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talbaineric
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"SFV" , posted Thu 7 May 13:33:post reply

http://www.vcpost.com/articles/55479/20150407/street-fighter-5-update-different-charlie-nash-comes-back-vengeance-new-characters-finally-revealed.htm

I was looking at this link and it says that SF will be getting Australian and Vietnamese characters in the game. Crazy if it'll be true.

It's safe to say, IMO, that SF has been very limited on representing nationalities. I think Australia and Vietnam are a good step forward. Europe is still underrepresented in the SF Universe. I think Capcom needs to work on the diversity of the cast.





[this message was edited by talbaineric on Thu 7 May 13:34]

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Maou
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"Re(1):SFV" , posted Thu 7 May 14:36post reply

Wha, what...?

Japan
China
US
India
Spain
Brazil
Thailand
Russia

In 1991?!

Add to that

Mexico
England
Hong Kong
Jamaica

as early as 1993. I'm sorry there aren't indigenous French fighting arts or something, but I'd call it one of the most diverse series from the start.





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"Re(2):SFV" , posted Thu 7 May 14:37post reply

quote:
indigenous French fighting arts or something,



Need Iggy's opinion on the indigenous French opinion on Savate





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"Re(2):SFV" , posted Thu 7 May 16:32post reply

quote:
Wha, what...?

Japan
China
US
India
Spain
Brazil
Thailand
Russia

In 1991?!

Add to that

Mexico
England
Hong Kong
Jamaica

as early as 1993. I'm sorry there aren't indigenous French fighting arts or something, but I'd call it one of the most diverse series from the start.



Dhalsim was created long before anyone knew what Yoga was. They were way ahead of the game.






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Olivier Hague
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"Re(1):SFV" , posted Thu 7 May 17:27:post reply

quote:
http://www.vcpost.com/articles/55479/20150407/street-fighter-5-update-different-charlie-nash-comes-back-vengeance-new-characters-finally-revealed.htm

The last time I read a Venture Capital Post article, it was basically rehashing a KDrama Stars one (for those who don't know, that site is pure clickbait: completely fabricated "news").

This looks like the same kind of BS:
quote:
Other characters named Cliff, Alex, Dudley, and Elena will also be revealed later on.

Clearly, those guys know their stuff.
quote:
Kuan's character will be announced during the Niconico Chokaigi 2015.

Didn't happen.
quote:
The fifth entry of the "Street Fighter" series is yet to be confirmed by Capcom and Sony.

Wut.
quote:
The mystery surrounding the character of Charlie Nash will surely create a huge difference in the game.

Surely.


EDIT: BS that was debunked weeks before VCPost rehashed it, even. Those fucking guys...





[this message was edited by Olivier Hague on Thu 7 May 17:37]

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"Re(3):SFV" , posted Thu 7 May 19:35post reply

quote:
Need Iggy's opinion on the indigenous French opinion on Savate


... Abel?





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"Re(4):SFV" , posted Thu 7 May 21:01:post reply

quote:
Need Iggy's opinion on the indigenous French opinion on Savate

... Abel?


Street Fighter III 3rd strike (1999), had Remy who is French and uses the French martial arts of Savate.
http://streetfighter.wikia.com/wiki/Remy





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[this message was edited by neo0r0chiaku on Thu 7 May 21:05]

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"Re(5):SFV" , posted Thu 7 May 21:56post reply

Venture Capital Post? I wondered what Eric had been up to; it seems he's been providing financing for startups.





talbaineric
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"Re(6):SFV" , posted Fri 8 May 05:28post reply

quote:
Venture Capital Post? I wondered what Eric had been up to; it seems he's been providing financing for startups.



If only, I need the cash lol. I wasn't sure if this source was credible or not?

I should've specified during the latter half of the 90's. I agree at the very beginning it was a very diverse cast. But later on there were a lot of American and Japanese characters. SF4 did manage to bring South Korea and Turkey into the mix though. I can't wait to see what's in store next.





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"Re(7):SFV" , posted Fri 8 May 07:03post reply

While I'm pretty sure Remy's fighting prowess owes less to Savate and more to his miraculous ability to move despite having at least 75% fewer frames of animation than Chun Li, that is still really interesting to hear about!





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neo0r0chiaku
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"Re(7):SFV" , posted Fri 8 May 20:57:post reply

quote:
Venture Capital Post? I wondered what Eric had been up to; it seems he's been providing financing for startups.


If only, I need the cash lol. I wasn't sure if this source was credible or not?

I should've specified during the latter half of the 90's. I agree at the very beginning it was a very diverse cast. But later on there were a lot of American and Japanese characters. SF4 did manage to bring South Korea and Turkey into the mix though. I can't wait to see what's in store next.


I think they still covered many countries from around the world after the 90's. The only parts of the world they did not cover was Central America (Mexico is NOT CA) and Pacific Islands. They have one Arabic (Saudi Arabia) fighter Pullum Purna from EX series. One from Africa (Kenya) named Elena (SF III).
Here is a cool little map of all the characters and parts of the world they are from.
http://media.eventhubs.com/images/2009/10/08_streetfightermap.jpg
Its missing the EX series characters. Based on what I read, it seems ARIKA has full rights to those characters and not Capcom. They are trying to bring them to future games (for a while now) but I guess they have to keep working on negotiations.





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[this message was edited by neo0r0chiaku on Fri 8 May 21:13]

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"Re(8):SFV" , posted Sat 9 May 01:42post reply

Yes, I'd say overall SF has quite a diverse cast. Most fighting games seem to concentrate mainly in fighters from USA, Japan and China, anyway (N64's Fighters Destiny series may be an exception - then again, it's not like it has many characters).

But it would be really nice if SFV could add more fighters from Africa. Come on, it's a huge continent full of countries with the most diverse cultures; I think if Capcom does a proper research, they will find many more fighting styles there than just Capoeira.

They may not have time to do that, unfortunately. If I remember correctly, SFV is supposed to be released next year, right? At this point they may already have most of the cast being developed (even though only Ryu, Chun-Li and Nash are confirmed so far).





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"Re(8):SFV" , posted Sat 9 May 03:22post reply

quote:

I think they still covered many countries from around the world after the 90's. The only parts of the world they did not cover was Central America (Mexico is NOT CA) and Pacific Islands.



No fighters from Scandanavian nations whatsoever, as well as Greenland. The vikings came from Scandanavia, even though nowadays what comes from it is starkly designed furniture.

Nobody from Canada.

Africa is a huge place, and it's kind of wrong to call it a country/nation in the way that it'd be wrong to call Europe or Central America a single country/nation.

But I think at least for SF2, the aim was to not merely have different countries, but to hit different continents. Having every character come from a different nation could be achieved entirely with characters from Europe, after all Germany/England/Spain/France/Estonia/etc. are most certainly NOT all the same historically/culturally/ethnically/etc. But it's the World Warrior and not the Euro Warrior.

That said, don't have any Irish fighters.





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"Re(8):SFV" , posted Sun 10 May 00:26post reply

quote:

Here is a cool little map of all the characters and parts of the world they are from.
http://media.eventhubs.com/images/2009/10/08_streetfightermap.jpg



Dan comes from China?!
I always thought he was from Japan





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"Re(9):SFV" , posted Sun 10 May 02:12post reply

quote:
Dan comes from China?!
I always thought he was from Japan

More precisely, he's a bootleg Hongkong copy of the Japanese original product, and of course it's a faulty copy.
Of course, that made more sense in the 90s.





Lord SNK
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"Re(10):SFV" , posted Sun 10 May 02:46post reply

quote:
Dan comes from China?!
I always thought he was from Japan
More precisely, he's a bootleg Hongkong copy of the Japanese original product, and of course it's a faulty copy.
Of course, that made more sense in the 90s.



Ah, it's OK, if he is from HongKong it make sense.





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"Re(9):SFV" , posted Sun 10 May 06:41post reply

quote:

Here is a cool little map of all the characters and parts of the world they are from.
http://media.eventhubs.com/images/2009/10/08_streetfightermap.jpg

No Hakan? No Poison? Isnt Juli Native American? Other than that thats a cool idea.





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"Re(10):SFV" , posted Sun 10 May 09:21post reply

quote:

Here is a cool little map of all the characters and parts of the world they are from.
http://media.eventhubs.com/images/2009/10/08_streetfightermap.jpg
No Hakan? No Poison? Isnt Juli Native American? Other than that thats a cool idea.



Yeah, Hakan and Poison are missing. So is Decapre, by the way.

As for Juli, it's... complicated. If I remember correctly, originally T.Hawk would be related to a different Shadaloo Doll, named Noembelu (she appears in the intro for Juli & Juni's tag team in SFA3) - but since Capcom didn't care to make a "fightable" Noembelu, her role was given to Juli. Even then, though, it seems that T.Hawk is related to both girls: Noembelu is a girl from his tribe, while Juli is supposed to be a German girl who he met and fell in love with.

I guess this last part came from the UDON comics. People often debate whether they can be considered canon - but considering how Capcom itself never seemed to care much about SF's plot before SFIV, these comics may be better than nothing.





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"Re(2):Re(10):SFV" , posted Sun 10 May 14:00post reply

quote:


Yeah, Hakan and Poison are missing. So is Decapre, by the way.




That map is like 6+ years old. Decapre and Hakan hadn't been invented yet!





kofoguz
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"Re(3):Re(10):SFV" , posted Sun 10 May 18:11post reply

quote:


Yeah, Hakan and Poison are missing. So is Decapre, by the way.



That map is like 6+ years old. Decapre and Hakan hadn't been invented yet!

There's Juri. Jüri and Hakan invented at the same time. Poison and Decapre came after usfiv.





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"Re(3):Re(10):SFV" , posted Mon 11 May 16:42post reply

quote:


Yeah, Hakan and Poison are missing. So is Decapre, by the way.



That map is like 6+ years old. Decapre and Hakan hadn't been invented yet!



Technically Decapre had, as one of the dolls which have been around since SFA3 - only one of them, Santamu, comes from a country not yet covered by playable characters though (Vietnam - although that gets ample mentions in Rolento's special move names).





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talbaineric
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"Re(4):Re(10):SFV" , posted Sat 13 Jun 00:33post reply

I love the new battle system that was just revealed. Pretty hyped about that! Each kind of remind me of the ISMS that Alpha 3 had.

Dunno how I feel about the London stage, though. Could've been a little more vibrant.





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"A little Birdie told me...." , posted Sat 13 Jun 12:06:post reply

That a German site may have leaked a couple of new additions to the roster.

Shamelessly nabbed translation c/o Red Arremer from NeoGaf:

quote:

Among the already known participants Ryu, Chun-Li, Nash/Charlie and M. Bison, the veterans Cammy White and Birdie will take part as well. Cammy still plays as swiftly as she always did, focusing on speed and melee attacks. Birdie, on the other hand, is an enormous hulk who hits really hard and can take quite the beating. Although the giant is very immobile, he has an iron chain that gives him range that is not to be underestimated. That's why the big guy is way too strong in the current preview version. Capcom still needs to fine-tune the balance in that regard!



All things considered, it looks like it might be legit. For the purposes of fun speculation, I'll just assume it's true so I can yap about these two characters a bit.

I've always liked Cammy and played her a lot in the Zero/Alpha series. What's not to like? I'm guessing her V-skill will be directional hooligan roll... not sure about a V-trigger, maybe some kind of speed boost.

But Birdie! Kind of unexpected, but not bad! He could do with a bit of a style update... I wouldn't mind if he were slightly less dumb than a rock this time. But anyway, T. Hawk was basically my main in SF4 and this guy would fit the same kind of "people think this is a lame character design, but that's secretly his charm and he will crush you into a fine powder anyway" kind of template. Plus he bit off Vice's "Withering Surface" super, which I really enjoy for the gotcha-factor when a panicked opponent jumps backwards.

So I would guess his V-Trigger could have something to do with super armor? No idea what his V-Skill might be.

Edit: Maybe they could use it to "charge" his turn-punch-style headbutt without holding buttons... press once to start the charge, press again to set it off? Seems like it would be a handy way to eliminate (what I always thought was a) weird and awkward mechanic.





/ / /

[this message was edited by Mosquiton on Sat 13 Jun 12:11]

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"Re(1):A little Birdie told me...." , posted Sat 13 Jun 12:39post reply

I'd rather have Eagle and Dudley instead. Winner gets the car.





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"Re(2):A little leak told me...." , posted Sat 13 Jun 18:17:post reply

That Ryu is coming to Smash Bros 4! https://www.youtube.com/watch?v=Nmo6rFJDFsA

reddit info thread

And Roy from Melee, but still, RYU! You even see his SF2 stage at the end.





[this message was edited by the real kap on Sat 13 Jun 18:19]

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"Re(2):A little Birdie told me...." , posted Sat 13 Jun 18:55:post reply

Ryu and Roy were known, but they look good so it's ok. I wonder how Roy will get differentiated from Marth...

As for Birdie and Cammy.... why would it be legit, exactly? Wouldn't it be strange if they didn't show at least one new character (new for real, not "new-not-in-SF4")?





[this message was edited by Iggy on Sat 13 Jun 19:34]

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"Re(3):A little Birdie told me...." , posted Sat 13 Jun 22:48post reply

quote:
Ryu and Roy were known, but they look good so it's ok. I wonder how Roy will get differentiated from Marth...

As for Birdie and Cammy.... why would it be legit, exactly? Wouldn't it be strange if they didn't show at least one new character (new for real, not "new-not-in-SF4")?

I think it seems legit cause Ono tweeted a can of energy drink in the London Stage with the picture of Birdie's belt. He also teased a banana and people think it points Blanka. As for Cammy, I think her new relationship with Chun Li, and her importance on story makes her a solid candidate but no current tease.I am happy that Birdie is in but sad that it might prevent Eagle's inclusion.

To tell you the truth for the first time I am excited for a Street Fighter. I hope Hakan and Eagle makes it. I would add Karin and Remy but I dont think it's possible.





Mosquiton
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"Re(3):A little Birdie told me...." , posted Sun 14 Jun 02:11post reply

quote:
Ryu and Roy were known, but they look good so it's ok. I wonder how Roy will get differentiated from Marth...

As for Birdie and Cammy.... why would it be legit, exactly? Wouldn't it be strange if they didn't show at least one new character (new for real, not "new-not-in-SF4")?



Again, I'll take any excuse to dive into some fun speculation, but the odds look pretty decent.

The can.

The belt.

The throwaway comment from 2012.


I could still see them revealing three characters at E3. Why not?





/ / /

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"Re(4):A little Birdie told me...." , posted Sun 14 Jun 17:46post reply

Ryu's presence in Smash seems to be more than just a guest appearance: Seems they even redid the even Street Fighter's mechanics within the game, with performing the traditional ,, etc. yeilding stronger attacks/better recovery!





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"Re(5):A little Birdie told me...." , posted Sun 14 Jun 20:47post reply

quote:
Ryu's presence in Smash seems to be more than just a guest appearance: Seems they even redid the even Street Fighter's mechanics within the game, with performing the traditional ,, etc. yeilding stronger attacks/better recovery!



I'm not sure how I feel about that. Ryu's moveset always seemed a perfect fit for Smash's design. Adding Capcom-style controls as an alternative input isn't that bad, but using the Capcom motions actually gets you damage boosts and other benefits?





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"Re(1):A little Birdie told me...." , posted Mon 15 Jun 03:41post reply

Birdie and Cammy? That's a bit of a surprise but as long as Birdie's hair still makes no sense whatsoever he's welcome back.

Is there anything left to announce at E3 that has not leaked yet?

quote:
Edit: Maybe they could use it to "charge" his turn-punch-style headbutt without holding buttons... press once to start the charge, press again to set it off? Seems like it would be a handy way to eliminate (what I always thought was a) weird and awkward mechanic.

Since it seems the folks making SF5 are more than willing to change even long established characters for this game I would expect that Birdie is going to get a full overhaul. That's probably for the best since, for me, he was a character who could do a great deal but didn't fully gel into a workable play style. Hopefully this new Birdie will keep the variety but lose the aspects of his game that worked against one another.

As for Cammy, I'm assuming she's going to be the rush down, in your face character for the game but what, if anything, are they going to do to make her different from SF4 Cammy? Has she been secretly replaced by Decapre and now spends the entire match charge dashing around the screen?





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"Re(2):A little Birdie told me...." , posted Mon 15 Jun 12:39post reply

quote:

Since it seems the folks making SF5 are more than willing to change even long established characters for this game I would expect that Birdie is going to get a full overhaul. That's probably for the best since, for me, he was a character who could do a great deal but didn't fully gel into a workable play style. Hopefully this new Birdie will keep the variety but lose the aspects of his game that worked against one another.

As for Cammy, I'm assuming she's going to be the rush down, in your face character for the game but what, if anything, are they going to do to make her different from SF4 Cammy? Has she been secretly replaced by Decapre and now spends the entire match charge dashing around the screen?



Never let lack of confirmation keep you from the fun of speculation!

You know, since Ryu is still Ryu and Chun is still Chun, I wouldn't be very surprised if Cammy wasn't dramatically changed. Sure, she doesn't go as far back as the main cast, but considering her general popularity number of games she's been in, she's pretty close to "classic" status. I actually love hooligan roll, even though it's not an especially *good* move... so I'd greatly enjoy if it became a more interesting and viable part of her playstyle.

I admit that Birdie could definitely use some work, and he's been gone so long that very few people would think to complain if they changed up his game. Still, I wouldn't be surprised if he were still a grappler that throws people around with a chain and still does Boxer-style dash attacks to close distance.

Would love to see some fun new stuff for both characters, as well.





/ / /

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"Re(3):A little Birdie told me...." , posted Mon 15 Jun 12:59post reply

quote:

Since it seems the folks making SF5 are more than willing to change even long established characters for this game I would expect that Birdie is going to get a full overhaul. That's probably for the best since, for me, he was a character who could do a great deal but didn't fully gel into a workable play style. Hopefully this new Birdie will keep the variety but lose the aspects of his game that worked against one another.

As for Cammy, I'm assuming she's going to be the rush down, in your face character for the game but what, if anything, are they going to do to make her different from SF4 Cammy? Has she been secretly replaced by Decapre and now spends the entire match charge dashing around the screen?


Never let lack of confirmation keep you from the fun of speculation!

You know, since Ryu is still Ryu and Chun is still Chun, I wouldn't be very surprised if Cammy wasn't dramatically changed. Sure, she doesn't go as far back as the main cast, but considering her general popularity number of games she's been in, she's pretty close to "classic" status. I actually love hooligan roll, even though it's not an especially *good* move... so I'd greatly enjoy if it became a more interesting and viable part of her playstyle.

I admit that Birdie could definitely use some work, and he's been gone so long that very few people would think to complain if they changed up his game. Still, I wouldn't be surprised if he were still a grappler that throws people aro

-- Message too long, Autoquote has been Snipped --


I think it's funny that of Cammy's iconic moves, they've never managed to make her spinning backfist and hooligan major tools in competitive play after literally decades of trying. The basic concepts of Cammy, a character with a variety of mobility special moves which are mostly strikes with a grapple mixed in to form a dynamic grappling threat, harkens to an attempt at what we probably now think of as "SNK-style grappler". I have to wonder how SF character design gameplay-wise might've changed had the grappling aspect of Cammy been more successful in her early versions.





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"Re(4):A little Birdie told me...." , posted Mon 15 Jun 13:36post reply

I'm anticipating Cammy and Birdie's arrivals if this leak is true. However, I was never a big fan of Birdie's design, perhaps they can amp it up a little bit. Give him some high tops, a vest type of jacket, but keep his signature hair, you gotta!





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"Re(6):A little Birdie told me...." , posted Mon 15 Jun 18:35post reply

quote:
I'm not sure how I feel about that. Ryu's moveset always seemed a perfect fit for Smash's design. Adding Capcom-style controls as an alternative input isn't that bad, but using the Capcom motions actually gets you damage boosts and other benefits?



IIRC the damage boosts don't go beyond a 1.25 multiplier, which isn't too bad a reward for some extra execution work - and considering the importance of button press lengths for this implementation of the character, getting not only the motion right, but holding a button long enough to get the Hadoken to advance at just the right speed to catch an opponent, or to get the Shoryuken to go just as high as it needs to in arenas which are a lot more platform intensive than Ryu's usual venues seems fair.

SvC Chaos did something similar, by making the harder command to guard cancel dashing cost less bar, and Dissidia made you spend points that could be used on attacks or other perks if you made some bonuses automatic - I'm all for this sort of thing to even the playing field while rewarding going the extra mile with execution.





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"Re(7):A little Birdie told me...." , posted Mon 15 Jun 22:17:post reply

quote:
I'm all for this sort of thing to even the playing field while rewarding going the extra mile with execution.


That's contradictory though. Rewarding going the extra mile with execution is unevening the playing field.

If Ryu is balanced for Smash inputs, but using Capcom inputs gives you a damage boost and other benefits, then using Capcom inputs gives you an advantage over the rest of the roster. From a balance perspective, that approach would pretty much trying to make Ryu overpowered.

If Ryu is balanced for (the slightly more difficult and situation-dependent) Capcom inputs, then anyone playing Ryu without using them is at a disadvantage both against the rest of the roster and against other Ryu players. It isn't the game balance issue of the prior approach, but it does mean that you've designed a character that is underpowered if not played in a particular non-standard way.





[this message was edited by Baines on Mon 15 Jun 22:18]

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"Re(8):A little Birdie told me...." , posted Tue 16 Jun 00:00post reply

quote:
If Ryu is balanced for (the slightly more difficult and situation-dependent) Capcom inputs, then anyone playing Ryu without using them is at a disadvantage both against the rest of the roster and against other Ryu players. It isn't the game balance issue of the prior approach, but it does mean that you've designed a character that is underpowered if not played in a particular non-standard way.

One of the probable issues in Smash, especially Smash 4, is to give each character personality or a system that sets it apart without any doubt. Ness and Lucas may be very different if you know them, but from an uneducated point of view they still appear as "clones", and I guess that's something Sakurai's team tried hard to avoid with Smash 4: Mac's jauge, Shulk's Monado, WFT's breathing move... so giving Ryu his own system "you need to input commands" makes sense (especially since if he only had had his 3 main moves mapped on the 3 direction, he would have been very similar to many existing characters).
As far as I could tell with my pre-school level in Smasheries, Ryu's main weakness (off-platform play chasing others off-screen, recovery) has nothing to do with his moves and commands. So in a way, the fact that moves can be performed the easy way and the hard, efficient way may also allow people to get used to his physics and mobility gradually, and only once they've mastered it try to do good with his input. It's an interesting twist to have Ryu in this game being the C-Viper/technical character, since he is more of an entry-level character in his own series.





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"Re(4):A little Birdie told me...." , posted Tue 16 Jun 01:06post reply

quote:
I think it's funny that of Cammy's iconic moves, they've never managed to make her spinning backfist and hooligan major tools in competitive play after literally decades of trying. The basic concepts of Cammy, a character with a variety of mobility special moves which are mostly strikes with a grapple mixed in to form a dynamic grappling threat, harkens to an attempt at what we probably now think of as "SNK-style grappler". I have to wonder how SF character design gameplay-wise might've changed had the grappling aspect of Cammy been more successful in her early versions.

Doing something to make her backfist worthwhile would be a wonderful change. Too often her Cannon Drill is her go-to all purpose move which makes her feel a bit straightforward. Having a backfist that did something would not only give her more variety but would also feel natural since it's part of her original move list.

Now watch the leak turn out to be a false rumor and Joe gets announced instead.





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"Birdie and Cammy trailer" , posted Tue 16 Jun 11:35:post reply

Well, there it is.

Birdie... really let himself go, there. Cammy has obviously kept herself in shape.

Info update:
Move details at shoryuken.com.

Going back to earlier conversation, Cammy's pretty much the same with no really "new" moves. V-Skill is the spin knuckle... so they'd better have figured out how to make it work! As for Birdie's V-Skill, he consumes junk food and litters the stage with trash.





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[this message was edited by Mosquiton on Tue 16 Jun 11:51]

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"Re(1):Birdie and Cammy trailer" , posted Tue 16 Jun 11:44post reply

quote:
Well, there it is.

Birdie... really let himself go, there.



The art direction for this game fills me with sorrow. The lack of color and imagination. The cheap action figure look. The terrible, arbitrary redesigns. If there's any silver lining it's that eventually maybe we'll get to see some Daigo Ikeno sketches (that must have been thrown out the window cos this game looks nothing like his work).

(Sorry for the negativity! These comments come from a place of love! TT__TT)






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"Re(2):Birdie and Cammy trailer" , posted Tue 16 Jun 11:51:post reply

quote:
Birdie... really let himself go, there.
Per his Zero series chain slam line: go...to heaven! Poor Birdie. But wait...Birdie is white!? Maybe there is a lighting problem.

As for the art direction, I don't know. If we were in the late 1990's I'd be more shocked, but aside from Franken-Nash, people look better in-game than in IV (or maybe I was tired of weird flat-chested Chun-Li). I also like the official character art I've seen so far better than IV's dull, dreary stuff, sumi-e be damned.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Tue 16 Jun 11:53]

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"Re(5):A little Birdie told me...." , posted Tue 16 Jun 12:16post reply

quote:
Now watch the leak turn out to be a false rumor and Joe gets announced instead.

Guess not.





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"Re(2):Birdie and Cammy trailer" , posted Tue 16 Jun 16:26post reply

quote:
Well, there it is.

Birdie... really let himself go, there.


The art direction for this game fills me with sorrow. The lack of color and imagination. The cheap action figure look. The terrible, arbitrary redesigns. If there's any silver lining it's that eventually maybe we'll get to see some Daigo Ikeno sketches (that must have been thrown out the window cos this game looks nothing like his work).

(Sorry for the negativity! These comments come from a place of love! TT__TT)



When I look at the official screenshots of the game without the lifebars etc it feels like I'm looking at some fake screenshots some "fan" mocked up and the-magicbox reported as legit.

No one told me the ClayFighter remake was going to be called Street Fighter V.

...places like Siliconera are full of praise for the "amazing art direction" and people saying they will finally get into Street Fighter because this looks so good.

It's all over. Thanks Ono.





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"Re(3):Birdie and Cammy trailer" , posted Tue 16 Jun 16:27post reply

quote:
Birdie... really let himself go, there. Per his Zero series chain slam line: go...to heaven! Poor Birdie. But wait...Birdie is white!? Maybe there is a lighting problem.

As for the art direction, I don't know. If we were in the late 1990's I'd be more shocked, but aside from Franken-Nash, people look better in-game than in IV (or maybe I was tired of weird flat-chested Chun-Li). I also like the official character art I've seen so far better than IV's dull, dreary stuff, sumi-e be damned.

I agree with Maou after bland and ugly Sf4 art direction I really liked clean claymotion/action figured like models. Except for Ryu's lifeless non-surprised surprised reaction to Nash's super... but I hate Ryu with passion, so...

Eventhough I dont know if I hate or love foggy/light/pale background colors, but I love how they let character models' colours shine.





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"Re(8):A little Birdie told me...." , posted Tue 16 Jun 17:57post reply

quote:
I'm all for this sort of thing to even the playing field while rewarding going the extra mile with execution.

That's contradictory though. Rewarding going the extra mile with execution is unevening the playing field.

If Ryu is balanced for Smash inputs, but using Capcom inputs gives you a damage boost and other benefits, then using Capcom inputs gives you an advantage over the rest of the roster. From a balance perspective, that approach would pretty much trying to make Ryu overpowered.

If Ryu is balanced for (the slightly more difficult and situation-dependent) Capcom inputs, then anyone playing Ryu without using them is at a disadvantage both against the rest of the roster and against other Ryu players. It isn't the game balance issue of the prior approach, but it does mean that you've designed a character that is underpowered if not played in a particular non-standard way.



Wouldn't that also depend on the strength of the default version of his moves? I'don't really know how they stack up compared to the rest of the cast damage-wise.
In terms of body shape, range and weaponlessness, I guess he's closest to Little Mac, Wii Fit Trainer and Captain Falcon - I'm curious to see how he holds up against those, since their moves are specifically designed for Smash (a little less in Mac's case, due to his more grounded approach).
Then there's the fact that Ryu's moves were designed to handle a single opponent at a time - in a more party-like setting with several characters on screen maybe he's just not as effective (his Hadokens probably don't do that well compared to the beam attacks some of the rest of the cast have as smash ball attacks, for example, and the Tatsumakisenpukyaku might compare poorly to stuff like faster and more direct dashing punches) - this may become moot in more competitive settings, of course.

I also wonder about the viability of using both the Hadoken and Tatsumaki commands in a platforming environment where you can turn either way - the Hadoken is clear enough, but how do you make one not come out in the opposite direction if you try to use a Tatsumaki? That's an issue players won't get with the default Smash commands, so that might be a consideration.





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"Re(4):Birdie and Cammy trailer" , posted Tue 16 Jun 18:19:post reply

quote:
Birdie... really let himself go, there. Per his Zero series chain slam line: go...to heaven! Poor Birdie. But wait...Birdie is white!? Maybe there is a lighting problem.

As for the art direction, I don't know. If we were in the late 1990's I'd be more shocked, but aside from Franken-Nash, people look better in-game than in IV (or maybe I was tired of weird flat-chested Chun-Li). I also like the official character art I've seen so far better than IV's dull, dreary stuff, sumi-e be damned.
I agree with Maou after bland and ugly Sf4 art direction I really liked clean claymotion/action figured like models. Except for Ryu's lifeless non-surprised surprised reaction to Nash's super... but I hate Ryu with passion, so...

Eventhough I dont know if I hate or love foggy/light/pale background colors, but I love how they let character models' colours shine.



Let's compare the sepia toned background of SFV to the sepia colored War Agony stage from Darkstalkers.

Street Fighter V
War Agony

The Street Fighter V England stage has a very flat look to it because it achieves the sepia look through a filter instead of naturalistic lighting. It's like a video that's undergone heavy post processing, or a photoshop/Instagram filter. It's applying the same effects evenly throughout the whole image, which robs it of its dimension and contrast. That's why for instance, there's no black in that image. The shadows fall short of it cos they're programmed to stop at that weird grey hue.

Oh Geez I just saw another image of that stage that's even worse. There's so little range of color here. It's just so bland and the execution is so heartless and cold. On top of that, the way the reds pop out is very garish and feels arbitrary. For instance the red phone booth sticks out like a sore thumb. Does it really need to be a visual focal point? Is that really the most important thing for your eye to be drawn to in that stage?

Now look at War Agony. Although it's actually a 2 dimensional pixel painting, look at how much more dimension it has to it. Although the overall color scheme averages out to be brown, there's so much depth and variety within it. Look at those purples in the sky. Look at the rightmost fence. How it recedes into a flat green, how it turns purplish as it advances forward, then back to green, then finally it becomes brighter tan color with insanely hot red highlights that DONT draw attention to themselves. And you know what's crazy? I just took the image into photoshop and eyedropped those colors, and they are actually all variations of orange. They just feel different because of slight variations in how warm/cold light/dark they are.

This is what Capcom used to excel at. Every little detail in their games was so measured and well considered individually and in the context of the game as a whole. The more I study them, the deeper I dig, the more I appreciate their 2d games.

Street Fighter V is like most things. The more you look at it, the more it falls apart.

I'm just sad to see something that used to be such a high water mark for quality descend into mediocrity, especially because I know they still have amazing people like Daigo Ikeno on staff, but they willingly choose to move the game in a direction more in line with contemporary Hollywood/AAA game-by-committee aesthetics.

Again, sorry for the negativity. This post wasn't directed at anyone in particular, I don't want anyone to feel bad if they like how this game looks, I just wanted to articulate why I personally see Street Fighter V (and IV) as an artistic downgrade given its legacy.






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[this message was edited by nobinobita on Tue 16 Jun 18:24]

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"Re(3):Birdie and Cammy trailer" , posted Tue 16 Jun 18:22post reply

quote:


When I look at the official screenshots of the game without the lifebars etc it feels like I'm looking at some fake screenshots some "fan" mocked up and the-magicbox reported as legit.




Look how similar this fan edit of War Agony looks to the Street Fighter V England stage:

http://tof.canardpc.com/view/fb50f950-900b-4eb6-ab6e-be6aeb97fd97.jpg






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"Re(5):Birdie and Cammy trailer" , posted Tue 16 Jun 20:05post reply

While I'm not as negative as Nobi (the dreadful SF4 had really lowered my standards for the series, so anything better than that remains an improvement), the hair in the teaser confirmed my worst fears: Cammy's are as random as they were in SF4, and Birdie's are not magically hollow anymore.
Oh, well. Maybe there's still time to fix that...?





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"Re(5):Birdie and Cammy trailer" , posted Tue 16 Jun 23:16post reply

quote:
Birdie... really let himself go, there. Per his Zero series chain slam line: go...to heaven! Poor Birdie. But wait...Birdie is white!? Maybe there is a lighting problem.

As for the art direction, I don't know. If we were in the late 1990's I'd be more shocked, but aside from Franken-Nash, people look better in-game than in IV (or maybe I was tired of weird flat-chested Chun-Li). I also like the official character art I've seen so far better than IV's dull, dreary stuff, sumi-e be damned.
I agree with Maou after bland and ugly Sf4 art direction I really liked clean claymotion/action figured like models. Except for Ryu's lifeless non-surprised surprised reaction to Nash's super... but I hate Ryu with passion, so...

Eventhough I dont know if I hate or love foggy/light/pale background colors, but I love how they let character models' colours shine.


Let's compare the sepia toned background of SFV to the sepia colored War Agony stage from Darkstalkers.

Street Fighter V
War Agony

The Street Fighter V England stage has a very flat look to it because it achieves the sepia look through a filter instead of naturalistic lighting. It's like a video that's undergone[URL=http://static.tvtropes.org/pmwiki/pub/images/blueorang

-- Message too long, Autoquote has been Snipped --

I agree, even though I have not played much of the new games Capcom has provided, SF4 and now SFV still does not strike to me in terms of graphics quality. I think the reason its setup this way it to make sure no slowdown occurs to keep it fast. Even with that, it still can look a lot better. But then again, I am and always a 2-D guy and against 3-D.





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"Re(6):Birdie and Cammy trailer" , posted Tue 16 Jun 23:26post reply

quote:
While I'm not as negative as Nobi (the dreadful SF4 had really lowered my standards for the series, so anything better than that remains an improvement).

I agree with Iggy about how awful SFIV was. Except for designing Hakan, Abel, Juri and C. Viper.
And Nobi it is OK and I am glad you answered because this healthy discussion is also educational. Well, at least for me. Like I say, I like the contrast but may be as you say, if contrast would've been equal and well thought I might've said that I wasn't sure if I love it or hate it. It might have been magnificent. What you said reminded me this What if Man od Steel was in colour?video. May be this can be fixed in future?





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"Nobithon" , posted Tue 16 Jun 23:42:post reply

quote:
compare the sepia toned background of SFV to the sepia colored War Agony stage from Darkstalkers.
Oh Nobi, you picked the cruelest contrast possible! This is like cheap doujin vs. Hokusai or something. If they got SF Zero 2 and 3 running with netcode, I'd happily play them online with you till the end of days. And Vampire too, so Iggy won't yell at me, though I'm still too stupid to play it.

I love your analysis and agree with the dreary backgrounds...but I'm most interested in how you stack them up against IV, a game I played quite a bit of while hating the entire art direction, particularly the crappy music, boring stages, and stupid-looking characters (in and out of the game). Somehow, V's in-game and official characters look better than that insipid stuff from IV...again, except for Franken-Nash. God. Is it the sloppy stage lighting that's made it look like Birdie's pulled a Michael Jackson?





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[this message was edited by Maou on Wed 17 Jun 00:19]

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"Re(1):Nobithon" , posted Wed 17 Jun 00:23post reply

I get that they don't yet want photorealistic human depictions of the SF characters, but the "solidly plastic" shading of the characters is an interesting decision to me. Not "interesting" as in "good" or "interesting" as in "oh, that's so clever", but "interesting" as in "why did they decide that?"

I'm still glad to see that Cammy has substantial muscles. The way in which her biceps, shoulders, etc. become more prominent when they're flexed is cool, and it stands out versus the always-hugely-muscled male characters. I don't know if she'll ever be as cut as she was in her SF2 incarnation (current UFC women's champion Ronda Rousey is nowhere near as trim as Cammy, and Ronda Rousey is literally one of the strongest women in the world), but it's good to see that her visible strength was acknowledged, by whatever committee is behind SFV, as a valuable part of her appeal.





