Super Street Fighter 2 Turbo HD Remix Changes

                                         by MJ


- Character Changes
- New Features
- Dip Switches


Joystick Abbreviations:                                     Punches

UB      U      UF        UB = Up-Back                    (LP) (MP) (HP)
  \     |     /          U  = Up
                         UF = Up-Forward                 (LK) (MK) (HK)
B  F        B  = Back
                         F  = Foward
  /     |     \          DB = Down-Back                      Kicks
DB      D      DF        D  = Down
                         DF = Down-Forward

x 2 = means to do that motion twice
PPP = Press all Punches
KKK = Press all Kicks
+   = Press both buttons at the same time


Character changes:


New move: Fake Fireball = D, DF, F + LK

It does no damage but it recovers quickly for mix ups. It does not build any
super meter.



New moves: none

Modified moves: Torpedo: LP torpedo can destroy fireballs (except Ryu's super).
                         LP travels slower.

                Hand Slaps: MP and HP deal less damage and have worse priority.
                            Easier to execute (now requires 3 presses of a given
                            punch button rather than 4 presses)

                Ochio Grab: Bounces backwards afterwards, rather than forwards,
                            to prevent the loop in the corner. Reduced dizzy.

                Super: All hits connect. Super travels 10% slower before first
                       hit, but travels faster after first hit. Can't be stored.

                Jump up HP: Can be steered farther left or right.

                Jump LK: Has higher priority, can hit sweeps.



New moves: none

Modified moves: Horizontal Ball: Safer recovery. LP/MP versions have same sound
                                 effect and same spinning speed as HP version,
                                 also LP/MP travel slightly shorter distance so
                                 whiffed roll into bite is little more effective

                Backstep Ball: Faster startup and safer recovery.

                Hop: New command = Hold stick left or right then LP+LK or MP+MK
                     or HP+HK. (Old motion of pressing all kicks still works).
                     Back hop builds much less super meter. Forward hop has 9
                     frames of foot-invulnerably at startup (but seems to hardly

                Electricity: Easier to execute (now requires 3 presses of a
                             given punch button rather than 5 presses).

                Super: Has faster startup, faster recovery (safe on block), and
                       always knocks down if it hits.



New moves: none

Modified moves: Flash Kick: HK now travels forward rather than straight up and
                            hitbox is altered so that it whiffs against ducking
                            opponents at long range.

                Super: Easier motion: Charge DB, D, DF, F, UF + Kick.
                       (Old motion still works). Does less damage but juggles
                       better, so it ends up doing a little more damage versus
                       jumping opponents and less versus standing opponents.

                Upside down kick: (hold Foward or Back + HK) is now a
                                  overhead. Slowed down slightly but can be
                                  performed at any range, not just closer range,
                                  by holding F + HK. Has much lower priority
                                  because it can be used as a poke at any range

Other changes: Sonic Boom voice uses Hyper Fighting sound effect.



New moves: none

Modified moves: Turn Around Punch: Gain less meter. Can be performed by holding
                                   2 punches or 2 kicks, rather than all 3.

                Headbutt: Gain less meter. LP/MP travel slightly farther and are
                          barely less safe.

                Throw: Throw range decreased slightly (harder headbutt loops).
                       First hit of throw does less damage.

                Super: Does a little less damage (around 50% rather than 60%).
                       Glitch Dash Uppercut into Super still works.



New moves: none

Modified moves: Dragon Punch: MP 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. HP has bigger arc, always
                              knocks down, juggles against jump-ins, but no
                              additional invulnerability.

                Crazy Kicks: Simplified joystick motions. New motions =
                             1) D, DF, F + LK, 2) D, DF, F + MK
                             3) D, DF, F + HK

                Hurricane: LK has shorter duration. MK goes slightly farther.
                           HK goes farther and faster but does less dizzy. Air
                           HK Hurricane goes slightly farther.

                Throw (Knee Bash): Reduced range and damage lowered on first hit

                Super: Can be used as a reversal. Which means you can use it on



New moves: Arcing Spinning Bird Kick = charge Back for 2 secs, Forward + Kick
           Air Arcing Spinning Bird Kick = charge Down for 2 secs, Up + Kick

It arcs downward. Also it juggles, does fairly good dizzy, and can go over
fireballs if timed right.

