Friday, April 30, 2010

Super Street Fighter IV Tops 1 Million...Already!

Here's The Official Press release:
----------------
Capcom Ships First Million Units of "Super Street Fighter IV"

Osaka, Apr 30, 2010 - (JCN Newswire) - Capcom Co., Ltd. (Capcom) is pleased to announce that the initial shipment of the latest iteration in the 'Street Fighter' series, "Super Street Fighter IV", has reached one million units worldwide.

In addition to new characters, "Super Street Fighter IV" features the Replay Channel, allowing players to upload and view replays of previous
fights. The online modes have been designed to allow for easier communication between players worldwide. Together with new alternate costumes for all characters available as downloadable content, these new and exciting features, at an incredible price, enabled Capcom to ship over one million units of the game.

Since the release of the original "Street Fighter IV", with events such as national tournaments, Capcom has continued with its promotional push, which includes tie-ins that branch out into other industries. The announcement of an arcade version of "Super Street Fighter IV" shows Capcom's continued support for our brand series titles.

"Street Fighter" was first released in the arcades in 1987. This was followed up in 1991 with the smash hit "Street Fighter II", and as of March 31, 2010, the entire series has shipped over 28 million units on home consoles worldwide. The innovative battle system found in the Street Fighter games helped to establish the fighting game genre.

As always, we at Capcom will continue to strive to develop new and original games that appeal to a broad audience around the world, and maximize the value of our well-loved brands.
-game hard-

Thursday, April 29, 2010

Epic Documentary on The Fighitng Game Scene

Curtesy of SRK Member: Waldo
Filmed between 2004 and 2009, Pixel Kombat draws the player into the mystical arcades of Japan, from Shibuya to Shinjuku, via Akihabara. With IK Rugal as your guide, the film transports you from Tougeki Tokyo and the versus fighting games world championships on arcades, all the way to the Stunfest in Rennes. Here, during one of the biggest tournaments Europe has ever seen, you will meet some of the worlds best players such as Daigo Umehara, John Choi, Justin Wong, D44Bas, Ryan Hart, Yamazaki 93. These modern heros will share with you their passion, their art and most of all their way of life.


PIXEL KOMBAT TRAILER
Uploaded by sushisdutoys. - Watch game reviews, trailers, and walkthrough videos.

Street Fighter Gets the "Headnod" On NPR

So, Capcom and is Juggernaut franchise Street Fighter got a little mention on National Public Radio yesterday! Here's the transcript provided to us by NPR.

---------------------------

Copyright © 2010 National Public Radio®. For personal, noncommercial use only. See Terms of Use. For other uses, prior permission required.

STEVE INSKEEP, host:

And today's last word in business is continual update. That's the strategy of Japanese videogame maker Capcom. It's been pursuing that strategy to achieve immortality for its 23-year-old videogame called "Street Fighter."

(Soundbite of videogame, "Street Fighter")

(Soundbite of grunts, punches)

Unidentified Man: Get out of my face.

(Soundbite of grunt, punch)

INSKEEP: The game, born in arcades in Japan, is about a martial artist who competes against fighters from around the world. Over the years, Capcom has upgraded the technology and tweaked the titles: "Street Fighter," "Street Fighter II," "Turbo," and then "Super Street Fighter II," and then "Super Street Fighter II Turbo."

Capcom eventually came up with plain-old "Street Fighter III." By then, the updates had become a joke, but the money keeps rolling in. And the latest version, "Super Street Fighter IV," has been a top-seller for months.

That's the business news on MORNING EDITION, from NPR News. You can get constant updates on this program by following us on Twitter @MORNINGEDITION or @nprinskeep.

I'm Super Street Fighter Steve Inskeep.

RENEE MONTAGNE, host:

And I'm Super Street Fighter Turbo Renee Montagne.

-game hard-

Alternate Costume Packs for SSFIV Dated


As with Street Fighter 4, Capcom will release a new pack at dated intervals and then give you the option to buy all of the costumes in one shot as the final offering. Here's the dates breakdown as reported by iPlayWinner.

