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    Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 17, Dee Jay)

    Tuesday, November 18, 2008, 11:56 AM [Street Fighter]

    This is part 17 in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix.

    This article takes us through a few sneaky upgrades to the man with the million-dollar smile and an inexplicable attraction to the word "Maximum": Dee Jay!

    Part 17: Dee Jay

    Ten years ago, most people rated Dee Jay bottom tier, or close to that. Over the years though, both the US and Japanese players discovered that Dee Jay isn’t so bad after all, and say he is somewhere around the middle. His crossup medium kick is deadly. His ducking medium kick is extremely high priority and knocks down. His Max Out projectile is solid, his slide is useful, and his Up Kicks are decent at anti-air and are pretty damaging.

    Only two moves are different for HD Remix Dee Jay: his Machine Gun Upper (charge down, up + punch, then mash punches) and his Dread Kicks (charge back, forward + kick)

    Machine Gun Upper
    In ST, this move requires a very precise timing of mashing punches for it to get all the hits: fast, but too fast and it won’t work! Two or possibly three people in the United States can actually do this, so I figured it was time to bring Machine Gun Uppers to the people. Now it’s very easy to mash out all the hits on this.

    To compensate, the Machine Gun Upper does much less dizzy and damage overall. Crossup medium kick, low jab x 2, MGU is an easy, good combo though. It does a bit less damage than the slightly harder crossup medium kick, low jab x 2, stand strong, Dread Kicks combo.

    The Machine Gun Upper has a new property, too: it can destroy fireballs! Dee Jay’s best matches are against characters without fireballs, so this is a clever way to help him in matches where he needs help, but not affect matches where he’s already good. Some things you should know about this are that startup of the move cannot destroy fireballs (only the parts that can actually hit) and that every single hit of the move can destroy fireballs.

    Most importantly though, you can charge down/back, then go to up/back + punch to perform the MGU while STILL retaining your charge for a Max Out projectile. That means when the opponent throws a fireball, you can cancel it with the MGU, then throw back your own projectile faster than you otherwise could have. On paper, this sounds strong, but in practice it’s actually quite a bit of work Dee Jay’s part to eke out a small advantage.

    Also, it matters a lot which part of the MGU destroys the fireball. If you see the fireball coming, then destroy it with the MGU, you’re still going to have to go through with the rest of the MGU before you can throw your own Max Out. It’s a lot more effective if you guess the fireball and do your MGU early so that the very end of it destroys the fireball. That way, you can throw your Max Out immediately after. But if you’re doing the MGU that early, the opponent can counter by doing nothing or jumping in or throwing a delayed fireball. It’s an interesting guessing game, but in my testing, it was never really dominating.

    Dread Kicks
    In ST, the time between the two hits of this move is so big that even if you hit with the first hit, the second one hardly ever connects. You can even get Dragon Punched between these two kicks. In HD Remix, the second kick comes out faster, so that it almost always combos. To compensate, each hit does less damage. You can think of it somewhat like Bison’s Scissor Kick in that it’s a pressure move that does two ticks of block damage.

    In ST, the short version of the Dread Kicks (which hits only once) can go over low attacks. In HD Remix, the medium and roundhouse Dread Kicks have this same property. This is probably Dee Jay’s biggest upgrade as it makes it pretty scary to try to sweep him. Note to the curious: the medium and roundhouse Dread Kicks do not go over Sagat’s low fireballs, sorry.

    Dee Jay gained a few tricks, but it remains to be seen how much they help him. Keep in mind that he has been secretly pretty good for 14 years.

    --Sirlin

    4.6 (10 Ratings)

    Tatsunoko Vs Capcom: Show Us What Yr Workin With

    Monday, November 17, 2008, 02:10 PM [Street Fighter]

    The good:  Our own reXXXsoprano put up a great video from TvC breaking down nearly all of the game's systems. 

    The bad:  It's entirely in Japanese. 

    The good on top of that bad:  It's mostly comprehensible even if you don't speak Japanese, and I'm here to give you a quick top-line after the jump!

    After a quick intro to most of the characters, they get down to the nitty-gritty game systems at about 3:00.  They include: 

    Chain combo ("mash any buttons you want and they will mostly combo together!")
    Aerial rave (“chain combo” in the air)
    Hyper combo (aka "super combo")
    Assist moves (“assist moves”)
    Variable Counters (“alpha counters”)
    Dual Hyper Combos ("tag-team super combos")
    Baroque Mode (“custom combos”)
    Mega Crash (“c-c-c-combo breaker!”)
    Variable Combo (“tagging in your partner during a superjump”)

    The last bit runs through some of the Wii mini-games included with the game (that are not a part of versus fighting, and actually look fun instead of annoying).  Yatta!

    4.6 (12 Ratings)

    Street Fighter HD Remix "Round 2" Trailer!

    Monday, November 17, 2008, 11:19 AM [Street Fighter]

    Today we've got the second of our new "tournament" trailers for the upcoming SF HD Remix.

    In addition to showing off all of your favorites in hot semi-finals action, it's also got Ryu tattooing Sagat with a fierce uppercut (again), and of course still features the greatest song in the history of game trailers.  Get hype!

    4.6 (12 Ratings)

    1UP Show Loving Super Street Fighter II Turbo HD Remix!

    Friday, November 14, 2008, 07:01 PM [Street Fighter]

    The 1UP Show crew (always a tough audience) got a chance to dig into the final build of SSF2T HD Remix on their most recent show, and they fall in love! 

    They cover everything from the look and feel on down to balance details, and even have some sexy shots of the dipswitch menus that let you customize the smallest details.  They also talk online play, which they call almost indistinguishable from local play and the best out there!

    The SF HD Remix action starts about 8 minutes into the show.  Check it out!

    4.1 (11 Ratings)

    Street Fighter IV: Introducing Gouken!

    Friday, November 14, 2008, 12:46 PM [Street Fighter]

    Arch-rival of Akuma, master to Ken and Ryu, and father to the legend of Sheng Long, it's Gouken!

    In addition to looking better than I could have ever imagined, Gouken also has a lot of really interesting variations on the traditional Anatsuken killing techniques, as well as the MOTHER of all shoryukens!   

    You also owe it to yourself to watch this video in glorious HD at StreetFighter.com!  Go now! 

    4.6 (11 Ratings)




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