Removed: Backflip move = DF + MK. It was useless!

Modified moves: Spinning Bird Kick: Air SBK travels more straight now, then
                                    falls in an arc at the end. After a Pogo
                                    (jump D + MK) you can do a Air Spinning
                                    Bird Kick.

                Lighting Legs: Easier to execute (now requires 3 presses of a
                               given kick button rather than 5 presses). Do
                               less damage and have barely worse priority in
                               Chun Li's stomach area.

                Neckbreaker: (DF + HK). No longer crosses up, removing the loop
                             of repeated knockdowns against some characters.

                Super: Can still be stored, but deals much less damage, and
                       follow up with upkicks can get only one extra hit on some
                       characters and usually misses against others.



New move: Kick Lariat = LP + LK or all Kicks pressed

Hyper Fighting Kick Lariat is back! But its modified. First it has a different
sound effect then regular Lariat to help opponents distinguish between the two.
Also Zangief's feet are invulnerable during the first rotation only so a
opponent can still counter.

Modified moves: Punch Lariat: Changed to MP+MK or HP+HK as well as original all
                              3 Punches. Initial hitframe now extends down to
                              the floor so it can hit Dhalsim's low HP or
                              sometimes Guile's low MK. As before, this hitbox
                              is only active for 6 frames out of the entire

                Spinning Pile Driver: Easier command: B, DB, D, DF, F, B + Punch
                                      or F, DF, D, DB, B, F + Punch. Original
                                      360 command still works.

                Green Hand: Command changed to D, DF, F + Punch. Has 4 frames
                            better recovery.

                Running Grab: Command changed to B, DB, D, DF, F + Kick or
                              F, DF, D, DB, B + Kick. Running Grab runs

                Double Suplex: Command changed to B, DB, D, DF, F + Kick or
                               F, DF, D, DB, B + Kick.

                Headbutt Hop: Can only be done with F + HP. Travels farther
                              forward, higher, and has much better recovery.

                Jumping forward or away MP: Hitbox reaches slightly farther
                                            forward. (This was mainly to hit air
                                            Vega air-to-air, but hardly helps).

                Low HP: Has slightly higher hit box, mainly to hit Vega's
                        off-the-wall attacks.

                Super: Easier command: B, DB, D, DF, F x 2 + B + Punch or
                                       F, DF, D, DB, B x 2 + F + Punch. Old 720
                                       motion does not work. You must start the
                                       command with either forward or back, not
                                       with DF or DB.



New moves: none

Modified moves: Teleport: Command requires only 2 punch buttons or 2 kick
                          buttons rather than 3. Recovery is not longer, but the
                          last 9 frames are vulnerable, rather than the last 3.

                Flame: Changed to D, DB, B + Punch.

                Upward Flame: Changed to D, DB, B + Kick. HK version travels way
                              up to hit pesky Vegas.

                Noogie Throw: Shorter range so loops are harder.

                Super: New command: F, DF, D, DB, B x 2 + Punch. Reduced to 50%
                       damage. Head is vulnerable during super and you can be
                       thrown from behind now. Super is now a reversal attack.

                Low punches: Ducking ranged punches no longer cleanly go under
                             Guile's Sonic Booms.



New moves: none

Modified moves: Tiger Knee: Changed to F, D, DF + Kick. Can be juggled. Always
                            Knocks down. Damage and Dizzy reduced because of
                            juggle ability.

                Fireball: Recovery is better than N. Sagat but worse than Old
                          Sagat. (in between)

                Uppercut: HP is one hit instead of 5.

                Super: Has more range and always knocks down if it hits. Is a
                       reversal move now.

                Standing LK/MK: Second hit of each move cannot be canceled into
                                special moves.



New moves: Wall Dive Fake = Charge D for 2 secs, then Up + Kick, then press Kick
                            again to drop without attacking.

Modified moves: Claw Dive: No longer knocks down opponent. If positioned right
                           you can combo after a successful dive.

                Defensive Backflip: Command changed to LP+LK for small version;
                                    MP+MK or HP+HK for double flip version (old
                                    commands of KKK and PPP still works).

                Offensive Flipkick: Can no longer be charged straight back (must
                                    be charged DB).



New moves: none.

