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CAPCOM held an amazing event tonight in downtown San Francisco at Club SLIDE where they had what most people assume to be the final build of Super Street Fighter 4 open for free play! A lot of familiar faces were there such as Seth Killian, John Choi, Buktooth and Ricky Ortiz.
I happened to roll down there with 1UP.com's Richard Li. Lucky for both of us, the event had a lot of stations so as the night went on and less people were playing, we had a lot of time to grind the game and figure out various aspects of different characters.
Now before anyone asks, I didn't play every last character in the game. Instead of spending a little bit of time with every character, we focused on a handful of characters and spent as much time as possible trying to find changes with them. Keep in mind that although we assume most of the gameplay changes will stay intact, anything is bound to change in the final build. Also, I only played for about 3-4 hours, but I am recalling most of this from memory, so I apologize if not everything is factually correct -- I'll try my best, so bare with me!
Again, I apologize to those of you whose character I didn't do an in-depth write up for, but to be honest I don't know what to look for with each and every character. Also, I know some of the details may be old news to some of you who have kept up with the game day in and day out, but I felt the need to cover every last detail I could recall for those of you who aren't familiar with aspects of the Third Strike and new Super characters.
Anyway, I hope you enjoy this.. here we go!
GENERAL GAMEPLAY NOTES
Super Street Fighter 4 looks much more polished than the original game, and seems to have received a speed boost as well. The new stages are a huge improvement over the standard stages, save a couple classic stages like Old Temple which hold a special place in my heart. It's still the Street Fighter 4 that people know and love, but it does feel slightly different to some degree. It's hard ot put my finger on what it is exactly, perhaps the speed boost or small changes to various moves but overall it feels like an improvement over the original game.
I heard that Uppercut trades into Ultra no longer work, but I did not witness this myself so who knows at this point.
HAKAN

Richard Li from 1UP played Hakan extensively through out the night and I spent some time with him as well. Many of our matches were the "Third Strike Characters" vs "Hakan" so I got to see a lot of this guy through out the night.
We both agreed that the best way to summarize Hakan is E. Honda with an assortment of grabs and awkward moves. That said, it's really hard to compare him to any one Street Fighter character considering how unique he is. A lot of his normal moves resemble E. Hondas, and for every punch and kick, he also has a corresponding command normal. For instance, Forward + Roundhouse resembles E. Honda's standing roundhouse and his Forward and Fierce is different than his Standing Fierce.
Of course, he can oil up to become stronger, a strategy that slightly resembles Q's from Street Fighter 3. When oiled up, all of his moves become stronger and have increased range. One could say that when he is oiled up, all of his specials have "kara" properties, making his up-close game very ambiguous and scary at times.
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Oiling up will be a key part of any Hakan player and the move is executed by inputting Dragon Punch plus Kick. The light version takes less time to recover, while the Roundhouse version takes longer to recover but I assume gives him more time to be oiled up. He also has an EX version but I am not entirely sure what its exact properties are.
His command grabs seem very good, and the EX versions of them seem even better -- great for punishing any blocked attacks really. He has a standard 360 SPD-esque grab that grabs standing and crouching opponents -- it's the one where the opponent shoots out of his arms. The EX version of this grab as I said seemed pretty ridiculous -- it was very useful for punishing blocked attacks, seemed to have some sort of invincibility properties and has incredible range when Hakan is oiled up.
He also has another grab that reminded me of Alex's DDT in Third Strike although the properties are a little different -- it hits standing opponents and jumping opponents but seems to miss on crouching opponents. This grab was effective when the opponent would be up close, and then go try to jump away or go for a vertical attack.
His slide is his armor breaking attack and travels further across the ground the more oiled up he is. You can also follow up with a body splash attack by mashing on punch after the initial hit.
He does have a "coward crouch", the same move Blanka has to avoid projectiles. This move does not avoid Juri's low fireball though.
