The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jan 25, 2016 18:14:44 GMT -5
I loved the reboot approach. But, I guess it's not too popular. They replaced the iconic characters with less interesting and more weird versions of them. There were a few exceptions but I can see why it didn't appeal like SF2 or Alpha. The tone was too different.
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Post by JACK-2 on Jan 25, 2016 18:17:36 GMT -5
They replaced the iconic characters with less interesting and more weird versions of them. There were a few exceptions but I can see why it didn't appeal like SF2 or Alpha. The tone was too different. Personally, I loved it. SF3 cast is my favorite compared to Alpha and 2's cast. Edit: If I were in charge I'd make half n half. Half returning and half new.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Jan 25, 2016 18:27:01 GMT -5
They replaced the iconic characters with less interesting and more weird versions of them. There were a few exceptions but I can see why it didn't appeal like SF2 or Alpha. The tone was too different. Personally, I loved it. SF3 cast is my favorite compared to Alpha and 2's cast. Edit: If I were in charge I'd make half n half. Half returning and half new. Yea but you like just about everything about SF3; you're a super fan. I don't really want someone like Cammy replaced with some odd alien type character who has a similar moveset. I'd rather have Cammy. Most people don't find it appealing so it didn't stay. I didn't like most of SF4's new characters either except for Juri and Viper. That game had the largest roster thus far. SF5 is pretty solid. Didn't like the over SF2 emphasis but the new characters are changing that. I'd take Alpha 3's roster. Old characters plus some new ones that felt out of place.
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Post by JACK-2 on Jan 25, 2016 18:32:20 GMT -5
I get that, I don't have a problem with ono's decisions anymore. Back in 08 tho I was pissed and angry lol. Now, I just play other games. Capcom has to do what works for it financially, I can't get "mad" at them for that. I just turned it down a notch with the fandom.
I liked Juri in SF4 and I guess Oni? I didn't care much for 4 rooster either. I don't see any new characters coming this year with the DLC. Maybe next year? I doubt it will be anytime soon.
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Post by Nyu Nozomi Hyuga on Jan 25, 2016 23:43:31 GMT -5
Here is an onslaught of information from Gamasutra, Eventhubs, & Shoryuken:
New ideas from studying the past: A chat with Street Fighter producer Ono
Street Fighter V is a game in transition.
Sounds weird to say that, doesn't it? It's not even out yet, and already it's changing. Series producer Yoshinori Ono started off our meeting last week in San Francisco by showing me a story teaser for downloadable content that will come out this summer -- months after the game ships to retailers.
It's a massive production, a triple-A console game. It's going to be stamped on discs and sold at retail. It's also a game as a service, with an in-game economy. Listening to the words of series producer Yoshinori Ono in San Francisco last week, I was left with the conclusion that flux is the natural state of this project; its contradictions reflect our changing industry.
The goal of the game's development has been to embrace both the old and the new, says Ono. So much has changed since the original arcade release of Street Fighter IV in 2008. He told me that the team's philosophy for Street Fighter V is summarized by the Japanese idiom "onko chishin" -- defined as "developing new ideas based on study of the past," which he wrote down during our meeting:
"If somebody ends up getting a tattoo of that on their arm, I'll think that person's super cool," Ono joked, laughing.
In other words, the game must be both old and new at the same time.
"The first half of that phrase means 'to warm up the past.' That means we're paying very, very close attention to all of the previous fans of the Street Fighter franchise, and make sure we cater to the experience that they want.
"But that doesn't mean that we're cutting off the line there, for just those fans. We're taking into full consideration today's day and age and today's fans, and what they expect, and what they want. So we're delivering together the old and the new," Ono told me.
And what a past it is. The series' first smash-hit, Street Fighter II, was released to arcades 25 years ago; many fans have been with the franchise since that time. But times, as Ono recognizes, have changed. His philosophy of "the old and the new" suffused every answer that Ono gave me over our 40-minute conversation.
The economy of evolution
We've heard before that Street Fighter V will only see one console release, and then be updated continuously via downloadable content, both paid and free. New to the franchise, there are two in-game currencies: Fight Money, earned via play, and Zenny, bought with real money. But Ono recognizes that console players may not be ready for this kind of in-game economy.
"I think the season pass is where console gamers are matching up with, in terms of where we are in the lifespan of console gamers. But we are planning to have Fight Money and Zenny, and this is more akin to some of the stuff Riot's doing with League of Legends or Valve with Dota, and you can see those examples there."
"We still have season passes. We still have that available, and if they're not feeling the new experience aspect, and they just want to pay up front and get everything that's going to roll out, that's going to still be available to them. It's going to be totally fine."
Will one option be a success over the other? Will both coexist? Even Ono doesn't know how things are going to play out. "It's really going to be a matter of us watching how the community handles this. And then after we see this for awhile, that's when we decide where the center of gravity is going to be, here."
"That conversation is going to be ongoing; we're going to take a look at the player-base online, and it's going to be a constant dialogue with everyone as we move forward and adjust things as we move forward as well."
Smiling in the face of change
But if I had to characterize Ono's philosophy toward Street Fighter V based on our conversation, I'd say he sees a much smoother evolution than many game developers might. He was as upbeat as he always is. As he reflected on the series' history, though, his mildness in the face of change made some sense to me.
Yoshinori Ono, photographed exhibiting his characteristic seriousness in San Francisco. Photo credit: Miguel Concepcion.
"Even in the past 20 years, Street Fighter has been a service. It's just been a little different in the way we rolled things out, because we weren't living in the internet age. For example, we had Street Fighter II. We had Street Fighter II: Championship Edition. We had Street Fighter II Turbo. We had Super Street Fighter II. We had Super Street Fighter II Turbo. And we ended up evolving. And instead of sending things online, we'd have to repackage the game and give it based on what people were asking for."
The truth of the matter is that Street Fighter II's unparalleled success allowed the company to keep tweaking one game and selling it to arcade owners and console players -- a modern lesson, learned very early.
External forces such as piracy and competition from other arcade developers led to major changes -- the development of more secure and more powerful arcade hardware, and the creation of Super Street Fighter II, a fresh version of the game released over two years after Street Fighter II's debut. Super Street Fighter II Turbo, released in 1994, drew the curtain on the game.
More recently, Street Fighter IV debuted in 2008; Ultra Street Fighter IV, the game's final iteration, was released in 2014. Ono again envisions a six-year lifespan for Street Fighter V.
"In terms of how the R&D team has looked at this, in reality, it's all very similar to what we've done in the past. It's very, very similar in terms of having updates over time. The only thing that's really different is the methodology of doing it, because the technology has changed. Everybody is like, 'We've done this before, so we'll go ahead and do it,' but we're just going to do it the 21st century style instead of the way we used to do it, with the new technology."
"The reality is that the solutions and models are just changing with time. 'Games' in and of itself are becoming a service, because it's just evolving into that. It's turning into that. If you look at the devices we have this day and age, if you look at your cell phone, there's some sort of a service that's involved with that, as well: connectivity."
