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Japanese dev blog covers Juri's looks and personality

Japanese dev blog covers Juri's looks and personality Jigsaw has translated the latest Japanese Super Street Fighter 4 blog about Juri.

The piece goes very in-depth on what her creation process was. Note that since this is a translation, some things might be a little ways off.

* Juri, part 2 (looks and personality)

Tsukamoto here.
Today, we'll continue our chat about Juri from last week! Well, I won't be doing the talking, but I've invited Design Director Kamei, and the Scenario Designer to give us some interesting insights.

Another shot of the car bonus stage in Super Street Fighter 4

Capcom-Unity has posted a clear shot of the car bonus stage in Super Street Fighter 4, here it is.


Click image for larger version

Phoenix Reborn pointed out that this is very similar to the car bonus stage in Final Fight.

Updated: Screen shots of Super Street Fighter 4's new online menus

Screen captures have popped up on the web showing the new online menus in Super Street Fighter 4.

These are pictures of the new Replay/Channel system and Team Battle modes.


Click images for larger versions

Update: Takari on the Shoryuken.com message boards also provided this translation of the menus and from the Famitsu blog entry.

READY
Comment Options
Team Options
Display Player Information
Game Card (!)
Invite Player
Kick Player
Mute Options

Host: CAPCOM1

(And right top corner, TEAM BATTLE / Lobby)

Translation of the blog entry

• Much anticipated Team Battle gets implemented. You can choose the rule set, 2vs2, 3vs3 or 4vs4.

• When you select Team Battle in Request Mode and start playing Arcade mode, you don't have to wait in the Lobby for your partners to come. You can keep playing until they show up.

• You can find a random partner, but also invite a friend for a team.

• In Lobbies, you can gather people to watch fights together, night after night.

• In Street Fighter 4 you had to click on each replay you wanted to watch individually, now you can watch a bunch of them back to back without having to select them one at a time. This is done using the categories feature.

• There might be no limit on replay saves (those that you watch on the Channel at least). Whether you can save all fights you want is still unanswered.

• Testing Team is busy day and night.

• Work in development, so everything can still get changed!

Wii's Virtual Console might see more fighting games

Wii's Virtual Console might see more fighting games Capcom's Christian Svensson and Seth Killian were chatting with the fans for awhile on the Unity Boards about the possibility of seeing more fighting games on the Wii's Virtual Console, when the 'Round 2' versions of the TE FightStick will be available through the Capcom Store and what their stance is on reprinting games.

Here's the shakedown.

Capcom is there any chance to see games like Vampire Savior, Vampire Hunter 2, Red Earth, SF3 3rd strike, and Fighting Evolution on Virtual Console or WiiWare? — DARKINF3RN0

Sven: Wiiware I'd think isn't likely at the moment. Virtual Console and specifically Virtual Arcade, maybe. Those projects live with our online team in Tokyo and I think they're still mulling over options. I've got no news on anything moving forward right now though.

A 'round 2' Tournament Edition stick for Street Fighter 4 was released a while ago. Will you guys be selling this at the Capcom Store? — Jake

Seth: We are planning to sell them through the Capcom store, yes. It's been a little slower this time around, but more news soon I hope...

Does Capcom do reprints for their older games? There are some great games that are pretty hard to find. — FeatherFang

Sven: There are significant minimum manufacture numbers that would then need to find homes at retail. In general, because retail isn't ordering more of these goods, we aren't able to produce them.

Some day, digital distribution will make this all an issue of the past.

Crazy combos for El Fuerte and Zangief

The folks at SonicHurricane.com have put together a video showing some wacky combos with El Fuerte and Zangief in Street Fighter 4.

Bonus stage punishment, Shadaloo Pringles logo

With the recent announcement of bonus stages in Super Street Fighter 4, Parabellum pointed out this animated .gif file.

Famitsu scan shows new Super Street Fighter 4 features, bonus stages

The bonus stages will be in Super Street Fighter 4, according to this Famitsu scan. From the pictures below, we can see the return of the car and barrel stages.


Click images for larger versions

According to Reno on the SRK boards, these features are also discussed in the article.

• A team battle mode that is a 2 vs 2 set, but it can scale up to 4 vs 4.

• A Replay Channel where you can play replays of matches while voice chatting with other players.

• An Endless Battle mode with up to 8 players and voice chat, which sounds a lot like the quarter matches in SSF2T HD Remix.