Now Available: Super Challengers Pack 1
(Hakan, Makoto, Dudley, Guy, Dee Jay)
May 11: Super Shoryuken Pack
(Ryu, Akuma, Ken, Gouken, Dan)
May 25: Super Beauty Pack
(Chun-Li, C. Viper, Sakura, Rose, Cammy)
June 8: Super Challengers Pack 2
(Juri, Ibuki, Cody, Adon, T. Hawk)
June 15: Super Brawlers Pack
(Zangief, E. Honda, Abel, Rufus, El Fuerte)
June 22: Super Shadaloo Pack
(Vega, Sagat, Balrog, M. Bison, Seth)
June 29: Super Classic Pack
(Guile, Blanka, Dhalsim, Gen, Fei Long)
July 27: Super Complete Pack
(All 35 costumes in one bundle)

If you want to see an actual pic of these new outfits then head on over here:

Wednesday, April 28, 2010

Daigo Signs a Deal with...Madcatz?

For some reason I find it odd that out of all the Stick manufactures that Daigo chose Madcatz as his official sponsor. Maybe its just me, but the statement he makes sounded like something read straight off a press release. Anyways, below is the simple cut and paste press release via IndustryGamers:

San Diego, April 27. 2010

Mad Catz® Interactive, Inc. (“Mad Catz” or “the Company”) (AMEX/TSX: MCZ), a leading third-party interactive entertainment accessory provider today announced a sponsorship and promotional alliance with Daigo “The Beast” Umehara, an internationally renowned professional gamer specializing in the fighting game genre.

An avid player from the age of 11, Daigo is one of the gaming worlds’ most esteemed players, participating in tournaments for over 15 years and winning prestigious titles across no less than 10 different fighting games.

A celebrity amongst gaming enthusiasts, Daigo regularly participates in various exhibition bouts, writes his own regular gaming column and continues to participate in tournaments worldwide, including the famous Evolution series of tournaments which he has won several times. In addition, Daigo is the reigning Street Fighter® IV champion.

As part of Team Mad Catz, Daigo will represent the company at all professional gaming engagements around the globe using Mad Catz’ highly-acclaimed range of Tournament Edition FightSticks, including the new ‘Super Street Fighter™ IV Arcade FightStick: Tournament Edition “S”, recently launched to coincide with the release of the game later this month.

Working alongside the Mad Catz product designers and engineers, Daigo will offer a professional gamer’s perspective to the Mad Catz new product development process. Daigo’s role and input is consistent with Mad Catz’ commitment to bring to market accessories which represent the very highest levels of engineering and manufacturing quality and which enhance the gaming experience.

Darren Richardson, President and Chief Executive Officer of Mad Catz commented, “We are very excited about Daigo joining Team Mad Catz. His professional-gaming experience and competitive attitude complements our strategy of developing differentiated and high-quality interactive entertainment products that evoke a passionate consumer response.”

Daigo Umehara commented, “In my opinion, the Mad Catz Tournament Edition FightStick is the most realistic and authentic Arcade Stick available and continues to be my controller of choice when playing in tournaments. I’m excited to be part of Team Mad Catz and look forward to working closely alongside with them.”

SSFIV - Listed Rundown

Epic

Here's The Outlined Review Thus Far:
  • Hours Played: 15 - Marathon On Release Day
  • New Characters Profiled/Used: All (9 in all)
  • Most Used New Character(s): Dudley + Adon
  • Graphics: 9.5
  • Sound FX: 10
  • Fun Factor: 10
  • Story: Well, there's some background intro and outro scenes for each character...but to call it story-esque is fooling yourself.
  • Re-Playability: 10 (do you really need to ask this)
  • Arcade Mode Beaten: 3x on easy mode
  • I know I know, I played on easy to see new characters move sets - don't shoot me (Adon, Dudley, Masters)
  • Online Ranked Matches to Date: 0 (getting the "feel" first)
  • Negatives: No More Trials (i.e. time trials/survival mode)
  • Positives: Tournament Mode, New Characters to Master, New Announcer, New Stages.
At first I was skeptical in believing that Capcom could top Street Fighter IV. I can honestly say that they didn't just top it, they beat the snot out of it and then tea-bagged it. This game is near flawless people.

Check back later for more Super Street Fighter IV News!

Tuesday, April 27, 2010

Don't Expect Any News or Posts Today...

Why?
If you really dont know...you best axe someone.

