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Super/Street Fighter IV


Dante

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I thought it was pretty shit myself...

 

Fuck, I hate anime some times. 90% of the dialogue is people gasping in amazement at some shit.

 

on a lighter note- what do you arcade junkies think to something like this:

 

7376_1.JPG

 

I want a stick for arcade games and fighters, but I have my disability which means I need a smaller pad i can get my hand around to use my thumb instead of my fingers for the face buttons. It's a dexterity thing.

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Capcom Unity SFIV Faq page

 

Who is developing the game?

 

While Capcom USA currently owns the rights to Street Fighter, SF4 is being developed by Capcom Japan.

 

 

Is the game 2D, 3D, or 2.5D?

 

The game is 2.5D, using 3D models on a 2D plane...

 

 

What characters will be in the game?

 

Ryu

Ken

Chun-Li

Dhalsim

Akuma

Blanka

Guile

E.Honda

Zangief

Balrog

Sagat

Vega

Bison

 

Crimson Viper (New Character)

Abel (New Character)

El Fuerte (New Character)

Rufus (New Character)

 

Those are the only characters confirmed thus far.

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Capcom Unity SFIV Faq page

 

Who is developing the game?

 

While Capcom USA currently owns the rights to Street Fighter, SF4 is being developed by Capcom Japan.

 

 

Is the game 2D, 3D, or 2.5D?

 

The game is 2.5D, using 3D models on a 2D plane...

 

 

What characters will be in the game?

 

Ryu

Ken

Chun-Li

Dhalsim

Akuma

Blanka

Guile

E.Honda

Zangief

Balrog

Sagat

Vega

Bison

 

Crimson Viper (New Character)

Abel (New Character)

El Fuerte (New Character)

Rufus (New Character)

 

Those are the only characters confirmed thus far.

 

Is the best way to be honest. 3D hit detection would annoy a lot of old skool streetfighter fans... but then I think the same people demand 3D models so this is the best way to have a happy medium.

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  • 2 weeks later...

Its going to be present at this even here!!!

 

http://www.battleofdestiny.com/index.htm

 

I really hope I can make it on Sunday, just to try out this and SC4!

 

And Cammy needs to be in home console versions, her first appearance was at the same as Akuma and she has popped up in quite a few Street Fighter and Street Fighter Crossover/ Mash up games, so it makes sense

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  • 1 month later...

EdgeOnline Review

 

It’s been a while, but they’re back. Actually, it’s been more than a while: it’s been a good 17 years since Street Fighter II, and nine years since Street Fighter III. In that time the 2D fighter has been somewhat marginalised, and players’ expectations have changed. In this context it’s a minor miracle that Yoshinori Ono and his team have not only stuck to a clear vision of how to take the series forward in 2D, but that Capcom has been able to excite people about it to such a degree.

 

Does it deliver? Does it ever. Visually, Street Fighter IV is the pinnacle of videogame reimaginings. Every original combatant is instantly recognisable, but the new level of detail has been used to characterise both appearance and fighting technique in exceptional style. Chun-Li is the embodiment of beauty and grace; her hands constantly move, and each change of stance brings a wholly different posture, while her moveset is composed of tight flourishes and flowing agility. She’s instantly recognisable as an update, yes, but after a few minutes it’s clear that this is without a shred of doubt the definitive version of the character. The game runs at a flawless 60fps and the animation and facial expressions are peerless: fighters follow each other’s movements, change stance as they move, and when a super attack is unleashed a temporary 3D camera change shows the (literally) eye-popping fear of your opponent in a welcome comic touch.

 

It’s when you get your hands on the joystick, however, that it becomes clear just how special SFIV is. The new angle it has brought to the series is simple, but very surprising, making the depths of the fighting game accessible to almost all players. Everyone can admire the videos of SFIII that show 15 parries in a row, or unbroken Yun combos that decimate opponents’ health bars, or counter-counter supers. Very few can replicate them. SFIII, and to a lesser extent SFII, are ultimately the preserve of a tiny proportion of their total players – the frame-manipulating and combination-memorising junkies. There’s nothing necessarily wrong with that – it is, after all, why these games are still played competitively and analysed in such detail – but there is something wrong with the fact that the vast majority of players’ tactics outside of this circle consist of little more than jumping kick then sweep.

