SSF2T HD Remix: Hitbox Mode!?
June 2nd, 2008 Seth KillianIt’s Super Street Fighter II Turbo HD Remix producer Rey Jimenez, checking in to detail yet another supercool piece of fanservice he’s packing into the game for you. Can this thing GET any better? Maybe if it made my XBox smell like cinnamon during the download. At any rate, smell what Rey is cooking:
Just wanted to update you guys with a quick look at the new hitbox display feature we’re implementing for training mode in SFHD. Just to give you a breakdown of what’s going on, the blue boxes represent the characters hitbox. This is the areas where the characters can be hit. The red box is the offensive hit box. It shows the areas of the character that are attacking.
Whenever a redbox overlaps the opponents blue box, the result will be a hit. When a red box overlaps an opponents red box, they will almost always trade hits (where both players get hit). There are exceptions to this that I’ll let you guys figure out when the game comes out.
For those looking to become great at the game, you’ll find this to be an invaluable tool to figure out spacing (very key to the game) and exactly when and for how long a move is able to hit the opponent.
Well, that’s it for now. Be on the look out very soon for more assets being released on the game. You guys haven’t been using the blog to ask questions lately, and I’d like to open the blog back up to that sort of dialog. I’ll do my best to address what I can in the comments (except for the release date ;P).
On behalf of all my fellow fighting game scientists out there, “Thanks Rey!”










THANKS FOR THE INFO!!!!! ^____^
The only videogame that can be better than Super Turbo is this enhanced version of Super Turbo! ^_^
I have a feeling the online beta is this June when
Commando 3 is released but yeah not sure how prepared
ya’ll are with it yet. =P
Hit boxes??? Extra levels???? Just release the game, its not even new, quit ruining it with these useless additions. We’ll have PS4 before this iteration is realeased.
No true afficionado wastes their time beating the game… its too easy. And no true lover of SF needs hit boxes… why dumb down the game? Where’s the skill level? These are all issues and problems you teach yourself by playing the game. Why not just put in a cheat code so the computer plays for you… what happened to actual effort into learning a game??
Wow, nice spammage. Don’t you have someplace else to go trolling than blog comments? Surely Usenet still has some draw for the likes of you.
Spam is an advertisement that was unsolicited, not an opinion. Perhaps you might find a dictionary before you belly up to the keyboard.
But I do understand how a fanboy like yourslef might get upset at uncensored opinions… didn’t mean to hurt your feelings, hope you didn’t cry all over your Capcom t-shirt, and Capcom pillow cover…
Hey I know, you can move to China and not have to deal with this free speech silliness… fanboy.
Here’s some free speech: you’re a moron.
Everything that you guys have shown us lately has been really great, but I think we’re all ready to play now. Can you at least tell us when the beta will be ready? And which background(s) will be available for the beta? Thanks!
Every time you guys post something about this game it seems to be news that it’s getting better. Keep it up. =)
As for blog questions/dialog, one thing I’d like to ask is, will the bonus stages (beat-up-the-car, beat-up-the-barrels, etc) be returning in HD Remix? I know Super Turbo dropped them (I think they were still in the game in Super, but Super Turbo dropped them in favor of adding super moves, Akuma, etc), but was hoping they might make a comeback. If they aren’t planned, any chance they can be added (either before the final release, or as an update later)?
No return of the bonus stages, sorry–ST is staying as it was, except for the addition of rebalanced mode (and of course the brand new HD art :))
Oh yeah, don’t get me wrong, I’m in no way disappointed in how this project has worked out. =) I was about to say the bonus stages would be the icing on the cake, but really it’s more like the extra cake with two more layers of icing on top of that (with the HD artwork, rebalanced mode, etc being the other cake/icing).
About the only disappointing thing I can think of right now is that I’m not already playing it.
Any chance at stage breakables making a FULL return? Like Ryu’s signs from the original SF2, Bison’s statues, or Ken’s barrel?
Any chance at getting a few more crammed in there, like Dhalsim’s pots (which I always thought should’ve been breakable anyway), or maybe like a hot coal standee for Honda?
What can I say, I like breaking stuff.
“Originally Posted by Rey
You guys haven’t been using the blog to ask questions lately, and I’d like to open the blog back up to that sort of dialog. I’ll do my best to address what I can in the comments (except for the release date ;P).”
Q1. Is it too late to make suggestions to improve SFHD and for the programmers to make any changes due to time or budgetry contraints?
Assuming it’s not too late;
Q2. Can we have the option of Original music only, Remixed music only, randomised Original and Remixed music and sound effects only in either the Original or Remix mode please?
Q3. Can we have the option to show/hide the character portraits beside the health bars? So that those who like the portraits and those who don’t know which character is Ryu or which is Ken etc can be satisfied. For one, we’ll be able to see more of the new hi-def backgrounds. Secondly, it would look a lot less cluttered. Leading onto…
Q4. Can we have the option of moving the super bars underneath the life bars - rather like how the stun meters sits below the health meters in SF3S. From the various videos posted, the super meters are often covering the fighter’s feet, I assume in the new widescreen mode only. Granted, the super meters do have some transparency until it fills up, but as sweeps and footsies are such an important part of the game, why not move the super meters so they sit below the life meters, where less action takes place? Rather than leave the super meters at their present size, why not update and streamline them?
