Street Fighter IV/Super SF IV/SSF IV: Arcade Edition (360/PS3/PC)
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Re: Street Fighter IV (360/PS3/PC)
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/XM1LpLC7dfU&color1=0xb1b1b1&color2=0xcfcfcf&hl=en_ US&feature=player_embedded&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/XM1LpLC7dfU&color1=0xb1b1b1&color2=0xcfcfcf&hl=en_ US&feature=player_embedded&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed></object>Life is a gamble and death's like a roll of dice.
So before you shake em and throw, know the price.
Lloyd BanksComment
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Re: Street Fighter IV (360/PS3/PC)
Didn't think Ibuki would make it. & how dare Adon show his face after getting destroyed like that in Sagat's prologue. If Capcom plans on adding everybody who made an appearance in SFIV than Yun & Yang are up next...
Still waiting on a Makoto confirmation. I doubt she'll make it but I can pray...Last edited by eDotd; 11-26-2009, 02:27 AM.
Originally posted by Con-ConHonestly, some of the posters on here are acting like Rob Jones boned your girl while you were at work, on you own sheets BTW.Originally posted by trobinson97Mo is the Operator from the Matrix.Comment
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Re: Street Fighter IV (360/PS3/PC)
So there are 2 more that havent been revealed yet right?
I guess it wouldnt make any sense for one of them to be Alex according to the storyline right?
That was my guy in SF3Comment
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Re: Street Fighter IV (360/PS3/PC)
I never played any other street fighter outside of the early 90's SF2 versions. Then i got SFIV and it was glorious. Cant wait for this.
One thing i will say, it was alot easier to play a game like SF at 16 then it is as 32-33 years old. haha. My turbo fingers arent quite as fast.Comment
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Re: Street Fighter IV (360/PS3/PC)
I never played any other street fighter outside of the early 90's SF2 versions. Then i got SFIV and it was glorious. Cant wait for this.
One thing i will say, it was alot easier to play a game like SF at 16 then it is as 32-33 years old. haha. My turbo fingers arent quite as fast.
I don't think any SF3 characters will make it, though there are a few I'd like to see. I like seeing Guy and Adon in it, but I hope they create more new characters. I think there are only 7 new characters so far.Comment
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Re: Street Fighter IV (360/PS3/PC)
The "fingers slowing down" is a myth unless you have premature arthritis. Some of the best players are in their early/mid 30s, and their execution is top notch. More likely you're just not as into it as you were back then. Guitar players, who also rely on finger speed, don't slow down at all in their 30s or 40s.
I don't think any SF3 characters will make it, though there are a few I'd like to see. I like seeing Guy and Adon in it, but I hope they create more new characters. I think there are only 7 new characters so far.Last edited by kcxiv; 11-26-2009, 09:40 PM.Comment
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Re: Street Fighter IV (360/PS3/PC)
Guy interview...translated via SRK
So we've finally announced the new characters. I could barely contain myself wanting to tell you all! This is Tsukamoto.
This time, out of the characters just recently introduced, Director Okada and I would like to focus on Guy and tell you the inside scoop on how he was brought into the game.
Well then, could you tell us the story about adding Guy to the game?
Okada:
With the addition of Dee Jay and T.Hawk, we finally got the full cast from SSFII Turbo. So for the next additions, we compiled a list of characters that players wanted to see in the game. Guy was one of the names on the first list.
He was on the list at the very beginning wasn't he?
Okada:
Although the Alpha series has a lot of unique characters, we felt that Guy with his stoic fighting style rooted in Bushido was the perfect fit for a Street Fighter, so he was suited for this game.
Tsukamoto:
Guy is also pretty popular. Producer Ono took the list we made with him to America, and after getting the requests of people over there, Guy was still one of the names on the list.
Okada:
Yes, he's pretty popular overseas as well. A ninja sporting sneakers is a style that the fans overseas can really get into.
Were there any objections?
Tsukamoto:
Nope. The development team also wanted to get Guy in the game.
