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Super Street Fighter II Turbo HD Remix

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200px-SSF_HD_Remix_Boxart.jpg

 

Info:

 

Super Street Fighter II Turbo HD Remix is an upcoming two dimensional fighting video game to be released using the PlayStation Store and Xbox Live Arcade download services. It is a remake of Super Street Fighter II Turbo (the fifth arcade iteration of the Street Fighter II sub-series) featuring the original game and a "remixed" version featuring high definition graphics drawn by UDON Entertainment, arranged music by OverClocked ReMix, and rebalanced gameplay.

 

The game has been designed by Backbone Entertainment's David Sirlin to be the sixth definitive version of Street Fighter II.

 

Gameplay:

 

Super Street Fighter II Turbo HD Remix will feature the same roster of characters as Super Street Fighter II Turbo, and two gameplay modes: classic and remix (rebalanced).

 

Other features will include:

  • Classic/Remix (Rebalanced) Arcade mode
  • Online and offline multiplayer
  • A training mode
  • Hit box display
  • Both remixed and classic music
  • Voice chat
  • A 'Quarter Match' mode which allows players to spectate and jump into online matches simulating the arcade environment
  • 8 player tournament mode
  • Worldwide rankings and leaderboards arranged by character and country
  • In-depth statistics tracking
  • A display mode that fits the game into a 16:9 aspect ratio without impacting gameplay

 

The sprites and backgrounds in the original Super Street Fighter II Turbo will be replaced by high-resolution artwork drawn by UDON Entertainment, allowing HD Remix to make the most use of high definition displays (but the game can be changed to the original sprites as an option). Remixed music is also in development, later revealed to be handled by video game music website OverClocked ReMix.

 

Designer David Sirlin states about HD Remix is a heavily modified port of Super Street Fighter II X for Matching Service, a Dreamcast version of Super Turbo released only in Japan that featured an online versus mode.

 

 

There are 12 achievements with a total of 200 points.

  • Vanquish the Computer 20
  • Beat Arcade Mode.
     
  • Sheng Long is in Another Castle 25
  • Beat Akuma in Arcade Mode.
     
  • Here Comes A New Challenger 10
  • Play 5 Ranked Matches online.
     
  • SF 20th Anniversary! 20
  • Win 20 Ranked Matches Online.
     
  • Playing To Win 30
  • Win 100 Ranked Matches Online.
     
  • Master of All Things 30
  • Win With Every Character in an Online Ranked Match.
     
  • Training for Perfection 10
  • 5 Perfect Rounds in Arcade Mode (Any Difficulty Level, no challengers)
     
  • Throwing is Cheap 5
  • Throw your Opponent ten times in a single game.
     
  • Super Finisher 10
  • Get one Super Finish in Arcade Mode.
     
  • Blinding Speed 15
  • Defeat an opponent in under 15 seconds in single player arcade mode.
     
  • Combomaniac 15
  • Perform a combo of 7 hits or more.
     
  • Sagat's Scar 10
  • Defeat Sagat with Ryu's fierce shoryuken.

 

Press:

Capcom®, a leading worldwide developer and publisher of video games, is proud to announce the “Season of Street Fighter®” in celebration of the imminent release of Super Street Fighter® II Turbo HD Remix, coming to PlayStation®Network on November 25, 2008, and Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft on November 26, 2008. The “Season of Street Fighter” will feature an assortment of Street Fighter-themed downloadable content (DLC) packs, music inspired by Street Fighter, and newly revamped digital destination points for both the Xbox LIVE online games and entertainment network and PlayStation®Network.

 

 

Capcom kicked off the “Season of Street Fighter” with the release of the Super Street Fighter® Pinball FX downloadable pack, which added a new Street Fighter pinball table to one of the most popular downloadable games on Xbox LIVE Arcade. The Street Fighter UNO® DLC pack will feature new Street Fighter Command Cards with signature Street Fighter power moves, as well as backgrounds and music inspired by Street Fighter. Capcom will also have another “little” surprise coming to the PlayStation®Network later in the holiday season.