"But there has been so much learning that has been done from the non-service games. It's never really going to go away, because it serves as the basis of what we're doing. It's a baseline for what's happening."
Serving both casual players and eSports stars
Ono also realizes that he has to balance both a larger and more varied potential audience than ever before. The company is now pushing Street Fighter as an eSport, having recently held the Capcom Cup in San Francisco.
At the same time, Ono is hoping to welcome in more casual console players who like single-player content with the series' most ambitious story mode, which will be distributed as a free download this summer; the teaser he showed at our meeting (embedded above) put me in mind of a Marvel movie, not the low-budget anime of the last game.
Then there's the bulk of the audience -- which Ono identified as people who simply enjoy playing matches online. There's a new ranking system that Ono hopes will push those players toward becoming competitors.
Catering to everyone extends to the game's design, too, he says.
"We wanted to make sure to protect everybody who's been playing the game for a very, very long time, so we wanted to make sure to welcome everyone who's playing Street Fighter IV, Street Fighter III, even old Street Fighter titles. We also wanted to make the environment a very nice environment for people that come in, and enjoy playing Street Fighter, all brand new players. So a very equal playing field for everybody."
It's not just about changing the ranking system and how it works; it's about revamping the gameplay of Street Fighter from the ground up for the new game. Capcom USA's Matt Dahlgren told me last year that the company examined every iteration of the franchise before deciding what direction to take Street Fighter V's gameplay.
Here's how Ono put it: "And so how we approached that in terms of the battle system, we looked at Street Fighter IV, because we had a lot of great stuff in there to welcome new players as well. But instead of taking a 'stacking' approach from Street Fighter IV to Street Fighter V, we've taken those things that were very friendly to beginners and people new to the Street Fighter franchise, and created a baseline of what that needs to be. And we've built a new system on top of that. That way, we can get people that are very familiar with Street Fighter and yet have everybody come in and enjoy. And that's just on the battle system level."
New gameplay means a new community
There is an insight from Street Fighter IV that has driven the development of the new game, Ono says: "A big part of what we learned in Street Fighter IV is that Street Fighter IV is actually about creating and building communities."
That's fantastic, as any developer will tell you; there's a cloud to that silver lining, however: "the longer the community goes, and matures," he says, the less hope there is for newcomers to find a spot in the scene.
"And so for Street Fighter V, we really want to improve upon this, so the idea is to reset the entire playing field for everybody. ... We also wanted to make the environment a very nice environment for people that come in, and enjoy playing Street Fighter, all brand new players. So a very equal playing field for everybody."
Everything the company is doing this time around is with an eye toward creating "a really robust global Street Fighter community." Says Ono, "We really want to really expand and broaden out the player field for Street Fighter."
While he recognizes that there are "casual" players of the franchise, "we're hoping that with this online system we're putting together with Street Fighter V, people will get a taste for the competitive side of Street Fighter. We're hoping that people will see the fun in that."
If eSports is the future of the multiplayer, core-focused game industry -- and there are plenty of indications that this is so -- Capcom wants to see Street Fighter's audience skew that direction, too -- even if Ono laughs off comparisons to Riot Games. "They have a much bigger scale, overall," he says.
www.gamasutra.com/view/news/264304/Report_Global_eSports_revenue_grew_over_67_to_hit_325M_in_2015.php But to my mind, there's more chance the "casual" player will lose interest in Street Fighter than the hardcore competitor will. I asked Ono if he's worried about losing players to mobile titles like Kabam's Marvel: Contest of Champions. The game looks great; but most importantly, it gives the casual player a real sense that they're playing a real fighting game.
"More so than ... them stealing causal fans from us, I feel like what is happening with this game is that people are getting a sense of what versus fighting is like, rather than a hardcore experience. But they're getting a sense of it," Ono says.
"They get a taste of the competition, and it ties in really well to eSports and what's happening. Rather than stealing people, it could really serve as a gateway into playing other games."
The truth is that with Street Fighter V, both the expense of its development and the potential upside for Capcom dictate that Ono and his team try as hard as they can to attract as many players as possible. This is a gargantuan task, and if Capcom has any advantage beyond the strength of its brand, it's this: it can continue to evolve Street Fighter V bit-by-bit, pushing out updates big and small, paid and free. But Ono's smiling commentary suggests he's ready to take on that challenge.
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Did you catch Decapre in the Street Fighter 5 cinematic story trailer?
We got our hands on the new Street Fighter 5 story trailer just hours ago, but the community has already picked up on a very subtle inclusion of what looks to be Decapre.
Toward the end of the video, we get a close up of Cammy's face as she gazes upon something unseen by the viewer. The camera then goes into an extreme close up of her eye, and for just a few frames, we see the reflection of a figure.
Upon closer inspection, it appears that this figure is Decapre. She's not wearing the mask we know from USF4, but rather the new one from the Capcom Japan SF5 artwork.
While we don't figure this means we'll see her as a playable character any time soon, it is cool to know the Bison Doll looks to be returning for the game's elaborate story mode. This also prompts us to go back to see what other goodies are hidden away in the trailer.
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VFrames Puts Street Fighter V Frame Data on Mobile Devices
If you’re already fiending for Street Fighter V frame data, the VFrames app may be just what you’re looking for.
The app currently includes basic stats–health and stun–as well as frame data for the entire cast, in addition to instructions on which inputs produce which special move. Obviously, the frame data is the star here, and those concerned with its accuracy need not worry, as the app has been updated up to beta 3.
In the future, the developers plan to include basic combos for each character and a note-taking feature, allowing users to jot down thoughts on characters and matchups that can be viewed and edited across multiple devices.
VFrames character select screen
Move list
Frame data
Frame data - alternate mode (claw off)
As of this posting, VFrames can be downloaded from Google Play, and the developers plan to have an iOS version ready to go in the near future.
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Pop Culture Shock Sets Street Fighter V’s Necalli Loose with Upcoming Statue
Hot on the heels of their Cammy and Nash statues, Pop Culture Shock has announced yet another addition to their Street Fighter V lineup: feral newcomer Necalli.
This new 1:6 scale statue captures the moment when Necalli activates his Torrent of Power install, powering up as all good fictional characters do with wild hair and tendrils of dark power.
Like previous offerings, the statue comes in four variants: regular edition and three online exclusives that come bundled with a piece of art by UDON’s Edwin Huang. see Necalli don and three Pop Culture Shock online store exclusive variants that come with art prints.
