Soul Calibur 6 Tiers

Doronjo Tatsunoko vs. Capcom character guide added

Doronjo Tatsunoko vs. Capcom character guide added Doronjo is the latest character to have a section added to the Tatsunoko vs. Capcom strategy guide.

If you dig blowing stuff up and having your henchmen do a lot of the leg work, there may never be a more ideal fighter for you to choose than her.

Doronjo is from the Yatterman anime series, where she's one of the main villains. Her two henchmen Boyacky and Tonzura offer her major assistance while she's fighting, which again makes her a fairly unique and fun character.

If you'd like to know more about her history and how she plays, make sure to check out her player guide.

Killian: No plans for new DLC characters in Street Fighter 4

Killian: No plans for new DLC characters in Street Fighter 4 Seth Killian has reiterated that Capcom has no intention of releasing new characters for Street Fighter IV as downloadable content. Here's a comment of his from a recent Gamingunion.net interview.

No plans for additional [downloadable content] right now. We want the core game to be a completely functional package, and character DLC could split the user-base.

This is a tune Capcom has been singing from the very start of Street Fighter 4, so they probably won't change their minds this late in the game.

But with the likely release of a 2nd version in the future, it will be interesting see how many characters they end up adding, if any, to the new product.

Seth comments on possible Wii Tatsunoko vs. Capcom sticks in the West

Seth comments on possible Wii Tatsunoko vs. Capcom sticks in the West With the recent announcement of Tatsunoko vs. Capcom being released outside of Japan, some people were wondering if we'd see Wii TvC branded joysticks in the new release territories, and Seth Killian fielded that question on the Unity Boards.

Seth: [...] As mentioned Exar did Japan's branded Tatsunoko vs. Capcom sticks. I have a couple of these and the Hori Wii stick, and both are serviceable.

Time, partner cooperation, and overall interest in TvC will determine whether we'll be able to make a branded (and awesome) Wii controller for the West. The SFIV sticks were a great experience, and I'd personally love to do it.

You can check out and buy the Hori Fighting Stick for the Wii and Wii Exar Stick from various vendors. Both products got good reviews, with the Hori stick leading the pack because of the price and current availability.

Street Fighter IV soundtrack available now

Street Fighter IV soundtrack available now Starting today you can purchase the Street Fighter IV soundtrack from SumthingDigital for $9.99. It's a 2-CD set featuring 51 songs including the very slick character-specific remixed tracks by Hideyuki Fukasawa.

Or if there's only one or two songs you really want to have, just purchase those individually for .99 cents each.

If you're not too sure about picking this up, hop the link to listen to 30 second preview clips of each tune and decide if it's worth your coin.

Also, feel free to comment on which tracks you love or hate on this story.

Paying for sound tracks not your thing? You can still grab the entire Super Street Fighter 2 Turbo HD Remix soundtrack free of charge from the OC Remix website.

XBox 360 Street Fighter 4 game on sale for $37

XBox 360 Street Fighter 4 game on sale for $37 You can get a pretty sweet deal for the XBox 360 Street Fighter IV right now on Target.com. The game is going for $37 which is over $20 off it's suggested retail, and this is likely the same price you'll see in Target stores as well as online.

Probably not too many of you who don't have the game by now, but if you know someone who's been waiting on a special offer to pick it up, now would be a good time.

There's no information on how long this price will last for, so you may want to act quickly.

Sven revisits Street Fighter IV's netcode

Sven revisits Street Fighter IV's netcode Here's the post from the Unity Boards.

On the Japanese SF4 blog, they mention a possible update to Street Fighter IV. If this happens, will we see GGPO netcode like what's used in Super Street Fighter 2 Turbo HD Remix? Would it be possible to add it to the original game as well?

Sven: Trust me when I tell you, we really wanted fixed inputs/rewind style code like HDR/GGPO have too and was the subject of many discussions over the course of the SFIV development cycle.

Unfortunately, that's not likely to be something that can be retroactively fixed at this point.

Street Fighter IV cross ups video

Ne0Russell posted a video showing the character's cross up moves in Street Fighter IV along with a few combos. This isn't some advanced tactics video, more of a basic overview of what the characters cross ups are and how to set them up. Definitely geared towards newer players.

MegaMan Volnutt guide for Tatsunoko vs. Capcom

MegaMan Volnutt guide for Tatsunoko vs. Capcom One of the more unique players in Tatsunoko vs. Capcom has had his guide posted. MegaMan Volnutt is a very versatile character, who's quite adept at adjusting his game depending on who he's fighting.