 

 

Additionally, Capcom will be releasing a direct-to-download music album of hip-hop tracks inspired by the Street Fighter series. Street Fighter® Underground Remix will feature the musical flavor of artists such as DJ Qbert, Hieroglyphics, Redman, Oh No, DJ Toure, Mistah FAB and Zion I. Each artist has produced a Street Fighter tribute track that will be free of charge and exclusive to the PlayStation®Network when Super Street Fighter II Turbo HD Remix launches.

 

 

Complimenting the Street Fighter themed content, fans can access all of the Street Fighter related material through two new branded digital destinations. Capcom’s branded store on PlayStation®Network is the only third-party company to offer a centralized area where gamers can download games, demos, themes, videos, and music. Street Fighter® II Turbo HD Remix will be one of the first games to be featured in the New Xbox® Experience with a Branded Destination Experience, which will offer a variety of Street Fighter related downloadable content including new Premium and Basic Themes.

 

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Character Literation:

 

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.

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So with any luck we will see this show up on PSN soon as well... if its due to hit Arcade on 26th.

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So with any luck we will see this show up on PSN soon as well... if its due to hit Arcade on 26th.

 

Press:

Capcom®, a leading worldwide developer and publisher of video games, is proud to announce the “Season of Street Fighter®” in celebration of the imminent release of Super Street Fighter® II Turbo HD Remix, coming to PlayStation®Network on November 25, 2008, and Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft on November 26, 2008.

 

You didnt read this part.

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Sony price is $15

 

Exclusive to the PlayStation Network, fans will have the opportunity to download the Street Fighter Underground Remix Soundtrack for free! I was able to get a few of my favorite hip hop artists to create original songs inspired by the series. Here’s the line up: Redman, Hieroglyphics, DJ Qbert, DJ Toure, Zion I, Mistah F.A.B. and Oh No.

 

Oh yeah, we also have a “little” Street Fighter surprise coming later this holiday season. Let the speculation begin. Talk to you next week!

 

Given this news, it's pretty safe to bet on the XBLA version will be 1200p.

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I dont think the japanese company have anything to do with it.

 

Developer: Backbone Entertainment

Publisher: Capcom USA

Designer: David Sirlin (lead designer) Rey Jimenez (producer)

Artist: UDON Entertainment

Composer(s) OverClocked ReMix

Engine: Super Street Fighter II Turbo (Dreamcast version, known as Matching Service)

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I can steal it from US PSN ofcourse but it would be nice for Capcom europe to dot he job too.

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PS3IGN Review:

 

7.5 Presentation

No real story here besides some charming Arcade endings, but the content in HD Remix is to-the-point and polished, despite a few trivial bugs.

8.0 Graphics

While not as fluid as upcoming fighters like King of Fighters XII and BlazBlue, the new HD sprites look good and the updated backgrounds are refreshing, despite their simplicity.

8.5 Sound

I'm very impressed with the contributions of the OC Remix community. The music in this game is sweet and a great tribute to the original soundtrack.

9.0 Gameplay

Some of the finest, most well-balanced fighting mechanics around. What it lacks in modern breadth is made up for with incredible strategic depth.

8.0 Lasting Appeal

"Competition" is the key word here. With virtually no unlockables or extras, playing with others will be the main source of your enjoyment.

 

8.7

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PS3IGN Review:

 

7.5 Presentation

No real story here besides some charming Arcade endings, but the content in HD Remix is to-the-point and polished, despite a few trivial bugs.

8.0 Graphics

While not as fluid as upcoming fighters like King of Fighters XII and BlazBlue, the new HD sprites look good and the updated backgrounds are refreshing, despite their simplicity.

8.5 Sound

I'm very impressed with the contributions of the OC Remix community. The music in this game is sweet and a great tribute to the original soundtrack.