• Apparently a 'tournament mode' will be delivered as DLC (downloadable content).

Story submitted by Random X and Papa Dav3.

Ken's Ultra glitch in Street Fighter 4

error1.geo sent in these two videos showing how to glitch out Ken's Ultra in Street Fighter 4.

Video: Street Fighter 4 Ken Ultra glitch addendum

New Super Street Fighter 4 details from French website

The French site Jeuxactu.com has written up an interesting story about Super Street Fighter 4. I've done a rough translation of the piece, so keep in mind some things might get lost in translation.

  • Sagat and Seth were specifically mentioned in the article as being nerfed (not being as effective).
  • The rest of the cast is being rebalanced by altering the power of some of their moves along with changing up the frame data.
  • There will be new opening and ending sequences done by a 'great Japanese animation studio.'
    • Assumption from author: The user-interface will be receiving an overhaul.
    • Assumption from author: Bonus stages have been confirmed.

They also included a new video which shows more Dee Jay and Juri action, but you can hear a clear new sampling of background music too.

Udon's intro for Super Street Fighter 2T HD Remix

Udon revised the intro for Super Street Fighter 2 Turbo when they re-did the graphics for HD Remix, but the clip didn't make the final cut.

What do you think?

Character strength comparison for Street Fighter 4

Character strength comparison for Street Fighter 4 In an effort to compare how strong the fighters are, there's a new character strength chart for Street Fighter 4.

Here's a grab from the page to give a little background on what this is — and isn't.

Because it's difficult to create an apples to apples comparison for how strong each of the fighter's Special/EX Moves are when compared with the rest of the cast — these attacks were NOT factored in. When Specials/EX moves were in the charts, the numbers for projectile throwers and other low damage attacks skewed the results quite a bit.

Instead universal moves that all characters have like Hard attacks, Supers, Ultras, Throws and Focus Attacks were used to tabulate the data.

So while this will give you a general idea of how strong each of the characters are, it doesn't factor in things like recovery time, speed and the overall efficiency of a move. Some attacks may have really high damage, but are very difficult to land in an actual match.

Even if a character's overall strength rating here is low, it doesn't necessarily mean their damage capabilities are. Things like combos and how easy it is to connect with your attacks also play a very key role.

If you notice any errors or problems with the list, please send me a heads up via the contact form.

Seth talks about the viability of re-releasing fighters

Seth talks about the viability of re-releasing fighters Seth Killian made an excellent post on the Unity Boards explaining what Capcom's stance is on re-releasing fighting games, especially in regards in Capcom vs. SNK 2.

This is a great read if you've ever wondered what it would take for an old title to get the green light, as Killian covers the criteria from multiple angles. Here's the entire post.

Is it possible we'll see a re-release of Capcom vs. SNK 2 any time soon?

Seth: I too would love to turn on my consoles and have my choice to play any of my past favorites, but a few things to keep in mind for CVS2, or really any Capcom fighter not currently available on next-gen systems:

"Just release it on PSN (or XBL, etc.)" is much harder than it sounds. As you can see from MVC2 and SF HD Remix, we aim high in terms of overall standards even for digital-only releases, and getting online right, much less the port itself, can be a very painstaking process. Having been a part of both of these from the inside, the amount of work that goes into the games, even when they are just ports+online (like MVC2) would likely shock you. It takes a lot of time and effort, all of which costs money.

That leads us to consideration #2: return on investment (aka "yes, this is a business that has to make money to keep the lights on"). CVS2 has a very dedicated following, and had a long tournament life, but wasn't one of Capcom's most generally popular fighters. In order to make these proposals "pencil" (as in, predict reasonable sales that at least cover our development costs), we need to be able to offer games that appeal to a larger base than just existing CVS2 fans. This is a hard market to expand, however, because CVS2 is *extremely* complicated for new users. It has C, A, P, S, N, and K "grooves," a large cast, multiple team members, not to mention roll canceling (the first hurdle you must jump if you want to play "seriously"), which puts the difficulty bar at a ridiculously high place for anyone trying the game for the first time.

Finally, even if we can generate enough sales to cover costs, there are at least two other issues to consider: First is opportunity cost. That's basically the cost of having our staff work on this instead of something else. The people we have working on CVS2 online aren't working on SSFIV, or some other game that might produce a better return. We're all about the fan service (trust me when you see a few of the things we have in store!), but when fan service becomes a black hole for time and money, that party gets ended pretty quick.