Repping Super Street Fighter IV for the Next 10 or so Hours

Monday, April 26, 2010

In Depth Look: Auto-Footsies

As a huge (HUGE) fan of Sonic Hurricane[.com] I found myself overwhelmingly intrigued by this article Maj put together on Auto-Footsies. If your hardcore into the fighting game scene please read this article. It has unbelievably good information on one of the most important aspects of the game: Footsies! Here's the simplistic cut and paste:
-----------
"As you become increasingly proficient with a character, you naturally develop a repertoire of attack strings that just plain work. Whether it’s a sweep after a low short or an uppercut after a blocked fireball, everyone seems to fall for certain patterns.

Free damage for minimal effort is always nice, but the inherent danger is falling into the trap of playing footsies on autopilot. What happens when you face someone who sees it coming and knows the counter? How quickly do you adapt? Are you prepared to adapt? Have you taken the time to plot out and practice the counter to the counter?

The truth is, you can get pretty far just by watching top players and mimicking their combat maneuvers without understanding the active thought processes behind them. Many beginner and intermediate level players will have trouble overcoming refined tournament tactics.

There’s nothing wrong with relying on proven, successful strategies. However, running into someone who can beat you will set you two steps back – not just one. After all, how can you neutralize their rebuttal if you don’t even know why your gameplan worked in the first place?

That’s why whenever you stumble onto something effective, it’s important to ask yourself why it works. Answering that question will give you a better understanding of the tactic. More importantly, it’ll reveal possible weaknesses which need to be compensated for in advance.

Of course, a lot of this goes back to the central concept of staying focused while you play and pushing yourself to improve. It’ll take much longer to absorb the same amount of material if you compete passively. In fact, you can play absentmindedly for an entire evening without learning a single thing.

Everyone knows when they’re trying hard and when they’re taking it easy. There’s a clear line between hit-confirming difficult combos for maximum damage, and simply resorting to safe combos to use without checking for success. There’s a huge difference between making sure an opponent takes the bait before counterattacking, and routinely going through the motions regardless of the result.

Anytime you catch yourself coasting on cruise control, either grab the wheel and make some turns, or pull over and take a break. Otherwise you’re setting yourself up for bad habits. Practicing while zoned out is a waste of time."

-game hard-

IGN Reviews Super and Warp Takes a Look at Stamina & Stun Rankings!

This Saturday, IGN reviewed Super Street Fighter IV...and like every other outlet that has reviewed it thus far: awarded it a 9.0! Her's the video review:


Also, as promised...
Here's the Stamina and Stun Rankings as listed out by Eventhubs.

Stamina (Defense) character rankings for Super Street Fighter 4

Character Stamina Stun
Abel 1050 1050
Adon 950 1000
Akuma 850 850
Balrog 1050 1000
Blanka 1000 950
Cammy 950 950
Chun-Li 900 1050
Cody 1000 1050
C. Viper 900 950
Dan 1000 900
Dee Jay 1000 1000
Dhalsim 900 900
Dudley 1050 1050
E. Honda 1050 1100
El Fuerte 900 1000
Fei Long 1000 1050
Gen 900 900
Gouken 1000 1000
Guile 1000 900
Guy 1000 950
Hakan 1050 1100
Ibuki 900 950
Juri 950 950
Ken 1000 1000
Makoto 950 1050
M. Bison 1000 950
Rose 950 1000
Rufus 1050 950
Ryu 1000 1000
Sagat 1050 1000
Sakura 950 1000
Seth 750 750
T. Hawk 1100 1100
Vega 1000 900
Zangief 1100 1100

Friday, April 23, 2010

Box Arena Streamed Tourney

Box Arena hosted a Street Fighter 4 tournament, with a SSF4 side event. The entry fees went to Chris Hu, who lost his home in a fire recently.

Here's the Link to Watch: Box Arena Tournament

Rematch of the century to take place?

Ok, so we all know about the last time Justin Wong and the one and only Daigo "The Beast" Umehara threw down in SFIV. Daigo walked away the Evo 2009 champ but the match itself was one of the most epic fights ever caught on tape.

Over on Capcom-Unity.com, the crew is setting up for the Super Street Fighter 4 Fight Club event that's being held in Glendale, California. This will be streamed live (over at U-Stream) and it gets underway around 8 p.m. PST. Guess whose going to be there? Yup, Both Wong and Daigo will be on hand at the event. Will we see a rematch of epic proportions? Who know, your gonna have to watch to find out. See you at the Stream guys!

Hosts: Level | Up
  • Yoshinori Ono will also be in attendance
  • Along with some of the voice actors for the game.