Over all he only has a small number of special moves so I think players will have to utilize his normals to set up grabs to do max damage.
It's hard to say for sure, but a lot of us felt he will have a hard time dealing with projectile characters and assume he will have a number of bad match ups, but of course we only spent a couple hours with him so it's too early to tell at this point. I can't imagine him being top tier, but you never know!
JURI
Juri seems like she will be one of the better characters in the game, even though it appears she has low stamina. She is extremely quick and has an assortment of moves that are very unique, which should throw a lot of opponents for a loop early in Super Street Fighter 4's life. Even though the competition wasn't top at 8 EVO, there was a period of about 30 minutes where I was dominating with her.
What I think will make her so powerful is the fact that she can not only rush down like crazy with a lot of relatively safe moves, she can also run away and zone characters from a number of different angles. I feel this will make her very powerful in the right hands.
In regards to her normal moves, her jump Medium Kick is a great cross up and combos into her Crouching Medium Kick into Pinwheel. Crouching Medium Kick into Pinwheel on its own is a very effective combo for as simple as it is. Her jump Forward Fierce is an interesting move where she kicks down vertically, which while it isnt a true cross up as far as I could tell, is certainly ambiguous enough for many players to think so. Her vertical jump roundhouse is a lot like Chun Li's, making it great for staring combos and punishing wiffed throws.
The Pinwheel Kick was very versatile, with it being used in simple combos, and even hitting opponent who were behind me, attempting to get away or even cross up. The EX version is a pretty decent reversal move and all versions dished out decent amount of damage off of a crouching medium kick for what its worth.
I tried to Pinwheel into Super but was unable to cancel it and was also unable to FADC the Pinwheel Kick. It made me wonder what the exact properties of it are -- perhaps she was able to do this in previous versions but CAPCOM took it out, who knows.
Her dive kick seems very solid, with each strength flying down at a different angle. There are two follow up attacks after the initial hit which you execute simply by pressing kick. I was able to connect an Ultra once after using the EX version following the wall bounce, but it also missed a number of times so I am not sure what the exact timing is for it. In previous videos it looked to connect much easier so I am not entirely sure what was going on there. Overall, It's a very effective move for applying pressure and punishing wiffs -- just make sure they don't block it because it will leave her open for the opponent to dish out serious damage if its blocked. Also, it's worth noting that this is her Armor Breaking attack.
Her fireballs are amazing zoning tools and also very useful up-close. From afar, the light version will travel low across the ground, going directly under projectiles such as Sonic Boom. The Medium version goes straight across the screen and the roundhouse travels up at an angle. When up-close, there is an initial hit before the fireball comes out, which makes me think this will be the move to use for any sort of FADC combos. Also, most of you know by now you can store the fireball by holding kick and release it later. The only downside to her fireball is that you cant expect to win any fireball wars with it, in that it's primary use seems to be to zone opponents and deter projectiles until you find another way to get in.
One last special that is a great deal of fun to use is her counter teleport move. If I recall correctly, the input is backward fireball and punch. She will taunt the opponent and teleport through any incoming, non-armor breaking attack. Light and Medium move her horizontally, while fierce will send her above her opponent. I can see this as being a very key element of intermediate and high level play with Juri.
I tested out both Ultras, the Custom Combo one and also the more orthodox Ultra where she sends the opponent flying having them land on her foot before slamming them into the ground. The Custom Combo Ultra seems really interesting, giving her normal moves "Magic Series" properties. For instance, the combo I was performing after activation was something like Jab, Strong, Forward, Roundhouse ending with Fierce. The fierce would launch them but I couldn't find a proper follow up in the time that I spent with her although I am sure there are plenty.
As fun as the Custom Combo Ultra is, her second Ultra seems to be the way to go if you want guaranteed damage. Obviously it would connect after a Level 3 Focus and I am sure there are other guaranteed ways to set it up outside of the EX Dive Kick set up as well.