Pre-orders are now open, with the regular statue priced at $299 and the online variants available at a 10% discount while supplies last. Shipments are expected to begin on December 19.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jan 26, 2016 1:10:07 GMT -5
I get that, I don't have a problem with ono's decisions anymore. Back in 08 tho I was pissed and angry lol. Now, I just play other games. Capcom has to do what works for it financially, I can't get "mad" at them for that. I just turned it down a notch with the fandom. I liked Juri in SF4 and I guess Oni? I didn't care much for 4 rooster either. I don't see any new characters coming this year with the DLC. Maybe next year? I doubt it will be anytime soon. I wouldn't see that as an Ono problem. The vast majority of people just weren't happy with SF3's overall roster. They simply can't risk losing money and going out of business to cater to the minority of 3s hardcore fans. I wouldn't stop playing other games just because they didn't have the game exactly like 3s. There will never be another 3s. Third Strike fans tend to be very diehard like Melee fans. You either have to accept it won't be Melee or just play Melee I guess. It doesn't make the game bad though. I realize there won't be another CvS2 either. Even if they made CvS3 it wouldn't be the same. I just don't think it's logical to remove iconic characters and replace them with oddball characters who don't fit the theme. It's too alienating. Street Fighter 4 had the most complete roster out of all of the games. Unless you mean Street Fighter 4 characters only. Then yea I thought they were meh at best outside of the aforementioned. Street Fighter 4's overall roster is the one thing they did right. Much better than Street Fighter 3 which had the worst complete roster. I have to give them at least that. What do you mean? Guile Boxer Urien Alex Ibuki Juri. Those are some very popular characters there. Many 3s fans are actually liking SF5 actually. They feel it has many similar traits.
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Post by JACK-2 on Jan 26, 2016 5:39:58 GMT -5
Well, I said Ono because most Capcom employees weren't interested in bringing back Street Fighter from the dead. So, an approach like Street Fighter 3 or like Street Fighter EX [another game I like was never on the table]. Though, I doubt if Capcom made SF4 without Ono they would have made it like 3.
Yeah, it's definitely more catering to diehard and 3s was when I was the craziest about Street Fighter and gaming in general. 5 is not bad, neither was 4 even though I find the latter boring. I mean't the new characters for SF4 and also I doubt we'll get more new fighters outside of the 5: Necalli, Laura, Fang, and Rashid.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Jan 26, 2016 5:44:30 GMT -5
Well, I said Ono because most Capcom employees weren't interested in bringing back Street Fighter from the dead. So, an approach like Street Fighter 3 or like Street Fighter EX [another game I like was never on the table]. Though, I doubt if Capcom made SF4 without Ono they would have made it like 3. Yeah, it's definitely more catering to diehard and 3s was when I was the craziest about Street Fighter and gaming in general. 5 is not bad, neither was 4 even though I find the latter boring. I mean't the new characters for SF4 and also I doubt we'll get more new fighters outside of the 5: Necalli, Laura, Fang, and Rashid. 3s has a lot of things that hurt it as well. The game felt different and the roster alienated a lot of people by the time 3s came out, which still had some of those problems, it was too late. Doesn't make it a bad game, but I can understand their choice. I did think EX was underrated though. That was a very fun one. Street Fighter 5 plays much better as it has less BS. The only thing that keeps me going to 4 is Evil Ryu at this point honestly.
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Post by JACK-2 on Jan 26, 2016 5:47:02 GMT -5
Well, I play other fighting games these days: Mortal Kombat and I wanna try killer instinct. So, it's no big loss. I'll play SF5 for sure, but my fanboy days are over.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Jan 26, 2016 5:50:28 GMT -5
Well, I play other fighting games these days: Mortal Kombat and I wanna try killer instinct. So, it's no big loss. I'll play SF5 for sure, but my fanboy days are over. I'm not into the fanboy thing. Make sure you have Windows 10 for Killer Instinct. That's what I was trying to tell you before. SF5 is 50% off right now. Jump on it if you wan the game. That way you won't be behind. I posted the link in the shoutbox. Mortal Kombat screwed over PC players, they just abandoned the game. They also released Tri-Borg. Which is Cyrax, Sektor, and Smoke in one. (Plus Cyber Sub Zero).
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Post by JACK-2 on Jan 26, 2016 6:11:46 GMT -5
I'm not into anymore either. TBH, I rather make my own game and tweak it to my preferences.
I'll update soon, Killer Instinct is my most anticipated fighter. My debit is going through some issues. So, I'll get it another time.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
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Post by The Big Daddy C-Master on Jan 26, 2016 6:19:20 GMT -5
I'm not into anymore either. TBH, I rather make my own game and tweak it to my preferences. I'll update soon, Killer Instinct is my most anticipated fighter. My debit is going through some issues. So, I'll get it another time. I know other people and other posters who like making games. You're in good company. Really? I can't wait to play Rash. I hate having to update though. I'll do it on my new laptop for sure.
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Post by JACK-2 on Jan 26, 2016 6:22:29 GMT -5
I wanna see Kim Wu. Hisako was the biggest surprise for me in this game. They have alot of cool characters and they're on season 3 right now. Tusk is going to be there too.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Jan 26, 2016 6:29:26 GMT -5
I wanna see Kim Wu. Hisako was the biggest surprise for me in this game. They have alot of cool characters and they're on season 3 right now. Tusk is going to be there too. Rash and Sabrewulf are all I need.
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Post by JACK-2 on Jan 26, 2016 11:47:05 GMT -5
So, which iconic characters do you think were missing that made SF3 cast bad?
It had all the shotos, but it was missing some of the others. Do you think we need the whole Sf2 roster? What's your opinion?
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Jan 26, 2016 12:09:50 GMT -5
So, which iconic characters do you think were missing that made SF3 cast bad? It had all the shotos, but it was missing some of the others. Do you think we need the whole Sf2 roster? What's your opinion? I'm not a fan of just shoehorning the SF2 cast into everything but I'm less of a fan of replacing them with weirder versions. Not necessary. This doesn't work when other companies do it, from Mortal Kombat to Soul Calibur or Kof. New Generations only had Ryu and Ken, and Yun and Yang weren't that different if I recall. By the time 3s came around people were largely turned off by it. I was at the arcades and nobody played these games. I remember it being 50 cents too. I tried it out but I preferred Marvel, Alpha, and CvS2 by far at the arcades and that's how most felt. I like new characters. Juri fits in the game and her gameplay is unique. She's not some weird version of another popular character that she replaced. People hate that.
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Post by JACK-2 on Jan 26, 2016 12:42:48 GMT -5
I like Juri as well. Best new SF character.
I see where you're coming from. You rather the actual characters rather than these characters having the older playstyles. For me it's the opposite. I'm more of a fan of weird replacement versus Sf2 cast all day.
Honestly, I like a mixture but I like reboots.
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Post by JACK-2 on Jan 26, 2016 12:46:29 GMT -5
Also, I disagree that complete cast changes are bad. Look at Motw? Only returning character was Terry. Mai, Andy and Geese were nowhere to be found. Yet, that game is hardly bad. So, it depends.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jan 26, 2016 13:19:04 GMT -5
Also, I disagree that complete cast changes are bad. Look at Motw? Only returning character was Terry. Mai, Andy and Geese were nowhere to be found. Yet, that game is hardly bad. So, it depends. Bad or just less popular? I didn't say the games were bad just that they don't sell as well. Those are mega popular characters and the Motw was a different branch than Kof and Snk usually mixes their characters anyways with popular ones from other games. I don't know if they'll be doing any new fighters outside of Kof for some time. You recall how Kof 12 went right?