He can play keep away with the best of them against competitors like Gold Lightan, PTX-40A and Alex, or go headlong for a rush down if the situation calls for it.

As with all of the Tatsunoko vs. Capcom character guides on this site, MegaMan's page includes some back history in case you're not familiar with the Mega Man Legends games.

New forum icons for character moves

New forum icons for character moves To make it a lot easier for our forum users to post character move motions and explain some techniques you can now find a set of icons on the right hand side when you reply or make a new post on the EventHubs.com forums.

These are the same icons we use on the EventHubs.com character guides, and it's super-easy to add them into your forum post.

Simply click the icon you wish to add, and that's it. The forum software will add in some code to your post with every click and the image(s) will appear as soon as you preview or submit your post.

You can see a live example of this here.

Tatsunoko vs. Capcom guides for Viewtiful Joe and Hurricane Polymar

Tatsunoko vs. Capcom guides for Viewtiful Joe and Hurricane Polymar We've posted two more guides for Tatsunoko vs. Capcom. This time around it's Viewtiful Joe and Hurricane Polymar.

Viewtiful Joe is a Capcom character that's a fast, mobile, in-your-face fighter, who's about as small as Mega Man, but still packs a heck of a punch. While his Hyper (Super) moves kind of blow, he's got a great projectile and a couple of wacky moves that make him a lot of fun to play and difficult to counter.

Hurricane Polymar is a damage machine. He has some outstanding Hyper moves, probably the best in the game, and that means once he gets a combo going you can expect a lot of your life to disappear. But he has problems getting in on some of the cast though, and his special moves aren't very good compared to the rest of the characters.

As always, all of the TvC character guides include a little background history on the characters, so if you've never heard about these guys, make sure you check out the Origin and Story areas to get some idea of who they are and where they came from.

Capcom 'considering' more Wii ports of their titles

Capcom 'considering' more Wii ports of their titles Kotaku.com is reporting through Reuters that Capcom is considering more Wii releases. The quote of interest from Capcom states:

"Up until now, after releasing our PS3 and XBox 360 games, we have brought them to the Wii. Basically, this is the approach we are considering taking."

Despite being a bit 'Engrishy' it's sounding more and more likely that Capcom is going to try and get some of their bigger titles on the Wii after they've hit the more powerful systems.

In somewhat related news, Capcom also announced that they plan to release up to 10 new titles on the iPhone by March 2010.

While the Street Fighter games aren't mentioned in any of these articles, considering it's one of Capcom's biggest franchises, it's likely the series is high up there on their list of titles to port.

Roll's infinite combo to be fixed in U.S. release of Tatsunoko vs. Capcom

Roll's infinite combo to be fixed in U.S. release of Tatsunoko vs. Capcom Seth chimed in on the Unity Boards about one of the recent glitches discovered in Tatsunoko vs. Capcom.

Will the Roll infinite combo glitch on Hakushon Daimaou be fixed in the North American release of Tatsunoko vs. Capcom?

Seth: This won't be an issue in the U.S. release, no worries.

There's a few other bugs and glitches that have shown up in the game to date, but since Capcom is fixing this one it's reasonable to assume they'll fix other game breaking problems that come up as well.

6 new character guides for Tatsunoko vs. Capcom

6 new character guides for Tatsunoko vs. Capcom If you check out the top navigation tab, you'll notice a new selection. In preparation for the winter release of Tatsunoko vs. Capcom on the Wii, we've started a strategy guide for the game.

Inside you'll find character guides for 6 of the game's 22 fighters with more on the way very soon. Inside we explore the moves and origins of Alex, Chun Li, Ryu, Casshern, Ken the Eagle and Yatterman No. 1.

While you're likely very familiar with the first three characters, the latter three might have you scratching your head. As such, each character guide includes a story and origin section that gives you a little background about the fighter, including what animated series or game they're from and a bit of personal history.

These new sections aren't the heavy hitters like the majority of the other guides on the site, but more of a basic overview. The plan is to start collecting information early so that by the time the game hits, hopefully these areas have lots of information for players to refer back to.

As always, your comments and suggestions are always appreciated. So if you know a few tricks and don't mind sharing, please add your thoughts to the appropriate character pages.

Updated: 2nd version of Street Fighter 4 in the works?

Updated: 2nd version of Street Fighter 4 in the works? The Japanese development team for Street Fighter IV posted a large question and answer session on their blog, which Azreal on the Shoryuken.com message boards graciously translated.

The biggest news by far is that the development team hinted at a 2nd version of Street Fighter IV. Here's a break down from Azrael's post with the order of the questions changed to show the most interesting stuff first with some of the irrelevant and pointless questions removed.