She feels like a very complete character and fits very will in the world of Street Fighter 4. I will most likely learn her as best I can once the game comes out.
MAKOTO
I had my reservations about Makoto, but this is another character I spent a lot of time with and I think she will end up being pretty strong even though she is a little different from her Third Strike counterpart. I don't see her being the unstoppable beast that she was in Third Strike, but there is no way she will be low tier after spending some time with her tonight.
For those of you who don't know, I played Makoto extensively back when Third Strike was a popular game- so I pretty much know her Third Strike game like the back of my hand (even if I am a little rusty at the game itself these days). This was a good and bad thing considering much of her game is the same, but little nuances are much different, which threw me off many times while playing.
She is still an all-or-nothing character in that once she gets on a roll it can be pretty difficult to stop her rushdown, but when she is being rushed-down you will just have to wait it out until you get an opening in that she doesn't have a solid reversal move.
That said, her EX Karakusa has armor, making it a pretty scary move when someone else is recklessly rushing you down. You will absorb one hit then grab the opponent, allowing her to perform her classic Fierce into Hayate. Her normal Karakusas seem to have significantly less range than they did in Third Strike. I couldn't seem to land one after a connected Hayate, and after certain ticks the opponent was pushed back too far to grab them.
Speaking of ticks, ticking into Karakusa was a great tactic in Third Strike, but with meaty attacks being a little more difficult to time in Street Fighter 4, it's a little harder to set up Karakusas using this strategy. I think that even though her core game is the same, most players will have to figure out new set ups to land a Karakusa in Super Street Fighter 4.
One thing I will mention about her Karakusa, is that her Kara-Karakusa does not work with Standing light Kick like it did in Third Strike. There may be other ways for her to Kara her Karakusa but the traditional Light Kick cancel simply did not come out.
Her Tsurugi (Axe Kick) is actually pretty good in Super Street Fighter 4 but the timing and applications are different in Super than they were in Third Strike. In Third Strike the move had a long arc, meaning you could delay it quite a bit and it would still hit. Now, the move must be done very early and almost right off the ground for it to be useful. The Light and Medium versions hit the opponent leaving them open for a combo, while the Roundhouse version knocks down. The EX Version knocks down and is two hits.
Her EX Oroshi (overhead chop) is still pretty fast and truthfully I didn't really mess around with the normal version. Again, with meaty attacks being a little different than Third Strike, it was a little harder to do classic set ups like C.LK cancel into EX Orishi.
Her Fukiage (Uppercut) is actually pretty decent in this game, much better than it was in Third Strike. Some of the normal versions move her forward while the EX version increases the range even more. Because most of the versions move her forward, I was able to connect it on many players who were jumping in with attacks. It's no substitute for a Dragon Punch but it's a nice addition to her game.
Then of course you have her Hayate, her classic punch to the chest (or other areas depending on how tall the opponent is!). Crouching Medium Punch into Hayate was the go-to combo for the night with her as her crouching medium punch is a great poking tool. The EX version still seems to be relatively safe on block considering I was able to follow up with a Jab Hayate to punish any sort of reversals. Of course, the old tricks like attack into Hayate Cancel, dash in and grab are still there as well.
One ting I'll have to mention is that her command normals seem nearly useless in this game. It felt like there was an enormous amount of lag when trying to get them to come out. In Third Strike you could land an EX Hayate and use Forward + Roundhouse to step in toward the opponent. This same timing seemed non-existant so I am not sure what the deal is with her command normals. I tried using them a number of times but they simply did not want to come out until I was extremely slow in pressing the button after tapping forward.
Jump Round House, Standing Fierce into EX Hayate is still a really good combo and seems even easier to connect in Super Street Fighter 4 than in 3s. That said, the timing for Karakusa, Fierce into Hayate seems a little harder than it was in 3s, but I am confident that is just a different timing or the lag on the TVs.
