Looks like those rushdown KOF and Tekken strats are carrying over to SF4 in Korea... Probably the most interesting combo in this video is after the fwd. Fierce, he does a c. jab into a number of other moves, ending with either hurricane kick or fireballs. I usually just see players doing a dragon punch after the fwd. Fierce..
Check it out:
Ok pulled a clean copy of the move list from NeoGAF earlier today.. I'm also posting some of the more interesting videos from the location test that is going on in Japan.
Looks like my theory of the Vital Suit being a one-man team was right!
Wow check out these combos..
Alex taking the Vital Suit to the cleaners!
Strait from the GameStop managers confrence (ah, they didnt have this kind of dope shit when I was a manager at GameStop!) we have conformation that both the new HD sprite based KING OF FIGHTERS XII and the 3D SAMURAI SHOWDOWN SEN games will be coming to PS3 and 360 Q2 of 2009.
Ill put $5 down to reserve KOFXII, that's for sure!
A video compilation if you're not familiar with said games.
Before we get into it... I love the beginning intro with Kage where he is bustin' out the Naruto seals! Okay, i'm sure its old but its new to me..!
Anyway, the real news here is an awesome back throw into wall combo by Taka-Arashi at the end of the video. Check it out..
Looks like this was picked up from the latest location test.. More interesting than the moves themselves is the addition of a Lost Planet character, the end mech in the game, VITAL SUIT PTX-40A. I wonder if he will be a one man wrecking shop like Gold Lightan?
The first prototypes of Madcatz produced Official Streetfighter IV Arcade Stick and Control Pads were shown for the first time this week at the Gamestop Manager's Conference in Las Vegas.
Standard Stick $69.99
Premium Arcade Stick $139.99
Rumors have been floating around that the pads will be modeled after SEGA's legendary Saturn Pads. Standard Stick will be budget minded and should at least have the quality of the Hori Fighting Stick series. But what hardcore fighting game fans are really looking forward to is the Premium Arcade Stick which has been rumored to be "arcade perfect."
To the hardcore fans this means Vewlix panel style layout with Sanwa JLF series joystick and Sanwa OBSF buttons!
If this is true then any bad rep Madcatz may have had in the past is now forgiven. :P
Now updated with pics. Keep in mind that these are just prototypes and are not the final product.
Thanks to Shin-RoteNdO from srk.
Another great entry from Ino on Street Fighter 4's Abel. Thanks to poonage (love that screen name) from SRK for the translation.
The "Part 2" doesn't have a summary for each character, so I'll slowly be doing all of the text for one character at a time.
First up, Abel:
My first impression of Abel was that at worst, he'd be one of the four best characters.
Perhaps that impression was right.
In addition to his loops and rushdown being an extremely simple 2-way mixup, if you pay close attention to frames, you can construct an extremely low-risk offense.
In other words, think of it like Makoto from 3rd Strike:
"Since I can bully you with either a command grab or an attack, I can actually do nothing and then kill you however I want".
In this way, you can develop an extremely stylish offense.
A strong point even compared to Zangief is that by choosing the alternative to not attack and "waiting to see what happens", you can go for the best possible combo to punish with.
As far as footsies go, Abel has stuff far scarier than his normals such as command roll, flip kick, and his fast dash. These kinds of moves allow patterns that are difficult to deal with, so in a game like Street Fighter 4 which overall doesn't allow you to rush in, Abel is accompanied with a different play style.
In addition to the amazing ability of Forward+MK -> Dash --> Guard (even frames) or hit (guaranteed combo),
You have a small frame advantage after dashing if they guard a Level 1 Focus Attack, and you're especially dangerous against characters that Standing Fierce will connect while they're crouching.
And if that wasn't enough, there's his Ultra.
It will of course go through command (not charge) projectiles,
It's fast enough to punish a backdash on reaction,
It's going to do some damage no matter what.
Essentially, when playing footsies against characters with projectiles and high priority moves (like rolling) Abel may not be the strongest character, but saying he's amazing the moment your Ultra is ready wouldn't be an exaggeration either.
The fact that all of Abel's tools for getting around attacks all have openings is probably his main weakness.