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Jan 26, 2016 13:23:07 GMT -5
I like Juri as well. Best new SF character. I see where you're coming from. You rather the actual characters rather than these characters having the older playstyles. For me it's the opposite. I'm more of a fan of weird replacement versus Sf2 cast all day. Honestly, I like a mixture but I like reboots. Hell no. Lol. Again I am not a fan of shoehorning Sf2 only as they have great characters from other games. I don't want a Chun replacement who feels weird and has her moveset. What's the point? Be creative and make something unique. That's one of the reasons Urien, Alex, Makoto, Ibuki, and Dudley worked. They were new and pulled off well. This is why time skips can be a problem. SC5 took popular characters like Taki and replaced them with scrappy characters.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on Jan 26, 2016 16:48:51 GMT -5
SFV Final Beta Changes: forums.shoryuken.com/discussion/comment/10573032/#Comment_10573032Street Fighter 5 Beta 3->4 Change log via datamining. (?) means I'm uncertain. Testing was not performed (I don't have crack beta installed) take all info with a grain of salt as experience and exploration with game mechanics is VERY new.
This includes data for characters that were not unlocked in latest beta. They had files updated so that is strictly for curiosity purposes.
Universal: Backdashes now only throw invincible 1~2F, airborne 3F~. Previously some backdashes were invincible during airborne frames too. This only affects air throws like Gief's. Otherwise the situation is effectively the same.
Birdie 5LP - hitbox buffed 5LK - On hit +5 -> +6, upper body hurtbox nerfed 5MK - hurtbox remains extended longer after active frames end 2LP - Hurtbox adjusted increased upwards slightly but reduced lower body as well. Hitbox increased backwards to prevent passing through opponents 2HK - Damage 90 -> 100 6HK - On block -21 -> -19 8MK - Hitbox reduced in height, hurtbox extended downward 6HP - Hurtbox expanded during startup 15~18F Throws (both) - Stun 150 -> 200 V Reversal - On block -3 -> -2 Critical Attack - +10 Damage
Cammy Dash - frame count changed (?) Backwards walk speed 0.038 -> 0.04 Back Throw - Damage 130 -> 140, Stun 150 -> 200 V-reversal - Movement changed(?) V-Skill - Damage 60 -> 90, On hit +5 -> +6 5LK - On block +0 -> +1 5MK - Hitbox and leg hurtbox buffed (active frames), lower body hurtbox buffed 5HK - Damage 80 -> 90 2LK - On block +1 -> +2 2HP - Damage 80 -> 90, lower body hurtbox buffed (active frames) 2HK - Damage 90 -> 100 (Some sort of change to an alternate version of 2HK's advantage) EX Cannon Strike - Damage 80 -> 60 Cannon Strike From Hooligan - Damage now matches regular Cannon Strike (60) Critical Art - Final Hit 130 -> 120
Chun Li Throw Range reduced Forward throw - Damage 130 -> 120, Stun 150 -> 170 Back Throw - Damage 130 -> 140, stun 150 -> 200 5HP - Hitbox reduced (less likely to hit lower profile hurtboxes) 5MK - Lowerbody and leg hurtbox nerfed (hitbox no longer passes hurtbox) 2MP - On hit -2 -> -3 2MK - active frames 3F -> 2F, hurtbox (and throw hurtbox) increased in width during startup. 2HK - damage 90 -> 100 Yokusen - On counterhit +4 -> +5, lower body hurtbox added during 9~20F (less likely to low crush) 3HK - on hit +6 -> +4, on block +2 -> 0, hitbox size reduced 4HP - Lower body hurtbox expanded during active frames VT 2LK - CH +4 -> +5 VT Tenku - CH +2 -> +4 LK Lightning Legs - Some change to active frames / frame advantage Critical Art - Chip damage change (?)
Dhalsim Forward Throw - Damage 110 -> 120, Stun 150 -> 170 Back Throw - Damage 120 -> 130, Stun 150 -> 200 V-Reversal - On block -3 -> -2(?) 5HP - Damage 80 -> 90 5LK - Leg Hurtbox expanded upwards but reduced drastically on lower body 5HK - Damage 80 -> 90 2LP - On Hit +3 -> +4, On Block 0 -> +1 2HP - Damage 80 -> 90 4HP - Hitbox shifted forward slightly 8LK - +1 Hit/Blockstun (?) Yoga Flame - Juggle potential changed (?) Sun Burst - Damage lowered 50-40(?)
Ken Neutral jump height reduced (frame changed too?) Forward Throw - Stun 150 -> 170 Back Throw - 150 -> 200 5MP - On hit +2 -> +3, lowerbody hurtbox expanded during startup 5HP - On block -4 -> -3F 2MP - On block +2 -> +1 2HK - Damage 90 -> 100, hitbox expanded forward, hurtbox expanded forward 7~8F 4MK - On block -6 -> -4 Target Combo (4HP) - On block -7 -> -13 V-Skill(?) - Damage 90 -> 70, on block -6 -> -7 V-Reversal - Damage 60 -> 40, On block 0 -> -2 V Trigger MK Tatsu - 50 Perhit -> 40 V Trigger Shoryukens (all versions) - forward movement reduced (?) V Trigger Hadoken - Recovery increased 1F(?) HP Shoryuken - Hitbox reduced in height on 6F, Hurtbox increased in size 6F~ (no longer passes hurtbox ) EX Shoryuken - Forward movement reduced (?), Juggle potential changed (?) MK Tatsu - 40 damage -> 30 damage, 80 stun -> 50, first hit hitbox expanded forward, juggle potential changed (?) EX Air Tatsu - Now causes proximity block Critical Art - Damage 120 -> 130 (not sure which hit. last maybe?), First hit on block -16 -> -19, Juggle potential changed (?)
Karin Forward Throw - Stun 150 -> 170 Back Throw - Damage 130 -> 140, Stun 150 -> 200 V-Reversal - On block -3 -> -2 5HP - Damage 80 -> 90, recovery reduced by 1F, On hit 0 -> +1, on block -5 -> -3, hitbox buffed in width 5LK - Hitbox nerfed in width 5HK - Damage 80 -> 90 2HP - Damage 60 -> 70 (Later frames damage?) 2MK - Active frames 3F -> 2F, recovery 12F -> 13F (Total frame count unchanged) 2HK - Damage 90 -> 100, Startup 8F -> 9F, movement changed: early startup moves less them moves forward more right before active, total range is VERY VERY slightly shorter but counter poking it on startup is different 6MK - Recover 21F -> 20F, On block -7 -> -4, lower body hurtboxes added 12~18F making it much less likely to hop over a low, hitbox reduced in width giving it less range 8HP - Hurtbox and hitbox size increased, hitbox no longer passes hurtbox during active and it's easier to stuff on startup but it reaches a bit farther Guren Chochu - On hit +1 -> +2, On Block -2 -> +1 V-Skill (Hold) - On block -7 -> -6 HK Mujinkyaku - Blockstun increased (?) Something called "Sumeragi" had a hurtbox size increased. Looks like shoulder slam but frame data / damage doesn't match.
