Użytkownik forum Shoryuken, Henaki, zamieścił na stronie listę postaci, które, jak twierdzi, mają pojawić się w nowej wersji Street Fightera 4 - SF4 Dash. Listę możecie obejrzeć na końcu newsa.
Oczywiście, można uznać całą tę sytuację za żart, ale... po pierwsze, Henaki jest już na Shoryukenie osiem lat i w tym czasie zdobył sobie zaufanie Forumowiczów. Bezsensem byłoby więc zamieszczanie przez niego wyssanej z palca informacji. Po drugie - temat, który założył, został w niedługim czasie usunięty, co wydaje się potwierdzać autentyczność listy. Poczekajmy do Tokyo Game Show z nadzieją, że tam właśnie podane zostaną jakieś oficjalne informacje o nowej produkcji Capcomu.
Nowe postacie w SF4 Dash / New characters in SF4 Dash:
Postacie z SF3 / Characters from SF3: Ibuki, Makoto, Dudley
Postacie z SF2 / Characters from SF2: DeeJay T-Hawk
Postacie z serii Alpha / Characters from Alpha series: Guy, Cody, Adon
Dwie zupełnie nowe postacie / Two brand new characters
Ech , kilka dni temu kupiłem 4 , a już zapowiedzieli dopakowaną odsłonę :( .
Wielka szkoda , iż nie jest to Street Fighter Alpha 4 .Skoro już szaleją z nowymi postaciami to niech dodadzą jeszcze Rolento i Birdiego a Setha wywalić z listy dostępnych fighterów :mad: .
Oby było DLC jeżeli ta wersja jest prawdą bo jak nie to Capcom jest największą dziwką w przemyśle growym.
Ale to to jeszcze, te dodatki nie były aż tak ważne jak nowe postacie to bijatyki, poza tym wyszło to na platformie na której jeszcze tej gry nie było, a tu nie dość że SF4 wyszedł dość niedawno, to teraz dają nową wersje i dorzucają nowe postacie, jak będzie DLC to ok jak nie będzie to nie kupię drugi raz tej samej gry w dodatku pewno będzie w cenie nowości czyli za 200 zł a zwykły SF4 chodzi po 60.
Zangief prawdopodobnie otrzyma nowy powietrzny kombos zwany Siberian Blizzard.
Capcom released a teaser for the upcoming new Street Fighter game, rumored to be named Super Street Fighter IV.
Portal Gamespot opublikował artykuł o Super Street Fighter IV i zakończył tym samym wszelkie spekulacje dotyczące tego tytułu. Nie będzie to rozszerzenie do wydanej jakiś czas temu bijatyki, a osobna produkcja, sprzedawana jednak za niższą cenę. Nowa edycja dostanie poprawioną rozgrywkę online, lepiej wyważone postacie oraz ośmiu kolejnych wojowników (m.in. T. Hawk, Dee Jay, Juri). Ponadto posiadacze starego wydania mają otrzymać jeszcze jakiś bonus, ale Capcom nie podaje szczegółów. Premiera w okolicach wiosny przyszłego roku na konsolach Xbox 360 oraz PlayStation 3.
Dali by już jakieś materiały z Dee Jay'em
Here's my translation of the Famitsuu article. Probably a few mistakes here and there as there were a few nuances of the text that I couldn't really understand, but whatever. Enjoy.
Lots of new pictures
As we reported earlier, the followup to "Street Fighter IV", "Super Street Fighter IV", will be released in Spring 2010 for PlayStation 3 and Xbox 360. Today, we'll be looking at the new screenshots and illustrations we have received, as well as an interview with producer Yoshinori Ono.
The producer of SSF4, Yoshinori Ono. He has been involved in the Street Fighter series since "Zero", where he did sound design.
Will Juri's beautiful kicks revolutionize fighting?!
This is Juri, the Street Fighter series' first Taekwondo practitioner. Speedy and spectacular kicks is the trademark of Taekwondo, so Juri's moves are mostly based on kicks. Her Focus Attack and special moves all seem to come from those beautiful leg techniques as well. You can also see moves clad in a purple aura... is this the result of her "Feng Shui Engine"!?
[Ono's comment: secrets behind the new characters, part 1]
Actually, this is the first Korean character in the history of Capcom fighting games. When we were making the arcade version of SF4, the CEO of Capcom Korea said "Aren't there any Korean characters?". At that time, I just said "well, we have a location test this week (laughs)", and that was the end of it. Later, at the Korean SBO qualifiers, Korean players and fans would tell me "Why are there still no Korean characters? Games like KOF and Tekken have them", and well, that's true. Not only that, at the same event a Korean games journalist sent us a petition from Korean fans. Since the design philosophy for Super SF4 is "listen the voices of our fans", with this kind of support from our Korean fans, I felt that we had to include a Korean character. That's how Juri was born. By making her a Taekwondo character, we hope that players who use Taekwondo characters in other fighing games can enjoy the addition of Juri to SF4's roster. However, even if her moves feel similar, this is SF4, so it's not just about pushing the right buttons, but rather reading the opponent to win. So with that in mind, we didn't want to create a character that goes against what fans of the series are expecting. In my mind, she's kind of like a Fei Long-esque Viper. Right now, if you hit with one attack, you can basically string together attacks for as long as you want, so she's way too strong. This is no good of course, but that's why we're still tuning it. Another of Juri's trademarks is, well, she's kinda sexy (laughs). When you connect with her Ultra Combo, she stabs her left foot into her opponent's back and lifts them up, and the way she then slowly caresses their face, that's hot. We've never had a character who does things like that in Street Fighter before. We're creating her to be a really "exciting" character (laughs).
Super easy to play, Super strategic
With their incredibly destructive force and spectacular visuals, the "Ultra Combo" took fights to a new level in SF4. Are those Ultra Combos going through a big change!? The Focus Attack and other systems of SF4 may also evolve. With the addition of new fighting systems, the battles will be more intense than ever.
Changes to the Revenge Gauge?
The Revenge Gauge, needed to unleash the Ultra Combos, has been redesigned. There's a character on the gauge! C-could this really mean... !?
Existing characters are powered up, too
The 25 existing characters awaiting the new challengers will be rebalanced. With this, the game will be even deeper than the last one.
Those two men join the fight
The last two fighters from the SF2 series, Dee Jay and T.Hawk, will finally join the fight! These two have got some tricky and exciting moves. How will they fare on this new stage?!
Dee Jay
Jamaican Kickboxer. A colourful fighter who's also a million-selling musician. With tricky normals, charge based projectiles and anti-air attacks, you won't get far trying to attack him from the air.
T. Hawk
Hero of the Thunderfoot tribe. Vega killed his fathered and took his holy land from him. A gentle man who loves animals, he is determined to reclaim his holy land. The trademarks of his fighting style are his long reach and his ability to perform his Mexican Typhoon and other powerful throws from out of nowhere.
[Ono's comment: secrets behind the new characters, part 2]
Finally, we've been able to include the two characters we had to leave out last time, and with that the characters from the SF2 series are all accounted for. But actually, when we released SF4, people seemed to be a lot less disappointed than I had expected. Even though we at Capcom were bracing ourselves for comments like "Why the hell aren't those two in the game!?" (laughs). But when you see them in motion, they are both really fun characters. When using Dee Jay, people aren't used to the way he moves, so it's pretty easy to win. You know like, "that sliding kick is broken!". Dee Jay and T.Hawk were the most technical characters in SF2, so their gameplay will be very deep this time around as well. They are tricky and complicated characters, so I think of them as characters for advanced players who are well accustomed to the previous game. I think this is the perfect timing for these two to join the fray. Although it wasn't really planned like this (laughs).
All about Super Street Fighter IV: "Super" Interview
Development is finally underway on SSF4. We've attacked Super Producer Yoshinori Ono with our questions. This off-the-record stuff is a must-read for all SF4 fans.
-When we first saw the title of the followup to SF4, we were quite surprised that it's called "Super" and not "Dash".
Ono: Originally, when we decided to start working on an update to SF4, we were planning on calling it "SF4'". However, since the original "SF2'" was called "Champion Edition" overseas, we felt "Dash" wouldn't have the same impact. Well, "Super" it is then! Some of the staff felt "Super" sounded really old fashioned, but we kept discussing it; "Super was the most exciting, wasn't it? After "Dash" and "Turbo", don't you remember the excitement for "Super"?", and so on.
-Yeah, I remember the excitement about "Super". New characters were added and a lot of changes were made.
Ono: That's right. The gameplay changed, 4 new characters were added, the graphics were improved... it was really exciting, wasn't it? With this game, we went back and forth about what the title should be, but since we're not stopping at mere balance tweaks, but also adding a lot of stuff, we felt that "Super" conveys this idea better than something like "SF4-2".
-I see. To fans of the series, "Dash" sounds like nothing more than balance tweaks. But "Super" seems like it would have more new content. Can you tell us more about this new content?
Ono: With this game we are focusing on the things we have heard the most requests for from fans, so you can expect a lot of great things. In the arcades, people are holding a lot of team tournaments and such. I think that kind of excitement really unites the fans across the world. Speaking of which, we want to revisit the online mode in the home version. The arcade experience is really the best, so we're trying to recreate that experience in people's homes.
-It sounds like you're bringing back something that's familiar to arcade fans...
Ono: Last time, there were some things that old SF2 fans really wanted to see, but we weren't able to include. This time, the development team can really feel those fans breathing down their necks saying "You guys better include it this time!" (laughs).
-Please give us a concrete example!
Ono: I can't give any specifics yet, but maybe there'll be things like... rolling objects falling down from above, and such.
-Could it be...!
Ono: If someone asks if this stuff is necessary for a fighting tool like SF4, well, no, it's not necessary. But you can think of it as the one teacher you would hope to see at your class reunion.
-We've seen 3 new characters now, but how many newcomers will there be in total?
Ono: There will definitely be 8 new characters. We will introduce newcomers and bring back old characters for a total of at least 8.
-At least 8?! Are there any more original characters like Juri?
Ono: Maybe (laughs).
-How many of the new characters will be brand new?
Ono: Well, if I tell you that, you'll have nothing to write about (laughs). But we're trying to pick the most popular characters that we can.
-Please give a hint to our readers!
Ono: Since we're developing this game completely based on fan input, maybe we will include the character that's most requested on our official blog.
-Finally, please give a message for our readers.
Ono: I'm almost tired of saying it, but thank you so much for making your voices heard! It's thanks to the countless requests from fans that we could make SF4, and because the requests keep on coming, now we're here again making Super SF4. Even though our development time is limited, we really want to answer the fans' hopes and expectations. We want to keep the price for the game low as well, but if it ends up being not very different, I'm sorry (laughs). Finally, to the arcade fans who supported us the most, I'm sorry that I can't give a conclusive answer. It'll be my homework for next time.
New openings and endings, the street fighter team are "man enough" to admit the quality wasn't there the first time around, and has promised they will be improved.
Different or changed rival/pre-match dialog.
Along with new Ultras and tweaks, older characters will be getting new specials or normals.
Indestructible will be gone. Ono has "learned his lesson"
As the final boss, people who hate Seth, will hate him even more now. He will be harder but not, "unfair hard".
New stages will certainly be added, but certain older ones will receive new elements or details.
No fighters will be locked, everyone will be accessible from the start.
No form of World Tour mode from Alpha 3 planned anytime soon. If enough people request it for a sequel, it's possible.
Frame data has been changed on certain character's FA, to better balance out certain things. The FA system will NOT see any major changes.
As the final boss, people who hate Seth, will hate him even more now. He will be harder but not, "unfair hard".
* The plan is to implement 2-3 characters from each series to Super Street Fighter IV. It's assumed this means 2-3 fighters each from the Alpha and Street Fighter 3 franchises.