Okada:
When developing the arcade game, when we made El Fuerte we did some research on Guy. Since El Fuerte is also a running character, there were some similarities to Guy so we gave him a try. Of course, Fuerte and Guy play completely differently, and we didn't want to make them the same, but while playing Guy we felt that he was really interesting, so at the time we thought if we had the chance we'd like to put him in the game.
Tsukamoto:
For the older titles every character has their own unique traits, which makes them memorable. Win or lose, they leave an impression on you and you can immerse yourself in the game. When we were using Guy we especially felt that he was interesting.
Okada:
So this time we felt his time had finally come! (laughs) We'd thought that we wanted to get him in the game before, so when Ono said "Put Guy in!" we felt like we'd just been waiting for the right time, and it had come.
From a developers viewpoint, what kind of character is Guy?
Okada:
Fundamentally, he's a character that doesn't use "ki" - he has no use for fireballs or projectiles. He throws himself right at the enemy, and since he's slim he can really turn up the speed. This is his main fighting style. Though this was always the case for the Alpha system, he's a character who focuses on stringing together normals to make combos. Though his punches and kicks make for a whirlwind fighting style, more than just being tricky he moves in a direct manner like ordinary humans would be able to do.
He hasn't changed a whole lot from Final Fight.
Okada:
Right, in Final Fight if you kept hitting the punch button you'd get a nice combination attack, which was cool. That's the kind of game Final Fight was, but we've managed to preserve that image of Guy in the titles he's appeared in so far.
And how about in SSFIV?
Okada:
We felt we definitely had to keep up that image this time around. Not just a character based on strikes, but combination strikes and how cool those are.
What things did you keep in mind as you made Guy into a SFIV character?
Okada:
The systems unique to SFIV are the Focus Attack and Ultra Combo, but as Guy has always been a steady character it was no problem adjusting him there. But not just the fighting, since he is a ninja we were also concerned about his overall production. The designers took a lot of care with his FA stance and taunts and what not to make sure they were ninja-like.
How about new moves? And, has he lost any moves?
Okada:
He's got a new move. But we felt that his moveset was already fairly complete, so its more of an accent. Not something you can use as a primary move and depend on it, but just another option. He hasn't really lost any moves. The way you use supers is a bit different of course, but of course that's just taking on a different form.
So it seems as if we can fight with him the same as we did before.
Okada:
Yes, anything that you might think is essential, is there. He's got his Houzantou which is good for evading projectiles and forcing the opponent to block, Bushin Senbukyaku which is good for anti-air, and Bushin Izuna drop and Haygake for getting into the opponent's openings...
Tsukamoto:
And Bushin Gokusaken as well. So with all his moves, you can fight with him just as you did before. And he's also got the new move we mentioned before.
Okada:
That's right. This time we've added the Rolling Izuna Drop. It'll be really useful in the air, so please use it.
What things were you concerned about regarding the production?
Okada:
Guy's character is one of coolness, so he never really loses his expression or plays around. So as we couldn't really do a lot with him facially, we concerned ourselves with how to bring out his ninja qualities and individuality in his moves. The character models in SFIV are very detailed, and you can move them right down to the fingers. So our designers put in a lot of work in stuff like making hand seals or the angle of his fingers when he extends his palm, so I hope everyone takes notice of it. His ultra is also pretty flashy, so perhaps that's a highlight?
Tsukamoto:
Also, and this isn't us being silly, but during Guy's entrance he comes in by kicking some drum barrels.
Okada:
This is something that's always been present since Final Fight, so we've included it this time as well.
Tsukamoto:
But, who is just leaving those drum barrels there? Does he put them there himself?
Okada:
He probably lines them up by himself before a fight. I imagine him saying "Wait a moment" while he lines them up, then backs up and kicks his way through. (laughs)
Tsukamoto:
Eiyaaaa! (laughs)
Were there any difficulties in porting Guy over to SFIV?
Okada:
Guy's a pretty straightforward character, so as for the system there weren't really any problems. But as we mentioned in the previous dev blog, the camera zooms in on the characters, so it felt like the screen was pretty small. In reality, its not all that small. So when Guy does his Hayagake, it feels like the distance is really short and that he's not really running. So we worried about how to make the image consistent with that of running. Regularly, he will get to his opponent in just 3 steps. (laughs)
Guy is a character where he takes a lot of work on his presentation and appearance.