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"Re(5):Birdie and Cammy trailer" , posted Wed 17 Jun 02:38post reply

The more I read about the mechanics of SF5 the more excited I get. This game sounds like it's going to be fun to play.

As for the returning characters, Cammy looks like her modeling is not 100% finished. Still, she is decked out in her Cannonstrike/Gunstrike outfit which is a surprising return. Here's to hoping she pulls out the in-line skates for a victory pose. The poor girl's also never going to have V-Trigger if she has to rely on her Spin Knuckle to build it up. Perhaps this will finally be the game where that move is useful but I have my doubts.

Birdie, however, is looking stunning. I like that he does nothing to try and hide his girth and refuses to do sit-ups in order to get in shape for a fighting tournament. Instead he bleached his chest hair in order to highlight his spare tire. Now that's punk!

quote:
Let's compare the sepia toned background of SFV to the sepia colored War Agony stage from Darkstalkers.

Street Fighter V
War Agony


This seems like an unfair comparison. The SF5 stage is being designed to accommodate changes in the camera angle and differing light effects while War Agony is built for parallax scrolling. One is a painting while the other is more of a shadow box. These may both be fighting game backgrounds but they are built to serve very different functions. Is there a 3D area in a game with fixed camera angles that you do think has good design? It might make for a more equal comparison to the SF5 stage.

Also, is there a full shot of the SF5 stage? You can't see the entirety of War Agony in-game like you can in that picture so it seems off to judge a stage based on randomly pulled up screen grabs.

I'm not saying any of this to defend the SF5 stage. It has all the problems you listed and probably others that have yet to be discovered. (For the sake of full admission I can't stand War Agony either.) But the comparison between the two feels very apples and oranges to me. The SF5 stage can't do exactly what War Agony is doing because it has to abide by a different set of rules.





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"Re(2):Nobithon" , posted Wed 17 Jun 04:08post reply

quote:
I get that they don't yet want photorealistic human depictions of the SF characters, but the "solidly plastic" shading of the characters is an interesting decision to me. Not "interesting" as in "good" or "interesting" as in "oh, that's so clever", but "interesting" as in "why did they decide that?"



I hope the "V" aesthetic continues to evolve. I find it interesting. It does have a claymation-esque look and I think I'm okay with that.

I don't want to get on the trash IV bandwagon but yeah, it was a very serviceable aesthetic. It was polished in its own right but it lacked some sort of "magic" that the previous games had. I didn't fall in love with it when I first saw it and I never fell in love with at all.

I think I might end up liking V's look.





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"Re(6):Birdie and Cammy trailer" , posted Wed 17 Jun 08:28post reply

quote:

As for the returning characters, Cammy looks like her modeling is not 100% finished. Still, she is decked out in her Cannonstrike/Gunstrike outfit which is a surprising return. Here's to hoping she pulls out the in-line skates for a victory pose.


You neat me to it. If we couldn't have an all new Cammy outfit, this is at least a good second best choice.
quote:

Birdie, however, is looking stunning. I like that he does nothing to try and hide his girth and refuses to do sit-ups in order to get in shape for a fighting tournament. Instead he bleached his chest hair in order to highlight his spare tire. Now that's punk!


I'm just happy Birdie is back! Although I do miss his mohawk-hair-hole. Plus fingers crossed that his big gut means they left Rufus on the cutting room floor!

I'm not going to trash IV or V. Their aesthetic isn't my favorite, but I suspect anything short of a 2D game (or 2D presentation at least) would have disappointed me. But I'm not Capcom's audience on any number of levels.





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"Re(7):Birdie and Cammy trailer" , posted Wed 17 Jun 11:26post reply

Letting go the visuals, I am very, very happy of what I hear about the systems. Damage, chip damage, throw range... Everything seems to appeal to me.
https://www.youtube.com/watch?v=-j9fJNt9NnQ
https://www.youtube.com/watch?v=aib6hdpAbxI
https://www.youtube.com/watch?v=KB7HIVvjWzI





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"Re(8):Birdie and Cammy trailer" , posted Thu 18 Jun 01:44post reply

quote:
Letting go the visuals, I am very, very happy of what I hear about the systems. Damage, chip damage, throw range... Everything seems to appeal to me.
https://www.youtube.com/watch?v=-j9fJNt9NnQ
https://www.youtube.com/watch?v=aib6hdpAbxI
https://www.youtube.com/watch?v=KB7HIVvjWzI


I like the idea they are going for where everyone is overpowered. It feels like they are going for quick matches where you never feel safe. Looks like fun!





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"Re(9):Birdie and Cammy trailer" , posted Thu 18 Jun 02:04post reply

One thing I am a little concerned about is that damage is pretty high right now for simple combos, which poses the possibility of "real" combos doing like >40% of an opponent's bar.

I'm hoping they don't go the UNIEL route where all damage is scaled in such a deliberate way that there is this damage mark that is incredibly difficult to breach without burning a super.





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"Re(10):Birdie and Cammy trailer" , posted Thu 18 Jun 07:17post reply

quote:
One thing I am a little concerned about is that damage is pretty high right now for simple combos, which poses the possibility of "real" combos doing like >40% of an opponent's bar.



That's what we like to call big damage!

I think we're already there, and I'm actually a fan. The matches I'm seeing remind me a lot of Super Turbo, which in a lot of ways is my favorite SF.

I'd personally much rather see shorter combos and rocking an opponent with stun after a few flashes of sustained beautiful/savage/smart play rather than trying to squeeze every last pixel of life out of your opponent than making sure to squeeze in every jab/short possible on the front end of a combo and spend EX meter for just one more juggle hit.

Speaking here as an Adon player that gravitated toward T. Hawk so I didn't have as many chances to flub combos, I'm really happy with what I've seen.

Also good by crouch tech, I hope you burn in hell!

Man, I picked a crazy E3 to miss after being at 15 straight shows. At least there's the beta coming up!





/ / /

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"Re(2):Re(10):Birdie and Cammy trailer" , posted Thu 18 Jun 08:14post reply

quote:

That's what we like to call big damage!

I think we're already there, and I'm actually a fan. The matches I'm seeing remind me a lot of Super Turbo, which in a lot of ways is my favorite SF.

I'd personally much rather see shorter combos and rocking an opponent with stun after a few flashes of sustained beautiful/savage/smart play rather than trying to squeeze every last pixel of life out of your opponent than making sure to squeeze in every jab/short possible on the front end of a combo and spend EX meter for just one more juggle hit.




I guess what I'm driving at is that nobody knows how to play the game well yet, so combos are only going to get MORE developed than what is already there. I'm all for short combos, too, but there's nothing suggesting that that's going to happen or not happen, while at the same time damage on even simple combos is pretty solid. Having the capacity for awesome link combos I think is generally better than not having it.

I mean, I love HnK, and coming from ArcSys land where practical 40% meterless damage is commonplace is something that isn't alien to me, but I'd rather that not be the norm in SFV. 3S had some crazy meterless stuff, but it was usually extremely situational.





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"Re(3):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 00:43post reply

quote:
I guess what I'm driving at is that nobody knows how to play the game well yet, so combos are only going to get MORE developed than what is already there. I'm all for short combos, too, but there's nothing suggesting that that's going to happen or not happen, while at the same time damage on even simple combos is pretty solid. Having the capacity for awesome link combos I think is generally better than not having it.

I mean, I love HnK, and coming from ArcSys land where practical 40% meterless damage is commonplace is something that isn't alien to me, but I'd rather that not be the norm in SFV. 3S had some crazy meterless stuff, but it was usually extremely situational.


I'm not good at reverse engineering fighting games but if I had to guess I would say that the strong characters in SF5 aren't going to be based around long combos but who has the best pokes and hit confirms into super. While it might be entirely possible that there are complex combos waiting to be discovered the articles I've read about SF5 seem to suggest that the game is being designed to avoid long, execution heavy combos. I don't know how the game engine will react to an absurd combo but I suspect it's going to be like your 3S example where it's more of a situational fluke than a regular part of a match.

I'm certain that SF5 is going to change wildly before release (heck, Chun-Li has already lost two moves!) but this E3 presentation did a good job of showing what sort of game they want SF5 to be. As it stands right now it looks really aggressive and designed with an old-school, high-damage approach. Whether or not that's going to pan out remains to be seen but it's certainly a world away from SF4.





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"Re(4):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 01:50:post reply

quote:
(heck, Chun-Li has already lost two moves!)
Has she? Which moves? That was fast!

I really hope the game stays in the SSF2 territory of short damaging combos. I wonder if the failure of SFxT was so intense that they decided to go as far as possible from that game. In which case: fine by me!





[this message was edited by Iggy on Fri 19 Jun 01:51]

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"Re(5):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 06:11post reply

quote:
(heck, Chun-Li has already lost two moves!) Has she? Which moves? That was fast!

I really hope the game stays in the SSF2 territory of short damaging combos. I wonder if the failure of SFxT was so intense that they decided to go as far as possible from that game. In which case: fine by me!



She used to be able to fill up the screen with kikokens

I really like the high damage output of SF V, maybe stun can be toned down just a bit.

I am kinda disappointed we haven't seen a new character yet. I am sure there will probably be only 3 or 4, but I would like to see something new earlier. I guess we will see something as Gamescom or SDCC.





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"Re(5):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 07:03post reply

quote:
I really hope the game stays in the SSF2 territory of short damaging combos.
Yesss if we could have SSF2X high damage combined with Zero air-blocking, I'd be so happy. Someone tell me why I should dislike air-blocking. Aside from the bad art and music, that might be the other 25% of why I didn't enjoy SSF4.





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"Re(6):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 07:22post reply

quote:
I really hope the game stays in the SSF2 territory of short damaging combos. Yesss if we could have SSF2X high damage combined with Zero air-blocking, I'd be so happy. Someone tell me why I should dislike air-blocking. Aside from the bad art and music, that might be the other 25% of why I didn't enjoy SSF4.



Because without universal air throws and other supporting systems, air blocking in an SF game is too safe and has inadequate punishment.

SF4 and SF5 have deliberately chosen not to include any kind of guard gauge or guard crush system, so airblocking would not incur any of those costs, which means that the entire air-to-air game becomes really odd. Juggling is still fairly restrictive, which means not a huge amount of reward for successfully defeating the air block, which is an act that already requires more care than utilizing it. Chicken blocking would straight up beat a variety of other offensive strategies (e.g. hurricane kick / throw option selects).

Rose was deliberately designed with an anti-air that works the way it does because of air blocking. You can airblock Ryu/Ken DPs once their feet leave the ground, but you can never airblock Soul Throw, so Soul Throw beats empty jump in always. However, Soul Throw should lose to certain attacks, so that makes it more interesting than just "a DP that can't hit people who are on the ground". In SF4, however, Soul Throw feels like a weird thing to have at all.

I like air blocking, but just dropping it into SF4/5 as they are probably wouldn't be good for the game.





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"Re(7):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 08:37:post reply

quote:

Because without universal air throws and other supporting systems, air blocking in an SF game is too safe and has inadequate punishment.

SF4 and SF5 have deliberately chosen not to include any kind of guard gauge or guard crush system, so airblocking would not incur any of those costs
Point taken. But wait: aren't you thinking in overly modern SF Zero 3 terms instead of SF Zero 2? SFZ2 had air-blocking but no universal air throws that I can recall, and the guard guage was also a non-issue for...most fighting games (? Certainly Street Fighter) until it appeared in SFZ3.

I still think special-into-super combo was a far greater balance-killer (or at least fun-killer), and that comes courtesy of SF3 and continued its awful legacy into SF4.





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[this message was edited by Maou on Fri 19 Jun 08:39]

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"Re(8):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 09:13post reply

quote:

Point taken. But wait: aren't you thinking in overly modern SF Zero 3 terms instead of SF Zero 2? SFZ2 had air-blocking but no universal air throws that I can recall, and the guard guage was also a non-issue for...most fighting games (? Certainly Street Fighter) until it appeared in SFZ3.



It's probably worth considering what kind of game it is that has the airblocking in it. X-Men COTA and beyond to the Vs. series, everybody is flying everywhere all the time, so since mobility was so great it wasn't a problem. KOF 98's airblock was so restrictive that it's largely a non-factor. Nobody took SFA1 seriously competitively, so who knows. SFA2 was thoroughly dominated by the Custom Combo system for the people that did play it seriously, and Custom Combos could punish anything, including air blocking. But it is true that SFA2 wasn't a whole lot worse for having air blocking, though perhaps mainly because CC overshadowed all other systems of the game. You can airblock in Cyberbots, but there are projectiles everywhere, so getting around without it would be obnoxious.

In the slower context of SF4, I'm just not convinced that it would make the game a whole lot better, given the already plodding nature of the game. There isn't a whole lot of stuff on the screen to deal with at any time (unlike Vs. series etc.), mobility is relatively low at a baseline (this isn't a game of airdashes/doublejumps/hyper hops/etc.), juggling is fairly restricted (being able to connect ANYTHING after a normal against an airborne opponent who is not already in a jugglable state is relatively unusual), etc.

It certainly might make the game more enjoyable at the low level of play that most people are at including myself (systems that make it easier to jump at people tend to do that), but it might make the game even more tedious at the higher level. I'm sure they gave it a try, though: after all, the game has plenty of SFA characters in it.

In fact, it probably would've been a really fun System Direction option. SF3 games had it in System Direction, and it was kind of amusing.





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"Re(6):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 10:39post reply

quote:
I really hope the game stays in the SSF2 territory of short damaging combos. I wonder if the failure of SFxT was so intense that they decided to go as far as possible from that game. In which case: fine by me!


SFxT died so that SF5 may live! It's like the developers of SF5 looked at the deliberate, constantly safe pace of SFxT and said "let's not do that."

quote:
She used to be able to fill up the screen with kikokens

She also lost her mid-air spin once she gained air lightning kicks. I also have seen no evidence for or against her kicks into Tenshokyaku still being in the game. I'm guessing that move is still done by starting up with but everyone at E3 was so terrified of Birdie they were afraid to push buttons.





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"Re(7):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 10:58post reply

quote:
It's like the developers of SF5 looked at the deliberate, constantly safe pace of SFxT and said "let's not do that."



I think they just looked at SFxT itself and had that exact thought. Even Harada must consider that game a bigger sin than the live action Tekken movie.





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"Re(8):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 11:32post reply

quote:
It's like the developers of SF5 looked at the deliberate, constantly safe pace of SFxT and said "let's not do that."


I think they just looked at SFxT itself and had that exact thought. Even Harada must consider that game a bigger sin than the live action Tekken movie.



With SFxT, I wonder why Namco did not make there own version of the crossover. TvSF? I thought they said it was agreed on to create their version no?





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"Re(9):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 13:56post reply

quote:
With SFxT, I wonder why Namco did not make there own version of the crossover. TvSF? I thought they said it was agreed on to create their version no?

I remember reading maybe a couple months or so back that Harada was still involved in it, but didn't really have much to say otherwise except maybe something about projectiles. It's possible he's using Pokken Fighters to test out doing projectiles in a 3d realm, as if it wasn't done well enough in Toshinden before.





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"Re(8):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 15:58post reply

quote:

But wait: aren't you thinking in overly modern SF Zero 3 terms instead of SF Zero 2? SFZ2 had air-blocking but no universal air throws that I can recall, and the guard guage was also a non-issue for...most fighting games (? Certainly Street Fighter) until it appeared in SFZ3.


Iirc, air blocking in SFZ2 wasn't too powerful because it didn't work as an all-in-one solution to block the enemy's attacks (aka chicken guard): if you tried to jump away from the opponent when they were about to do a throw, you'd get hit with a normal attack instead because a throw's motion was direction + punch or kick! Things changed after that because the throw motion for SFZ3 and later titles became two buttons.





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"Re(9):Re(10):Birdie and Cammy trailer" , posted Fri 19 Jun 19:42post reply

To add on the air guard issue: if I recall correctly, one of the numerous reason why Zankurô Musôken was a disaster was the poor way air guard was implemented. Of course, that wasn't the only issue in the game, far from it, but that was one of the worst air guard implementation I've ever seen (everything can be guarded freely... and the game is Samurai Spirits, not MvC3) and that alone was enough to make me worried of air guard in any non-versus game.
The KOF98 one is good enough for me. And the Savior air guard is of course fantastic, but how could it not be.





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"Re(10):Re(10):Birdie and Cammy trailer" , posted Sat 20 Jun 02:44post reply

quote:
To add on the air guard issue: if I recall correctly, one of the numerous reason why Zankurô Musôken was a disaster was the poor way air guard was implemented. Of course, that wasn't the only issue in the game, far from it, but that was one of the worst air guard implementation I've ever seen (everything can be guarded freely... and the game is Samurai Spirits, not MvC3) and that alone was enough to make me worried of air guard in any non-versus game.
The KOF98 one is good enough for me. And the Savior air guard is of course fantastic, but how could it not be.



Prof is right on the money with the business of throws being committed actions with whiffs. I can't believe I forgot to mention that! It's a big part of Guilty Gear, too, since throws can be option selected with fast normals (for better or for worse). I should check if Xrd still has FDC superjump, which more or less enables the strongest chicken block of any competitive game.

The counterpoint to all this to me will be Akatsuki Blitzkampf, in which everything is air guardable: supers, grounded moves, air moves, special moves... anything that isn't a throw. But the game itself is not an air dash/double jump game: it doesn't even have universal overheads, or short jump, or super jump! What it did have was a guard crush gauge, and one in which air blocking resulted in increased guard crush. Defending by holding up-back in the corner could lead to your opponent landing a full guard gauge guard crush strings! And being guard crushed in that game would see you landing in a vulnerable state for a lengthy time, so it's incredibly dangerous.

I think Vs. series games would be a lot less fun and also competitively less interesting if air blocking wasn't able to cover all bases the way it does. There is so much stuff getting thrown onto the screen all the time which enables continuous rushing strings from the ground and air that it just needs to be able to do that.





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"Re(2):Re(10):Re(10):Birdie and Cammy trailer" , posted Sun 21 Jun 13:45post reply

I don't have any new SFV news, but in celebration of Birdie's reappearance, I'd like to point to these images in order to drive the point home to Capcom that his SF Zero hair is totally possible and should therefore be implemented ASAP.





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"Re(8):Re(10):Birdie and Cammy trailer" , posted Sun 21 Jun 14:42post reply

quote:
It's like the developers of SF5 looked at the deliberate, constantly safe pace of SFxT and said "let's not do that."


I think they just looked at SFxT itself and had that exact thought. Even Harada must consider that game a bigger sin than the live action Tekken movie.



That whole game was a sin, period. It wore out it's welcome fairly quickly.

I wonder when the next reveals will be? I'm surprised there's not a leaked list coming out now that the year is half over.





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"Re(9):Re(10):Birdie and Cammy trailer" , posted Mon 22 Jun 09:43:post reply

I didn't imagine that *this* would've been getting its own news coverage.

http://www.cbc.ca/news/trending/chun-li-s-bouncy-breasts-baffle-street-fighter-fans-at-e3-1.3117326?cmp=rss





[this message was edited by Professor on Mon 22 Jun 10:32]

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"Chun-Li talent show" , posted Mon 22 Jun 11:38:post reply

quote:
Chun-Li's breasts

I was far more distracted by how unattractively flat-chested her SF4 model was despite her official stats being the same as SF2: B88 W58 H90.

...I guess we can just pull up our Dragon's Crown thread on Sorceress and repost as needed? Certain Americans continue to rail on stupidly with total obliviousness as to how someone could be sexy yet competent. Is a country that finally had a sexual revolution fifty years ago still this confused? I...just don't get it. Also, where is Polly?





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[this message was edited by Maou on Mon 22 Jun 12:01]

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"Re(1):Chun-Li talent show" , posted Mon 22 Jun 12:36:post reply

quote:
Chun-Li's breasts
I was far more distracted by how unattractively flat-chested her SF4 model was despite her official stats being the same as SF2: B88 W58 H90.

...I guess we can just pull up our Dragon's Crown thread on Sorceress and repost as needed? Certain Americans continue to rail on stupidly with total obliviousness as to how someone could be sexy yet competent. Is a country that finally had a sexual revolution fifty years ago still this confused? I...just don't get it. Also, where is Polly?



Slut shaming has a long and proud tradition in America. It's just that it's not as OK to do it to real women anymore, so we have to do it to virtual women. These things don't just magically disappear from the culture, they just migrate.

To be fair though, Chun Li's boobs were bouncing to an uncharicteristically
intense degree in those early videos of SFV. I don't think boobs = bad, but in this case it didn't really fit the character.






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[this message was edited by nobinobita on Mon 22 Jun 12:40]

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"Re(1):Chun-Li talent show" , posted Mon 22 Jun 13:19post reply

quote:
I was far more distracted by how unattractively flat-chested her SF4 model was despite her official stats being the same as SF2: B88 W58 H90.
Bust is a measurement of just that: the bust. It's not an indicator of the breast proportion; that's what the letter is an indicator of. You have to take into account that Chunli is a character who works out, and most likely has some development around her chest and upperback region.





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"Re(2):Chun-Li talent show" , posted Mon 22 Jun 13:47post reply

quote:
It's not an indicator of the breast proportion; that's what the letter is an indicator of. You have to take into account that Chunli is a character who works out, and most likely has some development around her chest and upperback region.

A good point! But then again, I'm pretty sure that my memory isn't too far off.





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"Re(3):Chun-Li talent show" , posted Mon 22 Jun 14:20:post reply

quote:
It's not an indicator of the breast proportion; that's what the letter is an indicator of. You have to take into account that Chunli is a character who works out, and most likely has some development around her chest and upperback region.
A good point! But then again, I'm pretty sure that my memory isn't too far off.



Ah i love those illustrations! Chun Li has always had huge breasts in the art, they just weren't in your face about it (focus has always been on her legs).

Quote from Yoko Shimomura:

"Chun-Li has big thighs, right? So back in the day, I asked Mr. Yasuda, "Why does she have such big thighs?" And he started shouting and went off and was like, "I can't believe you don't understand the appeal." And he started explaining the attraction. And you know, I'm a woman and I asked the question but it kind of got awkward when he started explaining his fetishes. I mean, he has really strong feelings toward his creations. There's a reason for everything being the way that it is. When I heard that, I thought maybe that's something that everybody thinks, but everybody doesn't go out telling everybody. But he just told me."

source:
http://www.polygon.com/a/street-fighter-2-oral-history/chapter-2
(Polygon has some excellent articles sometimes!)

As Doshin has pointed out, muscle contributes greatly to bust size, which is why the men in Street Fighter have always had bust sizes that dwarf the women's.

Chun Li: 88cm (34")
Dhalsim: 107cm (42")
Ryu: 112cm (44")
Ken: 114cm (44")
Boxer: 120cm (47")
Spanish Ninja: 121cm (48")
Guile: 125cm (49")
Sagat: 130cm (51")
Dictator: 129cm (52")
Zangief: 163cm (64")
Blanka: 198cm (77")
E Honda: 212cm (83")

Someone should make one of those bust size profile charts out of this list.






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[this message was edited by nobinobita on Mon 22 Jun 14:23]

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"Re(3):Chun-Li talent show" , posted Mon 22 Jun 14:23post reply

quote:
A good point! But then again, I'm pretty sure that my memory isn't too far off.

Right. Then again, what consistency in measurement could we expect from a company that once listed characters like Zangief as being ONLY 256* lb at 7 feet tall?

*This has been retconned in later iterations, by the way





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"Re(4):Chun-Li talent show" , posted Mon 22 Jun 16:36post reply

quote:
A good point! But then again, I'm pretty sure that my memory isn't too far off.
Right. Then again, what consistency in measurement could we expect from a company that once listed characters like Zangief as being ONLY 256* lb at 7 feet tall? *This has been retconned in later iterations, by the way



Was that mistake made by Capcom or Capcom USA? For example the weights of the characters in Final Fight 2's JP and US versions have great variation. I never understood why. Did the JP side mix up the lbs as kg, or did the USA side decide to buff them up?





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"Re(5):Chun-Li talent show" , posted Mon 22 Jun 19:33post reply

I didn't open the link about Chun-li's boobs because I don't want to feed them more clicks, but I think Capcom already confirmed from the very first day of the public showing that her giggling boobs on player 2 side are a bug, and the intended physics for the final version will be the same as the player 1 side (a little bit like Birdie's chain clipping more severely on the P2 side than on P1).





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"Re(6):Chun-Li talent show" , posted Mon 22 Jun 19:52post reply

Well considering how many people stopped playing her on the main stage after day one, I guess having an errant boob or two at least keeps her in the discussion.





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"Re(1):Chun-Li talent show" , posted Mon 22 Jun 23:36post reply

quote:
...I guess we can just pull up our Dragon's Crown thread on Sorceress and repost as needed? Certain Americans continue to rail on stupidly with total obliviousness as to how someone could be sexy yet competent. Is a country that finally had a sexual revolution fifty years ago still this confused? I...just don't get it. Also, where is Polly?



The complaints in the article weren't about Chun Li's breast size or being "sexy but competent". The complaints were about the ridiculous breast animation that looked like balloons in a wind tunnel.

Even if it was a glitch as Capcom said, it looked laughably bad, and thus people talked about how laughably bad it looked. It doesn't help that other devs have tried and failed at breast animation, sometimes in spectacularly bad ways.





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"Re(2):Chun-Li talent show" , posted Tue 23 Jun 00:06:post reply

quote:
The complaints were about the ridiculous breast animation that looked like balloons in a wind tunnel.

I don't know, there's a pretty song subtext in that article beyond "the physics are inaccurate," even in some of the quotations. It looks like typical puritanical nonsense masquerading as some earnest concern about the supposed "sexualization of the character," whatever that's supposed to mean.





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[this message was edited by Maou on Tue 23 Jun 01:08]

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"Re(3):Chun-Li talent show" , posted Tue 23 Jun 01:27:post reply

quote:
The complaints were about the ridiculous breast animation that looked like balloons in a wind tunnel.
I don't know, there's a pretty song subtext in that article beyond "the physics are inaccurate," even in some of the quotations. It looks like typical American puritanical nonsense masquerading as some earnest concern about the supposed "sexualization of the character," whatever that's supposed to mean.

I'd pretty much agree that her bouncing physics looked somewhat awkward, especially considering this is Capcom-- a company well known to be an expertize in drawing human anatomy (or at least, its design team used to be). Still though, the article sort of made me rethink about modern day's artistic freedom of expression in the west to that of the east.

quote:
Well considering how many people stopped playing her on the main stage after day one, I guess having an errant boob or two at least keeps her in the discussion.

I noticed that too! I'm assuming she isn't that strong as of the current development stage.





[this message was edited by Professor on Tue 23 Jun 01:28]

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"Re(3):Chun-Li talent show" , posted Tue 23 Jun 03:34post reply

quote:
I don't know, there's a pretty song subtext in that article beyond "the physics are inaccurate," even in some of the quotations. It looks like typical puritanical nonsense masquerading as some earnest concern about the supposed "sexualization of the character," whatever that's supposed to mean.


Okay, I've reread the article, and I've still not seen the subtext that you've apparently seen. The closest I can get is a two sentence spot in the article that one could read as a negative explanation of why few people appear to be upset about Chun Li's breast size.

The article itself is largely neutral. It reports quotes (both full tweets and some excerpt words from Reddit) of people complaining about the animation. It has a brief bit on issues with jiggle physics in games. It ends by supporting Capcom's explanation that the animation was a glitch.

As for the tweets, there are nine quoted. Five complain directly about the animation. A sixth is presumably complaining about the animation when he says "Chun Li's alien boobs".

Of the remaining three, one complains about the impracticality of fighting with such breasts. But that ties back to the animation, as large but more restrained breasts wouldn't be "a hazard to herself". For the record, looking at that poster's Twitter feed shows that they had also retweeted someone else specifically complaining about the poorly done animation.

The final two tweets instead talk about Chun Li's nipple bulges ... in the context of Capcom's explanation that the animation was a glitch. The article takes those tweets as posts by people who question Capcom's explanation, which is also how I read those tweets. I don't see any "typical puritanical nonsense" or the like. I admit that I haven't read through the replies to the article, but that seems a bit beside the point.





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"Re(4):Chun-Li talent show" , posted Tue 23 Jun 04:46:post reply

Oh, that's a fair reading that gives the author the benefit of the doubt, and it's certainly not the worst article---better than the trash you see from Kotaku. But in a broader context, we have yet another sensationalist article drawing attention to the subject while simultaneously tut-tutting it, which says a great deal to me culturally that the literal article text may not. Here's what I see:
quote:
fans rolling their eyes
these boobs would be a nightmare
appearances of female video game characters to spark controversy
"Really knuckling down on that grossness, huh Capcom?"
chun-li has her nipples sticking straight out?
Here's what it sounds like: my old high school administrators who seemed just a little too concerned about the length of skirts on the female classmates' uniforms, or some pious but conflicted kid (or censor) who's just so "concerned" about this terrible problem that he can't stop looking at it.





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[this message was edited by Maou on Tue 23 Jun 04:50]

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"Re(5):Chun-Li talent show" , posted Tue 23 Jun 05:11post reply

I'm surprised a bigger deal isn't made of the fact that Cammy's nipples have a visible effect on the contour of her outfit.





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"Re(6):Chun-Li talent show" , posted Wed 8 Jul 01:06post reply

The SF5 beta will feature stages that are apparently still in their beta phase as well. Those sheep could use some more work but I do like that something from Monster Hunter up and died in the lake.





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"Re(7):Chun-Li talent show" , posted Wed 8 Jul 02:02:post reply

quote:
The SF5 beta will feature stages that are apparently still in their beta phase as well. Those sheep could use some more work but I do like that something from Monster Hunter up and died in the lake.



Ok I HAVE to point something out about the first stage being shown. It's in New Zealand. It could be nowhere else on Earth. The reason why? The blue colored birds there. Those are Takahe birds!


Oh, Combofiend does mention it's New Zealand! Haha, should've read the entire article.





[this message was edited by Spoon on Wed 8 Jul 02:03]

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"Re(8):Chun-Li talent show" , posted Wed 8 Jul 07:13post reply

Another stage already, this one in Brazil

Evidently we're also being teased a new character with this. However despite all of Ono's best misdirection efforts I don't think anyone believes it'll be Blanka.





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"Re(8):Chun-Li talent show" , posted Wed 8 Jul 07:30post reply

quote:
It's in New Zealand. It could be nowhere else on Earth. The reason why? The blue colored birds there. Those are Takahe birds!

That looks...pretty cool! Even though it's NZ, my first instinctual thought was that it was the Venezuela boss stage where Vega wastes Nash in SFZero 2, especially since we have Franken-Nash this time around. Hmm!





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"Brazil and a Kiwi stage" , posted Wed 8 Jul 08:51post reply

quote:
The SF5 beta will feature stages that are apparently still in their beta phase as well. Those sheep could use some more work but I do like that something from Monster Hunter up and died in the lake.


Ok I HAVE to point something out about the first stage being shown. It's in New Zealand. It could be nowhere else on Earth. The reason why? The blue colored birds there. Those are Takahe birds!


Oh, Combofiend does mention it's New Zealand! Haha, should've read the entire article.



I was wondering what birds those were? Thanks! There's also an iguana on the rock there.

What I don't like about the stage is the Nessie sighting, or the dinosaur skeleton in the background. Hopefully those get altered somehow. Nessie is in Scotland, not New Zealand.

The Brazil stage looks cool. Might be in Rio? I don't remember that globe thing on the hill when I was in Rio a few years ago. But of course, new things come all the time.





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"Re(1):Brazil and a Kiwi stage" , posted Wed 8 Jul 09:55post reply

So that Ken Bogard stuff...?





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"Re(1):Brazil and a Kiwi stage" , posted Wed 8 Jul 23:17post reply

quote:
The Brazil stage looks cool. Might be in Rio? I don't remember that globe thing on the hill when I was in Rio a few years ago. But of course, new things come all the time.


Apparently the stage is modeled on the Escadaria Selarón so it looks like you're right about the location. I haven't been to Rio myself so I can't even guess what that thing is on the hill but it looks like a giant World Cup trophy.

quote:
So that Ken Bogard stuff...?

Good question! From what I remember most of what he said seemed like it could have been deduced just from reasonable guesswork. The big deciding factor will be his leaks about possible new characters. I guess we will have to wait for the announcement of a brand new character before we can be certain about his leaks. Trouble is, by now we are hip-deep in SF5 rumors so trying to figure out what's possibly legit and what's the result of someone's overactive imagination is a tough task.





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"Re(2):Brazil and a Kiwi stage" , posted Wed 8 Jul 23:54:post reply

quote:
Trouble is, by now we are hip-deep in SF5 rumors so trying to figure out what's possibly legit and what's the result of someone's overactive imagination is a tough task.


Oh, like this?

Huh, I wish I could be more interested in SFV, but I feel a bit like it's just a higher-res SFIV. New stages look cool though! Here's hoping that some new character reveals are coming soon (by new I mean new to the series, not just "hey, it's Dhalsim!").





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[this message was edited by karasu on Wed 8 Jul 23:56]

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"Re(2):Brazil and a Kiwi stage" , posted Thu 9 Jul 02:15post reply

quote:
The Brazil stage looks cool. Might be in Rio? I don't remember that globe thing on the hill when I was in Rio a few years ago. But of course, new things come all the time.

Apparently the stage is modeled on the Escadaria Selarón so it looks like you're right about the location. I haven't been to Rio myself so I can't even guess what that thing is on the hill but it looks like a giant World Cup trophy.



That's what someone on Capcom Unity had said, too. Yeah, there's some elements of Lapa and Escadaria Selaron in there. I'm kinda glad the designers moved away from the jungle or river theme for the Brazil stage and moved it to Rio.

I'm still mixed on the New Zealand stage. I do NOT dig that skeleton thing in the lake, or the Nessie sighting. It looks unnatural for a SF game, just like when they brought the Jurassic stage from SFxT into USFIV.





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"Re(2):Brazil and a Kiwi stage" , posted Thu 9 Jul 04:02post reply

quote:
The Brazil stage looks cool. Might be in Rio? I don't remember that globe thing on the hill when I was in Rio a few years ago. But of course, new things come all the time.

Apparently the stage is modeled on the Escadaria Selarón so it looks like you're right about the location. I haven't been to Rio myself so I can't even guess what that thing is on the hill but it looks like a giant World Cup trophy.



I don't remember where I heard this but apparently what's actually in that place is a large statue of Jesus, so Capcom I guess just decided to avoid any religious confrontation.





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"Re(3):Brazil and a Kiwi stage" , posted Thu 9 Jul 05:51post reply

quote:
The Brazil stage looks cool. Might be in Rio? I don't remember that globe thing on the hill when I was in Rio a few years ago. But of course, new things come all the time.

Apparently the stage is modeled on the Escadaria Selarón so it looks like you're right about the location. I haven't been to Rio myself so I can't even guess what that thing is on the hill but it looks like a giant World Cup trophy.


I don't remember where I heard this but apparently what's actually in that place is a large statue of Jesus, so Capcom I guess just decided to avoid any religious confrontation.



If they did,they'd take away from the realness of the stage. That'd be like having a Paris stage and having a statue of a croissant instead of the Eiffel Tower.





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"April Fools was 3 months ago" , posted Thu 9 Jul 05:58post reply

So why is Siliconera posting joke articles like this now?





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"Re(1):April Fools was 3 months ago" , posted Thu 9 Jul 06:06post reply

quote:
So why is Siliconera posting joke articles like this now?

Seriously. Two unpopular characters from an entry no one played, and two unpopular one-off characters last seen 1998? I will eat my Ishmael's hat if this is even remotely true.

I'm still holding out for Skullomania, though.





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"Re(2):April Fools was 3 months ago" , posted Thu 9 Jul 06:08post reply

quote:
Karin is unpopular?
Well, maybe in the US, but in Japan is apparently another story.

Then again...





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"Re(3):Brazil and a Kiwi stage" , posted Thu 9 Jul 06:18:post reply

Whoops, I waited too long to post this and afterward all of my comments had basically been made by other folks. Oh well!





You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.

[this message was edited by karasu on Thu 9 Jul 06:19]

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"Re(3):April Fools was 3 months ago" , posted Thu 9 Jul 06:20:post reply

quote:
Karin is unpopular?Well, maybe in the US, but in Japan is apparently another story.

I mean, Karin was a character in a Comic Gamest spinoff story on Zero 2 that some lunatic thought would be fun to toss in among the cast of thousands in Zero 3. Even if she happened to have been "popular" in Japan or the US and not just a (fun) throwaway character, I don't think that stretched beyond the world of Zero 3. Is she "relevant?" 17 years later with no word, I'd say no.