Q5. Will the new hi def backgrounds have all the animations of the original backgrounds?
Q6. Can we expect to see any changes in the backgrounds between rounds e.g. day turns into night, a sunny background turns into a rainy background etc..
Q7. As all the characters have a background stage of their own, except for Akuma, can we expect to see at least one new background? Granted, the game has fallen behind schedule due to the art, but drawing and animating one background should be much easier than animating the entire frame set for a character.
Q8. Will all the graphical oddities discussed in forums, such as the cauliflower ear in portraits, fireballs not being in line with hands and fireball effects appearing behind fighters be fixed?
Haha Pendragon, you forgot Akuma’s skinny legs.
Question for Seth.
Since we cannot ask you for a release date, would it be possible to tell us as a percentage how far from completion the game is.
Question for Rey.
Seth mentioned in the BBS board long ago, the music was finalized. However since the artwork has taken longer than planned you have found time to implement great features (such as the viable hitboxes) that wouldn’t have made it, will there be a custom soundtrack option. I have to say though the Ryu’s new track is awesome! But Vega’s is terrible.
Could dramtic battle work in HDremix?
There was a rumour that 4 characters were playable at Captivate08, will the beta have 4 characters or will it still be Ryu and Ken
(Ryu has changed the least does he really warrent being in the beta).
Thanks Guy, look forward to more info.
Wow, Super Street Fighter II Turbo HD Remix already looked like it was shaping up to be quite an awesome game, but having a Hitbox Mode will definitely help it succeed even more. I think that this mode will be really beneficial to a lot of gamers out there; I know I’m looking forward to it. Nice job, Capcom.
Hitbox mode, eh? Shades of Saturn Vampire Hunter! Yay!
I have some questions/suggestions:
1) To avoid confusion, blue hit box = vulnerable box, and red box = hit box. After all, blue is where the character is vulnerable, and red is the part of the character that can be hit.
2) Q: I forget: Are you guys fixing the random damage and random dizzies? Please say yes.
3) For training mode, can you guys indicate how much damage/stun damage each attack does, if you don’t do so already? Thanks.
This is really ridiculous. How long can you delay this?????
You’re not even making a NEW game, just tweaking something that was already classic… hope your not ruining it.
I’m a street fighter lover, but after over 1 YEAR of delays, I almost don’t care anymore…. your wasting time adding Hit boxes and other junk… DONT RUIN THE CLASSIC!!!
Hit boxes???? Where is the skill involved in that? Why not just have the computer play itself while we watch??? A true afficionade knew about distances years ago, now your wasting time installing a feature for those who don’t need it, and those who don’t deserve it.
RELEASE THE GAME, QUIT WASTING OUR TIME WITH YOUR EXCUSES!!!
This is absurd, just release the game… your already 1 YEAR behind. Not even a new game, just messing up a classic. … HIT BOXES???? Wow, if you need hit boxes to understand distances and striking areas… why are you playing? What a waste of time and blogging.
Very nice indeed!
Q1: How will voice acting be handled in HD remix? Best voice actors from SF2 series? Or just default to ones from Super Turbo? (Imo some of the changed voices in Super Turbo were awful, Guile Especially)
Q2: Will there be more articles on rebalancing characters? Those have made for very entertaining reads.
Q3: Pardon my ignorance if he had it and I just never was able to get him to use it, but will Gouki/Akuma have access to his raging demon/shun goku satsu super? I realise he was a hidden boss type character, but it would still be a nice touch
Q1. Is it too late to make suggestions to improve SFHD and for the programmers to make any changes due to time or budgetry contraints?
Assuming it’s not too late;
Rey- We’re pretty much in what’s called a feature locked mode now until the end of development, meaning we won’t be adding any new features to the game. This is key point in development as we have to get to a point where we only concentrate on bug fixing and adding features almost always adds new bugs.
We do have the open beta coming very soon though. If the open beta reveals that there’s something missing that needs to be in that we can safely do, it might make it in. We’ll be creating an area on our forums for feedback from the beta.
Q2. Can we have the option of Original music only, Remixed music only, randomised Original and Remixed music and sound effects only in either the Original or Remix mode please?
Rey- There are 2 sound options, Remixed and Classic. This will affect the music only.
Q3. Can we have the option to show/hide the character portraits beside the health bars? So that those who like the portraits and those who don’t know which character is Ryu or which is Ken etc can be satisfied. For one, we’ll be able to see more of the new hi-def backgrounds. Secondly, it would look a lot less cluttered. Leading onto…
Rey- That feature is not in the game.