Thursday, April 22, 2010

iPlaywinner Tournament Update

I made the reserves list for the Tournament! Check back here May 4th for updates. Results will come May 5th after tournament is concluded. Hopefully one of the players backs out so I can show those West Coast boys whose boss!

Here's the link to see where I placed on the roster of fighters. Scroll down through the comments until you see the roster list posted by Shenakuma.

LINK

SSFIV Character Trials Examined

Interestingly enough the time trials for each character [in Super Street Fighter IV] have been posted on youtube. If you've been constantly wondering what the trials are like this time around then by all means take a look-see. If for nothing, the videos show some pretty outlandish combos you'll never use in a serious match. However, there are some B&B (bread and butter) move sets showcased for you as well.

Also: Following the Trials Videos there is another vid. revealing all the icons you unlock form doing the challenges. For all you coalitionists out there, you owe it to yourself to check them out. Enjoy!

Up First: Trial Video Links (just click the character name)

-game hard-

Wednesday, April 21, 2010

iPLAYWINNER TOURNAMENT SERIES PRESENTED BY ALLISFIGHTER.COM

This is the start of great things people. If your a fighting game enthusiasts like we here at Warp are...you owe it to yourself to at least check this tournament out. Enter or just watch the live stream. Its going to be epic! I've signed up and am ready to go! Here's the posting via iPlaywinner:
------------------
iPlayWinner is proud to announce we are partnering with AllisFighter.com to bring users from both sites an online tournament series like none other! With AllisFighter's expertise in running online tournaments, and our strength in live streaming, we are putting together a series of tournaments where you will not only have the chance to win prizes from FocusAttack.com but also have your matches streamed live via the iPlayWinner USTREAM Channel!

The first tournament is May 4th (6PM PST/9PM EST), one week after Super Street Fighter 4 drops, so you need to register on AllisFighter.com in order to participate as soon as possible.

CLICK HERE TO REGISTER FOR THE FIRST TOURNAMENT

Here is a quick look at what to expect:

  • LIVE Streaming of all top 8 matches -- all streamed matches will be recorded!
  • 16 man PS3 and 360 brackets
  • Ranbats seasons where players accumulate points to win prizes.
  • In between ranbats, there will be "themed" tournaments such as: "New Characters Only", "Low Tier Only", "Team Battles (2v2, 3v3)" and more!

Our first tournament will be to kick off this series, so be sure to tune in even if you're not playing to get a good idea as to where we are going with this. I will be on the mic doing commentary, available to take questions and feedback from users as well. After the first tournament has concluded, we will start off our first Ranking Battle with Prizes from FocusAttack.com!

Of course, if you have any questions about the iPlayWinner Tournament Series, please post up in the comments!

------
-game hard-

Marvel vs Capcom 3's Very Own Ryota Niitsuma Interviewed

Simplified Inputs, huh? It's going to be very (VERY) interesting to see how the MvC community reacts to these newly implemented feature sets. Only time will tell. Enjoy the video!

Tuesday, April 20, 2010

SSFIV Tournament Mode Previewed




super street fighter 4 super street fighter IV

Marvel vs Capcom 3 Announced!

Yup, This Just Happend!
marvel versus capcom 3 marvel vs capcom 3 marvel vs capcom



Game Details:

Release Date: Spring 2011
Genre: Fighting
Platform: Xbox 360, PlayStation 3

Features:

• Innovative graphics and gameplay bring the Marvel and Capcom Universes to life: Powered by an advanced version of MT Framework, the engine used in Resident Evil 5 and Lost Planet 2, now comes to Marvel vs. Capcom 3, bringing beautiful backgrounds and character animations to the forefront.

• Evolved VS. Fighting System: Wild over-the-top gameplay complete with signature aerial combos, hyper combos and other original systems. The evolved battle system takes the exciting mind-reading game to a whole new level!

• 3-on-3 Tag Team Fighting: Players build their own perfect team and use Assist Attacks and each character’s special moves to create their own unique fighting style.

• Living Comic Book Art Style: See the most adored characters from the Capcom and Marvel universes brought to life in a “moving comic” style, blurring the boundaries between 2D and 3D graphics.

-game hard-

This Weeks Super Street Fighter IV Dev. Blog Overview

Ascertained from the official Super Street Fighter IV Blog ... and translated by Azrael over at iPlayWinner; we have thew most recent Developers Blog all set and ready to go! This week they cover pretty much the same as last weeks entry on character changes. This week we get a breakdown of the returning cast of fighters and their newly implemented changes made to each one. Here's the quick-jump to the official Japanese site.