* Ono talks a lot about the lack of an arcade version, but he also seems to say that it is not completely out of the question. The translator's opinion of this comment is that if the console version sells well enough, they may put out an arcade version.
* The subject of having two Ultras is danced around, Ono states this knowledge is not ready for the public yet. Famitsu makes a comment that the Roman numerals look very Street Fighter 3ish (selectable) and Ono doesn't seem to refute that statement.
* He confirms that if you bought the costume DLC (Downloadable Content) for the first game, you do not have to buy it again.
* There's a point made about improving the current replay system.
* Ono specifically states that Guile not being able to combo into his Ultra is a problem. (JerseyFame may have a heart attack with this news).
Od premiery na automatach T6, a wersji na konsole, też nie minął tydzień. Jednak fakt niezaprzeczalny .... Chyba R podzieli losy FT.
SF IV natomiast ma się najlepiej . Świetne oceny, znakomita sprzedaż .... et cetera.
Regardless of your feelings towards the new Street Fighter iteration coming out soon (Super Street Figther IV), there remains a large percentage of people who are quite excited for the new game. And now those people will be able to get even more excited, due to this leaked price and release date.
The good news is that the upgraded, tweaked, new characters added version of SFIV will only set you back $40. The bad news is that fans will have to wait until March 23 next year until they will have access to the game.
Taki człek, który zwie się dziennikarzem/recenzentem, tylko z tytułu, że współpracuje z danym magazynem, cóż może stwierdzić przy okazji "recenzji"? Czytałem kilka z nich. W Polsce, żadna nie była na odpowiednio wysokim poziomie. Nie wspominając nawet faktu, że chłopaki nawet wszystkich postaci nie mieli odblokowanych - to troszkę jak zrecenzować Kz2, po single, i 40 min multi.... Niby się da, ale ....Od premiery na automatach T6, a wersji na konsole, też nie minął tydzień. Jednak fakt niezaprzeczalny .... Chyba R podzieli losy FT.
SF IV natomiast ma się najlepiej . Świetne oceny, znakomita sprzedaż .... et cetera.
Po trzech tysiącach walk online ten fakt dziwi mnie najbardziej.
: Październik 12, 2009, 23:35:20 pm
Jako, że nie jestem jakimś zapalonym graczem w SF i nie zagrałem ani razu online pozwólcie, że zapytam, czemu "świetne oceny" Was dziwią?
Odpaliłem trening bo chciałem pograć Viper, za przeciwnika wybrałem Kena (wiadomo czeeemu). Zrobiłem c.mk z maksymalnej odległości i...nic, żadnego trafienia. Przetarłem oczy ze zdumienia niedowierzając, że SF4 mogłoby się okazać nieperfekcyjne . Przysunąłem się więc z Viper nieco bliżej do Kena i powtórzyłem c.mk. Tym razem stopa Viper pokrywała całą stopę Kena, a nawet wychodziła "poza". Żadnego trafienia...Ok, pomyślałem, że widocznie taki wymóg naszych czasów i gry powinny tylko błyszczeć i względnie fajnie wyglądać więc przysunąłem się jeszcze bliżej. Tym razem udało mi się uderzyć Kena w miejscu, pod którym on zgina lekko nogę w kolanie...No żesz kurwa mać! Nie wiem czemu wcześniej tego nie zauważyłem, ale zawsze tłumaczyłem sobie przegrane albo lagami albo tym, że przy polygonach nie dostrzegam hitboxów i ciężko jest mi ocenić kiedy trafi mnie cios lol.
Dlaczego więc SF IV miałby być od tego wolny.
Capcom's been pimping Super Street Fighter IV ever since TGS kicked off, announcing new characters, stages, the works. Forget all that. The Street Fighter II bonus stages are back, instantly solidifying this the best Street Fighter game in close to 20 years.
Fresh off the press, the latest issue of Famitsu confirms that Street Fighter II's bonus stages will be making an appearance in Super Street Fighter IV. Players will be able to smash cars, demolish drums, and break barrels in full 3D. No word on whether there'll be any new bonus stages accompanying them.
Super Street Fighter IV is due out early next year. It will be a new disc, not DLC, unfortunately - though Capcom encourages you to keep the original disc for some extra goodies.
[Super Street Fighter IV has "IV" New Modes, and they are JUICY. Get Hype!
--Team Battle. Team up with your friends (or strangers) to take on all-comers in 2v2, 3v3, and 4v4 formats, and more!
--Replay Channel. Record, watch, and save matches, or watch how everyone else is playing on one of a variety of streaming match "channels"
--Endless Battle. Play in arcade-style "winner stays, loser to the back of the line" lobbies.
--Bonus Stages. Crush the car and smash the downpour of barrels in a test of skill against the clock.
In all the online battle modes, you can watch the match in progress while waiting your turn to play, and talk trash about the online action with the other spectators :)
/quote]
http://www.capcom-unity.com/s-kill/blog/2009/11/06/super_street_fighter_iv_4_new_modes
Biore to gówno.
One of the main complaints Street Fighter IV is that you have to unlock extra characters by beating the game over and over again. Fortunately, Capcom is eliminating this tedious process for the upcoming sequel, Super Street Fighter IV, as all characters will be unlocked from the beginning. Seth Killian, the Community Manager for Capcom, made the announcement in the latest 4 Guys 1UP Podcast show:
The good news is, and this is something I want to get out there, the thing that really sucked about Seth in the first one is that you have to beat him like 15 times to unlock all the characters. In Super Street Fighter IV, there?s no unlocks. So you can play all the characters right away.
Super Street Fighter IV is slated for a Spring release on the Playstation 3 and Xbox 360.
Rewelacja.
Kogoś jeszcze chcemy widzieć chłopaki?
Rewelacja.-Birdie
Kogoś jeszcze chcemy widzieć chłopaki?
Ibuki :P
Rzeczywiście :P Czyli chyba Ibuki is back.Ibuki :P
I bardzo możliwe, że zobaczymy ;]
Zwróć uwagę na obrazek z Guy'em na żółtym tle, a raczej na to, co Guy blokuje. Ponoć podpis do tego obrazka brzmi "Whose kunai is he deflecting?"
Nie muszę chyba mówić, kto był jedyną postacią w serii, która posługiwała się tą bronią. ;)
A że Ibuki była w SF3, możliwe, że następna garstka postaci, która zostanie ujawniona, to właśnie postacie z SF3.
Zaiste genialny to plan. Ja widział bym ją na zmodyfikowanym silniku Critters Crunch - gra wygląda jak śliczna bajka, oczywiście stałe 60fps i fHD.Rewelacja.-Birdie
Kogoś jeszcze chcemy widzieć chłopaki?
-Rolento
-Sodom
Szkoda , że Capcom nie chce kontynuować serii Apha :-(
http://ps3.ign.com/dor/objects/35905/super-street-fighter-iv/videos/superstreet4_trl_newfighter_112309.html Jak to mawia Cody "ha, ha".
Trailer: Link (http://ps3.ign.com/dor/objects/35905/super-street-fighter-iv/videos/superstreet4_trl_newfighter_112309.html)
motyw przewodni, komentatora itp., ale ma też dodać nowe ciosy postaciom (wg sławetnej plotki, z której jak na razie wszystko się potwierdza, każda postać ma mieć teraz po dwa ultra combo)proszę, niech to okaże się prawdą :twisted:
Tak. Jestem przekonany, iż za jakiś czas, podobnie jak w przypadku SF III, zobaczymy kolejna odsłonę. To dobrze. Ja w SF IV przykładowo już nie gram. A SSF IV odświeży mi tą wspaniałą pozycję.
Kupię na pewno. A-n, Wooyek, aphelion, też niech kupią, by było z kim grać.
Kto wiem, może przy okazji "super", moja hegemonia forumowa, jako najlepszego ulicznego wojownika zostanie obalona \m/ '-_-' \m/
Chyba jednak odświeżę SF IV i włączę japońską mowę, jest nawet bardziej klimatyczna.Osobiście jeżeli mam wybór, to zawsze w bijatykach włączam japońskie głosy.
Everything has come true so far regarding Super Street Fighter IV. The rumors that were leaked definitely were from someone working on the game. Seth Killian and Ono have stated coutnless times that they were looking to add a "minimum of 8 characters" and while most people thought it would just be that, they in fact added 10 characters as the rumors had suggested. What this means is that the 4 new characters that will be announced are, Dudley, Makoto, Ibuki and the new Arab grappler Hakan. The former three all being members from the last iteration of Street Fighter, 3rd Strike. What we know now is that there will be 22 stages and 35 characters.
Chyba niedługo powrócę do gry w SFIV.Nie mogę się wprost doczekać. :mrgreen: Może nie będzie nas co sek. rozłączało -_-
The latest issue of Famitsu finally gives us a clue to what the new Ultra attacks are going to be in Super Street Fighter IV. New costumes have also been revealed.
When Super SFIV was officially announced, it was made clear that all characters will have two Ultra attacks in addition to more moves and better balance. With Super Street Fighter IV only a few months away, we’re finally getting to see what these new moves are going to be.
Over at Eventhubs, the names and descriptions of the moves shown have been translated:
* Ryu: Metsu Shoryuken – Basically describes it as a Shin Shoryuken with nastier looking effects.
* C. Viper: Burning Dance – Activates in the air, kicks the opponent into the air and finishes with an electric cross chop.
* Cammy: Cammy Quick Combination – It’s a counter move, when opponent attacks, you’ll counter with a submission hold combo (which probably involves Cammy rubbing her body all over her opponent…)
* El Fuerte: El Fuerte Ultra Spark – A close range grab, basically Propeller Tortilla the opponent into the air for a “finish hold” which could be any wrestling move. Can’t make it out from the picture.
If you look at the full scan below, you can also see other characters doing their new Ultra attacks, although they are not named or described. It seems like Chun-Li will be able to do her Kikosho, which should be familiar to anyone that has played the Street Fighter Alpha series. According to eventhubs it looks like Sagat will have his Tiger Cannon Ultra attack, which is an uber version of the normal Tiger Shot projectile.
Tak, ja również zakupie, mało tego, z racji że pewna gra okazała się lipą i jednak nie mam zamiaru spędzić z nią tyle czasu co z częścią poprzednią, postanowiłem sobie w tym roku przysiąść troszkę i oklepać buźki co poniektórym z foruma :dance:OMG!!
No przecie pisałem Ci już kiedyś na PSN, dowiedziałeś się jako pierwszy :oops:Tak, ja również zakupie, mało tego, z racji że pewna gra okazała się lipą i jednak nie mam zamiaru spędzić z nią tyle czasu co z częścią poprzednią, postanowiłem sobie w tym roku przysiąść troszkę i oklepać buźki co poniektórym z foruma :dance:OMG!!
:o
Chyba nie mówisz o... Nie, to niemożliwe..
In the recent blog post of Super Street Fighter IV’s Producer Yoshinori Ono, the development of Super Street Fighter IV is nearing its completion. He did not mentioned any release date for the game but he thinks that it should be out around Spring time.
Later this month, Yoshinori will be traveling to the United States to show off the latest build of the game to Capcom’s headquarters in the US. Expect the release date to be revealed very soon.
Kiedy ta gra będzie mieć premierę?
CytujIn the recent blog post of Super Street Fighter IV’s Producer Yoshinori Ono, the development of Super Street Fighter IV is nearing its completion. He did not mentioned any release date for the game but he thinks that it should be out around Spring time.
Later this month, Yoshinori will be traveling to the United States to show off the latest build of the game to Capcom’s headquarters in the US. Expect the release date to be revealed very soon.
Chyba pod koniec marca, ale głowy nie dam.No GT podaje 31 marca 2010.