 

SFIV addresses this in three ways. First, the frame windows for combination attacks have been greatly increased, making it much easier to pull off short two- and three-hit attacks. Street Fighter Alpha tried something similar, of course, and was slightly too generous with its allowances for chain combinations – here, it’s balanced perfectly, to the point that a string of specific moves will work where simple button-mashing won’t. It’s in combination with the second major change that this comes to the fore, however: special moves are now much easier to pull off. The inputs are the same as ever, but SFIV is generous in its interpretation of your intentions, and much less fiddly.

 

 

 

It’s impossible to overstate what a change this is for the series, and the fighting game in general. Street Fighter is now more about planning your attacks and responding to your opponent rather than worrying about whether you can physically accomplish what you want to. Never been able to pull off an EX spinning piledriver? You will now. Allied to the increased ease of combination attacks, it puts seriously damaging strings of moves within the reach of the average player and places the tactical depth that is the real genius of the series firmly within reach of all, rather than just the elite.

 

If that was all that SFIV had added to the series, it could take its place as one of the finest fighting games ever made. But it goes even one step further with its focus attacks. Each character has one, and they’re all triggered by holding medium punch and kick together: this begins charging an unblockable attack that has several levels of utility. For the first split-second of charging your character is able to absorb one attack; this is followed by a short period of vulnerability; this is followed by a white flash which indicates both that the attack has increased in power and that one attack can still be absorbed; finally, the move is unleashed at its most powerful (although it can be loosed at any time by releasing the buttons). This all takes place within around two to three seconds.

 

The name is apposite: if you’re facing a flurry of attacks from an aggressive opponent, a clear-headed focus attack will instantly turn the tables and put you back on the offensive. The timing is as generous as that of the combinations and thus makes it a much more useful tool than the parries of SFIII, while its vulnerability (two attacks will knock your character out of focus) means it can’t be used with impunity. It instantly becomes a key part of your arsenal and adds a dynamic that previously only existed in rarefied form.

 

These three changes to the combat system fundamentally change the way the game will be played by the majority. It’s almost like an open-access policy has came into force at the 2D fighters’ club. Naturally, gifted players will work out their own way to play the game and maximise the allowance the game makes for focus-cancelling, extremely fast cross-up play (Blanka has a new hopping move that will be terrifying in the right hands) and the swift transitions between attack and defence.

 

For everyone else, Street Fighter is now as much a strategy game as it is a fighting game, a brilliantly orchestrated exchange between two players that concentrates on expression rather than limited movesets. It would be foolish to make comparisons between three games that will continue to be argued over and played in tandem with each other for years to come, but one thing can be said unequivocally. Street Fighter IV is not only the finest 2D fighter since… well, since Street Fighter III, but it’s a triumphant demonstration that classic mechanics can be updated and reimagined in the current videogame climate. It’s every bit the equal of its older brothers, and in conceptual terms is perhaps even beyond them in the way it caters for players of all abilities. This is, without doubt, a masterpiece of the genre.

 

9/10

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EdgeOnline Review

 

It’s been a while, but they’re back. Actually, it’s been more than a while: it’s been a good 17 years since Street Fighter II, and nine years since Street Fighter III. In that time the 2D fighter has been somewhat marginalised, and players’ expectations have changed. In this context it’s a minor miracle that Yoshinori Ono and his team have not only stuck to a clear vision of how to take the series forward in 2D, but that Capcom has been able to excite people about it to such a degree.

 

Does it deliver? Does it ever. Visually, Street Fighter IV is the pinnacle of videogame reimaginings. Every original combatant is instantly recognisable, but the new level of detail has been used to characterise both appearance and fighting technique in exceptional style. Chun-Li is the embodiment of beauty and grace; her hands constantly move, and each change of stance brings a wholly different posture, while her moveset is composed of tight flourishes and flowing agility. She’s instantly recognisable as an update, yes, but after a few minutes it’s clear that this is without a shred of doubt the definitive version of the character. The game runs at a flawless 60fps and the animation and facial expressions are peerless: fighters follow each other’s movements, change stance as they move, and when a super attack is unleashed a temporary 3D camera change shows the (literally) eye-popping fear of your opponent in a welcome comic touch.