I didn't really ever go for her Super into Ultra combo like many have seen in the Justin Wong videos. I ended up using EX Karakusa and EX Hayate a lot so I rarely had a Super to begin with. Both of her Ultras seem pretty good, with her second Ultra seemingly used to punish projectiles. She can move around while the opponent is in the air after the last hit, so I am sure there are some good follow up combos using the Second Ultra as well.
Her dash is obviously still very good with it being extremely fast and covering a large distance. Focusing through a fireball and dashing in seems to be a viable strategy for closing in on characters.
All in all, I think Makoto will be pretty good, although I think hardcore Makoto players will have a hard time adjusting to her new styles.
IBUKI
I played Ibuki quite a bit and she played a lot like her Third Strike counter part. I was tearing up a lot of players with her just by using my Third Strike knowledge from days gone by. Her chain combos lead into all kinds of different mix ups and ways to deal damage. Standing Light Kick into Medium kick, follow up with EX Dragon Kick or Whirlwind Kick was very similar to how it is in Third Strike.
Her jumping Medium Kick is still a great normal attack with it having very good priority and the ability to cross up into different chain combos.
Her Kunais are pretty good for zoning and creating distance from the player, and you can of course follow up with a kunai after an EX Dragon Kick.
One move that seemed to be fairly useless was her Jumping Step Kicks, where she hops into the air and kicks the opponent multiple times. It was pretty hard to connect and even in Third Strike it was at least viable on block, but now it seems pretty difficult to even have it connect with a blocking opponent.
Downforward + Medium Kick which is one of her signature command normals is a great way to close the distance against the opponent and also hit them low at the same time. Her Forward + Medium Kick on the other hand seems very slow and not as viable as it was in Third Strike.
Although I used it sparingly, her command dash was very effective, and I can see it being used a lot int intermediate to high level play.
Overall Ibuki felt very solid and complete, which is great because I was worried about how she would transition into the world of Street Fighter 4. I think players with good execution and mind games will go very far with her.
DUDLEY
I did not spend a lot of time with Dudley but he seems to be a very strong character with many similarities to his Third Strike counter part. Combos such as Stand Roundhouse into EX Machine Gun Blow, following up with Jab Machine Gun Blow in the corner worked. His up-close game I think will be very intimidating in the hands of the right player with his various chain combos and Backswing Blow.
His Jump-in Roundhouse is still a really great move as it was in Third Strike. This obviously leads to his standing Roundhouse into EX Machine Gun Blow and as far as I know is his best jump in attack.
I wish there was more to talk about here but I did not play a lot of Dudley in Third Strike so I was somewhat unfamiliar with what to look for in his game. I would suggest watching the Justin Wong Gametrailer videos to get a better idea of what he is capable of.
That said, I did observe other players who have Dudley experience using him and they were doing very well. He seems to be a very powerful well rounded character with a ton of options, so those of you who have been looking forward to him should definitely put in the time to learn him.
SAGAT

Ahh, Sagat, my main character in Street Fighter 4 so of course I had to spend a lot of time with him and get a better understanding of what they changed and see if he would still be competitive. Those of you who were hoping he will drop down a rung on the tier list are going to be disappointed, because the core aspect of his gameplay are still intact. Kara Uppercuts, fast High Tiger Shots and devastating Tiger Knees are still in the game along with his two hit standing Roundhouse and of course everyone's favorite: Uppercut FADC, Forward Roundhouse into Ultra.
That said, his damage has been balanced quite a bit which no one can deny is a good thing for the game. His Tiger Uppercuts do far less damage as do his tiger knees.
The damage reduction in my opinion is not the main nerf to his game, it's the change to one of his normal moves: his far Standing Light Kick cannot cancel into anything anymore, and is now a two hit move where only the first his is cancelable. This will make pinning opponents in the corner much harder since he cant stand at max range and pressure with Standing Light Kick into Tiger Shot. This also takes away some of his better long range combos such as Jump Fierce, Standing Light Kick into Low EX Tiger Shot. Over all this is a pretty big change for veteran Sagat players and we will just have to learn how to adjust to this.