Metalowy Zangief :lol::roll: Fu*k, dlaczego nie zechcą zastosować rozwiązania chociażby ze SFAlpha3, gdzie miało się trzy poziomy paska. :-?
Mieli szanse chociaż lekko rozbudować ten biedny system, ale oczywiście zjebali, bo jedno z dwóch ultra combo wybieramy przed walką.
Metalowy Zangief :lol::roll: Fu*k, dlaczego nie zechcą zastosować rozwiązania chociażby ze SFAlpha3, gdzie miało się trzy poziomy paska. :-?
Mieli szanse chociaż lekko rozbudować ten biedny system, ale oczywiście zjebali, bo jedno z dwóch ultra combo wybieramy przed walką.
Jasne, BlazeBlue zapewne ma lepszy system, ale wszystko inne bardziej podoba mi się w SSF4 :-?(od muzyki, po design postaci i ogólną prezencję). Z racji tego, że od SF miałem dłuższą przerwę to prawdopodobnie kupię SSF4. Wśród tutejszej forumowej społeczności chyba więcej jest zwolenników ulicznego wojownika (będzie z kim się tłuc ;)) niż opkładających się dziwadeł.
Ja jestem przeciętnym graczem, ale już niedługo Cię pojadę aż miło :P
Mnie tam system w ogóle nie przeszkadza. I tak jest uczciwie. Przeciętny gracz nie ma szans z tym dobrym, jak i dobry ze znakomitym.
:grin: tylko jeszcze należy zaznaczyć, że gra w SF to dla wielu skośnookich .... praca. Grają z najlepszymi po kilka godzin dziennie. Ja grałem relatywnie mało. W T6 jeszcze mniej. Dość napisać, że moimi mainami - Victor i Blanka - nawet 16 min na treningu nie byłem xD, ale ogranie i skill robią swoje mimo wszytko. Tobie, A-n, też nic nie brakuje. Liczę na was chłopaki przy SSF IV. A-n słyszysz 8)
obecne Capcom
:cry_anim: nawet tak nie żartuj.:grin: tylko jeszcze należy zaznaczyć, że gra w SF to dla wielu skośnookich .... praca. Grają z najlepszymi po kilka godzin dziennie. Ja grałem relatywnie mało. W T6 jeszcze mniej. Dość napisać, że moimi mainami - Victor i Blanka - nawet 16 min na treningu nie byłem xD, ale ogranie i skill robią swoje mimo wszytko. Tobie, A-n, też nic nie brakuje. Liczę na was chłopaki przy SSF IV. A-n słyszysz 8)
Nie kupie SSF4 - straciłem zainteresowanie bijatykami(nie mam czas przysiąść na tyle, by reprezentować jakikolwiek poziom)
Capcom has announced that Super Street Fighter IV will hit store shelves on April 27th in North America, on the 28th in Japan, and finally on the 30th in Europe.
According to eventhubs, Super Street Fighter IV will be getting a Collector’s Edition in Japan and it will include the soundtrack, all the trailers, character artwork, and a mini story for the game. It’s currently unknown if this will be available in NA or EU.
Animated Juri Trailer HD
http://www.gametrailers.com/video/animated-juri-super-street/61274?type=flv
Też tak sądzę. Tylko niech jak Hwo nie skończy ....
Wolałbym Elene zamiast Makoto, nie wszyscy ją kochają :P http://www.youtube.com/watch?v=_zY1WGnnlLk&feature=player_embedded
A nie miała przypadkiem być tańsza? Jeżeli dobrze pamiętam, to była mowa, że ma kosztować chyba $50 (albo i mniej), ale na pewno nie tyle, co nowa gra.
Gdyby ten Tekken tak nie ssał to też bym się zastanawiał, ale niestety trzeba będzie wyjąć 200 pesos z portfela.
Przeca sf ma 2 ciosy na krzyż.Niektórzy nawet 4 nie mają - vide Guile.
Ryu - Ryu's medium and hard dragon punches hit twice now. Damage is down on it, but if you FADC, you only get one hit from it, so damage is down even farther. Trades to ultra from DP are gone, and most trades into ultra from SF4 are gone, but not all. Puts you in a floaty state, and you cant combo afterwards.
Ken - He is not looking good. They didnt give him much. He cannot FADC to Ultra2 normally. He didnt get crazy kicks from previous SF games. They slightly improved his fireball.
Chun li - She got 'infinitely better'. U2 combos easily all day. The upkicks target combo goes into U2, as well as EX legs anywhere on the screen. Its very dangerous. U2 gets all 20 hits every time, if it whiffs for a while and you get hit by the very end of it, you still take the full damage.
Guile - He seems to have been given nothing. Sonic Hurricane, his U2 is not good. Super into U2 is the only known combo into it. Down+Taunt puts on glasses, but doesnt give him any buffs or advantages.
Zangief - Very similar. He could lariat trade into U2 in earlier builds, but he cannot anymore. Rufus and tall characters can block his lariat low and punish with a crouching RH.
Rose - She can juggle off soul reflect into air throw or U1 or ex fireball. U2 is very good. Can corner juggle into orbs. Each orb can hit once before it dissipates, including on block. They do about 20% damage each on full ultra. Wiz noted that he needs to check what happens when projectiles hit them. When the orbs activate, there is a delay before you can do special moves again, including throw. They delay felt like 3-4 seconds. Orbs cross up very easy. Rose seemed powerful.
Blanka - Seemed the same, new ultra isnt that great, can get thrown out of it.
Honda - Noticed no changes, cant jump on reaction to U2.
Dhalsim - He seemed the same. U2 hit box is prttty small. Super hard to hit.
Balrog - U2 jumpable on reaction to activation. His U2 is bad, it has terrible range. Seemed too hard to land to be worth giving up U1.
Vega - Seemed the same. His Claw stays on a lot longer now, though. Ex dive off the wall doesnt go through opponent anymore.
Sagat - He does marginal less damage overall. Scar-uppercut does double damage, nothing more. If you do scar move, you cant do it again until you uppercut, but you can store the powered up state the entire round if you want. forward + RH still juggle state.
Bison - J.Strong into U2 works. Its not a charge motion so its very handy. U2 is a blockable stomp attack, and it can crossup! It hits hard, too! No known nerfs.
Rufus - Ex messiah kick is not as good, but still good. A few frames less on invincibility, and less damage. EX snake strike damage is way down. U2 doesnt seem to combo well. U2 is good anticrossup or antiair, but thats about it. Has to work for wins now
Fuerte - Fuertes normals are all faster now. U2 is extremely good.
Viper - No notable changes. She can U2 off EX seismo if you are fast. The recovery from U2 is ok. Rumors of mp thunder nerf are untrue or reversed, if its slower its only a frame or two.
Abel - He has a faster c.hk. U2 cant combo but its fast and has armor if you hold the button, it looks to be very good.
Guy - Feels slow. Has cool chain combos into super. EX spin kick is vertical. EX shoulder is his best move, super fast.
Cammy - Cannon drill 'got a little better'. Uppercut damage nerfed pretty hard. U2 is terrible. U2 can be broken by using breaker.
Fei - Changes not apparent. Counter ultra can be broken by a breaker.
Gouken - No known nerfs. U2 still blockable, but backthrow into 5 hits of it into wallbounce into more fun works.
Sakura - Her crossup j.mk is back. Very good crossup. Makes her feel more like sakura again. U2 is the best choice. Its two ultras in one, okay damage, easy to combo, can aim it up or forward. EX hurricane to ultra is simple as hell.
Dan - Dan is secretly way better now, he got what he needed. Uppercut fadc U2 is strong. His fireball goes 60% of the screen now. The rest seems untouched, but this is 'all he needed' to be a contender.
Akuma - no known nerfs. Many of the nerfs from earlier builds were reverted. Infinite is gone, but you can still combo after s.hk. Jab cannot link to HK anymore, so you cant loop it. Lv2 focus into new ultra wiffs, but works from Lv3 focus. EX airfireball into U2 works.
Gen - Only nerfs found so far, no chain combos, no mk .kick to hands at all. ex wall dive lost some invincibility.
Seth - Everything is the same, except his focus attack takes longer to hit lv2 now. Its not very good. U2 can combo anywhere you could combo stomps and does good damage.
Juri - Kara throw is good with HP. Wiz could only find a 5 hit Custom Combo in U1 mode without FADC. U1 mode is really long in duration. EX wheelkick seems nearly instant startup. Hitpoints seemed close to Ibuki's, but it was hard to tell.
T.Hawk - Hawkdive is his armor breaker. Hawk Upper cannot be FADCed at all, ever, at any point. U2 is bad, very very hard to hit. Feels slower than Zangief but stronger. His normals are very good.
Adon - He seems very weak. Both ultras are hard to use. Jaguar Tooth and Jaguar Kick are both unsafe on block. Air Jag-kick might be safe. EX jag kick is safe. Has a very good overhead though, one of the best.
Deejay - He seems decent. Nothing too bad, nothing too good. Reminds you of ST in that way.
Cody - He can only FADC tornado on first hit and the tornado wont come out. He cannot combo ultra after it. Has 3 levels of charge on his Zonk Knuckle, and its really really good and annoying. He says BINGO everytime he does it. You can combo into Zonk. HK ruffian is good.
Dudley - Not much to add to JWong's video, but he is probably #1 in the game.
Makoto - EX grab has 1 hit of armor! Outside of this, nothing to add to JWong's video.
Ibuki - Slide does not go under fireballs, air knife doesnt cancel out fireballs.
Hakan - Seems OK at first. Looks like hellboy red and is kinda fat. Has spiky hair. Has a 360 move where he puts you in his arms and sqeezes you out with oil slicked body. you fly across the screen at a 45 degree angle. He can slide along the ground face first and hit punch during for a followup (only when oiled up). Has an air grab where he belly flops. DP+K puts on more oil.
He takes out both hands and dumps oil on himself and it looks funny. He then glows white. When he has oil, he is 200% better. putting oil on takes half a second, and its duration based. EX oil lasts a long time. In non-oil mode, he is like gief. When he is in Oil Mode, he can chain everything, like c.lk x4 into mp. Moves in oil mode have more range, including 360. Front and backdash are better in oil mode too. All of his pokes have neutral and toward versions. Has a 'trap' ultra, where he lays down, and if you step on him, he grabs you. You cannot touch him at all, even if not attacking. You slip on his stomach like its ice. Then he 69s you as you slide along the ground and you fly out his buttocks.
The 2nd ultra is comedy as well. 720 motion, throws you up in the air and you board the OIL COASTER. You ride him going around his body till you are ejected into a wall at the end.
His super is double fireball with kick. Its a leaping grab thats crouchable, like Alex DDT he leaps at you.
Swietna postać!Capcom wie jak sie robi ciekawe nowe postacie,Namco niestety nie :(.:lol:
The North American Capcom Store has recently listed a Super Street Fighter IV ‘Dojo Edition,’ which is sure to be of interest to all fans of the acclaimed beat ‘em up series.
This is essentially a Collector Edition and is set to contain items such as a Gym Bag, T-Shirt, and a 1GB USB Stick that hosts a range of artwork.
Full contents include:
* Super Street Fighter® IV
* Super Street Fighter® IV Dojo Edition Gym Bag
* T-shirt featuring Dudley tossing his rose
* 24 oz aluminum water bottle with carabiner (BPA free) featuring Ibuki
* Super Street Fighter® IV Dojo Edition head band
* 1 GB USB drive featuring Juri and containing character art, wallpapers, comics and more
Character changes and impressions
Abel:
New Ultra 2 is good, great for messing with fireball characters, plus it has Super Armor. Can be delayed and Canceled into. It's a grab and moves about as or slightly faster than his old Ultra. Can't combo like his Ultra 1 though. Probably still in the same tier rank as before (mid high). Comments that overall the balance is much better in SSFIV.