Q: Is there going to be a Street Fighter IV-2 or something like that? Since Street Fighter III went up to 3rd Strike, we've been expecting something... with the CE Mode update and the PC version is this the end of SFIV?
A: Hm! Well, this is the most difficult kind of question to answer! With everyone supporting and playing and getting worked up at events for SFIV, well there's bound to be a "next"! So, please stick with us. I don't lie.

Q: During the replay, it would be nice to be able to zoom in or move around the camera angle freely.
A: That's a good idea. The characters are really expressionistic this time around, so we'd like to be able to give you the ability to create your very own cut! We'll look into it!

Q: Are there any plans for a Spectator Mode?
A: At this point, there are no plans. As this is the most requested thing, I'm sorry I can't give you a more positive response.

Q: The characters talk to each other during the rival battle, but it would also be cool to have them talking during regular battles. Or how about just a special mode featuring this?
A: Endo (I think a producer) also mentioned this! A small "Confrontational Mode" or something like that, right? This would definitely be exciting! If there's a chance, Endo will work on this, so I'm gonna pressure him a bit to do so!

Q: How about a diagram function to show number of battles and win percentage per character. It would be cool if we could have individual stats as well as total online battle numbers.
A: Yep! During development we had a diagram like this and used it to tweak the characters. Seems like it'd be pretty handy!

Q: You've added a disconnect ratio as a penalty for rage quitters, but shouldn't you have done more to punish them?
A: The disconnect percentage isn't for punishing people, but to show the connection environment. As a result, we can't really go about dropping heavy penalties on people.

Q: No Rolento? There aren't any other characters who move quite like him. So, no chance? I'd really like to use him...
A: Its true that his movements were unique. If you all make your voices heard, there might be a chance...!?

Q: Will the online play for PC cost any money?
A: Nope, it's free!

Q: In the Championship Mode update the PS3 and 360 had some differences in their features. Was this a result of hardware limitations?
A: Yes. Based on the hardware, there were certain things we could and couldn't do, so we tried to make the best out of what we had.

Q: Icons and titles are cool, but how about comments that can be displayed either before or after the match? Even fixed dialogue would be fine.
A: Others have also suggested this. I think its a good idea! Communication between people. A nice greeting to start things off. We welcome these kinds of suggestions! The development staff is always saying "If there's a next time...", so please continue to make these suggestions!
Azrael's note: In the arcade, we had "PR" where we could input about 20 characters of text that would be displayed together with our name, BP, guild, and titles. This would be kinda hard to regulate for the home I imagine, but some sort of auto "Good game" or "Let's fight again" you could have pop up after a match would be nice.)

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Street Fighter terminology guide updated

Street Fighter terminology guide updated The Street Fighter terminology, acronyms and lexicon guide here on EventHubs.com has been fleshed out a bit more.

While this won't be helpful if you're a 12-year veteran of the series and you live, eat and breathe Street Fighter, it's something you can tell newer players about to help them understand some of the concepts and terminology people throw around.

Here's a small excerpt from the guide.

High or Low Priority: Priority is best explained with an example. In Street Fighter Alpha 2 Rose's Crouching Medium Punch is considered to be a high priority move. If she executes this attack from close range around the same time Guy attempts to do a Crouching Hard Kick, Rose will hit Guy out of his attack.

There are many reasons why moves will beat out one another. The start up time it takes for a move to come out, how many frames it's active for (in a hittable state), where the players hit boxes are at and if they have full or partial invincibility to attacks are the core reasons.

Generally moves with 'high priority' have a fast start up time, a solid window they're active for and they make the character's hittable box smaller so it's difficult to counter — although there are other properties that make a move high priority as well.

So priority is best thought of not as entity on to itself, but the actual properties of a move.

Ryu stage theme music played on guitar

Spotted this on Capcom-Unity. Lee Kyung Won plays the stage music for Ryu on an electric guitar and it's pretty wicked. It's a bit loud so drop your speaker volume just a bit before pressing play.
Also someone on the comments pointed out a few more guitar mixes worth checking out:

Guile Theme #1
Guile Theme #2

If you do a little searching you can find tons of themes on YouTube.

Street Fighter 4 combo video from Pimp-productions

Pimp-productions.com put together a nifty combo video for Street Fighter IV showcasing some good setups for a decent portion of the cast.

While most of the combos in here are heavily damage scaled, there's a few of them that take off a ton of life. If you'd like to see a full transcript of which moves were performed, check out this video's YouTube page.