Devious you say? From a classic family fun game like Uno? Well, let me explain. Available sometime next month will be a Super Street Fighter II Turbo HD Remix themed card deck for the already top selling Uno for XBLA. This deck will feature:
- HD background of Sagat's stage from HD Remix
- Sagat's classic level music.
- Portrait art of characters on all the cards.
- Animation of Street Fighter moves on special cards.
But let me get to the devious part now. The game will play just like the normal Uno you know any love; there's blocks, jumps, wilds, and reverses. Added to the game is a new command card, the Hadoken. Here's how it works, when a someone plays the Hadoken card, they can pick whoever it's played against, and that player must draw cards until they pick up a block or jump card.
Doesn't sound too bad, but check out what happened to me. I'm sitting here, playing a friendly game against the AI and BAM! Mr. Orange player here plays a Hadoken card on me:
As stated above, you have to draw until you pick up a block or jump card. That can be 2 cards later, or in this case, 20!! cards later:
But, as you can see, I also picked up a Hadoken card of my own. I played it my very next turn on Mr. Orange there.....and he only drew 4 cards until he picked up a block card!
So you see...that Hadoken card brings a whole new level of game changing dynamic to Uno. Think of it as using a super when playing Street Fighter, just when you think you're going to win, BAM!, you get hit with that card. Thank you Mr. Street Fighter, you've just turned Uno into a fierce, teeth gritting, high competition game.
Since we’ve had the Gamespot Tournament featuring HD Remix
and SFIV, there’s been a lot of speculation on exactly what the changes are in
HD Remix.Some folks that made it to the
tournament have been sharing what they’ve been seeing, but just so we’re all on
the same page, I’ve decided to list exactly what the changes are.You can see one of the new additions in the
screenshot above of Bison’s fake slide.
We’ll keep the design reasoning for another day, but
hopefully this post will answer some of your questions.I know it might raise more, but these are
only the specific changes that were made to the game.Some of them create other behavior, but I’ll
stick to the main changes that were made and I’ll let you guys figure out the
rest when you finally get your hands on it.
Be on the lookout in the near future for a ton of media
coming out.I saw the 1st draft of one of the videos and all I can say is it’s full of 80’s awesomeness.
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.
Hey guys. I've been looking around our board and other boards for reaction on the patch. Some of it is good and some of it it not so good. For those whose experience has seemed to degraded, I wanted to let you guys know what's going on and hopefully it will alleviate some of your fears.
Many of you guys have indicated that it now seems a bit more jittery and possibly laggy now that the patch is applied. There were 3 issues that we knew were still going to be in the game, but unfortunately, they were too "risky" to fix in time. By risky, we mean that the changes were deep enough in the code were it presented a risk to fix due to potential to create other bugs and require a ton more QA. As we wanted to get the patch out soon, we decided go keep the issues in the game for now, to be fixed for when the game was released. The issues are:
- The background will jitter around a bit. This is actually occuring more in the real world than in our testing, but we do know about it and have a fix. This is being caused by the camera position adjusting when the "smoothing" frames are being played back.
- When throwing an opponent, the character being thrown seems to be lagging behind. This is an issue we know about and will be fixed.
- Sometimes when throwing a hadoken, the fireball isn't seen until many frames later.
These 3 issues are all related to the "smoothing" that was put into the game. The character frames are actually playing much better than before, but the background jittering is making is seem like there is lag when there isn't. As this was a new feature, we wanted to make sure it could be turned off if need be.
To turn off smoothing, just hold LT, RT, RB, and LB. While holding them, press start and you should heara tone indicating it has turned off.
There are still other netcode improvements that have been implemented that should improve the gameplay, but for some, it seems the smoothing is making the game feel laggy when it isn't.
Please give it a shot and let me know what you guys think, and keep up the good bug reporting!