Tsukamoto:
When making a 3D character, we didn't have any information so it was pretty difficult. I believe they've done a pretty good job on the chain mail Guy wears as an undershirt, so check it out.
Okada:
Also, when we were working with the dot matrix sprites we couldn't write the "Bushin" kanji on his chest, but we've got it on there now!
Tsukamoto:
So its like - here's the Bushin Style!
Where there any other incidents?
Okada:
It was hard coming up with lines he says in-game. Basically, in Street Fighter, the characters say what they do - you throw a Hadouken, they say "Hadouken!" But Guy doesn't say "Bushin Senbukyaku!" or "Hayagake!" He only makes sounds like "fu!" or "seiya!" or "eiya!" Before recording, we decided to just have everything be "eiya" or "seiya" or "haiya", but even though I was the one writing them I had no idea which moves they were for. (laughs)
That would be confusing. (laughs)
Okada:
He does say stuff like "This is the Bushin Style!". But he doesn't say his move names too often.
Tsukamoto:
Well, ninjas aren't really known for calling out their move names. Oh, but in the ninja movies from way back when they used to say stuff like "Ninpo Something something No Jutsu!"...
Please tell us about the current status of Guy's development.
Okada:
We're currently right in the middle of tweaking him. Guy is a character where you have to make a lot of really intricate decisions on the fly, such as doing a feint or thinking about your own and your opponent's position. Its important for Guy to make his opponent go on the offensive, so tweaking him for that is a bit hard.
Just attacking all-out isn't going to fly, is it?
Okada:
He's most definitely a character where you'll need to have good techniques, so I believe he's suited for those who want to test their own skills. You can think "This is only something that I can do!"
Does that mean that Guy best suited for those who are good at fighting games?
Okada:
If we make his jumps high, then he'd have a hard time jumping in. But as he has no projectiles, he might get pinned down by an opponent who does. Of course, you can always just run away, but we have to think about players who want to take the situation and turn it into an advantage for them. In a fighting game this holds true for any character, but I feel its especially true for Guy. So in that respect, Guy might be a more intermediate character.
You have to stay 2 or 3 steps ahead of your opponent.
Okada:
That's right. He's a character where you have to think things like "My opponent is probably going to want to jump at this time." So I think people who can win with Guy are really cool.
You mentioned before that he had some similarities with El Fuerte, but are there any other SFIV characters who you feel would make for an interesting fight with Guy?
Okada:
Isn't the matchup of speed vs power quite interesting? For example, Guy Vs Zangief - Guy will want to stay away and Gief will want to get in!
Tsukamoto:
Yeah, I want to see those two go at it. It's sure to be a textbook SFIV matchup!
At the moment, who do you think has the advantage between Guy and Zangief?
Okada:
Hmm...I feel like its a pretty good matchup? I think it'll be a really precise match, coming down to who has more patience.
Does that mean that you also have to be intermediate level just to appreciate watching Guy's matches?
Okada:
He doesn't have a whole lot of flashy moves. But if you understand that and love the stoic nature, it should be really interesting.
Do you have a message for the people who have used Guy before or the players thinking about picking him up?
Okada:
Everything about Guy is just so cool, so I think he will be very popular among players. Not just a particular part, but in general I think he will go over well. As for the fighting style, the Alpha series was kind of about combos, but in SFIV I think the main thing will be finding openings against your opponent. It will really depend on player skill, so at first maybe you shouldn't expect too much, but as you really get a feel for him you'll be able to use him well. He's got a lot of moves, so your performance depends on how you use them. And, his ultra - the startup, the animation, its all just really awesome looking. So win in a cool way.
Does that mean being cool is very important?
Okada:
Yeah, because he's a ninja! Of course winning is the most important thing, but if you can win like a ninja... (laughs)
Tsukamoto:
Yeah, he's a character where you can really mix it up. Being interesting is not just a natural part of it, its also essential!