The second issue has already been mentioned here, and that's flooding the market. I am insane about fighters, as are a few of you, but for most of the game-buying public, they only have room for a fighting game or two per year. If Capcom decides to release a bunch all at once (and let's not forget, we've already gone from approximately zero per year to MANY just since I've started), we risk burning out even the hardcore. Being "hardcore" about any game means devoting a lot of time to it, so having a lot out at once can get in the way of having enough time to really spend with any of them. Fighters are special -- they aren't like your Assassin's Creed, where you play it, hopefully enjoy it, get to the end, and then stick it on the shelf with your collection, probably never to play it again. You can play a good fighter every day for well over a decade without getting bored, and even without mastering it. Having TOO many such creations around can be taxing on everyone's time.

Wow, long answer to a simple question, but hopefully that gives you a little extra perspective from our side...

List of changes in Tatsunoko vs. Capcom: Ultimate All-Stars

List of changes in Tatsunoko vs. Capcom: Ultimate All-Stars Spotted through Capcom Unity that FrustratedSquirrel on the SRK boards has compiled a truly impressive list of changes from Tatsunoko vs. Capcom to the Ultimate All-Stars upgrade.

If you played the original title or heard a bit about it and want to know what's changed, I don't think you'll find a better list anywhere.

Here's a grab from the page.

UNIVERSAL/SYSTEM CHANGES
+ Throws are more useful (tick throws exist. You can throw someone while they are attacking, can throw after blockstun, etc.)
- Characters fall faster now.
- Megacrash pushes up and away. Can still combo after a megacrash.
- Baroque is not as potent.
+ Giant characters cannot be so easily comboed/infinited.
+ Characters gain a bit more meter while being hit.
- Cannot force the opponent into a corner after a juggle via the air combo trick.
* Stage-specific music.
* New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous).
- Damage scaling on DHCs (Delayed Hyper Combos) is more severe, devaluing hyper combinations somewhat.
+ Characters now have more proration as their health bars get lower (guts).

Street Fighter 1 available on the Wii's Virtual Console

Street Fighter 1 available on the Wii's Virtual Console Fighting Street, a TurboGrafx-CD port of Street Fighter 1, is now available on the Wii's Virtual Console for 800 points, which is $8 USD.

While this is the first Street Fighter game, it's not a particularly good title, with challenging controls which will probably prevent you from executing a Shoryuken most times you try.

Still, it's not a bad trip down memory lane, because for $8 you get to see the game that started the legendary franchise.

Updated: More Super Street Fighter 4 details from Micromania Game Show

Updated: More Super Street Fighter 4 details from Micromania Game Show Update: Ken Bogard emailed me to clarify some of the things in this news story. Notably that there were 8 character slots in the beta he played, with only Juri, T. Hawk and Dee Jay selectable.

He also stated that the properties for Shoryuken/Tiger Uppercut moves wouldn't be changed, but Ono wants the rest of the cast to have more ways of countering these attacks.

Earlier in the day more Super Street Fighter 4 details have emerged from the Micromania Game Show that was held in France.

Ken Bogard got some hands on time with the title and revealed/confirmed some new details about the game which Tuurio translated. Here's the skinny.

• He confirmed characters will have two Ultra moves.

• Some of the new commands to execute an Ultra are very unique.

• There were 8 selectable character spots on the select screen with only Juri, T. Hawk and Dee Jay selectable.

• The character select screen is completely different than it was in Street Fighter 4.

• Yoshinori Ono is still pushing hard to get an arcade version made.

• He was asked if the big announcement next week will relate to characters or new online modes, Ono said it was the latter.

• Dee Jay's Machine Gun Punch is now a mash punch command. It's no longer done by charging down and then pressing up + punch.

• T. Hawk's Condor Spire (horizontal Hawk Dive) is a reverse Dragon Punch command.

• You can follow an EX-Tomahawk Buster with an EX-Condor Dive. This takes two EX meters.

• Yoshinori feels that a Darkstalkers revival is possible.

• Throws are too easy to land in Capcom's eyes and they plan to tweak some things to fix this. Ono wants jumps to have fewer startup frames.

• Capcom wants to give the rest of the cast more tools for countering Dragon Punch/Tiger Uppercut attacks.


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