Laura Throw range increased Forward Throw - Stun 150 -> 200 Back Throw - Stun 150 -> 170 V-Reversal - On block -3 -> -2 V-Skill - Counterhit now causes a spin knockdown (?) 5MP - Hitbox expanded downwards 5HP - On hit +2 -> +3 5HK - Damage 80 -> 90 2MP - On block +1 -> +2 2HK - Damage 90 -> 100, on block -8 -> -12 Thunder Clap (All) - Hurtbox now moves backwards during startup Critical Art - +10 damage on one hit, Now fully invincible through active frames (previously lost invincibility same frame it became active)
M Bison/Vega (Dictator) Forward Throw - Stun 150 -> 170 Back Throw probably had change but data not available V-Reversal - On block -3 -> -2 V-Skill - Upper body hurtbox reduced significantly during startup. Head area hurtbox reduced during active Critical Art - Last hit (?) damage 260 -> 270 5MK - Damage 70 -> 60, hurtbox retracts 1F sooner 5HP - Hurtbox moved backwards during later recovery frames 8HP - Hurtbox expanded downwards 8HK - Hurtbox moved downward Psychoblast (all except EX and VTrigger) - Hitbox expanded in width Double Knee Press (Scissor Kick) All non-ex versions - Juggle Potential reduced (?) VT-Headpress - In counterhit state 2F longer (?)
Necalli Throws (Both) - Hurtbox does not move as far forward on throw whiff Back Throw - Stun 150 -> 200 V-Reversal - On block -3 -> -2 2HK - Damage 90 -> 100 VT-5MP - On hit +5 -> +6 VT-5HP - On hit +1 -> +2 VT-2MP - On hit +4 -> +5 VT-3HP - Damage 80 -> 90, On block -6 -> -4
Nash Forward Throw - Stun 150 -> 170 Back Throw - Stun 150 -> 200 V-Skill - Damage 50 -> 60, Stun 70 -> 100, Juggle potential added (?) Sonic Move (air) - Invincibility increased 2F, Position he appears changed (?) 5HP - Damage 80 -> 90 2MP - lower body hurtbox expanded 2MK - hurtbox takes longer to retract during recovery 2HK - Damage 80 -> 90, recovery 22 -> 23, on block -10 -> -12 8HP - Hurtbox expanded downward 4MK - Hurtbox expanded 1F before active Overhead target combo removed (?) Something with somersault DP, looks like it was removed (?) HP Sonic Boom - Hurtbox positions altered during 3~15F
R Mika Forward Throw - Damage 140 -> 130, Stun 150 -> 200 Back Throw - Stun 150 -> 200 Crouch Throw - Damage 140 -> 130 V-Reversal - On block -3 -> -2 5MP - Recovery 9F -> 11F, On block +1 -> -2 5HP - Lowerbody hurtbox increased during 1st active frame 5LK - On hit +1 -> +2 5HK(Uncharged) - Damage 80 -> 90, Hurtbox expanded forward 1F before active TC5MP - On block -2 -> -5, Lowerbody hurtbox expanded 6HP - Damage 80 -> 90 4/6MP - Damage 70 -> 50 Passion Rope - Physics changed, faster run speed(?) V-Trigger (Hold) - Invincible 1~18F(?) Critical Art - Last hit damage 160 -> 180
Rashid Forward Throw - Stun 150 -> 170, hurtbox moved forward during startup and active, moved back during recovery Back Throw - Stun 150 -> 200, hurtbox moved forward during whole move 5MP - Hurtbox width expanded forward during active and recovery 5HK - Damage 80 -> 90 2HK - Damage 90 -> 100, hurtbox moved forward during whole move, leg only moved forward during startup. EX Eagle Spike - +10 Damage buff (?) V-Trigger - Invincibility increased by 7F
Ryu Backwards Walk speed - 0.034 -> 0.032 Forward Throw - Damage 110 -> 120, Stun 150 -> 170 Back Throw - Damage 130 -> 140, Stun 150 -> 200 V-Reversal - On block -3 -> -2 5HP - On block -2 -> -1, hitbox expanded upwards 5MK - Hurtbox expanded forwards during startup, hitbox reduced in width 5HK - Damage 80 -> 90, no longer causes proximity blocking during recovery 2MP - hurtbox during active frames expanded slightly upwards, lower body reduced. Hitbox lower portion reduced, less likely to hit lower positioned moves. Hurtbox during recovery reduced in size and retracts sooner 2HP - Damage 60 -> 70 (later frames) 2MK - On hit 0 -> +1, on block -4 -> -3 2HK - Damage 90 -> 100 6MP - On block -7 -> -5 (?) (Old frame data says -6 originally), 2nd hitbox reduced downward in height, hitbox on 2nd active frame of 2nd hit reduced in width (less reach) hurtbox on 2nd hit reduced forward on first active frame, hurtbox during recovery remains extended longer 6HP - Hit/Block stun changed on first hit (?), lower body hurtbox added during early startup frames TC5HK - Juggle mechanics changed (?) 8MK - Hitbox moved upward (Maybe makes crossups more difficult? Seems to overlap pushbox more now) 8HK - Hitbox reduced in height Fireball (All) - Lowerbody hurtbox expanded during recovery frames, Arm hurtbox expanded in height and very slightly reduced in width during active recovery frames LK Tatsu - Juggle mechanics changed (Looks like it might be able to juggle after now?)
Vega/Balrog (Claw) Forward Throw - Damage 130 -> 140, Stun 150 -> 200, hurtbox moved backwards Back Throw - Stun 150->200, hurtbox moved backwards V-skill - dodge portion hurtbox reduced 5MP (Claw) - On block: -1 -> 0 5HP (Claw) - On block: -3 -> -2 5HK - Active frames increased by 1F? (There is two dif versions of 5HK, not sure) Damage 80 -> 90, Advantage changed? 5HP (No claw) - Damage 80 -> 90 2MK - hitbox buffed, upper body hurtbox reduced 2MP (no claw) - lower body hurtbox increased 2HP (No claw) - on hit 0 -> +1, on block +2 -> +3, lower body hurtbox increased 6HP (claw) ? (Two versions again) - advantage changed 6MK - On block -6 -> -4 EX Aurora - now throw invincible(?) Barcelona slash attack - Active increased 1F Critical Attack - claw damage 75->55 on one of the hits, no claw 65->55
Zangief Forwards walk speed - 0.0325 -> 0.0305 Forward & Back Throw - Damage 150 -> 130, Stun 150 -> 170 5MP - Recovery 11F -> 12F 5HP - Damage 130 -> 120 5LK - Lowerbody hurtbox reduced 5MK - Lowerbody hurtbox increased 2LP - Lowerbody hurtbox increased 2HK - Damage 90 -> 100 V-Trigger - Invincibility increased 3F (?)