Well, did everyone enjoy the entry this week? Since we got to announce the new characters, I'd like to continue next week on the same theme, but this time featuring Cody!
See you next week!
Originally posted by Con-ConHonestly, some of the posters on here are acting like Rob Jones boned your girl while you were at work, on you own sheets BTW.Originally posted by trobinson97Mo is the Operator from the Matrix.Comment
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Re: Street Fighter IV (360/PS3/PC)
Cody..translated via SRK
This is Tsukamoto checking in after a long silence!
Continuing on from last week, this week we will also be talking about the new characters. Together with Mr. Okada and Mr. Tamamura, we'd like to talk about Cody this time, and share some of the development secrets from when he was first chosen to be in the game.
First, tell us about how Cody made it into the game.
Okada:
The same as Guy, we heard that Cody is very popular overseas, and to tell you the truth, he was one of the leading candidates for new characters. The Cody we wanted to put in the game was the one from Final Fight, but Alpha 3 Cody is the one that's most popular overseas. When we asked why, the answer was "We (overseas) like anti-heroes, so that's why we like Cody". So then it became "Please give us A3 Cody!" and that's how we decided on putting him in.
I see...but, it would have been nice to see Final Fight Cody again after such a long time.
Okada:
Well, FF Cody has never been in a fighting game, so players would have a much different impression of him. They would probably think "This isn't Cody!" For that reason, I think it was good to use Alpha as the base. Guy is also based on his Alpha version.
Tsukamoto:
That's true. That bored look, the handcuffs, and the prison garb certainly leave an unforgettable impact, and I liked it. But when I hear the name "Cody", what immediately comes to mind is the Final Fight look - the T-shirt and jeans.
Cody has some fairly unique moves - as developers, did you have any hesitations about adding A3 Cody into the game?
Okada:
We did. The guy in charge - Mr. Tamamura - had it the roughest I think.
Tamamura:
First off, are we really going to let him use the knife? If we do that's problematic, but if we don't then its not really Cody. That was one complication.
Okada:
Ever since FF Cody has been a knife-wielding character, and in A3 he could also pick up and use the knife. For Cody, the knife is a lot like Vega's claw and mask - they're indispensable parts of the character. But even as we understood that, picking up and using things didn't exist in the SFIV system, so we had to ask the engineers over and over "Is it really possible?" We came up with a few alternate ideas, such as having Cody pull out the knife from his pocket as he starts the move. So he'd have an unlimited supply of knives in his pockets and then could just do moves normally.
So you were trying to work around picking up the knife and just have him use it.
Okada:
That's right. However, a big part of the strategy fighting against Cody in A3 was positioning in relation to the knife, as well as what to do against him once he got it, and that would have been lost. As one of Cody's special moves, the knife can't be that strong, but the idea of keeping it away from him is part of the game. So ultimately, we decided to bring the character over as-is, which includes picking up the knife.
That will make the A3 fans pretty happy! Are knife special moves strong this time around?
Okada:
Yes, basically if he gets the knife he becomes stronger. But in exchange for that it can be difficult to pick up the knife, as the opponent will be working to keep him away from it. So I feel that this makes the knife pretty interesting, and we took care in this regard.
Tamamura:
As the knife takes chip damage, he can put on pressure once he's picked it up. However, giving him advantages only would be too good, so once he has it there will be some special moves that he won't be able to do anymore.
Tsukamoto:
Also, once he takes a hit he drops it (laughs).
Tamamura:
That's right, so there is a different feeling of nervousness the player will feel from before picking up the knife, and after.
The knife certainly does seem powerful. Were there any other difficulties?
Tamamura:
Cody has a very type of recovery specific to him, a counter-attack move from when he's down.
Tsukamoto:
The Bad Spray. That's a system that no other characters have.
Tamamura:
He's definitely a character against whom you'll need very specific strategies. (laughs)
Speaking of the knife and handcuffs, can you tell us about Cody's abilities this time around?
Okada:
In A3, as the prisoner setting was new for him, it made Cody sort of like an original character. Original characters can be a bit difficult to use, so I felt that he was a character more suited for advanced players - you needed to be fairly good in order to enjoy using him. So it was a little difficult recreating the joy of using Cody in SSFIV. Since SFIV doesn't have original characters.
