2:43 a.m.
SF4 devs on the 'twists and turns' of designing characters
The latest Japanese Super Street Fighter 4 developer blog focuses on the ins and outs of character design in Street Fighter 4 series, but also touches on previous titles.
This ends up being a pretty good read if you're into developer stuff. Many kudos again go to Azrael for the translation.
Hey everyone, it's been awhile! This is Tsukamoto.
Last week our Dev Blog took a break as Ms. Shiozawa's blog featured a special update announcing the sale date! After watching the anime trailer, Juri's way cool closing line of "This won't hurt a bit," has been stuck in my head.
Well then, this week I'd like to talk with designer Mr. Kamei about the character designs. What kind of episodes took place during the development of Street Fighter IV?
First off, tell us about how the character designs for Street Fighter 4 were decided on.
Kamei:
I spoke about this a little in the 2nd blog entry, but when deciding the direction of the Street Fighter 4 characters there were quite a bit of twists and turns. In trying to determine their shape, with the 3D body, silhouette, and volume, we came up with many different variations before deciding. For example, we had a really thin Ryu, a larger Ryu, a Ryu with a big body but small head... in the end, we felt that the current model was his best look in 3D. But before we got to that point, there were over 10 different variations of Ryu.
Kamei:
We wanted to bring the flavor of the old SF to life. Basically, in 3D games elongated bodies look pretty cool but we thought it wouldn't really fit well with a fighting game. With the exaggerated movements according to the game systems, the characters have to move many times faster than a normal person would. So we had to do modeling and deformations in order to match that, and the more we do the more it becomes unsightly to see. So in order to get both a cool look and easy-to-understand movements working together, we settled on doing deformations of the old pixel style. With pixels, you can easily understand their silhouette, and we can also include some cool deformations. By adding deformations, we can have easy-to-understand expressions in just a few frames of movement.
Tsukamoto:
Even for female characters, they can have facial expressions where you see them taking merciless damage.
Kamei:
Yes we included that. But personally, I'd like to improve upon that and have the characters sustain injuries. Everyone looks cool when they win without taking damage, but if you just squeeze out a victory then they should look all beat up (laughs).
Tsukamoto:
A face they wouldn't want to show to anyone. But, if you get too detailed with that then the game's rating will shoot up, so you'd have to pull that off very well.
Kamei:
Aside from the face, fighting games have a lot of intense movements. A jab punch comes out in 3 frames - 3/60ths of a second - but in that short time we'd like you to be able to recognize the forearm, the upper arm, and if their fist is clinched or not - that's the kind of silhouette we're aiming for. So that's why we basically haven't changed our way of thinking from the pixel era.
The movements in Street Fighter 4 definitely feel like they are easy to understand.
Kamei:
You know, in Street Fighter 4 we've added a transformation ability to every part. For example, when a character throws a punch, their fist will scale slightly to become larger. During the pixel era, in order to make an impression on the players, when characters threw punches their fists were drawn just a little bit bigger. So depending on the character, there are scale animations to exaggerate parts of their body as they throw attacks. Internally, its only a 1.05 magnification, so if you take a quick look at it you won't notice, but I think the silhouette will leave an impression.
Without scaling, you don't really get the good feeling that is Street Fighter. It would be more accurate, sure, but it would be a little harder to understand. This is one of the benefits and drawbacks of 3D models.
Kamei:
Yeah, 3D models as-is aren't very interesting.
Tsukamoto:
Yeah, they're too straightforward. During the 2D era when everything was hand-drawn, the designers could think, "This is a really heavy punch, so let's have the character's face warp a little bit, mouth wide-open, and we'll draw their fist a little bigger," and then they could animate it that way, but for 3D models that type of thing became a little difficult. At one point, we did think about making it more realistic, but then after giving it more thought we considered not making it in 3D at all. But one of Street Fighter 4's themes is replicating the great things about 2D in 3D, so we pressed on... this is probably one of the hardest things for the designers to tackle.