Here we go!
Courtesy of iPlayWinner and SSFIV Dev Blog
----
It was really warm last week, so everyone is nice and healthy, right? Be careful of catching a cold! It's important to take care of your health. Lately, I've been into those moisturized masks.

Hello everyone! This is Tsukamoto.

I got to go with producer Ono to an event in Hawaii! Sorry I got to kick back in a nice warn country. Even though the nice wide beach was right before me, with the pre-sale presentation overseas I didn't get to go... No, the most important thing is that everyone knows more about Super Street Fighter IV, so forget the beach, we gave it out all for SSFIV promos!

This week, together with the battle planner we'll be talking about the adjustments to Cammy, Fei Long, Sakura, Rose, Gen, and Dan!

-- Well then, first off tell us about the adjustments to Cammy.

Okada:

One of the first adjustments we made was to some of her moves that were just simply strong. Like the Cannon Spike, which had too much offensive power. But we have shortened the start-up for some of her moves that were a bit difficult to use, especially her Axel Spin Knuckle, which should be much easier to use now.

Tamamura:
For her normals, we've given her a bit more priority on her normals. For example, her far standing roundhouse now has anti-air properties, and has a bit more range than in SFIV, so now its good for controlling space. Also, her crouch roundhouse - in IV, sometimes it would look like it should hit but it didn't, so in this game it should be a bit easier to hit now. We've also improved the cross-up properties on her jumping short, which should improve her aerial offense.

-- If we look at the total package, then Cammy has gotten more improvements than nerfs?

Okada:

Yes. While she has gotten a lot of improvements, to balance the game out in general damage on the whole is down, so I don't think players will feel that she is too strong. Now, she can better vary her attacks, so now players can enjoy different playstyles with her.

-- What type of move is her new ultra, the CQC?

Okada:

Her ultra in IV, the Spiral Drive Smasher was really good for rushing down, and could be used in combos. So we wanted to do something different for her for the new ultra, which is how CQC came about. CQC is a counter ultra, so if you don't successfully read your opponent's movements nothing is going to happen. Compared to the other characters though, it does a lot of damage, so it has great comeback potential. So it'll be difficult to hit, but if you do you get a great reward in damage dealt.

-- So this is a move that's best suited against attacking characters?

Sano:

If the player is really good at reading their opponent, then CQC can be used against any character. But if you use CQC against a grappler, it might lead to trouble. In an instant you can find yourself eating a Screw Pile Driver (laughs).

-- Next, tell us about the adjustments for Fei Long

Okada:

The image of Fei Long is one of a character who bulldozes his way forward, especially using his Rekka Ken's. That much hasn't changed. But we have strengthened his straight-forward moves. For example, we have changed the timing of the attacks for his standing roundhouse. In SFIV, an opponent could do a Focus Attack in between the two hits, but now the two hits are consecutive, so its a move that will beat out the opponent's Focus Attack. You can also use it as just a quick combo. We've also adjusted the inputs for the Rekkukyaku (Chicken Wing), so now it is easier to pull off.

-- Tell us about his new ultra, Gekirin Ken.

Okada:

This is also a counter ultra, the same as Cammy's CQC. A counter ultra might be more suited to Fei Long than Cammy - the main force of Fei's offense is his Rekka Ken's, and opponents will usually want to get an attack in to break it up. If Fei players can use the counter ultra well, then this will be a great asset to them.

-- Well then, tell us about the adjustments for Sakura.

Okada:

In SFIV, the start-up on her Hadouken was kind of slow, and what would happen is that opponents could jump in on her easily. So in SSFIV, we've reduced some of the startup to make the move a bit easier to use. We've also improved her cross-up abilities. In the past, Sakura could jump in and then link together moves and this was her primary means of offense. But in IV, Sakura didn't have a lot of cross-up ability, so fighting like this was a bit difficult. So we've changed her jump forward kick to have a bigger cross-up range, which should allow her to jump in and confuse her opponent's guard better. So she should have an easier time jumping in than in IV.

-- What type of move is her new ultra, Shinkuu Hadouken?

Okada:

While Haru Ranman was a hit-type ultra that could be used in combos, Shinkuu Hadouken is a projectile type. Shinkuu Hadouken doesn't do as much damage, but I feel that its easier to use, such as in situations of controlling space. Also, depending on the button you use to activate it, it can become the anti-air Shinkuu Tengyo Hadouken, or the ground-based Shinkuu Hadouken.

