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Welcome to my personal blog for retro video gaming, movie and television reviews as well as a lot of other junk from the 80's and 90's. Thanks for stopping by! When you're done reading check out my webpage to the right for my art and other projects.
Showing posts with label Street Fighter. Show all posts
Showing posts with label Street Fighter. Show all posts

Wednesday, May 27, 2015

My thoughts on Super Power Beat Down: Ryu vs Green Ranger

Earlier this month Bat in the Sun debuted the 15th episode of their Super Power Beat Down series - Ryu vs. the Green Ranger. If you're not familiar with SPBD, they come up with various match ups across pretty much any fandom. Past videos have included Captain America vs. Master Chief, Wolverine vs. Predator, and even Batman vs. Darth Vader.

The victor isn't necessarily decided based on the powers and abilities of the characters but on fan voting. So despite what you may know about the background of the characters, it's really anyone's guess as to who will win.

So check out the video and then scroll for my thoughts on the fight below:



With Street Fighter being one of my all time favorite video game series, I just had to throw my 2 cents on this video. First of all the costumes look great. I'm glad Ryu's gi has a worn and dirty look to it. One of the biggest mistakes a lot of live action Street Fighter interpretations make is giving Ryu a brand spanking new gi. I love the updates to the Green Ranger costume. It captures the classic look while also appearing to be more than just spandex. The silver trim on the top of the helmet is a really nice touch as well. You gotta admit, the Green Ranger definitely looked a lot cooler than Ryu in this encounter.


The fight choreography was fast, flashy and masterfully done. Both fighters definitely proved their martial arts prowess, but I was disappointed in the lack of Ryu's trademark specials. The hadoukens looked really cool, but the shoryuken came off as sloppy and desperate to me. I'm guessing the glowing round houses were a nod to the hurricane kick? Maybe, until the Green Ranger whips one of his own right back at Ryu, completely dismissing his efforts.

My biggest disappointment comes from when Ryu just randomly changes to Evil Ryu out of nowhere, like it was just some technique he keeps in his bag of tricks. I think the Satsui no Hadou would have been represented better if the Green Ranger actually KOed Ryu at first and then in an act of furious anger and desperation he submits to it and becomes Evil Ryu.

Overall I enjoyed the fight and presentation. I just wish they could have spent more time making Ryu's attacks more accurate. It's not the actor's fault, but the bar has been set pretty high for live action Street Fighter interpretations by the Assassin's Fist film.

If you didn't like the result of the matchup, be sure to check out their Youtube channel for the alternate ending. This alternate ending is pretty half assed in my opinion but check it out anyway to see what you think. You'll also want to see both to make sure you see all the cameos from Power Rangers and Street Fighter's past.

What did you think? Do you agree with the victor chosen? Do you think it still sticks if it were based on character ability over fan voting? I'm always down for some Power Ranger vs. Street Fighter discussion.

Thanks for reading!


Tuesday, May 19, 2015

For me it was Tuesday

Today Capcom announced the next character in the Street Fighter V lineup, none other than the dictator himself, M. Bison. Check out the reveal trailer below:


I dig the white hair, indicating an older Bison than before. Perhaps no one was able to kill his body used in Street Fighter IV after all. Which raises the question, what has he been up to during the events of Street Fighter III? We also see subtle changes in his tradition costume with his top being a much longer, almost trench coat length. All tied together it gives him a sort of Magneto vibe to me. Very cool.

Gameplay wise he appears to be a completely different beast than ever before with what appears to be a new projectile deflection move, head stomps with otg abilities and much faster teleports with better recovery time. We also see what appears to be a sort of launcher type move when he strikes the ground making an explosion of psycho energy. Then again the video cuts in at that point and cuts out before we can see if he recovers in time to follow up, so it could just be a new throw. We definitely see him get a juggle hit after landing his slide though. Charlie doesn't appear to be doing anything at that point so it doesn't seem to be a counter hit benefit. The ex versions of his specials seem exceptionally painful to watch. I wonder if his commands will be any different.

It's refreshing to see such wild changes in these characters. It's no longer looking like this is just going to be a Street Fighter IV.5. I can't wait to see some extended uninterrupted gameplay footage of him.

Thanks for reading!

Friday, March 13, 2015

Nerdy News Digest Week of 3/9

Here we are half way through the month of March already. I've been doing some major slacking here even though there's been plenty of cool entertainment news to talk about. To be honest it's not been the best week for me by a long shot. I've decided the best way to get through this depressing time is to focus on my kids, hobbies, and my writing.

But before I get started I wanted to quickly offer my condolences to the families, friends, and anyone else that was deeply effected by the loss of Leonard Nimoy and Terry Pratchett. The world has lost some truly brilliant people this year. I hope that their legacies continue to inspire generations to come, for that is the best way to eternally honor them.

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Nerdy News Digest - Week of 3/9/2015

Disney Announces new Ducktales series - Okay so this was actually announced at the end of February but I'm a huge Ducktales fan so I wanted to at least mention it.

Disney has announced they are planning a new Ducktales series to premier some time in 2017 on Disney XD. There's not a whole lot to know about this yet other than the announcement itself. I hope the original cast is still up for returning to reprise their roles since they did so well in the Ducktales Remastered game release.

Click here for the official announcement.



Street Fighter Assassin's Fist now available on Netflix and Hulu - If you live in the UK then you can check out Assassin's Fist on Netflix now. If you're in the United States though look for it on Hulu Plus.

Assassin's Fist is a much watch for any fan of Street Fighter or martial arts films in general. Check out my review of it here.



Archie Comics has revealed the solicitation blurbs for the first upcoming issues in the worlds unite series - Check this link to read a synopsis of each of the premier issues of their new worlds unite crossover series.

It looks like Sigma is going to be a major player this time around. He's always seemed more sinister than Wily and Eggman to me, so it'll be interesting to see what he tries to do. Check it out! The tree felling robot from Sting Chameleons stage in X1 made the cover of the issue to the left.

Be sure to join the Retro After Dark forum and check out this thread to discuss the Worlds Unite event with us.






Don't forget, tomorrow is Pi day. Math enthusiasts typically celebrate Marth 14th as pi day because the western calendar date matches pi, or 3.14. However, tomorrow is unique because we get a more complete set of digits (3.1415). You can take it a step forward if you decide to celebrate precisely at 9:53 which gives you 3.1415953. This is a once in a lifetime moment as it will not occur again until the year 2115.

So how do you celebrate pi day? If you're a math nut you could calculate digits endlessly as pi never falls into a repeating pattern. Or if you're a simpleton like me you could use it as an excuse to have a slice of your favorite pie for breakfast, which for me would be a pizza pie of course. Breakfast of champions!

Thanks for reading!

Tuesday, February 24, 2015

Street Fighter V Update - Charlie Reveal

Check out this new trailer released by Capcom for Street Fighter V that fully reveals Charlie and also gives us a demonstration of his gameplay:


Actual gameplay begins around the 0:40 mark. He certainly doesn't look like one of the good guys anymore does he? The stapled together Frankenstein's monster aesthetic looks a bit jarring at first, but I'm glad Capcom actually committed to the storyline of Charlie dieing back in the Alpha/Zero days.