9.0 Gameplay

Some of the finest, most well-balanced fighting mechanics around. What it lacks in modern breadth is made up for with incredible strategic depth.

8.0 Lasting Appeal

"Competition" is the key word here. With virtually no unlockables or extras, playing with others will be the main source of your enjoyment.

 

8.7

 

I'm sorry but yes there is obviously a story and a lot of lore but since when was that the focus of the title?

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Dont care about reviews. It obviously is aged as a game but its great for nostalgia purposes.

 

Out Tommorow. Which time?

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Dont care about reviews. It obviously is aged as a game but its great for nostalgia purposes.

 

Out Tommorow. Which time?

 

I don't care about the reviews either....I have so many fond memories of Streetfighter 2, mostly on the poorly converted Amiga version but still look back with rose tinted spectacles at struggling to pull off the special moves with a 2 button joystick...

 

I didn't think we had a confirmed release date for europe yet?

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I don't care about the reviews either....I have so many fond memories of Streetfighter 2, mostly on the poorly converted Amiga version but still look back with rose tinted spectacles at struggling to pull off the special moves with a 2 button joystick...

 

I didn't think we had a confirmed release date for europe yet?

 

Buy the US version. Why should i wait. Unless Valkyria Chronicles arrives.

 

Seems to be same as US date according to capcom Europe forums though nothing according to capcom themselves... Doesnt matter though :P Prices will be adjusted according to country. Which means in the UK price is going to be much higher than elsewhere to make up for the difference in Pound/Yen.

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Buy the US version. Why should i wait. Unless Valkyria Chronicles arrives.

 

Seems to be same as US date according to capcom Europe forums though nothing according to capcom themselves... Doesnt matter though :P Prices will be adjusted according to country. Which means in the UK price is going to be much higher than elsewhere to make up for the difference in Pound/Yen.

 

How do you buy stuff off the US store? I have an account but no card registered as don't you need a US debit card? or a PSN card?

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full details and infomation on the HD remix version

 

PSN US: 11/25/08 - (Sorry guys, the EU and Asia dates are still TBD at the moment)

360: 11/26/08

 

That’s just in time to get your Street Fighter on during Thanksgiving break. It will all be for the very reasonable price of $15 for the PSN version and 1200 points for the LIVE version. That measly exchange of digital currency will get you a list of stuff so long, I needed the lead designer, David Sirlin, to help me out by sending a list of all the goodies to remind me of everything that’s packed in there.

 

 

 

1) Two games in one. You get the gameplay of the classic Super Street Fighter 2 Turbo, just like the arcade, and the brand new sequel to that game, Street Fighter HD Remix, both in one package. (They are called Classic and Remixed in the menus.) That means you get the nostalgia of the old, awesome gameplay AND you get a new, rebalanced game guided by the wisdom tournament pros have accumulated over the last 14 years.

 

We simply cannot overstate how much help the Street Fighter community was in creating the Remixed mode. On the development side, we have David Sirlin who’s made his name in the tournament scene playing Super Turbo for over a decade now. Here at Capcom, we have Seth Killian, who’s not only a cynical community manager, but also has a long history with the Evolution tournament scene and has represented the US at international Super Turbo tournaments. To round out the internal cast, we have the QA lead Derek Neal who is frustratingly good at the game and has an almost OCD affliction to creating combo videos. He has a number of highly regarded videos on youtube and has created the combo videos that you’ve seen on SFHD so far.

 

Apart from guys actually paid to work on the game, we’ve also received help from guys that you’ll see top ranked in almost every SF tournament they participate in. Just to name a few names, we had help from John Choi, Alex and Graham Wolf, Tokido, and Jason Cole.

 

The goal of all this effort was to bring you a new mode to the game that is effectively a new Street Fighter II game. For more detail, check out previous blog entries on the changes.

 

2) HD graphics. Every single piece of art in the game is redrawn in 1080p HD by the folks at Udon Comics. That includes backgrounds, characters, endings, menus, and—well—everything. When we started the project, we started talking to fans very early. We got both good and bad feedback on art very early and some of this feedback made it into game.