Adon:
Is geared towards being more newcomer friendly. Doesn't really have a lot of tools, a lot of 50-50s but the consensus is that once the matchup is understood he shouldn't be a character we'll see a lot in tourneys.
Akuma:
Is pretty much this games S-Tier. Exactly the same except loop isn't gone, just much more strict. Fewer hits will land and can only seem to pull it off 2/10 times. Fireball does far less damage. Standing Hard Kick's has been damage nerfed too.
Balrog:
Some of the changes seem to make no sense because they pretty much changed nothing at all. Because of all the nerfs his matchup against Sagat is now probably 5-5. Generally a lot of his bad matchups got better and his good ones might have gotten better. Talks of top 5 (Note: there seems to be a lot of people in the top 5) Ultra 2 is completely useless. No range, slow, pointless.
Blanka:
Virtually unchanged. Still highly dependent on shenanigans and people not knowing the match up.
Cammy:
Ultra 2 (counter move) is a joke. Ultra 1 is still the best. Cammy has a lot of potential, has been improved a lot. Will probably see her in tourneys more.
Chun-Li:
Ultra 2 (Super Fireball) is insane. Can be landed from a lot of different situations. Top character for sure. EX-Lightning Legs into Ultra 2 combo does a lot of damage. Other than this Chun-Li hasn't changed otherwise. Because of U2 she has gotten much much better and is probably in the top. Ultra 2 isn't a charge move, but a motion command.
Cody:
Absolutely fantastic character. When Hell first played Cody he approached it like he was playing Alpha 3 but kept losing. The "Bingo" (Zonk Knuckle) move, hold down punch for a few seconds and let go. Seems to beat a lot of moves clean, combos, and then setups Ultra opportunities. It seems to be the move with most invulnerability. It seems to actually beat Zangief's Lariats. Bad Stone is a really powerful projectile. It's fast, almost no recovery, you can feint, you can delay it. He has a lot of really good normals, has some really damaging combos. General consensus is that he's a top tier, probably in top 5. Seems to place behind Ibuki and Dudley. Will probably be the new Ken online. Knife: 4 Light Punch link takes off 125 damage. Triples the range of his normals, chips and increases priority.
C. Viper:
Almost nothing has changed. The main difference is she won't die as quickly to Sagat and others due to damage nerf. Ultra 2 is matchup dependent, mostly to counter anti airs like Shoryukens, to keep shotokan characters from spamming anti airs. Hard Punch, Super Jump Cancel, Hard Punch into Ultra 2 seems to work, but not very damaging. Seems to be nearing top 10, some say top 5.
Dan:
No longer the worst character. Has a FADC combo that does 450. His Fireball has much better range. The Dan Kicks have some uses (like it crosses up for example).
Dee Jay:
Seems like he's a good Guile. Solid, not likely to have any really bad match ups. Has the tools to deal with most characters. He has good normals, good Ultras. Being a charge character is holding him back a bit (joke about motion characters having an advantage in Street Fighter 4) but otherwise he will essentially be what Guile should have been. The crumple stun off of his kicks were removed. It was completely broken. Now he's pretty average but solid.
Dhalsim:
Ultra 2 is a grab. Still kind of bad. Didn't get the changes he needed.
Dudley:
Is close to being the best character in the game but not quite. Has insane wakeup game, great tools. His overhead is the best in the game. His damage output rivals Sagat's in Street Fighter 4. All of his specials are good. His Focus Attack is one of the fastest in the game. His Shoryuken (Jet Uppercut) is strange, and probably his weakest move. Normals have very little range (compared to Balrog). His Light Punch does seem to have good range and very fast. If he gets in he will destroy you but might have difficulty doing it. Akuma's keep away and escape ability might give him a lot of trouble. Akuma and Ryu might be bad matchups. Based on this he might be in the top 5. In the corner good luck getting away from him. Not only is his overhead good but he can actually combo from it, including a Link into Crouching Hard Kick! Lots of back and forth about his character not being quite Sagat Tier. 1050 hp for Dudley. Apparently his Light Punch Jet Uppercut, Hard Punch Jet Uppercut into Super hurts a lot, but only in the corner. And you can't hit confirm it.
El Fuerte:
Has 950 hit points now. Ultra 2 changes a lot of his game. Does about 500 damage, and startup is only about 3-4 frames. It moves forward quickly as well and it's a grab. Basically it punishes almost everything. They changed some of his priorities and hitboxes. His loop is much harder to do.
E. Honda:
Pretty much the same. EX-Headbutt has invulnerability now. Ultra 2 is a command grab, pretty damaging but works like a beefed up Oicho Throw. Hundred Hand Slaps can probably be FADC'd into Ultra. It's not a combo though, it's a 50-50 but because his dash is fast this can be really good.
Fei Long:
Pretty much the same. Chicken Wing (Flying Kick) has less priority, startup invulnerability and might be punishable. Because of the changes to the game he might fare better.
Gen:
Jump is less safe now, more floaty, similar to Ryu. Gen used to be able to abuse of his old jump arc against other characters like T. Hawk could.
Gouken:
Indications are he's more or less the same. His Ultra 2 is much better and can be comboed from a lot of moves, much better than Ultra 1 (like from Running Palms and EX-Hurricane Kick FADC).
Guile:
A lot of joking around about his sunglasses. It's useless and seems to be his only significant change. there seems to be some changes to his normals. Making SSFIV offensive and nerfing Sagat and Ryu will help him as well. More competitive. Sonic Hurricane can be used as anti air. His Ultra 1 has been improved too (they don't say how), Flash Kicks are improved, seem to have more range. His place in the tier list probably won't change much but he might go up a bit. Still destroys M. Bison for free.
Guy:
Lots of potential. Evades projectiles with shoulder charge. Ultra can be comboed into. Target combo juggles. Might be possible to FADC the last hit into Ultra. This hasn't been tested though. Hits pretty hard, has good wakeup options with his Hurricane Kick, it has good invulnerability on startup, he has good throws, good pressure and all around solid character with good mixups and dominates in the corner. He seems to have some really bad matchups though (not indicated which ones).
Hakan:
Is a love him or hate him character. Very peculiar fighter. Oil completely changes his game. His throws gain 3 times the range and his normals have stupid range with oil. If you can get into your opponent's mind he will devastate but will lose to rushdowns who keep him from oiling up. Can't compete against Ryu or Akuma. Probably mid tier. Like Blanka, if you don't know the match up he will destroy you but once you figure out it will be pretty even. His Ultra beats pretty much any move where you're considered airborne.
Ibuki:
Comparable to Street Fighter 4's Akuma. Seems to have vortex like Akuma. Good mixups on wakeup, does good stun. Can actually combo into her Ultra with Super Jump Canceling her target combos. She's more technical, like Viper, but can be really scary in the right hands. Seems like a cross between Viper and Akuma in that regard. She has 900 hit points overall so she will die quickly. This makes her one of the trickier characters to use. Top tier definitely. Juri is powerful but possibly boring to use. Ibuki is more complete and more fun to use.
Juri:
Seems to be very promising. Joking that the Custom Combo Ultra (Feng Shui Engine) basically makes her link all her normals into each other, kind of like Ryu in Street Fighter 4 but without requiring good timing. Spin Kick is excellent for pressure. Very complete, fairly powerful, and relatively simple character. Spin Kick is similar to Bison's Scissor Kick or Sagat's Tiger Knee in that it's fairly safe on block. Pretty powerful. Custom Combo, just screwing around they got a 390 damage combo, and still had bar remaining. So her Feng Shui Engine can be very powerful once its potential can be fully discovered. You can probably land a few of those combos per Ultra. Land a combo once, get a knock down, do a mix up and then land another combo for another 300 damage (more or less).
Ken:
His Ultra 2 goes through fireballs from mid screen. Air EX-Hurricane Kick can also help set up his Ultra 2. Focus Cancel EX-Fireball into Ultra 2 does about 450 damage, timing is strict and it uses 3 bars. Sweep is faster, not quite as good as Ryu's. Walk is very slightly faster. His Fireballs have same recovery but they move across the screen faster which means the Crouching Medium Kick into Fireball is more likely to combo. His Shoryukens have better priority. Mid tier most likely. Dash is slight faster. So is his Focus Attack. Apparently Capcom has a sense of humor. One of his win quotes says something like "You're as easy to read as a flowchart"
Makoto:
She has changed the most relative to her Street Fighter 3 Third Strike incarnation. She has lost options but she has better normals and seems to be more solid. She will take a while to get used to. She seems like she will be competitive. The Kara-Karakusa (Grab and Choke) is in the game. She is purely offensive, all or nothing character. She can now do a lot of her Kara mind games like in Third Strike. She can Kara-Karakusa from Hayate (Dash Punch) so the defender has to guess properly now instead of regaining momentum by default. In the right hands she can be really scary. She isn't top tier. Reversals being powerful in Street Fighter 4 kind of ruins her game relative to Third Strike but she still has potential.
M. Bison:
Significant improvements. Damage was nerfed a bit but nerfs all around to Sagat and Ryu help a lot and his Ultra 2 is great. Full screen. Looks like El Fuerte's but has different properties, it's faster, and actually useful. Can be done on reaction against fireballs and crosses up. Can be jumped out of however. It's not a throw, it's a hit (similar to his Head Stomp) so it can be blocked. This is especially good against Shotokan characters. Once he has Ultra it shuts down most fireball games and it hits hard enough to be scary. Psycho Crusher has a full body hitbox, it's much faster and it does more damage. Possibly might be higher ranked than Cody. Not top 5, but definitely going up in tiers.
Rose:
Has gotten better. Can combo into Soul Throw.
Rufus:
Damage is now much much more reasonable. Joking about how he isn't quite as brain dead as he was. EX-Snake Strike and EX-Messiah Kick have been scaled down considerably. Ultra damage nerfs have hit Rufus harder than others because of how he was played. His Ultra 2 doesn't seem that good, few setups. He's still high tier.
Ryu:
Basically the same. The major difference is the loss of a lot priority. Both Hard and Medium Punch Shoryukens do 2 hits and only first hit is Cancelable. Trade into ultra is still possible but only under certain cases. It's no longer free, but possible. Also can't Cancel into his Super as long as a Fireball is on screen so no more traps for characters neutral jumping fireballs (otherwise doesn't seem to change much). Damage is slightly nerfed but nothing really dramatic. There's a damage nerf across the board. Not as dramatic as Sagat. (Those who stayed the same are Honda, Balrog and Guile) Ryu remains top 5. Ultra 2 (Metsu Shoryuken) doesn't seem to be as good as Ultra 1 (Ultra Fireball). Its only use seems to be in relation to the discovered unblockable. Its use is more aesthetic than anything else. No real reason to use it considering how versatile Ultra 1 is.
Sagat:
Sagat has 1050 hp confirmed. Used to be make 2 mistakes against Sagat and you were dead. Now it's more even. Almost all the damage off of his moves has been considerably scaled back. Mid range Tiger Knee seems to take off 20 to 30 instead of 100. He's lost 50 hit points and he has had some of his tools taken away. In Street Fighter 4 he's got a huge hitbox, prone to crossups and he's slow. That hasn't changed. So those who will want to win with Sagat will have to earn it. He's still very competitive but you can't just eek out a win like you could in vanilla. He's lost his really abusive tactics. Basically noobs will cry a lot and those who know what they're doing will still do very well. Has a new evasion tool (angry scar). Has super properties: freezes time, ups the damage of his Tiger Uppercut to what it used to do, minus 10 damage points. Also changes some of the properties of the Tiger Uppercut, for example he can combo into some things which couldn't before. Most of his Kara moves seems to still be in. Can still land Standing Hard Kick, but it's dependent on how deep you trade (probably character dependent). Tiger Uppercut wasn't nerfed as much as Ryu's Shoryuken, at least if you do them from a crouching position. Shoryukens don't dominate as much. Overall Sagat won't change that much in terms of tiers. They've just been compressed somewhat. He will probably have at least one bad matchup. Ultra 2 seems to be only useful against projectile characters. You can throw it out on reaction against midscreen fireballs.