Kamei:
It took a lot of steps to get to that themes, but in the end I feel like we were able to stick to our roots and make a design, like the pixel era, where you can understand a lot of things in just a short span of frames.
Speaking of pixels, the Street Fighter 2 and Alpha series styles were pretty different. Were there any episodes in relation to this?
Kamei:
As the Alpha series was based on anime, the deformations were more severe and the information content was less than compared to the Street Fighter 2 pixels. So what happened for the new characters such as Guy and Cody, everyone had their own personal image of what they should look like. Even just asking the development staff, no one could agree on what Guy should look like (laughs). As there were a lot of opinions, it was pretty hard to get to a place we would all agree on. Of course, this is true for any series, but it was the most difficult for the Alpha characters.
It seems like it'd be easiest and fastest to just copy the silhouette from the pixel art and make the model from that.
Kamei:
We did that at first, but in just making them 3D as-is there were various problems that popped up.
Tsukamoto:
Guy was particularly difficult.
Kamei:
As Guy was the first Alpha character we ported over, we had to spend a lot of time thinking in what way to do the deformations. If you look at Ryu you'll get a good understanding of this, but in fighting games, most characters basic pose has their knees bent. They don't stand straight, but somewhat bent over. But Guy stands straight up with one knee straight. So he ends up towering over Ryu, and in 3D, what happens is that we have to make his legs short. His kicks have less range than his punches (laughs).
For pixel art, we can just draw the legs long and they'll look cool! As Alpha was 2D, we could have these cool and cute anime kicks for all the characters, and that was one of the Alpha series's charms. But in 3D that becomes a difficult thing.
Were there any other difficult characters?
Kamei:
... Chun. (laughs)
Tsukamoto:
Yeah, Chun was a handful! Her model was changed so many times, I lost count! (laughs)
Kamei:
We changed her face even after the loketests.
Tsukamoto:
The Chun-Li from then and now are completely different.
Kamei:
From the questionnaires at the loketests, we realized that the players wanted a better Chun. So we finished up all the other characters first, then our lead modeling designer appointed the "Month Of Chun Improvement" and we got to work (laughs).
Tsukamoto:
Yeah, I remember that (laughs). We did that more than once, Arcade Month of Chun Improvement, Console Month of Chun Improvement...
Kamei:
Our lead designer was the one who would make the adjustments on her model body, then as her face changed (facial expressions) we'd have to fix that as well. I was the designer in charge of Chun-Li's facial expressions. So then the lead designer would make an adjustment to her body, and I'd follow up with the facial adjustment. Then we'd take a look at it, and if it didn't feel right we'd have to fix it again. That went on for quite a while.
Were there any characters where things went smoothly, or that you liked working on?
Kamei:
I'll have to go with Honda. Also, Dhalsim, Zangief and Blanka. I'd played Street Fighter 2 when I was a kid, and I feel that their image in Street Fighter 4 is the best match to that time. Its just how I feel, but I think that big strong characters are the easiest to reproduce.
Dhalsim is a pretty unique character.
Kamei:
Yes... speaking of, Dhalsim was one of the first characters we were able to get up on screen, after we figured out how to do Ryu. It was Ryu, Ken, Blanka and Dhalsim. After figuring out the design direction with Ryu, Ken was easy enough to follow suit. Then Ono asked if we couldn't make some of the more unique characters, so we decided to make Blanka and Dhalsim.
Tsukamoto:
When Street Fighter 4 was still just in the inspection stages, we still hadn't officially gotten the green light for development. The developers as well as Ono were still trying to figure out just what "IV" would be.
Kamei:
I thought, "This might be the last time I get to make a Street Fighter character, so I'm just going to do what I want! Give Dhalsim as many bones as I like!" So as a result, Dhalsim's preparation got the elegant treatment (laughs).
Yeah, thank goodness we gave it our all back then. Its all about our love - if we didn't love the game, it wouldn't have been made.