A move that avoids throws, a move that avoids hits, a move that avoids lows; at any rate, he's too well-balanced (lol)!
For safe ways to escape,
Depending on the situation, you have change it up between backdashes and command grabs, and that's the main thing that raises Abel's difficulty to use.
Furthermore, besides a weak punch version Super, anti-air is difficult.
If you can dash under every jump, that's a different story, but . . .
While noting the point of his strong two-way mixup,
He has good frame advantage, good ground crossup ability,
Even defense needing complex answers with the joystick,
Surely, besides being the one character I would recommend to a VF player,
I can, with confidence, especially recommend this character to players who want to love the game for a long time.
Up next: Chun Li.
A couple new Goh vids today pulled from the VFDC VF5:R video thread...
First one we have here, he's not doing anything you cant do in VF5 but interesting none the less. Round two, P,K into back turn, back turn throw into shoulder, then 2k+g as Lion quick rises for the trip. He lands a final down attack, so the whole sequence is well over 100pts of damage.
Next, we have Goh vs Jean. You'll see in round 3 something possible in VF5: R. Jean breaks one of Goh's throws, Goh then wiffs P,K and lands the new catch throw after the P,K... Makes you wonder what kind of mix ups are possible with a wiffed P,K in VF5: r now.. Also makes you wonder if it was intentional!
So whats with this trend of pulling off ridiculous combos just to end up losing the round? Nice combo none the less. I cant really comment on what's going on here since I havent played VF5:R yet but I am looking forward to some intense matches on these narrow wall stages if this game ever comes state side.
Interesting write up by NeoGAF & Gametap's Mr. Jared about the current state of the SFIV arcade machines themselves that have sprung up across the country. Although you have to hand it to the arcade operators for going the extra mile to get SFIV playable here in the states, nothing compares to the true HD experience. Hopefully someday we will get some authentic Viewlix cabs out here in the bay area before I am forced to make the trek out to Japan.
I guess going to EVO or GDC and playing on the real deal can be a blessing and a curse.
With TGS right around the corner, a list of games to be at the show has been released and this little gem was on there. No price or date set at this point.
The Tokyo Game Show 2008 game list is up and it’s leaking bits of information. One revelation is The King of Fighters ‘98 Ultimate Match will be released as a downloadable Xbox Live Arcade game sometime in the future. (See page seven.) SNK Playmore just packaged The King of Fighters ‘98 Ultimate Match as a retail PlayStation 2 game in Japan in June. We’re supposed to get sometime in 2009. This remake of the King of Fighters ‘98 has a healthy dose of extra characters and balance changes for top tier players.No price or details have been announced, but it’s pretty much expected that the Xbox 360 release will be modified for online play. Oh, and we’re still waiting for the Xbox Live Arcade version of Samurai Shodown 2 too which is not listed to appear at SNK’s booth.
Nice combo in the first round. Starts off with what looks like a jump in fierce, linking his c. jab after his ex moves, finishing things off with the ultra. Too bad it doesn't win him the match!
Good video over all with some great combos. Round starts off with some great zoning from Sagat, a kara-Tiger Knee really sets things off. Apparently short Tiger Knee is safe on block so it looks like he pins Abel into the corner, using the short Tiger Knee to get some range and apply block stun at the same time.
The real highlight of the video is the Abel combos. Canceling the first part of his three hit special, into elbow, into roll into air throw. Looks like the second time around its the same set up but ends it with a reset into mix up.
The most current Arcadia Ranking results show Tekken 6 getting a lot of love in japan, while my two favorite games at the moment are hanging out right in the middle!
#1 Tekken 6
#2 Guilty Gear XX ΛCore
#3 Gundam VS
#4 Fate/Unlimited Codes
#5 Virtua Fighter 5R
#6 Street Fighter IV
#7 Arcana Heart 2
#8 Street Fighter III: 3rd Strike
#9 Melty Blood Act Cadenza
#10 Gundam Seed
My favorite Sagat video thus far. A lot going on in even the first round. Most notably it appears after a connected Tiger Uppercut at the apex of Zangief's jump, he was able to follow up with a Tiger Knee. I have not been able to do this myself yet, so not sure if it is character specific or what.