 

It’s when you get your hands on the joystick, however, that it becomes clear just how special SFIV is. The new angle it has brought to the series is simple, but very surprising, making the depths of the fighting game accessible to almost all players. Everyone can admire the videos of SFIII that show 15 parries in a row, or unbroken Yun combos that decimate opponents’ health bars, or counter-counter supers. Very few can replicate them. SFIII, and to a lesser extent SFII, are ultimately the preserve of a tiny proportion of their total players – the frame-manipulating and combination-memorising junkies. There’s nothing necessarily wrong with that – it is, after all, why these games are still played competitively and analysed in such detail – but there is something wrong with the fact that the vast majority of players’ tactics outside of this circle consist of little more than jumping kick then sweep.

 

SFIV addresses this in three ways. First, the frame windows for combination attacks have been greatly increased, making it much easier to pull off short two- and three-hit attacks. Street Fighter Alpha tried something similar, of course, and was slightly too generous with its allowances for chain combinations – here, it’s balanced perfectly, to the point that a string of specific moves will work where simple button-mashing won’t. It’s in combination with the second major change that this comes to the fore, however: special moves are now much easier to pull off. The inputs are the same as ever, but SFIV is generous in its interpretation of your intentions, and much less fiddly.

 

 

 

It’s impossible to overstate what a change this is for the series, and the fighting game in general. Street Fighter is now more about planning your attacks and responding to your opponent rather than worrying about whether you can physically accomplish what you want to. Never been able to pull off an EX spinning piledriver? You will now. Allied to the increased ease of combination attacks, it puts seriously damaging strings of moves within the reach of the average player and places the tactical depth that is the real genius of the series firmly within reach of all, rather than just the elite.

 

If that was all that SFIV had added to the series, it could take its place as one of the finest fighting games ever made. But it goes even one step further with its focus attacks. Each character has one, and they’re all triggered by holding medium punch and kick together: this begins charging an unblockable attack that has several levels of utility. For the first split-second of charging your character is able to absorb one attack; this is followed by a short period of vulnerability; this is followed by a white flash which indicates both that the attack has increased in power and that one attack can still be absorbed; finally, the move is unleashed at its most powerful (although it can be loosed at any time by releasing the buttons). This all takes place within around two to three seconds.

 

The name is apposite: if you’re facing a flurry of attacks from an aggressive opponent, a clear-headed focus attack will instantly turn the tables and put you back on the offensive. The timing is as generous as that of the combinations and thus makes it a much more useful tool than the parries of SFIII, while its vulnerability (two attacks will knock your character out of focus) means it can’t be used with impunity. It instantly becomes a key part of your arsenal and adds a dynamic that previously only existed in rarefied form.

 

These three changes to the combat system fundamentally change the way the game will be played by the majority. It’s almost like an open-access policy has came into force at the 2D fighters’ club. Naturally, gifted players will work out their own way to play the game and maximise the allowance the game makes for focus-cancelling, extremely fast cross-up play (Blanka has a new hopping move that will be terrifying in the right hands) and the swift transitions between attack and defence.

 

For everyone else, Street Fighter is now as much a strategy game as it is a fighting game, a brilliantly orchestrated exchange between two players that concentrates on expression rather than limited movesets. It would be foolish to make comparisons between three games that will continue to be argued over and played in tandem with each other for years to come, but one thing can be said unequivocally. Street Fighter IV is not only the finest 2D fighter since… well, since Street Fighter III, but it’s a triumphant demonstration that classic mechanics can be updated and reimagined in the current videogame climate. It’s every bit the equal of its older brothers, and in conceptual terms is perhaps even beyond them in the way it caters for players of all abilities. This is, without doubt, a masterpiece of the genre.

 

9/10

 

In a word: WOW

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  • 3 weeks later...

New Special Trailer

 

Gouken

sperson_gouken.jpg

 

Screenshots of Gouken in action are here.

 

 

- He has an diagonal fireball and a horizontal fireball. If you look closely his EX version seems to be in the gallery, where he shoots both his diagonal and horizontal at the same time.

 

- He gets Ryu's Blade Kick from SF3 as his Focus attack.

 

- Looks like he has some sort of rushing body check?

 

- According to the official SF4 blog, this is what you have to do in order to fight Gouken: Just a note... if you have to use a continue against Seth, you won't get to fight Gouken.

 

1. Do not use any continues

2. Do not lose the first round in any fight

3. You have to get a certain number of perfects depending on what the machine is set to.

 

Set to 1 round: Must get a perfect in at least one match.

Set to best of 3: Must get 2 perfects

Set to best of 5: Must get 3 perfects

Set to best of 7: Must get 4 perfects

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