Sano:
Shinkuu Hadouken is a good move to have when she has her opponent in the corner. If you use the anti-air Tengyo Hadouken, with its upwards angle she can catch people who are trying to jump out. She can also hit people with it who are still on the ground. When she has ultra, and the opponent is closer to the corner, she can use it to scare her opponents out of jumping or using air-based attacks. So this ultra will change the way people fight against Sakura.

-- Tell us about Rose's adjustments.

Okada:

For Rose, we have shortened the recovery on her Soul Spark and EX Soul Spark, and make her Soul Reflect more comboable. We wrote about this on a previous blog, but now you can use Soul Throw off a juggle. So without changing the way she is played from IV, she has some new combos and more interesting things to explore. On the other hand, we've also adjusted the things that were a bit too strong. We've slightly nerfed her Soul Piede (F+RH).

-- What kind of move is her new ultra, Soul Satellite?

Okada:

Rose up until now has been able to divide herself, absorb projectiles, etc - so compared to other characters she's a bit quirky. So keeping with that idea, we came up with the Soul Satellite ultra. Simply put, her soul orbs just revolve around her, but its a pesky little ultra that can be used for both offense and defense. There are various combinations it can be used in.

Tsukamoto:
The orbs continually revolve around her, so it will be difficult for her opponent to find the right timing to attack.

Okada:
Yes, but for opponents who just block all day, it's going to be hard for Rose to deal out large amounts of damage, so figuring out timing is going to be important I think.

Tamamura:
The Soul Satellites themselves don't do much damage, but if you combine them with other moves then you can get some nice things happening.

-- Tell us about the adjustments for Gen.

Tsukamoto:

In America, many people are saying that Gen has gotten weaker, and those rumors have infiltrated Japan as well. So I imagine there are many people who want to hear about this.

Okada:
Yes. Word on the street is that Gen has gotten weaker, but I think that rather than saying he's weaker, our adjustments to him have been to make him more like Gen. The most important point was to give him more variation between his Crane and Mantis styles. Being able to effectively use his Crane and Mantis styles is what will bring Gen to life.

Sano:
First, we've changed the jump for both Crane and Mantis. In Mantis style his jump arc is a bit higher than in was in IV. Also, in IV, if he does a back-dash and the invincibility runs out, he was considered to be in a grounded state, which meant that he could also eat a big combo as well. But for S4, he will be considered airborne, so all he will eat is the counter attack, so this is pretty good for Gen. Also, for Crane style, during a jump he will stay in the air a bit longer, so it will be easier to land jumping attacks. While there were many people who felt that the low jumps made attacking easier, in IV there were a lot of instances where Gen would hit the ground before he could get his attack out, so we made our adjustments with this in mind. We also sped up the startup on his strong punch and forward kick, that many people felt were slow and heavy. Now it should be much quicker to get out.

Okada:
For his specials, we've made his Oga wall dives faster, so it should be easier to hit opponents with. If we were to put this in numbers, in IV after clinging to the ceiling and then going for his attack, the attack came out on the 10th frame. In S4, now it comes out on the 3rd frame. So, its 7 frames faster.

Sano:
We've shortened the recovery on the Mantis super to 4 frames after hit, and the startup on his Crane super has been shortened by/to 10 frames, making it easier to hit with. Also, for his crouch fierce punch, which is pretty important for him, we've increased the hit range of it, and on counter hit Gen will take airborne damage. In the Alpha series, this was a move that if Gen landed would lead to big damage, but on counter hit Gen would take big damage, but this time around we've done things a little differently.

-- From what we've heard it sounds like Gen has gotten stronger - what do you think his rank in the tiers are now?

Sano:

Having moves that come out fast and with good priority don't always make for a strong character. Gen has always been about technique, and that hasn't changed. Now, I just feel that his ease of use has gotten fairly better.

-- What other areas have been adjusted?

Okada:

For Gen, basically there's nothing we haven't tweaked - we've adjusted more or less all of his moves. He has been strengthened to really bring out his technique. The adjustments we've made that are a bit off-course from that is that his forward kick into Hyakurenkou (MK -> Hands) loop combo is a lot harder to do now. With this loop combo, even if the opponent blocked, Gen could bully them with this, and it was kind of one-sided for Gen. The flow is basically MK -> Hands -> MK -> Hands - maybe this is something that people can't ordinarily do, but with a rapid-fire pad then you can keep this up continuously. We had a lot of Gen players telling us "This isn't how Gen fights!" and as its not really Gen-like it was taken out.