So then, do you feel that the way players will fight with Cody has inevitably changed in SSFIV?
Tamamura:
It's probably changed quite a bit from A3. His special moves in A3 didn't really link (combo?) together very well, but this time they do.
Do you feel that he's become a bit more beginner/intermediate player friendly?
Okada:
He can do some of what the other characters can do, sure. But he's not as all-purpose as, say, Ryu, and not easy to use. We weren't looking to make him easy to use because he was difficult the last time around. We wanted to emphasize the interesting feel in the middle of the stoic play.
Tamamura:
Cody is kind of like a jack of all trades. He's got strong throws and he can rush down, but he doesn't particularly excel in one category. I don't think he's really a character where he has one main thing that he can fall back on. He's got a good rounded set of moves, but nothing to the point where you would say "I just have to use this".
Okada:
So by that, he's still an advanced character. We have opened him up just a little, so people who have never used him before will still be able to play him and enjoy, but compared to other characters it'll be a lot easier to hit a wall I think.
Are there any other characters with similar fighting styles to Cody?
Okada:
Hmm....that really depends on the situation. Up close he can really apply the pressure like Bison, but from a distance, with his projectile he can be used a bit like Ryu and his hadouken.
Tamamura:
When he gets the knife, his reach extends, so like Vega he can chip away at your damage from a distance.
Okada:
The style can fluctuate pretty wildly, and this is part of what makes Cody unique. He's got various different parts, and you put those together and fight in your own way...
In that regard, it seems like Cody is suited for those who like to use multiple characters.
Okada:
Yes, for those who like to use different characters as the situation calls for it, I feel that Cody will be interesting for them. However, for those who don't think that way, maybe Cody is a bit difficult.
Tsukamoto:
Cody is a character who's fighting style will change based on the player's understanding on his moves.
Okada:
The players who use him will come up with their own ways to use and enjoy him.
Tsukamoto:
I want to see how skillful players use him. I'll be looking forward to the Replay Channel!
Did he gain or lose any moves in SSFIV?
Tamamura:
He didn't lose any moves. But he's got a lot more motions now. In the past, some of his far and close motions were the same, and there wasn't any difference when he did attacks with the knife. But we rode the designers a little a got them to make more distinctions.
Tsukamoto:
Including Cody, we've managed to get the Alpha characters in the game without making compromises! When I saw them in the game, I felt that they blended right in with the SFIV cast, so I thought that the players would definitely be happy with them!
Tamamura:
We also studied Cody in SFA3 Double Upper for the PSP, and in that game he got a new move. So in that spirit, we felt like we should also give him a new move in this game (laughs). Its a completely new move called the Zonk Knuckle. You do it by holding the button down, similar to the turn punch.
Okada:
This time around the image of Cody is one punches, so his normals are quite strong. Strong for anti-air, fierce for baiting out, and jabs for canceling. But for the Zonk Knuckle that Tamamura mentioned, would have to hold down one of those buttons to do it, so you lose that function. Do you sacrifice anti-air, or feints? Its a risk/reward move, so I feel its pretty interesting.
Tamamura:
Also, there were some moves we wanted to put in that we couldn't. In A3, depending on the ISM, Cody wouldn't block but dodge. He'd sort of bend his upper body away. We wanted to put that, as well as counters, in the game...
Okada:
We actually did get them in the game, but when testing it out we felt that it was too strong, so it was taken out. We thought we'd taken it out, but when we were first doing adjustments we found the CPU could still do it. Using Ryu, we'd do blocked jump in, c.fierce into hadouken, but then CPU Cody would dodge the hadouken. Then after dodging he could just punch Ryu. We thought, that's a totally different game! (laughs) It was way too strong.
Tsukamoto:
As it didn't really fit with SFIV's system, we got rid of it, but there were those who said "it's pretty cool, so leave it in!". So we were half happy, half regretful about it.
Were there any problems during implementation?
Tamamura:
We mentioned this before, but the handcuffs and chains, and the knife were the most difficult. It required some special work that was exclusive to Cody.
