Reply To: Hadoken vs Shoryuken (Official Super Street Fighter II Turbo HD REMIX)

#31203
Chauncy Talon
Hall of Fame

    The new on the moves

    Quote:
    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.

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