It's about time if you ask me. I mean if Gouken can come back for Street Fighter IV after having his body totaled by Akuma (in addition to never being playable before in the first place), then why can't Charlie? I actually know quite a few people who prefer him to Guile, only now it looks like his fighting style has been taken in a whole new direction.

Aside from some of his normals and his sonic boom animation it looks like he plays like a completely different character since last we saw him. He actually reminds me a lot of Juri with his teleportation tactics (0:41, 0:52, 0:56 etc) not to mention that new sort of horizontal moving flash kick combination (0:46). I wonder if he'll still be a charge character. We should get a clearer picture once an actual match video surfaces.

At the end we're treated to yet another "teaser" which is obviously M. Bison. I wonder if he'll look much different than usual since this game is supposedly set after the events of Street Fighter III. I'm sure we don't have long to wait to find out. It has to be discouraging to Chun li that this guy just won't stay dead.

Also important to note that an open beta will be accessible to everyone that preorders the game. Whether this is for PS4 users or PC or both has yet to be revealed but I imagine they would like to collect as much cross platform netplay data as possible so it's safe to say it's for both.

What do you think of Street Fighter V so far? Click this thread here to discuss Street Fighter V with us as it develops.

Thanks for reading!

Tuesday, January 13, 2015

Awesome Cosplays: More Street Fighter

I was tumbling down the Tumblr trail today and came across some great Street Fighter cosplays that I wanted to share.

Be sure to visit each cosplayer and photographer's web page as linked below to show them your support. This can be a difficult hobby to pursue so I'm sure your comments and encouragements would be greatly appreciated.

First up is an excellent Chun li by Enji Night. You can find more of her cosplays on her Deviant art page here, which include other Capcom heroines as well. Photography by Sarmai.




Next up is a striking Cammy by Ivy Cosplay. You can also find more at her Deviant Art page here. Photography for this set by AOJfoto.cat.




Next is a beautiful Ibuki by Riinechan. You don't really see a lot of Ibuki and she did an amazing job. Find more of her cosplays on her Deviant Art page here. Photography by Rayara Eckhardt.





Look at this superb Hugo cosplay by Metalslimer! Check out his other cosplays on his Deviant Art page here as well as his Tumblr account. He's done many other Capcom cosplays and even won the Mr. Street Fighter pageant at San Diego Comic Con. Remember, real men wear pink!



Thanks for stopping by and remember to please visit everyone's pages linked above to show support for their art!

Monday, December 8, 2014

Cool Fighting Game News

This weekend saw some pretty big news in the world of fighting games. Completely out of the blue, Capcom announced they are currently working on Street Fighter V and even had a collection of screen shots and a trailer to show off. Seeing as Ultra Street Fighter IV is still relatively new I don't think anyone expected that V was even a thought on the drawing board just yet.












Check out the trailer for yourself!

Ryu and Chun li look pretty stunning in this next gen graphics engine. The gameplay for the most part appears very similar to Street Fighter IV while there are a few different things going on that we can only speculate at this time. What's going on with the electricity on Ryu's hands when he seems to execute that taunt looking pose? Is Chun li able to do a version of the Tensei Ranka after her air stomps as a special? Did I just see her kick Ryu back up off the ground? We can also hear Ryu say Denjin before unleashing the big Hadouken at the end of the trailer which has led to some speculation that V will take place after III in the storyline since he didn't learn the Denjin until then. (for those not in the know, the events of Street Fighter IV actually take place before III). This will hopefully lead to a whole new cast of characters and hopefully more returning characters from the III series.

Perhaps the biggest shocker of this whole announcement is that Capcom has stated that Street Fighter V will be a Playstation 4 and PC for all time, meaning there's no chance of it appearing on the Xbox One. I haven't picked up any of the next gen consoles yet myself, but this pretty much seals the deal on the Playstation 4 for me but I can completely understand Xbox fans feeling burned over this. Time will tell if Capcom sticks to their guns with this but I don't think it's likely. For one thing, you know there will be more updates released. Once a second version hits, I predict it'll find a home on the Xbox One as well. I predict that only the initial version of Street Fighter V will remain exclusive. Only time will tell.


In other news, Tekken celebrated it's 20 year anniversary this weekend with some special announcements for Tekken 7. I'm not a huge Tekken fan, but I wanted to talk about this because it kind of grinds my gears. Series producer, Katsuhiro Harada, unveiled a newcomer to the cast by the name of Lucky Chloe which has since garnered a lot of hate on the internet for some reason. Why? I haven't the slightest idea. She looks like a Tekken character to me. Is it because she's too cute? Then how come no one complained about Alisa? Is it because she's dressed with cat girl accessories? Well, from watching people play Tekken at tournaments it seems like 80% of the people playing Xiao Yu choose her with the panda accessories. What exactly is the problem here?

In my opinion Chloe fits appropriately in a world of martial arts practicing animals, robots, wooden men and demons. It sounds to like these opinions are a bunch of man baby, neck beard insecurities running amock if you ask me.

So welcome to the Tekken cast, Chloe. I probably wont be buying Tekken 7 when it releases anyway but that's nothing against you.

Thanks for reading!

Saturday, July 26, 2014

Street Fighter: Assassin's Fist After Thoughts

Mark May 23rd 2014 down in the history books as the day a small team on a limited budget proved that with enough passion, Street Fighter CAN be adapted to live action and be done well. Of course I'm speaking of Street Fighter: Assassin's fist, the new 13 part (including episode 0) web series created by Joey Ansah, Christian Howard, and Jacqueline Quella.

Check out the trailer here:

Assassin's Fist tells the all too familiar tale of Ryu and Ken's origins as they train in the art of Ansatsuken under master Gouken's guidance. If you're a hardcore Street Fighter fan you may have just rolled your eyes thinking I've heard this story before in the plethora of anime and manga adaptations centered on Ryu and Ken.

Assassin's Fist excels beyond those stories by taking us further back in time, beyond the story of how Ryu and Ken had come to learn their art, to the younger days of Gouken himself as he trained along side his brother Gouki under the tutelage of Ansatsuken master, Goutetsu. It's a concept first explored in the Street Fighter Alpha Generations OAV but ultimately feels more fleshed out here.  I don't want to mention any specifics about the story in order to avoid spoilers. I'll just say that even if you're a hardcore Street Fighter fan, there are still plenty of new things to discover and some answers to a few long time burning questions. Such as how and why Ken's father arrived at the decision to leave him in the care of Gouken as a boy.

While I wouldn't consider the acting itself to be of any award winning caliber, each actor's portrayal of their characters are spot on and at least beyond the quality of the voice work of the animations. The fight choreography though is just stunning. These guys went all out to bring us fight scenes that surpass even big budget Hollywood action flicks. What's even more impressive is how they integrated the special moves seamlessly with their normal movements. I tend to find it distracting in other live action Street Fighter attempts when the action seems to pause while one of the fighters gears up for a special move. They manage to close the gap between actual martial arts and video game special effects making things like fireballs believable and not special effects eye sores.

Assassin's Fist is now the definitive live action Street Fighter experience in my opinion. Even if you're not a video game or Street Fighter fan, I think even martial arts movie buffs will enjoy this series. If you're in either of those camps you owe it to yourself to check this series out as soon as you can!

Here's hoping they tackle some other character origins with this much dedication. *Ahem* Chun li. But whatever they decide, I can't wait to see what these guys do next.