Sakura:
Has her Jumping Medium Kick cross up back. Can combo into Ultra. She's more aligned with her old self. However she won't improve much in terms of her tiers. She needed a lot more to compete and didn't get anything.
Seth:
Life is the same but since other characters do less damage he's in much better shape. Seth had a lot of really bad and a lot of good match ups. His Ultra 2 means that off his combos he can do a lot of damage and makes him much scarier. Command grab does more damage. He can land Ultra 2 from a lot of things, like where he used to follow up with his Chun-Li Kicks he can now use Ultra 2.
T. Hawk:
A joke about there being a pink Hawk. He has the biggest hitbox and most life in the game. 1150 hit points, hits like a mack truck. Can fly around the screen and has some ridiculously damaging combos. The command throw has some ridiculous range. Everybody had more or less dismissed Hawk as a joke character but based on tests it seems that he will have some really good and really bad match ups but overall pretty competitive. He has trouble getting around fireballs but against characters who have to get in, like Dudley, he is very scary. Jumping Light Punch and Standing Light Punch tick loops from Super Turbo are not possible. There's a whiff animation but it might be possible to option select, it's not clear yet. T. Hawk can be scary.
Vega:
Ultra 1 hits on the way up like EX-Wall Dive. Easily one of the best Ultras of the game. They say that making a mistake and you will eat the Ultra. 2nd Ultra is also pretty good. It has good range and priority. His normals seem to have better priority. His fake overhead in vanilla is now an actual overhead. Not very damaging but useful.
Zangief:
Life has gone down, Lariat is much easier to punish. Normals do less damage. Banishing Flat (Green Glove) does less damage. Ultra does less damage. Ultra 2 has some uses. He's still a dominating character however. His Lariat is still scary and his match ups probably won't change much, if at all. He won't kill you in a few hits now.
More general comments:
• Better stages. Africa is awesome, lots of things going around in the background. Great music. Seth's stage is really nice too, better music.
• You can now hear all the remixed classic themes but Capcom went about it in a half assed way. You you have to actually change icon and your title in order to hear the themes. Apparently there's no actual option to hear them. Correction: You use the default icons to enable the classic themes.
• Bonus rounds are useless. It's there to please noobs, but they're garbage.
• Discussion about how Capcom is trying to balance its two types of consumers, hardcore and casuals. Bonus rounds are a concession to the latter group.
• All characters are unblocked up front.
• Seems more competitive in general but certain things cater to noobs.
• Having a SFIV save unlocks the 11th color. You still apparently have to unlock others. They haven't seen it however.
• The intro and ending animations haven't really improved much. Joking about Hakan's story, apparently completely absurd.
• Time trial and Survival are gone. Challenge mode is a disappointment. Old character challenges are the same, or at least seem to be. Can be done in any order.
• SSFIV overall seems to be one of the most balanced games Capcom has made. Capcom's claims that everyone was going to be Sagat tier. Rather they brought down the top and compressed the tiers more.
• Things that used to be really abusive are more or less gone.
• New characters however do not seem to have been considered in the overall balance. They seem to do a lot of damage and have a lot of tools. Furthermore because they're so offensive they seem to mesh a lot more than the vanilla SF4 characters.
• Turtling won't dominate as much in Super. Still useful for certain characters but it's not the dominating tactic it was in vanilla.
• There seemed to be a lot of back on forth on the subject of Dudley. Some people were saying he was the new Sagat and others saying he wasn't quite that good and he's probably on par with Akuma. Either way Dudley is going to be very good
Full dev blog translation for 4/6
Hello everyone. This is Tsukamoto.
All around us, it looks like spring as the cherry blossoms are beginning to bloom. But with the heat generated from the National Tournament, it feels like we skipped spring and went straight to summer! I'm really grateful to those who participated. Thank you very much!
And we also had a huge announcement from producer Ono! SFIV arcade players, thanks for waiting! I was also a bit surprised, but I believe that the confirmation of an arcade release of SSFIV happened because you all poured out your hearts for it to Ono! That's really great! But it looks like we're gonna get busy again!
This week, continuing on from last week, together with the battle planners we'll be talking about the character adjustments for Guile, Dhalsim, Balrog, Vega, Sagat, and M.Bison.
-- Let's get right into it - please tell us about the adjustments for Guile.
Okada:
Since SFII, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in S4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.
Sano:
We also worked on his offensive priority quite a bit.
Okada:
We've also changed the functionality of the Guile High Kick (DF+RH), which many people didn't quite know how to use. In IV we intended for it to be an anti-air for when Guile doesn't have charge, but in S4 we've added combo functionality to it.
-- Combo functionality...which means we can juggle after it?
Okada:
Yes. You can juggle after it with EX Flash Kick, etc, and you can use it in combos. We've also adjusted his Spinning Back Knuckle (backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-down kick) makes low attacks miss more easily, and tried to make him more like his old self.
Tsukamoto:
We've also made some corrections to his combos.
Okada:
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in S4 we took that into consideration and we're adjusting the amount of damage his link combos do.
-- What about adjustments to his special moves?
Okada:
Guile is all about the Sonic Boom. But in IV, when getting into a fireball fight he ended up on the losing side. That's not really Guile. Even though SB is a charge move, he's supposed to be the one to win in a fireball fight. So in order to get closer to that idea, we've made some slight adjustments to the charge time for Sonic Boom to make it stronger.
-- What type of move is his new ultra, Sonic Hurricane?
Okada:
As the Sonic Hurricane is a move based on being grounded, you can use it to pressure your opponent, do chip damage, or just keep your opponent in front of you and stop them from moving. We've also made it so that it can be used in combos. So then because of that, it does a little less damage than his Somersault Explosion Ultra I. So if you want to take off big chunks of damage, use Somersault Explosion, but if you want an all-purpose attack plan with lots of variations, then you can use Sonic Hurricane.
-- Sounds like Guile's been buffed up.
Okada:
Yeah, I think he's risen up to the middle class at least. We've also given him a fun new move, so if you can use it when you have a chance I'd be happy about that.
Tsukamoto:
Ah, this was a bit of a secret topic during Hakan's reveal trailer. Guile's sunglasses.
Sano:
If you enter in the command, Guile puts on the sunglasses. Do it again, and he takes them off. ...And that's really all it does (laughs). We also wanted to make the sunglasses cancellable.
Okada:
Jump RH -> S.FP -> Sunglasses! (laughs) But this would just aggravate the player on the receiving end, so we gave up on it.
-- Next, tell us about Dhalsim's adjustments.
Okada:
The character who won the first national tournament. Dhalsim is a character where the players have found a lot of really interesting ways to use him, which surprised even us. But his overall damage output was kind of low, so the reward for reading your opponent wasn't that great. So if the player wasn't exceptionally skilled, there were many rough spots in using him. Although there was the thought that if we made him stronger in S4, those who were already good with him would just be even better, but as we wanted a wide range of Dhalsim players to be able to enjoy him more, we decided to give him some improvements.
Sano:
Isn't he the only character who hasn't has some kind of numerical reduction?
Okada:
Yeah, I think we talked about this the last time, but in order to increase the number of turns in a fight* we've reduced the damage output in general for all characters - all except for Dhalsim. His damage was low to begin with. Also, we've slightly increased his counter attacks. Since Dhalsim is a character who has difficult normals and trouble with footsies in close, we've improved his throw, and made his Drills better, which many people wanted. So for the Dhalsim players who felt like they lost once their opponent got in close, in S4 I think that will be a better fight for you.
(*Az: In the last blog they mentioned making the game so that if you read your opponent twice, you would probably win - they were adjusting S4 to increase this number, so "turns" probably refers to this.)
-- Many people wanted the his Yoga Fire to be sped up...
Okada:
We haven't changed the speed of Yoga Fire, but EX Yoga Fire now goes full-screen, so you can pressure people from areas you couldn't before now.
-- What type of move is his new ultra, Yoga Shangri-la?
Okada:
Yoga Shangri-la is a move that can be used during Dhalsim's unique jump arc. As its for grounded use, it won't throw an airborne opponent, but its really good when used with his teleport. To put it simply, Yoga Castastrophe is a move for starting an attack string, while Yoga Shangri-la is a move for ending one.
Sano:
The hitbox for Yoga Shangri-la is pretty big, and sort of similar to the headbutt Drill. So its difficult for an opponent to tell in an instant whether Yoga Shangri-la or Headbutt Drill is coming, and that adds some variation to his attack patterns.
-- Now then, please tell us about Balrog's adjustments.
Okada:
As Balrog was already a pretty strong character, I think he was pretty high up in the tiers in IV. So we wanted to keep his current playstyle intact, but make his freedom of use a bit better. Probably the biggest adjustment is that we've re-examined his input priority. In IV, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this.
-- How about his new ultra, Dirty Bull?
Okada:
Dirty Bull is a throw type move that deals out massive stun. Balrog is a character who can make his opponents clam up and then deal out chip damage, or if he breaks their guard he can deal out big rushing damage. But if he has his opponent guarding, for the most part he can really only do chip damage. So now he has the Dirty Bull, which is another way of breaking his opponent's defenses. As was said before, the move does massive stun - so if you hit it after getting in a good rush attack, there's a high likelihood that your opponent will be stunned. For those looking to dish out big damage, you'll want to stick to Violent Buffalo, but if you want more ways to pressure your opponent, then I think Dirty Bull is a nice choice.
-- Now please tell us about Vega's adjustments.
Okada:
We've made Vega stronger! Probably the biggest thing is that we've given him more overheads. His Piece of Mercury (DF+MK) was a high attack, but in S4 it now hits overhead. Many people said it was hard to get knockdowns with Vega in IV, but with this attack hitting overhead now this should increase his attacking options. Also, we mentioned this before, but we've made his claw and mask more durable, so they don't come off so easily now. We're also adjusting his vitality even when he has the mask and claw, so I believe players will be able to use a stronger playstyle. We've also increased the invulnerability periods on all his special moves and made them stronger.
Sano:
To give some specific details, we've made his Scarlet Terror unthrowable, so it can be better used against Zangief's Screw Pile Driver. Also, his MP Rolling Crystal Flash will cause guard stun until the very end, so he doesn't have to worry about it being interrupted by an attack with invincibility, and can use it safely as a chip-damage move.
-- How about his ultras?
Okada:
First, we've vastly improved his Bloody High Claw. Now it hits on the way up, the same as his EX Flying Barcelona Attack, so there are more situations in which he can land it. Also, Splendid Claw reduces his hitbox and moves along very quickly. Bloody High Claw does good damage and is good for anti-air, while Splendid Claw is for grounded opponents. I think Splendid Claw is easier to use than Bloody High Claw, so that adds to his strength.
-- Many people feel that Vega isn't quite as agile as compared to his SFII version...?
Okada:
Really though, in IV Vega is one of the most agile characters in the game. It's just that he's tall and his legs have a particular movement to them, so if you look at the image it doesn't look like he's moving much at all.
-- There were also a lot of opinions that his claw throw-away move came out too easily.
Sano:
We have taken another look at the inputs for that. Except for those who do a lot of inputs from crouching position, it shouldn't really come out on its own anymore.
-- Well then, now tell us about the adjustments to Sagat.