A new move they gave him is EX Scar. You do this by inputting Quarter Circle Backwards x2 + Punch. Richard and I spent literally 30 minutes trying to find a use for this with no avail. There was talk that this move had evasion properties but I cant tell you how many times both of us just got kicked in the head for our efforts. The move will pause the screen for a moment, perhaps throwing off the timing of the opponent, but it doesn't seem worth it to waste a whole EX bar just to power up the next Tiger Uppercut. There could be practical applications for this move in the future but who knows.
As I said, Sagat is still very strong with most of his gameplay still intact, so I think he will be winning just as much, but the fights will just take a little longer to end now due to his reduced damage output.
RYU
There inst a whole lot to say here about Ryu considering I only played him a handful of times. Those of you who play Ryu probably wont notice too many significant changes to his game. I played a pretty orthodox game with him using cross ups, tick throws and standard combos to do damage. Not much is different there although his Strong and Fierce Shoryuken is now two hits instead of one. Many of you know that now, and to be honest I am not sure how that affects his gameplay at this point.
KEN

Like Ryu, I only played Ken a couple times so there isn't a lot to talk about here. I heard rumors that you could Crouching Medium Kick, EX Fireball, FADC into his New Ultra but I was unable to land it. Granted, I only tried it once so the timing might have been off but I am not sure if this is an actual addition to his gameplay.
Beyond that, he plays very similar to his original version -- kara throws, low jabs into uppercut and the like are still intact.
FINAL THOUGHTS
All I can say is after tonight I am more pumped for Super Street Fighter than ever before. It was only tonight that I really felt that there is so much more to learn with not only the new characters, but also how to approach the new match-ups with existing characters. Super Street Fighter 4 will undoubtedly have an incredible amount of replay value for those of us who love the game and continue to play the original to this day. Even casual players will be blown away by the upgraded visuals and new additions to the game that are far more superficial than minor tweaks that many of us are still dying to learn more about.
Again, I wish I could go into detail for each and every character but it's just not possible at this point. Of course, I have no problems answering questions so if anything if on your mind just post up in the comments and I'll try my best to answer.
Thanks for reading this massive post and I'll continue to update you guys with more Super Street Fighter 4 News and information as it rolls through!

haunts
Reader Comments (53)
Damn, far s. short uncancellable. *shakes head* There goes a chunk of his pressure game. As a Sagat player myself I feel the damage isn't so much an issue than losing a great normal. Does angry scar only make uppercut stronger? If it increases damage on Ultra uppercut > fadc > scar > Ultra? Something like Makoto's Tanden>Ultra. Who knows. Thanks for the notes Haunts!!! Great stuff!!
Yeah I dont know about EX scar man.. Like I said we tried for so long to find a practical application for it but nothing came to mind!
Holy crap, awesome article! I appreciate the detailed insight, kudos man.
I'm curious, you've had hands on time...would you say Mr. Wizard's impressions were accurate?
It's really great to hear that the game feels faster, too.
The wait is becoming unbearable.
Great insight! Just reading this I'm WAY hyped for it, I couldn't imagine having been there haha So from the article it sounds like you'll be sticking with Sagat for the most but do you see yourself being swayed other wise? Which characters do you look forward to checking out that you didn't at this preview?
oh and PS: if you wouldn't mind, remind Magus to hit me up about ksii! please? thanks haha
Has anyone played with Sakura?
I'm dying to get news from her I wanna know the changes =X
@MonsterGOGO
I just read Mr Wizards impressions and they seem on point. Not much to comment on but it seems he spent more time with the game than everyone else. He mentioned he thought about going my route, choosing a couple characters and really digging in, but wanted to give something for everyone one so I respect that too even if some of the notes are a little short.
