Posted
— February 15, 2010 at 7:21 p.m. PST
Azrael has been a busy man lately, coming through yet again with another translation of the Japanese Super Street Fighter 4
.
This week's entry from the developers is another question and answer session as they discuss the character balance and tweaks they're making to the systems, plus they show C. Viper's new alternative outfit. Here's everything.
Q: Who was the most difficult character to adjust in Super Street Fighter 4?
A: It's tough to pick just one... The new characters all took a bit of work. But if I had to say, it would be Ryu or Sagat. These two are the basic characters of Street Fighter 4, so we had to be really careful in tweaking them.
Q: Were there any systems or characters you felt you wanted to put in the game?
A: Definitely the replay channel. We aimed for a system that wouldn't weigh down the server, and a replay function where you could watch matches continuously. I believe you can enjoy the replay channel not just as a game, but almost like watching TV. Also, the second ultra combo. With the new ultras, I believe this has given the old characters a new play style.
As for characters, there were a bunch we wanted to add, so it was difficult making the choice. But we wanted a completely new character, so that's how we arrived at Juri.
Q: When searching for an opponent online, I'd like for one of the preferences to be connection strength (or connection level), and for the results to only return those people with good connections.
A: This time, we've inserted various actions into the system so that the matching will only give you people with good connections. Especially for Fight Request and Quick Match.
Q: I'd like for the controller to vibrate when I'm being challenged.
A: We weren't able to do this time time around, but if we have a chance next time we'll look into it!
Q: Cammy is too strong. Please help!
A: I think maybe there are a lot of people who have problems with her Spiral Arrow or Hooligan Combination. But for both those moves, if you block or avoid them it leaves Cammy at a disadvantage. When attacking Cammy, spacing is essential. At a distance of about 1 square in the training stage, its easy to counter her attacks, so try fighting her while keeping distance in mind.
Q: Why can't we cancel (chain) normal moves into specials?
A: As the concept this time around was going back to the basics, what we were striving for was combos where timing is key. So even though you can chain normals together easily, you can't cancel from them. And although link combos are difficult, you can still do chains. We took these uses into account and that's how we have the current system.
Q: Depending on which one we pick, will the way the Ultra meter builds differ?
A: There will be no changes in how the ultra combo gauge builds. Although the meter is built in the same way, we've differentiated them in how easy they are to use, and in their damage output.
Q: Give us the ability to ukemi (quick stand) after a throw. The throws themselves are fine, but on wakeup it can become a loop too easily.
A: Sorry, we don't have ukemi from throws in the game. But we have re-examined the strong wakeup game from in-close, so I think the fight will be a little easier than from before.
Q: For rapid-fire input moves such as Honda's Hundred Hand Slap, could you make it from 5 inputs to 4?
A: Sorry, its not going to be 4 inputs. It hasn't changed, so please practice up with Street Fighter 4.
Q: Please get rid of the shortcuts. Please.
A: I believe the shortcuts have their pros and cons, and with that in mind they are still in the game. However, I will say that we are reconsidering the shoryuken as well as other moves.
Q: When in Ranked Match or Player Match, if someone enters our lobby please give us a loud sound to let us know.
A: We're currently working on the sound. We're also working to improve the matching function, so your wait time should be reduced.
Q: We shouldn't have to pick our ultra. Please reconsider this. Really, please change this.
A: For network play, you won't know who your character picked until they've picked them (blind select). Ultras are also blind select, so in that way, it becomes like a battle tactic, and I think helps to increase the fun of the game.
Q: When fighting online, please add an option to have the cursor start on a character of our choosing. Having to move the cursor each and every time is such a pain.
A: We are adding a function so that the character select cursor remembers its position, so please rest assured there.
Q: Fei Long is all about the rekkas! But this time, they don't do much damage... can we go back to the time when Fei Long's strong rekkas could control the pace of a match?
A: Although we haven't made any big adjustments to Fei Long himself, we have made adjustments to characters who had a strong up-close game, so if we're talking about offensive power, I believe Fei Long is stronger in this game because of that. We've also tweaked his Rekka Shinken startup and the command for the Rekku Kyaku, so I feel like his ease of use is increasing. Please aim to be the No. 1 Fei Long player.