 

 

 

3) Remixed music. All the music in the entire game is new. Every stage, every ending, and the menus. All from the guys at http://www.OCRemix.org. They are a community of musicians that have love of video game music and creating their own spin on it. We had tossed around the idea of adding Remixed music to the game, but didn’t have the time or the resources to make it happen. When the artists at OCRemix came to our attention, we realized that they would be perfect for the job. We loved their music and they were passionate about Street Fighter.

 

You can check out an original track and the Remix version.

 

4) Widescreen mode. On an HDTV, you can play the game in its original 4:3 aspect ratio, or switch to widescreen mode to fill your screen during gameplay. Widescreen mode zooms in and has slightly different camera behavior, but has no effect whatsoever on gameplay.

 

 

 

 

 

5) Every combination of the features above. Whether you’re playing Remixed or the Classic game, you can turn HD sprites on or off. If you turn them off, you’ll get the original game’s sprites scaled up in all their blocky glory. This has no impact on gameplay, it’s just visual. Regardless of whether you play in Classic/Remix and HD sprites on/off, you can also turn remixed music on/off. If you prefer the original game’s tunes, go for it, it’s up to you. Finally, no matter which of any of those modes you’re in, you can play in widescreen mode or 4:3 mode. All of this stuff is independent so you can customize these options however you want.

 

Also note that when you play online, your opponent won’t even know what your choices are regarding HD sprites on/off, remixed music on/off or widescreen mode on/off. All three of those affect your experience only, and your opponent might have different settings for those options on his end.

 

 

 

 

 

 

6) Advanced networking. The delays in this project gave us a chance to experiment with several different networking techniques and we chose the best. We went with a predictive/rollback system that has the advantage of reducing input delay. I know that sounds pretty jargon-filled, so in plain English, it makes the game feel responsive and look smooth, even during lag. We were able to refine this from the feedback on our open beta test, and also from a few experimental things we tried in the patch to the open beta.

 

The final version of the game has another feature called “smoothing” that lets you turn the input delay up or down. We found that best results were when there’s a very small input delay of 2 frames. It’s a small delay that is still responsive, but can help mask network lag. But you can set this to suit your own tastes.

 

We once again reached out to the Street Fighter community for their input on this. Tony Cannon, another EVO founder and overall nice guy, created the PC based networking gaming code known as GGPO. He was extremely helpful in giving us suggestions to improve what we had in SFHD. We’re confident in saying that the result is unquestionably the best console online fighting game netcode to date.

 

7) Double-blind character selection online. When you’re playing online, don’t you hate it when your opponent refuses to pick a character until the last possible moment because he’s trying to make you pick first? He wants to see who you pick so he can pick the best character to beat yours. In HD Remix, all online play has double-blind character selection. That means that you cannot see who your opponent picked or even where his character selection box is until both of you finish picking your characters. Now there’s no reason to stall on this screen, you might as well just pick your character right away.

 

8) 8-player tournaments, Ranked Matches, and Unranked Matches with up to 4 spectators. As you saw from the open beta test, you can create your own 8-player, single elimination tournaments as well as Ranked and Unranked Matches. The results for Tournaments go to the leaderboards but those results don’t contribute to any kind of actual rank (you get to choose who enters your tournaments so we can’t really make them ranked) but after the tournament is over, anyone can see the bracket to verify who won. Ranked Matches of course will track your win/loss record and assign you a rank based on your record and who you’ve played.

 

9) A new announcer. We got overwh html_removed elming feedback that people did NOT like the voice of the high-pitched announcer in the original game. He’s usually referred to as “Big Bird.” We replaced him with a more gruff sounding voice. While we were at it, we replaced Guile’s girly sounding “Sonic Boom” with the more manly version from Street Fighter 2: Hyper Fighting. Give this one some time, and you’ll realize that almost anything is better than Big Bird.