Kind of surprising that Chun-Li wasn't among the first models to be made.
Kamei:
Yeah, we didn't have Chun-Li. If we think about The Month of Chun Improvement, if she'd been around back then then development would have come to a screeching halt! (laughs) Oh, I don't mean that as anything bad against Chun!
Tsukamoto:
The Month of Chun Improvement was pretty heavy. Did it make you hate Chun?
Kamei:
Not at all. There are other characters who turned my dreams into nightmares.
Such as?
Kamei:
... Dhalsim. (laughs) At first, we couldn't get Sim's stretching animation right at all. In particular, his arms would get jagged, and we couldn't get them to stretch beyond a certain point without getting all messy. I'd always end up saying "Curse you Sim, why do you have to move like this! This is impossible in 3D!"
Tsukamoto:
I remember we asked if it was okay if Dhalsim's arms only stretched a little bit. Okada's answer to that was "No!" (laughs) But we eventually got them stretching beautifully!
Kamei:
What I'd like the players to notice is the level of detail given to Street Fighter 4's shader. It's a bit difficult to sum up what a shader is, but it's something that really adds a nice touch to the outward appearance of the 3D models. If you look at the expressions during Focus Attack or at the results screen, this will give you an idea of Street Fighter 4's unique shader. The extra touching effects in the PC version also come from the shader. Even with the same model, the shader can really add an extra sense of quality.
You mean the poster or watercolor look effect! That's the shader?
Kamei:
That's right. The shader has many different uses and tools, but in Street Fighter 4 what we were going for was the moving painting look. Make the artwork of Street Fighter come to life, in 3D, and give it a sense of depth and presence - we felt that would be the most interesting expression for the game, and that's how we developed our shader.
Tsukamoto:
As we re-did Ryu's model over and over again and looked for our direction, we also advanced our shader at the same time. I feel its a very unique expression, so I would be happy if everyone were to take note of it.
Kamei:
With Super Street Fighter 4, since we had the experience of Street Fighter 4 behind us we thought we'd be able to complete the development in no time, but this time as well we tinkered with it right up until the deadlines. The characters of SF are all very individualistic, so getting that to properly come across in 3D takes some trial and error. But in the end, I feel the new characters retain that high quality feel, and are designed to fit right in in Super Street Fighter 4! If you have any thoughts after buying the game, I'd love to hear them. Please shoot me a line!
Tsukamoto:
Well, we mostly talked about arcade Street Fighter 4, but I hope you all enjoyed today's entry.
The qualifiers for the National Tournament are under way! Arcade players, do your best! We here at the offices are praying that the players will really enjoy the tournament!
Well then, see you next week!
Posted by Ezekiel on February 2, 2010 at 2:52 a.m. #1
wow
Posted by lawl on February 2, 2010 at 2:56 a.m. #2
Blanka looks 100x better in that screen than he does now.
Posted by Gamogo on February 2, 2010 at 3:08 a.m. #3
I'd love to see a 'director's cut' or 'behind the scenes' feature for SFIV's development process. We get a little bit via these blog updates but it would be great to see more. Its almost as if they're hesitant or perhaps embarrassed to show some of the older, cruder designs.
I'd gladly drop a few bucks just to get some solid images and footage of the various incarnations characters, stages and assets underwent before being finalised into what we recognise today. That stuff fascinates me.
These shots alone of Ryu's evolution and the older Dhalsim, Blanka and stage/stats/energy bar images are what I'm talking about.
More of this please!
Posted by Sairus on February 2, 2010 at 3:18 a.m. #4
It's pretty awesome seeing those different takes on Ryu up at the top
Posted by random on February 2, 2010 at 3:24 a.m. #5
I wonder if they'll add those three extra shaders from the PC version of SF4 in SSF4.
Posted by btnkdrms on February 2, 2010 at 3:25 a.m. #6
OMG Blanka looks amazing in that screen shot - what the hell happened?