If you've already seen the series for yourself, what did you think of it?  Click here and join the forum to join in the discussion of Street Fighter Assassin's Fist.

Wednesday, July 17, 2013

Update on Life

Just a quick digest on what's been going on in my personal life lately because I've been too busy to keep up with the blog lately.

Most important of all, Connor turned 5 on the 7th of July! You may not understand if you don't have kids of your own, but that's crazy! 5 years have blasted by so unbelievably fast I feel like it's just slipped away. I feel like Connor should still be 3 and Liam just a baby. But even he, at 2, is running and jumping around just as wild as Connor.

For his birthday the family gathered for a blue pool party. If you're wondering what a blue pool party is, well it's a pool party where everything is blue.  Blue presents, blue cake, and blue decorations. He asked for everything to be blue, so we made his wish come true. See what I did there? Heh. He had a great day and lots of fun. My favorite moment was when we sang happy birthday and Connor was the loudest of all of us.

I'm so proud of the boys for everything they do, well maybe not the messes they make, but that's the dude gene in them I passed on so I guess it's partly my fault.

In internet related news, I've decided to discontinue my monthly picks for a while, despite the amount of hits they were getting. I've found that I'm just not good with putting a deadline on myself, especially with the blog which is purely recreational. I have a lot more fun just writing when I feel like it.

On the subject of writing, my story is still chugging along even though the past few weeks I've just spent time going back to re-write pieces of earlier chapters. I tend to get nit-picky with anything artistic I invest myself in. I'm told every day that I need to stop doing that so I'm going to make a serious effort to improve there.

How about that Ultra Street Fighter IV announcement? Though I've retired from the tournament scene for the most part, I have to admit the trailer got my fighting spirit burning again. I still don't have the time or money to travel like I used to, but I definitely want to pick up this new version to permanently keep the dust from collecting on my arcade sticks.

I love the Aquabats. Their newest album Hi-Five Soup is wicket tight. I'd love to call myself an Aquacadet, but honestly I just can't figure out how to join the fan club. There used to be an address where you could mail in 10 bucks and get an awesome patch and other goodies but that's no more. You probably have to hand the Commander 10 bucks in person, who knows, but I should work on making that happen anyway. I love that guy.

So what I had planned on being a brief digest has gotten quite lengthy, so I think I'll go ahead and call it quits for the night. As always, thanks again for stopping by and reading.

Good health and prosperous adventures to you all!

Sunday, January 13, 2013

Street Fighter x Mega Man Review

This year to celebrate the 25th anniversaries of two of Capcom's biggest franchises, Capcom has made available a brand new entry to the Mega Man series:  Street Fighter x Mega Man.  Or rather, they put their name and branding support behind a fan made Mega Man game in a last minute effort to give the fans something in recognition of Mega Man's 25th anniversary.

It's not that I don't appreciate the gesture, but after Keiji Inafune left Capcom, their work on Mega Man has virtually stopped.  With two huge titles, Mega Man Universe and Mega Man Legends 3, being cancelled, some have even argued that the company has become anti-Mega Man.

So I can't help but feel that this was a "crap I forgot our anniversary!  Better grab some roses at the gas station on the way home" kind of gift.

Now don't take that as me saying Street Fighter x Mega Man was a cheap gift.  Actually it's a pretty solid one.  I just feel like Capcom dropped the ball with Mega Man's anniversary, especially in comparison to the things that were done for the Street Fighter 25th anniversary.

But regardless of Capcom's current lack of direction with Mega Man, let's talk about the game itself and see if it's a worthy enough product to wear the 25th Anniversary label.

Visit Capcom-Unity today to download Street Fighter x Mega Man for FREE!

From its obvious appearance you'll discover that the game is more Mega Man than it is Street Fighter.  It once again sports the charming 8-bit look of the classic Mega Man series on the NES, in both appearance and gameplay, or at least it tries its best to.  Instead of 8 robot masters to hunt down, this time the bosses are made up of various Street Fighter characters representing each series of its own 25 year history.

If you've played any Mega Man game in the past then you know the drill from here.  Choose one of the robot masters, or in this case one of the World Warriors, to play their stage and face them at the end.  If you're successful then you'll be rewarded with their special weapon.  In the case of the Street Fighters you'll be rewarded with on of their signature moves, such as Ryu's Hadouken, or Chun li's lightning legs.

Of course each weapon you obtain is traditionally another opponents weakness, but I found the Street Fighters to be some of the easiest Mega Man bosses I've ever faced.  The reason is because they don't really follow a patterned AI like a traditional robot master; they actually behave like computer controller opponents in a Street Fighter game.  For example, Ryu will jump back and throw some Hadoukens, attempt some random hurricane kicks and unwarranted Shoryukens with no rhyme or reason, just like playing the computer on easy.

The stages of course are themed after each Street Fighter, including 8 bit remixes of their iconic themes.  Each song is cleverly blended with past Mega Man stage themes making for some great Street Fighter tunes with that unforgettable Mega Man flavor to them.

Unlike the fairly recent Mega Man 9 and 10, which played closer to Mega Man 2, Street Fighter x Mega Man takes after Mega Man 4, giving you back your slide and chargable Mega Buster shot.  Other than that, I can't really decide which game the physics feel like.  Not that this is a bad thing, because it plays as closely as possible to the original games, there's just some things that are a little off.  For example, when you take damage you aren't knocked away as far as in the originals.  This is the sort of nit-picking that only die hard purists would concern themselves with.  I've put countless hours in on the NES Mega Man series and I didn't find these small differences to be deterring from the experience at all.

What is a concern however is some inconsistent glitching with the handling in some of the stages.  I'll cite Rolento's stage for example.  In this stage on occasion Mega Man would keep walking for a few steps after I had let go of the d-pad.  I tested this on different controllers with similar results.  Unfortunately I only have one PC to test the game on, but the game runs perfectly with no hiccups so I can't be certain if this is something only I have experienced.

It's hard to complain about quality games with the cheap as free price tag, but one thing that really bugged me was the lack of a password or save system.  This is the first 8 bit style Mega Man game that requires you to play through the entire game in one sitting, that is unless you don't mind to minimize the game and come back to it later. Mega Man games typically don't take that long to finish, but sometimes outside circumstances require you to leave in the middle of a game.

The game isn't as long as your typical Mega Man adventure either.  There are only 2 additional stages to be played before you face the Street Fighters again for the second time.  The first is with Balrog (boxer) which is an interesting new type of moving stage where he is trying to run you down while you dodge and blast enemies in your path.  If he catches up to you it only takes one of his giga-ton punches to end you.  After that is a more traditional stage that tests all the skills you've learned on the way which ends with a confrontation with Vega (claw).  I was hoping there would be a Sagat stage after that but he seems to be missing from the game all together.  Maybe this takes place after he wised up and left Shadowloo.  After defeating these two grand masters you'll have to defeat all the Street Fighters again before facing the final boss.

So then the final confrontation is a one on one battle with M. Bison (dictator) himself.  For being the last boss he was extraordinarily easy since he, like the other Street Fighters, seems to behave like a computer controlled opponent in a Street Fighter game.

For a more challenging end boss, try defeating at least 4 of the Street Fighters with a Perfect.  I think it's pretty obvious who to expect...

At the end of the adventure what you have is a brand new Mega Man game that takes some risks in being a little bit different from the classic titles.  I think the only way you can keep yourself from enjoying this title is if you're too much of a Mega Man purist to let yourself enjoy a fun and creative IP crossover.