 

10) Revised endings. Udon revised and rewrote the story and text of the endings to make it consistent with the current canon. And of course they redrew them, too.

 

 

 

 

 

11) Original costume colors. The original game has 8 costume colors for each character, but these costumes do NOT include the original iconic colors from the first Street Fighter 2. So if you want to play Ryu wearing white or Ken wearing red, your only choice was to play the “old” versions of those characters by using a code. The old versions had slightly different (usually worse) gameplay. First of all, you no longer need a code to select the old characters in Classic mode, you choose between two different game logos: Super Turbo and Super SF2.

 

The cooler news here is about the costume colors in the Remixed game though. You can’t play the old characters at all in that game, but of course you want to be able to pick those iconic colors. You can. Select your character with the jab button to get that character’s old-school costume. If you want the color that used to be on jab, hold any punch button for 2 seconds. That means in the Remixed game, you have access to 9 different costume colors in total.

 

10) The CPU difficulty. In the original game, the difficulty of the computer AI is ridiculously hard. It’s harder than in any other Street Fighter game ever. Beating the first opponent is hard and beating the third one is usually beyond hard. Well, it’s just as hard as ever if you pick Classic mode, but in Remixed mode, we fixed up the difficulty so that easy is actually easy, medium is actually medium, and so on. Try playing the HD Remix arcade mode (where you fight all the CPU opponents), then if you want to risk breaking your controller in frustration, switch to Classic arcade mode.

 

12) Hitbox display. In training mode, you can turn a display of the game’s hitboxes to see what’s really going on under the hood. Blue boxes are where your character can be hit and red boxes are where you can hit the opponent. This is our gift to the hardcore community, so they can refine their strategies more than ever.

 

 

 

 

 

13) Game speed. The game speeds match the arcade version of the game, but this is confusing so bear with me. In SF HD Remix, speed 3 is the default and is intended for tournament play and online play. It’s the same speed as Japanese arcade speed 3, which is also known as US arcade speed 2. You don’t really have to understand what’s going on with all that, just play at the default speed 3 and be happy that it matches the arcade.

 

Furthermore, there is a speed 0 in there for the hardcore players. On all speeds except 0, the game uses its own system of dropping frames in order to increase speed (we didn’t touch this, the arcade version did it too). This does affect whether some combos are possible/impossible. Speed 0 is slow, but it will let combo masters and makers of combo videos take frame-dropping out of the equation when they are trying to figure out which crazy combos are possible.

 

14) Dipswitches. The Dreamcast version has several secret dipswitches for turning bug fixes on and off. We took the dipswitches that actually affect gameplay and put them in a menu for you to adjust, if you want. These only affect offline matches, so you can’t use them online. Note that the default setting for many of these is for a given bug to be fixed in Remixed mode but still unfixed in Classic mode (have to stay true to the original!). Here’s a rundown of all the dipswitch settings:

 

Ability to throw an opponent who was dizzied by a throw

 

Ability to store Honda's super

 

Ability to store Honda's command throw

 

Ability to store Chun Li's super

 

When Bison does a headstomp that hits a rising opponent only a few pixels above ground level, he briefly pauses

 

Old Characters in Classic Mode can cancel the same normal moves into special moves as...Super/Super Turbo characters

 

Slowdown during hit-stun

 

Percentage chance that the first frame of Old Ryu's air hurricane kick is unblockable

 

Percentage chance that the first frame of Old Ken's air hurricane kick is unblockable

 

Percentage chance that the first frame of Akuma's air hurricane kick is unblockable

 

Percentage chance that the first frame of Blanka's horizontal ball is unblockable

 

Percentage chance that the first frame of Blanka's vertical ball is unblockable

 

Vega's super drains the meter when he...touches wall/grabs opponent

 

Ability for Sagat to perform a reversal Super

 

Can do Sagat’s super using a kick button during a 1 frame window

 

Dhalsim’s reversal super

 

Ken’s reversal super

 

Some moves, such as Chun Li’s throw, which normally require a forward/back input can be done with an up input.