Okada:
Sagat was well known as a strong character, and we on the dev team felt so as well. This time around, we wanted to retain what he could do, so we went with reducing his damage output. Using the moves and combos he often utilized as a reference, we adjusted his attack power, and we also took another look at his jumping strong punch, which people felt was lopsidedly strong. Of course, you have to read your opponents movements in order to be able to hit them, but as his combo window for attacks was on the long side, we adjusted that as well.
Sano:
Basically, the situations where he can just throw something out and it will be okay - those have been reduced.
Okada:
Yes. If you look at him as a whole, the nerfed parts sort of stand out. But we thought that just nerfing him was kind of sad, so we've given him a new move. The "Angry Charge" uses up meter, but affects the functionality of his Tiger Uppercut. If Sagat hits Tiger Uppercut during Angry Charge, it does more damage, and it increases your chances of beating your opponent with an air combo. So this is something you should try to do when you have meter.
-- Sagat was called the strongest in IV - what do you think his position is in S4?
Okada:
Now, I feel like he's either 1st or 2nd. Its not that his position has changed, but our adjustments have allowed for the other characters to close the gap on him. So its not that we've just made him weaker, but we've made the other characters more competitive with him.
Sano:
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.
-- What type of move is his new ultra, Tiger Cannon?
Okada:
In contrast to Tiger Destruction, which moves him forward, Tiger Cannon is a powered-up version of his Tiger Shot. As Ryu is his rival in the story, we also figured that Tiger Cannon would be a nice accompaniment to Ryu's Metsu Hadouken. It doesn't have the destructive power of Tiger Destruction, but its a projectile move that can be used regardless of where the opponent is on screen, and I think it will be nice for those who want to improve their footsie game.
-- And finally, tell us about the improvements to Bison.
Okada:
I think there are a lot of skilled Bison players in IV, but Bison didn't really have a good go-to move. Bison's signature move is his Psycho Crusher, so for our adjustments we took another look at his usage of it.
-- The usage of Psycho Crusher?
Okada:
We've increased the functionality of Psycho Crusher to bring back the "Psycho Tail" image from back in the day. In the past, it would do chip damage even after he passed through the opponent, and trip people up, so we've made adjustments to bring that back. It was often said that the Psycho Crusher was useless in IV, but now you can use it on wakeup to give Bison an advantage.
-- Are there any other areas that have been changed?
Okada:
We've improved the EX Psycho Crusher's ability to negate fireballs. So now he can nullify a fireball and keep on with his attack.
-- What kind of move is his new ultra, Psycho Punisher?
Okada:
His ultra in IV, Nightmare Booster, was mainly meant for in-combos, and has high damage output. So his new ultra, Psycho Punisher, is a move to help Bison against projectile characters. He flies in a parabola, so in those times when projectile characters are zoning him out now he can use this ultra. Also, the biggest feature of Psycho Punisher is that its a command move. So you can use it without having to store a charge.
-- Do you have a message to everyone looking forward to playing the game?
Okada:
Of the characters we talked about this time around, I believe people were the most concerned about Vega and Sagat. We've improved Vega so that he finally feels like one of the strong four bosses (Four Kings ie the WW bosses), so to all the people who have stuck with Vega I really want to say thank you. As for Sagat, as Ryu's rival I don't think his position as changed, but he has a lot more openings than he did in IV. So for people fighting against Sagat, be sure to take advantage of those openings and take the fight to him, and I think it'll be a good match. For Sagat players, you may feel that he's really been nerfed, but he's got a new move, and his position as The King (or, the emperor) hasn't really changed, so please enjoy him in this game as well.
Tsukamoto:
Well everyone, did you enjoy today's entry? Sorry to those whose characters we haven't talked about yet. Please wait just a little while longer! Next time we'll be talking about the adjustments for El Fuerte, C.Viper, Abel, Rufus, Seth, Akuma, and Gouken.
See you next week!
Super Street Fighter IV producer Yoshinori Ono has told OXM that there are no plans to continue the series.
While Ono keeps the possibility of future updates via DLC open, he also admits that he doesn't want to repeat 'mistakes Capcom has made in the past'.
"I have no intention of carrying on Street Fighter IV into Hyper Street Fighter IV or Ultra Street Fighter IV, because I'm aware of the mistakes Capcom has made in the past," Ono explains.
"So whether it would be a different IP or another Street Fighter, we'd like to keep options open. But in terms of Street Fighter IV, this is definitive... Super Street Fighter IV should be the distinctive end.
"Obviously there can be updates via DLC so perhaps in 2011, we could upload a patch for Super Street Fighter IV 2011 edition that would have tuning and balancing. But as a packaged product, I think this is the last."
Cammy - Cannon drill 'got a little better'. Uppercut damage nerfed pretty hard. U2 is terrible. U2 can be broken by using breaker.
Cammy:
Ultra 2 (counter move) is a joke. Ultra 1 is still the best. Cammy has a lot of potential, has been improved a lot. Will probably see her in tourneys more.
zakładam że to ma być reversal a nie że ma wejść na counterze?
Super SF4 ostatnią grą z serii:
http://www.computerandvideogames.com/article.php?id=242233CytujSuper Street Fighter IV producer Yoshinori Ono has told OXM that there are no plans to continue the series.
While Ono keeps the possibility of future updates via DLC open, he also admits that he doesn't want to repeat 'mistakes Capcom has made in the past'.
"I have no intention of carrying on Street Fighter IV into Hyper Street Fighter IV or Ultra Street Fighter IV, because I'm aware of the mistakes Capcom has made in the past," Ono explains.
"So whether it would be a different IP or another Street Fighter, we'd like to keep options open. But in terms of Street Fighter IV, this is definitive... Super Street Fighter IV should be the distinctive end.
"Obviously there can be updates via DLC so perhaps in 2011, we could upload a patch for Super Street Fighter IV 2011 edition that would have tuning and balancing. But as a packaged product, I think this is the last."
Its seems like there is nothing that the pirates can't get there slimy hands on. Pirates have leaked the highly anticipated Super Street Fighter IV to the internet underbelly. Since the infamous Forza 3 Motorsports Banhammer, the pirates have been very careful with what games they pick up. So when Super Street Fighter IV appeared on the net, many suspected it to be bait. After some research, it turns out that the game was leaked by a Belgium tournament winner. We need to keep this game under lock and key until we get closer to release date Capcom!
Looks like the Mom and Pop shops are at it again. Unless some other giant gaming store that shall remain nameless is up to something sneaky, it seems these shops are giving themselves the head start with the hugely anticipated Super Street Fighter IV. Need actual proof? Just take a look at the picture below! I’m sure everyone is a bit jealous right about now of this player who is representing his fighting game of choice a bit early over the PlayStation Network. Time to start checking your local shops as soon as possible!
8.0 Presentation
Silly, forgettable storyline in the Arcade Mode, but otherwise a great layout of menus for the various online modes and replay channels.
9.0 Graphics
The level of detail and quality of the animations never fail to impress. The new stages, particularly Solar Eclipse, look great.
9.0 Sound
For better or worse, no more Indestructible theme song. The sounds of slaps and smacks in combat are crisp and add excitement to the battles, and character chatter is always entertaining.
9.0 Gameplay
Still one of the best fighting systems around, even if much of it is familiar at this point. Easy to pick up, hard to put down.
9.0 Lasting Appeal
In Ranked, Endless, and Team Battles, you'll find plenty of reasons to keep playing. The impressive Replay Channel is a welcome addition.
9.0 Outstanding
Przesiadał się ktoś z pada na arcade sticka? Jakie były pierwsze wrażenia?
Gra ktoś już? Próbuje dokończyć triala Ryu (24), ale póki co jest poza moim zasięgiem :roll:. (gram na padzie).Ja się przesiadłem i pierwsze wrażenia są masakryczne, ale z czasem jest coraz lepiej.Trzeba grać, jak kupisz sticka to zapomnij że będziesz wymiatał na początku, trzeba wykazać się cierpliwością i trochę nad tym posiedzieć.
Przesiadał się ktoś z pada na arcade sticka? Jakie były pierwsze wrażenia?
Patosław teraz wychodzi, ale jak tylko wróci wyjaśni dlaczego SFIV nie dorasta Blazblue do pięt.
Gra ktoś już? Próbuje dokończyć triala Ryu (24), ale póki co jest poza moim zasięgiem :roll:. (gram na padzie).
Przesiadał się ktoś z pada na arcade sticka? Jakie były pierwsze wrażenia?
Wszystko zależy od podejścia. Cóż z tego, że gra A, jest bardziej rozbudowana od B, skoro mało, który gracz to wykorzysta. Grałem z kilkoma osobami w SF IV. Właściwie tylko An, i jeszcze może jeden gracz bawił się z customami, absolutna podstawą. Stąd reszta, nawet jak weźnie się za bary z takim GG przykładowo, to i tak nawet nie ogarnie 1/4 systemu.
Takie pytanko, jak się z kimś gra online to można z nim rozmawiać przez headseta?
Krzychu masz priva z moimi odczuciami nt. BB vs. SF. Tutaj napisze tylko że bez Arcade Sticka nie ma co kupować BlazBlue.A tutaj Ci powiem, że ściemniasz.
For fans who can’t get enough of Super Street Fighter IV on both the Xbox 360 and PlayStation 3, a new DLC is due when the PSN and XBL updates on Tuesday, May 11th.
The new Super Shoryuken Pack DLC will be available this week for the price of 320 Microsoft Points or $3.99. The DLC will contain costumes for Ryu, Ken, Akuma, Goken and Dan.
Gouki vs. Dan :lol: :lol: :lol:Gouki, to oczywiście postać równie potężna jak Seth. Nie ma to, tamto....
Poważna walka nie ma to tamto.
Jak zwykle Ryo prezentuje się wspaniale:oops: :P
Bestia :cool:W czerwcu mam przeprowadzkę = nowy, niezrywający net. Czyli zobaczymy co i jak :P
To co, dalej czekasz do lipca z kupnem....
Johnny już katuje. Obiecał mord ogólny.
http://www.youtube.com/watch?v=aAoQVCmjYMUGuile awansował! Co do ostatnich to mogą tam zostać, szkoda mi tylko Guy.
http://www.gametrailers.com/video/the-evolution-super-street/65275 :grin:
A: Rufus, Akuma, Abel, Dictator, Boxer, Ryu, Chun Li, Ibuki
B+: Zangief, E. Honda, Blanka, Sagat, Guile, T Hawk, Juri
B: El Fuerte, Fei Long, Dhalsim, Cammy, Ken, Seth, C. Viper, DeeJay
C: Adon, Dudley, Cody, Gouken, Claw
D: Rose, Gen, Hakan, Guy, Makoto, Sakura, Dan
Pierwsza tier lista.
Guile awansował! Co do ostatnich to mogą tam zostać, szkoda mi tylko Guy.
A-n miał rację. Kompletnie nie umiem w to grać. Na Amidze jak grałem Joystick'iem to potrafiłem robić sporo ciosów. Tutaj mało co mi wychodzi. W ogóle te oznaczenia ryją mi beret. Jakieś Z na lewej gałce. WTF? Heh, lepiej zostanę przy wyścigach. :PNaucz sie grać w bitki, kupa radochy pózniej ;).
Jakieś Z na lewej gałce. WTF?
Ta, to głównie właśnie te typu tył-przód oraz dół-przód; nigdy nie potrafiłem grać tymi postaciami (Blanka, Chun-Li, Vega...), bo właśnie nie potrafię wyczuć jak długo trzeba trzymać i jak zrobić, by ładować cios podczas wykonywania czegoś innego :/Dwie sekundy ;).