Edit: Nooo, Karasu, stick around, and let's invent a new rumor about how Remy is now confirmed. Preferrably via Magic Box.





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[this message was edited by Maou on Thu 9 Jul 06:26]

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"Re(4):Brazil and a Kiwi stage" , posted Thu 9 Jul 06:23post reply

Siliconera announced FF7 remake one day earlier and no one believed them.
I want to believe!





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"Re(4):April Fools was 3 months ago" , posted Thu 9 Jul 06:28post reply

quote:
17 years later with no word, I'd say no.
I think you're forgetting Capcom Fighting Jam here, which happened in 2004 (even if it was a simple cut-n-paste job). Not to mention her guest appearance in SNK vs Capcom: Match of the Millennium in 1999, and a Capcom calendar in 2012. I'll avoid referring to the internet polls, though.





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"Re(5):April Fools was 3 months ago" , posted Thu 9 Jul 06:38:post reply

quote:
I think you're forgetting Capcom Fighting Jam here
Ahahaha, I didn't think I'd ever hear that phrase uttered in my life. Okay, you've got me there, though if anything that game being her only other appearance is an unfortunate monument to her irrelevance.

Ditto to the unrepresentative appearance of fan support for unpopular characters in internet threads. Sad to say, but in this day and age, Capcom knows full well that most people don't give two god-damns about characters who are not Ryu and other old-timers. SF III bombing while Zero 3 exploded really says it all. (Note that this isn't attached to the game's merits. It didn't do Capcom a bit of good when Third Strike sold zero copies, only to be rediscovered as a technical/artistic masterpiece by the small circle of hardcore players years later.)

Don't get me wrong, I enjoy Karin as a fun "curio" in the same way I love Q. God, I miss Q.





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[this message was edited by Maou on Thu 9 Jul 06:40]

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"Re(5):Brazil and a Kiwi stage" , posted Thu 9 Jul 06:39post reply

quote:
Siliconera announced FF7 remake one day earlier and no one believed them.
I want to believe!


FIXED.

quote:
Edit: Nooo, Karasu, stick around, and let's invent a new rumor about how Remy is now confirmed. Preferrably via Magic Box.


I suppose at this point I have as much credibility as anyone, so why not? How about this: Retsu, Blade from the Street Fighter Movie Game, and the movie version of Blanka-- all confirmed! As well as a Portland, Oregon stage that takes place in front of Voodoo Doughnut!

Too bad I don't have the time to hack together a convincing mockup!





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"Re(6):Brazil and a Kiwi stage" , posted Thu 9 Jul 09:30post reply

If Mika is really confirmed I hope they gave her the same treatment as all the Alpha characters. Seriously, she should be about like this in SFV, no question or doubt in my mind.





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"Re(7):Brazil and a Kiwi stage" , posted Thu 9 Jul 10:51post reply

quote:
Seriously, she should be about like this in SFV, no question or doubt in my mind.

Don't worry, they'll redesign Mika and most likely give you some initial disappointment with her change, until you grievingly accept it later.

Anyway, even if it is Siliconera, make sure you're taking this information in with a grain of salt, because it seems rather wishlisty and out of the blue.





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"Re(8):Brazil and a Kiwi stage" , posted Thu 9 Jul 23:45post reply

So Siliconera has posted articles that seem to have no basis outside of internet rumors, which means that when anyone wants to provide evidence for these unsubstantiated claims they will point to the Siliconera as proof that the rumors are true. What a crazy ouroboros of information this turned out to be. The only certain thing I've learned from all these rumors is the fact that Magic Box is still around. How is that possible?





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"I miss Q" , posted Fri 10 Jul 00:43post reply

Over at Capcom Unity there are tons of people dying for Mika and Karin. I don't see why so much hype over them personally. If Karin makes it in, please do away with the school girl theme and go somewhat along the lines of Lili's outfit.

I would like to see Q make a comeback. Anybody else? I think he has potential, and the mystery around him needs to be solved.





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"Re(1):I miss Q" , posted Fri 10 Jul 01:08:post reply

quote:
I would like to see Q make a comeback. Anybody else? I think he has potential, and the mystery around him needs to be solved.


I'm with you, but I think the Q dream died when they showed how Birdie plays in SF5, which is too similar to Q to allow both at least in the first version of the game (limited cast and all). Slow but wide reaching normals, self-buff, big hurt box...

Actually, I'm starting to wonder if the Q situation at Capcom might be like the K999 situation, a.k.a. "we shall never mention his name ever again". I don't think the holders of the IP of Robot Keiji complained officially, but...





[this message was edited by Iggy on Fri 10 Jul 01:13]

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"Re(2):I miss Q" , posted Fri 10 Jul 01:48post reply

quote:
I would like to see Q make a comeback. Anybody else? I think he has potential, and the mystery around him needs to be solved.

I'm with you, but I think the Q dream died when they showed how Birdie plays in SF5, which is too similar to Q to allow both at least in the first version of the game (limited cast and all). Slow but wide reaching normals, self-buff, big hurt box...

Actually, I'm starting to wonder if the Q situation at Capcom might be like the K999 situation, a.k.a. "we shall never mention his name ever again". I don't think the holders of the IP of Robot Keiji complained officially, but...



I think you're right about the Q/Birdie comparison. It's a shame because I'm a fan of both characters and I'm ecstatic with the return of Birdie. I think his changes have made him more interesting.

I also see this as a similar situation with Remy. With Charlie in the game, it really robs Remy any chances of returning. Anything is possible but I doubt it. I'll probably really enjoy using Charlie but I always wanted Remy to return to a future game. He was always a good variation of Guile.

So far, it seems that Capcom have been mindful of providing good revamps of the classics. My optimism continues that this game will continue the trend started by SF4 in gaining more interest by new/casual players while providing satisfying play for veterans. (Thank goodness for Sony.)





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"Re(2):I miss Iggy" , posted Fri 10 Jul 01:50:post reply

quote:
Actually, I'm starting to wonder if the Q situation at Capcom might be like the K999 situation, a.k.a. "we shall never mention his name ever again". I don't think the holders of the IP of Robot Keiji complained officially, but...

Hahah, yeah, you're probably right. Capcom got the last laugh taking "inspiration" for dictator Vega from comic characters that are less likely to be remembered now than he is, but given that the vast majority of the public never even heard of Third Strike, Q probably can't squeak by.

Also, you are about fifty posts away from breaking the board. Have you planned your apocalypse post yet? Has Guillaume? We can fete you like it's Carnival.





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[this message was edited by Maou on Fri 10 Jul 01:56]

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"Re(3):I miss Iggy" , posted Fri 10 Jul 02:42post reply

quote:
Also, you are about fifty posts away from breaking the board. Have you planned your apocalypse post yet? Has Guillaume? We can fete you like it's Carnival.


I somehow completely forgot this happened even though I posted in the damned thread. Then again, it might have been my alter-ego posting at that time so who knows.





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"Remy should come back" , posted Fri 10 Jul 03:44post reply

Yeah it is a shame about Remy. SF needs a proper French representative (Abel I feel don't count since he's created by Shadoloo) and I liked his variation on Guile/Charlie's fighting style.





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"Re(1):Remy should come back" , posted Fri 10 Jul 04:33post reply

Ken announced at comic con. Looks pretty different in terms of design and play.





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"Re(2):Remy should come back" , posted Fri 10 Jul 04:43post reply

quote:
Ken announced at comic con. Looks pretty different in terms of design and play.



I like how they updated him to not look too much like a Shoto. Good job Capcom!

Apparently from what I hear, this game takes place after SF3.





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"Re(2):Remy should come back" , posted Fri 10 Jul 06:18:post reply

Trailer

Who is the one at the end of the trailer?
A new character?
A new design for an old character?





[this message was edited by Lord SNK on Fri 10 Jul 06:20]

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"Re(3):I miss Iggy" , posted Fri 10 Jul 06:29post reply

quote:

Hahah, yeah, you're probably right. Capcom got the last laugh taking "inspiration" for dictator Vega from comic characters that are less likely to be remembered now than he is,



Given that one of the major streamers of Capcom tournaments is Team Spooky, who always end the stream with a clip from the Riki-Oh movie (YOU'RE ALL FREE NOW!), awareness of Washizaki may actually be on the rise!

Also, given how they've significantly revamped the gameplay of some old characters, I don't think that any concerns about "X plays too much like Y so shouldn't be in the game" should be held TOO strongly. If Birdie could fly (what a horrifying thought...), he'd actually probably more resemble Merkava from UNIEL.





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"Re(3):Remy should come back" , posted Fri 10 Jul 08:11post reply

quote:
Trailer

Who is the one at the end of the trailer?
A new character?
A new design for an old character?

Shadow Honda, now with dredlocks. That's why he has yellow eyes, just like a Persona shadow.

It's possibly some kind of New Zealand character.





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"Re(4):Remy should come back" , posted Fri 10 Jul 10:13post reply

So who had "Ken" on their SF5 bingo cards? I wonder how many purported leaked lists were debunked with this latest addition to the cast.





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"Re(5):Remy should come back" , posted Fri 10 Jul 10:18:post reply

quote:
So who had "Ken" on their SF5 bingo cards? I wonder how many purported leaked lists were debunked with this latest addition to the cast.

To be honest, Ken seemed like such a shoe-in anyway, and I kind of guessed they'd change him up in some way because of how they wanted to avoid clones.

Also there was this rumor list which I can't find the original listing to.

EDIT:
His name is Nodim Portent





[this message was edited by Doshin on Fri 10 Jul 12:23]

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"SF's first New Zealand character?" , posted Fri 10 Jul 11:58post reply

quote:
So who had "Ken" on their SF5 bingo cards? I wonder how many purported leaked lists were debunked with this latest addition to the cast.
To be honest, Ken seemed like such a shoe-in anyway, and I kind of guessed they'd change him up in some way because of how they wanted to avoid clones.

Also there was this rumor list which I can't find the original listing to.



That new character I am already hearing buzz about that he could be a New Zealand Maori type of fighter. If he is, then that'll be awesome! NZ has never gotten a rep of any kind in SF or any fighter!





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"Re(1):SF's first New Zealand character?" , posted Fri 10 Jul 17:30post reply

So the new character has to be relevant to the story because he has a V on his face? New boss?





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"Re(3):Remy should come back" , posted Fri 10 Jul 17:50post reply

quote:
Ken announced at comic con. Looks pretty different in terms of design and play.


I like how they updated him to not look too much like a Shoto. Good job Capcom!



SNK applied that kind of redesign to Ryo in Fatal Fury Wild Amition ages ago.
I wish they'd stuck with it - it looked cooler and de-orangified Ryo a bit.
Now if SNKP finally applies it in a more committed manner it'll probably be treated like copying SF by ignorants even though they did it first...


As for the new guy, for some reason I'm reminded of Muscle Bomber.





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"Re(3):I miss Iggy" , posted Fri 10 Jul 19:29post reply

Goddamit, I forgot about that thing.
That was a low blow, Maou. You not-fighting-like-gentlemen-person.





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"Re(4):April Fools was 3 months ago" , posted Fri 10 Jul 22:57post reply

quote:
Karin is unpopular?Well, maybe in the US, but in Japan is apparently another story.
I mean, Karin was a character in a Comic Gamest spinoff story on Zero 2 that some lunatic thought would be fun to toss in among the cast of thousands in Zero 3. Even if she happened to have been "popular" in Japan or the US and not just a (fun) throwaway character, I don't think that stretched beyond the world of Zero 3. Is she "relevant?" 17 years later with no word, I'd say no.



There was a rumor that back in the days of the SFIV upgrades, Karin was actually highly requested. Problem is, as you said, she wasn't really created by Capcom, so there were licensing issues preventing her inclusion. I don't know if it's true, but it's unlikely that she was left out of the SFIV upgrades because of popularity - I mean, how popular are characters like Hugo, Elena or Adon?

Now, about the current rumor about the SFV cast, it's weird to see that this game could have Karin and Nash... but not Sakura and Guile (who are not only much more popular, but who are strongly tied to Karin's and Nash's backstories and motivations). Then again, if Capcom decided to put Birdie in this game and redesign Ken to the point where he is very different from Ryu, I'd rather not doubt any rumor, no matter how weird it is.





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"Re(5):April Fools was 3 months ago" , posted Fri 10 Jul 23:17post reply

quote:
Problem is, as you said, she wasn't really created by Capcom, so there were licensing issues preventing her inclusion.
I still don't know where that comes from, but the licensing issue story is false.
Regardless of her origin as a manga character, Karin is owned by Capcom and has appeared in the NGPC crossovers and Capcom Fighting Jam. Not the most stellar of CVs, but there is no licensing issue blocking Karin from appearing anywhere.





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"Re(5):April Fools was 3 months ago" , posted Sat 11 Jul 00:12post reply

quote:
Now, about the current rumor about the SFV cast, it's weird to see that this game could have Karin and Nash... but not Sakura and Guile (who are not only much more popular, but who are strongly tied to Karin's and Nash's backstories and motivations). Then again, if Capcom decided to put Birdie in this game and redesign Ken to the point where he is very different from Ryu, I'd rather not doubt any rumor, no matter how weird it is.



My preference would be for the cast to be 1/3 classics, 1/3 new and 1/3 heavily revamped classics. Right now it looks to me that Ryu, Chun Li, Cammy have the least amount of changes and Birdie, Nash, Vega and Ken have a lot more revamping.

I am perfectly okay with some fan favorites to be missing. For example, if Zangief and Sakura were to be missing I would be okay with that. If they were to return, I'd want them heavily revamped. But that's just me.

It looks like Capcom is taking some calculated risks here and that's good. SF4 with the focus system replaced by the v-system is a good thing but you need to revamp the characters or we'll get bored a lot faster.





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"Re(1):SF's first New Zealand character?" , posted Sat 11 Jul 01:15post reply

quote:
So who had "Ken" on their SF5 bingo cards? I wonder how many purported leaked lists were debunked with this latest addition to the cast.
To be honest, Ken seemed like such a shoe-in anyway, and I kind of guessed they'd change him up in some way because of how they wanted to avoid clones.


Personally I like this continuation of the pre-SFIV move of differentiating Ken from Ryu that was started way back in SFII Turbo. I know, I know, Ken's gameplay is much different from Ryu's but I enjoy the attempt they're making to change him up even more.
quote:

That new character I am already hearing buzz about that he could be a New Zealand Maori type of fighter. If he is, then that'll be awesome! NZ has never gotten a rep of any kind in SF or any fighter!


I agree, it would be great to have a Maori world warrior! The Maori have a fantastic martial history so a character like that would fit right in. If that's this guy's story though, Capcom got the Maori look about as well as they captured Brazilians with Blanka or yoga with Dhalsim, haha!





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"Re(6):Remy should come back" , posted Sat 11 Jul 01:48post reply

quote:
Also there was this rumor list which I can't find the original listing to.

So most of the rumors lists are still valid, meaning we will still have plenty of debate and groundless speculation? That's good news, I didn't want the fun to end too soon.





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"Re(2):SF's first New Zealand character?" , posted Sat 11 Jul 02:31post reply

quote:

Personally I like this continuation of the pre-SFIV move of differentiating Ken from Ryu that was started way back in SFII Turbo. I know, I know, Ken's gameplay is much different from Ryu's but I enjoy the attempt they're making to change him up even more.



There has never been a numbered/mainline SF game that did not have Ken and Ryu in it, a trend I don't ever seem changing. The new hurricane kicks harken to MvC Ken-mode Ryu or MvC2 Ken, but Ken having a diving special (that looks suspiciously like Sol's new flaming dive!) is something new. Ken still seems to have the shoto staples of fireball/DP/tatsu, but more differentiation is a welcome thing.

But man that hair of his needs fixing. If only I could find some pictures of beta SF4 Ken!





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"tolerable BGM" , posted Sat 11 Jul 09:06:post reply

More important that the Maori mystery may be that they appear to have thrown in the towel on making new music and just remixed old themes for the BGM, now available midway down this post! I suppose I'd complain about how grating this instrumentation is if the new SFIV music hadn't been so heroically shitty.

...well, I guess I liked the overpass theme.





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[this message was edited by Maou on Sat 11 Jul 09:13]

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"Re(1):tolerable BGM" , posted Sat 11 Jul 09:13post reply

quote:
More important that the Maori mystery may be that they appear to have thrown in the towel and just remixed old themes for the BGM, now available midway down this post! I suppose I'd complain about how grating this new instrumentation is if the SFIV music hadn't been so heroically shitty.

...well, I guess I liked the overpass theme.


I think maybe after the late 2000s, Capcoms BGMs sort of died down. They were downright amazing from the 90s and early 2000s. Not surprised to hear this!





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"Re(2):SF's first New Zealand character?" , posted Sat 11 Jul 09:13post reply

quote:

Personally I like this continuation of the pre-SFIV move of differentiating Ken from Ryu that was started way back in SFII Turbo. I know, I know, Ken's gameplay is much different from Ryu's but I enjoy the attempt they're making to change him up even more.



He has been progressively more different from Ryu in every game since CE but he was never considered that different as long as his default outfit was almost exactly the same. Even though in SF4 you could totally give him (and Ryu) a different outfit to make them look even more different, the stigma of his palette swap days remained because of his default outfit. So now that even his default outfit has changed, maybe he'll finally be able to move out of the "clone" part of his existence. Even his damage animations are different from Ryu's now, which is something that I'm pretty sure has never happened before.





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"Re(1):tolerable BGM" , posted Sat 11 Jul 09:16post reply

quote:
More important that the Maori mystery may be that they appear to have thrown in the towel on making new music and just remixed old themes for the BGM, now available midway down this post! I suppose I'd complain about how grating this instrumentation is if the new SFIV music hadn't been so heroically shitty.

...well, I guess I liked the overpass theme.

It could have been dubstep.

I'm okay with most of these tunes, though they do come off as generic, still. Not bad, but not amazing. Not everything can be the SFA soundtrack.





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"Re(3):SF's first New Zealand character?" , posted Sat 11 Jul 10:34post reply

quote:

Even his damage animations are different from Ryu's now, which is something that I'm pretty sure has never happened before.



*begins poring over SF2 puking animations obsessively*





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"Re(2):tolerable BGM" , posted Sat 11 Jul 20:03post reply

quote:
I think maybe after the late 2000s, Capcoms BGMs sort of died down. They were downright amazing from the 90s and early 2000s. Not surprised to hear this!

One of the great things MvC3 did was to call back several of the Capcom composers of old to give the entire game the real Capcom sound.
Unfortunately, if I recall correctly, they also called the SF4 guy for a couple of tracks, and they were as lame as his original work.





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"Re(3):tolerable BGM" , posted Sun 12 Jul 01:58post reply

quote:
I think maybe after the late 2000s, Capcoms BGMs sort of died down. They were downright amazing from the 90s and early 2000s. Not surprised to hear this!
One of the great things MvC3 did was to call back several of the Capcom composers of old to give the entire game the real Capcom sound.
Unfortunately, if I recall correctly, they also called the SF4 guy for a couple of tracks, and they were as lame as his original work.



I liked the Africa (Airfield) stage a lot. That was done really well. Also the India and Vietnam Remix was decent. But apart from those 3, I didn't care much for the rest.





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"Re(4):tolerable BGM" , posted Sun 12 Jul 11:24post reply

Guy's theme in SF4 was quite a good rendition. There's an overall trend in shifting the OST towards sounding more dance-ish in SF4, which to me doesn't totally buck the trend of styling the music in the SF game after something contemporary, e.g. the hip-hop and rap of 3S.





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"Re(5): intolerable BGM" , posted Sun 12 Jul 11:48:post reply

quote:
something contemporary, e.g. the hip-hop and rap of 3S.

But, but the 3S soundtrack is such dross compared to the smooth grooves of the first two! "3S: as slow-paced as SFZero2 without the cheerfulness, as dull as the dumber SFZero3 tracks without the fun bass."

I'm going to take inspiration from Doshin's comment and say SFV should be purely and ridiculously in one style, so let's make it dubstep. I would also dig an all-bluegrass or all-ska SFV.

Or maybe they can save us a lot of time and just use Shimomura's tracks straight from SFII.





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"Re(6): intolerable BGM" , posted Sun 12 Jul 12:45:post reply

quote:
something contemporary, e.g. the hip-hop and rap of 3S.
But, but the 3S soundtrack is such dross compared to the smooth grooves of the first two! "3S: as slow-paced as SFZero2 without the cheerfulness, as dull as the dumber SFZero3 tracks without the fun bass."

I'm going to take inspiration from Doshin's comment and say SFV should be purely and ridiculously in one style, so let's make it dubstep. I would also dig an all-bluegrass or all-ska SFV.

Or maybe they can save us a lot of time and just use Shimomura's tracks straight from SFII.


Oh my! Did he say all bluegrass? From Kentucky? lol. I say all-dance/electronic:
[/Like this]





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[this message was edited by neo0r0chiaku on Sun 12 Jul 12:47]

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"Re(6): intolerable BGM" , posted Sun 12 Jul 13:03post reply

quote:
But, but the 3S soundtrack is such dross compared to the smooth grooves of the first two! "3S: as slow-paced as SFZero2 without the cheerfulness, as dull as the dumber SFZero3 tracks without the fun bass."



The problem for me with the 2I OST is that it's TOO smooth. It's smooth to the point where there are tracks which I have no idea how to associate with the character, like Ibuki's theme or Ryu's theme. The music is totally enjoyable to listen to, and I don't want to insist that all my fighting game music has to have pounding bass and pulsing intense rhythm, but a lot of the time when I was first playing 2I I found myself wondering if this was some hacked/bootleg version with the music swapped.

Some of the songs in 2I sound like precursors to Nujabes tracks, which I can dig.

I do appreciate that SF kept bringing new styles of music into its games, though! I quite liked the SFA3 music, even though it seemed to veer far away from the iconic theme songs of SF2. I still think it has some amazing visual/audio moments, like when the -ism slams into place at the start of the match.

quote:

I'm going to take inspiration from Doshin's comment and say SFV should be purely and ridiculously in one style, so let's make it dubstep. I would also dig an all-bluegrass or all-ska SFV.



If we're going all-ska, I instead propose a move to jazz fusion, except instead of the marimba-infused 2I style, we take what seems to be jazz's noisecore, Moon Hooch. They literally sound like a bunch of angry geese at times, which makes me think they would actually be a better for a new Fatal Fury.


quote:

Or maybe they can save us a lot of time and just use Shimomura's tracks straight from SFII.



Ooh, fun experiment: suppose that's what they did for all returning characters. In order to maintain that same spirit, what do they do for new characters/characters that didn't exist for SF2?





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"Re(7): intolerable BGM" , posted Sun 12 Jul 13:13post reply

quote:

Oh my! Did he say all bluegrass? From Kentucky?

Hell yes, son! I think a hyper-speed banjo theme is the only way I would ever forgive seeing Dan's dumb unfunny shtick in a Street Fighter game again. Just imagine. Ryu can have his theme on sped-up tsugaru-jamisen, the closest Japanese equivalent.

quote:
jazz fusion
I see no reason not to get as funky as all get-up, per past precedent.
quote:
what do they do for new characters/characters that didn't exist for SF2?
Oh, I think you know.





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"Re(8): intolerable BGM" , posted Mon 13 Jul 00:40post reply

Sorry to break it to you, but the SFII OST was already jazz fusion.





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"Re(7): intolerable BGM" , posted Mon 13 Jul 02:03post reply

While I'm not huge on SF5's music yet I am digging the heavy guitar focus in those themes, and I certainly like it more than the electronic fly-buzzing that comprised the SF4 arrangements. The stage music so far is strange, though. It doesn't really seem to fit that well.

quote:

The problem for me with the 2I OST is that it's TOO smooth. It's smooth to the point where there are tracks which I have no idea how to associate with the character, like Ibuki's theme or Ryu's theme. The music is totally enjoyable to listen to, and I don't want to insist that all my fighting game music has to have pounding bass and pulsing intense rhythm, but a lot of the time when I was first playing 2I I found myself wondering if this was some hacked/bootleg version with the music swapped.



To be fair Ibuki's original SF3 theme had a shamisen-like instrument in the melody position as opposed to the more generic piano of 2i, so I guess the thinking was that even without the Japanese flavoring it would just stay connected to the character by association. I do like the 2i version better (the original was actually kind of dull) but like you said it's a little harder to associate it with Ibuki on its own.





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"Re(8): intolerable BGM" , posted Mon 13 Jul 02:47post reply

quote:

Oh my! Did he say all bluegrass? From Kentucky?
Hell yes, son! I think a hyper-speed banjo theme is the only way I would ever forgive seeing Dan's dumb unfunny shtick in a Street Fighter game again. Just imagine. Ryu can have his theme on sped-up tsugaru-jamisen, the closest Japanese equivalent.

jazz fusion I see no reason not to get as funky as all get-up, per past precedent.what do they do for new characters/characters that didn't exist for SF2? Oh, I think you know.


Wow, I have not heard that since my days in Frankfort!! Well, my opinion SFA3 and SF3 3S had the best OSTs in the series. I think the classic vintage music, like the one you mentioned tsugaru, fits more well in Samurai Spirits.





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"Re(9): intolerable BGM" , posted Mon 13 Jul 03:47post reply

quote:
Sorry to break it to you, but the SFII OST was already jazz fusion.



Zangief's theme certainly felt that way! Could all of it be categorized that way, though? It certainly seemed like a lot of ending/credit songs of the 90s had some sort of smooth jazz element to it. I don't know enough about music, though, so do enlighten me!





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"Re(10): intolerable BGM" , posted Mon 13 Jul 04:21:post reply

quote:

Zangief's theme certainly felt that way! Could all of it be categorized that way, though? It certainly seemed like a lot of ending/credit songs of the 90s had some sort of smooth jazz element to it. I don't know enough about music, though, so do enlighten me!



I feel that the best way to start this discussion is to link this: Guile's Jam.. ..or is it?

If you take your time and listen to the big names in Japanese jazz fusion* you'll start to see the big picture which is that there isn't much originality in 80's video game soundtracks. Back then video game music composers just took what was popular and didn't need vocals. Jazz fusion was perfect for that. These guys and gals companies like Sega and Capcom hired were just musically talented engineers, not really composers. Not people who could churn out an album full of original hits. If they could, they would not be working for video game companies would they?

For example, Out Run took everything possible from Naoya Matsuoka's body of work. Even the idea of sounds of the waves splashing is from Matsuoka's album. They just transferred those ideas into a video game. Just like the characters from Street Fighter are just based on anime/manga influences. You get what I mean.

These are just my opinions, as I'm sure some people don't want to hear this kind of stuff.

*T-Square, Casiopea, Naniwa Experience, Naoya Matsuoka, Prism, etc they're all on Youtube.





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[this message was edited by TheRedKnight on Sun 26 Jul 19:14]

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"Re(2):Re(10): intolerable BGM" , posted Mon 13 Jul 07:13:post reply

quote:

Zangief's theme certainly felt that way! Could all of it be categorized that way, though? It certainly seemed like a lot of ending/credit songs of the 90s had some sort of smooth jazz element to it. I don't know enough about music, though, so do enlighten me!


I feel that the best way to start this disctussion is to link this: Guile's Jam.. ..or is it?

If you take your time and listen to the big names in Japanese jazz fusion* you'll start to see the big picture which is that there isn't much originality in 80's video game soundtracks. Back then video game music composers just took what was popular and didn't need vocals. Jazz fusion was perfect for that. These guys and gals companies like Sega and Capcom hired were just musically talented engineers, not really composers. Not people who could churn out an album full of original hits. If they could, they would not be working for video game companies would they?

For example, Out Run took everything possible from Naoya Matsuoka's body of work. Even the idea of sounds of the waves splashing is from Matsuoka's album. They just transferred those ideas into a video game. Just like the characters from Street Fighter are just based on anime/manga influences. You get what I mean.

These are just my opinions, as I'm sure some people don't want to hear this kind of stuff.


-- Message too long, Autoquote has been Snipped --

Its funny how you brought this up because lately i have been adding to a youtube playlist of musics or songs that VGMs from the 90s sampled from back in the 80s and 70s. Many VGMs sampled from various types of music and artists. Dance, Electronic, rock, Jazz etc. I was baffled with some of the tracks I found from video games. nowadays, people are using these VGMs from the 90s into songs at this point of time. Sample to be sampled!!!

quote:
*T-Square, Casiopea, Naniwa Experience, Naoya Matsuoka, Prism, etc they're all on


Japanese jazz fusion from the 70s and 80s. Sounds like i will be having some new music to listen to this week at work! Thanks for this information. The music sounds great!





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[this message was edited by neo0r0chiaku on Mon 13 Jul 07:21]

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"Re(2):Re(10): intolerable BGM" , posted Mon 13 Jul 07:16post reply

quote:

I feel that the best way to start this disctussion is to link this: Guile's Jam.. ..or is it?

If you take your time and listen to the big names in Japanese jazz fusion* you'll start to see the big picture which is that there isn't much originality in 80's video game soundtracks. Back then video game music composers just took what was popular and didn't need vocals. Jazz fusion was perfect for that. These guys and gals companies like Sega and Capcom hired were just musically talented engineers, not really composers. Not people who could churn out an album full of original hits. If they could, they would not be working for video game companies would they?

For example, Out Run took everything possible from Naoya Matsuoka's body of work. Even the idea of sounds of the waves splashing is from Matsuoka's album. They just transferred those ideas into a video game. Just like the characters from Street Fighter are just based on anime/manga influences. You get what I mean.

These are just my opinions, as I'm sure some people don't want to hear this kind of stuff.


Wha...WOW! I've understood for quite a while that there was an entire history of Japanese popular music that was relatively unknown in the west and that was amazing-- Western artists here and there have been sampling some of it lately, but that's what, 30 years too late? I think you've fortunately/unfortunately opened my eyes to a bunch of music I can now obsess over. So... thanks! It's also encouraging to hear that for once these kinds of tracks are easily found.

I'm hoping that maybe I can convince you to start a new thread to discuss this exact sort of thing, removed from the specificity of a SFV thread.





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"Re(3):Re(10): intolerable BGM" , posted Tue 14 Jul 09:31post reply

quote:

I feel that the best way to start this disctussion is to link this: Guile's Jam.. ..or is it?

....

These are just my opinions, as I'm sure some people don't want to hear this kind of stuff.



I definitely want to hear this kind of stuff. Clicking that link blew my mind.

Like karasu, I'm definitely interested in hearing more.





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"Re(4):Re(10): intolerable BGM" , posted Tue 14 Jul 09:58post reply

quote:

I definitely want to hear this kind of stuff. Clicking that link blew my mind.

Like karasu, I'm definitely interested in hearing more.

Thirded!

Here comes a new thread!





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"Re(5):Re(10): intolerable BGM" , posted Mon 20 Jul 20:18post reply

So.. no one cares about the new character? The design is pretty all-over-the-place-yet-boring-at-the-same-time AKA Killer Instict style.





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"Re(6):Re(10): intolerable BGM" , posted Mon 20 Jul 21:25post reply

quote:
So.. no one cares about the new character? The design is pretty all-over-the-place-yet-boring-at-the-same-time AKA Killer Instict style.

Designwise there's not really that much special to him. I didn't really think of him as like Kars, either. It seems Capcom just wanted to have some edgy character that western fans might like...? I agree that he is pretty boring in that aspect. Can't say much about the gameplay part, yet.





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"Re(7):Re(10): intolerable BGM" , posted Tue 21 Jul 00:32post reply

quote:
So.. no one cares about the new character? The design is pretty all-over-the-place-yet-boring-at-the-same-time AKA Killer Instict style.
Designwise there's not really that much special to him. I didn't really think of him as like Kars, either. It seems Capcom just wanted to have some edgy character that western fans might like...? I agree that he is pretty boring in that aspect. Can't say much about the gameplay part, yet.



Truthfully, I'm not especially put off by his design. As to whether I like him as a playable character or not, I'll have to try him out to see.

I think Capcom is in a funny spot right now, where nearly everything they produce gets put under a microscope to find out just what it is that everyone hates the most (which has been my experience with reading people's reactions elsewhere online). This guy has a lot of shades of Blanka to me, or is at least a similarly out there 'bestial' character, and my guess is that in 1991 nobody was screaming about how awful and how much of a Wolverine ripoff Blanka was. It's funny, when this guy was teased at the end of Ken's intro video, within about half an hour a few people I know went through a series of speculations about who he was, and for each speculation, they had an accompanying reason why he would suck, but none about why he would be interesting or good.

Personally I'm always happy when Capcom takes a chance and introduces a new character, and as far as SFIV was concerned, I was mixed as to which ones I liked. I suspect we'll never return to the glory days of SFIII when a tiny subset of returners will be accompanied by an almost entirely new cast, but any direction away from 'Super SFII plus a few new folks' is just fine with me.





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"Re(8):Re(10): intolerable BGM" , posted Tue 21 Jul 01:11post reply

quote:
but any direction away from 'Super SFII plus a few new folks' is just fine with me.
I'd say we were already stepping in that direction with Charlie and Birdie. Also, we're only getting sixteen characters at the start, so initially it's clearly not going to be that way anyway. The only hurdle left is "SF2CE cast plus some new guys".





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"Re(8):Re(10): intolerable BGM" , posted Tue 21 Jul 04:13post reply

quote:
It seems Capcom just wanted to have some edgy character that western fans might like...?

Am I supposed to only play characters that are designed to appeal to no one? If that's the case I would be stuck playing Arcana Heart.

Personally I like Necalli. It's nice to see a fighting game character with Polynesian influences besides Warren from Power Moves, plus I'm curious to see how many colors they can come up with for his glowing hair. I'm glad that SF and KI are still in the business of making colorful games now that MK seems intent on making everything as drab as possible.





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"Re(9):Re(10): intolerable BGM" , posted Tue 21 Jul 04:18post reply

quote:

Personally I like Necalli. It's nice to see a fighting game character with Polynesian influences besides Warren from Power Moves, plus I'm curious to see how many colors they can come up with for his glowing hair. I'm glad that SF and KI are still in the business of making colorful games now that MK seems intent on making everything as drab as possible.



He's clearly an Aztec.





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"Re(9):Re(10): intolerable BGM" , posted Tue 21 Jul 04:22:post reply

quote:
It seems Capcom just wanted to have some edgy character that western fans might like...?
Am I supposed to only play characters that are designed to appeal to no one?

I'm really confused on how you read that out of what I said.
quote:
He's clearly an Aztec.
Is that so?

Also, hint for the next reveal, possibly.





[this message was edited by Doshin on Tue 21 Jul 05:06]

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"O'great job, Capcom" , posted Wed 22 Jul 03:01:post reply

http://www.eventhubs.com/news/2015/jul/21/necallis-v-trigger-has-no-time-limit-once-activated-new-information-and-screenshots-street-fighter-5s-latest-character/

Now the backstory reminds me of Ogre... 0 points to "Capcom".





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"Re(1):O'great job, Capcom" , posted Wed 22 Jul 04:02post reply

quote:
http://www.eventhubs.com/news/2015/jul/21/necallis-v-trigger-has-no-time-limit-once-activated-new-information-and-screenshots-street-fighter-5s-latest-character/

Now the backstory reminds me of Ogre... 0 points to "Capcom".



I like the character design. I really do. I can't wait to see his backstory, and hope he isn't just another "unknown" nationality.





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"A simple yet exciting move" , posted Wed 22 Jul 05:59post reply

Do the designers think V-Reversals are going to be a big part of the game? I can't see how Necalli losing that during his V-trigger is going to hurt him all that much.

quote:
I'm really confused on how you read that out of what I said.


Since fighting game characters since the beginning of time have almost always been designed with international audiences in mind it just struck me as a bit odd that part of your indifference to Necalli was based on the idea that he may have been created using very standard guidelines. Of course I could have mis-read your line, which would hardly be the first time.

quote:
He's clearly an Aztec.

Now he's no longer interesting.





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"Re(1):A simple yet exciting move" , posted Wed 22 Jul 07:40:post reply

quote:
...part of your indifference to Necalli was based on the idea that he may have been created using very standard guidelines. Of course I could have mis-read your line, which would hardly be the first time.
My cheesy analysis of the target demographic has nothing to do with my lack of interest. But in truth a lot of things have a target demographic whether anyone likes to believe it or not, and Capcom is no different.

Some people (most likely jokingly) theorized that Necalli + Seth form the complete image of Gill.

Other people are just thinking about the doujin potential from his hair.