Q: I believe you're progressing with the tweaking, but please, please, please leave in Fuerte's Run Hard Punch loop!
A: Don't worry, I think it will be fine.
Q: How's the adjustments for Gen going? I heard that requests for Gen aren't really reaching you guys at Capcom...
A: Gen is one of the characters we've been working with the most this time around. We're keeping his nice parts in, while giving him a new way to be used. Please look forward to it.
Q: Abel's Ultra I and II certainly look different, but they don't seem to be any different in the functionality. Could you tell me how they are different?
A: The biggest different is that the old Ultra, Soulless, was an attack-type, while the new Ultra Breathless is a throw type. Breathless also has hyper-armor, and it can be delayed depending on how long you push the button. So I believe it has a lot of offensive capability.
Q: Will the titles and colors we earned in Street Fighter 4 carry over to Super Street Fighter 4?
A: This was answered last week on Ms. Shiozawa's blog, but unfortunately they do not. But as you play Super Street Fighter 4 online, there will be a lot of things that just naturally unlock, so please look forward to that.
Q: Please make it so that the Training Mode remembers our individual settings.
A: While not for everything, we have included more memory features in Super Street Fighter 4. I believe this should reduce the burden of having to adjust your settings every time.
Q: So in Super Street Fighter 4, characters will have their own Battle Points (BP)... so should I expect there to be a character-separate BP ranking?
A: You should.
Q: Will there be a setting to adjust the position of the gauges on-screen? As there is enough space on the screen, I'd like to move the lifebars up and the super gauge down and more to the ends of the screen.
A: As this function was in Street Fighter 4, it is of course included in Super Street Fighter 4. You can also widen out the super gauge to the ends of the screen!
Q: Please make the font bigger.
A: We have increased the font size. It should be much easier to see from Street Fighter 4.
Q: For non-online Vs. mode battles, will we be able to select the background music? In Vs. mode, will it always be the music of the 2P side? For example, if Ryu 1P is fighting Ken 2P, do we have to hear Ken's music? If I want to hear Ryu's music, do I have to use him on the 2P side? Please tell me.
A: For non-online battles, the system is unable to determine who is the challenger. So for determining which background music will be used, the rule is that it will be the 2P side.
Q: Speaking of music, will Guy and Cody have two separate themes?
A: If I just get to the point, yes we are making separate themes for the two of them.
Q: About Cody's facial expression, I dunno, he just seems more depressed than he was in Alpha 3. Does that mean that for his image this time, you went with the image from the artwork over the actual game sprite?
A: The artwork depiction and the game sprite images are definitely different. This time, looking at the opening and ending for Cody in Alpha 3, we started leaning towards the direction of him being a bit jaded as in the illustrations. Other characters also have some pretty strong facial expressions, so I think you can make a good comparison with them to Cody. What do you think?
Q: What's the deal behind Gen's alternate costume? Could it be a homage to the old Hong Kong film "The Five Venoms"?
A: While we weren't going for a particular homage, the idea behind it is the fighting assassin during his youthful days. We figured that when he was younger, Gen was much more aggressive and active in his assassin duties, so we went for an image that would be active and strong. So it would be nice if you could use him in a rush-down style to KO your opponents.
Q: What type of person is Viper's husband?
A: If its someone that Viper picked, he's gotta be one in a million. But at any rate, they're no longer together.
Q: I heard that Ken has daughter twins...?
A: The child that Ken and Eliza are going to have in Street Fighter 4 is their first. It seems they only have one child, so it doesn't seem that there are twins anywhere in the picture.
Welp, that's all for the Dev Blog's Q&A Corner! I hope you all enjoyed it. If I have another chance I'd like to answer more of everyone's questions.
On the next dev blog we'll be doing a collaboration with the Nakky Blog. Please look forward to it.
Well then, see you next week!
hey username juri show some pics so we can see if theyre nice =)