Also, Zangief is hit with a high Tiger Shot in the corner as he tries to jump, and is hit with a second Tiger Shot on the way down.
Japanese street fighter player Inoue posted his thoughts thus far on Street Fighter IV. Interesting way of looking at each character and the over all system and gameplay.
Quick and dirty summary of "Game Style":
Street Fighter 2 is a good game because it uses this kind of strategy
(explains elements of Street Fighter 2)
Street Fighter 3 is also a good game, because it uses this kind of strategy, building on Street Fighter 2
(explains elements of Street Fighter 3)
Street Fighter 4 is an awesome game, because you can play it like SF2 or like SF3. Of course, some characters are more restrictive in their styles than others, but overall this is a game where you can use any of the elements from old Street Fighter games effectively.
Overall, thus far Inoue thinks the design is spot-on and a worthy successor to the series.
Quick and dirty summary of "Character Introduction Part 1"
Didn't understand a couple of random sentences, but got most of his summary. Tried to get the main points.
Ryu (The character if you want to force your opponent to play SF2)
- Strong for SF2 style players
- Hadouken and Shoryuken are pretty much all he has at short range
- Weak against cheap play (heavy damaging or runaway characters)
- Shinkuu Hadouken's ability is inadequate (not enough damage)
Ken (The character that will definitely guess right sometimes)
- All-purpose character
- Immense destructive power
- A straightforward, linear character; not for flashy players
- Probably the best character for players who study him seriously
- Hard to win with for people who can't outplay opponents or characters
- But, that's fine
Zangief (Doesn't matter if you guess wrong)
- The definition of beatdown
- But, also has impenetrable defense
- Attack and defense are high, but you have to guess a lot, so high risk/high return
- But, due to his life amount and attack power, he's actually middle risk/high return
Rufus (Do you know the right answer for what I'm going to do?)
- Lots of tricks nobody knows how to deal with (for now)
- Not bad for a player who likes picking strong characters
- In the future as throws become his main way of breaking guard, he'll be weak to grapplers
- Against opponents backdashes and throws, you can deal a lot of damage if you read them correctly
- In the future, will probably be considered upper mid-tier
- In conclusion, a pretty good character
M. Bison/Dictator (I get to do what I want. I won't let you do what you want.)
- Excels for players with good footsies/zoning
- All aspects of him are at least upper-mid tier: Rushdown, defensive, runaway, waiting, breaking guard
- For people who want to break down "cheap" players and characters, Dictator is recommended
If you just want to play Street Fighter 2, Ryu.
If you want to play Street Fighter 4 to its maximum limit, Ken.
If you want to beat characters like those two, Zangief.
If you want the highest win percentage right now, Rufus. He's really good for the time being.
Finally, if you can't stand "cheap" play (a Zangief who just gets in your face and guesses, or a Blanka/Chun Li that just sits there), Dictator.
By the way, I've mostly been playing Abel lately. People's opinions will differ, but he's probably my most recommended character.
I really feel this is worth getting out to as many players as possible. These are some interviews with top Third Strike players from all over conducted by FFA Urien player Gootecks . I listened to three or four of them and they are really insightful overall. Gives you a glimpse into the mind of a tournament player and how they each have their own unique approach to the game.
Check out the Denjin Video Blog Gootecks's Blog and have a listen.
GGPO has been licensed by Capcom. Days gone by, to think this would ever happen seemed impossible. Although nothing beats going to the arcade or linking up with friends on a weekend, this is an excellent step forward on having all future street fighter games, across all platforms, competley playable online.
If you're not familiar with GGPO, go to the site to learn a bit more.
The following is the complete write up from s.kills blog
My main man Seth asked me to write an article for the blog about a recent trip to Backbone where I had the pleasure of doing a little consulting on the network code for Super Street Fighter II Turbo HD Remix. I've also added some color commentary on why I started GGPO, how we got where we are now, and how I think STHD's networking can be improved.
First a little background on me: I've been participating in and organizing Street Fighter tournaments since 1991. I'm also a co-owner and Tournament Director for the Evolution Championship Series: the most premier, international, and open fighting game tournament in the world. I think it's safe to say that my passion for fighting games goes right to the bone.