Q4. Can we have the option of moving the super bars underneath the life bars - rather like how the stun meters sits below the health meters in SF3S. From the various videos posted, the super meters are often covering the fighter’s feet, I assume in the new widescreen mode only. Granted, the super meters do have some transparency until it fills up, but as sweeps and footsies are such an important part of the game, why not move the super meters so they sit below the life meters, where less action takes place? Rather than leave the super meters at their present size, why not update and streamline them?
Rey- Unfortunately, this is an artifact of the new 16:9 mode. The UI lays like the traditional format when in 4:3, but since the UI does not move when going to 16:9, there is a little bit of overlap on the feet.
Don’t worry, in full motion gameplay, the bars overlapping aren’t even noticable. Anyone that has played the game didn’t even notice it.
Q5. Will the new hi def backgrounds have all the animations of the original backgrounds?
Rey- Most of the animations should be there. The timing may change a little bit though to accomodate a different background drawing system.
Q6. Can we expect to see any changes in the backgrounds between rounds e.g. day turns into night, a sunny background turns into a rainy background etc..
Rey- Sorry, the backgrounds will not be changing like that.
Q7. As all the characters have a background stage of their own, except for Akuma, can we expect to see at least one new background? Granted, the game has fallen behind schedule due to the art, but drawing and animating one background should be much easier than animating the entire frame set for a character.
Rey- Sorry, but as we’ve stated for a while, there will be no new backgrounds.
Q8. Will all the graphical oddities discussed in forums, such as the cauliflower ear in portraits, fireballs not being in line with hands and fireball effects appearing behind fighters be fixed?
Rey- I think we’ve done a lot to address any of the fans issues with the art. I don’t think we’ll be able to get to every issue though.
If the fireball sprite sometimes seems to not be aligned with the hands, that is actually how it is in the original. I’ve always noticed that since SFII. To keep the hit detection the same, we will not be changing the display of the projectiles.
Any offset of the new particle effects will be addressed by release.
1) To avoid confusion, blue hit box = vulnerable box, and red box = hit box. After all, blue is where the character is vulnerable, and red is the part of the character that can be hit.
Rey- Sounds fair.
2) Q: I forget: Are you guys fixing the random damage and random dizzies? Please say yes.
Rey- I know this is something that we’re looking into, but I’m not sure if it’s something we can address.
3) For training mode, can you guys indicate how much damage/stun damage each attack does, if you don’t do so already? Thanks.
Rey- Sounds like a good idea. I’ll see if it can be done.
Q1: How will voice acting be handled in HD remix? Best voice actors from SF2 series? Or just default to ones from Super Turbo? (Imo some of the changed voices in Super Turbo were awful, Guile Especially)
Rey- Can’t give you definites right now, but we’re working on using alternate voices.
Q2: Will there be more articles on rebalancing characters? Those have made for very entertaining reads.
Rey- I know there are some characters that David hasn’t covered yet. I’m sure that he’ll be talking about them sooner or later.
Q3: Pardon my ignorance if he had it and I just never was able to get him to use it, but will Gouki/Akuma have access to his raging demon/shun goku satsu super? I realise he was a hidden boss type character, but it would still be a nice touch
Rey- He did not have the raging demon in the original, at least one that the user could do. The CPU did it on his entrance on Bison’s stage. We did give him a super in remixed mode and it’s the raging demon. I’m pretty sure there’s a screenshot of him somewhere out there with him doing it.
Thank you for taking the time to respond to all of my questions. I’ve been very impressed with how Capcom and Backbone has taken suggestions and the major criticisms from us, the fans and have tried to make SFHD a better game as a result of it - this is the first time I’ve been aware of a videogames publisher doing this. Capcom has been my number 1 producer of games for many many years and you’ve gone up in my book, as a result of this.
Hello.
I have a “political” question more than a question about the game itself.
I’m from Spain. Super Puzzle Fighter II Turbo HD Remix was released in Europe 2 weeks ago (22 of May, 2008).
I supose that this is more a thing from Sony than from Capcom, but do you think that we will have to wait that much for SSF2T HD?
I can wait all I have to so I can play this game, but… I would like that, this time, the delay was smaller.
Thanks for your time.
Hi Wiwo,
Yes, this is a thing that’s determined by Sony Europe. We’ve been at the forefront of trying to get as close to simultaneous worldwide release as possible, but as you guessed, with Sony, much of that is beyond our control.
best,
Seth
Hey Rey, I was curious about one thing. I know that it’s impossible that anything would be planned for it. But is it technically possible that patches and/or DLC would ever come out for this game? Or is it pretty much once it’s done you guys go on to new projects?
I love this hitbox addition. And after picking up Guilty Gear on the PS2 (the only fighter that comes close to Capcom fighters) I would also love to see a damage counter and such in training mode.
I like this.
What I’d like to see more of (out of all companies) is game-relevant documentation.
Hitbox mode is actually part of what I mean.
Is it possible for Capcom to publish, or even include in the game files, an extra table/guide that shows the various info, such as frame data, block methods, etc. That traditionally we’ve always had to either do some major digging around on the internet for?