Ta, to głównie właśnie te typu tył-przód oraz dół-przód; nigdy nie potrafiłem grać tymi postaciami (Blanka, Chun-Li, Vega...), bo właśnie nie potrafię wyczuć jak długo trzeba trzymać i jak zrobić, by ładować cios podczas wykonywania czegoś innego :/Musisz ładować drugi cios w trakcie animacji pierwszego, przykładowo grając Rogiem i skacząc na przeciwnika, momentalnie po naciśnięciu góra/przód wciskasz na strzałkach dół/tył by chargować kolejny cios, trzymając uderzasz przeciwnika(powiedzmy P) i jak zrobiłeś wszystko odpowiednio szybko - możesz kontynuować chaina do powiedzmy przód +P, tył, przód + P(skrócona komenda do Supera).
Aaahaa! No to widzę, że to jest w pizdu trudniejsze niż Tekken. Szkoda, że nie ma jakiegoś tutoriala.W grze masz Trial Challenges - wersja Normal to podstawa, którą robi się na padzie dosyć prosto, a nauczy cię podstawowych ciosów oraz ich łączenia.
Aaahaa! No to widzę, że to jest w pizdu trudniejsze niż Tekken. Szkoda, że nie ma jakiegoś tutoriala.
Dla początkujących SSF4 zdecydowanie jest trudniejszy od Tekkena. A gra na na padzie od Xa to totalna masakra dla chlopaków uczących sie systemu w SF.Aaahaa! No to widzę, że to jest w pizdu trudniejsze niż Tekken. Szkoda, że nie ma jakiegoś tutoriala.
Trudniejsze od Tekkena ? Nie żartuj :lol: Jest tutorial więc wszystkiego się nauczysz.
Oczywiście fajnie się tak mówi w teorii, bo jak ostatnio zacząłem grać w SF4 online to na 50 meczy udało mi się wygrać chyba z 5 (z podkreśleniem na "udało")
Dla początkujących SSF4 zdecydowanie jest trudniejszy od Tekkena. A gra na na padzie od Xa to totalna masakra dla chlopaków uczących sie systemu w SF.Aaahaa! No to widzę, że to jest w pizdu trudniejsze niż Tekken. Szkoda, że nie ma jakiegoś tutoriala.
Trudniejsze od Tekkena ? Nie żartuj :lol: Jest tutorial więc wszystkiego się nauczysz.
Trudniejsze od Tekkena ? Nie żartuj :lol:
Dzięki, będe musiał poćwiczyć w takim razie.
I Trial Challenges naprawdę dużo dają jeżeli chodzi o nauczenie się rytmu. Na razie masteruję Kena i Ryu (którymi gra się chyba najprościej :P) i nawet do głowy mi nie przychodziły niektóre kombinacje ciosów, które właśnie bez wciśnięcia guzików w odpowiednim momencie robią kompletnie coś innego lub po prostu "nie wchodzą".
Nie spotkałem nigdy masher'a, który używając techniki "napier**lać!!!" ograłby mnie w Tekken'a.
Tek..n to gra tak przyjazna dla maszerówGłupoty piszesz.
Tek..n to gra tak przyjazna dla maszerówGłupoty piszesz.
Oczywiscie ze Tekken jest maszer friendly i to w bardzo duzym stopniu. Wez dwie gry Tekkena i Virtua Fighter i teraz kaz zagrac w obie gry osobie, ktora nie gra czesto w bijatyki i nie bardzo wie co z czym sie je. Po zagraniu w obie gry zgadnij ktora bardziej bedzie sie takiej osobie podobala?....?....Tekken oczywiscie bo tam mu cos wychodzilo,nie bardzo wiedzial co robi i co naciska ale jakos szedl do przodu i nawet spoko wygladalo
Rumors have been running around the net about new characters for Super Street Fighter IV being offered as DLC. While this has been mostly wishful thinking, there is now some tidbits that will back up the claims.
Ryan "Gootecks" Gutierrez, a well known member of the fighting game community posted on his Twitter account that he heard from a "strong source" that downloadable characters will be added to Super Street Fighter 4.
The game’s producer, Yoshinori Ono has expressed his desire for a few characters that didn’t make the cut for Super Street Fighter IV’s console release, such as R. Mika and Rolento from the Alpha series. He has also hinted at the possibility of downloadable characters, specifically mentioning Hugo from Street Fighter III.
Capcom is currently developing the arcade version, and while not confirming new content, they did not deny it either. A recent post on the Nakky blog on the Japanese SSF4 site talks about the status of the arcade release of Super Street Fighter 4. A quote reads:
Now that Super SFIV's arcade conversion has been set, development can at last start. Will there be tuning? Will there be additional characters? When will it hit arcades? Nothing has been decided yet.
A solid release date has not been confirmed. However, CoinOpExpress.com, a site that sells arcade cabinets, has listed October 20, 2010 as Super Street Fighter 4's arcade release date. Capcom has not given official word on this, so it may only be speculation on the site’s part. Hopefully Capcom will confirm this at E3.
Już jakiś czas temu czytałem coś podobnego, ale co się dziwicie przecież to Capcom :lol:Za rok pojawi się przecież SSF4 Turbo, gdzie postaci z DLC będą od razu na płycie ;)
The second downloadable content for the Challenger’s Pack will be landing on the PlayStation Store and Xbox Live Marketplace this week for Super Street Fighter IV.
Challenger’s Pack 2 will include costumes for Juri, Cody, Ibuki, Adon, and T.Hawk. As always, the costume pack will cost 320 Microsoft Points or $3.99.
Tek..n to gra tak przyjazna dla maszerówGłupoty piszesz.
Nie spotkałem nigdy masher'a, który używając techniki "napier**lać!!!" ograłby mnie w Tekken'a.
CytujOczywiscie ze Tekken jest maszer friendly i to w bardzo duzym stopniu. Wez dwie gry Tekkena i Virtua Fighter i teraz kaz zagrac w obie gry osobie, ktora nie gra czesto w bijatyki i nie bardzo wie co z czym sie je. Po zagraniu w obie gry zgadnij ktora bardziej bedzie sie takiej osobie podobala?....?....Tekken oczywiscie bo tam mu cos wychodzilo,nie bardzo wiedzial co robi i co naciska ale jakos szedl do przodu i nawet spoko wygladalo
Nic dodać nic ująć.
Ależ Patosławie, ja się z tym zgadzam.
Choć może nie do końca z tą łatwością opanowania.
Kto jest waszym mainem w SSF4 ? Ja się przerzuciłem z Ryu na Chun Li i jestem bardzo zadowolony, zwłaszcza z jej nowej Ultry. Patosława nawet kilkukrotnie pokonałem (oczywiście na setki walk).
W Tekkenie nie ma triali, podane są tylko mozliwe, podstawowe kombinacje, 10 hit kombo oraz multipartsy i rzuty. W T6 dodano kilka prostych juggli, głównie z boundem i wsio.
Pewnie oglądałeś hipcie jak wychodziły z basenuFixed.swegoTwojego, a jakże i w ogóle nie przejmowałeś się grą z Johnnym, a i tak wygrywałeś! Wow!
Na Ciebie tylko najcięższe działa są skuteczne. :PTakie buty :shifty:
Powiedzcie panowie jak wygląda sprawa z Trophy, rozumiem, że gra ma swoje, nic nie przechodzi ze SFIV a niektóre w porównaniu do poprzedniej wersji gry się dublują?Tak kolego. Nic nie przechodzi. Ogromna część się natomiast powtarza. Ot choćby ubicie Goukena, zaliczenie gry bez użycia kontynuacji na medium co najmniej, dana ilość walk on line, ilość wygranych pod rząd.... Et cetera.
A nie widziałem nikogo kto by zrobił Shoryuken FADC Ultre Ryu
CytujA nie widziałem nikogo kto by zrobił Shoryuken FADC Ultre Ryu
To jest akurat banał.
Ale prawda na pałke nie wejdzie <ok>
Sylvan ja oczywiście nie neguję tego że są trudne combosy, że da się grać w Tekkena dobrze i skillowo. Ale kurde nie powiesz mi że trudniej jest wygrywać w Tekkena lamusom niż w SFa. Naprawdę kilka prostych combosów potrafi pozamiatać w Tekkenie i lwią część z nich można wykręcić napierdalając pada jak dziki. A nie widziałem nikogo kto by zrobił Shoryuken FADC Ultre Ryu na przysłowiową pałę, tak samo chyba nikt kto nie miał kontaktu z grą nie dał rady od razu charge'ować. Dużo więcej trzeba ogarnąć grając w Syfa, używa się "trochę" więcej samej gałki. Z chęcią zobaczyłbym jakieś Twoje walki w SFie, sam chętnie pokazałbym co potrafię. Niestety dzielą nas konsole i możliwe że nigdy nie dowiemy się kto jest większy kozak.Błędnie Mejs założyłeś, że nie mam x0. 8) Niemniej nie gram na nim od dłuższego czasu, stąd faktycznie, coś w tym jest. Ale nie mów, że PS3 nie sprawisz sobie.
Błędnie Mejs założyłeś, że nie mam x0. Niemniej nie gram na nim od dłuższego czasu, stąd faktycznie, coś w tym jest. Ale nie mów, że PS3 nie sprawisz sobie.
Sylvan tak się składa że mam tu na livie takiego pana co bez problemu odwzorowywuje każdą technikę Daigo. Nazywa się Patosław. Widziałem dziesiątki walk Daigo, stoczyłem setki z Patosławem i powiem Ci że jego obecny poziom, który utrzymuje się od czwórki w stu procentach jest taki sam jak Umehary. Nie ma techniki której on nie wykręca, zaczynając od wspomnianego ShoryuFADCUltra Ryu (który notabene też potrafię), tych samych technik presingowych, czy nawet bardziej zaawansowanych combosów z cancelami. Istne Polskie zwierze z którym muszę się napier**lać w dzień w dzień ale też wiele dzięki niemu się nauczyłem i jako tako teraz gram.Dlaczego miałbym ci nie wierzyć Mejs. Skoro tak piszesz, to nie robiłbyś z siebie kłamczucha.
Więc jak widzę walkę Daigo to wiem że to się da zrobić bo facet z Wrocławia robi te cuda co walkę. Wiem że prawdopodobnie mi nie wierzysz, ja sam bym nie wierzył na Twoim miejscu no ale taka jest rzeczywistość i nic nie poradzę. Co do PS3 to kupie ale no tak samo jak Ty nie mam zamiaru po raz drugi kupować tych gier, chociaż w Twoim wypadku aby zawalczyć z Polskim Umeharą warto byłoby kupić zwłaszcza że z Kazimierzami nie masz problemu a na PSN nie masz za bardzo przeciwników ;)
Johnny. To jak już się wygrasz, może -przed MvsC3- zaatakuj MvsC2, albo SSF2THD.
Możemy posparować, ale to już jutro.Dobrze. Czekam zatem.
ubol ma lamerskiego Adona.fixed
Spokojna rozczochrana kolego, tak, pamiętam. Właściwie do wyjścia mam jeszcze z dwie, trzy godziny, więc nawet teraz możemy posprzedawać sobie SRK. :grin:Może jutro Sylvan? Zaraz mnie nie będzie więc nic już nie pogramy. Zaproponuj godzinę to się pojawię.
Jak coś, to dzisiaj zagram na dualu, miej to na uwadze.
Ryu vs RyoFIGHT! :P
Justin, czy Umehara to coś niebywałego. Sporo ludzi z forum ze mną grało i wie, że całkiem nieźle mi idzie (jak na osobę, która w ogóle w tę grę nic nie ćwiczy). Nikt z kim toczyłem walki w (S)SFIV nie ma najmniejszych szans z Ukyo, czy maSHteR'em. Od nich jest kilku sporo lepszych graczy w Polsce. Jeden z nich był ostatnio na sporym turnieju, gdzie miał pecha dość szybko trafić na Justin'a....
