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: -Ryu- ----- 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. -------------------------------------------------------------------------------- -E.Honda- --------- 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. -------------------------------------------------------------------------------- -Blanka- -------- 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 help). 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. -------------------------------------------------------------------------------- -Guile- ------- 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 now. Other changes: Sonic Boom voice uses Hyper Fighting sound effect. -------------------------------------------------------------------------------- -Balrog- -------- 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. -------------------------------------------------------------------------------- -Ken- ----- 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 wakeup. -------------------------------------------------------------------------------- -Chun-Li- --------- 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. -------------------------------------------------------------------------------- -Zangief- --------- 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 Lariat. 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 faster. 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. -------------------------------------------------------------------------------- -Dhalsim- --------- 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. -------------------------------------------------------------------------------- -Sagat- ------- 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. -------------------------------------------------------------------------------- -Vega- ------ 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). -------------------------------------------------------------------------------- -T.Hawk- -------- 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 farther. 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 before. 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 fireballs). -------------------------------------------------------------------------------- -Cammy- ------- 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 hit. 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 unchanged. -------------------------------------------------------------------------------- -Bison- ------- 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 attack. Jump MP: Jump straight Up + MP now juggles the same as jump Back or Forward + MP -------------------------------------------------------------------------------- -Akuma- ------- 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. Notes: * 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 menu. * 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 recommended. * 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 Fighting. * 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 tenfold. * 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 them. -------------------------------------------------------------------------------- Dipswitches: # 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 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. -------------------------------------------------------------------------------- Thanks: To everyone at Backbone for making this game possible. Especially you David Sirlin, the man behind the project. Please visit sirlin.net. A great informative site and where this FAQ's info came from. Long live Street Fighter! -------------------------------------------------------------------------------- Copyright 2008 - MJ (goforbrokehub@yahoo.com) 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 made, and that I am given credit for this FAQ. I reserve the right to require any website hosting this work to remove it. Street Fighter HD Remix Developed by Backbone Enterainment 2008. (c) Capcom. All Rights Reserved.