Posted by toph on February 2, 2010 at 3:28 a.m. #7
I'd like a behind the scenes too and why did u nerf guy's kick range. that's my main mann!
Posted by Jack on February 2, 2010 at 3:37 a.m. #8
Sim looks too muscular in that picture. I'll be scared of him if he looks like that in the actual game. Like a long limbed Sagat =(
Posted by collector on February 2, 2010 at 3:45 a.m. #9
they should include stuff like this in the collector's edition. screw an anime. screw an "artbook," since we unlock art in-game anyway.
what would be even cooler of capcom would be to give this type of info for FREE to those who bought sf4
Posted by Kabane on February 2, 2010 at 3:58 a.m. #10
Dhalsim new costume is amazing. Can't wait to see some other colors.
Posted by nah on February 2, 2010 at 4:25 a.m. #11
at no7
They didnt nerf Guys kick range, its a rushed translation by Azrael.
The developers were trying to say that IF they just transfered Guys sprite from Zero3 into a 3D model, his kicks would lose range. So instead they made his model from scratch.
Posted by mrdrofficer on February 2, 2010 at 4:35 a.m. #12
Agreed. Fantastic stuff. This is what the American Special edition needs.
Posted by shanus on February 2, 2010 at 4:44 a.m. #13
dhalsim was probably the only character design that came out right in this game. Shame about Blanka.
Posted by J-King on February 2, 2010 at 4:57 a.m. #14
@ Gamogo
Too true, almost akin to 'Metal Gear Solid 2': Son Of Liberty's excellent behind the features extra DVD disc. We'll see won't we, as to whether or not Capcom wants to put such a disc out with SSF4. Along with the new SSF4 anime and SSF4 'BGM' soundtracks, this would be a perfect extra for those that kept their original SF4 copies
Yeah agreed, forget all that 'unlocking' business. The bonus features for this game needs to be a behind-the-scenes featurette!
J-King
Posted by @ Collector on February 2, 2010 at 5:11 a.m. #15
I'm sorry but I don't agree the anime is like the prelude to the game itself and the story is what makes the game. I don't know if you're a die hard fan or not but the anime is definitely essential.
Posted by ScytheWP on February 2, 2010 at 5:26 a.m. #16
I really do like reading things like this. My biggest concern is that a special edition won't have any of these behind the scenes, no test footage of the games, and no interviews with developers.
A lot of people feel the same way Capcom...think about it.
Posted by AJ on February 2, 2010 at 5:34 a.m. #17
The health bar and stuff on the screen shot make me feel like it's 99 again! Haha, they were really taking shots from older fighters with that one. It looks weird, almost cheap, I'm really glad they took a different direction for the look of this game.
And Ryu with that shader on, man he looks so different, so much better. The art style in this game really pops up at you when you see what it would be like with out it.
Posted by Danjitsu on February 2, 2010 at 6:02 a.m. #18
Not exactly news though is it considering they tell us about existing characters more than the new fighters.
Nice one Capcom I really wanna punch you in the face right now.
Posted by master on February 2, 2010 at 6:20 a.m. #19
blanka and dalsim look so much better right there than they do in the actuall game, they should of kept them looking like that
Posted by Tantrum Gief on February 2, 2010 at 6:48 a.m. #20
Dude... Sim and Blanka look TIGHT in that pic. I really think the sxaling for them was better in that version. Blanka had a nice neo-alpha feel to him, and sim looks like he from the PSP alpha version... pretty bad-ass if you ask me. ^^ If I could have one request for super, it would be to make those characters look like the old models with better scaling.
Posted by wow on February 2, 2010 at 7:07 a.m. #21
man that version of blanka just looks awesome
Posted by Machineking1313 on February 2, 2010 at 7:17 a.m. #22
I honestly feel that SFIV is one of the most eye appealing games ever made. The moment I saw Ken vs Ryu on the downtown Chinese street in January of 2008, I was amazed and hooked.