Pros:

-The game is FREE.
-8-bit style Mega Man graphics we all know and love.
-Awesome Street Fighter music remixes with a Mega Man flare.  Download the soundtrack from the artist for free here.
-The game offers lots of custom control options and window sizes to optimize your experience.

Cons:

-No password or save file system.  (Though if you're a veteran Mega Man player you'll be able to breeze through this game almost as fast as playing through a Street Fighter arcade mode session)
-Possible control glitches in some stages (I'm not sure if this is actually confirmed, or just on my machine).


In the end what you have is a worthy new entry to the Mega Man series, even if there's some polish needed here and there.  The great love the creators of this game show for Mega Man is clear in the final product, now let's just hope Capcom themselves can follow suite one day again.

Have fun and happy anniversary Street Fighter and Mega Man fans!

Animation by Junkpuyo

Thursday, August 30, 2012

Happy 25th Street Fighter!

Today marks the 25th anniversary of the Street Fighter series.

It's crazy how many of my favorite video game series are getting up there in the years.  Serves to remind me how freakin old I am.

The first Street Fighter was released on this day in 1987.  I don't remember playing the original that extensively until many years later.  I think during my childhood I just wrote it off as another Yie Ar Kung Fu or what have you.  For myself, like many others, it wasn't until the release of Street Fighter II in 1991 that I got hooked.

If you're a younger gamer it might be hard to appreciate how significant Street Fighter II was at the time.  For it's time, it had massive on screen characters that were colorful and beautifully animated.  The sound effects were loud and in your face and the music had you humming and whistling Street Fighter tunes for days.  Usually all a kid had at home was an NES or Atari at the time (maybe an SNES or Genesis if you were lucky), there wasn't anything else on the market that came remotely close to new arcade games.  If you can imagine what that was like then you can appreciate how amazing Street Fighter II was to behold.

We kind of owe what we have in fighting games now to Street Fighter.  It's really difficult to say if another company would have figured out the proper fighting game formula if Street Fighter II was never released.  One thing's for sure though, it probably would have been a long time and I doubt arcades would have lasted as long as they did without the release of Street Fighter II to pump life back into them.

Over the years Street Fighter has become one of the world's most popular brand names, expanding out of video games and into movies, apparel, toys and other countless forms of merchandise.  The games, both modern and classic, still have a tremendous following today amongst casual fans and tournament goers.

The Street Fighter series are a damn fun bunch of games.  But I think my favorite thing about all of it is the social aspect of it.  I've met some awesome people and long time friends just from showing up somewhere to play Street Fighter.  Even if there are cultural or language barriers, if two people are there to play Street Fighter then they can communicate with each other just fine.  Playing the game is like speaking a whole other language.  Speaking with your fists as I'm sure Ryu would say.

I could talk on and on about Street Fighter as it's one of my all time favorite video game series, but instead I'd like to list some of my favorite moments from my past 20 some years with the game.

My top 10 Street Fighter memories:

10.  Seeing and playing Street Fighter II for the first time.  I lost my first match ever to a Blanka.  I remember being really angry about this.  How was it fair that he got to be a monster?

9.  Dhalsim is banned!  Haha, I remember in the days of SNES before any of us really understood blocking we had banned Dhalsim because of his stretchy limbs.  It really cracks me up to think about this to this day.

8.  The Street Fighter II Animated Movie.  It's not held up for me as well over the years but when I was a kid this was the best movie ever made.

7.  My first arcade stick.  It was for Sega Dreamcast, given to me for my birthday by Caiti when we were just dating.  We went out of town for dinner, so we were a good hour and a half away from home.  Such a long time before I could try out my shiney new arcade stick.  I think I played pretend Street Fighter in my head with the arcade stick the entire ride home.

6.  My first tournament win.  Happened at a church lock in of all places on SNES.  It was just for fun and there weren't any prizes but it still felt good to be champ.

5.  Udon's Street Fighter comics are released.  I had gotten out of comics for a loooong time before that.  The 90's marvel treatment kind of killed things for me.  But the dedication I could see in Udon's work got me excited about comics again.  These brand new Street Fighter adventures were definitely a gateway back into comic collecting for me.

4.  Final Round XII.  My first major tournament.  I had an AWESOME time traveling to Atlanta with my friends and playing fighting games non stop for a weekend.  I think I placed like 95th or something out of nearly 400 participants so I was pretty happy with that.

3.  Fusion Tournament series.  The Fusion series was an annual tournament held in Roanoke VA.  They were a blast to attend each year, but my favorite year was when I met my friend Donnie McCoy.  I had been top dog in pretty much any gathering I'd attended up to that point but Donnie put things back in perspective for me and put me back on the right path for refining my game.  If you've seen the Street Fighter II V anime series, think of this like the moment when Ryu meets Guile for the first time and how it helps Ryu in the long term.

2.  Finally getting it.  I'm talking about that moment when your brain finally understands how the special moves are supposed to work.  When the light bulb suddenly goes off and you can Hadouken flawlessly as if you never needed to learn the movement.  For me this was on SNES at my neighbors house and it was a beautiful day outside, but when I felt that click Street Fighter had me stuck inside for the rest of the day.

1.  My son's first Shoryuken.  I was playing a match online in Super Street Fighter II HD Remix which had gone into the final round with both players completely out of health.  Connor was sitting on my lap watching me play during this fight.  Eventually I got swept into a corner by Guile and he was already ducking to throw the Sonic Boom that would chip me out of the match.  I had let go of the stick at that point and was letting Connor play with the buttons.  As soon as the Sonic Boom flew he totally ate wakeup Shoryuken!!  Connor had saved the match.

I hope you enjoyed the trip down memory lane.  Here's to the next 25 years of Street Fighter!


Sunday, March 11, 2012

Street Fighter X Tekken First Week Impressions

Before I get into my thoughts on Street Fighter x Tekken I would like to emphasize that I'll be talking about the game itself rather than the game's unfortunate DLC situation. I'm just as angry about it as everyone else, but I think it's unfortunate that people are choosing not to pick up the game for this reason. I'll get more into that situation another time. If you're looking for more on the DLC woes check my post from last month here. As stated in my previous post I was on the fence about the game, but after having played it I found myself hooked.

Street Fighter x Tekken is obviously an amalgamation of arguably the most popular 2D and 3D fighting game franchises out there. It's also well known that this iteration is meant to play more like the Street Fighter series (with Tekken x Street Fighter releasing in the coming years for the Tekken preferred). So that may leave you wondering, just how well did Capcom do with the 2D portrayal of the Tekken cast?

I'll be the first to tell you that I'm not a Tekken expert whatsoever, but from my experience with the Tekken series I'm confident in saying they did a great job in emulating the Tekken cast into the Street Fighter universe. Sure they don't have their complete move lists (which would be a little absurd for a Street Fighter game) but the essentials and trade mark techniques are in place. Tekken players needn't worry about fireball dominance either as they have many ways to stuff a careless fireballer right in the face, such as Kazuya's mist step techniques.

As for the Street Fighter cast, if you spent much time with the Street Fighter IV series you'll probably feel at home with them right off the bat. Most of their standard links still work the same along with the addition of the new chain system. Cross ups feel different but still effective. Throwing isn't as good as in SFIV, which may be good or bad depending on your preference. For the most part everyone feels arguably better than their SFIV versions.