I started GGPO as an experiment to see if intensity of competitive Street Fighter could be brought online without compromising the quality of the game play. Street Fighter at it's core is a test of skill between two human opponents. The arcade scene in America was on life support, and going online was clearly the only way the genre was going to survive.
It turns out the timing couldn't have been more perfect: in August of last year Capcom took notice of GGPO and arranged a meeting where we discussed the technology, how it worked, and particularly why it was ideally suited for arcade games. Other genres have used similar latency hiding techniques, but GGPO is the first to prove that they could be used for the most latency sensitive games, around the world, on the public Internet. Capcom was impressed and convinced Backbone that STHD needed similar technology in order to replicate the arcade experience online.
Last week I had the opportunity to work with Dan Halpern at Backbone to check in on they've networking stack and provide some pointers for improvement. We hooked GGPO up to the same latency simulation tools you've read about on Gary's blog and compared it to STHD. I'm happy to report that the Backbone code held up very well. At all test points, GGPO measured only slightly better than STHD on the impact latency had on the duration and intensity of the visual glitches causes by the latency hiding code (i.e. the dreaded "rollback" effect). This is great news for people concerned about the quality of STHD networking. It means that there's most likely no architectural reason why STHD cannot be as good as or even surpass GGPO when it is released. It also suggests that the reports by some users of GGPO greatly outperforming STHD are most likely a matter of tuning or minor bug fixes. I made two suggestions on how I thought Backbone should spend their time improving their code.
The first recommendation I made was to do more testing on the Internet instead of using latency simulators. Simulators are great for testing basic correctness, but there's no substitute for the real thing. GGPO was developed and tuned on my wireless home network, bouncing packets from my cable modem off a UDP reflector located on the east coast and back home again. Since all the tuning parameters for things like the reliable UDP layer, windows sizes, etc. were developed on a life, in-home network on a cross-country network between two players, GGPO naturally preforms best in that environment. Adding more internet testing to STHD may reveal some corner cases or mis-tuned parameters in their networking code which could dramatically improve the quality for end users.
The second was to add a configurable, fixed amount of latency to all moves a player does. GGPO calls this the "smoothing" value because it really reduces the magnitude of a rollback. For example, a 2-frame input delay on a 125 ms ping game will reduce the length of a rollback by 20%. That 20% can make a huge difference in reducing the visual glitches caused by rollbacks.
Fixed input latency also helps insure that a player with a persistently bad connection will not impact the quality of a match for users with a superb connection because the delay can be shared. For example, if I'm using 3 frames of input delay and you're using 0 frames, we can actually share the 3 frames of benefit by running my copy of the game 1.5 frames ahead of yours. That both of our packets sent over the network an extra 25 ms of time to run across the Internet before manifesting themselves as a rollback. Stated another way: it makes a 120 ms game play more like a 70 ms game. That's a huge win.
Most players cannot tell the difference between 0 and 2 frames of input latency. Those people would absolute prefer a much smoother online experience to having their moves come out a tiny fraction of a second sooner. Tournament players: put down your pitchforks! There are those of us who can detect as much as 1 frame of latency. Those of us who bought that specific Samsung flat-screen LCD rather than the cheaper Sony one because the Sony one added display-lag. Those players shoud be allowed to throttle down the frame-delay all the way to 0 to preserve the exact, offline timing they've spent 10-years of accumulated muscle memory perfecting. I've been using this system of 0-9 frames of fixed, configurable input delay for a while on GGPO and it's been working great.
Overall I was very impressed with Backbone's efforts. They're already going to have the best networking code seen on a console fighting game at the time they release. Many companies would have stopped working on it by now, and they should be applauded for taking the extra effort to squeeze every last ounce of performance before shipping. I'm also happy that Capcom has been so receptive in allowing the community to come in and help on the project (in all ways, not just the networking code) and am proud to have been able to help out in the ways that I could. Those of your worried about the quality for the networking code in future non-Backbone titles should take heart. Capcom has secured a multi-year, multi-game license for the GGPO. While I obviously cannot discuss any of the details, I'm sure they won't let another great title ship without lag-free gameplay again given the attention they've put on STHD.