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[this message was edited by Doshin on Wed 22 Jul 07:51]

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"Re(2):A simple yet exciting move" , posted Sat 25 Jul 05:03post reply


EDIT: Laura







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"Re(3):A simple yet exciting move" , posted Mon 27 Jul 06:33post reply

quote:
EDIT: Laura



During his idle animation in SF5 Birdie digs mucus out of his nose and flings it at his opponent. Ryu can parry it. This is why I play games.





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"Re(4):A simple yet exciting move" , posted Fri 7 Aug 05:03post reply

A quick bit of SF5 footage. Highlights include English voices, Vega's floaty pendant, the continuing evolution of Cammy's face, and Necalli's stutter.





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"Re(5):A simple yet exciting move" , posted Fri 7 Aug 12:42post reply

quote:
A quick bit of SF5 footage. Highlights include English voices, Vega's floaty pendant, the continuing evolution of Cammy's face, and Necalli's stutter.

I actually hope they keep Vega as a noncharge character. It fosters a playstyle more suited to his speed. On the other hand, I think Birdie should probably go back to such.





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"Re(6):A simple yet exciting move" , posted Sun 9 Aug 09:02post reply

quote:
I actually hope they keep Vega as a noncharge character. It fosters a playstyle more suited to his speed. On the other hand, I think Birdie should probably go back to such.


Looking back on it I'm not certain why Vega has been a charge character all this time. The only reason he has remained one for so long is because those were the motions he was initially given and I suspect no one at Capcom back then gave the matter too much thought.

Does anyone remember how Heidern turned out when they arbitrarily turned him into a command character? Correct me if I'm wrong but he's one of the few characters to make the switch; most characters are married to a style of attack when they are initially created.





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"Re(7):A simple yet exciting move" , posted Sun 9 Aug 11:59:post reply

quote:
I actually hope they keep Vega as a noncharge character. It fosters a playstyle more suited to his speed. On the other hand, I think Birdie should probably go back to such.

Looking back on it I'm not certain why Vega has been a charge character all this time. The only reason he has remained one for so long is because those were the motions he was initially given and I suspect no one at Capcom back then gave the matter too much thought.




I think special move inputs were originally assigned based on how they matched up to the motion of the action on screen. So QCF conveys the feeling of the iconic fireball motion. DP represents the feeling of moving forward, then crouching down for some leverage and releasing that energy in an upward motion. The charge moves represent storing energy and releasing it in the opposing direction. They all "feel" right.

I think for gameplay purposes, the general convention is also that if a special launches the entire character quickly in a straight line, it will be a charge move. Blanka's roll, E Honda's torpedo, the Psycho Crusher, Urien's chariot tackle, Vega's roll and dive attacks. They all "feel" right as charge moves.

Cammy's Spiral Arrow still has a little bit of an arc to it, so it feels better as a QCF. I think it's mostly about feeling and intuition (I can usually guess a Capcom character's move inputs from the way the animation looks. I can't do this for SNK games consistently)

Also, I think if some moves could come out even quicker without a charge, the characters would be overpowered. I remember playing CVS2 on a Gamecube, where you could assign special move shortcuts. A blanka who can walk forward into a roll is terrifying!






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"Re(8):A simple yet exciting move" , posted Sun 9 Aug 15:48post reply

quote:
I actually hope they keep Vega as a noncharge character. It fosters a playstyle more suited to his speed. On the other hand, I think Birdie should probably go back to such.

Looking back on it I'm not certain why Vega has been a charge character all this time. The only reason he has remained one for so long is because those were the motions he was initially given and I suspect no one at Capcom back then gave the matter too much thought.



I think special move inputs were originally assigned based on how they matched up to the motion of the action on screen. So QCF conveys the feeling of the iconic fireball motion. DP represents the feeling of moving forward, then crouching down for some leverage and releasing that energy in an upward motion. The charge moves represent storing energy and releasing it in the opposing direction. They all "feel" right.

I think for gameplay purposes, the general convention is also that if a special launches the entire character quickly in a straight line, it will be a charge move. Blanka's roll, E Honda's torpedo, the Psycho Crusher, Urien's chariot tackle, Vega's roll and dive attacks. They all "feel" right as charge moves.

Cammy's Spiral Arrow still has a little bit of an arc to it, so it feels better as a QCF. I think it's mostly about feeling and intuition (I can usually guess a Capcom character's move inputs from the way the animation looks. I can't do this for SNK games consistently)

Also, I think if some moves co

-- Message too long, Autoquote has been Snipped --






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"Re(8):A simple yet exciting move" , posted Sun 9 Aug 15:48:post reply

quote:
I actually hope they keep Vega as a noncharge character. It fosters a playstyle more suited to his speed. On the other hand, I think Birdie should probably go back to such.

Looking back on it I'm not certain why Vega has been a charge character all this time. The only reason he has remained one for so long is because those were the motions he was initially given and I suspect no one at Capcom back then gave the matter too much thought.



I think special move inputs were originally assigned based on how they matched up to the motion of the action on screen. So QCF conveys the feeling of the iconic fireball motion. DP represents the feeling of moving forward, then crouching down for some leverage and releasing that energy in an upward motion. The charge moves represent storing energy and releasing it in the opposing direction. They all "feel" right.

I think for gameplay purposes, the general convention is also that if a special launches the entire character quickly in a straight line, it will be a charge move. Blanka's roll, E Honda's torpedo, the Psycho Crusher, Urien's chariot tackle, Vega's roll and dive attacks. They all "feel" right as charge moves.

Cammy's Spiral Arrow still has a little bit of an arc to it, so it feels better as a QCF. I think it's mostly about feeling and intuition (I can usually guess a Capcom character's move inputs from the way the animation looks. I can't do this for SNK games consistently)

Also, I think if some moves co

-- Message too long, Autoquote has been Snipped --


In the beginning the notion of "the motion should mimic what the person is doing" was a big deal, but as the games have progressed that has mostly stopped mattering and it's mostly become "which archetype do we want to stick on this character for a given playstyle". The entire reason why Dhalsim's teleports use all 3 punches/kicks in ST I believe is because there aren't different versions of the move for each of the different strengths of punch/kick. Now, it using the DP motion is partly because they didn't want to make it charge and he's already got a fireball, but the notion of the motion mimicking the animation/action is totally out the window. On the flip side, in USF4, Decapre could totally be a command character and not a charge character and it would feel just fine, but it'd probably be too powerful.

Charge motions are really convenient for making moves that are safe on block, or giving them advantageous startups/recoveries since the charge naturally limits how frequently you can throw it out. Guile's sonic boom in CvS2 starts up fast and recovers fast, so with Easy Operation in the console version, it's monstrous. The whole "move forwards horizontally" thing is quite relevant for this because making the move a charge move means that the character can't walk forward and then do this move. This is big! It's one thing that it leads to needing technique/supplemental moves that allow the character to move forward while building/holding charge (e.g. Guile's b+HK makes him step FORWARD and kick, rather than sliding backwards as the motion would suggest, like in the manner of his b+MK), but it also encourages interesting character design built around this. Dictator Bison gets a very fast walk speed and some strong horizontal and close normals, like his deadly standing LK, along with great throw range and throw damage... but walking forward negates his ability to charge! Not only that, he has no command normals which move him forwards! So when he advances on the ground, he loses the ability to immediately call upon his fast, safe on block scissor kicks. Certain normals of his also cannot be cancelled into scissor kick if he hasn't either gotten close enough to land a series of blocked attacks that would let him build charge (so walking up, doing a d+MK doesn't immediately yield a combo into scissor kicks, but getting very close yields the deadly and safe st.LK st.LK cr.MK xx scisssor).

So how does that play into Claw's SF2 game? Claw has the fastest walk speed in the game, long reaching normals, and much like Dictator, no normals that move him forwards. What that means is that if he wants to do a special move, he can't do it if he's walking forwards and angling for a throw. One of his important and threatening actions, walking forwards, completely shuts off his ability activate some of his others. That's huge.

The technique which charge necessitates together with the strategic considerations it creates can be really interesting, and that's something which non-charge characters never really have to deal with. Charge characters often get higher-quality moves of certain kinds (e.g. projectiles) because the limitations on performing them balances them.





[this message was edited by Spoon on Sun 9 Aug 17:53]

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"Re(9):A simple yet exciting move" , posted Sun 9 Aug 21:50post reply

quote:
In the beginning the notion of "the motion should mimic what the person is doing" was a big deal


Believe it or not, this was how all those insane super move commands for SNK games came about, hahaha!


Like Laurence Blood's was supposed to mimic his slashes for example. Oh the good old days.





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"Re(10):A simple yet exciting move" , posted Mon 10 Aug 03:33post reply

quote:
Does anyone remember how Heidern turned out when they arbitrarily turned him into a command character? Correct me if I'm wrong but he's one of the few characters to make the switch; most characters are married to a style of attack when they are initially created.


That was in KOF2001 I believe, and initially it was thought to have made him absurdly strong. I haven't really followed on the pro competition scene of KOF2001 (and let's be honest here, that episode rarely shows up on Acho and Mikado...) so I am not sure if this initial impression holds up or if Angel and May Lee made ranking any other character simply irrelevant.

Robert Garcia also famously became a charge character in KOF'99 and KOF2000. So it actually predated Heidern's switch.





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"Re(2):Re(10):A simple yet exciting move" , posted Mon 10 Aug 03:51post reply

quote:

Robert Garcia also famously became a charge character in KOF'99 and KOF2000. So it actually predated Heidern's switch.



You can pick EX Robert in 2K2UM who is a charge character and is often ranked much higher in tier lists than regular Robert.





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"Re(2):Re(10):A simple yet exciting move" , posted Mon 10 Aug 04:20post reply

quote:
so I am not sure if this initial impression holds up or if Angel and May Lee made ranking any other character simply irrelevant.

Foxy made any other character irrelevant. But Heidern had ways to totally shut down many characters and was probably the top 3. I don't remember if he was better or worse than May Lee... Was Angel ever that strong? I think she was quite bad in 2001 (like Whip in 1999), and she only was ever finished (and became powerful) in 2002... But maybe I'm wrong.
I remember Choi and K' being absurd too, but far below Heidern, Foxy and May Lee.





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"Re(3):Re(10):A simple yet exciting move" , posted Mon 10 Aug 16:36post reply

I assume Ex Robert had many additional property changes in KOF2002UM (new hitboxes, priorities and moves), and not simply the different commands, right?

Here we go:

quote:
Ciudad Juarez, Mexico July 2011 Tier List for KOF 2001:

Banned:
Igniz and Original Zero

S+:
May Lee, Angel, Foxy (w/unblockable), Hinako (w/infinite), Kula (w/infinite)

S-
King, Heidern, Takuma, Robert

A:
Vanessa, Iori, Clark, Leona, Choi, Yuri

Mid Tier:
Everyone else






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"Re(4):Re(10):A simple yet exciting move" , posted Mon 10 Aug 17:47post reply

quote:
I assume Ex Robert had many additional property changes in KOF2002UM (new hitboxes, priorities and moves), and not simply the different commands, right?



Well, I can't confirm how big the differences are between the hitboxes or priorities, but he has a different moveset, yes. What also makes him strong is the way you can charge his "flash kick" (DOWN, up + kick) while running forward. This is something that I don't think exists outside of KOF. Another thing that doesn't really exist outside of KOF is dogding/rolling which you can do while charging moves. So I guess we can't really compare charge characters between games that have different gameplay mechanics. We'll just have to see what they decide to do with Balrog in SFV and just live with it. (I'll live without even playing the game)





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"Re(9):A simple yet exciting move" , posted Mon 10 Aug 18:59post reply

quote:
Dictator Bison gets a very fast walk speed and some strong horizontal and close normals, like his deadly standing LK, along with great throw range and throw damage... but walking forward negates his ability to charge! Not only that, he has no command normals which move him forwards! So when he advances on the ground, he loses the ability to immediately call upon his fast, safe on block scissor kicks. Certain normals of his also cannot be cancelled into scissor kick if he hasn't either gotten close enough to land a series of blocked attacks that would let him build charge (so walking up, doing a d+MK doesn't immediately yield a combo into scissor kicks, but getting very close yields the deadly and safe st.LK st.LK cr.MK xx scisssor).


Well, Dictator does have his slide, which moves him forward and can be used while charging vertically or horizontally (even if it's not a terribly safe move, it can catch less experienced players unaware), and must be blocked low - I don't recall if his scissors kick must be blocked high (or of that depends on the game), but if so, that's a little mind game he can apply. Claw has a slide too, so that might apply to him as well - I'm far from a master of either character.

Doing away with motions like Sommersault Justice is in the very least a stop forward, and that alone makes Claw more of an option for me if that's changing as well, even if I'm not expecting to pay much attention t SF5 for the time being.





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"Re(9):A simple yet exciting move" , posted Mon 10 Aug 22:59post reply

quote:
In the beginning the notion of "the motion should mimic what the person is doing" was a big deal,


Looking closer, it seemed a bit more "follow the standards" than "follow the action" anyway.

Ryu's Hadoken is as much a back-to-forward move as it is "down-to-forward". If you ever had anyone demonstrate it (or perhaps demonstrated it yourself) while talking about inputs mimicking motion, then I'm willing to bet that person exaggerated the downward part of the beginning.

As for the Shoryuken, you have a move where the purpose is to go up into the air that never has an upward input, and which ends on a downward input. There is no "forward" to the start of a shoryuken, as the move starts with "downward". (If you want to say that "forward" comes from the standing start, the hadoken also starts standing but doesn't start with "forward".)

The hurricane kick is a spinning kick that moves forward, but has a QCB input. One would think it would be back-to-forward as well, or end in forward.

A lot of this seems as much mechanical concerns as any attempt for inputs to mimic the starting actions. The dragon punch didn't have an "up" component in order to prevent accidental jumping when the player failed the input. The hurricane kick was QCB in order to prevent overlapping with the fireball, even if the two used different button.

So the most iconic motions were at best shaky on the "mimic the action" concept. Later Capcom characters would alter the concept further, with inputs that reflected motion beyond the start-up (as the explanation for Ryu's moves require that you cut off the input after the start-up in order to justify the dragon punch not ending in an upward direction and the hurricane kick not ending in forward.)

Charge moves tended to carry basic direction-of-movement information, but even that was hit-and-miss. Chun-Li's forward moving spinning kick was charge-down-to-up (with people saying it reflected the flip she did at the start), while the forward moves of other charge characters were back-to-forward. (Of course once people realized how overpowered crouch-block was, every charge character effectively ended up starting their moves by rising from a crouching pose.)

Of course we do have some wacky SNK inputs...





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"Re(10):A simple yet exciting move" , posted Mon 10 Aug 23:54post reply

I've never thought this much about how Vega moved until I was presented with the possibility that his commands could change. What have I been missing all this time?

While the idea of making the motion match the move is certainly understandable for why Vega turned out the way he did wouldn't get across the sense of his rolling attack just as well as ? It would also have the benefit of conveying the rapid movement and agility that he initially had back in SF2:WW. But if I had to guess the reason that he ended up as a charge character is because his wall jump move was probably considered way too powerful if he was able to initiate it without any sort of penalty. Since the SF programmers had to balance out a move that was not initially intended to be used by players everything about Vega was built around keeping his wall jump from being utterly ridiculous. Back then it may have made sense to occasionally stop Vega's offense by having him go into a charging squat but we're living in a post-Yun world so people are used to hyper aggressive characters. Now I'm hoping he stays as a motion character just because I want to see what a constantly moving Vega looks like.





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"Re(2):Re(10):A simple yet exciting move" , posted Tue 11 Aug 00:48post reply

quote:
I've never thought this much about how Vega moved until I was presented with the possibility that his commands could change. What have I been missing all this time?

While the idea of making the motion match the move is certainly understandable for why Vega turned out the way he did wouldn't get across the sense of his rolling attack just as well as ? It would also have the benefit of conveying the rapid movement and agility that he initially had back in SF2:WW. But if I had to guess the reason that he ended up as a charge character is because his wall jump move was probably considered way too powerful if he was able to initiate it without any sort of penalty. Since the SF programmers had to balance out a move that was not initially intended to be used by players everything about Vega was built around keeping his wall jump from being utterly ridiculous. Back then it may have made sense to occasionally stop Vega's offense by having him go into a charging squat but we're living in a post-Yun world so people are used to hyper aggressive characters. Now I'm hoping he stays as a motion character just because I want to see what a constantly moving Vega looks like.


The four original SFII boss characters are a really interesting case in regards to how their moves were given commands, since my guess is that when SFIIWW first came out there was never the intention that they would ever be usable. It's an interesting problem that you can also see echoes of in the console versions of Fatal Fury, which made the rest of the cast playable (but which, if I remember right, were completely different sets of commands because the ports were handled by two different companies), and of the move from Fatal Fury 2 to Special, which made the bosses from 2 (and Geese) playable for the first time. It's also pretty interesting that Capcom decided to mix things up the way they did for a character who's been around for decades-- as other folks have pointed out, SNK never had such qualms, which resulted in oddities like non-charge Heidern and charge Robert.





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"Re(10):A simple yet exciting move" , posted Tue 11 Aug 06:17post reply

quote:

Well, Dictator does have his slide, which moves him forward and can be used while charging vertically or horizontally (even if it's not a terribly safe move, it can catch less experienced players unaware), and must be blocked low - I don't recall if his scissors kick must be blocked high (or of that depends on the game), but if so, that's a little mind game he can apply. Claw has a slide too, so that might apply to him as well - I'm far from a master of either character.

Doing away with motions like Sommersault Justice is in the very least a stop forward, and that alone makes Claw more of an option for me if that's changing as well, even if I'm not expecting to pay much attention t SF5 for the time being.



I guess I excluded those because they have traditionally been very unsafe on block outside of highly specific situations. Like in CvS2, Bison slide could be safe on block if it was done extremely meaty, but it's definitely not a "regular poke that moves you forward + lets you build charge" like Guile's step kick. Scissor kick has never been an overhead, thank goodness.

The super motions being bigger and grander motions (e.g. ZANGIEF'S SUPER IS TWO SPDs SO YOU SHOULD DO TWO 360s) as the supers are for most characters bigger and grander versions of existing moves, while also making them more difficult to use in combos, as well as introducing new challenges to their execution (e.g. how to buffer a 720). But it clearly isn't the case that Ryu or anybody else with a QCFx2 does a double pump with their hands in their super.

The QCF+PPP makes a lot of sense!

A long time ago, especially when I was really new to fighting games, successfully executing a super felt like an achievement. It literally was learning a technique, and while it can be derided as "going through the motions" (quite literally!), there's something to the learning of being able to do something fluently that is special. It's like doing dance steps or becoming fluent in a piece of music: yeah, they're rigidly defined and you are literally going through the motions, but the entire notion of "adding to a repertoire" is a real and gratifying thing. Especially in the day when your arcade budget was limited, choosing to put your money into a game where you can't do all the moves because you don't have the mechanical proficiency yet was a big decision! I don't know if I'm relieved at not having to have to deal with that anymore or if I'm sad that a generation will grow up without getting to feel that special feeling of "Wow! I can do this now!".





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"Re(10):A simple yet exciting move" , posted Tue 11 Aug 18:29:post reply

quote:
Looking closer, it seemed a bit more "follow the standards" than "follow the action" anyway.

Ryu's Hadoken is as much a back-to-forward move as it is "down-to-forward". If you ever had anyone demonstrate it (or perhaps demonstrated it yourself) while talking about inputs mimicking motion, then I'm willing to bet that person exaggerated the downward part of the beginning.

As for the Shoryuken, you have a move where the purpose is to go up into the air that never has an upward input, and which ends on a downward input. There is no "forward" to the start of a shoryuken, as the move starts with "downward". (If you want to say that "forward" comes from the standing start, the hadoken also starts standing but doesn't start with "forward".)

The hurricane kick is a spinning kick that moves forward, but has a QCB input. One would think it would be back-to-forward as well, or end in forward.

A lot of this seems as much mechanical concerns as any attempt for inputs to mimic the starting actions. The dragon punch didn't have an "up" component in order to prevent accidental jumping when the player failed the input. The hurricane kick was QCB in order to prevent overlapping with the fireball, even if the two used different button.

So the most iconic motions were at best shaky on the "mimic the action" concept. Later Capcom characters would alter the concept further, with inputs that reflected motion beyond the start-up (as the explanation for Ryu's moves require that you cut off the input after the start-up in order to justify the dragon punch not ending in an upward direction and the hurricane kick not ending in forward.)



The way I see it, the motions make sense in terms of how the body would shift to perform them and/or how they're aimed.

For the Hadoken, to me the core of it is that Ryu starts by grounding himself to build up power before thrusting forward. Look at his back leg - its all about going from a slightly bent position to stretching it, pushing the ground under him to thrust his center of mass forward - Hadokens and their game/anime ilk are basically ways to visualize this kind of application of force.

For an interesting example of the importance of footwork in martial arts, look into Kung Fu Hustle - while the movie usually doesn't take itself too seriously, you can still tell the people who coreographed it knew a thing or two about martial arts basics (the scenes involving applying twists to joints are particularly amazing, and something I've rarely seen given that much emphasized focus despite their importance in martial arts). Later in the film when the protagonist "awakens", his very first actions against the antagonist gang don't involve his hands at all - it's all footwork and how he shifts his weight to move between his opponents, dodging, pushing and throwing them off-balance (edit: actually he does punch a bit, but the lack of arm work early on is still remarkable for an action movie).


For the Shoryuken, if you think of it as an emphasized uppercut, disregarding the fact it takes to the skies (it's often at its best when it lands the early hit still in the ground), it also makes some more sense - to be effective you have to be at closer range () than a more traditional straight punch (the arm's more bent), and it's a hit from below that's generally meant to hit either under the ribs or the chin, meaning that the arm's movement starts and ideally ends slightly below a more conventional punching height.


As for the Tatsumaki, while it does make the character move forward, it does involve him turning away from the opponent (multiple times depending on the kick strength) in order to spin the way he does.
IIRC Street Fighter EX at least the early games, took this notion to heart by making you perform a QCB+K for every kick actually performed in the move, since each kick made you spin one more time.
Something like Marco's Hienshippukyaku in Garou can be a QCF since it's a strictly forward-moving attack while the character's always facing his opponent, but SF took a different route early on and stuck to it. That it worked out and kept the motion clearly distinct from the other Ansatsuken specials was a fortunate case.

quote:
It's an interesting problem that you can also see echoes of in the console versions of Fatal Fury, which made the rest of the cast playable (but which, if I remember right, were completely different sets of commands because the ports were handled by two different companies), and of the move from Fatal Fury 2 to Special, which made the bosses from 2 (and Geese) playable for the first time.


Technically Geese was first playable in the Megadrive port of FF1 - he didn't have nearly as many moves, but IIRC his counter used that game's throw button, which is a terribly adequate thing that only the DoA series is even close to replicate AFAIK.





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"Re(2):Re(10):A simple yet exciting move" , posted Tue 11 Aug 18:46post reply

quote:
The way I see it, the motions make sense in terms of how the body would shift to perform them and/or how they're aimed.

For the Hadoken, to me the core of it is that Ryu starts by grounding himself to build up power before thrusting forward. Look at his back leg - its all about going from a slightly bent position to stretching it, pushing the ground under him to thrust his center of mass forward - Hadokens and their game/anime ilk are basically ways to visualize this kind of application of force.

For an interesting example of the importance of footwork in martial arts, look into Kung Fu Hustle - while the movie usually doesn't take itself too seriously, you can still tell the people who coreographed it knew a thing or two about martial arts basics (the scenes involving applying twists to joins are particularly amazing, and something I've rarely seen given that much emphasized focus despite their importance in martial arts). Later in the film when the protagonist "awakens", his very first actions agains the antagonist gang don't involve his hands at all - i't all footwork and how he shifts his weight to move between his opponents, dodging, pushing and throwing them off-balance.


For the Shoryuken, if you think of it as an emphasized uppercut, disregarding the fact it takes to the skies (it's often at its best when it lands the early hit still in the ground), it also makes some more sense - to be effective you have to be at closer range () than a more traditional straight punch (the arm's more bent), and it's a hit from below that's generally meant to hit either under the ribs or the chin, meaning that the arm's movement starts and ideally ends slightly below a more conventional punching height.


As for the Tatsumaki, while it does make the character move forward, it does involve him turning away from the opponent (multiple times depending on the kick strength) in order to spin the way he does.
IIRC Street Fighter EX at least the early games, took this notion to heart by making you perform a QCB+K for every kick actually performed in the move, since each kick made you spin one more time.
Something like Marco's Hienshippukyaku in Garou can be a QCF since it's a strictly forward moving attack while the character's always facing his opponent, but SF took a different route early on and stuck to it. That it worked out and kept the motion clearly distinct from the other Ansatsuken specials was a fortunate case.


This guy know's what's up.

Thanks for conveying this way better than I could have. Do you have experience with martial arts in real life?






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"Re(3):Re(10):A simple yet exciting move" , posted Tue 11 Aug 22:49post reply

quote:

Thanks for conveying this way better than I could have. Do you have experience with martial arts in real life?


Nothing competitive, but about 6 years of Aikido in total, with an interval which for a year I filled with Karate during high-school and another year with Kung Fu classes in college. In more recent years I've had the option to occasionally practice some boxing in the gyms available at my latest jobs.
I can't say I've gone particularly far with any of those style, but I figured they've all helped to sink in the importance of joints, shifting your weight properly and posture.

BTW, I updated my previous post with the relevant Kung Fu Hustle video links, because everyone should in the very least see those scenes.





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"Re(4):Re(10):A simple yet exciting move" , posted Wed 12 Aug 04:00:post reply

I remember actually trying to do a Hurricane Kick in real life decades ago (and failing...), and in doing so the motion made sense to me!

I think it's definitely the case that some motions have become a vernacular for something over time, as the motions themselves have become a language to describe character archetypes. "Charge" character, "360" character, "fireball/dp" character, etc. If you look at two of the most prominent running grabs in SF, Gief's running bear grab and Hugo's meat squasher, it's really hard to find a body motion in there that fits the 360 controller motion. By the same token, there are some moves that can have multiple rationally justifiable motions.

Hell, there are some motions that flatout don't exist in Capcom games that I could imagine SNK using (e.g. QCF,UF,U, an extended extended-QCF). I remember a Dragonball game had a U,D+A move, but the more (relatively) recent example in my mind is from Arcana Heart, which had (charge U),D+A. It's a motion that makes a lot of sense, except that it run counter to the jumping mechanics/controls of most fighting game.

Bonus questions:
Which was the first game to use jump as movement direction and not a seemingly separate button (e.g. SF compared to Mario)? Alternatively, which was the first to use jump as a seemingly separate button?





[this message was edited by Spoon on Wed 12 Aug 06:31]

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"Re(5):Re(10):A simple yet exciting move" , posted Wed 12 Aug 04:24post reply

quote:


Bonus questions:
Which was the first game to use jump as movement direction and not a seemingly separate button (e.g. SF compared to Mario)? Alternatively, which was the first to use jump as a seemingly separate button?


The first game that I know of (and there are plenty I don't know of, I'm sure) that used jump via a movement direction is Kangaroo from '82.





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"Re(2):Re(10):A simple yet exciting move" , posted Wed 12 Aug 05:39post reply

quote:
The way I see it, the motions make sense in terms of how the body would shift to perform them and/or how they're aimed.


My problem here is that such arguments end up indistinguishable from after-the-fact justifications.

I won't discount the possibility that the inputs were derived from the animation. They came from somewhere, after all. At the same time, they were certainly constrained by gameplay concerns. (No upward directions that might cause an accidental jump. No motions that would be too easy to perform by accident.)

But is this really a case of someone looking at the different animations and deciding the inputs, or is it that after the fact people have studied the animations looking for a predetermined motion?

If you already have the motion you want to find in mind at the start, then it certainly becomes easier to "find" that motion.

You could easily argue that Ryu's fireball has a back to forward motion. It would probably be easier to argue that compared to QCF, as there is very little "down" to the animation, and you could use the same downward force argument for down/back or for the shift from back to forward.

I probably first heard the idea of "forward" == "closer range" for the dragon punch motion in an arcade during vanilla SF2's era. The person might even have mentioned stepping forward into range. But closer range than what? Ryu's regular uppercut? Wasn't that already a close range move? And whether a person goes with "moving closer" or just "meant to be closer", that person has already used a different standard to justify the dragon punch input than they used to justify the fireball input. You also need a different standard on where to end the input, as the fireball motion ends with the forward movement (forward force) while the dragon punch ends before the upward movement (upward force).

Once you get to Street Fighter 2, it gets even harder to support the idea of inputs reflecting motion. People get DP inputs when their move is an analog of a dragon punch, not because their move is animated with the motion of the dragon punch input (unless they ended up with a charge/flashkick input.) The same goes for fireballs and forward ground movement. Charge moves hold the most basic of movement information (back-to-forward or down-to-up), but of course most moves were going to be forward or up movement anyway. Charge super motions later break even that connection.





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"Re(3):Re(10):A simple yet exciting move" , posted Wed 12 Aug 05:46post reply

Such great thoughts on inputs from everyone here. It may indeed be a case of seeing something after the fact---after all, Ryu seems to "charge" his hadouken behind him, so a charge motion like Chun-li's Kikouken is also a reasonably intuitive movement. But once these possibly arbitrarily created motions were established in the early days, I can see how subsequent animation choices reflected this mindset, such that it makes sense when Nobi says that he could guess an input based on how a character moves today. Now that the QCF motion, for instance, has been associated with a certain type of character or attack (whatever the initial logic of the input choice in foundational days), we expect attacks to come out a certain way when we make an input. Double charge supers like Nash had in Zero just aren't as percussive as double QCF supers like Ryu's, and you can tell from the animation in that sense.





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"Re(4):Re(10):A simple yet exciting move" , posted Wed 12 Aug 18:39post reply

This whole motion thing has always seemed an afterthought to me. Yes, it works in some cases, Honda, Guile.... but then Dhalsim's head when doing a yoga fire clearly goes U,UF,F, not down.
So, they probably thought about it in SF1 for Ryû and Ken, went on for a while while designing SF2, but even before World Warriors was finished you can see they were taking liberties with the notion.
Thank god.





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"Re(5):Re(10):A simple yet erotic move" , posted Wed 12 Aug 19:34post reply

If one lets go of the idea that everything in SF or anything by Capcom has to make sense it all becomes much easier when one doesn't have to overanalyse things to draw connections they want to be there.*

The basic special move commands were designed for the first SF. We all know that. I'd like to think that the motions were designed to be useful by avoiding accidental jumping or being left in a crouching position, and by the tight timing they required to force the player to not mash them out. The fact that the Hadoken and Tatsu were done in different directions were probably just an early way to avoid the players trying to get one or the other move out by pressing both punch and kick pad/button. But what about the Shoryuken...?

...Has it ever occurred to you that the Shoryuken is actually performed by doing a small こ which stands for "ko" which probably means it's designed as a Knock Out move? (*see?)

If you think about these things too much you'll start to think that Rekka motions should stand for gyrating.





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"Re(6):Re(10):A simple yet erotic move" , posted Thu 13 Aug 01:05post reply

I think it's extremely likely that SF1 was the launching off point for any sort of special move that didn't just require a button press, but then once SFII was being developed with that same concept in mind, it likely became obvious to the programmers and designers that it couldn't always be a one to one correlation between how a move looks and what its motion is. The final step in this transition was at some point moves were added to the game where the motion was dictated by the kind of move it is. A case in point for this is the whole list of command throws that are initiated with a 360 + P. To me, you could argue that the move's appearance dictated the command type, but my guess is that once the spinning piledriver was given the 360 + P command (which made some sense given the way the move looks), any other command throw was then assigned the 360 + P.

And then once SFII dictated the first few special inputs, they became part of the standard buildout for almost all fighting games, with the particular exception of SNK's fighters prior to the point when all the moves were 'standardized' to some extent. I'm forgetting exactly when this happened, but I think by KOFXI most of the hugely complicated supers and so on had been simplified.

I think part of the reason for this is that there are only so many special move commands that are at the same time simple enough to both memorize easily and perform, easy enough to detect programmatically (and mechanically, since arcade sticks of the early 90's got enough use that they were prone to damage and/or poor quality), and don't overlap with other moves or behaviors like jumping (although a lot of early fighters didn't follow this rule). Someone has already pointed out one example of this last piece involving half circle from down to up + button moves and their overlap with jumps, but another example is Joe Higashi's Tiger Kick which started out as , a move that led to tons and tons of jumping kicks instead of Tiger Kicks back before everybody had fighting game reflexes trained by 25 years of Street Fighter competitive play, and before SNK had improved and relaxed the code checking and timing for special inputs. In Joe's case, I think by KOF'96 or something they had moved him over to a much more feasible DP+K motion. There are other examples though, where specials overlapped with specials-- I want to say that SamSho had a few like that, but I'm mostly thinking of crappy SFC fighters.

Anyway, interesting subject!

On a related note, Loona mentioned Ryu's Hadoken animation from a martial arts perspective, and I was surprised to see (and surprised that I had never noticed) that even though he's rooting into his back leg as he thrusts forward with his palms he lifts up his rear heel. Is anybody here familiar enough with Shotokan Karate to comment about whether this would be typical for a strike like that (and this also assumes that there's a strike in Shotokan that's equivalent to the motion of throwing the hadoken, which may be assuming too much)? With the the kung fu I'm familiar with, in order to get any power from an equivalent strike, the back foot should be firmly rooted.





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"Re(7):Re(10):A simple yet erotic move" , posted Thu 13 Aug 03:51:post reply

quote:
Is anybody here familiar enough with Shotokan Karate to comment about whether this would be typical for a strike like that
It could be! But I'm pretty sure the Shotokan thing a fiction added by Capcom USA for some weird reason.

Much more delightful is the fact that the hadouken stems from the hadouhou from Space Battleship Yamato!





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[this message was edited by Maou on Thu 13 Aug 03:57]

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"Re(6):Re(10):A simple yet erotic move" , posted Thu 13 Aug 07:40post reply

quote:
If one lets go of the idea that everything in SF or anything by Capcom has to make sense it all becomes much easier when one doesn't have to overanalyse things to draw connections they want to be there.*



One should certainly be careful of being overly sure of oneself.





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"Re(8):Re(10):A simple yet erotic move" , posted Thu 13 Aug 07:53post reply

Weaponlord is always brought up as an underappreciated game mechanically, though it always felt clumsy to me to play.

There's a myriad of technical considerations that went into the game, ranging from having a universal command "parry" that could be used in ambiguous cross-up situations and was put in because Weaponlord was designed to work well with the SNES' online service, Xband!

Its special move system also deserves mention given the whole business of "what kinds of motions are acceptable". Since upwards directions made you jump, any special move with an upwards input is notoriously tighter: standing 360s were a classic challenge, how to buffer 720s, how to make THawk do a 360 without jumping because he has faster prejump frames than any other character in the game, etc. In Weaponlord, holding a button locked you onto the ground, during which you would input the special move, which would execute after releasing the button. It had these exotic motions like F,U,UF which would be totally unthinkable in SF. It didn't always feel good, but it was a cool idea.





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"Re(7):Re(10):A simple yet erotic move" , posted Thu 13 Aug 18:13post reply

quote:
If you think about these things too much you'll start to think that Rekka motions should stand for gyrating.



I always found rekka motions a bit silly - forcing a new motion after the initial one when there's only 1 possible follow-up seems odd when a simple button press, or keeping the button held down, should be enough to confirm you want the move to continue.

Maybe there are timing subtleties for some of these moves, but after playing a lot of Ivy in SC2, keeping a button held to decide how/if a move continues seemed like a great idea to me (sadly then they completely changed the way she plays in following games, did anyone find a reason to complain?...)

quote:
I think it's extremely likely that SF1 was the launching off point for any sort of special move that didn't just require a button press, but then once SFII was being developed with that same concept in mind, it likely became obvious to the programmers and designers that it couldn't always be a one to one correlation between how a move looks and what its motion is. The final step in this transition was at some point moves were added to the game where the motion was dictated by the kind of move it is. A case in point for this is the whole list of command throws that are initiated with a 360 + P. To me, you could argue that the move's appearance dictated the command type, but my guess is that once the spinning piledriver was given the 360 + P command (which made some sense given the way the move looks), any other command throw was then assigned the 360 + P.