The netcode needs a bit of work. Sometimes it's pretty flawless, but when you're playing in a huge lobby there seem to be more hiccups than in Street Fighter IV. Most notably are instances of lost inputs and visible roll backs. While not too hindering of gameplay, there's also an issue with the music and sound effects while you're playing online. For some unknown reason the sound will get quiet or even cut out for a few seconds in the heat of a match. I believe Ono has tweeted vaguely that they are working on some sort of patch for this.

I'm having a lot of fun with the game in it's early days. The new focus on offensive play is a refreshing change from SFIV's slower pace. While the netcode could definitely be better I find that it's still very playable.

I believe I've mentioned it in a previous post but I'm currently retired from the tournament scene right now due to more important priorities (my kids!). That being said, I love the game as a fix for the occasional online throw down. Playing co-op with my buddies is a blast.

That being said, I think if you approach the game with the point of view that you just want to have fun with it you wont be disappointed. I think it's safe to say as well that the game will make a viable tournament entry. I still stand with my predictions that there will be future versions of the game (this is Capcom after all, and the DLC on disk has kind of proven it). So I think if you're in to take the game serious you're in for a ride of the game knowledge and financial sorts.

Lastly, if you're still on the fence about it, Red Box it or something. The way Capcom is handling it is very unfortunate but the core game itself is a lot of fun.

Thursday, February 23, 2012

On The Fence: Street Fighter X Tekken

I'm having a hard time getting excited about Street Fighter X Tekken as we get mere weeks away from release. Reading that was probably a shocker to those who know me personally.

Don't get me wrong, I'm excited about the cast selection thus far, the gems system looks like a promising way to promote depth and exploration and the combo system looks exciting. I guess it's not really the game so much as Capcom that has me weary about the whole thing.

While I think Street Fighter X Tekken will be fun in the beginning, I think Capcom has their eyes on making it a money pit. They've discovered once again thanks to the success of updates such as Super Street Fighter IV Arcade Edition and Ultimate Marvel vs. Capcom 3 that they can safely squeeze extra dough out of the fighting game community as needed.

I know Yoshinori Ono has stated that another disc update for SFxTK is unlikely but can you really believe him? Many people regard his online activity as master internet trolling to say the least. While I don't necessarily agree, he has been known to be pretty misleading.

I was okay with the Sony versions of the game getting a few extra characters, but when I read that the Playstation Vita version was being delayed in order to add an additional 12 characters, that just screams to me that there will be a "Super Street Fighter X Tekken" down the line for the console ports. On top of this we have Gems DLC, alternate costumes and who knows what else we'll have to shell out for to keep our copies up to date (a majority of which is probably already on the disc I might add).

Thanks to the Super and Arcade Edition updates, as well as costumes, my investment in the Street Fighter IV series alone is probably....well, I don't really want to think about what I've spent on that series. And I don't want to do it again.

Sure you can say just don't get the updates. But if you want to keep up with the tournament scene you pretty much have to pay up. Heck, even just being an online warrior exclusively demands that you pay for any possible updates just to stay with the main population of the game.

Now I'm usually for the expansion of a game that I love. It keeps things fresh and the user base interested. My problem with Capcom is that they're pushing their expansions a bit too fast. I don't want to pay for a 20 dollar expansion a mere 6 months after the initial release. You have to let a game stew with it's community for a while first. One of the more annoying things about fighting games now are changes made to characters because of the "theory" that they're broken rather than giving time to see if their so called "broken-ness" holds out in the long run. I'm looking at you Mortal Kombat.

Of course I may be jumping the gun a bit. I'm just thinking long term and also looking at Capcom's recent track record. I felt like Ultimate Marvel vs. Capcom 3 was more greed related than giving service to the hardcore fans. I feel like what they added could have been done with DLC rather than a new disc. Who's to say a future update to SFxTK will be "too much for DLC" and we'll be forced to buy another 39.99 disc?

Speculation aside, only time will tell just what sort of an investment this new series will be. I will say that my hands have a much firmer grip on my wallet this time, Capcom.

Wednesday, January 25, 2012

Street Fighter Themed Restaurant

I was doing some cleaning today and in one of my desk drawers I discovered a list of Street Fighter themed food items my friends and I came up with at work. It all started with the question of "would you eat at a video game themed restaurant?" Which is a stupid question anyway, because who wouldn't?

We went through the obligatory examples like Sonic's Chilidogs or Luigi's Spaghetti but the real fun was in trying to design dishes worthy of the Street Fighter characters.

So here is the list. Depending on your tastes these may or may not live up to your expectations of what a Street Fighter food item should be, but it's all in good fun right? I'd like to hear other people's ideas on this as well as I love trying to create these sort of things in the kitchen.

The Street Fighter Menu

The Hadoken Burger

Ryu style - Quarter pound patty cooked in teriyaki, thick cuts of bacon, pickle slices (preferably Claussen brand), tomato, lettuce, onion, blue cheese crumbles, two slices of colby jack cheese, mayo and mustard.

Ken style - Quarter pound patty cooked in Au Ju sauce, everything above, american cheese instead of colby jack, and deep fried jalapeno straws.

Sakura style - mini slider versions of the above.

EX them by adding Texas Pete, or make it a Shinkuu with double meat.

The Shoryuken Dog

Quarter pound foot long dog with chilli, mustard, ketchup, cole slaw, cracked pepper, onions, and shredded colby and pepper jack cheese on top.

Of course make it a flaming Shoryuken by adding Texas Pete. Can you pull off a Shin Shoryuken and eat two of them?

Wings

Chun li style - Spicey teriyaki wings of course. Lighting legs!

Raging demon - Probably one of those restaurant challenges. 15 of the hottest wings we can come up with. The exact recipes belong to my friends so I can't reveal ;)

Deserts

PB and Blanka - Thick spread of Peanut Butter on each slice of bread, apple slices, banana slices, and a slice of pineapple in the middle.

EX it by having it on banana bread.

That's all I have for now. We did some more but those pages seem to be lost. Hope that didn't make anyone too hungry, can't say it didn't for me.

Protip: Texas Pete is good on everything.

Monday, June 6, 2011

Street fighter III: 3rd Strike Online Edition

Shoryuken.com has reported that Capcom has finally revealed more details about their Street Fighter III 3rd Strike release as well as an expected release date: Summer 2011. Below is the trailer and some screen shots:



A few details:

-The game is going to use GGPO as it's netcode. Awesome!
-Direct to Youtube replay sharing!
-Viewable in the screen shots below, you can see that the game will feature a Vault system, rewarding players with unlockables for completing certain tasks.

I can't wait for this game. 3rd Strike is back!





3rd Strike is one of the most beautifully animated 2D games out there, even without the new HD filters. I'm sure there will be a way to turn the HD presentation off if you would like though. I would venture to guess that there will be newly remixed music to play with as well. But if SSF2HDR was any indication you'll probably be able to switch between new and classic music too.

At the beginning of the video you can see hints and new character artwork done for the re-release. I can't wait to see what these look like. Another change that I noticed was that they used the character select screen art as your character icon next to the lifebars instead of actually using a head shot of the in game sprites.

That's about all there is to report on this for now, though I'm sure we'll hear more info at Capcom's E3 presentation.