Still to this day, more than 2 years later, I still get wowed by the vibrant colors and awesome character models, and I am very excited to sit back in awe when SSFIV is released!
Posted by zUkUu on February 2, 2010 at 7:29 a.m. #23
So like every tuesday, nothing new but trival stuff.
I'd like to see a "tweaking" blog, and how they decide which moves, hitboxes etc are going to be tweaked.
Posted by Work Involved on February 2, 2010 at 7:41 a.m. #24
Makes you appreciate how much goes into just ONE character. Everyone wants a 50 man roster, but that doesnt seem doable in 3D as opposed to a 2D fighter
Posted by I'm nearly in tears on February 2, 2010 at 7:57 a.m. #25
Nobody has said anything super negative or begged for character reveals. I like this article even more.
Posted by The Big Bukoffsky on February 2, 2010 at 8:08 a.m. #26
Nice read. This kind of of behind-the-scenes stuff should be on a dvd with the collector's edition. Heck, I would buy the dvd if they sold it as a stand alone product.
Posted by irrenmann on February 2, 2010 at 8:32 a.m. #27
Really interesting read. I think they are right that Honda turned out really well, and it doesn't surprise me that they had a strong vision of how he would look early in the process.
As for Chun Li, I wonder how different she looked in the version used at loketests. I like the final version; her figure looks great, but I hear complaints that her hands look too masculine. I think she is cute, but I have to say, she doesn't look very Asian!
They really did end up nailing the graphics on Dhalsim's stretching—he's visually one of the most impressive characters. I notice they put bracelets on his arms for his new SSFIV costume...that must have complicated things!
Posted by chickenwings on February 2, 2010 at 9 a.m. #28
Amazing. So the earlier concept of blanka was SPOT ON, wtf happened? There he looks more like a monster like he did in turbo, now he just looks retarded.
That could only make my wonder what some of the other earlier models look like. Chun might not have thighs as big as zangiefs or the biggest hands in the game.
Posted by awesome on February 2, 2010 at 9:05 a.m. #29
I really enjoyed this week's blog update. As much as I like to rail on Blanka or Guile's model sometimes, they really did a superb job altogether.
@24
It's true, creating a fighting game character in any medium is a huge undertaking that we often take for granted. But I'd argue that going 2D is an even greater task than 3D. In 3D, getting the models to move right and tweaking so it doesn't look weird can be a big headache. But in 2D, although you have more freedom and flexibility, drawing each move frame by frame is ridiculously time consuming.
What's more, if corrections have to be made or a move changed, it's easier to go back and reanimate with the already existing model, where with 2D, you have to go back and redraw the whole thing. Both approaches come with their own sets of challenges and it's a miracle people love doing this sort of thing enough for us to even have such high quality fighting games at all.
Posted by PSN: darko_p86 on February 2, 2010 at 9:24 a.m. #30
Id really like to hear the development steps about Guile. what steps they did to make him look as perfect as in SF4, his previous models, and the difference in SSF4. Also, i wanna see more screen shots of his newer outfit.
Posted by Harima on February 2, 2010 at 10:36 a.m. #31
Aww I wanted to see a before and after make-over of chun-li, still a great read though. I love how these guys take time from their schedule to post for us and tell a little about their work
Posted by classy on February 2, 2010 at 11:18 a.m. #32
i think damage over time is an amazing idea.. and i hope they implemented it for ssf4.. winning a match without a scratch is great.. so is winning with all ur clothes mest up..
is this a throw away idea or is it still gonna happen?
Posted by King9999 on February 2, 2010 at 11:47 a.m. #33
Like everyone else is saying, a behind-the-scenes DVD/Blu-Ray would be amazing as part of the North American collector's edition. I love to see how games are made...Capcom would have my money if they did something like this!
Posted by Black Gentleman on February 2, 2010 at 1:38 p.m. #34
At this point, I think everyone can agree that if the title of a blog entry has anything to do with the word "character" we just want to see some new characters?
I want to throw the rose to all the "gutter trash" I'm gonna fight online.