I recall that one of the books Udon published about he history of SF, and it had this little bit of perspective on the days of SF1, when shooters were a more popular genre, and there it compared the use of specials moves to that of bombs in shoot-em-ups, where instead of managing a limited amount you have a motion to deal with.
I found that an interesting perspective - makes me think of Zangief and his 360 motion as a ship that's all about landing that one bomb that's the strongest in the game but his charges are more limited than everyone else's.

quote:

And then once SFII dictated the first few special inputs, they became part of the standard buildout for almost all fighting games, with the particular exception of SNK's fighters prior to the point when all the moves were 'standardized' to some extent. I'm forgetting exactly when this happened, but I think by KOFXI most of the hugely complicated supers and so on had been simplified.



KoF96 was the big motion change shift - on one hand I was mildly annoyed then they'd "capcomized" things, but the fact that supers standardized their motions a bit more and moves like Crack Shoot and Tiger Kick no longer had upward direction motion in them was a plus.

Another important landmark was Real Bout 2 - in that one Geese's Raising Storm started using a HaohShoKoKen motion.

quote:

On a related note, Loona mentioned Ryu's Hadoken animation from a martial arts perspective, and I was surprised to see (and surprised that I had never noticed) that even though he's rooting into his back leg as he thrusts forward with his palms he lifts up his rear heel. Is anybody here familiar enough with Shotokan Karate to comment about whether this would be typical for a strike like that (and this also assumes that there's a strike in Shotokan that's equivalent to the motion of throwing the hadoken, which may be assuming too much)? With the the kung fu I'm familiar with, in order to get any power from an equivalent strike, the back foot should be firmly rooted.


While karate tends to be more grounded, in boxing you usually keep a foot back with its heel off the floor for the sake of mobility - maybe it's something Ryu picked up after SF1 (Mike?), since back his foot seemed more grounded.





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"Re(8):Re(10):A simple yet erotic move" , posted Fri 28 Aug 22:04post reply

After playing some Fighter's History games for the past week or so I wanted share some tidbits related to what's been somewhat discussed in this thread.

Mizoguchi's Renzokukeri. This is a QCF+K move that can be done for four times in a row, rekka-tyle. This predates the EX series's Ryu's "tatsu" by a couple of years.

Liu Feilin's aerial Mantis Punch. An air fireball in 1993? Interesting. Predates both Ryo's and Gouki's air fireballs.

Maybe we should start to look at these things without trying to revolve around SF too much? The competition for SF2 shaped all fighting games way more than the current discussions online admit.





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"Re(9):Re(10):A simple yet erotic move" , posted Sat 29 Aug 02:35post reply

quote:
After playing some Fighter's History games for the past week or so I wanted share some tidbits related to what's been somewhat discussed in this thread.

Mizoguchi's Renzokukeri. This is a QCF+K move that can be done for four times in a row, rekka-tyle. This predates the EX series's Ryu's "tatsu" by a couple of years.

Liu Feilin's aerial Mantis Punch. An air fireball in 1993? Interesting. Predates both Ryo's and Gouki's air fireballs.

Maybe we should start to look at these things without trying to revolve around SF too much? The competition for SF2 shaped all fighting games way more than the current discussions online admit.



I remember that the SFC Fighter's History had the multiple QCB+K for Mizoguchi, and that that allowed for awesome looping combos. Was that true from the beginning of the series, or was that introduced only part way through the series?

I like to think of Karnov being able to cancel air normal into BALLOOOOOOON which you have air control of which upon ending allows you to do another aerial normal as being a proto-air-dash-cancel.

Also, which was the first fighting game to feature a cross-over from another property owned by the company? Fighter's History on SFC had Chelnov, but I'm pretty sure Fighter's History SFC was not the first to do so.





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"Re(10):Re(10):A simple yet erotic move" , posted Sat 29 Aug 03:12:post reply

quote:

Also, which was the first fighting game to feature a cross-over from another property owned by the company? Fighter's History on SFC had Chelnov, but I'm pretty sure Fighter's History SFC was not the first to do so.


Fighters History had Karnov (of the 1987 arcade game of the same name) as the final boss, and it came out in March 93. The closest I could think of is Fatal Fury Special which added Ryo, but it was September 1993. So FH may very well be the first! DERP EDIT: It was Art of Fighting 2, which had Geese as the last boss in September 1992. How could I forget?

I'm glad to see FH getting some discussion, even if I don't have much to add. I've always liked the series!





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"Re(2):Re(10):Re(10):A simple yet erotic move" , posted Sat 29 Aug 04:23post reply

quote:

Also, which was the first fighting game to feature a cross-over from another property owned by the company? Fighter's History on SFC had Chelnov, but I'm pretty sure Fighter's History SFC was not the first to do so.

Fighters History had Karnov (of the 1987 arcade game of the same name) as the final boss, and it came out in March 93. The closest I could think of is Fatal Fury Special which added Ryo, but it was September 1993. So FH may very well be the first! DERP EDIT: It was Art of Fighting 2, which had Geese as the last boss in September 1992. How could I forget?

I'm glad to see FH getting some discussion, even if I don't have much to add. I've always liked the series!



It was Art Of Fighting 2 that came out in 1994. The first one came out in 1992. So FH did it before AOF2.

I also just realised that another game with an air fireball came out in 1993, a few months after Fighter's History. Mortal Kombat II.





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"Re(10):Re(10):A simple yet erotic move" , posted Sat 29 Aug 04:28post reply

quote:

I remember that the SFC Fighter's History had the multiple QCB+K for Mizoguchi, and that that allowed for awesome looping combos. Was that true from the beginning of the series, or was that introduced only part way through the series?



Mizoguchi could do that from the very beginning. And it was FH Mizoguchi Kiki Ippatsu!! that had Chelnov as the boss. I heartily recommend that game. It only has 9 characters, but they're all fun to play. It's one of those console exclusive fighting game gems.





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"Re(3):Re(10):Re(10):A simple yet erotic move" , posted Sat 29 Aug 06:47post reply

quote:
It was Art Of Fighting 2 that came out in 1994. The first one came out in 1992. So FH did it before AOF2.


No, you're absolutely right. I'm guilty of reading too quickly and jumping to conclusions, haha.





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"A simple yet an erotic beard..." , posted Tue 1 Sep 02:59post reply

How can a beard changes everything? My strong hatred for a fictional character (mostly because of the overratedness in spite of his dullness), is gone. When I look at his bearded face it can convince me that is a strong man evo can allegedly kill another with a punch. I am sürprized.





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"Re(1):A simple yet an erotic beard..." , posted Tue 1 Sep 03:20post reply

What a strange idea to announce that after most of the core fans would have preordered already for the beta. And I thought retailer exclusives were gone... Wonder how it'll pan out for Europe or Steam.
Anyhow. That is a weird Cammy, is her face different again? I wonder how much clipping Chunli's dress will create. Vega is OK, I guess. Ryu is Ryu.

Oh! Speaking of Ryu, apparently, Mika may or may not have personalized monologues. Someone at PAX said he heard her tell something about how fast Ryu uses up his shoes (I guess that would be a reference to his SF1 slippers).
I would be even more in love if she did have something special for everyone! It would probably be annoying each time they add someone new, but that would be a great start.





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"Re(1):A simple yet an erotic beard..." , posted Tue 1 Sep 04:08:post reply

quote:
How can a beard changes everything? My strong hatred for a fictional character (mostly because of the overratedness in spite of his dullness), is gone. When I look at his bearded face it can convince me that is a strong man evo can allegedly kill another with a punch. I am sürprized.

Mountain man bearded Ryu in the depths of his training? Newest SF theory: Ryu=Oro! It's the only explanation (once time travel is involved). R=O for short.


EDIT: holy hell, when looking at the pre-order costumes, I paid too much attention to Vega's awful lightning bolt to realize that HE also has a beard! (!?!?!) This set, when released to non-American pre-orders, must truly be called the Beard Pack.





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"Re(3):Re(10):Re(10):A simple yet erotic move" , posted Tue 1 Sep 15:38post reply

quote:

Also, which was the first fighting game to feature a cross-over from another property owned by the company? Fighter's History on SFC had Chelnov, but I'm pretty sure Fighter's History SFC was not the first to do so.

Fighters History had Karnov (of the 1987 arcade game of the same name) as the final boss, and it came out in March 93. The closest I could think of is Fatal Fury Special which added Ryo, but it was September 1993. So FH may very well be the first! DERP EDIT: It was Art of Fighting 2, which had Geese as the last boss in September 1992. How could I forget?

I'm glad to see FH getting some discussion, even if I don't have much to add. I've always liked the series!


It was Art Of Fighting 2 that came out in 1994. The first one came out in 1992. So FH did it before AOF2.

I also just realised that another game with an air fireball came out in 1993, a few months after Fighter's History. Mortal Kombat II.



Another game with air fireballs also came out in 93. It's really tough to say who threw the first one, perhaps the true answer will never be known.





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"Re(4):Re(10):Re(10):A simple yet erotic move" , posted Tue 1 Sep 17:53post reply

quote:
Another game with air fireballs also came out in 93. It's really tough to say who threw the first one, perhaps the true answer will never be known.

quote:
Not every version is the same: one little-seen variation replaced Balrog with Fatal Fury protagonist Andy Bogard.



Hey, I remember that Korean SF2 knockoff.





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"Re(4):Re(10):Re(10):A simple yet erotic move" , posted Wed 2 Sep 01:52post reply

Like Mosquiton, I'm not a huge fan of Hobo Ryu (beards in general are wasted on someone without body hair).
HOWEVER, showing the costume just after the R.Mika reveal and the outrage about a muscular woman slapping her own ass has given birth to my favourite thread of the year on NeoGAF.





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"Re(5):Re(10):Re(10):A simple yet erotic move" , posted Wed 2 Sep 04:08post reply

Since this is the matter that on which we all must choose put me down as a fan of Ryu's Hokuto Shinken beard. Ryu is one of those characters that has a tough time pulling off alternate costumes. His default look completely captures who he is so anything else looks wrong. But the beard manages to both fit who he is and gives him a different look that actually works. So let me be the first to welcome Ryu's beard, I doubt it's the last we will see of it.

So Mika's ass, Ryu's unlikely beefcake ascendance and DoA popularity contests... we're just playing fighting games for the sexual gratification, aren't we?





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"Re(6):Re(10):Re(10):A simple yet erotic move" , posted Wed 2 Sep 04:32:post reply

quote:
So Mika's ass, Ryu's unlikely beefcake ascendance and DoA popularity contests... we're just playing fighting games for the sexual gratification, aren't we?

You better believe it. Or, more realistically, people like looking at aesthetically attractive things, and since fighting games basically amount to seeing the same thing over and over again (perhaps in tragic parallel to your superb Dan analysis), it may as well be appealing. The unintentionally but universally ugly characters and awful music accounted for 60% of why I didn't like SF IV.

Neogaf (and/or the English-speaking internet), of course, is a chucklefest at the moment with the usual confused "progressive" puritans (most of them men) unable to distinguish between sexuality and sexism with R. Mika, and merciless rebuttals by the rest. Sexy Ryu adds a wonderful wrinkle to the mix.

Edit:
殺意の波動に目覚めたリュウ→ヒゲに目覚めたリュウ
Evil Ryu→Sexy Ryu





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Wed 2 Sep 04:42]

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"Re(6):Re(10):Re(10):A simple yet erotic move" , posted Wed 2 Sep 05:46post reply

quote:
So let me be the first to welcome Ryu's beard...

not to be a self centered but I AM the first one to welcome. You know I hated Ryu with passion because no matter how people defend him I believe he is incredibly dull. Someone who wants to be much better than before and all the while being super resistant to change doesnt come believable to me yet people are all över him. In SF3 his donkey kick was the only think I liked about him. I would have said that it was an marketing bubble the hotryu tuning, if I hadnt find him süper sexy and hadnt realized all the hatred gone. So I am baffled at The fact that how can a simple shortchanged everything? Is it the beard? is it that finally he is ready to change?? What makes me prevent hating him? Moreover love him and find him sexy?

By the way for the first time in my life I am hyped for a SF game. If siliconera is right and Alex, Karin Eagle Urien is in I will be even more hyped. R. Mike Karin and Alex were my favourite choices when I played their respectable games.





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"Re(7):Re(10):Re(10):A simple yet erotic move" , posted Wed 2 Sep 17:13post reply

quote:
So let me be the first to welcome Ryu's beard...
not to be a self centered but I AM the first one to welcome. You know I hated Ryu with passion because no matter how people defend him I believe he is incredibly dull. Someone who wants to be much better than before and all the while being super resistant to change doesnt come believable to me yet people are all över him. In SF3 his donkey kick was the only think I liked about him. I would have said that it was an marketing bubble the hotryu tuning, if I hadnt find him süper sexy and hadnt realized all the hatred gone. So I am baffled at The fact that how can a simple shortchanged everything? Is it the beard? is it that finally he is ready to change?? What makes me prevent hating him? Moreover love him and find him sexy?


Interesting approach. If we think about Ryu's backstory that was basically introduced to us in SF2 and look at how he hasn't evolved at all, I don't think it's fair/sensible to hate on a character for being stuck in a mold. Capcom is the one to blame for not doing anything drastically new with the franchise.

I personally have mostly fond feelings for everything SF related from the first game up to CVS2, but everything made after that period is just a waste of time.





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"A bear is in the audience" , posted Fri 2 Oct 01:02post reply

I wonder if it had to pay to enter there and watch the fight.

Oh, by the way, Zangief is confirmed in the game. Now who will get the final "classic character" spot? Guile? Sakura? Blanka (we know Ono loves him and there is a Brazil stage in SFV, so...)?





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"Re(1):A bear is in the audience" , posted Fri 2 Oct 02:18post reply

quote:
I wonder if it had to pay to enter there and watch the fight.

Oh, by the way, Zangief is confirmed in the game. Now who will get the final "classic character" spot?
Big Apple, 3AM





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"Re(2):A bear is in the audience" , posted Fri 2 Oct 02:54post reply

I love the Z-man and even I didn't expect him to make the initial roster. Oh well, he can already perform counters with his crotch and has amazing sweat animation so I guess we will see what else he brings to the table.





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"Re(3):A bear is in the audience" , posted Fri 2 Oct 03:34post reply

quote:
I love the Z-man and even I didn't expect him to make the initial roster. Oh well, he can already perform counters with his crotch and has amazing sweat animation so I guess we will see what else he brings to the table.



To be honest he looks pretty terrifying. Maybe it's the way the trailer is cut but the super armor and anti-air look really intimidating.

The critical art animation is kind of lame, though. I would have preferred something a little more FABulous (nahmean?).





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"Re(4):A bear is in the audience" , posted Fri 2 Oct 05:27post reply

quote:
To be honest he looks pretty terrifying. Maybe it's the way the trailer is cut but the super armor and anti-air look really intimidating.

The critical art animation is kind of lame, though. I would have preferred something a little more FABulous (nahmean?).


It's great to see Zangief once again has an anti-air throw but what's most interesting is that he's lost his green hand. I guess they really are playing up the idea that Zangief has to trade health for screen position since he now has to absorb damage to advance through attacks. The more I think about it the more I don't really miss the green hand; it rarely worked for its intended purpose of going through fireballs and was usually just a goofy means of locomotion. Hopefully his new V-skill is of more use.

Honestly, Alex's fireball chop was far more useful than Zangief's green hand ever was. I know some people who were hoping for Alex's inclusion are frustrated by the reveal of Zangief. Perhaps the changes to Zangief were done to help differentiate him from the upcoming inclusion of Alex? Or do Zangief's anti-air throw and anti-air elbow match Alex's jumping tackle and anti-air shoulder to such a degree that they make Alex redundant? I guess we will have to wait and see.





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"Re(5):A bear is in the audience" , posted Fri 2 Oct 07:03post reply

It's worth considering that at the time of green hand's creation and through all of SFA, universal dashes were not a thing. Charlie could dash in SFA3, but that was something special to him.

So the green hand was in an awkward spot where it had to fulfill a number of things Gief needs:
- a move that can let him move a short distance quickly
- a move that defeats fireballs
- a move that is intimidating at a medium range

So the move often has a weird feel to it: how safe it is on block, the speed of it, how much hitstun it causes and how safe it is, when it can/can't eat fireballs, etc.

Alex, however, has two built-in things just because he's in SF3:
- forward dashing
- parry

So if you look at the flash chop, it can beat fireballs, but that's a fringe benefit of the move, and at long range is slower and requires more commitment than parry. The regular versions of it move him forwards a little, but that's also not the purpose of the move... and he has other moves that move him bigger distances faster. If Alex needs to move a short distance quickly, he does forward dash. So the flash chop is concentrated on being an intimidating close-to-medium move and combo filler. Because it doesn't need to contain a large amount of forward movement, some versions of it can be safer on block, or even allow for higher damage followups. The design needs it fulfills changed, and it could fulfill them better.





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"Re(2):A bear is in the audience" , posted Fri 2 Oct 11:20:post reply

quote:

Big Apple, 3AM


I thought this was for TMNT TnT. Ha Ha!





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[this message was edited by neo0r0chiaku on Fri 2 Oct 11:21]

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"Re(3):A bear is in the audience" , posted Fri 2 Oct 11:27post reply

quote:

Big Apple, 3AM

I thought this was for TMNT TnT. Ha Ha!

Unfortunately for Alex-of-Brooklyn fans, the Turtles are more likely to ever appear in Street Fighter again than he is! Remember in FFXII how Balflear was always kidding the shoehorned-in main character by saying, "I'm the protagonist?" Alex is kind of like the reverse of that. I always forget.





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"Re(4):A bear is in the audience" , posted Fri 2 Oct 12:05:post reply

quote:
I thought this was for TMNT TnT. Ha Ha!

It kinda is, but you have to read between the lines within the link.

Speaking of which, remember when I went "EDIT: Laura"?

Weeeeeell....

Some memories.

EDIT: how many times have I edited this post





[this message was edited by Doshin on Fri 2 Oct 12:10]

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"Re(5):A bear is in the audience" , posted Fri 2 Oct 12:54post reply

BJJ grapples, capoeira, and electricity, the three main identifiers of Brazilian combat.

Alas for the epic Ono tease that this has ruined, though.





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"Re(6):A bear is in the audience" , posted Fri 2 Oct 13:04post reply

quote:
BJJ grapples, capoeira, and electricity, the three main identifiers of Brazilian combat.

Alas for the epic Ono tease that this has ruined, though.

Well, he could still surprise us by finishing the graphics for her mouth and eyes, I guess! SFIV character finally confirmed for SFV: everyone's stupid-looking facial designs, at once, in Laura!





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"Re(6):A babe is in the audience" , posted Fri 2 Oct 13:28:post reply

La Maria Azul! I am glad the guys behind RB2 now at Dimps are still able to hide RB2 stuff inside games to this day. The character looks fun to play, especially if she has some counter moves. I also appreciate the detail that her tits look as fake as most Rio de Janeiro girls' these days. That is serious commitment to a character's background info.

She talks about her dad in the short script shown in the cutscene. If Blanka is her dad (as suggested by the electricity), I really wonder who is the mother...

Zangi looks fine, although I am not sure why he screams "that's a portfolio!" as he performs his Ultra... Maybe he got rejected from L'Académie des Beaux-Arts. The design was quite safe, but after the backlash following Ken, who can blame them? He looks much better than Karin, at least. I like the comic relief of his animations but I would have appreciated a different take on the character, maybe Mecha Zangief as his default skin; after all, he already has the robotic spins with his new move. I also feel sorry for Alex, Hugo and everyone who believed this time the SF3 generation would receive a modicum of respect...

[edit] Here is a pasta of Famitsu's blunder.





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[this message was edited by chazumaru on Fri 2 Oct 13:31]

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"Re(7):A babe is in the audience" , posted Fri 2 Oct 13:38post reply

quote:
fake as most Rio

Ha! That's put me in such a good mood after complaining about her face that I'll put my favorite old song from capoeira practice here to celebrate her not being Blanka.

vai você vai você, Dona Maria Laura como vai você
quote:
I also feel sorry for Alex, Hugo and everyone who believed this time the SF3 generation would receive a modicum of respect...
Bah! If a real-life genius like Sakaguchi can get soft-fired from Square for a disastrous movie, the fictitious revenue-dooming weirdos of SFIII can go straight to hell. Except my girl Makoto. And maybe Q. Even if he really is just Robot Keiji.





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"Re(1):A bear is in the audience" , posted Fri 2 Oct 16:35post reply

quote:
I wonder if it had to pay to enter there and watch the fight.

Oh, by the way, Zangief is confirmed in the game. Now who will get the final "classic character" spot? Guile? Sakura? Blanka (we know Ono loves him and there is a Brazil stage in SFV, so...)?



Welp. We did it. Street Fighter finally looks like the old North American cover art. Congratulations!

http://vignette4.wikia.nocookie.net/capcomdatabase/images/1/12/SFIITurboCoverArt.png/revision/latest?cb=20110510040805






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"Re(2):A bear is in the audience" , posted Fri 2 Oct 16:56post reply

quote:
I wonder if it had to pay to enter there and watch the fight.

Oh, by the way, Zangief is confirmed in the game. Now who will get the final "classic character" spot? Guile? Sakura? Blanka (we know Ono loves him and there is a Brazil stage in SFV, so...)?


Welp. We did it. Street Fighter finally looks like the old North American cover art. Congratulations!

http://vignette4.wikia.nocookie.net/capcomdatabase/images/1/12/SFIITurboCoverArt.png/revision/latest?cb=20110510040805



Quite interestingly, only in a more modern work has Ryu become depicted with as much muscular bulk as he has had in the games, a clear progression since the form of antiquity.





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"Re(3):A bear is in the audience" , posted Fri 2 Oct 17:02post reply

I'm surprised about how excited some people are for Laura while Rashid was said to look incredibly boring as a design. I see absolutely no personality in her design. All I can see in her is that she has the same exact colour scheme as Black Orchid in the original KI games.





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"Re(4):A bear is in the audience" , posted Fri 2 Oct 17:55post reply

What!? Who said Rashid was boring? I obviously should not take MMC's reaction for the norm but I actually don't remember reading anyone online complaining about him. Necali on the other hand seemed to divide people.





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"Re(5):A bear is in the audience" , posted Fri 2 Oct 18:08post reply

quote:
What!? Who said Rashid was boring? I obviously should not take MMC's reaction for the norm but I actually don't remember reading anyone online complaining about him. Necali on the other hand seemed to divide people.



Sorry, I was talking about the comments I've read online from various boards, not just here. Then again I stopped reading the reactions about Rashid after a while so maybe people have warmed up for him?





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"Re(4):A bear is in the audience" , posted Fri 2 Oct 18:43post reply

quote:
I'm surprised about how excited some people are for Laura while Rashid was said to look incredibly boring as a design. I see absolutely no personality in her design. All I can see in her is that she has the same exact colour scheme as Black Orchid in the original KI games.



I look at her and all that comes to mind is "Christie from Tekken (SFxT?...) in green + holds", although the haircut helps tell her apart a bit.

I haven't read on Zangief's mechanics yet, but it looks like they integrated hi armor features from the Marvel Vs games in his moves, which is a nice touch, and makes him more intimidating to deal with. Looks like this is yet another SF game where Haggar will remain absent though...





...!!

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"Re(6):A bear is in the audience" , posted Fri 2 Oct 18:55post reply

Note that I haven't visited SRK in a while and I rarely go on Reddit so it's also possible the reaction was warmer in Europe-biased discussion boards (and the very cosmopolitan Gay Gaming Site™ MMCafé) than in the American-biased ones.





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"Re(6):A bear is in the audience" , posted Fri 2 Oct 19:23post reply

I have read nothing but praise (or at least curiosity) about Rashid, so I guess different corners of the Internet said different things?
(Not that I've looked everywhere. I avoid 2ch like the cesspool it was after Juri reveal, for example).

Neccali, I still don't know how he plays, even though he's been playable at every event. I guess rushdown, low defenses, and custom X-factor mode? Also, he's another character along with Dahlsim I will never be able to write properly on the first try ever. Hopefully it will be his only game.

Laura is "OK". She's not as great as Rashid, not as shruggable as Necalli, and better than the 4 new characters of SF4, so that's a good start. I guess I'm mostly disappointed they didn't just copy and paste Christie's moves from SFxT onto a new character, as she was one of the few good things in that game.
Let's see how she sounds and play.

I wonder why the sudden increase in character revelations? In a month, we had Rashid, Karin, Zangi and Laura... There's only 2 characters left, and 5 months (and 2 public betas) to go! What are they going to show in the meantime? Alternate costumes?





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"Re(2):A bear is in the audience" , posted Fri 2 Oct 21:24post reply

quote:
I wonder if it had to pay to enter there and watch the fight.

Oh, by the way, Zangief is confirmed in the game. Now who will get the final "classic character" spot? Guile? Sakura? Blanka (we know Ono loves him and there is a Brazil stage in SFV, so...)?


Welp. We did it. Street Fighter finally looks like the old North American cover art. Congratulations!

http://vignette4.wikia.nocookie.net/capcomdatabase/images/1/12/SFIITurboCoverArt.png/revision/latest?cb=20110510040805


I wonder who did the cover arts at that time for Capcom. Looks similar to the style used by KOF artist Shinkiro.





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"Re(7):A bear is in the audience" , posted Fri 2 Oct 22:18post reply

I need to see Laura's trailer before I can judge her. From the screenshots, it's hard to define her: is Capoeira her fighting style? MMA? A variation of Ryu's style (since in one of the screenshots she seems to be throwing a fireball)? What is her personality: sassy, upbeat, friendly...?

I do like her design, though. And it's nice that unlike the other two newcomers, Laura actually seems to have a real-life fighting style (...or a mix of two or more of them).

quote:
I wonder why the sudden increase in character revelations? In a month, we had Rashid, Karin, Zangi and Laura... There's only 2 characters left, and 5 months (and 2 public betas) to go! What are they going to show in the meantime? Alternate costumes?



More stages, maybe? There aren't many of them so far. Although I don't think new stages are as interesting to most SF players as new characters.

Another possibility would be to show the final boss(es). If I'm not mistaken, Seth was shown some time before vanilla SFIV was released in the Arcades.





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"Re(3):A bear is in the audience" , posted Fri 2 Oct 23:42post reply

quote:
I wonder if it had to pay to enter there and watch the fight.

Oh, by the way, Zangief is confirmed in the game. Now who will get the final "classic character" spot? Guile? Sakura? Blanka (we know Ono loves him and there is a Brazil stage in SFV, so...)?


Welp. We did it. Street Fighter finally looks like the old North American cover art. Congratulations!

http://vignette4.wikia.nocookie.net/capcomdatabase/images/1/12/SFIITurboCoverArt.png/revision/latest?cb=20110510040805

I wonder who did the cover arts at that time for Capcom. Looks similar to the style used by KOF artist Shinkiro.



It was one Mick McGinty - the fan site FightingStreet managed to track and interview him some years ago.





...!!

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"Re(2):A bear is in the audience" , posted Sat 3 Oct 01:19post reply

quote:

Welp. We did it. Street Fighter finally looks like the old North American cover art. Congratulations!

http://vignette4.wikia.nocookie.net/capcomdatabase/images/1/12/SFIITurboCoverArt.png/revision/latest?cb=20110510040805




I don't think it is quite that severe just yet. It looks more like we have reached a prettier evolution of Clay Fighter.

Or you mean the muscles? It has been a wild ride since the initial mock ups of SF4 with the giant shoulders. I'm assuming they are He-Manning everyone up to appeal to Western Audiences™, but at least everything ends up looking bizarre and surreal instead. Which i enjoy.

What i'm trying to say here is that i wish i could have a beard like Ryu, but my body insists on spewing out a Bluto beard instead. Shaving and preventing this monstruosity from emerging is a long and boring battle. But my body doesn't know who it is messing with. I will teach it a lesson

EDIT: LAURA's alright!





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"Re(3):A bear is in the audience" , posted Sat 3 Oct 01:51post reply

quote:

Welp. We did it. Street Fighter finally looks like the old North American cover art. Congratulations!

http://vignette4.wikia.nocookie.net/capcomdatabase/images/1/12/SFIITurboCoverArt.png/revision/latest?cb=20110510040805



I don't think it is quite that severe just yet. It looks more like we have reached a prettier evolution of Clay Fighter.

Or you mean the muscles? It has been a wild ride since the initial mock ups of SF4 with the giant shoulders. I'm assuming they are He-Manning everyone up to appeal to Western Audiences™, but at least everything ends up looking bizarre and surreal instead. Which i enjoy.

But haven't the SF cast always been muscled up and oily? Very rarely are they portrayed as being svelte. The only character who managed to slim down is Bison/Vega/Dictator from his utterly bloated SFA days.

Speaking of character models, it dawned on me that someone had to create all of SF5 Zangief's teeth so that they could have proper close-ups of him hollering. That's dedication. It also appears, unlike some other characters, that he has a reasonable number of teeth in his head.

I wonder how long Capcom will be able to pretend that Laura doesn't exist?





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"Re(4):A bear is in the audience" , posted Sat 3 Oct 02:14post reply

quote:

But haven't the SF cast always been muscled up and oily? Very rarely are they portrayed as being svelte. The only character who managed to slim down is Bison/Vega/Dictator from his utterly bloated SFA days.

Speaking of character models, it dawned on me that someone had to create all of SF5 Zangief's teeth so that they could have proper close-ups of him hollering. That's dedication.

-- Message too long, Autoquote has been Snipped --


For sure, always nice and oily. But definitely not in a old American box art way. Maybe Nobi can explainnn

Maybe Laura is a spooky ghost that can only see dead people, and she can see us. We are sitting next to Bruce Willis sobbing softly.





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"Re(4):A bear is in the audience" , posted Sat 3 Oct 02:16post reply

It really varies. Dictator had this enormously wide torso when he turned to face the screen, but was otherwise relatively lean. Sagat's limbs were outright twiggy in SF2, to the extent that even back then I thought he looked kind of funny.

Outside of fashion model Remy, the most slender male character in SF post-SF2 is probably..... Guy. Yun and Yang are ripped even in SF3, but their loose clothing conceals a lot of it, and they are relatively lean. In SF4, they seem bulkier than real-life Bruce Lee! Hell, just look at how big Yang looks next to SF4's incarnation of Bruce Lee. Those back muscles of Yang!

The logical conclusion of all this is that SF6 is a Grappler Baki crossover game.





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"Re(4):A bear is in the audience" , posted Sat 3 Oct 02:56post reply

quote:
I wonder how long Capcom will be able to pretend that Laura doesn't exist?


As long as she's not removed from the game (like some rumors say about Urien and Alex being cut from the game after that "leaked list" appeared), I'm okay with Capcom taking the time they want to reveal her.

Still about Laura, I must admit that I didn't pay much attention to the Brazil stage before... the random presence of women dressed in skimpy Carnival costumes and a guy with a Brazil soccer t-shirt and facepaint are quite stereotypical - but probably not more stereotypical than the Russia stage with the cossacks and the bear...





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"Re(3):A bear is in the audience" , posted Sat 3 Oct 04:02post reply

quote:

What i'm trying to say here is that i wish i could have a beard like Ryu, but my body insists on spewing out a Bluto beard instead. Shaving and preventing this monstruosity from emerging is a long and boring battle. But my body doesn't know who it is messing with. I will teach it a lesson



Yo Juan....

This you?





/ / /

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"Re(5):A bear is in the audience" , posted Sat 3 Oct 04:10post reply

quote:
Maybe Laura is a spooky ghost that can only see dead people, and she can see us. We are sitting next to Bruce Willis sobbing softly.

Yahaha, that sounds like my experience for the entirety of SFIV. Admittedly, if Laura DID disappear forever in a massive retaliatory conspiracy, I would have no way of proving it and Famitsu would never say another word again.
quote:
Shaving and preventing this monstruosity from emerging is a long and boring battle. But my body doesn't know who it is messing with. I will teach it a lesson
I always knew Juan was the model for Sexy Ryu.
quote:
skimpy Carnival costumes and a guy with a Brazil soccer t-shirt and facepaint are quite stereotypical - but probably not more stereotypical than the Russia stage with the cossacks and the bear...
I mean, the difference is that you actually WILL see all those things in Brazil regularly, whereas it's actually hard to track down a bear if you go to Russia, let alone a Cossack. Maybe Dr. Cossack.





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"Re(4):A bear is in the audience" , posted Sat 3 Oct 04:35post reply

quote:



Yo Juan....

This you?



That's how shaving goes around here.

Nice alpha counter from Bluto slapping the spinach out of his hand. Too bad Popeye always wins by mashing his ultra.





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"Re(6):A bear is in the audience" , posted Sat 3 Oct 04:49post reply

quote:
whereas it's actually hard to track down a bear if you go to Russia, let alone a Cossack. Maybe Dr. Cossack.



Zangief's stage should have been like Seth's lab but with this happening instead





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"Re(7):A bear is in the audience" , posted Sat 3 Oct 05:03:post reply

quote:
Zangief's stage should have been like Seth's lab but with this happening instead

If dancing Vlad appeared in SFV it would be the hottest thing since "President Ronnie" in (Bad Dudes vs.) Dragon Ninja and Gorby in SFII and Zero 2.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Sat 3 Oct 05:08]

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"Re(6):A bear is in the audience" , posted Sat 3 Oct 05:07post reply

quote:
I mean, the difference is that you actually WILL see all those things in Brazil regularly, whereas it's actually hard to track down a bear if you go to Russia, let alone a Cossack. Maybe Dr. Cossack.



You won't see a giant World Cup, though. But yes, I get your point.

Minor nitpicks aside, I do like the Brazil stage. And while Blanka will definitely be missed, Laura will hopefully be a worthy successor.





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"Re(5):A bear is in the audience" , posted Sat 3 Oct 07:28post reply

quote:



Yo Juan....

This you?


That's how shaving goes around here.

Nice alpha counter from Bluto slapping the spinach out of his hand. Too bad Popeye always wins by mashing his ultra.



Spinach is the ultimate comeback mechanic.





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"Re(6):A babe is in the audience" , posted Sat 3 Oct 07:39:post reply

quote:
Spinach is the ultimate comeback mechanic.
Spinach sploits! Spinach is overpowered like Ken's kick Zero Counter from SFZ2.

ALSO


Laura is:
Blanka's mother
Blanka's daughter
Dilma Rousseff's sister
Hot enough for Carnival, but not as hot as Sexy Ryu






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[this message was edited by Maou on Sat 3 Oct 07:48]

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"Re(7):A babe is in the audience" , posted Sat 3 Oct 08:19post reply

quote:
Spinach is the ultimate comeback mechanic. Spinach sploits! Spinach is overpowered like Ken's kick Zero Counter from SFZ2.
Poor Bluto was just a hardworking man trying to be play honestly, afterall!

Also, you still have to eat half of that hat.

Does anyone speak this language?





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"Re(8):A babe is in the audience" , posted Sat 3 Oct 09:43:post reply

quote:

Does anyone speak this language?



So a total of 16 characters. PLUS one new character, two returning ones.

I saw the rest of the feed and no LAURA mentioned. She is a spooky ghost CONFIRMED





[this message was edited by jUan on Sat 3 Oct 15:08]

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"Laura=ghost in the shell" , posted Sat 3 Oct 10:50:post reply

quote:
I saw the rest of the feed and no LAURA mentioned. She is a spooky ghost CONFIRMED

WELLLLL I guess it's time to break out the skellingtons then, it is almost Hallowe'en anyhow~~~

Haven't needed those since Recap blew up the board.


quote:
Also, you still have to eat half of that hat.
My new metric is that each incorrect Siliconera leak negates one of my incorrect assumptions that (delightful) insane choices like Karin and Mika wouldn't happen. With my current formula at Karin (.25 hat) + Mika (.25 hat) - Seth/Urien (.25 hat), I have at most one fourth of a hat to eat. If Alex is in the opening roster, however, I will eat everyone's hat.





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[this message was edited by Maou on Sat 3 Oct 11:01]

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"Re(7):A babe is in the audience" , posted Sat 3 Oct 17:23post reply

quote:
Zangief's stage should have been like Seth's lab but with this happening instead
If dancing Vlad appeared in SFV it would be the hottest thing since "President Ronnie" in (Bad Dudes vs.) Dragon Ninja and Gorby in SFII and Zero 2.



I would prefer something more crazy for his ending, like Zangief challenging / wrestling with a shirtless Putin look-alike.

quote:

Poll



What if she is blanka's sister?





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"Re(8):A babe is in the audience" , posted Sat 3 Oct 18:03post reply

quote:
What if she is blanka's sister?

What if she is Blanka after Bluto has gone a bit too enthusiastic with the razor?