Friday, June 3, 2011

Street Fighter The Complete History review

I received a copy of Street Fighter: the Complete History last Christmas from my wife and I've been meaning to write a review of it ever since.

Street Fighter: the Complete History by Chris Carle is a history book that chronicles the birth of Street Fighter in the arcades and follows it to the release of Street Fighter IV. But is it really the COMPLETE story of Street Fighter? Partially yes. The writer mainly focuses on Street Fighter's presence at the arcade and it's influence on gaming subcultures throughout the years. He draws from his own experiences with the games as well as other figures from the game game industry. Unfortunately there is no commentary from the Capcom developers themselves on how the games and characters were created or what they may have thought of Street Fighter's influence on the gaming world. There is very little mentioned of the story cannon other than some of the more popular characters basic struggles, such as Ryu or Chun li.

The book is essentially a nostalgic scrapbook of sorts. I use the term scrapbook because of the seemingly random mishmash of art pieces used throughout the book, ranging anywhere from official game artwork to Udon comics to fan tributes. Though the selection seems random, the entire book is in full color and the pages and binding themselves are of high quality. The page layouts are nicely done and the writing seems to flow a lot like an online article (not necessarily a bad thing). This is likely because the author is an editor for IGN. Even if you don't like the writing though this book will double as a nice art book for your collection, albeit a bit unorganized.

As a fun sort of bonus, there are some mini articles throughout the book such as how to create Guile's trademark hairstyle yourself and interviews with professional cosplayers. It makes for some nice breaks in the reading, even though it will probably only take you a few hours to get through it all.

For those who grew up with arcades the book is a delightful walk down memory lane but there will probably be very little that you didn't already know. If you're new to Street Fighter or to fighting games in general this book is a great chronicle of history that will educate you on the roots of the genre.

The book may not be a must have but it would make a great addition to any Street Fighter fans collection.


For a deeper look into the developmental history you should check out:

Street Fighter The Eternal Challenge - This book published by Udon comics goes into great detail about each game release and lists the specific gameplay changes made for each version. There are also interviews with members of the Capcom art design and development teams where they explain their thought processes on character design and why certain gameplay choices were made. Also featured are the character biographies for each character in the Street Fighter series at the time it was published. The first half of the book is also an art book showing each piece of official art organized by character. There's even a gallery of Street Fighter merchandise you could potentially seek out for your collection.

This book was published in 2005 and ends with the development staff wondering if they'll someday make Street Fighter IV. This makes both books a great set of companion pieces for any Street Fighter history buff. It may be a little hard to find at this point, but I highly recommend it or the revised version for any Street Fighter fan. I may do a more in depth review of this book at a later time.

Until then!

Wednesday, June 1, 2011

Times have changed

The winds of change are blowing through the competitive fighting game community. Well, they have been since Street Fighter IV was released and pulled the fighting game genre from a niche interest to the masses.

Some think this is a good thing. But many others view the fighting game resurgence as something negatively affecting the community. Or at least the community as they would like to remember it. Personally I love the way the community is thriving right now, but in this post I would like to try and examine why so many feel this is a bad thing and my theories on where we may be going from here. I'm writing this in response to a certain negativity that I've noticed just wont go away amongst some fighting game fans.

If you're a younger gamer, or perhaps one that just starting fighting with Street Fighter IV, it might be helpful to examine what the community was like pre-SFIV. This might help you understand the point of view of some of the older players that may have given you flak for being new.

In the early 90's with the release of Street Fighter II competitive fighting games were born and at the same time experienced a boom. Almost everyone played. If you were into video games back then, then you probably played Street Fighter II at one point. Arcades were constantly filled with people playing and discussing the game. Back then there was no internet, so your typical forum discussions you have now were taking place in person. Lots of friendships were made based on the simple love of fighting games.

This boom continued with the release of Mortal Kombat and SNK's offerings and continued strong throughout the mid 90's. That's when things started to drop off. Friends moved away, went to college or maybe simply lost interest in gaming all together. The fighting games themselves were partially to blame for the loss of interest, but I'll go into that more below.

By the end of the 90's arcades were just starting to die out and only partial remnants from the old communities remained. These players found their home on Shoryuken.com. Thanks to SRK you were able to find players again through their match making forums. They also offered coverage of major tournaments and gave fighters a central hub to exchange tips and information on the games. The community remained strong there, though largely considered to be a niche interest. This was mainly because there was hardly any new blood making their way into the scene. Still from this time up until Street Fighter IV released new friendships continued to form, pro players were born and no one ever stopped fighting. New fighting games kept being released, but nothing ever came close to the sales or popularity of other genres.

The appealing thing, and the thing many veteran players don't want to let go of, was the feeling of pride that almost offered a sort of elitist platform over other genres of gaming. The feeling that only you and others like you could belong because of your talents with fighting games, that no one else, particularly the masses could do what you could do.

Fast forward to the release of Street Fighter IV, nearly 10 years after a major release in the Street Fighter series. Capcom was determined to make this one a hit this time around. You saw tv spots, sporting events endorsed by the game and a flood of media coverage. Street Fighter IV was everywhere. They had brought the fighter back to the masses and thus began a renaissance we are still experiencing today. From the successful reintroduction of the fighting game by Street Fighter IV we are now seeing revivals of other past series such as Mortal Kombat and Capcom's vs. series.

Much to the annoyance of veteran players was the huge influx of new gamers joining forums and flooding the message boards with questions seeking advice for beginners. Things that were common knowledge for most of us that hadn't stopped playing since Street Fighter II. Though the influx of new players has slowed, there's still enough of this going on for many fighting dedicated message boards to create forums specifically for the new players to ask for help.

Now you have to ask yourself where you stand on this and if this is really a bad thing. On one side of the fence fighting games seem to be thriving even more than they did in the 90's, while on the other side one could argue that newer players coupled with the new games themselves threaten to dismantle the traditions and community built by the veteran players.

You may ask how exactly new players and new games can cause such dishevelment. Many will agree that Street Fighter IV itself is much easier to pick up and play than the past entries of the series. I would tend to agree with this as the game supports simplified inputs for the special moves that allow new players to be able to pull them off with ease with very little practice. A far cry from the days of practicing the Shoryuken motion over and over to make sure it was trained to your muscle memory. (However there is great depth to the game as well that a new player may not recognize until they are more seasoned, such as the importance of being able to play footies and zone, option selects, etc.)

Others could also argue that the mentality of newer players is quite lazy in comparison to a veteran. Today thanks to sites like Youtube and the long term collaboration of forum information we are practically spoon fed new strategies and combos. Yet, rather than doing their own research, new players still continue to flood message boards for the easy answers.

Which raises the question that I'm sure has crossed the minds of many older players: Why should the newer players be able to do so well and not have to put in the same amount of work that I had to for my game?

To answer that question we need to explore the reasons why the fighting game genre diminished in the first place. Some argue that it was over saturation. For every new version of Street Fighter 2 that came out, there were nearly 2 copy cats released trying to win their own piece of the pie. I don't think this was the case.

There's a lot of fear out there now that the genre is becoming over saturated again, which is somewhat well founded when you consider running a tournament and having to decide if you'll be able to run Super Street Fighter IV, Tekken 6, Mortal Kombat, Marvel vs. Capcom 3 as well as the slew of other games coming out all in one event. Again, I don't feel like this is endangering the fighting game genre again.