Okada:
There are other characters who required some special work, but Cody's was the most obvious. When a problem arose we'd have to bring in all of the appropriate staff. The engineers made a new system, and the planning department would fix the play style, the designers would work on the art, that kind of thing. He wasn't a particularly straightforward character to develop, so in a lot of ways he required the most effort.
Tamamura:
Speaking of, in a Cody mirror match, if both went to pick up the knife at the same time, even though there was only 1 knife both Cody's would go into their knife-holding pose. The Cody who didn't have the knife would still act as if he did.
Tsukamoto:
Air knife! (laughs)
Tamamura:
In some ways, seeing stubborn Cody was pretty interesting. (laughs) For the Cody that doesn't get the knife, we added some expressions so properly show that he didn't get the knife.
Tsukamoto:
When he doesn't get it, he gets a surprised face as if to say "Aw crap!"
Tell us about the current progress in development.
Okada:
We've pretty much got the play style down, so now we're just tweaking him. We've tackled most of the big problems concerning the artwork as well, so it took a little while but we're finally starting to see the finish line.
How about a message to those looking forward to using Cody?
Tamamura:
Cody isn't just about the knife - he's also got a wrench and a pipe - stuff that takes you back to Final Fight. So please take note of those. Also, he has the most attack motions in SSFIV, so I hope everyone takes advantage of them.
Okada:
As it will be up to everyone to create the play style - well, I'm sure eventually one will stand out - but its all up to you, so I believe this is part of Cody's charm. For other characters, you only need to learn one way to fight. Then from there, its a matter of polishing your skills. But for Cody, you can start out with one way, but when that doesn't work you can switch to another. This way you learn several different fighting styles, and can combine them together and become stronger. I feel this way of leveling up is pretty interesting, so I hope everyone enjoys it.
Tsukamoto:
I want to level up!
Okada:
And you can. It will take a lot of practice though.
Tsukamoto:
Allright, I've decided on Cody as my main.
...Man, I gotta practice.
So, I hope you all enjoyed this week. There's still plenty I'd love to talk about, but this time we've got to wrap it up here. Next week we'll be getting to Adon, and I know you all have been anxious about him! He's pretty nice...those moves, and that voice!
Well then, see you next week!
Originally posted by Con-ConHonestly, some of the posters on here are acting like Rob Jones boned your girl while you were at work, on you own sheets BTW.Originally posted by trobinson97Mo is the Operator from the Matrix.Comment
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Re: Street Fighter IV (360/PS3/PC)
I hate that they kept the prison guard for Cody. Such a stupid look.
Thanks for posting MC. 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mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]-->[OS Vets NBA 2k7 Champion]
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Operation Sports is NOT a website for you to bitch and moan about sports gaming.
That's not the meaning of constructive criticism.
*Official Miami Heat Haters Club Member #1*Comment
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Re: Street Fighter IV (360/PS3/PC)
SFIV on PC is on sale from Direct2Drive for $20 for about 18 hours.
Direct2Drive is one of the original and longest running PC core game digital distributor founded in 2004. Direct2Drive’s offering covers the most AAA publishers of all digital distributors for direct to download and STEAM platform keys. We here at Direct2Drive, will continue to build upon the current foundation to deliver a better way to Discover, Discuss, and Purchase games. It is our belief that the future of games is through digital distribution and we will continue to give our consumers a better way to game.Comment
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Re: Street Fighter IV (360/PS3/PC)
Playing Momentus has made me ALOT better in SFIV Momentus has some skills at SFIV. His rush with Fei Long is a pain in the rear. Its fun to play him and get my butt handed to me. It has made me play faster and think faster. I also use one of the least used characters in the game, but i think i am pretty decent with Gen.
I get alot of compliments after matches. Anyways, i enjoy the beatdowns you give me in SFIV. lolComment
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Re: Street Fighter IV (360/PS3/PC)
Playing Momentus has made me ALOT better in SFIV Momentus has some skills at SFIV. His rush with Fei Long is a pain in the rear. Its fun to play him and get my butt handed to me. It has made me play faster and think faster. I also use one of the least used characters in the game, but i think i am pretty decent with Gen.