 

15) The dipswitch “hat.” We didn’t want to have to worry about tournament situations where someone changes the dipswitches to their advantage without anyone realizing it. In SF HD Remix, if you change even one dipswitch, a blue dot with a chrome enclosure will appear at the top middle of the screen, above the KO. It looks kind of like a hat for the KO icon. Anyway, if you see that, you immediately know that someone has changed the dipswitches.

 

 

 

 

 

16) Button config. You get the best button config screen we could think of. Both players can set their buttons at the same time. It’s NOT that horrible kind of button config where it lists the buttons, then you have to scroll through various functions for that button. That kind is bad because when it says Y Button, or whatever, you might not even know which button that is if you have an arcade joystick. Even if you know, it takes a moment to think about it and figure out what is what.

 

Our button config works like this. You don’t have to know what any buttons are called and you don’t have to care about the layout on your controller or joystick. You simply press the buttons on your controller in this order: jab, strong, fierce, short, forward, roundhouse. That’s it. You don’t even have to tap down in between: we do that for you automatically. Furthermore, after you press those 6 buttons, you’ll end up on something called “unassigned.” If you press the remaining two buttons on your controller, we’ll unassign those for you so they don’t do anything if you accidentally hit them. If you unassign those (so you did 8 presses total) then we’ll move the menu highlight to ACCEPT for you automatically. Also note that we even support mapping more than one button to a function if you want. If you want two fierce buttons, then go for it!

 

17) Bragging rights. Aside from the in game leaderboards/scoreboards, we are going to be supporting an external website that will track your rank and records. This website (URL to be announced) will not only track your win/loss record, but will go into granular stats, like how many times you’ve thrown a character or how many projectiles you’ve launched. This website will be the definitive place to flaunt your Street Fighter prowess.

 

18) Competition. Everyone is going to be playing this thing, so you’ll have no problem finding competition. Super Street Fighter Turbo is still played in tournaments 14 years after its release, so we hope that you’ll be playing SF HD Remix for that long as well.

 

I’m sure there’s stuff we’re missing too, but even with that, it’s pretty easy to see that SFHD is more than just Super Turbo with a new coat of paint. Like I opened, it’s been a long road, but one that I’m confident has created a Street Fighter worth waiting for.

 

Lot’s of thanks all of you guys, the fans, for being patience and still keeping up the hype. From working on this game, I’ve personally met a lot of cool SF heads I wouldn’t have met otherwise and I have to say, the Street Fighter franchise is fortunate for having you guys to support it. I'll be in and out of this post today and try to answer any questions you guys may have.

 

Just in case you’ve missed it, here’s all the media you need to familiarize yourself with all that is Super Street Fighter II Turbo HD Remix.

 

http://media.ps3.ign.com/media/900/900199/vids_1.html

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You saw what we did for Mega Man 9. Now we're at it again for Super Street Fighter II Turbo HD Remix. And with long winded names in mind, we present you the Super Turbo Hyper Champion Special Edition Pack! This is no mere asset kit, this is an all-out-stuffed-with-SF-awesomeness package. The master mind behind this is the none other than John Diamonon, who also was responsible for the those sweet MM9 Kits.

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Here's what's inside the art covered box:

 

- Ryu's head band

 

- Rare Chun Li figurine (only 1,000 made)

 

- Magnetic Background with two sheets of Static Cling Characters

 

- Street Fighter Remix Comic

 

- Asset Disc

 

Everything in the box has been given extreme attention. The asset disc even is far beyond what you'd expect. Instead of just your basic screen shots and videos, we've stuffed it full of art. High quality layered PSD files, and vector art of characters, logos, backgrounds, etc etc.

 

We're thinking about making 300 of these available to you in our Capcom Store. If you're interested, post your comment here.

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awesome that you can set up online tournaments how many people are getting this on PS3?

 

Ill be getting it as soon as i can be bothered to fire up it up. Do want!

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