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    Changes FAQ by x MJ x

    Updated: 11/27/08 | Printable Version | Search Guide | Bookmark Guide

                          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 canít hit at
    all. Itís 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 donít have invulnerable startup and
                               canít 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 thereís 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 donít 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 Guileís girly sounding ďSonic BoomĒ 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 Sagatís super using a kick button during a 1 frame window
    # Dhalsimís reversal super
    # Kenís reversal super
    # Some moves, such as Chun Liís 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.