I get alot of compliments after matches. Anyways, i enjoy the beatdowns you give me in SFIV. lol
Adon info, translated via SRK
-On picking Adon :
Basically everyone in SF1 was in the "pick your favourite" list at first. With Juri and Cody, there was a number of complex characters, but Adon was a character very easy to understand and use, and they felt they needed one like that. And Adon isn't too bad. They don't really know what people think of him, though, lol. But as a classic/cool character, he was well liked by the team.
But he wasn't just decided to be in yet, Adon doesn't have much impact as a character. Ono also wondered if Adon was alright, or if there wasn't someone else who should have more priority than him. But in the end, he was picked because he's easy to use. He has the right feeling of a martial artist, he's not hard to use, and his gameplay is easy to understand. At this point they just wanted him in, it was easy to come up with stuff for him and regulate him with the new system.
They do wonder how well he'll be accepted by the users, though. They liked making him, but he didn't make a big name for himself in the community. He wasn't an early one to make it in the list, and they didn't know if people wanted him in even if he has a lot of good points. But they feel he's great in the trailer.
-What's he like ?
Looked at by someone who's used to standard chars like Ryu & Ken, he has some strangely shaped attacks. On anti-air technique, Rising Jaguar is close enough to Shouryuuken, the same kind of usage, but it's slightly different. Shouryuuken is pure anti-air, hitting anything above at a specific position, but Rising Jaguar puts some pressure on what's in front of you too. But as an anti-air move, it's less secure than the Shouryuuken. In the Zero era, his attacks were given a slightly different orientation, so he played a little differently (from the others).
It's not that you need great finger skills or pure technique to use him, but he's a bit like an inferior imitation.
They had a good look at the motions, what move goes oblique, if you see a Hadouken what will you do and with what timing if you are on the ground, what do you have to do to hit for sure, but since he moves in an oblique way, from where do you have to be to know you will hit, if the move has this orbit will you miss if you don't know it by heart, and so on.
-Compared to Zero :
Zero had a "casual play" feeling ; this is more "stoic". Adon is the type who figures out where he will connect with the opponent on both character's trajectory. It does seem like he would attack relentlessly when looking at him, but actually you need to play cleverly. Characters with a number of techniques need to know which to use in the right situation, and the opponent doesn't know which will come out, but Adon isn't quite that.
-On his movelist :
The base is Zero 3, but he changed depending on the ISM, like the aerial Jaguar kick in X-ISM. So in the end, he has more moves. But it's still simple.
He's simple to understand, but not that simple to win with, like you don't take the time to finish studying him. Unlike other chars, you can't say "at this distance, he'll do this". Adon has to bait the opponent.
He has a number of moves, and each weak-medium-heavy version has a different trajectory, so you can use the weak version on purpose to make the opponent try to counter.
[skip stuff about 2D - 3D transition for movement and facial features]
-On his progress :
Tweaks and fixes take more time than expected since Adon is a difficult fighter ; they have to rework stuff that worked right before but then changed, especially when put together with everyone else.
He's an easy to use characters, but he's not that strong. Comparatively, Guy is for mid-level players, Cody is for advanced players, but Adon is easier to use than Guy.
... Adon is a little more user-friendly (than Guy). He does have more conventional tactics such as "on anti-air, Shouryuu-FADC", and then connecting the ultra, it's possible to coordinate your movements like that. there's a lot of situations where you can lay some damage, he has a bunch of combos, and possibilities to chose which combo to go for depending on the situation.
The staff tweaking him right now say he's fun to use. Appearance and operability are simple, everything on average with nothing uneven ; though they don't know how players will feel about him and react. Anyone from beginners to advanced players should be able to enjoy him.
He may not look like much, but he's a great character, enjoy him plz plz plz you'll know when you touch him.
Originally posted by Con-ConHonestly, some of the posters on here are acting like Rob Jones boned your girl while you were at work, on you own sheets BTW.Originally posted by trobinson97Mo is the Operator from the Matrix.Comment
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