The true culprit of the original crash was the games themselves evolving and growing more complicated over the years. The more layers you add, the more difficult it is for a new player to get started and even feel like they're playing the game correctly.

Take Capcom vs. SNK 2 for example. Upon entering the character select you're asked to select 1 of 6 groove types that will determine what abilities your team will have, such as the ability to roll or side step, the ability to dash or run, or air block etc. Each of these grooves being completely different and only defined on the character select screen by symbols. Next you'll pick from 1 to 3 characters. After that you have to choose how many "ratio points" to assign to the team members, which directly determines how much health they have as well as their damage output. If you're new to fighting games this can be completely overwhelming. And this was pretty much the story for fighting games at that time, filled with "isms" and other modes that completely alienated anyone that may want to try and pick up fighting games as a hobby. If you didn't have a friend who played that wanted to work with you or weren't willing to put in the time to do a lot of research you probably wouldn't enjoy fighters.

The reason the newer fighting games now are doing so well is that they have returned to simpler times, choosing pure gameplay over an overloaded toybox of options to choose from. This allows newer players to jump in and have fun, but at the same time for those looking for a deeper experience this may leave things a little bland.

But new players aren't the only things changing in the community. More and more these days we are seeing pro players gaining corporate sponsorships and some argue that this takes away from the traditional community as well. You could say that sponsored players have an unfair advantage because their entry fees, lodging and travel expenses are all taken care of for all tournaments they attend. If you've done much traveling for tournaments you'll understand that taking care of all that can be pretty mentally taxing. Not to mention the fact that not all of us can always afford to go to all the tournaments we want.

Is this necessarily a bad thing? In my opinion, no. The top players worked hard for the positions they're in and I know that if I was offered a sponsorship and more opportunities to play the games I love for free I'd go for it too. You can't blame them for this. I know that some people don't like that sponsorships are happening though. Again it's that traditionalist "good 'ol days" way of thinking. I certainly never would have expected fighting games to get big enough for such a thing to happen, but it's here now and probably to stay.

If you're still reading at this point, it's clear that there's no real answer for the so called "rights and wrongs" going on in the community now. I do know that if the developers continue to create fighting games with an easy enough entry point for newer players to start with while at the same time maintaining depth for veteran players I think we can avoid another crash all together. The more people that play, the more money the developers make, thus the more new games they are able to make.

The best advice I can give is to learn to roll with the punches and try to evolve as the scene does, less you be left behind. I'm reminded of a documentary I watched recently on pinball called Special When Lit. In it they interviewed a lot of older gentlemen who'd been a part of the pinball community in their youth but are now left reminiscing about "the good 'ol days" with little to report about their very niche scene. They all just seemed terribly sad. I foresee many of us older players in that same situation in the future if we don't learn to accept Change. Tradition is a great thing, but it usually can't stop evolution.

Thanks for reading! Cheers!

Wednesday, April 13, 2011

It's good to be a fighting game fan

Yesterday was a good day if you are a fighting game fan, particularly of Street Fighter or Tekken. While a lot of news got leaked early, yesterday Capcom finally released information from their Captivate 2011 event to the public. In this post I'll summarize a lot of the more important tidbits for my friends, facebook followers and anyone else that may not stay on top of the big fighting game news releases. I'll also be adding my opinion here and there.

Super Street Fighter IV: Arcade Edition comes home

First of all Arcade Edition was finally officially announced for home consoles. It will be available as a DLC on June 7th for $15, or as a full disk release on June 24th for $40 in case you no longer have a copy of SSFIV or never picked it up in the first place.

As I stated previously you get 4 new characters: Yun, Yang, Evil Ryu, and Oni (or Oni Akuma). They are also implementing balance updates across the entire cast.

The endless lobbies are being updated so that you can apply filters to let other players know what kind of fights you are seeking. Such as character specific, or if you're looking for players of a certain skill level. Think along the lines of MvC3's lobbies.

The replay channel is receiving an update that allows you to search for specific players as well as other helpful search options. You can also follow certain players and receive updates as to when they have uploaded new videos. The My Channel will also let you share up to 50 videos to be searched for by the community.

I think this is a great update and if you spend any time with SSFIV at all you owe it to yourself to pick up this update. The great thing is though, even if you choose not to or can't afford the update right away you wont be left behind from the other players. You can still play against regular SSFIV players, although the rules will follow standard SSFIV rather than the update.

I would have liked to see a few more characters, but the rebalancing will make things fresh again and perhaps fix a few of the more unfair matchups. Time will tell.

Lots of new Street Fighter x Tekken information now available

This is probably the most exciting thing to come out of Captivate for me. They started by releasing the below cinematic trailer that shows more gameplay as well as reveals more of the cast:



The cast now includes: Ryu, Ken, Chun li, Guile, Abel, Kazuya, Nina, Bob, Craig Marduk, and King.

The game will play similar to the Tekken tag series in that you choose 2 characters for your team and when one of those characters loses all of their health the round ends. Matches will play best 2 out of 3 rounds.

It follows the standard 6 buttons Street Fighter layout of lp, mp, hp, lk, mk, hk. The Tekken cast also uses 6 buttons, but the game has been engineered so that lp, mp, lk, and mk respond as the traditional 1, 2, 3 and 4 buttons of Tekken. Many of the Tekken character's combos and specials will port directly over from Tekken 6 and Yoshinori Ono explained that seasoned Tekken players will mostly feel right at home by ignoring the hp and hk buttons all together, though it would be wiser to include those in your arsenal as well.

lp+lk is throw, mp+mk is tag out, and hp+hk is a universal launcher. What I gather from the match videos on the net is that to emulate a Tekken style juggle state any character in an arial state can be juggled just about by any move. For example in the above video we see Chun li land a head stomp, air hp, hp (air target combo), c. mk, ex spinning bird kick. Ryu can get things like c. mp, hadoken or hurricane kick after connecting with a Shoryuken. Of course these combos can be extended using the tag feature.

In the videos shown players had a 3 bar super meter. It costs 1 level to do ex moves, 1 level to tag cancel (you can cancel any move into a tag to extend your combos with the next character), and 2 levels to do a Super Combo. There wasn't anything available that used all 3 bars of the meter, though likely I'd say it's for the double team Super Combos. Those weren't present either, I'd imagine because work hadn't been completed on the available character's team up Supers.

You can also "charge" your special moves. For example, by doing a Hadoken with Ryu and holding the punch button he will continue to charge the Hadoken in place until you let it go. The character will flash to signal different levels of the charge. Level 2 gives you a meter free ex version of the move and if you charge all the way to level 3 you get the Super Combo version of the move (this seems to take a long time so it doesn't seem like it could be abused as a cheap tactic).

For a very in depth analysis of the fighting system so far click here: http://www.play-mag.co.uk/general/street-fighter-x-tekken-gameplay-notes

I think the gameplay looks really fun at this point. It seems to reward more offensive play in comparison to the more turtle friendly SSFIV. Time will tell if such a free juggle system will end up breaking the game. Right now the lengthy combos are definitely not as devastating as they are in Tekken and there seems to be rules in place that prevent infinite loops (such as the rule in Tekken 6 where you can only "bound" your opponent 1 time per each combo). In one video Ryu attempts a sort of loop with his donkey kick and Shoryuken but it seems to drop for some reason after he tries another rep.