Modified moves: Hawk Dive: Command changed to LP+LK or MP+MK or HP+HK while in
                           air (old command PPP still works). No longer knocks
                           down opponents. Dive's bounce changed so it ends with
                           T.Hawk close to enemy and is safe on block or hit.

                Storm Hammer: Easier command: B, DB, D, DF, F, B + Punch or
                              F, DF, D, DB, B, F + Punch. You can start it in
                              DB or DF positions. (Old 360 also still works.)
                              It now has a whiff animation if you miss to
                              prevent an inescapable throw loop.

                Thunderstrike: HP now juggles and knocks down properly.

                Super: Easier command: B, DB, D, DF, F x 2 + B + Punch or
                       F, DF, D, DB, B, x 2 + F + Punch. It bounces T.Hawk
                       slightly farther away when it connects.

                Fixed Low MP: A bug where a stray hitbox on low MP could be hit
                              from very far away is fixed.

                Old Hawks moves: Several of T.Hawk's normal moves are from Old
                                 T.Hawk, such as stand HK, stand MP, and low HK.
                                 All of these moves are better than New T.Hawk's
                                 versions (stand MP and stand HK have better
                                 hitboxes, low HK comes out much faster).


-Fei Long-

New moves: none.

Modified moves: Rekka Punches: Motion is a little more forgiving, so it's not as
                               hard to get all 3 in the series. Travels a little

                Flying Kick: Changed to D, DF, F + Kick. LK version can go thru
                             fireballs. Flying kicks have lower priority on
                             first hit, allowing them to be countered air-to-air
                             a little more easily. They also have 5 additional
                             frames of recovery to prevent them from comboing
                             after. Reduced meter gain.

                Flame Kick: MK and HK always knock down and can juggle. Because
                            of this, flying kicks (juggle) -> flame kick
                            (juggle) is a new standard combo. The total juggle
                            limit shared by flying kicks + flame kicks is 4
                            hits. After 4 juggle hits, it's still possible to
                            juggle with a super. LK is no longer safe on block
                            from point-blank range. Reduced meter gain.

                Super: After the last hit of the super, it is not possible to
                       juggle further. (You couldn't anyway in the old game due
                       to startup time on flying kicks, but new juggle
                       properties on flame kicks would have allowed this). 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).


-Dee Jay-

New moves: none.

Modified moves: Machine Gun Punch: Much easier to get all the hits (mash the
                                   buttons). Can destroy fireballs (except Ryu's
                                   super). Does less dizzy and less damage than

                Dread Kicks: MK/HK 2nd hit sped up so that it almost always hits
                             if the first hit connects. Also they have a few
                             frames of foot-invulnerability at startup (can hit
                             sweeps) and have reduced damage. They both can go
                             over low attacks like LK Dread can (not Sagat's low



New moves: none.

Modified moves: Hooligan: Changed to D, DF, F + Punch (remember to hold a
                          direction, then press kick while close and in-air to
                          get the actual throw).

                Spinning Backfist: Changed to D, DB, B + Punch. It is
                                   invulnerable to fireballs and sweeps during
                                   startup. Cammy's head is vulnerable through
                                   out this move though. The 2nd hit is bigger
                                   so that it doesn't fail to connect after 1st

                Drills: Have much better recovery. LK has worse priority in
                        front because it can be used repeatedly now that it has
                        better recovery.

                Spike: Not safe on block anymore. She can still currently get
                       away with a safe Cannon Spike when she does it from a bit
                       farther though, so you have to keep an eye on this.

                Jump MP: Jump back or forward MP has barely worse priority so
                         that Dhalsim's slide can beat it. Jump straight up MP



New move: Fake Slide = DF + HK

The fake slide recovers much more quickly than the real slide, travels a shorter
distance, and it does not put the enemy into blockstun because it can’t hit at
all. It’s just a way to travel quickly (and then usually throw!).

Modified moves: Devil Reverse: Has 2 frames of invulnerability at startup, and
                               several more frames where feet and midsection are
                               invulnerable, so you can pass through fireballs.

                Standing LP: Has better priority, can stop Honda's Headbutt and
                             Blanka's Ball but is not any better as an anti-air

                Jump MP: Jump straight Up + MP now juggles the same as jump Back
                         or Forward + MP



New move: Raging Demon Super = LP, LP, F, LK, HP

Super travels slower and farther than the secret version of Akuma in Dreamcast.
Also, it has additional startup frames and cannot grab opponents during their
"pre-jump" frames.