I want to tell someone they're "down for the count".
And I want to "fight like gentleman" so I can "one, two, three" someone until they're knocked out.
How about some Dudley Capcom?
Please?
Even just a tease like you did with Ibuki's kunai.
That would at least satisfy some of my hunger.
Posted by Balrog on February 2, 2010 at 1:39 p.m. #35
@ Black Gentleman:
JUST TRY AND STOP ME!
Posted by saiferoth on February 2, 2010 at 3:06 p.m. #36
lol @34 -35
i really REALLY want this behind-the-scenes info in some form. I would buy a collectors edition of SSF4 if it had the anime, soundtrack, and a dvd with pics/videos and some interviews with Ono, Tsukamoto, Seth, etc. Developer diaries (paid or free) can be distributed via PSN/XBL Marketplace and peeps can watch them. Great advertisement and a little something extra to watch while we wait for the late-Spring release.
For some reason, i like watching them during their creative process and comparing the old with the new. This would be good stuff.
Hopefully, we get some character news/rumors/leaks next month.
Posted by n00b_saib0t on February 2, 2010 at 3:08 p.m. #37
"Curse you Sim, why do you have to move like this! This is impossible in 3D!"
what the ****? they already have a 3D dhalsim in SFEX, they should have known exactly how to do it.
Posted by Geese on February 2, 2010 at 3:27 p.m. #38
I'm glad we didn't have Ryu looking like Goku in SFIV.
Anyway, we need to see the rest of the characters THIS MONTH.
Posted by Nevius on February 2, 2010 at 3:40 p.m. #39
Wow that Blanka looks beastly!
Posted by huh on February 2, 2010 at 4:11 p.m. #40
@34: "At this point, I think everyone can agree that if the title of a blog entry has anything to do with the word "character" we just want to see some new characters?"
I don't agree with that at all—I love this background stuff. But the big thing is, I don't understand why most of you people claim to have advance knowledge of exactly what Capcom is going to reveal, and simultaneously claim great anger and frustration every time a few hours pass in which Capcom doesn't publicly state what you claim you already know. What kind of sense does that make?
If you are so sure you already know, then I wonder why you are so anxiously checking for news on SSFIV...
Don't expect a huge press push if it does turn out to be SFIII characters. Those were never popular, and it wouldn't get half the attention of the Alpha/Final Fight characters.
Posted by vfdgsdf on February 2, 2010 at 4:49 p.m. #41
@34
sf3 was better than alpha gameplay wise. and who doesn't like Ibuki and Makoto
Posted by Agree on February 2, 2010 at 5:10 p.m. #42
Karin would be better than Makoto
Posted by lawl on February 2, 2010 at 5:59 p.m. #43
As usual it's the people who have never even played 3rd Strike that are bashing it's characters.
Posted by Strider-RagnaroK on February 2, 2010 at 7:32 p.m. #44
very interesting read indeed but the characters still look like retards Blanka and Dhalsim actually look way better on that pick then they do on the game both of them look like their Alpha ver
[quote]
"Without scaling, you don't really get the good feeling that is Street Fighter. It would be more accurate, sure, but it would be a little harder to understand. This is one of the benefits and drawbacks of 3D models." [/quote]
no wander the hitboxes are so mess up they keep talking about all this trivial sh1t cuz they really ain't tweaking nothig Shoryuken still be the unbeatable invincible move Sagat still be ovepowered and the gap between characters still be the same
Posted by Thanks Azrael - Capcom too cheap to translate on February 2, 2010 at 8:16 p.m. #45
Cross counter > Juri counters
If you think Dudley is unpopular, you think wrong.
If you think Karin is popular, look at how many games she's been in.
Posted by Black Gentleman on February 2, 2010 at 8:18 p.m. #46
@ 40
I never claimed I knew anything, except with Ibuki, but you get what I mean. Even so I don't think the 3S char announcement would be LESS than half as look up upon as the alpha char announcement was. There are plenty of people who still play 3S. It was an excellent game. And we anxiously check out the game news to confirm was it believed to be true. That's why it's called a "rumor" list.