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Post by Nyu Nozomi Hyuga on Jan 27, 2016 0:38:16 GMT -5
Heres a load of SF information from Eventhubs, engadget, & shoryuken:
'You have to beat their asses!' - Mike Ross and Gootecks discuss how vets can keep newcomers hungry in Street Fighter 5
Street Fighter 5 is less than a month away from release now, and with this new iteration in the franchise Capcom is aiming at bringing in more newcomers than ever. But once these fresh-faced fighters do try their hand at the new game, how can veterans keep them around and continue expanding the community?
In their latest episode of Wise Words w/ Gootecks & Mike Ross, the Cross Counter boys discuss exactly that.
"If you want to keep these newcomers around and keep their hunger levels at a maximum, it's the FGC vets' responsibility to beat their asses," Mike starts. "You have to filter out the weak; you can't force hunger on a player."
Though this might sound like a bit of joke response, Mike goes on to explain similar experiences when he was a newcomer. Veterans such as LU|Alex Valle, Mike Watson, and Ed Ma all kept him coming back, aspiring to beat the best.
Gootecks and Mike go on to discuss more ways that FGC veterans can keep the competitive spirit alive in new players. You can check out the video after the jump.
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'Street Fighter V' creator says his game is meant for pros and noobs alike
Despite a focus on competitive gamers, Yoshinori Ono thinks everyone will enjoy the new installment.
Street Fighter IV was a textbook case of how to breathe new life into an aging franchise. Led by Capcom's enthusiastic and passionate Yoshinori Ono, the 2008 release was designed to be a spiritual successor to Street Fighter II, the classic '90s game that practically defined the genre. But Street Fighter IV was far more than just a retro retread: The game was updated with 3D models and a host of new moves, play styles and robust competitive options, including a comprehensive online battle system. It brought the Street Fighter series back into the public mind in a big way and also gave Capcom a perfect title that let the company participate in the growing eSports world.
That's a lot for one game to pull off — and it also make the stakes for a sequel pretty high. After a total reinvention of the series, what do you do for an encore? Luckily, Ono is particularly well-suited to continue guiding the franchise. He's finally almost ready to show off his work — Street Fighter V will launch on February 16th. A passionate Street Fighter fan who basically joined Capcom for a chance to work on the series, Ono believes that there's plenty this new game can do to improve the experience for all players, whether they're competing in tournaments or just trying the series for the first time.
Note: All of Ono's responses came via his translator and Capcom associate producer Brian Oliveira, and the interview has been condensed and edited for clarity.]
Street Fighter IV was a big leap forward over the games that came before it. Graphically, it improved so much that it was obvious what was new. But now, a lot of those changes aren't as immediately apparent to more casual players. How do you explain to them why Street Fighter V is worth their money?
Yoshimori Ono: As you said, there isn't a huge graphical leap, but there have been some improvements in terms of how everything looks. When we were making Street Fighter IV, we were working very hard to take these classic 2D pixels and convert them into a very beautiful 3D model. With Street Fighter IV — and our art director in the past might get a little mad at me for saying this — I don't think we did the most perfect job at doing that. I think we've been able to make some improvements in that regard with Street Fighter V.
Also in Street Fighter IV, sometimes the motion didn't look as smooth [as we'd like] because the consoles weren't as powerful in terms of handling motion and processing all of that information. This time around, the motion looks very, very smooth, and that's just because the console's power has increased.
On the other hand, there's some stuff that's happening on the back end, specifically talking about the network experience. We're working very hard to make a stress-free online experience that everyone can enjoy, and we've also been able to bring together the PS4 and PC community. We feel, with the way we're handling online network play, people can enjoy it very seamlessly and have a very stress-free, awesome online experience so they can play this game for hours on end.
How does Capcom think about eSports? Specifically, when developing Street Fighter V, how important was thinking about that competitive community?
The quick answer is we really thought about it a lot. We've got the Capcom Cup and the Capcom Pro Tour; we have this top-level player pool who are very much into this and their livelihoods depend on it. We've developed this really nice system that's in place right now in terms of an eSports infrastructure.
However, with Street Fighter V, we're really considering eSports in that we really wanted to reset the community. We want to reset the entire game so that we can reset the playing field and let lots of new people jump in and start competing. Of course, we want everybody from the previous generation to join, but we want to create an environment where everyone can start fresh and be very welcoming to new players as well. We feel that's really important in terms of building [Street Fighter] out as an eSport.
My goal is to really make Street Fighter as an eSport [more] mainstream. When you look back just two years ago, in 2014, we had the Capcom Cup right here at the Warfield Theater in San Francisco, and just recently we had the Capcom Cup 2015 take place at the PlayStation Experience Event. We teamed up with Sony to do that, and we had a $500,000 prize pool there. In comparison with some of the bigger eSports titles out there, this may be like a quarter of what League of Legends is doing in terms of the prize pool. But in comparison with other console games, there's really no one else doing what we're doing right now. As a company, what we want to do is keep this pace, keep that momentum going as we proceed forward into the eSports realm.
"You can look at [competitive] 'Street Fighter' [matches] like baseball. Yes, there's Major League Baseball, but there are also neighborhood baseball leagues where people can get together and play on the weekends."
For players who aren't at this level of competitive gameplay, how do you make sure the game is still fun for them and encourage them to go online and keep them from getting their butts kicked by more experienced players — or even just provide a good single-player experience? How do you balance those goals?
With Street Fighter V, there will be a tutorial for beginners in there that teaches the very basic stuff. From there, people can go into the [arcade mode] and play the character stories and immerse themselves in the world of Street Fighter V.
After that, they might feel like "OK, I want to test the waters in terms of online matches. Like you said, there might be some concern about getting your butt whipped the first time you go online. But this time, we built a league system where you have to have a certain level win rate and a certain amount of points built up to proceed to the next league. We're basically segregating people between leagues so you're only playing with people in the same league to help balance out the win rates.
Looking toward the future — it's not going to happen this year, but we're looking into creating tournaments geared more toward the casual player. In Asia, we've already started something where we're going to have college students compete with each other; that's one of the things we're doing. We also have plans — it's still in the planning phase — but we're talking about maybe a parent/child tournament where the parent and their kid enter together.
You can look at [competitive] Street Fighter [matches] like baseball. Yes, there's Major League Baseball, but there are also neighborhood baseball leagues where people can get together and play on the weekends. We'd like to create an environment for Street Fighter where people can do that at a casual level and get together and just play.
"With 'Street Fighter IV,' we had a huge turnout of old-school players who came back, and we also gained an entire new generation of players."
In that same vein, the Street Fighter games have always felt like games that you can just pick up and play and get the basics quickly, but mastering it is a major challenge and takes a lot of commitment. As you go forward and make new games, how do you add new gameplay features without complicating that "pick up and play" mentality?