Przecież nie robię tego. Grał też podobno z jakimś prosem z Fr, ale tu już walkę nawiązał.CytujJustin, czy Umehara to coś niebywałego. Sporo ludzi z forum ze mną grało i wie, że całkiem nieźle mi idzie (jak na osobę, która w ogóle w tę grę nic nie ćwiczy). Nikt z kim toczyłem walki w (S)SFIV nie ma najmniejszych szans z Ukyo, czy maSHteR'em. Od nich jest kilku sporo lepszych graczy w Polsce. Jeden z nich był ostatnio na sporym turnieju, gdzie miał pecha dość szybko trafić na Justin'a....
Krill wygrał jedynie z jakimś Ryu, który grał jakby tą gre pierwszy raz na oczy widział, więc nie zwalaj tego na Justina.
rill wygrał jedynie z jakimś Ryu, który grał jakby tą gre pierwszy raz na oczy widział, więc nie zwalaj tego na Justina.Tak a propos Justina:
nsanity over at EVO 2010 this year as it concludes before the last day of games with crowd favorite, and famous player, Justin Wong getting eliminated from the tournament by Taiwanese player, KILLER BEE, as they matched up in set of the day.
Seems that KB’s Adon was just too much for Justin’s Rufus. What’s even more strange is the fact that Justin didn’t even seem to exhibit the skills that we would normally see from him as he was even caught just throwing ultras out into the wild. Besides looking tired himself, KB took advantage of the match by keep Justin pressured through every set. He’s one to look at. It’s a little strange to see that he won’t even make it to the finals this year but you can’t deny that KB put a lot of effort into his match against one the top players in the US.
Super Street Fighter 4 is coming to arcades and flyers are popping up advertising the game. The most notable part? Right at the bottom of the flyer is a little blurb “Here Comes New Challengers?” It has been said that is this very possible via DLC for the game and with Comic Con coming up it seems like we might have another big announcement on our hands. Check out the flyer scan below.
lots of costumes on display, looks like there is one for Rufus that is looks like a giant blueberry from Willy Wonka, Blanka wearing a giant feather cape..
Niech mnie ktoś poprawi jeśli się mylę, ale super jump cancel mają chyba tylko Ibuki i C. Viper. Podczas ciosu wciskamy dół i góra. Right?W rzeczy samej, nie trzeba poprawiać nic. Jest jak piszesz Johnny. ;)
Jak widać solidny trening, jak i bite, ponad 160 walk ze mną zrobiły swoje.
To posadzisz w końcu SRK-FADC-ULTRA? :roll:Jak widać solidny trening, jak i bite, ponad 160 walk ze mną zrobiły swoje.
W takim razie moje 2000 walk z Patoslawem zrobily ze mnie pożeracza planet. Szkoda ze moj stick nie jest kompatybilny z PS3...
To posadzisz w końcu SRK-FADC-ULTRA? :roll:Jak widać solidny trening, jak i bite, ponad 160 walk ze mną zrobiły swoje.
W takim razie moje 2000 walk z Patoslawem zrobily ze mnie pożeracza planet. Szkoda ze moj stick nie jest kompatybilny z PS3...
Jestem przy tym zaskoczony, że Mr_Zombie aż tak lubi SF - wnioskuje po jego wkładzie w rzeczone tematy.
Ja za słaby jestem na Bursa. :roll:Czyli rozumiem że jeden z obozu PS3 wali w portki ?
Jesteśmy umówieni :D
A co Patosław lubisz noobów bić?Ja za słaby jestem na Bursa. :roll:Czyli rozumiem że jeden z obozu PS3 wali w portki ?
Nie musisz jechać po medale wystarczy że ze mną pograsz bo ciekaw jestem co wy tam umiecie :)
Wiadomość scalona: [time]Sierpień 06, 2010, 00:29:58 am[/time]Jesteśmy umówieni :D
:*
A co Patosław lubisz noobów bić?Ja za słaby jestem na Bursa. :roll:Czyli rozumiem że jeden z obozu PS3 wali w portki ?
Nie musisz jechać po medale wystarczy że ze mną pograsz bo ciekaw jestem co wy tam umiecie :)
Wiadomość scalona: [time]Sierpień 06, 2010, 00:29:58 am[/time]Jesteśmy umówieni :D
:*
Co ja mogę potrafić skoro sticka katuje dopiero od... czerwca?
No słyszałem że jesteś numer dwa na forum?Słaby jestem i basta. :evil:
@ Ryo, odstaw w końcu BF'a i wyjdź na super ulice spuścić oklep kolegom z GO. RazzOdstawiłem na moment BC2 i zacząłem grać w BC :lol: Spoko, kiedyś tam sobie kupię SSFIV i możemy co przygrać ;]
Dzięki za słowa uznania, ale żadnego tam wysokiego poziomu nie prezentuje. Kwestia obycia z grą. Oczywiście bez sparów i treningu nie ma co liczyć na jakiekolwiek efekty.
@ Sylvan, pogramy coś kiedyś?
@ Ryo, odstaw w końcu BF'a i wyjdź na super ulice spuścić oklep kolegom z GO. :P
Żenadanie wszyscy sa wyznawcami backdasha :P
Ja czytam backdasha regularnie. ;)
Kupilem gierke 2gi raz i trzym sie zdania ze gra ssie mocno zwlaszcza onlne. pedaly ktore nie umieja sie pogodzic z porazka wqurwiaja najbardziej. pykam sobie Ibuki, Patoslaw jak masz jakies dobre mixy do niej to wrzucaj tutaj.Ja nie miałem problemów z on line, przez jakieś 400 walk. No, może kilka razy zdarzyło się, że coś tam się kaszaniło. johnny potwierdzi, że gra się znakomicie - a nawet jeśli to ideał nie jest (bowiem nie jest, jakby nie było), to i tak taki Tekken6, hanza może SSF IV tak dobrze działającego on line pozazdrościć.
ps. bylbym mocno zniesmaczony, jakbym dal wiecej niz 15staka
lagi to najmniejszy problem, dla mnie zjebany jest system dobierania przeciwnika od 2och dni gram tylko z 5cioma tymi samymi osobami ja sie zapytyje wtf przeciez wiecej osob gra
lagi to najmniejszy problem, dla mnie zjebany jest system dobierania przeciwnika od 2och dni gram tylko z 5cioma tymi samymi osobami ja sie zapytyje wtf przeciez wiecej osob graA to fakt. Gra sporo osób, a niekiedy nawet po kilku próbach nie wyszuka ci żadnej. hanza, pozostają zatem znajomi. Należy korzystać, póki jeszcze grają.
Pochwalę się, że udało mi się dzisiaj skończyć wszystkie triale. :angel:
Aha, tak pytam bo jeszcze nie spotkalem się na forach z nikim kto by wszystkie triale na padzie zrobił. Nie mowie że to niewykonalne, ale zawsze jak ktoś pisze że zrobil triale, to zrobił je na sticku. Taki Vega na padzie to grubo ponad moj skill :oops:
Chyba też muszę w AS zainwestować.
The location tests for Super Street Fighter IV arcade have begun in Japan and Yun and Yang are finally confirmed as playable characters.
According to the SSFIV blog, future developments regarding the console version will be announced at TGS. Will the changes from the arcade version make it as DLC? Although nothing is confirmed yet, it does seem likely.
According to andriasang, the most recent SSFIV blog post discusses the arcade version location test, alternate costumes, and the future of the console version. Unfortunately, we have to wait until the Tokyo Game Show for more details. The only new content confirmed for the console version right now are the new alternate costumes.
Even more interesting are the balance changes to the arcade version. Eventhubs has a compiled list of the changes so far:
* Yun’s Super is the infamous Genei Jin from Street Fighter 3 Third Strike. Some people claimed they saw a combo where this took off 50% life.
* Zangief’s EX Green Hand no longer knocks down.
* Hakan’s Oil Shower stacks, i.e. it can be applied multiple times, which adds to the overall time it stays on. Also, he has a Kick follow up after applying Oil. Another follow up option after Hakan’s slide allows the choice between doing more damage or oiling up again. Also, he can reportedly combo Standing Light Kick into his Oil Shower.
* Yang and Yun have their Third Strike target combos.
* Yun apparently feels sluggish, like Makoto in SSF4.
* Seth’s Jumping Hard Punch is gone… it wasn’t clear what exactly this was replaced with.
* The distance Blanka flies away after a blocked Beast Roll has been cut in half.
* Ryu and Akuma’s Air Hurricane Kicks are no longer as effective for escaping bad situations.
* Juri’s Kick Fireball seems easier to combo with now.
* Hakan’s 360 command grab with Kick can be canceled. This is where he runs in place and if you let go of the button he attempted to jump towards his opponent and grab them.
* E. Honda’s Ultra 2 Oicho Throw has had its command changed from a 720 rotation to a 2x half-circle back motion.
Look at this message on Yoshinori Ono’s Twitter feed:
Yoshinori Ono: Hahaha!! RT @Orlando_Nyc84: http://twitpic.com/33zszo I hope this is true ono
The link takes you to the picture above. It’s a zoomed-in version of an image tweeted by Ono recently, as a tease for one of the new characters in the upcoming arcade edition of Super Street Fighter IV./p>
Note that Ono doesn’t give the question a definitive yes or no reply.
Below you will see a new trailer for the arcade edition of Super Street Fighter 4 which introduces new characters like Yun, Yang, Evil Ryu and Akuma Oni.
Jeżeli masz ochotę to możemy pograć jutro. Co do godziny to może być np: 16.PW
Shin Akuma i Evil Ryu...Ja. :grin:
Kto będzie kupował Arcade Edition? :mad:Spoiler (kliknij, by wyświetlić/ukryć)
Nawet fajna ta japoneczka. :)
Ja pier**le oni wstydu nie mają... te 'nowe' postacie to są przerzucone po prostu z SF vs TJuz dawno go nie maja...
(http://image.noelshack.com/fichiers/2013/29/1373874809-usfiv-ps3.jpeg)Daj znac jakbys kupił :)
Tak teraz se myślę, że w sumie to bym może wrócił do gry w Street Fightera.
(http://image.noelshack.com/fichiers/2013/29/1373874809-usfiv-ps3.jpeg)Super okładka :).
Tak teraz se myślę, że w sumie to bym może wrócił do gry w Street Fightera.
Chwal się dalej.Dziwne że jeszcze sie nie odewał :troll:
(http://gameonly.pl/forum/avs/avatar_9773_1366988275.jpg)
Ryo dawaj na ulice.Będziemy mogli pograć jak mam pierwszą wersję SFIV?
Zawsze mozna sprawdzic, ale mysle ze tak :)Chyba da radę, wystarczy w lobby ustawić wersję. Zainstaluję dzisiaj i po weekendzie można spróbować co przyciąć. Ciekawe jak pokaleczę :angel:
Cammy to moja bazowa postać, akurat bym sobie tą nową sprawdził, ale z zasady nie będę dawał Capom kasy za to bezczelne dojenie jednego tytułu.
Cammy to moja bazowa postać, akurat bym sobie tą nową sprawdził, ale z zasady nie będę dawał Capom kasy za to bezczelne dojenie jednego tytułu.
Racja. Tak w ogóle, to kapitalna nazwa tematu.
Cammy to moja bazowa postać, akurat bym sobie tą nową sprawdził, ale z zasady nie będę dawał Capom kasy za to bezczelne dojenie jednego tytułu.
Racja. Tak w ogóle, to kapitalna nazwa tematu.
Mogłeś już poczekać z odpowiedzią półtora tygodnia to byś odpisał na posta równo sprzed roku.