Click here for the official Street Fighter x Tekken website

After what I've seen I think I'm more excited for this new game than I was for MvC3. What are your thoughts?

Friday, April 8, 2011

SSFIV AE confirmed as DLC

Super Street Fighter IV Arcade Edition has been confirmed for home consoles as DLC at Capcom's Captivate event. I hear they are forcing the removal of most videos online at the moment because this was supposed to be announced next Tuesday, but if you happen to catch this on time I've found a copy of the video on Youtube (while it lasts):



If you weren't able to see it, the DLC includes 4 new characters: Yun, Yang, Evil Ryu, and Oni, as well as the balance changes made to Arcade Edition.

They are also enhancing the replay channel's functionality to allow you to search for a gamertag now. You can also "follow" a player and receive updates as they upload new videos to the replay channel.

The video states that battles with regular Super Street Fighter IV players are still possible after receiving the DLC. Some rumors are already floating about that you will actually get to choose which version of your character (regular SSFIV or AE) you want to play when you go online. Great news for those players who didn't approve of their character's nerfs if this is true.

Nothing has been stated about the price of the DLC yet, I'd imagine we'll hear more on that on Tuesday.

Tuesday, April 5, 2011

Super Street Fighter IV basics, dealing with charge characters (3DS tips)

I've been seeing a lot of complaints online in various forums about rampant abuse of the touch screen shortcuts for charge characters in Super Street Fighter IV 3D Edition.

The shortcuts were meant to be used to assist those who may have trouble performing certain moves, or perhaps for those of us who are more comfortable playing on arcade sticks to be able to play on the 3DS' smaller interface by allowing you to simply tap an icon on the touch screen to initiate a move. Unfortunately Capcom was a bit lazy with this feature and some people are using it to commit to shenanigans not possible in the usual Street Fighter setting.

For example, since all I have to do is press an area on the touch screen, I no longer have to hold back to charge for a Sonic Boom or Blanka ball. This allows Guile to actually walk forward and throw Sonic Booms. This removes any sort of negative trade off for Guile, he can now throw a Sonic Boom with no charge and still retains his nearly non-existent recovery time. In a traditional console or arcade setting, Guile is awarded with the instant recovery due to the fact that he cannot advance or throw out projectiles at will like Ryu or Ken, he always has to be storing a charge of some sort. The only way he could really advance before was from special normals that moved him forward while also holding the charge.

Thanks to the touch screen shortcuts, Guile can now throw projectiles around at will, much like Ryu or Ken, without having to hold a charge. Coupled with the fact that SSFIV already caters a bit to charge characters with it's shortened charge times and large stages to run away in, you can imagine the headache you're in store for.

This video illustrates some of the strange and rather unfair things you can achieve with this broken mechanic:



So what can you to do battle this tactic? Well, if your opponent is a seasoned Street Fighter player that understands fundamental fireball zoning then there's not a lot you can do but play defensive and be very patient.

Guile appears to benefit the most from this mechanic. What you can try to do is select a character that has a move that goes over his Sonic Booms and punishes him directly. The shoto example of this would be their hurricane kick, but a lot of the cast has their own solution. For my main, Chun li, if my opponent is being predictable with their booms I can hassanshu over them and land a hit that then combos into cr lk, cr lk, ex legs and then Ultra if I have the meter.

To defeat Guile you're going to want to keep the fight in his face. Stay on top of him and try different mixups to try and bait out flashkicks to punish. I wouldn't use any Focus attacks though as flash kick breaks them, which is bad since it's now a hair trigger move now too. If you can score a knock down try to abuse crossups since most of the cast can negate flash kicks this way.

I've not played many online matches on the 3DS version, but from what I'm seeing it mostly seems to be a lot of scrubs that were incapable of throwing Sonic Booms in the tradition sense and are now enjoying the freedom of not having to do the motion. In this case their booms are usually painfully predictable and can be dispatched with ease.

Sadly though, nothing is fool proof, as Guile can also flash kick just as easily. Keep in mind that as long as he has recovered from his Sonic Boom, he has a flash kick available. He's going to remain a very frustrating character to deal with in 3D Edition. Remember that he can only have 1 Sonic Boom on the screen at a time as well.

For the other characters such as Blanka and E. Honda, remember that you can stop Blanka Balls and Sumo headbutts using a crouching jab. Some characters, while a bit riskier, can use stronger normals to stop these specials as well, such as Ryu's cr mp.

The best thing you can do for this is to go into training mode and record a dummy to do random balls/headbutts and practice your timing. Try to familiarize yourself with the speed of these attacks and when you should counter them in relation to your position on the screen. Hopefully if you can stuff enough of these moves your opponent will switch to a more favorable tactic.

To wrap this up, I'll leave you with the ultimate tip for dealing with SSFIV 3DE shenanigans: play with the touch screen features turned off. You can actually change your online settings so that you will only encounter players that are playing without the touch screen handicap. This is the only surefire way to experience SSFIV 3DE in a properly balanced state. If there are some moves you're having trouble with that you needed the touch screen for, well, you and training mode should get to know one another a bit better.

I know a lot of this was very broad and basic but I hope some of it was helpful, there's just not a lot you can do against players that can now manipulate charge characters like the AI of SSF2T. Just remember to be patient, use focus blocks sparingly and try not to jump in unless absolutely necessary.

Sunday, January 23, 2011

Future of the SSFIV AE DLC

Someone earlier asked me today when I thought we would be getting the Arcade Edition updates for Super Street Fighter IV on console. My answer for him was not for a long time. He seemed really disappointed, but I explained my reasoning to him, as I will now for you. It's my prediction that we won't see any "Arcade Edition DLC" until at least a month after 3D edition comes out for the Nintendo 3DS.

Why such a delay? Well the most obvious reason for me to suggest this is due to Capcom's two new fighting game releases, Marvel vs. Capcom 3 and SSFIV 3D Edition. You don't want to distract players from buying 2 new games with a DLC.

I think everyone that bought SSFIV will probably pick up MvC3. The real game that would suffer from a DLC Arcade Edition release sooner than later would be the 3D edition. Ono has stated that the Arcade Edition updates to SSFIV will not be included in 3D edition, which makes it seem a lot less exciting. I mean, the new 3D effects and modes are cool and everything, but I'd much rather have an updated console port so I can use my arcade stick at home.

I don't think they have anything to worry about with the hardcore Street Fighter fan base. Guys like me will pick up 3D edition regardless, but the casual players may feel that it's inferior if the new AE characters aren't included and pass it up.

I think releasing the updates now would hurt the sales of the DLC a bit too. Let's face it, everyone is pretty excited about MvC3. If MvC3 and the DLC came out around the same time, the DLC sales would suffer. It's the something new, vs. something old but updated thing.

Then there's the theory that all those new characters that were rumored to be added to AE are still in production. Such as Alex, Rolento, etc. It's plausible, I mean Evil Ryu and Oni Akuma were added (or maybe time unlocked, I'm not sure) to AE recently. I'd like to think that Capcom is still working on Alex for me, heh heh.

So there you have it. These are the factors I suggested that may be affecting the DLC of the Arcade Edition updates. Note that these were just my theories, I don't have a secret Capcom source to back this up or anything. I just think we should plan for the DLC to arrive much later in the year.