With Street Fighter IV, we had a lot of people come back to the series. I can't say that we did a very extensive analysis of who came back to the game who used to play Street Fighter II, but I can say we had a huge turnout of old-school players who came back, and we also gained an entire new generation of players.
However, when looking at Street Fighter V and examining who didn't join the Street Fighter scene with Street Fighter IV, we realized it was people who weren't necessarily able to do what they wanted to do with their characters in terms of actual physical execution of the game's moves. With Street Fighter V, we've added a thing called input leniency — moves just come out a little easier than you might expect. A lot of the higher-level, hardcore players might wonder, "Is this OK?" And yes, we think it's fine. Those guys are going to figure out how to use it to their advantage.
The whole idea there is just so people have a feel-good experience with the game. We want people to feel like they have full control over what's going on and make things a little easier for them. Even if you're getting beat up left and right — that might happen, but even despite that, at least you're able to do a really cool move in the game relatively easily. Yes, we do have input leniency now, but we just want to make the game feel good, and it's a good way to bring in as many people as possible. We're trying to make the game feel awesome so players have a very good, comfortable experience playing Street Fighter.
Were you surprised at how many people really wanted a single-player story mode? [Ed. note: Street Fighter V will feature a story mode for the first time — you can get the details on it here.]
I don't know the exact number of people who are actually asking for this, but I can say that after we announced the game, left and right when I was meeting with press and media, they'd be asking, "What are you going to do with the story mode?" And then my Facebook and Twitter accounts were getting bombarded with people asking me what's going on with the story. Honestly, I was expecting people to ask about new battle mechanics, but really the main voice was asking, "What's going on with the story?"
Street Fighter is almost approaching its 30th year, and I've been working on the brand for a very long time, and so ... I reached this point where I had two feelings in terms of the story. One, it's like there's some regret for not maybe paying a little more attention to this in the past. But the second feeling is, "Wow, this many people are really interested in the story content!" It's a mixed bag of feelings.
Also, just giving a little more background to how all this went down — Matt [Dahlgren, Capcom director of brand marketing and eSports] and the Capcom USA team have been pestering me for a long time, saying, "We really need this story content!" And now those folks can say, "See, I told you!" And now I have to say to them, "Yes, you were right!" But they seem pretty pleased with how the story expansion is turning out, so I'm pretty confident that, once this finally is released in June, the story content that fans have been longing for will finally be delivered.
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Patrick Miller Discusses How to Improve the Fighting Game Learning Process
Long-time fighting game enthusiast Patrick Miller recently started streaming on Twitch, and it’s no surprise he’s spent plenty of time discussing digital punching. Fighting game talk shows are nothing new, but if you’ve had a chance to read his book–and you should make that chance if you haven’t already–or have seen any of his previous work for Shoryuken, you’ll know that Pat’s approach to these games we all love extends well beyond tournament results or in-game strategies, and the video we’ve chosen to showcase in this post highlights just that. While it’s not the first of Pat’s videos, nor his most recent, it feels like the most appropriate place for newcomers to begin.
With Street Fighter V on the horizon and a (hopefully) massive influx of players to the fighting game community following soon thereafter, spreading the word about what makes fighting games fun may be the best way to ensure many would-be 16ers stick around to don their rose-colored glasses and look back on V’s release when VI eventually comes down the pipes. While the scene will certainly see some attrition after the initial hype fades, we can mitigate those losses and hold the interest of new players if we can successfully communicate to them why these games are worth sticking with.
Being told what makes something fun may not seem like the best way to, you know, enjoy whatever it is you’re being told how to enjoy. It’s sort of like having someone explain a joke you didn’t get. It’s either fun (or funny) or it’s not, right? Maybe not. When it comes to competitive gaming in particular, having the wrong approach–for instance, focusing entirely on taking home match victories without any emphasis on personal improvement along the way–can quickly become disheartening and land your copy of Street Fighter V, or any other fighting game, in the closet behind all those kites, model airplanes, and other hobby-related tidbits that never quite got off the ground.
In the video below, Pat discusses why fighting games appeal to so many people, and why he has largely stopped playing single player titles in favor of multiplayer titles with a emphasis on competition. He ties much of his enjoyment of such games back to personal improvement. Through discussing this, Pat touches on how new players can use this chance for personal growth to find fun in fighting games, presenting a four-step plan that will ensure they not only improve at the games, but (hopefully) keep playing them for many years.
If you liked this video, you can find loads more content on Pat’s YouTube channel. If you’d prefer to catch the action live, he streams two times per week, with interviews happening Mondays at 7 PM PST and lectures/gameplay streams taking place on Tuesdays or Wednesdays at the same time. Do note that the Tuesday/Wednesday stream will not be happening this week, but be sure to check it out in the future.
www.youtube.com/channel/UC2l_LHKDqvUjjYLCQfY0b6w
xhttp://www.twitch.tv/pattheflip
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Was that Balrog, and is Necalli Bison's puppet? Check out our break down and speculations for the Street Fighter 5 cinematic story trailer
If you haven't seen it already, the amazing new Street Fighter 5 cinematic story trailer offers a ton of new insight into the franchise's latest iteration.
We're still far from knowing what exactly is going on, in fact we won't have many definite answers until the summer, but there were a few things that caught our eye, and we'd like to share them.
The heart of the plot seems to revolve around M. Bison having some kind of doomsday device hovering high above Earth. This Shadaloo death sphere eventually goes off, at least to some capacity, destroying much of the landscape.
One of the most debated topics we've seen since the trailer dropped is the identity of this figure watching the countdown to destruction.
Some are saying it's Guile, while others argue that it's Balrog. Our two cents is just a click away.
Guile, Balrog or...?
This figure never turns his face to us, but the camera definitely highlights him. This implies that Capcom wants us to notice him, but to also keep him somewhat shrouded in mystery.
We don't know if this trailer was made before the six DLC characters were leaked, but if it was, you better believe there are hints toward said characters in it.
Seeing as we get a very, very clear hint at Guile at the end of the video, it's less likely that Capcom would spend time showing him off here. The ending seems to be Guile's moment, and some half hint in the middle of the video would only take away from that.
The character is overseeing a countdown for what is probably Bison's doomsday device, and so we're inclined to think this is part of Shadaloo's base. It's possible that the good guys know about said death weapon, but more likely that the baddies have this much information on it.
We do know that Balrog is going to be joining the game as DLC, and that he's already got a working model at Capcom HQ, so we wouldn't be surprised to see him amongst the first releases. If this is the case, it'd make sense to give us an early glimpse like this.
This could be some arbitrary character, but we doubt the trailer would focus our attention so closely on him if that were the case. Our final guess here is that this is indeed the dollar-driven Boxer overseeing Shadaloo operations.
F.A.N.G is Number Two
There's been some speculation that F.A.N.G may be the game's big boss. We know very little about him at this point, except that he's closely involved with Shadaloo.
In the trailer, we see a very specific sequence in which he bows down to Bison. If this doesn't indicate who's subordinate to who, we don't know what does.
Pepper in F.A.N.G's infatuation with the number "2," and we'd venture as far as guess he's second in command.