Posted by Rumor list will fail you on February 2, 2010 at 10:12 p.m. #47
I read "rumor list" so was up guys? lol
Posted by Rumor list will fail you on February 2, 2010 at 10:36 p.m. #48
Anyway the on the subject of Alpha characters "black gentlemen" two are Final Fight characters that alot of people wnated to see return and Adon is another character returning from SF1 like Gen both have popularity among SF1 and Alpha fans. The 3s characters not already in SF4 beside Alex and Hugo haven't been playable or had cameos in any other game saying alittle something about their popularity....
Posted by the true on February 3, 2010 at 5:07 a.m. #49
dudley, ibuki and makoto are not in the game
Posted by The above... on February 3, 2010 at 6:16 a.m. #50
...is talking bollocks.
Posted by >50, on February 3, 2010 at 1:09 p.m. #51
Cool, cuz ibuki and makoto both suck.
Posted by saiferoth on February 3, 2010 at 3:13 p.m. #52
@ #49
correction: Alex is playable in Tatsunoko v Capcom :/
but i do agree
Posted by J-King on February 3, 2010 at 3:34 p.m. #53
[As usual it's the people who have never even played 3rd Strike that are bashing it's characters.]
Well i've played SF3 so this isn't going to be a bash, just my opinion based on experience!
Far as its characters go, they weren't ever as big as the SF2 ones but good enough to be popular in their own right. However far as gameplay goes, they can be classed in 3 seperate groups.
1) Playable iconic types: Ryu, Ken, Alex, Dudley, Chun Li, Akuma, Sean, Urien, Makoto and Yun.
2) Decent characters: Ibuki, Hugo, Oro, Necro, Yang, Elena.
3) And crap overall characters: Remy (Guile wannabe), Q (huh?), Twelve (WTF Capcom?) Gill (playable version, cheapness!)
While its not the most popular game series of the Street Fighter franchise overall. But saying that either ALL the 3S characters are unplayable or that some of the characters aren't good enough to be in SSF4 is kinda B.S. though. Cos i reckon overall just about half of them, ought to be in SSF4 regardless.
Whether they'll translate well enough into SSF4's game system is another thing entirely though?
J-King
Posted by Rumor list will fail you on February 3, 2010 at 6:03 p.m. #54
">>>beside<<< Alex and Hugo haven't been playable or had cameos in any other game saying alittle something about their popularity...."
Posted by Rumor list will fail you on February 3, 2010 at 6:05 p.m. #55
look closely at what I said man but thanks for agreeing
Hugo has been playable in 2 other games and I know Alex is in TVC
Posted by Hootie on February 3, 2010 at 10:50 p.m. #56
Blanka looks a lot better here in this pic whit dhalsim. Capcom wtf happened? Put rufus on a diet for ssfiv and make blanka look like this!
Posted by J-King on February 4, 2010 at 5:43 a.m. #57
What, what do you mean put Rufus on a diet? Thats akin to asking Sammo Hung to be skinny? Ain't gonna work dude. Rufus is 'MEANT TO BE FAT'! End of story. Whether its real martial arts or exaggerated fantasy Kung-Fu flicks, there are fat martial artists about ya know, they all aren't handsome Ryu/Ken types?
What Capcom should've done for SSFIV is ditch T-Hawk's stereotypical Native American look and bad fighting-stance, and given him a far more modern up-to-date conventional 'twist' in his dress sense is all. Truth be told, the game just needs to be fixed and remove all its existing bad elements gameplay wise, rather than constantly debate the SF characters general looks and the way they turned out, which is overall good enough and quite possibly is the very least of fans true worries.
It says how Capcom kept the SF's iconic forms well intact. And as others have stated before above, through various character designs in a different format (3D) wasn't as easy as people think it is.
J-King
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