Modified moves: Fireballs: Red fireball command is now F, DF, D, DB, B + Punch.
                           Red fireballs have more startup. Blue fireballs have
                           more startup and recovery. HP Blue fireball only has
                           the huge knockback effect from very close range.
                           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.

                Teleport: Command requires only 2 punch or 2 kick rather than 3.
                          Builds no super meter. His head is vulnerable.

                Hurricane: Hurricane Kicks don’t have invulnerable startup and
                           can’t hit on the way up.


       * Akuma takes slightly more damage than other characters.
       * Can be dizzied.
       * No longer invulnerable during his ducking kicks.
       * Standing MK hitbox fixed.
       * Timing on Raging Demon command much more lenient
       * To play as Akuma in arcade mode, select Guile and press Up. To play as
         Akuma in Training/Versus modes, select E.Honda and press Up.


New features:

* 2 games in 1: Not only do you get the Remixed version but you get the 1994
                version of the game as well. It's called Classic in the game

* HD graphics: Everything is in 1080p.

* Remixed music: All music comes from OCRemix music makers. Also you can turn on
                 the classic music from the 1994 game if you like.

* Widescreen: 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 affect whatsoever on gameplay.

* Customize: In either game mode you can turn on or off HD graphics. It has no
             affect on gameplay. Same goes for music and screen resolution. Its
             up to you. It also doesn't affect your online experience. Your
             opponent can be using different settings and it still works!

* Online experience: This game has the best up to date technology to bring
                     fighters online playing the best way possible. Smoothing
                     lets you turn the input delay up or down, meaning it hides
                     the lag and you will not even notice it. Default 2 is best

* Double-blind character selection: 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-player tournaments: You can create your own 8-player, single elimination
                        tournaments. The results go in the leaderboards. Those
                        results don’t contribute to any kind of actual rank
                        but after the tournament is over, anyone can see the
                        bracket to verify who won.

* New Announcer voice: The new announcer now has a more gruff sounding voice.
                       Even Guile’s girly sounding “Sonic Boom” is replaced with
                       the more manly version from Street Fighter 2: Hyper

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

* Original costume colors: You can now pick the original colors from SF2 in
                           Remix mode by simply pressing LP. If you want the
                           color that used to be on LP, hold any punch button
                           for 2 seconds. That means in the Remixed game, you
                           have access to 9 different costume colors in total.

* Fixed CPU: In remixed the CPU opponents have been fixed and aren't as hard
             like they were in the original game.

* Hitbox display: In training mode turn on hitboxes to see how moves hit. Blue
                  boxes are where your character can be hit and red boxes are
                  where you can hit the opponent. This can improve your game

* Game speed: Game speed 3 is the default speed. You can adjust the speed but
              you should be using 3 for on and offline.

* Easy config: Easy button configuration so you don't have to hang around the
               screen for long. All you do is assign and go!

* Dipswitches: The Dreamcast version has several secret dipswitches for turning
               bug fixes on and off. You can't use them online, only for offline
               play. If someone turns on a switch a blue dot above the KO symbol
               in game will appear. Go to the dipswitch section to view all of



# Ability to throw an opponent who was dizzied by a throw
# Ability to store Honda's super
# Ability to store Honda's command throw (Ochio)
# 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
# Percentage chance that the first frame of Old Ken's air hurricane kick is
# Percentage chance that the first frame of Akuma's air hurricane kick is
# Percentage chance that the first frame of Blanka's horizontal ball is
# Percentage chance that the first frame of Blanka's vertical ball is
# 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.


Thanks: To everyone at Backbone for making this game possible. Especially you
        David Sirlin, the man behind the project.

        Please visit A great informative site and where this FAQ's
        info came from. Long live Street Fighter!


Copyright 2008 - MJ (

This FAQ was created by MJ. It may freely be saved to your hard
drive, or printed, if it is not used for monetary transactions. You may post
it on a Website if you e-mail me first to inform me of this, no changes are
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require any website hosting this work to remove it.

Street Fighter HD Remix Developed by Backbone Enterainment 2008.
(c) Capcom. All Rights Reserved.