He is however, one of those slippery figures who utilizes poison. Characters such as this are often found to be plotting to sneak their way into the number one spot whilst pledging false allegiances... so there could be something there.
I Got No Strings... To Hold Me Down...
Necalli's appearance suggests that he's from a more ancient and primitive time, and he seems a bit out of place when amongst the more modernized rest of the cast.
What's his role? Our guess is that he possesses the power that Bison seeks to make whatever his evil plan is work. Necalli could be an original source of Psycho Power, but his appearance lends itself much more towards Satsui No Hado.
We're not sure how he got to the present time, but we bet Bison is either using him as a puppet, or trying to capture him to harness his power.
The evidence? The trailer shows Necalli's face, and then cuts quickly to a shot of Bison amidst an image that mirrors Necalli's eyes, pretty obviously linking the two. The editing here makes us feel like Bison is acting from behind the scenes.
We're inclined to think Necalli is good, or at least neutral, but is a puppet of great power used for evil.
Reunited and it Feels so Good?
The trailer ends on Nash taking a good hard look at a picture of his old pal, Guile. He then turns and sees something we don't, and then the trailer cuts to black.
Nash is seen throughout the video wandering, and seemingly searching, so it leads us to think he's on a quest for Guile, and then finds him at the Forgotten Waterfall, which would be very poetic considering Nash's death at a waterfall.
As mentioned before, this was probably meant to tease Guile's future appearance before the DLC identity leaks.
We're not all that sure that Nash is looking to relive the good times with his old best buddy, considering he's now "Frankenash," and may be under the influence of some other force, as implied by his green forehead gem.
These two probably meet at the symbolic locale for a skewed rekindling of their former friendship. Plenty of other fighters like Rashid, Chun-Li, Mika and Zangief, pop up in the trailer, but it seems their appearances don't offer much in the way of story explanation.
We did notice that Decapre shows up for a few frames, and that could mean any number of things. Her inclusion might indicate a strong presence from any number of the Bison Dolls in the SF5 story line.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Jan 27, 2016 1:01:48 GMT -5
I like the photo of Ono with the gloves. What do you think about the story stuff so far in terms of execution?
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Post by Nyu Nozomi Hyuga on Jan 27, 2016 1:41:40 GMT -5
I like the photo of Ono with the gloves. What do you think about the story stuff so far in terms of execution?
If I were to talk about Story Mode, I'd save it until I'm done watching a playthrough when the game comes out. All I can say is part of the Story Mode trailer looks promising (pretty much what I thought of Injustice & MKX before the game came out) but My only hope is if the Story Mode itself doesn't follow MK format.
That picture reminds Me of Sakura's portrait from Capcom vs SNK Millennium Fight 2000/Pro.
Got bit of a quick question which is a follow up about the encryption, would changing camera angles be considered tampering or would effect on being able to access online?
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Jan 27, 2016 1:50:39 GMT -5
We don't know what they have done yet but if you're online only you can see your own mods unless someone else has them installed.
It could be tampering if you edit the camera which is usually done with a hex editor.
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Post by JACK-2 on Jan 27, 2016 13:52:19 GMT -5
Bad or just less popular? I didn't say the games were bad just that they don't sell as well. My bad, yeah they tend to sell relatively less. Didn't mean to imply you thought they were bad games. Those are mega popular characters and the Motw was a different branch than Kof and Snk usually mixes their characters anyways with popular ones from other games. I don't know if they'll be doing any new fighters outside of Kof for some time. You recall how Kof 12 went right? Well, I mean't in comparison to Fatal Fury. KOF is a crossover between Fatal Fury and Art of fighting. At least it was initially. They do mix it up as you say. How did KOF 12 go? Hell no. Lol. Again I am not a fan of shoehorning Sf2 only as they have great characters from other games. I don't want a Chun replacement who feels weird and has her moveset. What's the point? Be creative and make something unique. That's one of the reasons Urien, Alex, Makoto, Ibuki, and Dudley worked. They were new and pulled off well. This is why time skips can be a problem. SC5 took popular characters like Taki and replaced them with scrappy characters. Oh, okay. So, you think the new characters can be good. You just don't like the clone characters like: Q, Necro and Remy? I think it depends on who they take away and who they keep. Getting rid of Taki was dumb, but they kept Ivy for some reason. I guess it depends. I just want to see some fresh blood, but it doesn't have to be clones. Do, I don't mind too much if they are. But, I see where you're coming from.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Jan 27, 2016 14:45:18 GMT -5
Bad or just less popular? I didn't say the games were bad just that they don't sell as well. My bad, yeah they tend to sell relatively less. Didn't mean to imply you thought they were bad games. Those are mega popular characters and the Motw was a different branch than Kof and Snk usually mixes their characters anyways with popular ones from other games. I don't know if they'll be doing any new fighters outside of Kof for some time. You recall how Kof 12 went right? Well, I mean't in comparison to Fatal Fury. KOF is a crossover between Fatal Fury and Art of fighting. At least it was initially. They do mix it up as you say. How did KOF 12 go? Hell no. Lol. Again I am not a fan of shoehorning Sf2 only as they have great characters from other games. I don't want a Chun replacement who feels weird and has her moveset. What's the point? Be creative and make something unique. That's one of the reasons Urien, Alex, Makoto, Ibuki, and Dudley worked. They were new and pulled off well. This is why time skips can be a problem. SC5 took popular characters like Taki and replaced them with scrappy characters. Oh, okay. So, you think the new characters can be good. You just don't like the clone characters like: Q, Necro and Remy? I think it depends on who they take away and who they keep. Getting rid of Taki was dumb, but they kept Ivy for some reason. I guess it depends. I just want to see some fresh blood, but it doesn't have to be clones. Do, I don't mind too much if they are. But, I see where you're coming from. Kof 12 bombed, it didn't even have Mai or K'. Why would I hate new characters? As long as they are good I don't mind them. Just don't want to see a lazy rehash of a better character. Ivy doesn't age the same apparently and she's like the #1 female in that series.
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Post by JACK-2 on Jan 27, 2016 14:58:02 GMT -5
Which rehashed characters in particular turned you off? You liked: Urien, Alex, Makoto, Ibuki, and Dudley. Who didn't you like?
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Jan 27, 2016 15:16:51 GMT -5
Which rehashed characters in particular turned you off? You liked: Urien, Alex, Makoto, Ibuki, and Dudley. Who didn't you like? I'm more indifferent than anything I would have just preferred the original characters over the characters who took their movesets. Except for maybe Blanka. I don't have any extreme dislike, but it isn't something I prefer.
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Post by JACK-2 on Jan 27, 2016 15:24:55 GMT -5
I'm more indifferent than anything I would have just preferred the original characters over the characters who took their movesets. Except for maybe Blanka. I don't have any extreme dislike, but it isn't something I prefer. So, you don't mind Necro for having Blanka's moves? Because you don't care much for Blanka, What about Dhalsim?
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