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"Re(8):A bear is in the audience" , posted Sat 3 Oct 20:11post reply

quote:
Zangief's stage should have been like Seth's lab but with this happening instead
If dancing Vlad appeared in SFV it would be the hottest thing since "President Ronnie" in (Bad Dudes vs.) Dragon Ninja and Gorby in SFII and Zero 2.

Endings? Dancing vlad should be background cameo like Kyokugen Obama





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"Re(9):A babe is in the audience" , posted Sat 3 Oct 22:42post reply

quote:

Does anyone speak this language?


So a total of 16 characters. PLUS one new character, two returning ones.

I saw the rest of the feed and no LAURA mentioned. She is a spooky ghost CONFIRMED



Does it mean that the game will have 19 characters, or that the one new character and the two returning ones are part of the total 16? If it's the second case, I'm worried that Ono/Capcom may have decided to remove Laura of the initial SFV cast and replace her with a returning character (right after Zangief was revealed, the cast would still have TWO new characters and only ONE returning fighter).

That would be a really stupid decision, since the character seems to be in quite an advanced stage of development and most people seem to have liked her. But then again, that wouldn't be the first stupid decision Capcom did regarding fighting games...





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"Re(10):A babe is in the audience" , posted Sat 3 Oct 23:26post reply

quote:
I'm worried that Ono/Capcom may have decided to remove Laura of the initial SFV cast and replace her with a returning character (right after Zangief was revealed, the cast would still have TWO new characters and only ONE returning fighter).
Don't worry, that's not how game development works.





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"Re(2):Re(10):A babe is in the audience" , posted Sun 4 Oct 01:30post reply

quote:
Don't worry, that's not how game development works.

Speaking of development I am wondering whether they can switch the initial roster characters with first planned DLC characters since you know Capcom is known for disc-locked-content?





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"Re(10):A babe is in the audience" , posted Sun 4 Oct 01:52post reply

quote:
Does it mean that the game will have 19 characters, or that the one new character and the two returning ones are part of the total 16? If it's the second case, I'm worried that Ono/Capcom may have decided to remove Laura of the initial SFV cast and replace her with a returning character (right after Zangief was revealed, the cast would still have TWO new characters and only ONE returning fighter).
No, they're not THAT stupid, and according to tweets of hints, Ono is still pressing on with Laura, though a little bit despondently due to feeling backstabbed. Zangief was never a replacement, as he was revealed at a Russian game event before Famitsu accidentally spilled the beans on Laura.





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"Re(2):Re(10):A babe is in the audience" , posted Sun 4 Oct 03:27post reply

quote:
Does it mean that the game will have 19 characters, or that the one new character and the two returning ones are part of the total 16? If it's the second case, I'm worried that Ono/Capcom may have decided to remove Laura of the initial SFV cast and replace her with a returning character (right after Zangief was revealed, the cast would still have TWO new characters and only ONE returning fighter).No, they're not THAT stupid, and according to tweets of hints, Ono is still pressing on with Laura, though a little bit despondently due to feeling backstabbed. Zangief was never a replacement, as he was revealed at a Russian game event before Famitsu accidentally spilled the beans on Laura.



Just for the sake of argument, though, what if it really is Blanka? What if this leak was the most epic troll Ono could have orchestrated?





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"Re(3):Re(10):A babe is in the audience" , posted Sun 4 Oct 15:58post reply

quote:

Just for the sake of argument, though, what if it really is Blanka? What if this leak was the most epic troll Ono could have orchestrated?



That would be the best thing he has ever done. Ever.





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"Re(2):Re(10):A babe is in the audience" , posted Sun 4 Oct 22:44post reply

quote:
Don't worry, that's not how game development works.


quote:
Does it mean that the game will have 19 characters, or that the one new character and the two returning ones are part of the total 16? If it's the second case, I'm worried that Ono/Capcom may have decided to remove Laura of the initial SFV cast and replace her with a returning character (right after Zangief was revealed, the cast would still have TWO new characters and only ONE returning fighter).No, they're not THAT stupid, and according to tweets of hints, Ono is still pressing on with Laura, though a little bit despondently due to feeling backstabbed. Zangief was never a replacement, as he was revealed at a Russian game event before Famitsu accidentally spilled the beans on Laura.



Phew, that's a relief. Thanks for the explanation, guys!

quote:
Just for the sake of argument, though, what if it really is Blanka? What if this leak was the most epic troll Ono could have orchestrated?


That... wouldn't be too bad. Unlike what Ono seemed to think back in the SFIV development days, people in Brazil do like Blanka (even though he isn't played as much as Ryu, Ken or Akuma). But this troll would be a waste of what seems to be a promising new character.





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"Re(3):Re(10):A babe is in the audience" , posted Mon 5 Oct 03:02post reply

quote:

That... wouldn't be too bad. Unlike what Ono seemed to think back in the SFIV development days, people in Brazil do like Blanka (even though he isn't played as much as Ryu, Ken or Akuma). But this troll would be a waste of what seems to be a promising new character.



Oh, I'm not saying Laura isn't a thing. Just what if Ono actually has Blanka lined up for the game and just let Famitsu leak Laura early to throw everyone off? It's not like there can't be two characters from Brazil, there's still one classic character yet to be shown, and frankly Ono's "angry" tweet seems more like one of his overblown performances.
Barely 1% likely I know but you have to feel sorry for the guy





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"Re(8):A babe is in the audience" , posted Mon 5 Oct 18:52post reply

quote:
Zangief's stage should have been like Seth's lab but with this happening instead
If dancing Vlad appeared in SFV it would be the hottest thing since "President Ronnie" in (Bad Dudes vs.) Dragon Ninja and Gorby in SFII and Zero 2.


I would prefer something more crazy for his ending, like Zangief challenging / wrestling with a shirtless Putin look-alike.


A Putin-alike would be a hell of a final boss for Zangief, like a mounted Raoh to Gief's Kenshiro, if SF ever decided to go back to SFA-style custom final bosses.





...!!

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"Re(9):A babe is in the audience" , posted Tue 6 Oct 02:02post reply

quote:
Zangief's stage should have been like Seth's lab but with this happening instead
If dancing Vlad appeared in SFV it would be the hottest thing since "President Ronnie" in (Bad Dudes vs.) Dragon Ninja and Gorby in SFII and Zero 2.


I would prefer something more crazy for his ending, like Zangief challenging / wrestling with a shirtless Putin look-alike.

A Putin-alike would be a hell of a final boss for Zangief, like a mounted Raoh to Gief's Kenshiro, if SF ever decided to go back to SFA-style custom final bosses.



Is Zangief Cossack dancing with Gorbachev canon?
If so, to me it'd seem like an egregious omission to leave out the iconic political figure of Russia of the 21st century. Putin is also the kind of macho he-man Gief would probably associate with.





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"Re(10):A babe is in the audience" , posted Tue 6 Oct 11:27post reply

quote:

A Putin-alike would be a hell of a final boss for Zangief, like a mounted Raoh to Gief's Kenshiro, if SF ever decided to go back to SFA-style custom final bosses.


Is Zangief Cossack dancing with Gorbachev canon?
If so, to me it'd seem like an egregious omission to leave out the iconic political figure of Russia of the 21st century. Putin is also the kind of macho he-man Gief would probably associate with.



Spoon beat me to it, but I was also going to point out that Putin would make a perfect companion to tag along with Zangy, much more appropriate than Gorbachov (who always was kind of a pussy, if I may). Given Putin's fondness of men of action, it seems to me that he and Zangief could have been good friends in real life!





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"Re(10):A babe is in the audience" , posted Tue 6 Oct 11:27:post reply

Double post, DOUBLE IMPACT.





[this message was edited by Maese on Tue 6 Oct 11:28]

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"Trick or... oh forget it." , posted Wed 21 Oct 01:45post reply

Wow, the new crop of Halloween costumes for Ultra SFV are astonishingly awful. ALTHOUGH: they're still somehow all more tasteful than DOA5's.

DOUBLE ALTHOUGH: there's one exception. Paging Maou! We need your opinion on this STAT.

TRIPLE ALTHOUGH:

Spoiler (Highlight to view) -
SKULLOMANIA FOR PRESIDENT!

End of Spoiler







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"Re(1):Trick or... oh forget it." , posted Wed 21 Oct 02:20post reply

I really have Iggy-nton to thank for opening my eyes to the joys of Skullomania, but I'm fully in the cult now. I'd go so far as to say that whoever that is dressed as him (and who can tell with the drab SFIV models alone?), it almost redeems the unforgivable remainder of the set. But wait, is that someone dressed as Q-Bee?!





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"Re(2):Trick or... oh forget it." , posted Wed 21 Oct 03:16post reply

quote:
I really have Iggy-nton to thank for opening my eyes to the joys of Skullomania, but I'm fully in the cult now. I'd go so far as to say that whoever that is dressed as him (and who can tell with the drab SFIV models alone?), it almost redeems the unforgivable remainder of the set. But wait, is that someone dressed as Q-Bee?!



It's El Fuerte





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"Re(3):Trick or... oh forget it." , posted Wed 21 Oct 03:52post reply

I'm certain all their resources have shifted over to SF5 and these costumes were made by Jimmy the Intern but that doesn't excuse how lame they look. There was a time when I thought nothing could top those goofy animal costumes but here we are.





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"Re(1):Trick or... oh forget it." , posted Wed 21 Oct 04:41post reply

quote:
Wow, the new crop of Halloween costumes for Ultra SFV are astonishingly awful. ALTHOUGH: they're still somehow all more tasteful than DOA5's.

DOUBLE ALTHOUGH: there's one exception. Paging Maou! We need your opinion on this STAT.



I'm no expert, but without the scarf or belt or even the weird half-mask I have a hard time imagining this is actually even a nod at Skullomania instead of someone spent 30 second googling "skeleton costume" (and 5 minutes modeling it).





/ / /

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"Re(2):Trick or... oh forget it." , posted Wed 21 Oct 07:59post reply

quote:

I'm no expert, but without the scarf or belt or even the weird half-mask I have a hard time imagining this is actually even a nod at Skullomania instead of someone spent 30 second googling "skeleton costume" (and 5 minutes modeling it).


WELL YES, I'm completely certain that was EXACTLY the case, but also LOL DIA DE LOS MUERTOS since it's El Fuerte-- that's almost an aside I bet. But I can dream of Skullo making it into a new game, can't I?

But seriously, I'm super disappointed at how terrible so many of the costumes for SFIV are. Cap com could spend ten minutes contacting all the well-known and respected artists and designers who are probably champing at the bit to design alternate outfits for SFIV but instead we get this kind of garbage. Hopefully the bar for entry in SFV outfit design will be higher, but I wouldn't bet on it.





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"Re(3):Trick or... oh forget it." , posted Sat 24 Oct 00:12post reply

Double post, but only because it's important!

Best Chun Li cosplay EVER.





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"Re(4):Trick or... oh forget it." , posted Sat 24 Oct 01:12post reply

quote:
Double post, but only because it's important!

Best Chun Li cosplay EVER.



Whoa, those kicks... never thought that someone could actually perform a Hyakuretsu Kyaku.

Best Chun-Li cosplay EVER, indeed.





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"F.A.N.G?" , posted Sun 6 Dec 04:31post reply

F.A.N.G?
Didn't expect at all a character like him





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"Re(1):F.A.N.G?" , posted Sun 6 Dec 05:37post reply

quote:
Street Fighter V



You loved me not: your voice was sweet;
Your eyes were full of laughter; your hands were tender.
And then you loved me: your voice was bitter;
Your eyes were full of tears; your hands were cruel.
Sad, sad that love should make you
Unlovable.

I craved the years would quickly pass
That you might lose
The brightness of your eyes, the peach-bloom of your skin,
And all the cruel splendour of your youth.

Then I alone would love you
And you at last would care.
The envious years have passed full soon
And you have lost
The brightness of your eyes, the peach-bloom of your skin,
And all the charming splendour of your youth.
Alas, I do not love you
And I care not if you care.






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"Re(1):F.A.N.G?" , posted Sun 6 Dec 05:58post reply

quote:
F.A.N.G?
Didn't expect at all a character like him


He already declared himself no.2 of Shadaloo (including stamping it on his chest?) and commissioned a giant statue of himself along with the rest of the kings? I like this guy already.





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"Re(2):F.A.N.G?" , posted Sun 6 Dec 06:53:post reply

quote:
F.A.N.G?
Didn't expect at all a character like him

He already declared himself no.2 of Shadaloo (including stamping it on his chest?) and commissioned a giant statue of himself along with the rest of the kings? I like this guy already.



Mixed feelings for me... the play style looks great but I'm not really a fan of the character visually.

I already felt like Street Fighter V is having trouble creating a coherent aesthetic style and this guy gave me the biggest jolt yet of "that just doesn't look right". I wouldn't say that Street Fighter V has an overly realistic style, but this guy honestly looks like he stepped out of One Piece or something. Or, being a bit less charitable, like a rejected Guilty Gear character that Ishiwatari doodled in five minutes.

I just get the feeling like someone (Ono?) just isn't exercising enough creative discipline with the game. Like someone needs to be saying "No, this doesn't fit, let's try to look at the big picture here" but instead keeps saying "Hey, sure let's roll with this."

Just talking out of my ass obviously, but eh. I was hoping for more from the new characters overall.





/ / /

[this message was edited by Mosquiton on Sun 6 Dec 06:54]

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"Re(3):F.A.N.G?" , posted Sun 6 Dec 08:10post reply

quote:
F.A.N.G?
Didn't expect at all a character like him



I'm going to go out on a limb and confess that I quite like him, from his design down to his fighting style.

His design reminds me the Shadaloo henchmen that are pictured on the Shadaloo headquarters illustration from the early SFII days-- you know, the one with Ryu looking pained and Chun Li covering her mouth in anguish? He also has that goofy as hell early 90's game design flavor to him. As I'm writing this I realize I like him quite a bit. He's not too serious, but his design has a hook, unlike some of the SFIV characters who seemed really generic.

In terms of his fighting style, I like that he's got echoes of snake-style Kung Fu here and there, and the poison theme is a nice one.

Anyway, I've just been feeling from people's reactions elsewhere that are surprisingly negative that a lot of folks have forgotten how goofy some of the SFII characters seemed in '92, only to have their aesthetic cleaned up significantly by the Alpha/Zero/SFIII era.

Also, am I mistaken, or is Sagat's statue missing from the Shadaloo statue stage?





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"Re(3):F.A.N.G?" , posted Sun 6 Dec 08:13post reply

quote:


Mixed feelings for me... the play style looks great but I'm not really a fan of the character visually.

I already felt like Street Fighter V is having trouble creating a coherent aesthetic style and this guy gave me the biggest jolt yet of "that just doesn't look right". I wouldn't say that Street Fighter V has an overly realistic style, but this guy honestly looks like he stepped out of One Piece or something. Or, being a bit less charitable, like a rejected Guilty Gear character that Ishiwatari doodled in five minutes.

I think part of what I was responding to with the character was that he looks so radically different from the rest of the cast. SF characters have traditionally been big bodied. Big hands, big thighs, big Fred Flintstone feet... they were designed to convey mass and to make the impact of their attacks look more powerful. Fang, however, is absurdly thin. He shakes up the design status quo and is interesting because of that. Heck, just a few posts ago Nobi was complaining that the SF5 characters were too consistent in body shape. Well, Fang certainly isn't consistent. His look is also refreshingly odd. If asked to design a poison wielding character in Chinese clothing I suspect a lot of designers would create someone like Duo Lon. But, as you noted, Fang looks like he flapped his sleeves and flew in from an issue of One Piece. He's a broad, retro style caricature that SF has wallowed in since day one. So while I wasn't certain what to think of Fang when I first saw him the more I think about it the more I like him.





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"Re(3):F.A.N.G?" , posted Sun 6 Dec 08:27post reply

quote:
this guy gave me the biggest jolt yet of "that just doesn't look right".
You mean the fact the number 3 of an scientifically super advanced organization bent over conquering the world thinks the most threatening weapon available to him is a rake head loosely attached to his hand? Reading some reactions online made me wonder whether I have played the same series as some other people.

It's always difficult to make up one's opinion with these lame trailers designed to sustain the interest of clinically hyperactive teenagers, but I think my opinion of Fang will depend on characterization of his Japanese voice. As it stands now, with the US voice and without a clear view of his gameplan, it's a tie with Necalli as to which of the 16 characters I like the least.
But since both are already above almost everyone in Vanilla SF4, I can go to bed quietly.

The name is quite unfortunate, though. Just now that the FGC managed to overcome the Balrog/Bison/Vega fiasco by giving them nicknames, here's a Fang to the other's Claw. It's like Capcom made its best to annoy everyone with this character.





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"Re(4):F.A.N.G?" , posted Sun 6 Dec 09:17:post reply

quote:
this guy gave me the biggest jolt yet of "that just doesn't look right". You mean the fact the number 3 of an scientifically super advanced organization bent over conquering the world thinks the most threatening weapon available to him is a rake head loosely attached to his hand? Reading some reactions online made me wonder whether I have played the same series as some other people.



Don't get me wrong, I don't mind characters getting being a bit silly or weird. I just feel like that shot looks like someone put action figures from two different toy lines next to each other.

It's the weird-looking head that bothers me most I think. Now, Birdie has a fat head, but this motherfucker's skull is so narrow that it makes me want to make sure my monitor is displaying the right aspect ratio.

GOING TO EDIT TOWN:

Maybe if this guy were less human looking I wouldn't feel this way. Like for instance a living putty organism like Twelve, or something. More than any other Street Fighter character this guy looks like a caricature to me. I might even like the design somewhere else (the arm-flapping critical art has a certain charm), but I am just not feeling it here.

I get the feeling if you slapped some different shaders on this 3D model, it would look like some kind of 3D Mugen.

FOR ISHMAEL:

Maybe I'm just in the mood to disagree with people (I should be working now) but:

quote:
SF characters have traditionally been big bodied. Big hands, big thighs, big Fred Flintstone feet... they were designed to convey mass and to make the impact of their attacks look more powerful. Fang, however, is absurdly thin. He shakes up the design status quo and is interesting because of that.


I dunno if I buy this. There are plenty of slender characters in SF. Remy, Fei Long, Yun/Yang (well, relatively speaking), Cammy, Elena, Sakura off the top of my head. And there are super tall/giant characters like Sagat, T. Hawk, Hugo. Although none as thin as A.C.R.O.N.Y.M. guy here, obviously.

If I could bring Necro into Street Fighter V by sacrificing both F.A.N.G. and Dhalsim on an altar, I would do it. I would let their digital blood flow, and Necali could lick it off the floor.

Anyway, stuff like this is almost entirely personal preference, right?





/ / /

[this message was edited by Mosquiton on Sun 6 Dec 10:31]

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"Re(4):F.A.N.G?" , posted Sun 6 Dec 11:45post reply

quote:
Also, am I mistaken, or is Sagat's statue missing from the Shadaloo statue stage?


Presumably only characters in the game get statues. Dictator and Claw are already in the game, and Boxer is Season 1 DLC. Sagat isn't present, and thus doesn't get a statue.

Alternative logic is that Sagat is no longer associated with Shadoloo.





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"Re(5):F.A.N.G?" , posted Sun 6 Dec 12:57post reply

quote:
Also, am I mistaken, or is Sagat's statue missing from the Shadaloo statue stage?

Presumably only characters in the game get statues. Dictator and Claw are already in the game, and Boxer is Season 1 DLC. Sagat isn't present, and thus doesn't get a statue.

Alternative logic is that Sagat is no longer associated with Shadoloo.



I presume that since he's saying he's #2 in Shadowloo, it means he wants to take Sagat's place, so he's deliberately leaving Sagat out.





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"Re(5):F.A.N.G?" , posted Sun 6 Dec 16:10post reply

quote:
Also, am I mistaken, or is Sagat's statue missing from the Shadaloo statue stage?

(snip)

Alternative logic is that Sagat is no longer associated with Shadoloo.



I'm sure this is what most people are going with. From what I understand Street Fighter 2 is retconned so Sagat wasn't part of the organization in that game anymore or some crazy train logic. He certainly wasn't associated with it in IV.

As for FANG I don't see what's so outlandish about him other than he looks like a stereotype (which means he fits right in with the rest of the stereotypes).





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"Re(5):F.A.N.G?" , posted Sun 6 Dec 18:19post reply

quote:

It's the weird-looking head that bothers me most I think. Now, Birdie has a fat head, but this motherfucker's skull is so narrow that it makes me want to make sure my monitor is displaying the right aspect ratio.



I think this too, his head seems to me so out of place with the other characters' design, but at least his animations are interesting.





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"Re(5):F.A.N.G?" , posted Sun 6 Dec 23:20post reply

quote:
Also, am I mistaken, or is Sagat's statue missing from the Shadaloo statue stage?

Presumably only characters in the game get statues. Dictator and Claw are already in the game, and Boxer is Season 1 DLC. Sagat isn't present, and thus doesn't get a statue.

Alternative logic is that Sagat is no longer associated with Shadoloo.



Your alternative logic is most likely the correct one. Canonically, the only game where Sagat was associated with Shadaloo was SF Alpha 3. Originally he was part of Shadaloo in SFII (and that was the reason why he was one of the bosses), but it was later retconned so that he was just another participant of the tournament. Notice how in SFIV and its upgrades, Sagat's story makes no mention of Shadaloo at all.

Since he left Shadaloo, Seth betrayed the organization (and is probably dead) and Juri likely won't accept to join the organization that killed her parents and destroyed one of her eyes, F.A.N.G. is probably filling the vacant spot.

I like his design, although I prefer Laura and Rashid. He's still more interesting than Necalli, though.

Now there is only the final boss missing, right? Unless he or she is one of the sixteen characters of the cast.





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"Fin F.A.N.G. Foom" , posted Mon 7 Dec 02:13post reply

quote:
I dunno if I buy this. There are plenty of slender characters in SF. Remy, Fei Long, Yun/Yang (well, relatively speaking), Cammy, Elena, Sakura off the top of my head. And there are super tall/giant characters like Sagat, T. Hawk, Hugo. Although none as thin as A.C.R.O.N.Y.M. guy here, obviously.

Thanks to the electroshock therapy I forgot about Remy. But even he has massive hands and big boots with flared pants to emphasize his attacks. Will Fang rely on his giant sleeves to convey a sense of impact? I'm curious to find out.

Only in SF could you have people refer to the non-Alpha version of Dictator as "Thin Bison" since in any other situation the "Thin" version would be a monster of a man. In fighting games you either go big or you go home!

quote:
The name is quite unfortunate, though. Just now that the FGC managed to overcome the Balrog/Bison/Vega fiasco by giving them nicknames, here's a Fang to the other's Claw. It's like Capcom made its best to annoy everyone with this character.

My favorite corporate trolling was when illiterate Tekken fans were referring to Hwoarang as "Bob" so in T6 they gave those fans all the Bob they could handle.

quote:
Sagat, friend to children everywhere

It was way back in CvS2 that I knew that Sagat had been fully reformed. Kim and Chun-Li would yell at the evil characters but they didn't say anything to Sagat. I guess he's now like a somewhat reformed shonen villain who is now considered a worthy rival but is still a loner and a bit of a hard-ass.





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"Re(1):Fin F.A.N.G. Foom" , posted Mon 7 Dec 07:15post reply

Looks to me Fang has been on the receiving end of Mika's super too many times.





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"Re(1):Fin F.A.N.G. Foom" , posted Mon 7 Dec 08:27post reply

quote:
It was way back in CvS2 that I knew that Sagat had been fully reformed. Kim and Chun-Li would yell at the evil characters but they didn't say anything to Sagat. I guess he's now like a somewhat reformed shonen villain who is now considered a worthy rival but is still a loner and a bit of a hard-ass.


While not game canon, the Street Fighter II V anime series went out of it way to portray Sagat as a good and noble guy instead of a villain.





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"Intro/full roster trailer" , posted Mon 7 Dec 16:57post reply

And apparently a new stage reveal too

The intro is mercifully short. I haven't seen a fighting game intro that short since the golden age of fighters.





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"Re(1):Intro/full roster trailer" , posted Mon 7 Dec 23:14post reply

quote:
And apparently a new stage reveal too

The intro is mercifully short. I haven't seen a fighting game intro that short since the golden age of fighters.



So the Shadaloo Dolls are still around, eh? Despite the negative reactions from USFIV, Decapre may appear in SFV, after all... only not as a playable character.

And the intro is short in this video. But maybe it is just an edited version for this trailer, while the proper game will have a longer intro. I mean, what's the point of having Chun-Li and Cammy in it if they're doing absolutely nothing?





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"Hot" , posted Tue 8 Dec 01:37post reply

http://www.e-capcom.com/sfv/images/151207/hot_img1.jpg

There's even less reasons to release DOAX3 in the west now.





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"Re(3):F.A.N.G?" , posted Tue 8 Dec 02:25post reply

quote:
F.A.N.G?
Didn't expect at all a character like him

He already declared himself no.2 of Shadaloo (including stamping it on his chest?) and commissioned a giant statue of himself along with the rest of the kings? I like this guy already.


Mixed feelings for me... the play style looks great but I'm not really a fan of the character visually.

I already felt like Street Fighter V is having trouble creating a coherent aesthetic style and this guy gave me the biggest jolt yet of "that just doesn't look right". I wouldn't say that Street Fighter V has an overly realistic style, but this guy honestly looks like he stepped out of One Piece or something. Or, being a bit less charitable, like a rejected Guilty Gear character that Ishiwatari doodled in five minutes.

I just get the feeling like someone (Ono?) just isn't exercising enough creative discipline with the game. Like someone needs to be saying "No, this doesn't fit, let's try to look at the big picture here" but instead keeps saying "Hey, sure let's roll with this."

Just talking out of my ass obviously, but eh. I was hoping for more from the new characters overall.



I agree and disagree. On the one hand, Street Fighter has always had colorful, outlandish and stereotypical cartoony designs. On the other hand, this guy really pushes the envelope on being silly, eccentric and breaking conventions.

The other thing is that SFA3 started the path of really incorporating humor or lightheartedness (example: Blanka/Dan). SF4 had Elf, Rufus and a little bit of Hakan. In fiction, you need a balance of light and dark (drama and comedy), I believe in fighting games its the same. F.A.N.G. and Birdie continue the comedic tradition.

For F.A.N.G. and any of the other new characters to succeed I also think that SFV needs to find it's "theme." I was thinking about this and wondering how strongly "themed" were the other series.

SF2 - Truly "world warrior". Very iconic and international.
SFA - Rebirth, youth, prequel, shedding light on the past.
SFA2/A3 - Merging Final Fight into SF + fleshing out the SF mythos + adding side characters who give further depth to existing characters.
SF3-3S - Science fiction + kung fu + street brawlers
SF4 - Return to roots + bland buffet (include almost everyone back into the franchise)

SFV - Getting old + lost favorites + corruption/redemption?

Towards the end SFA3 was bland for me and I think it was because it was throwing everyone into the pot. Same with SF4/USF4. On the one hand, its awesome to have a huge cast. On the other hand, you lose a theme/voice to the game-- its just a huge soup with all your favorite ingredients but no specific flavor.

This is why I dug A1 and 3S so much. A1 really felt like you were telling the story from the beginning. Everything felt new and young and you uncovered old histories. With SF3/3S, it had a very good sci-fi + kung fu + brawler feel. No one in that series felt out of place.

The only theme I see with SFV right now is corruption/redemption. That mostly centers around Charlie. F.A.N.G. replacing Sagat could be part of that theme too.

We'll see! Necalli seems like he's going to be important to this series and he's a big question mark.





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"Re(1):Hot" , posted Tue 8 Dec 02:46post reply

quote:
http://www.e-capcom.com/sfv/images/151207/hot_img1.jpg



Best. cover. ever.

These should be the standard outfits for Ryu and Chun-Li - although if they were, Capcom probably wouldn't get much profit from selling them as downloadable content.





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"Re(2):Hot" , posted Tue 8 Dec 03:40post reply

quote:
These should be the standard outfits for Ryu and Chun-Li - although if they were, Capcom probably wouldn't get much profit from selling them as downloadable content.



They'll just sell the classic outfits as DLC if that happens. Imagine how much money that'll get!

Ken is probably going to be the testing ground for this. You watch as that red gi earns Capcom $$$.





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"Re(3):Hot-ish" , posted Fri 11 Dec 02:52post reply

F.A.N.G gameplay. I can't imagine Capcom is ever going to let such an annoying keep-away character be all that high in the tier list but I'm certain he's going to get plenty of use online when the game first comes out.





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"Fan fan fan" , posted Fri 11 Dec 02:53post reply

To reply to my own comment,

Japanese trailer for F.A.N.G.

Real matches showing the character with Combofiend and Mike Ross

I like the character much better now. Not sure I'll play him, but it's interesting that they thought necessary to have both him and Dhalsim in the starting roster (the match against Zangief revived many painful memories from SF2). At least, now we know why so many characters have anti-projectile moves.
The fact they still haven't corrected the clipping of Birdie's chain into his necklace baffles me to no end. Am I the only one seeing this? Does anyone thinks it's OK?





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"Re(1):Fan fan fan" , posted Fri 11 Dec 04:27post reply

quote:
To reply to my own comment,

Japanese trailer for F.A.N.G.

Real matches showing the character with Combofiend and Mike Ross

I like the character much better now. Not sure I'll play him, but it's interesting that they thought necessary to have both him and Dhalsim in the starting roster (the match against Zangief revived many painful memories from SF2). At least, now we know why so many characters have anti-projectile moves.
The fact they still haven't corrected the clipping of Birdie's chain into his necklace baffles me to no end. Am I the only one seeing this? Does anyone thinks it's OK?



Imagine it this way:
He has the command dash of Duo Lon
Super lanky and has cartoon goofiness like Faust
A super slow horizontal and arc fireball like Justice





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"Re(1):Fan fan fan" , posted Fri 11 Dec 05:02post reply

quote:
To reply to my own comment,

Japanese trailer for F.A.N.G.

Real matches showing the character with Combofiend and Mike Ross

I like the character much better now. Not sure I'll play him, but it's interesting that they thought necessary to have both him and Dhalsim in the starting roster (the match against Zangief revived many painful memories from SF2). At least, now we know why so many characters have anti-projectile moves.
The fact they still haven't corrected the clipping of Birdie's chain into his necklace baffles me to no end. Am I the only one seeing this? Does anyone thinks it's OK?

Still dont like him. He feels like a glorious slot waste. Cant see point of him.





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"Re(2):editions, editions, editions" , posted Sat 12 Dec 00:21post reply

A bewildering number of SF5 products have been announced. Bengus and Masahiko Nakahira art abounds.





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"Re(3):editions, editions, editions" , posted Sat 12 Dec 01:18post reply

quote:
A bewildering number of SF5 products have been announced. Bengus and Masahiko Nakahira art abounds.

Even more gorgeous stuff (Nobi will approve!) on the e-Capcom sales page itself, which reminds me: who is the current character designer Kiki an alias for?  Either way, Kiki's Hot (Ryu/Chun-li) edition cover is charming, and Kiki's art for the e-Capcom exclusive bonus alternate game cover inserts is...really weird! I wasn't keeping a tab on the page, but the text still says that the Kiki cover designs will be "shown soon" but the text may be outdated and those may be the finals...?! Vega's Guard, Mika's Iwashigahama Women's Pro Wrestling, and horror-style Rebirth of Nash, all in cubism.

It's pretty neat that they got Karin creator Nakahira doing the Karin comic for the artbook.

It's pretty useless to include that the deluxe Shadowloo training DVD given that super-fans are more likely to be the ones buying a game.





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"Re(3):editions, editions, editions" , posted Sat 12 Dec 02:07post reply

quote:
A bewildering number of SF5 products have been announced. Bengus and Masahiko Nakahira art abounds.

I just spent a full minute staring at that art, mumbling to myself "Wow, Bengus. Yeah, that's Bengus, yeah. Oh, Bengus".
I wish Fang, Laura and the like looked like that in-game.





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"Re(4):editions, editions, editions" , posted Sat 12 Dec 03:11post reply

Bengus can be hit or miss for me but I'm digging his SF5 work. The personality he gives to Rashid and F.A.N.G is terrific. Also, does his Chun-Li move list art hint at a new costume?

But the big surprise here is Kiki. What else has this artist done?





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"Re(5):editions, editions, editions" , posted Sat 12 Dec 11:04:post reply

The picture of Chun Li on the card is one of the weirdest official arts of Chun I've ever seen. Her neck is looooong and her bust is huge relative to her head.

Off the top of my head, the insert arts by Kiki remind me of... I don't know, Kevin Dart? Really harshly angular silhouettes coupled with really harshly angular highlights, and a scratchy film tone/paint fill?

EDIT:
I quite like this drawing of SFV Karin, though I'm not so sold on the rest of the cast. Fun tribute to a previous SF art.

Also, relevant from that artist for Iggy





[this message was edited by Spoon on Sat 12 Dec 12:46]

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"Badoor's oft-delayed Rashid post" , posted Mon 14 Dec 22:34post reply

So I wanted to wait till I could try Rashid out in the beta and get a more in-depth look to his personality and moveset before I could post this. Honestly, I felt like I didn't have much to say when he was revealed a few months ago. But now I feel like I have enough to justify writing about him. And so far he seems like a really fun simple straightforward character in the Beta, one I can see myself using alongside R. Mika and Nash.

Here's my Shaheen from Tekken 7 post. It's a good if not necessary preliminary read.

I think the best way to talk about any fighting game character is to talk about their appearance, moveset, and personality. A well designed character would probably have aspects from each of these categories reinforcing the other two. But first, a little intro about Rashid.

Rashid seems to be an Arab fighter, probably from one of the Arab Gulf "Khaleeji" countries. Unlike Tekken 7's Shaheen, who is specifically stated as Saudi, Capcom didn't specify Rashid's home country. He could be Emiraty, Saudi, Kuwaiti, Qatari, or Bahraini. Rashid (رشيد) means Righteous, Just, Wise, or Rational. It's definitely more of a common name than Shaheen (although Shaheen is still a cool name, especially since in fighting games it's cooler to have characters named after fierce animals). Incidentally, Rashid shares his name with Harun Al-Rashid, the prominent fifth Abbasid Caliphate in the late 8th Century who helped usher in the "Islamic Golden Age".

Appearance:
Rashid seems to be wearing the traditional Arabian head-garb, which goes by different names in the region, but I'll just call them what I do, which is Ghotrah (غترة), with the black hoop thing that holds it in place called Iqal (عقال). Ghotrahs are the white colored head-garb, as opposed to a Shimagh (شماغ)which are the red variant. Interestingly, the Iqal has antennas on them. Not sure what their purpose is (portable wifi hotspot?) but I suppose that fits with Rashid personality as a "technology-lover", along with the scouter google-glass from Dragon Ball Z. Also his Ghotrah is comically short. Ghotrahs usually spread till the mid-torso but the one he's wearing barely touches his shoulders, it looks like he's wearing a napkin on his head. You can of course fold it up to keep it shorter but Rashid has clearly not done that. It is just so comically short. However, I suppose the short ghotrah leaves some room for the high-tech backpack he's wearing. Backpacks and Ghotrahs do not work together at all because putting a backpack on might tug on the ghotrah and make it fall off. And putting the ghotrah on top of the backpack would look awkwards as hell, and you'd look like you've got a weird hump on your back. Concessions had to be made.
Rashid is also wearing a Karate-belt (or an Obi), not sure why though. There's no mention that he practices any sort of traditional martial arts. He seems to be a "Parkour-type" which is oddly becoming a common fighting style in fighting games (coincidentally, Shaheen seems to be a Parkour-type too). But I suppose flowy belts work great to illustrate animation, especially for someone with the power of the Wind.

Movelist:
Rashid's attacks are wind based. Wind, like all earth elements, are impartial. Wind can bring good things (like a gentle breeze, or clouds for rain) or bad things (like dust clouds). And as a culture living in the largest peninsula in the world, seafaring played an instrumental part in its history. And of course wind plays an important part in that. Incidentally, Harun al-Rashid's most famous quote is when he basically taunted the clouds floating over him one day and said (أيتها الغيوم إذهبي حيث شئتي فإنّ خراجك عائد إليّ), which is the equivalent of saying "Dear Clouds, you can travel to whichever parts you wish to go. But your extracts shall eventually return to me". It's Harun Al-Rashid boasting that even if the clouds didn't rain in his town, his empire is so vast that wherever these clouds would rain, the goods they produce will still return to him. I don't know if Capcom realized this connection when naming the character or not, but I'm feeling its just a coincidence, a neat one nonetheless.

