab+short as well as original KKK command.
* Punch lariat can now be done with strong+forward or fierce+roundhouse as well as original PPP command.
* Kick lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.
* Kick lariat has a different sound effect on startup than punch lariat.
* Punch lariat's initial hitframe now extends down to the floor so it can hit Dhalsim's low fierce or sometimes Guile's low forward. As before, this hitbox is only active for 6 frames out of the entire lariat.
* Hop move can only be done with towards + fierce. No longer possible with back+fierce, back+strong, or towards+strong.
* Hop travels farther forward, slightly higher, and has slightly better recovery.
* Jumping (forward/away) strong has hitbox that reaches slightly farther forward.
* Low fierce has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.
Chun Li
* Removed df+medium kick move.
* df+roundhouse (the "neckbreaker") no longer crosses up, removing the loop of repeated knockdowns.
* Lighting legs easier to execute (mash kicks)
* Lighting legs do less damage and have a little worse priority in Chun Li's stomach area.
* Aerial spinning bird kick can be done with charge down, up+kick, so that you can do it after a headstomp.
* Aerial spinning bird kick travels more straight now, then falls in an arc at the end
* Ground spinning bird kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.
* Super does slightly less damage.
Dhalsim
* Teleport command requires only 2 punch or 2 kick buttons rather than 3.
* Teleport recovery is not longer, but has more vulnerable frames at the end.
* Yoga flame changed to qcb+p so it doesn't overlap fireball command.
* Upward yoga flame changed to qcb+k to match other yoga flame.
* Upward yoga flame now travels way up the screen with roundhouse version.
* Super changed to hcb,hcb+p to match yoga flame command.
* Super has more forgiving timing window.
* Super is now more vulnerable around Dhalsim's head and throwable from behind.
* Super can now be used as a reversal.
* Noogie hold has shorter range.
* Ducking ranged punches no longer cleanly go under Guile's Sonic Booms
Balrog
* Turn punch and headbutt award less super meter.
* Small and medium headbutts travel slightly farther and are less safe.
* Throw range decreased.
* First hit of throw does less damage.
* Turn Punch can be performed by holding 2 punches or 2 kicks, rather than all 3
* Super does a little less damage
Vega
* Defensive backflip command changed to jab+short for small version; strong+forward OR fierce+roundhouse for double flip version (old commands of kkk and ppp still work)
* Offensive backflip can no longer be charged straight back (must be charged down/back).
* Off-the-wall attack no longer knocks down
* Off-the-wall attack has additional recovery, to prevent combos after hitting with it
* New Wall Dive Fake: After going off the wall (charge down, then up+k), you can press kick again to drop without attacking.
Sagat
* Super has more range, and always knocks down if it hits.
* Fireball recovery is better than New Sagat but worse than Old Sagat
* Some normal moves are from Old Sagat
* Stand strong can be cancelled into special moves, second hit of stand forward and short cannot
* Tiger knee always knocks down and juggles (but NOT into super)
* Tiger knee damage reduced because of new juggle property
Bison
* Devil's reverse (charge down, up+punch) has 1 frame of invulnerability at startup
* Stand jab has better priority, can stop honda's torpedo and blanka's roll
* New move: df+roundhouse is a fake slide.
* Jump straight up + strong now juggles the same as jump toward/away + strong
Cammy
* Hooligan throw motion changed to qcf+p
* Spinning Backfist motion changed to qcb+p
* Spinning Backfist is invulnerable to fireballs during startup (all versions)
* Spinning Backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connects
* Cannon drill has better recovery
* Cannon Spike is usually not safe on block anymore.
Fei Long
* Flying Kick motion changed to qcf+k
* Short version of flying kicks have additional frames of partial invulnerability, allowing them to go through fireballs at the start
* Flying kicks have lower priority on first hit, allowing them to be countered air-to-air a little more easily.
* Flying kicks have 5 additional frames of recovery
* Medium and roundhouse flame kicks always knock down and can juggle
* Short flame kick is no longer safe on block from point-blank range.
* Rekka Punches travel a little farther
* Rekka punch motion is a little more forgiving, so it's not as hard to get all 3 in the series.
* Super travels farther
* Fei Long's head is vulnerable during 4th and 5th hits of the super (and can't go through fireballs during that, but still can during first 3 hits).
* The super causes a different angle of knockdown so that comboing after it is difficult/impossible.
* Super meter gains slightly reduced on flame kick and flying kicks.
Dee Jay
* Machine Gun Punch, much easier to get all the hits
* Machine Gun Punch destroys fireballs
* Machine Gun Punch does less dizzy and less damage than before.
* Medium and Roundhouse Dread Kicks, 2nd hit sped up so that it almost always hits if the first hit connects.
* Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at startup
* Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo
T.Hawk
* Hawk dive command changed to jab+short OR strong+forward OR fierce+roundhouse while in air (old command ppp still works)
* Hawk dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.
* Hawk dive does not knock down
* Special throw command easier: hcb,f+p OR hcf,b+p, and you can actually start in down/back or down/forward (Original 360 command also still works.)
* Special throw now has a whiff animation if you miss.
* Super command easier: hcb,hcb,f+p OR hcf,hcf+p.
* Several of T.Hawk's normal moves are from Old T.Hawk, such as stand roundhouse and low roundhouse.
* Fierce dragon punch now always knocks down and juggles
* Fixed a bug where a stray hitbox on low strong could be hit from very far away.
Akuma
* Super meter added and new super move: Raging Demon. Command is jab, jab, towards, short, fierce.
* Super travels slower and farther than the secret version of Akuma
* Super has additional start up frames.
* Super is not able to grab an opponent out of jump start-up.
* Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
* Air fireball can now be done lower to the ground, allowing instant air fireball using "tiger knee" motion.
* Akuma takes more damage than other characters.
* Akuma can now be dizzied.
* Teleport command requires only 2 punch or 2 kick rather than 3.
* Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.
* Fierce blue fireball only has the huge knockback effect from very close range.
* Red fireballs have more startup.
* Helicopter kick has much less invulnerability.
* Akuma's leg is no longer invulnerable during his ducking kicks.