@Shway,
Ill stick with Sagat but play Juri extensively. She is a character I simply clicked with right off the bat and haven't felt that since I played Makoto in 3s. Sagat and I dont really gel, but he has a great fundamental gameplan which is pretty crucial for competitive play in SF4. Yes, I play to win.
nothing new for gouken ? he still floats in the air after tetsu
?
@ haunts
Cool. Kind of wished he'd focused on a few particulars like you did, but they survey was nice, too.
Do you know if someone said anything about Adon and Fei Long?
When I read this:
"Ibuki: Slide does not go under fireballs, air dagger throw doesn't cancel out fireballs."
It actually made me angry. Is it true? And which slide does he mean? The down forward + medium kick or her neck break? I guess i COULD live with the neck break not going under Hadoukens (though it would still be a damn effin' shame) but if her slide kick doesn't I'm gonna be pissed.
I ask since you only mentioned her slide kick being good for closing in and hitting low and didn't mention fireballs at all.
Edit: And before anyone asks or makes false assumptions: I don't mind her Kunai not killing fireballs, that's the way it has always been.
Nice impressions, Haunts. My limited 3S experience in Makoto sounds like it might work in my favour rather than having to relearn her entire game I just have a little head start on her moveset. I doubt I'll stick with her, Sakura's crossup sounds like I'll be headed back in that direction what with her new useful Ultra and all.
THIS OUGHTTA FINISH YOU OFF! RARRR!
@Cheesus,
I didnt try to slide under fireballs with either.
@fersis,
We literally forgot Adon was in the game. We were eating dinner and was like "oh yeah, Adon was in the game somewhere right?" LOL
Great article!
I realised he might now have been the most popular pick at GDC, but have you heard anything about Guile's supposed buffs? The latest comments I've read suggest he's remained pretty much unchanged, but maybe that was pre-GDC. thanks man!
A friend of mine played Guile but he seemed generally the same as before. If there were any real changes I think only Guile experts will notice them.
1)People say trades into ultras with sagat and ryu are gone.How come?
2)Also can dudley combo Ultra2 (Corcscrew Cross) after sweep midscreen?I'm afraid it might not have the range.
3)With Makoto, have you tried every version of hayate and then follow it up with every version of Karakusa?I mean SOMETHING must work, at least something like LP hayate, EX Karakusa at least should have the range.
Awesome notes Haunts! :D
Did you try to kara-karakusa with anything other than st.LK? Sounds like they've intentionally removed the option to karakusa after hayate.... :-/
@SmileyMike101
I tried EX Karakusa at one point and it didnt work -- possibly character specific, or as you said you need to use a different hayate? Who knows but at the end of the day her post hayate game is not as strong as it was in 3s as far as I can tell.
@Twist,
Only tried S.LK... May be possible with other moves, I dont know. Like I said, as a veteran Makoto player she just feels a little off to me for whatever reason although I believe she is still a viable character. I dont think I'll bother playing her in Super competitively though.
4) Sorry but forgot to add in the last post.What did you mean by "lag" in Makoto's command normals?Are they not good?Are her forward mk and forward HK not good anymore?Can forward HK be fainted anymore?
@SmileyMike,
They just simply did not come out when I wanted them to. Sounds like you play a lot of Makoto in 3s and as you know command normals come out at will in that game. I have no idea what the issue was with her command normals but they were definitely off.
Not too surprising that kara-karakusa isn't the same. It may not work at all with standing kicks (punching moves probably won't work either cos of oroshi), but it might work with crouching moves, tho may not give extra range. It'd be cool if her 6HK is similar to Ken's 6MK...
What exactly has changed that makes trade DP ultra not work anymore?I can't imagine why it wouldnt work.
@ smiley
Mr. Wizard's notes say the characters stay more "floaty" now or something after a trade so that the trade DP Ultra doesn't work.
Makes sense from a design POV imo...but also, in all honesty, I always hated the trade DP Ultras. They always felt so unearned :p
hey haunts, do you know if psycho crusher is still ass? thanks ahead of time :)
Thanks Haunts! =]
this thread is gortons and i'm mortons for not being able to go.