Rashid also shares some common movement with KOF. He can run, roll, super jump, and even has guard cancel roll as a V-reversal. Sure they don't all work exactly like KOF. They're definitely attuned and balanced with SF's more grounded footsie style. I just find it peculiar that he has these moves given that KOF has a big scene here. Sure, Street Fighter, whether it's Street Fighter II on 16-bit consoles or Street Fighter 4, probably sold more in the Arab gulf region than KOF, but KOF historically has had a bigger "scene" than SF. It's only recently with the release of SF4 and the emergence of players like Latif that the SF scene as a scene grew (although Latif did start out as a Guilty Gear player first before transitioning into one of the best C. Viper players in the SF4 scene).

Personality:
This part is probably the least interesting. For whatever reason, Capcom seem to have made Rashid as blasé and boring of a character as possible. Apparently, he's like the eldest son of a old renowned family. He likes technology, which is obvious given the amount of wearable gadgetry he has on. He also likes movies. And he's searching for a missing friend of his who's gone missing, possibly kidnapped by Shadaloo. He's a bit laid-back and likes to make friends. And when he wins a fight, he exclaims "Yeah, 10 points". I guess it's all a game to him, something he does for fun, or at least he tries to have fun even in his important & possibly life-threatening quest to save his friend from Shadaloo. His personality is not super interesting stuff. And most of this info was just me copying his Capcom wiki entry.

Overall, I like Rashid. He's definitely not as great of a design as Shaheen (and that has nothing to do with the tendency for Tekken to have super cool sexy almost beauty model looking characters as opposed to SF's more goofy outlandish cartoonish cast). Shaheen felt much more "legitimate" and less "stereotypical". And that was very clear from the first reveal. Rashid definitely falls more towards the latter at first. But he grew on me later on, especially after I tried him out in the beta.

Thanks for reading this. I was hoping to get this out sooner but well at least I managed to post this before the game's out, yay.





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"Re(1):Badoor's oft-delayed Rashid post" , posted Tue 15 Dec 03:04post reply

quote:
So I wanted to wait till I could try Rashid out in the beta and get a more in-depth look to his personality and moveset before I could post this. Honestly, I felt like I didn't have much to say when he was revealed a few months ago. But now I feel like I have enough to justify writing about him. And so far he seems like a really fun simple straightforward character in the Beta, one I can see myself using alongside R. Mika and Nash.

Here's my Shaheen from Tekken 7 post. It's a good if not necessary preliminary read.

I think the best way to talk about any fighting game character is to talk about their appearance, moveset, and personality. A well designed character would probably have aspects from each of these categories reinforcing the other two. But first, a little intro about Rashid.

Rashid seems to be an Arab fighter, probably from one of the Arab Gulf "Khaleeji" countries. Unlike Tekken 7's Shaheen, who is specifically stated as Saudi, Capcom didn't specify Rashid's home country. He could be Emiraty, Saudi, Kuwaiti, Qatari, or Bahraini. Rashid (رشيد) means Righteous, Just, Wise, or Rational. It's definitely more of a common name than Shaheen (although Shaheen is still a cool name, especially since in fighting games it's cooler to have characters named after fierce animals). Incidentally, Rashid shares his name with Harun Al-Rashid, the prominent fifth Abbasid Caliphat

-- Message too long, Autoquote has been Snipped --


Thanks so much for your detailed impressions! I was wondering what someone familiar with Arabic culture thought of the character. Thanks for such a thorough description, even going as far as to identify his accoutrements.

I'm by no means an expert, but at first glance I thought his headdress looked weird. I thought maybe he was supposed to be Saudi, but a few minutes on google didn't yield any headdresses that look like his. As you pointed out his scarf is really really short. On top of that, the topmost part puffs out and over the Igal oddly. It looks almost like a chef's hat.

When I see stuff like this, I can't help but think the designer was just being lazy and didn't even bother to use google. They just made up something from their head. This can work out if you're Toriyama Akira and have internalized tens of thousands of distinct shapes from careful study and observations. But in this case it's just a formless puff born out of a lack of familiarity with any authentic details.

This design feels like something from an average art school student. It doesn't feel good enough to be in Street Fighter.

And I mean this from a general quality perspective. I'm not familiar with Arabic culture (but I can spot lazy generic shapes). I don't know or necessarily need the character to be realistic. Like Hakkan has tons of weird made up details. Yet people on this board from Turkey (hi Oguz!) have stated that he still comes across as surprisingly authentic and fun. I can say the same for past Thai and Chinese characters. I can't say the same for say, Fang.

Sorry for the negativity! (it's like a tractor beam, i keep pulling myself back into these threads!) Thanks so much for your insight. Also thanks again for that great writeup on Shaheen!






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"Re(1):Badoor's oft-delayed Rashid post" , posted Tue 15 Dec 04:59post reply

Interesting post, Badoor, thanks!
One thing that intrigues me and that you didn't mention is Rashid's weird, almost question mark shaped, beard. It's difficult to notice because it's black on black and anyway the clipping is terrible so it always fuses with his body, but you can see it here:
http://www.eventhubs.com/imagegallery/2015/sep/12/rashids-official-screen-shots-street-fighter-5/2/
http://www.eventhubs.com/imagegallery/2015/sep/12/rashids-official-screen-shots-street-fighter-5/1/
http://www.eventhubs.com/imagegallery/2015/sep/12/rashids-official-screen-shots-street-fighter-5/7/
Would you say there's any reason why he has this long and thin beard? Or is it just something they added like his belt to add a bit more movement around his face?





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"Re(2):Badoor's oft-delayed Rashid post" , posted Tue 15 Dec 06:22post reply

quote:
Interesting post, Badoor, thanks!
One thing that intrigues me and that you didn't mention is Rashid's weird, almost question mark shaped, beard. It's difficult to notice because it's black on black and anyway the clipping is terrible so it always fuses with his body, but you can see it here:
http://www.eventhubs.com/imagegallery/2015/sep/12/rashids-official-screen-shots-street-fighter-5/2/
http://www.eventhubs.com/imagegallery/2015/sep/12/rashids-official-screen-shots-street-fighter-5/1/
http://www.eventhubs.com/imagegallery/2015/sep/12/rashids-official-screen-shots-street-fighter-5/7/
Would you say there's any reason why he has this long and thin beard? Or is it just something they added like his belt to add a bit more movement around his face?

Oh wow, I never noticed that the beard was so long and thin and twirly before. I guess it looks like a mini-tornado maybe, to go along with the wind theme? Plus I suppose it supports his movement a little. I mean beards are very common around the region, even big ones. That one just looks weird.

Also I forgot to mention, Rashid has these sandals that looks like a boot from the side and behind, but are actually sandals. That's neat I suppose. It's no "Zubairiyah" though. Those things are super comfy and super sturdy.





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"Re(3):Badoor's magnificent Rashid post" , posted Tue 15 Dec 06:55:post reply

Badoor, this is really great and well-written, thank you! The Cafe remains educational, as usual, and doubly so since I had no idea there was a big Middle East fighting game scene until the last year. That al-Rashid quote is seriously badass. I remember your saying that Tekken's Shaheen looked a little too normal or accurate to real life, and thus less interesting, so maybe Rashid's stylization is a good counterpoint for that?

Nobi, it could be that I'm a sucker because after SFIV's horrendous visual design SFV actually looks acceptable to me, but Rashid's altered ghotrah headdress strikes me as being in the vein of the World Warriors' garb that is iconic but cartoonishly altered. I'm thinking of how (sadly) you're unlikely to ever see a qipao dress cut like Chun-li's in real life, or how no one would ever actually wear a karategi with the arms torn off like Ryu and Ken, yet it's clear in two seconds what the clothing is and where it represents. While I could do without Rashid's Vegeta glasses, when I saw him I immediately thought he was a person who's actually from somewhere, and not just a Viper-esque SNK fashion show, which I've mentioned has been my test for good Street Fighter design lately.





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[this message was edited by Maou on Tue 15 Dec 07:00]

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"Re(2):Badoor's oft-delayed Rashid post" , posted Tue 15 Dec 10:42post reply

quote:
Hat design



Thanks Badoor. It's always good to hear where the design decision are coming from and having information from close sources.

So we have 3 examples of clothing design to discuss. Especially hats. First Nobi told Fang design, well not very good. (I agree first Rufua now Fang). And Badoor told Rashids head wear is not traditionally correct but the reason mightbe his jetpack. Until yıu guys mentioned I didnt realize anything wrong with it.
On the other hand for Hakan's head wear. It's not correct not even close but I love it because I believe there is bold choice there. I might have previously mentioned why the head wear is like that. It might be the reason for sun protection. When you think about it another reason might be also that the people in the old times (and nowadays) especially country side people have normal boring haircuts. So to avoid this creative freedom of SF might be used.





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"Re(2):Badoor's oft-delayed Rashid post" , posted Tue 15 Dec 22:07post reply

quote:
I'm by no means an expert, but at first glance I thought his headdress looked weird. I thought maybe he was supposed to be Saudi, but a few minutes on google didn't yield any headdresses that look like his. As you pointed out his scarf is really really short. On top of that, the topmost part puffs out and over the Igal oddly. It looks almost like a chef's hat.

When I see stuff like this, I can't help but think the designer was just being lazy and didn't even bother to use google. They just made up something from their head. This can work out if you're Toriyama Akira and have internalized tens of thousands of distinct shapes from careful study and observations. But in this case it's just a formless puff born out of a lack of familiarity with any authentic details.

Nobi you are very much correct. His Ghotrah does puff out like a chef hat, which is not something you wanna do when wearing one. But yeah, it does feel lazy. And there's reasons to support that. Harada asked for Middle Eastern fan input for Shaheen's design a few months before his design was finalized. And they got the input from fans online, and also from a Saudi Tekken player who was living in Japan at the time who met the design team. While Capcom's decision to make Rashid seems to not be one they intended to do originally, but it may be due to Harada suggesting to Ono to put in Arabic fighter. And once they did go through with the decision, the only consultancy they seem to get is from Pluto Games, which is merely a distributor of video games in the UAE that also helps to organize events for Capcom like expos and tournaments in the country and whatnot, which is like "really? you couldn't even ask fans for input online with votes or whatever? That's the best you could do?". It does feel lazy.

And even so, it shouldn't be that hard anyway. Obviously, there's a little bit of bias in me considering that I am part of the culture being depicted in these games, but I don't know if it is hard with the internet today allowing for a free open exchange of information. You can probably easily look up millions of photos and videos of Arabic people on Instagram or on Youtube and have a very good sense of the way they dress and look. I can sort of forgive the Avu's and the Maherl's at the time (although Maherl is awesome), but it shouldn't be that hard these days.

quote:
This design feels like something from an average art school student. It doesn't feel good enough to be in Street Fighter.
Yeah, now that you mention it, I think all the original SFV characters are so underwhelming. Although I do like some of the redesign's, specifically Dhalsim and M. Bison. And yet, Nash and Ken's new hair don't look good at all. I appreciate that they're trying though.





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"Re(2):Badoor's oft-delayed Rashid post" , posted Wed 16 Dec 03:46post reply

Thanks for the post Badoor!

quote:
One thing that intrigues me and that you didn't mention is Rashid's weird, almost question mark shaped, beard. It's difficult to notice because it's black on black and anyway the clipping is terrible so it always fuses with his body, but you can see it here:


So much like Superman's S-shaped spit curl, Rashid has facial hair that suggests his wind abilities? Huh, I never noticed that before.





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"Beta weekend" , posted Fri 18 Dec 02:00:post reply

321 posts in the SFV thread? SHARPEN YOUR FANGS, IT'S NOT THE END
Especially when Badoor's great new post is fresh.

Who's playing the Beta this weekend? Schedule is here, and don't forget to use the Cafe's world clock to figure out when these times are! I wonder if we can search for matches with friends? I wonder if we make new IDs since it's cross-platform play? Do we need to add a row in our Cafe profile for Steam IDs if not? I'm sure I don't know!

Steam keeps giving me Beta passes in case anyone isn't doing the PS4 version and wants to try.





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[this message was edited by Maou on Fri 18 Dec 02:02]

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"Re(1):Beta weekend" , posted Fri 18 Dec 04:54post reply

Unfortunately I'm not sure if there will be a private matchmaking system implemented since it's more important for Capcom to test as many connections as possible, but if there is:

My PSN is to the left (Gojira_X). Or if they decide to make it work by CFID then I usually try to go by either Gojira, Gojira_X or GojiraTwit. Hopefully they go by PSN/Steam though because last stress test I was unable to procure my first choice of ID, so you might be knocking on someone else's door. I'll probably be on most of the weekend trying to figure a few things out with ララララララララ. If anyone wants to ping me when I'm offline you can use Twitter. I tend to follow Cafe members if I recognize them so if you @ me and don't want to be followed then just let me know.





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"Beta impressions" , posted Sat 19 Dec 17:44post reply

Can you punch your way to glory? Longest Cafe thread ever (?) continues!

Who's been playing the beta? Playing being a relative term, of course. A friend and I attempted with two PC's side by side but couldn't figure out how to choose each other for a match, and I think we connected to...two online fights over 90 minutes? Oh well. Instead, we used training mode as our own personal versus mode. I'm sure Shoryuken and others have been talking about tech stuff in detail, so here are other angles:

Stages and People: The stages are actually delightful. Full of personality but not distracting. The Brazil level features a toucan constantly attempting to steal fruit from the merchant who's cheering for you. Sometimes he gets away with it, sometimes he gets caught! Everyone, of course, knows to keep a lookout for the venerable lizard in the New Zealand stage. I like the sheep who get riled up when you do.

Actually, these little details extend to the characters themselves, who not only look better than SFIV's off-model, slack-jawed troupe of moronic looking men and ugly women, they also have great individuality when they walk around (Birdie in particular) or stand idle. Nothing can save Necalli, but we already knew that.

Sound: Continuing the dubious tradition of SFIV, the Japanese and English voice actors both...really suck! Only Vegamoto Norio and his psycho powers can save us now, and he wasn't playable.

Musically, the game gets off on the wrong foot with stupid, blaring metal on the menu screen(this is most defintely not the Xrd Midnight Train we are riding) and unlistenable SFIV training grid stage, but the Lion King-esque New Zealand music is WONDERFUL. That already puts SFV's music roster at one (1) good song, far surpassing SFIV's zero (0). Kanzaki estate and Brazil have fun tunes, too.

Tactile Impressions: Laura is loads of fun to play! It feels great when her stuff connects. More generally, I enjoy the sense of impact. I believe Tobal 2 (maybe 1) was the very first to do this, but when an attack is blocked, the attacker's motion stops right there with a thud and retracts like in real life, rather than swinging "through" the opponent the way it has in just about every game from SFII to Soul Calibur. It doesn't slow the game down, and maybe it's just an audio effect that's tricking me, but it's a wonderful sensation.

Tekken Fighter V
: I hadn't been expecting some of the "unique attacks" each character has. At first I thought these were just the names for normals+direction, or cancels, or even SF Zero 1's chain cancels, but these are something different. A small number of normals that would not typically cancel by Street Fighter design logic now do for each character, like a fierce punch into a fierce kick. Weird! It's sort of Namco-esque, a chain of attacks that aren't necessarily ascending in order, like in Tekken or Soul Calibur. Not enough of them to really confuse the game, but I wonder why they're here.





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"Re(1):Beta impressions" , posted Sat 19 Dec 19:20:post reply

Wow Badoor, thanks very much for the extremely detailed look into Rashid! I'm reading it together with the comprehensive post you've made earlier in the year on Shaheen to make comparisons.

FYI, Rashid's nationality is still printed as "????" on his official Japanese profile as well. He and Fang are the only two characters that have question marks printed on their nationality, perhaps due to storyline or perhaps due to Capcom playing safe in case they want to avoid getting accused for stereotyping.

Interestingly, Dictator, Necalli and Nash's nationality are printed as "unknown".


quote:

Who's been playing the beta? Playing being a relative term, of course. A friend and I attempted with two PC's side by side but couldn't figure out how to choose each other for a match, and I think we connected to...two online fights over 90 minutes?


I've played it just a little last night but hope to do more tonight. For some reason I haven't received the mail from SCE for additional codes to give out, which sort of sucks. I think there were server issues early on, which might've been the reason why you didn't get too many online connections.

Man, this Zangief is a total meathead. He's always been a meathead, but he's almost too comical this time!

There's theme music for each of the characters now! You can hear them when you get online matches, and also via the official site's roster page: http://www.capcom.co.jp/sfv/chara_nash.html

Or better yet, on Youtube
https://www.youtube.com/user/JOSE62394/videos

[edit]
There's no way to connect to a friend in this beta as well.





[this message was edited by Professor on Sat 19 Dec 19:30]

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"Re(2):Beta impressions" , posted Sun 20 Dec 02:59post reply

quote:
There's theme music for each of the characters now! You can hear them when you get online matches, and also via the official site's roster page:


Is it just me, or are these songs just not particularly good? I know people like to beat on SF4's music, but...

I think the clue, at least for me, was when I reached Necalli's music and found it to be the best of the bunch so far. Necalli's music isn't a remix.

That is my problem with the rest of the tracks. They all sound like overcomplicated fan remixes. It feels very much like listening to someone's "Game/Movie/etc OST Metalized/Rockified/whatever" YouTube playlist. The original songs were iconic, and immediately recognizable in part with their relative simplicity. They've been remixed with what seems to be a "more notes are always better" approach, and seemingly little concern for what made the original songs work. The results are overly homogeneous, lacking in personality, and only related to the original music because they blindly copied the base melody in parts.

I do wonder if that is only my opinion, though. I'm not against remixes. At the same time, I've listened to really popular remixes that I personally felt were awful...





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"Re(3):Beta impressions" , posted Sun 20 Dec 03:20post reply

quote:
Is it just me, or are these songs just not particularly good? I know people like to beat on SF4's music, but...
Tough one. The regular music in SFIV was so relentlessly awful that the similarly overproduced remixes of original songs were a relief in comparison. Here, at least a few compositions are pretty great, which makes the remixes less welcome. The office motto around here now is All New Zealand Stage, All the Time. The lizard compels you! Laura's stage is fun, especially the bridge, and Karin's stage sounds like a wonderful old Soul Calibur tune.





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"Re(4):Beta impressions" , posted Sun 20 Dec 16:21post reply

quote:
Is it just me, or are these songs just not particularly good? I know people like to beat on SF4's music, but... Tough one. The regular music in SFIV was so relentlessly awful that the similarly overproduced remixes of original songs were a relief in comparison. Here, at least a few compositions are pretty great, which makes the remixes less welcome. The office motto around here now is All New Zealand Stage, All the Time. The lizard compels you! Laura's stage is fun, especially the bridge, and Karin's stage sounds like a wonderful old Soul Calibur tune.



What is the opinion of the Rashid chorus that involves just chanting his name with Japanese syllables?





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"Re(5):Beta impressions" , posted Mon 21 Dec 03:40:post reply

quote:
What is the opinion of the Rashid chorus that involves just chanting his name with Japanese syllables?

You must be listening to a very different and magical track from what I have heard! On paper, though, the opinion is that it is magnificent. In keeping with the (great) New Zealand theme that is straight up Lion King, I wouldn't mind if they licensed "Arabian Nights" from Aladdin and used it instead.

I fought some people in the beta! 10 minutes before the last maintenance break! Some jerk beat me with Necalli, but knowing that he chose to use a Linkin Park-ed version of Knuckles the Echidna is revenge enough.





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[this message was edited by Maou on Mon 21 Dec 03:42]

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"Re(6):Beta impressions" , posted Mon 21 Dec 03:53post reply

quote:
What is the opinion of the Rashid chorus that involves just chanting his name with Japanese syllables?
You must be listening to a very different and magical track from what I have heard! On paper, though, the opinion is that it is magnificent. In keeping with the (great) New Zealand theme that is straight up Lion King, I wouldn't mind if they licensed "Arabian Nights" from Aladdin and used it instead.

I fought some people in the beta! 10 minutes before the last maintenance break! Some jerk beat me with Necalli, but knowing that he chose to use a Linkin Park-ed version of Knuckles the Echidna is revenge enough.



Magic or not begins at about the 1 minute mark





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"Re(7):Beta impressions" , posted Mon 21 Dec 04:11post reply

MAGNIFICENT! It'd be nice if the track had more of a musical nod the territory the way the start of the Brazil track does, but the Rashid chorus may almost make up for the dreary boringness of the announcers thus far. I already told a Capcom friend to sell a Greg "SF Zero 3" Irwin re-recording of the announcer as a downloadable for 500Y. As Grave confirms, he'd totally do it!





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"Re(5):Beta impressions" , posted Mon 21 Dec 08:01:post reply

quote:
What is the opinion of the Rashid chorus that involves just chanting his name with Japanese syllables?


For a guy wearing a Dragonball Z scouter and what appears to be a WiFi antenna/router on his head, I can see him commissioning a song where Japanese people sing his name.

The song itself is moderately forgettable, but no worse than the classic character remixes. It has bits of personality, but the overdone parts try their best to drown it out.





[this message was edited by Baines on Mon 21 Dec 08:02]

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"Re(6):Beta impressions" , posted Mon 21 Dec 21:35post reply

I hope the game has/will sell alternate versions of the background without bystanders. London and Rio without anyone would be so much better.
Did no one at Capcom ever opened one of the thousands "best stages in fighting game history" and you almost always have Ryu's SFZero2 stage, Last Blade, and other various fantastically empty places popping out?
Rio in particular gives me flashbacks of KOF02 or CFJ.





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"Re(7):Beta impressions" , posted Tue 22 Dec 01:22post reply

quote:

Did no one at Capcom ever opened one of the thousands "best stages in fighting game history" and you almost always have Ryu's SFZero2 stage, Last Blade, and other various fantastically empty places popping out?

You, you don't like the Rio toucan!

It's a great point though, and Ryu's empty snowy stage is one of the greats. On the other hand, the very same game also includes Ken's delightful party stage, which is the polar opposite, and even the unplayably busy Australian field in a thunderstorm stage has some aesthetic charm.





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"Zangief goes to Comiket" , posted Tue 29 Dec 20:56:post reply

I still haven't done my circle checkings for Comiket 89 but reportedly there was a really muscular Zangief at the event.

https://twitter.com/search?q=%E3%82%B6%E3%83%B3%E3%82%AE%E3%82%A8%E3%83%95%20lang%3Aja

Turns out he's the Los Angeles NPC Superheavyweight championship semifinalist for this year. It's all real muscles!



[edit] Meanwhile, Bengus draws Laura





[this message was edited by Professor on Tue 29 Dec 20:58]

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"Re(1):Zangief goes to Comiket" , posted Tue 29 Dec 23:54post reply

Benguuuuuuuuuuuuuuuuuus!!!
Fortunately, Laura has been amongst the characters with the least hateful face (sometimes even good-looking), but still, this! THIS !!! That drawing should have allowed her to be in SF3. Now I want Serious Laura vs Makoto (not SF4 Makoto).

Thanks Prof for staying on duty and keeping us informed during these harsh times!





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"Re(2):Zangief goes to Comiket" , posted Wed 30 Dec 01:52post reply

That Laura looks great! That's also an impressive physique on Zangief; it must have taken a great deal of time and effort to get that built. It looks like no time and effort was put into the beard but you can't have everything.





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"Re(3):Zangief goes to Comiket" , posted Wed 30 Dec 03:16post reply

I'm also impressed with that Laura. There was a screenshot of Zangeif's SF2 loss portrait-- I forgot how he looked like that back then. The loss portrait makes him look like a beat up Russian accountant. :D





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kofoguz
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"Re(1):Zangief goes to Comiket" , posted Wed 30 Dec 11:22post reply

I think Bengus could be the solution for cooling-up the Fang's design.

By the way the guy with the blue shirt seems to be...



Spoiler (Highlight to view) -
happy that he saw Zangief.(Sorry couldnr help it).

End of Spoiler







Iggy
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"Re(2):Zangief goes to Comiket" , posted Wed 30 Dec 23:27post reply

Cosplay is not a game, it's a way of life. Sometimes you have to risk it all for a cosplay, even if you end up stuck in the bed for two days with a very bad cold because you paraded almost naked outside in the middle of december and coughing people.





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"Soundtrack details" , posted Sun 10 Jan 00:42:post reply

No new thread until release!

http://www.vgmonline.net/street-fighter-v-score-composer-and-album-details/

So this confirms that the lead composer for SFV is not Hideyuki Fukasawa, who did the music for SF4, but actually Masahiro Aoki! Even though he no longer works for Capcom, the legend of Basara lives on in SFV.

In addition to those two, there are also works by Keiki Kobayashi and Zac Zinger! Zinger is no surprise since he worked with Capcom on Monster Hunter arrangements but Kobayashi is a bit of a surprise since the last and only non-Bandai-Namco soundtrack he's credited on was Super Smash Bros for 3DS. If I had to guess, based on his style in this piece from Ace Combat he probably handled the majestic Kanzuki Estate theme.

It's interesting because I originally thought it had to have been done by the Onimusha composer but then I remembered that 2 years ago Mamoru Samuragochi, the person linked to Onimusha's soundtrack, had been exposed as a fraud who hired someone else to do his soundtracks and the real composer was unknown. So if my guess is correct then perhaps Kobayashi could have been the true mastermind behind Onimusha?





[this message was edited by Gojira on Sun 10 Jan 00:44]

Doctrine Dark
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"Street Fighter V and the Arcade scene" , posted Sun 10 Jan 07:47:post reply

Hey, guys. I've been lurking for awhile and really enjoy the content posted here.

However, I really would like to know what the consensus is on Street Fighter V lacking an Arcade release...and what it means for the scene in Japan. I've always found this to be an interesting topic given Street Fighter's overall history as an initial Arcade title.

I've seen some Japanese players say that the game will likely never reach the level of AE/Ultra because of this, but others seem to think SFV being console exclusive isn't such a big deal. Now there isn't much of an Arcade scene here in the US, but it seems like the scene is still fairly strong in Japan.

So does anyone believe the lack of an Arcade release will change the dynamics of how Street Fighter V is received in Japan? Or will the transition to console be a lot easier for the player-base?





[this message was edited by Doctrine Dark on Sun 10 Jan 07:49]

Doshin
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"Re(1):Soundtrack details" , posted Sun 10 Jan 11:21post reply

quote:
Kobayashi is a bit of a surprise since the last and only non-Bandai-Namco soundtrack he's credited on was Super Smash Bros for 3DS. If I had to guess, based on his style in this piece from Ace Combat he probably handled the majestic Kanzuki Estate theme.
That'd definitely explain why it stands out so much especially as Soul Calibur-ish.

quote:
Mamoru Samuragochi, the person linked to Onimusha's soundtrack, had been exposed as a fraud who hired someone else to do his soundtracks and the real composer was unknown.
I wonder what mentality other than wanton notoriety did he choose to do something like this in the first place. Wanting to keep on the payroll and then secretly unloading a lot of that paycheck in probably high amounts of hush money to get someone to keep you afloat. The netgain on that must somehow have outweighed whatever he was losing in his secret life.





Maou
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"Infinite road, infinite thread" , posted Sun 10 Jan 11:26post reply

quote:
In addition to those two, there are also works by Keiki Kobayashi and Zac Zinger! he probably handled the majestic Kanzuki Estate theme.
Great info, Gojira! I would bet 1000000000000 zeni that Kobayashi did that magnificent track, and possibly the godly New Zealand stage, too. His continued compositions were the only bright spots during Soul Calibur's tragic decline. Sad and ironic that I would have to wait to re-encounter another perfect Soul Calibur track in... a Street Fighter game, but I have no complaints!
quote:
Hey, guys. I've been lurking for awhile and really enjoy the content posted here.
Welcome! Good question, even better username. If you'd been named directly for our Lord and Savio(u)r Skullomania, it might have been sacriligeous.

As for a direct-to-console fighter precedent, it's not good that the only major release I can think of is...Soul Calibur III. Even a reverse console-to-arcade release afterwards couldn't save that sorry situation, both in terms of play quality and public attention. Even Skullgirls released in Japanese arcades first. Prof spends more times in arcades than I do, though, so I'd defer to him on whether an initial arcade release feels like it's required to build the serious level of play.

Is it consolation that no one played Third Strike in arcades (er, or anywhere) at its time of release? Serious players came back to it over time, or sustained it, and top-level play emerged in Japan regardless. Is the fighting game scene small but dedicated enough that it will produce serious players regardless of venue? It's perhaps worth noting that each pre-Ultra iteration of SFIV in Japan only sold between 110,000 and 150,000 for consoles. Was this so low because the "scene" was still in the arcade, and home players were scrubs? Or is the SFIV arcade scene the same group of people as the small cadre of home players? Capcom had better hope so, since there's still only 2.1 million PS4s in Japan as of last month. Lack of something equivalent "sales data" for arcades makes it really hard to know without talking to a lot of people in the business.





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Doctrine Dark
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"Re(1):Infinite road, infinite thread" , posted Sun 10 Jan 14:09:post reply

Hey, thanks for the welcome and the reply, Maou. And yes, Skullomania would've been perfect, but he's a deity and I am not! Nice Kyle Hyde avatar!

I played the original Soul Calibur, but lost track of it beyond that. I read about Soul Calibur 3's Arcade version being a much better version than what was on PS2, but it sounds like it didn't make any difference.

The Third Strike part was surprising, since I was under the impression that Japan was playing it from the jump. I guess the longevity of the scene says a lot about the depth of the game.

I guess I'm just accustomed to seeing Street Fighter and most of Capcom's big fighting games in the Arcade before going to console. Their last few fighting games such as Marvel Vs Capcom 3 and Street Fighter X Tekken have went straight to console, though, so I shouldn't be too surprised.

Ono did say an Arcade release for Street Fighter V wasn't out of the question, but console is their main focus right now. Makes sense considering Sony's priority is selling PS4's rather than Arcade cabinets.

I guess we'll just have to wait and see once Street Fighter V is released. I really hope it's lack of an Arcade presence will not affect it in Japan. Lots of interesting information there that I was totally unaware of. Thanks, Maou.





[this message was edited by Doctrine Dark on Sun 10 Jan 14:10]

Professor
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"Re(1):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 15:01:post reply

quote:
Hey, guys. I've been lurking for awhile and really enjoy the content posted here.

However, I really would like to know what the consensus is on Street Fighter V lacking an Arcade release...and what it means for the scene in Japan. I've always found this to be an interesting topic given Street Fighter's overall history as an initial Arcade title.

I've seen some Japanese players say that the game will likely never reach the level of AE/Ultra because of this, but others seem to think SFV being console exclusive isn't such a big deal. Now there isn't much of an Arcade scene here in the US, but it seems like the scene is still fairly strong in Japan.

So does anyone believe the lack of an Arcade release will change the dynamics of how Street Fighter V is received in Japan? Or will the transition to console be a lot easier for the player-base?



Hi Doctorine Dark, and hope you enjoy the Cafe!

This is actually a topic I was talking over with a few people recently, though it wasn't specific to SFV. I might think of writing a column on this later.

Console-exclusive (or at least shifting focus) seems to be a trend for 2016 with two anticipated titles, SFV and KOF14, both taking the same road. Of course it wouldn't be too surprising if we learn next month that they're coming out for arcades as well, though that's something we'll just need to anticipate on. The current mainstream arcade boards simply don't have the power to run those two games, but who knows, maybe a new board will get announced at the Jaepo convention.

Going back on topic, I think if SFV went console-and-pc-exclusive as things currently look, it would very likely lower the overall skill level in Japan. Many arcade players generally don't have a console nor a high-spec PC to run SFV. Even if they do, there's also the point of the arcades having served as a lounge for communication and watching others play while waiting for your turn. You can still do similar things via online, but it's a lot more seamless and convenient to just hit the arcades. Given that many gamers are lazy, I have strong doubts that they'll take that extra effort if it's online.

Another point, a good chunk of sponsored players don't play at the arcades the way they used to. However, they get training parters from the arcade scene, so it can still heavily influence them if there isn't an arcade release.

Oh yeah just to add on, noone generally owns high-spec PCs in Japan except for a small minority of hardcore gamers. There's just no need for them and computer literacy has significantly dropped in recent years. Statistics say that 67% of the population owns a PC, but it doesn't take into account the age of the machines. Sales in early 2015 dropped by 40 percent and I'd imagine it won't rise up any time soon.





[this message was edited by Professor on Sun 10 Jan 17:57]

nobinobita
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"Re(1):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 15:06:post reply

quote:
Hey, guys. I've been lurking for awhile and really enjoy the content posted here.

However, I really would like to know what the consensus is on Street Fighter V lacking an Arcade release...and what it means for the scene in Japan. I've always found this to be an interesting topic given Street Fighter's overall history as an initial Arcade title.

I've seen some Japanese players say that the game will likely never reach the level of AE/Ultra because of this, but others seem to think SFV being console exclusive isn't such a big deal. Now there isn't much of an Arcade scene here in the US, but it seems like the scene is still fairly strong in Japan.

So does anyone believe the lack of an Arcade release will change the dynamics of how Street Fighter V is received in Japan? Or will the transition to console be a lot easier for the player-base?



Street Fighter became the property of Capcom USA years ago. Since then the focus has always been on North America not Asia.

I think with SFV specifically they are aiming to create a game that's suitable for streaming live. That's why Sony paid them off to make it a Playstation console exclusive, Sony is trying to double down on live streaming of games.

This is a huge new avenue. Everywhere in the world right now, where kids used to be pacified by TV they are now glued to tablets and phones (even in super rural areas where they don't have running water or electricity--I've seen this in Asia and my friends have seen this throughout Africa and the Middle East, I imagine its the same in South America too). What are those kids watching? They are watching "lets play" videos.

Why? Because they are so easy to make. Unlike scripted shows, you can just play a video game for hours a day and kids are enthralled.

I've met kids who don't know a lick of English other than exclamations like "Oh my gawd!" and "don't forget to hit like" which they can say with perfect pronounciation.

Where am I going with this?

Right now people are largely focusing on PC games and mobile cos of the easy access. It's so easy to capture and upload video from them. Sony wants a slice of that pie, that's why the PS4 has a "share" button and why they are so focused on making sure people can share game content easily.

So what does this have to do with Street Fighter V?

Street Fighter used to be the biggest game in the world. It's the reason video game tournaments ever started. But today games like League of Legends are far far more popular. Capcom sees that. Sony sees that. So they are teaming up to try and make the game more relevant to a youthful audience today.

That means being on PC, focusing on online play and streaming. And making it a spectator sport.

Arcades are old news these days so they aren't even part of the picture if you're thinking globally (i hate this, but this is the hard truth). Also you can't optimise the game for local play anymore. Games are more sluggish now because they are designed from the start to compensate for lag. From a business perspective, a North American focused perspective (cos the world watches English language lets play videos and tournies) it just doesn't make sense to focus on the Japanese arcade scene at all.

Games have changed.






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[this message was edited by nobinobita on Sun 10 Jan 15:07]

Spoon
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"Re(2):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 16:17post reply

quote:
Hey, guys. I've been lurking for awhile and really enjoy the content posted here.

However, I really would like to know what the consensus is on Street Fighter V lacking an Arcade release...and what it means for the scene in Japan. I've always found this to be an interesting topic given Street Fighter's overall history as an initial Arcade title.

I've seen some Japanese players say that the game will likely never reach the level of AE/Ultra because of this, but others seem to think SFV being console exclusive isn't such a big deal. Now there isn't much of an Arcade scene here in the US, but it seems like the scene is still fairly strong in Japan.

So does anyone believe the lack of an Arcade release will change the dynamics of how Street Fighter V is received in Japan? Or will the transition to console be a lot easier for the player-base?


Street Fighter became the property of Capcom USA years ago. Since then the focus has always been on North America not Asia.

I think with SFV specifically they are aiming to create a game that's suitable for streaming live. That's why Sony paid them off to make it a Playstation console exclusive, Sony is trying to double down on live streaming of games.

This is a huge new avenue. Everywhere in the world right now, where kids used to be pacified by TV they are now glued to tablets and phones (even in super rural areas where they don't have running water or electricity--I've seen this in Asia and my friends have seen

-- Message too long, Autoquote has been Snipped --


It's worth pointing out that the sluggishness of games is very much dependent on the design of the game. One of the huge giant benefits of FPS design in which character gameplay state seldom changes is that the game can be really very fast! Professional level 1v1 Quake matches are funny in that the players are so capable of moving quickly and aim so precisely that they will often stand still for seconds at a stretch to bait the other player's movement, and fight each other barely in sight because the players are just so lethal. But it is also the game where getting hit doesn't change the character's animation, and unless you flatout died from the hit, you are always capable of your regular actions. Rocket League is a game where minute changes of orientation and angle can have huge changes in outcome because the angle of a surface striking the ball determines the direction in which the ball travels. This needs to be consistent in both local and online play, and there are absolutely top level players that have uncanny levels of mastery of this.

But all that is exactly the opposite of the typical fighting game experience, where getting hit results in animation state change (e.g. character goes into a hit animation), character state change (e.g. while in a hit animation, the character cannot act or has a changed set of actions), and so the resolution of these interactions from each player's perspective needs to be both immediate and consistent. There's nothing quite as bad as the feeling that you have no control over what's happening. Predicted game state is honestly the real-life situation of the philosophy of reality: each player needs a view of the world, but they cannot have a perfect and immediate view of the world because of the delay from the server. So plenty of action games provide them with a predicted view of the world, and none of the players actually ever see ground truth nor the same thing that any other player sees.

Lag-tolerant game creation is absolutely not trivial from multiple perspectives of both design and engineering. In the absolute best case scenario, the player's game needs to be tolerant of 4 frames/updates of slowness, always: player makes an input (one update), player's input is received by server and handled (one update), server's response is received by player and handled (one update). In between two of those steps is network latency. It's quite a bit! In Street Fighter, because it is by nature a 1v1 game with no external players interfering, the player's sensitivity to slowness is further increased. Making a good online beat'em up with multiple players is quite challenging, because you want to have precise interactions but you also need to lag tolerant and you want the gameplay to not feel like a crapshoot when multiple players are together in a mosh. Having every attack cause hitstun and reel animations, however sharply handled, makes the game feel kind of crappy when 32 players are in a small space all throwing attacks.

Attacks in the Souls game are generally slow (especially compared to 2D games with fighting), but nobody who appreciates action gameplay would say that the gameplay is sluggish. It is absolutely the case that the difference between being in a hitstunned (or falling, or reeling, or...) state and not being in a hitstunned state is the difference between heaven and hell in that game, though! Sometimes I think the whole poise system existed partly to add an ingredient of "well, who knows what his poise is so who knows when he'll really get hitstunned anyway" to the game!

But it's also worth noting that in the Tekken series (perhaps HAYATO can speak to this!), attacks are... slow, by 2D fighting standards. Jabs (button 1) in Tekken some time ago were normalized to 10F startup. If you said to somebody that a jab in SF had 10F startup, you'd probably be asked if that's the worst character in the game! How slow is 10F startup? Dhalsim's standing fierce in USF4 has 10F startup. A jab from Yun in USF4 has 3-4F startup depending on whether you are close or far. ST has 4F latency from handling of input to the result being shown on the screen. The kinds of perceptual trickery needed to make action games work and "feel good" is honestly deserving of university treatises.





Professor
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"Re(2):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 18:24:post reply

Just to add on, what I've previosly wrote is simply about the Japanese gamer's scene and not about the market. That's to say, if the game lacks an arcade release, it'll unquestionably have an impact in the level of gaming at streams and tournaments.

On the other hand as far as it goes for sales and marketing, lack of an arcade release has very little signigicance. There's no doubt that SCE and Capcom are aiming for a pie of the e-sports scene, though I have some doubts about the success of fighting games for the newer generation. It may get spectators, but will it lead to sales...?



quote:
ST has 4F latency from handling of input to the result being shown on the screen


Interesting! Do you have any idea what the buffer is for the Street Fighter 4 series?





[this message was edited by Professor on Sun 10 Jan 18:33]

TheRedKnight
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"Re(3):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 18:25post reply

It's poll time!

Do you play fighting games in the arcades?
Yes, weekly in an arcade
Yes, about twice a month in an arcade
Yes, about once a month in an arcade
No, but I play offline on consoles weekly
No, but I play offline on consoles aprox twice a month
No, but I play offline on consoles about once in a month
No, but I play online on consoles weekly
No, but I play online on consoles aprox twicea month
No, but I play online on consoles about once a month






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nobinobita
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"Re(3):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 19:36post reply

quote:
There's no doubt that SCE and Capcom are aiming for a pie of the e-sports scene, though I have some doubts about the success of fighting games for the newer generation. It may get spectators, but will it lead to sales...?



There are way more people watching games than actually playing them. There are a lot of ways to monetize that huge audience aside from having them buy the game directly (which viewership can only help).I think fighting games naturally lend themselves to viewing as it's immediately apparent what the rules are and who is winning and losing.

The one big disadvantage to fighting games perhaps is that the rounds are over so quickly. When you watch a MOBA a match will last what 10-30 mins? Whereas a fighting game, even best out of 5 can breeze by in a few minutes. It might feel repetitive to a casual audience.

I wonder if in the future someone can figure out how to make a fighting game that can have very long but engrossing matches. I was talking to my brother Andy about this and he reminded me that Bushido Blade fits that bill really well. Like a real life MMA or Boxing match. It could be over in a few seconds, or it could be a protracted war lasting half an hour. Something with that kind of pacing is more exciting to watch as an e-sport.






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Iggy
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"Re(4):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 20:53post reply

Another thing to consider about an arcade release in Japan is that success there is not guaranteed.
Pokkén is the latest example: BanNam were so bent on monetizing the game (because, well, making an arcade machine is expensive, especially if you're not sure of the success you can have with an expensive franchise unproven in the field) that the game is more or less unplayable without sinking a huge amount of money and getting slaughtered for hours until you finally get a sense of what is happening (it is a very technical and difficult game, surprisingly).
So not only did the game not receive any of the balancing bonus an extended testplay in arcades should allow, but it also has the toxic reputation of "the game is dead in arcades in Japan" a couple of months before the domestic release.

I'd be really curious to know if the game is any viable at high level or if it devolves into absolute matchup-dependant one-sided mess, but the game will have to overcome its reputation AND the WiiU for that.





Spoon
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"Re(4):Street Fighter V and the Arcade scene" , posted Sun 10 Jan 22:41post reply

quote:

I wonder if in the future someone can figure out how to make a fighting game that can have very long but engrossing matches. I was talking to my brother Andy about this and he reminded me that Bushido Blade fits that bill really well. Like a real life MMA or Boxing match. It could be over in a few seconds, or it could be a protracted war lasting half an hour. Something with that kind of pacing is more exciting to watch as an e-sport.



How terrible, you've touched a topic I can spout on about!

Counter-Strike has had a long and respected competitive scene, but CS:GO as a formal esport has been on the rise over the past years. It's worth noting that the round structure of matches has significant effects on the speed of matches, the initial conditions of matches, and on the tactics that a team adopts entering a round. For instance, on the very first round the teams are equally equipped, with the same amount of money and a default team pistol. As rounds progress, one team may lose big and be forced the play the next round with cheaper equipment while the other team has big rifles and whatnot, and the team with the equipment disadvantage has to fight in a different way with different overall goals for the next round or two to save up money ("eco rounds"). In a fashion more Mad Max than probably any post-apocalyptic game, there are times when a player with a good/expensive weapon will flee for the rest of the round, often deliberately giving up the round's objective, because the weapon is too valuable to give up.

Where this gets crazy compared to fighting games is the sheer number of rounds played in a match. Now, to start with, the standard round time in CSGO is 2 minutes, with the round time extending to the bomb timer once the bomb is planted (45s). This means that a round in CSGO, including the few seconds of buy time at the start of the round, lasts a maximum of 3 minutes. But how many rounds is the tournament standard? BEST OF THIRTY. That's right, a team needs to win FIFTEEN ROUNDS to win a match. Fifteen potentially 3 minute rounds, meaning a match that isn't ending in a 16-0 stomp will probably take one hour.

MOBAs have an in-game character progression element which sort of comes tied in with a natural arc to a game: there's the early phase where everyone is weak and needs to scrounge up money, a middle phase where people have gotten stronger and have access to their abilities and some equipment, and an ending phase where characters have gotten super-strong and a small number of climactic team confrontations will decide the game. CS:GO has the element of a team becoming rich then poor then rich, and the dynamic of that fluctuation is totally apart from MOBAs (there are like no MOBAs I can think of where your character will lose XP and level DOWN during the game. In DOTA2 you can lose money when you die, but that isn't the same as losing your equipment when you die).

A thing which makes real-life fights that last for many minutes compelling but is somewhat less so for fighting games is the test of endurance: just how long can these guys go for? In a reverse of the MOBAs, over a long match fighters get tired and weaker, but this exhaustion and desperation creates drama. People don't normally get KO'd in tennis, but watching an exhausted player battle through a long match is absolutely beloved by the public. Tired and injured fighters become more at risk of suddenly getting KO'd and the match ending, much like how the late-game MOBA teams can instantly ride a won teamfight into a won game. But consider also that both rounds and matches of competitive Smash Bros are infamously long, to the extent that I really don't enjoy watching it, but to the people that play it that's how it ought to be.

Generally speaking, video games love having KO conditions: first to X points, first to Y damage, etc. Most team sports don't have this. Epee fencing doesn't have this. Boxing, MMA, and tennis have this. Greco-roman wrestling has multiple rules for immediately ending rounds or even the match. Cloning fencing aside, it's worth considering what would be compelling game rules for a fighting-based video game that isn't KO based.

tl;dr Lengthy, environment-involving 1v1 matches might instead consider stuff like The End in MGS3 or FOB invasions in MGSV.





Professor
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"Re(4):Street Fighter V and the Arcade scene" , posted Mon 11 Jan 00:29:post reply

quote:
There are a lot of ways to monetize that huge audience aside from having them buy the game directly (which viewership can only help).I think fighting games naturally lend themselves to viewing as it's immediately apparent what the rules are and who is winning and losing.


I was thinking about this as well-- Aside from game sales, character merchandise, and possibly PPV, what other effective ways of monetizing could fighting games have potentials for? This is a topic I'm quite interested in!





[this message was edited by Professor on Mon 11 Jan 03:29]

Ishmael
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"Re(5):Street Fighter V and the Arcade scene" , posted Mon 11 Jan 09:44post reply

Welcome Doctrine Dark!

As for the question at hand, I suspect that not having SF5 in the arcades my frustrate a few of the more traditional, old-school players. But, honestly, they must have known that this day was going to come at some point. SF has always been aimed at a worldwide audience it just happened that sending games out to arcades was a system that worked for both Japan and the rest of the world. Too bad game culture has changed radically over the years, and even in the time SF4 was released. With online play, streaming and the success of former arcade-only titles like MK it's not surprising that SF, KoF and the like finally moved away from arcades.

As for those players I mentioned earlier, the more I think about it probably the only ones that are going to be severely affected are the people who liked to hang out in arcades all night. The people who enjoy fighting games will figure out ways to play no matter what. Plus, I'm not certain it will even severely affect the appearance of new Japanese players. Plenty of people who became very, very good at SF4 had never really played before 2009. Odds are sooner or later some online warrior from Japan is going to make a splash in SF5. Arcades are fun but they aren't the only place that can incubate new players.

quote:
Pokkén

Since I have a better chance of playing Steel Battalion than Pokken I haven't really been following the game. Ugh, I didn't realize it was doing so poorly. It's odd to see that the arcade release probably ended up making the game worse. If this was the game that was supposed to get kids back into arcades that's a bad way to do it. It was probably also a mistake to go with something as old as Pokémon and not Yokai Watch but you work with what you have.





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"Re(5):Street Fighter V and the Arcade scene" , posted Mon 11 Jan 10:23post reply

quote:

I was thinking about this as well-- Aside from game sales, character merchandise, and possibly PPV, what other effective ways of monetizing could fighting games have potentials for? This is a topic I'm quite interested in!



Have stages where billboards and other surfaces can be rented out as ad space - maybe the training stage, or some of the free/default stages in the game.
It'd require the game to accept updates online to cover this, but the default ads could always be references to the developer/publisher or its recent releases.
A more static version already applies to more traditional sports games (and Buriki One, I think), so it's not hard to imagine games taking place in modern day setting using that.
And if it discourages the boring use of training stages in certain games, that's a nice bonus.
Then again, if this applied only to specific stages, I could imagine sponsors getting players to pick specific stages when it's their turn...





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"Re(6):Street Fighter V and the Arcade scene" , posted Mon 11 Jan 22:04post reply

quote:
As for those players I mentioned earlier, the more I think about it probably the only ones that are going to be severely affected are the people who liked to hang out in arcades all night.
This is something the Heart of Gaming concept in London overcame: plenty of machines, mostly arcades but also consoles plugged on TV, all free to play against a tiny entrance fee.
Maybe it's more difficult to do in the US or Japan because of IP rights or fees or whatever? I haven't been there often, but I've heard hardcore players gathered there sometimes, and even casually, we've been there with a bunch of colleagues to play Mario Kart (on WiiU), Vampire (on an arcade machine) or P4U (on PS3) in the most casual way possible, eating snacks and shouting at each other.
It seems, in any case, much more viable as a business model than the traditional "pay a quarter and get destroyed by someone you don't know" one.

quote:
It was probably also a mistake to go with something as old as Pokémon and not Yokai Watch but you work with what you have.
It's actually the other way around: It's Pokémon that went to make the game, in the same way it's Level5 that went and had the Yokai Tsumutsumu game done.
Pokémon already has a big tournament thing going on with their videogame and TCG, so possibly they're trying to expand with a different genre/generation/public. Their tournament is bigger than Evo by a huge margin, but it remains to be seen if they'll manage to capture the FGC into Pokémon, or if it will merely remain the Pokémon addicts playing a different Pokémon game while playing their usual Pokémon games.
At least the Japanese FGC remains largely unimpressed.





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"Re(5):Street Fighter V and the Arcade scene" , posted Tue 12 Jan 02:34post reply

quote:
I was thinking about this as well-- Aside from game sales, character merchandise, and possibly PPV, what other effective ways of monetizing could fighting games have potentials for? This is a topic I'm quite interested in!


Arm sleeves is where games really make their money.





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"Re(7):Street Fighter V and the Arcade scene" , posted Tue 12 Jan 04:20post reply

quote:

It seems, in any case, much more viable as a business model than the traditional "pay a quarter and get destroyed by someone you don't know" one.



The irony of this model you describe is that it is almost exactly a netcafe, except with machines other than just PCs.





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"Re(8):Street Fighter V and the Arcade scene" , posted Tue 12 Jan 06:17post reply

quote:
The irony of this model you describe is that it is almost exactly a netcafe, except with machines other than just PCs.

...
... true.

At least it's a model where you'd socialize!
I guess the problem compared to the traditional arcade model would be that it may be difficult to just go there on your own and look for a game. You could arrange the thing in advance and go there with like-minded people ("let's all go there on that date to play Third Strike, skill level mid-to-high" for example) but that would still require you to already know the people beforehand.
On the other hand, in the days of Twitter and the like, that's probably much easier to do.





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"Re(6):Street Fighter V and the Arcade scene" , posted Tue 12 Jan 16:24post reply

quote:

Arm sleeves is where games really make their money.



Man, that's a whole new level of ugly. To think people complained about Udon's redesigns back in the day...

But the point that really got me about this console vs. arcade thing is what Professor said: we have reached a point where domestic machines are way more powerful than arcade ones. Now, maybe we had actually reached that point long ago, but for a gamer raised on the 80s and 90s such as yours truly, realizing that is like reaching the Singularity. I could imagine plenty of business reasons for SFV being absent from arcades, but not technical ones.

Also, that Heart of Gaming den in London seems like a place I'd enjoy! I wonder if there are similar places in Japan?






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"Street Fighter V Shinkiro artwork" , posted Tue 12 Jan 21:18post reply

As much as the Bengus artwork made me weep "why doesn't the game look like that?", the Shinkiro one makes me shrug "well, it's ok, I guess?"

I still have trouble to identify the guy with Capcom, more than 15 years after the fact. I didn't dislike his work on MvC3, that's as much as I can say.





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"Re(1):Street Fighter V Shinkiro artwork" , posted Tue 12 Jan 22:54post reply

It looks like the personalities of Street Fighter V's cast doesn't fit Shinkiro's style. They can be broody, but not broody enough. They can be care-free, but not care-free enough, etc. And not a single one of them sports that peculiar smug shit-eating grin he's the master of.





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"Re(2):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 00:36post reply

quote:
It looks like the personalities of Street Fighter V's cast doesn't fit Shinkiro's style. They can be broody, but not broody enough. They can be care-free, but not care-free enough, etc. And not a single one of them sports that peculiar smug shit-eating grin he's the master of.



Haha well put. I do think Shinkiro's style is absolutely perfect for midlife crisis Ken though! Unfortunately he's heavily obscured in that image.






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"Re(3):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 00:54post reply

Forget Shinkiro's artwork, I find I'm fascinated with the content symbols on the lower left. Pictograms icons are supposed to be universally understood but for the life of me I can't figure out what is being expressed by the hand waving at gender symbols or the stick figure being chased by arrows. Perhaps I should buy the Korean version of SF5 since it apparently features a lot of content I've never seen before.





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"Re(4):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 03:41:post reply

quote:
Forget Shinkiro's artwork, I find I'm fascinated with the content symbols on the lower left. Pictograms icons are supposed to be universally understood but for the life of me I can't figure out what is being expressed by the hand waving at gender symbols or the stick figure being chased by arrows. Perhaps I should buy the Korean version of SF5 since it apparently features a lot of content I've never seen before.



"Beware, persecution"
"Not suitable for male or female people"
"Contains dialogue"





[this message was edited by Spoon on Thu 14 Jan 07:00]

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"Re(1):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 04:39post reply

quote:
As much as the Bengus artwork made me weep "why doesn't the game look like that?", the Shinkiro one makes me shrug "well, it's ok, I guess?"



Karin's face in that artwork it's really shit-tastic





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"Re(3):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 05:59post reply

quote:
It looks like the personalities of Street Fighter V's cast doesn't fit Shinkiro's style. They can be broody, but not broody enough. They can be care-free, but not care-free enough, etc. And not a single one of them sports that peculiar smug shit-eating grin he's the master of.


Haha well put. I do think Shinkiro's style is absolutely perfect for midlife crisis Ken though! Unfortunately he's heavily obscured in that image.



Similarly I think Necali would look great if he wasn't all the way in back.

Talking about these Capcom artists though, what is Kinu Nishimura doing these days? I'd love to see her take on the new faces in V.





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"Image Song: Man with a Mission - Survivor" , posted Wed 13 Jan 06:28post reply

Nearing 400 posts?
YOU CAN'T GIVE IT UP! GO FOR BROKE!


Image song for SFV, "Survivor" by Man with a Mission, announced today, or maybe people already knew this? Their wolf-mask shtick is super-lame, but their existing music doesn't seem terrible. Nothing will ever surpass my unfairly-maligned favorite, The Door/Indestructible (aka the only redeeming music in SFIV), however.

Meanwhile, it's too bad about that Shinkiro cover, especially since we know that he's capable of some seriously cool SF art through his work on the Capcom vs. SNK games. On the plus side, at least it's not as unbearable as the Super SFIV AE cover. Twenty (!!!) years later, the profoundly beautiful SFZero 2 cover has yet to be topped, in my mind.
quote:
Similarly I think Necali would look great if he wasn't all the way in back.
I think Necalli would look great if he were so far in the back that he fell right out of the game.





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"Re(1):Image Song: Man with a Mission - Surviv" , posted Wed 13 Jan 07:13post reply

quote:
Nearing 400 posts?
YOU CAN'T GIVE IT UP! GO FOR BROKE!


Image song for SFV, "Survivor" by Man with a Mission, announced today, or maybe people already knew this? Their wolf-mask shtick is super-lame, but their existing music doesn't seem terrible. Nothing will ever surpass my unfairly-maligned favorite, The Door/Indestructible (aka the only redeeming music in SFIV), however.

Meanwhile, it's too bad about that Shinkiro cover, especially since we know that he's capable of some seriously cool SF art through his work on the Capcom vs. SNK games. On the plus side, at least it's not as unbearable as the Super SFIV AE cover. Twenty (!!!) years later, the profoundly beautiful SFZero 2 cover has yet to be topped, in my mind.
Similarly I think Necali would look great if he wasn't all the way in back. I think Necalli would look great if he were so far in the back that he fell right out of the game.



I don't think Sakura has ever been portrayed with such a serious expression since the SFA2 cover.

Meanwhile, from the news post from Professor, I never knew I wanted Tactics Ogre Chun Li. I hope more of the villains from SF get drawn by him! I associate him entirely with medieval fantasy, so it'd be nice to see his take on designs rooted in relatively more modern times. I imagine Rolento by him would look amazing.





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"Re(2):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 10:00post reply

quote:
Karin's face in that artwork it's really shit-tastic

Guess he wanted to draw it to look like the in-game version.





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"Re(3):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 11:29post reply

quote:
Karin's face in that artwork it's really shit-tastic
Guess he wanted to draw it to look like the in-game version.



LOL






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"Re(1):Street Fighter V Shinkiro artwork" , posted Wed 13 Jan 12:58post reply

quote:
As much as the Bengus artwork made me weep "why doesn't the game look like that?", the Shinkiro one makes me shrug "well, it's ok, I guess?"

I still have trouble to identify the guy with Capcom, more than 15 years after the fact. I didn't dislike his work on MvC3, that's as much as I can say.



Hey everybody! It's been a while.

Yes, the Shinkiro work is certainly underwhelming. I remember the old joke about his SNK works is that all of his people look like they're related to each other, and for years he seemed to be escaping that, but this... Yeowch, on top of the unimpressive character faces, they all look sculpted from plastic.

Then again, the SFV aesthetic is pretty hideous, so maybe Shinkiro is just following the design document?





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"Re(2):Street Fighter V Shinkiro artwork" , posted Thu 14 Jan 23:09post reply

quote:
Yes, the Shinkiro work is certainly underwhelming. I remember the old joke about his SNK works is that all of his people look like they're related to each other, and for years he seemed to be escaping that, but this... Yeowch, on top of the unimpressive character faces, they all look sculpted from plastic.

Then again, the SFV aesthetic is pretty hideous, so maybe Shinkiro is just following the design document?



Despite the "okay-ness" with Shinkiro's cover, it still brings a weird warm feeling, sort of like finding 1980s Alf trading card packs from a garage sale. Oddly enough I've sound some in mint condition in Tokyo of all places.

On a slightly related news to what we were discussing about arcades not being relavent to the scene any more, almost 260 stores closed last year. That's quite a lot.





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"Re(3):Street Fighter V Shinkiro artwork" , posted Fri 15 Jan 06:22:post reply

quote:
Yes, the Shinkiro work is certainly underwhelming. I remember the old joke about his SNK works is that all of his people look like they're related to each other, and for years he seemed to be escaping that, but this... Yeowch, on top of the unimpressive character faces, they all look sculpted from plastic.

Then again, the SFV aesthetic is pretty hideous, so maybe Shinkiro is just following the design document?


Despite the "okay-ness" with Shinkiro's cover, it still brings a weird warm feeling, sort of like finding 1980s Alf trading card packs from a garage sale. Oddly enough I've sound some in mint condition in Tokyo of all places.

On a slightly related news to what we were discussing about arcades not being relavent to the scene any more, almost 260 stores closed last year. That's quite a lot.


What would be the best business solution that can help them operate at a steady pace in the future? Or is this a sign that nothing can be done to save arcade shops in general?





Long Live!

[this message was edited by neo0r0chiaku on Fri 15 Jan 06:22]

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"Re(4):Street Fighter V Shinkiro artwork" , posted Fri 15 Jan 07:14:post reply

quote:
What would be the best business solution that can help them operate at a steady pace in the future?
Reduce tax-based and socially-based norms that discourage female participation in the workforce, and address the two-tier society that increasingly disadvantages younger generations doomed to temp work and job/marital insecurity, in order to increase the birthrate so that there are children who actually exist to go to game centers? In short, we're in big trouble. On the other hand, I was amused (though not encouraged) by a recent article about groups of elderly hanging out there. Sadly, they probably won't promote the fighting games community very well.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Fri 15 Jan 07:21]

Maese
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"Re(3):Street Fighter V Shinkiro artwork" , posted Fri 15 Jan 11:06post reply

quote:

On a slightly related news to what we were discussing about arcades not being relavent to the scene any more, almost 260 stores closed last year. That's quite a lot.



Those are really alarming figures... Do they refer to just Tokyo, or are they talking about Japan as a whole?

Grim as the situation is, I myself like to think that there is still a tiny ray of hope: VR technology. Maybe in a generation or two high-end VR devices would end up being too expensive for the regular consumer, so people wanting to enjoy a "good" VR experience would have to resort to specialized arcade parlors. Just like videogame aficionados had to hit the arcades in the 80s and 90s in order to see some truly impressive graphics, which were simply impossible to handle for their home machines. But that could just be the nostalgic arcade aficionado in me, who simply refuses to see arcades disappearing for good. Snif...






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"Re(4):Street Fighter V Shinkiro artwork" , posted Fri 15 Jan 16:40post reply

quote:

On a slightly related news to what we were discussing about arcades not being relavent to the scene any more, almost 260 stores closed last year. That's quite a lot.


Those are really alarming figures... Do they refer to just Tokyo, or are they talking about Japan as a whole?

Grim as the situation is, I myself like to think that there is still a tiny ray of hope: VR technology. Maybe in a generation or two high-end VR devices would end up being too expensive for the regular consumer, so people wanting to enjoy a "good" VR experience would have to resort to specialized arcade parlors. Just like videogame aficionados had to hit the arcades in the 80s and 90s in order to see some truly impressive graphics, which were simply impossible to handle for their home machines. But that could just be the nostalgic arcade aficionado in me, who simply refuses to see arcades disappearing for good. Snif...



The figures are nationwide, not limited to Tokyo.

Yeah, it'd be cool to see expensive VR stuff in arcades! Sort of like those huge Gundam machines that are impossible for the home, but even better.





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"Re(5):Street Fighter V Shinkiro artwork" , posted Sat 16 Jan 01:55post reply

quote:
What would be the best business solution that can help them operate at a steady pace in the future? Reduce tax-based and socially-based norms that discourage female participation in the workforce, and address the two-tier society that increasingly disadvantages younger generations doomed to temp work and job/marital insecurity, in order to increase the birthrate so that there are children who actually exist to go to game centers? In short, we're in big trouble. On the other hand, I was amused (though not encouraged) by a recent article about groups of elderly hanging out there. Sadly, they probably won't promote the fighting games community very well.


The mental image of a group of seniors hustling past unplayed Tekken 7 cabs in order to win produce is amazing. So much for the near-mythical status that Japanese arcades have attained around the world! The numbers Professor posted are grim but not unexpected. Most arcades -even the ones in Japan- have to get a good portion of their business from nostalgia, not from new games. I still remember the time in Tokyo I saw a middle aged man dutifully playing Tenchi o Kurau 2. He was pretty good (after playing the same game for twenty years he better be) but I don't think the arcade business is going to be able to survive on the long-term hobbies of guys like that. Perhaps VR or some other innovation can help save arcades but if they survive arcades are going to have to be different from what they were in the past.

Speaking of change, I like how the front page of MMCafe is looking. Nice job Professor!





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"Re(6):Street Fighter V Shinkiro artwork" , posted Wed 20 Jan 02:35post reply

Double post for costume leaks. The new outfits include Officer Chun-Li and matching outfits for Zangief and R.Mika.

I like that when digging around in the coding someone found Alex's house. Outside of a handful of multi-millionaires most fighting game characters seem to be barely scraping by.





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"Re(7):Street Fighter V Shinkiro artwork" , posted Wed 20 Jan 09:05post reply

quote:

I like that when digging around in the coding someone found Alex's house. Outside of a handful of multi-millionaires most fighting game characters seem to be barely scraping by.



A lot of people talk about Ryu being a bum too, but doesn't he live/ train in Suzaku castle when he's not traveling?





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"Re(8):Street Fighter V Shinkiro artwork" , posted Wed 20 Jan 12:57post reply

quote:

I like that when digging around in the coding someone found Alex's house. Outside of a handful of multi-millionaires most fighting game characters seem to be barely scraping by.


A lot of people talk about Ryu being a bum too, but doesn't he live/ train in Suzaku castle when he's not traveling?



All of Ryu's earthly possessions fit in his duffel bag.
He might only own one pair of clothes!






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"Re(7):Street Fighter V Shinkiro artwork" , posted Wed 20 Jan 14:25post reply

quote:
Double post for costume leaks. The new outfits include Officer Chun-Li and matching outfits for Zangief and R.Mika.

I like that when digging around in the coding someone found Alex's house. Outside of a handful of multi-millionaires most fighting game characters seem to be barely scraping by.



Necalli looks like Tekken 3's Ogre's ugly bastard son, and most characters follow the same hideous-as-sin line of their main designs, but I must say that I'm digging Officer Chunners quite a bit! She and Hot Ryu are like an oasis on the middle of this unfashionable cesspool that SFV is.

Oh and, please, don't call Ryu a bum. he's a wandering warrior. There's quite a difference, you know.



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JK

End of Spoiler








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"Bengus does Mika" , posted Wed 20 Jan 16:47:post reply

https://twitter.com/GoudaCheeeeese/status/689027715169517568

Looks like 17 more threads til the 400 mark? We'll need to open a new thread after that landmark.


なにいっ、リュウがいない!
Where is Ryu as his admirers chant his name?






[this message was edited by Professor on Wed 20 Jan 16:54]

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"Re(1):Bengus does Mika" , posted Wed 20 Jan 17:34post reply

quote:

なにいっ、リュウがいない!
Where is Ryu as his admirers chant his name?




Here?

(To borrow from Nobinobita)





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"Re(8):Street Fighter V Shinkiro artwork" , posted Thu 21 Jan 01:09post reply

quote:

Necalli looks like Tekken 3's Ogre's ugly bastard son, and most characters follow the same hideous-as-sin line of their main designs, but I must say that I'm digging Officer Chunners quite a bit! She and Hot Ryu are like an oasis on the middle of this unfashionable cesspool that SFV is.

Is Necalli going for a Pillar Man look with that alt? That would be my guess at least since fighting games wouldn't exist if they couldn't borrow things from JBA and SMAP.

After thinking about it for awhile I've decided that I want Alex to park his trailer in the stages of all his fights. It would be his own personalized bit of background, much like Ryu's duffel bag or Dhalsim's wife.





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"PS4: Peculiar Chun-li edition" , posted Thu 21 Jan 14:51post reply

Great post above on the limited edition PS4's, Professor! I am pleased to build off of Spoon's previous observation in noting the availability of a PS4: Long-necked Chun-li Bengus Edition. I kind of like it. I kind of like how weird everyone's hand-drawn art is for SFV, including Kiki's as per the above. I'm not sure what kind of person would buy the PS4: Idiotic Necalli Edition, however.





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"Re(1):PS4: Peculiar Chun-li edition" , posted Thu 21 Jan 15:43post reply

quote:
Great post above on the limited edition PS4's, Professor! I am pleased to build off of Spoon's previous observation in noting the availability of a PS4: Long-necked Chun-li Bengus Edition. I kind of like it. I kind of like how weird everyone's hand-drawn art is for SFV, including Kiki's as per the above. I'm not sure what kind of person would buy the PS4: Idiotic Necalli Edition, however.



Bengus' art looks odd without colors!

On a different note, some footage of new costumes in action





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"Re(2):PS4: Peculiar Chun-li edition" , posted Thu 21 Jan 23:11post reply

quote:
I'm not sure what kind of person would buy the PS4: Idiotic Necalli Edition, however.


Curious that they went with Necalli's alt costume. Is that the end boss version of Necalli?





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"Re(9):Street Fighter V Shinkiro artwork" , posted Fri 22 Jan 00:47post reply

quote:

Is Necalli going for a Pillar Man look with that alt? That would be my guess at least since fighting games wouldn't exist if they couldn't borrow things from JBA and SMAP.



I got JoJo vibes from him the moment we saw more than just his face. And if he indeed is the boss then that's more than just a nod towards JBA. I did read somewhere that he was designed to be the anti-Ryu. Thanks, anti-Capcom.





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"Re(2):PS4: Peculiar Chun-li edition" , posted Fri 22 Jan 02:04post reply

quote:
Great post above on the limited edition PS4's, Professor! I am pleased to build off of Spoon's previous observation in noting the availability of a PS4: Long-necked Chun-li Bengus Edition. I kind of like it. I kind of like how weird everyone's hand-drawn art is for SFV, including Kiki's as per the above. I'm not sure what kind of person would buy the PS4: Idiotic Necalli Edition, however.


Bengus' art looks odd without colors!

On a different note, some footage of new costumes in action



Overall, nice alternate costumes. Police officer Chun-Li looks great, and so does Rashid's alternate clothes. Laura... looks like she's going to a baile funk after the fight. Somehow, this outfit fits her character.

It's also nice to know that we'll be able to play as human Nash instead of "Frankenstein-monster Nash".





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"Re(2):PS4: Peculiar Chun-li edition" , posted Fri 22 Jan 04:31post reply

quote:

Bengus' art looks odd without colors!

On a different note, some footage of new costumes in action



Cammy forgot her pants!





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"Pantsless Cammy edition" , posted Fri 22 Jan 08:05post reply

quote:

Bengus' art looks odd without colors!

On a different note, some footage of new costumes in action


Cammy forgot her pants!

I took them do not tell anybody





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"Re(1):Pantsless Cammy edition" , posted Fri 22 Jan 21:26post reply

quote:

Bengus' art looks odd without colors!

On a different note, some footage of new costumes in action


Cammy forgot her pants!
I took them do not tell anybody



Really? That's surprising, I always thought Cammy just had no pants in her wardrobe.





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"Re(2):Pantsless Cammy edition" , posted Sat 23 Jan 03:15post reply

quote:
Really? That's surprising, I always thought Cammy just had no pants in her wardrobe.



I don't think she does. Maybe leggings only?

I wonder if Blanka has any button down shirts in his closet? Does Zangief ever wear dress shoes?
Pressing questions...





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"Re(3):Pantsless Cammy edition" , posted Sat 23 Jan 03:29post reply

quote:
Really? That's surprising, I always thought Cammy just had no pants in her wardrobe.


I don't think she does. Maybe leggings only?

I wonder if Blanka has any button down shirts in his closet? Does Zangief ever wear dress shoes?
Pressing questions...

Actually, our man from the north has been known to be thoroughly businesslike





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"Re(3):Pantsless Cammy edition" , posted Sat 23 Jan 05:00post reply

quote:

I wonder if Blanka has any button down shirts in his closet? Does Zangief ever wear dress shoes?
Pressing questions...


Blanka seems to prefer the casual t-shirt and both backpack straps over one arm look.





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"Re(4):Pantsless Cammy edition" , posted Tue 26 Jan 01:58post reply

Just 2-3 more posts and we're closing!

SFV's story mode trailer

Also, check MMCafe's news for a hilarious Daigo Umehara interview. It took some time to translate but it was way too funny not to.





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"Re(5):Pantsless Cammy edition" , posted Tue 26 Jan 02:51post reply

quote:
Just 2-3 more posts and we're closing!

SFV's story mode trailer

Also, check MMCafe's news for a hilarious Daigo Umehara interview. It took some time to translate but it was way too funny not to.


A bit more info about single player, story mode and whatnot. I wonder who the girl is that shows up at 0:44 in the trailer?

As for Daigo, it's interesting to see how he views his job more as an ambassadorship than as a competition. He's mostly there to be a celebrity face of fighting games which helps build the community and, subsequently, sell more games, controllers and other junk. What an odd, unique job he managed to carve out for himself.





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"Re(6):Pantsless Cammy edition" , posted Tue 26 Jan 03:56post reply

It's nice to see that Daigo is making a living as a promoter now. My only hope is that he can transition into Capcom (or another company) as a producer or some other role. Unfortunately a lot of professional gamers or promoters have trouble sustaining a long career... eventually the well dries up. He seems like a decent enough guy that Capcom would fully bring him on eventually.

As for SFV story mode, I'm in a wait and see holding pattern, but at least they're trying to add some context. SF stories have all been a bit random, so I'd like to see a decent plot for once.





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"SFV Pt.1 - Thread Over! Continue? [9]" , posted Tue 26 Jan 04:11post reply

400 Posts! Thread Closed -- Move to Next





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"BOOOOOOOOM" , posted Tue 26 Jan 04:11post reply

SFZero final boss Vega sez: FINAL PSYCHO CRUSHAAAAAAAAAAAA

400 post super combo finish!

Continue?
See you next thread.





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