Thanks! Reading an in-depth analysis of the new characters makes not being able to play myself briefly more bearable. hah. Glad to see you're not completely down on Makoto in super, I'm still holding out hope for something groundbreaking.
hey haunts, how badly was rufus nerfed?
capcom, what happened to not nerfing anyone and just buffing
Thanks Haunts that was awesome man!
from this I can't help but feel so hyped for this game to no end.
Hakan should serve to really mix stuff up as well as jury and Dudley!
oh man
haha poor Adon :P
It seems like Juri is the type of character that I easily get accustomed to.
great article haunts! My hype levels is risin!!
Have anything on claw changes?
any notes on abel?
I have a question. Were you able to play as Adon throughout the night? If so, how did he play for you?
Good stuff haunts.That is some in the field reporting,, quick! someone get this man a press pass.
Makoto looks fun really liked what you had to say about her. You talking about how your 3rd strike knowledge helped you pick up little things with the 3rd strike characters gets me thinking. No doubt its a different game but i do think now that top tier 3rd strike players will have an early advantage in learning the new characters. Which i love, rewarding the people that have been with SF for a long time, even in a minor way is a nice touch.
Anyone feeling a Daigo-ryu VS J.wong-dudley evo match up?
Oh, two questions I forgot to ask: Does Makoto's Tsurugi still put the enemy in a juggle state when it hits them in the air? And what is/are her armor breaking move(s)?
@Cheesus,
Tsurugi seems to be more of a ground attack now more than an air to air attack like it was in previous game. Err, rather, in 3s you could use it as an air to air to juggle, land knock downs, or as parry bait for grounded opponents. Now it seems like you primarily use it to hit standing/crouching opponents.
@ MT
This was mentioned in another comment. To quote Haunts:
"We literally forgot Adon was in the game. We were eating dinner and was like 'oh yeah, Adon was in the game somewhere right?' LOL"
Please tell me if Ibuki has retained her classic "leap frog" taunt. It's been killing me to know for a while now. Much thanks, mate.
another Adon fan looking for info, also anything you could say/confirm about Gen like not being able to mk hands w/e. thanks for writing the article in the first place.
Awww, snap. I didn't even know this was going on. I'm so much out of the loop. >.<
Thanks for the information!!
How did the relative health values of the characters seem? I'm mostly curious about the newer ones, obviously, but were there other obvious changes that you noticed?
All I want to know is: is the game faster? Can we expect not to wade through it as though it were molasses? A big turn-off of SFIV was how slow it was. I hope they upped game speed this time around.
Good stuff as always Haunts. I am definitely ready to oil up and tackle this game.
haunts i love you
Hey haunts, what about Fei Long? It's like people forget he is even in this game! Grrr so frustrating! Does his counter ultra also work against jump in attacks or ground attacks only? What about against special moves such as shoryukens? Does his Chicken wing hit overhead now? Are his rekkas safer on block? What about his tenshin grab...did they make it come out faster? Does his shin rekka ultra still suck ass? Does Flame kick still have crappy priority and recovery? Thanks!
What set-ups might be useful for Sagat's Ultra 2 or how can it be useful in situations?
Would Sagat's standing jab be a good substitute for his lost s.LK cancel poke now? And as to how far can his standing short cancel up to? Meaning can he still cancel as close as to far standing jab?
LOL at the Adon comments. It does kind of seem like after the 3s characters got revealed, nobody cares about Dee Jay, T. Hawk, Cody, Guy, and Adon.
Great info on Hakan there. Now that I know what his oil does and see how his game focuses on useful normal moves and grabs, he seems a lot more dangerous. Definitely looking to try him out same as every "new" SSFIV character.
Are the visuals really upgraded? And if so, is it a noticeable difference?
You could probably use EX scar when your opponent is dizzy.