-- Tell us about his new ultras.

Okada:

The Mantis ultra is based off his old "Shitenshuu" touch of death move, and the Crane Ultra is a powered-up version of his Oga wall dives. For the Mantis ultra, in the same way that you can combo his Crane Ultra I from the Waterfall Kick, Gen can combo the Mantis Ultra II from the Waterfall Kick as well. If you have confidence in your rush-down, Mantis Ultra II should be interesting. Crane Ultra II is a mid-air ultra, so if you match up with your opponent's movements there should be plenty of ways to hit it. It's especially good against opponents with projectiles. For example, it can be a good counter against the Hadouken. So if your opponent is just randomly throwing Hadoukens against you, Gen can use this ultra to really make him pay for it.

-- Tell us about the adjustments for Dan.

Okada:

Dan is one of our more interesting characters, so we wanted to strengthen him on that basis. We've made him a bit more fun to use, and adjusted some things that didn't work in IV. For example, when doing a chain cancel, his recovery time was kind of strange, so we fixed that to make things easier to link up. Also, we've slightly adjusted the start up frames on his weak Air Dan Kick so that it hits easier. He also gets a bit more priority, which makes his attacks a bit easier to hit now than before.

-- Tell us about his new ultra, the Haou Gadouken.

Okada:

Haou Gadouken is a projectile move. Although its best range is up close, if it hits the opponent it does nice chip damage, so its a nice move against other projectiles. Also, it has combo potential, and you can hit it off juggles.

-- With these adjustments, has Dan moved up in the tiers?

Okada:

Within the dev team, we feel that this is the Strongest Dan Ever, but his position won't change from SFIV! (laughs) That position is all his.

-- Do you have any closing thoughts for everyone who is looking forward to the game?

Okada:

On this blog, the characters we've talked about have all basically been improved, so it should be much easier to fight with them than before. Reading the comments, I can see that a lot of people are worried about Gen in particular. So if this blog could ease those concerns, I'd be really happy. When SFIV first came out, I felt that I wanted to bring back the Gen from previous titles, and with plenty of similar opinions after the game went o sale, the adjustments have been made to try and make Gen as close as possible to our imagination of him. I feel that Gen is closer to himself this time around, so if everyone could give him a try after the game goes on sale that'd be great.

Tsukamoto:
I hope you all enjoyed today's entry. This completes the adjustment notes for all the characters from SFIV! We were not able to include all the things that people who read this blog requested, so my apologies for that. Within development, we took in as many opinions as possible, adjusted carefully with balance in mind. Once you play the game you'll be able to see for yourself. So next week, get the game software and give it a spin!

As next week is the release date, that will have an effect on the power of this blog, as well as Ms. Shiozawa and Mr. Ayano's blog. Development staff will be dropping by for comments, but for the Dev Blog I think we'll keep the same format we've had up until now.

Also, there will be a new blog entry right before release date, in which we compile the various things producer Ono has said on overseas sites and what not. You may already know a lot of this, but there may be people who don't know, so this will be good for them!

Well then, see you next week!

Friday, April 16, 2010

Ohh, Bye the Way: I'm Out of Town!

Sorry for the "no posts" guys. I kind of forgot to tell everyone that I'm currently in Mexico drinking fine cervasas lounging on an exotic beach. To sum it up...I'm not thinking about Street Fighter IV or even Super Street Fighter IV for that matter. Well, maybe I'm thinking of Hadouken'ing my wife later on. Huzzah!

Back on Tuesday!
-Game Hard-

Tuesday, April 13, 2010

SSFIV Developer's Blog Translated and Outlined

Here's the most recent developer blog for Capcom's Super Street Fighter IV. This entry covers all the newly implemented character changes for:
  • C Viper
  • El Fuerte
  • Rufus
  • Abel
  • Seth
  • Akuma
  • Gouken
-------------------
C.Viper:
- Adjusts to some moves, like burning kick, where you now have less frame advantage when blocked. You'll probably have disadvantage on block
- Tweaked c.MP as well, buffed 'hit priority' (I think they mean by more range or hitbox or something like that), so it'll be more useful as a poke

Rufus:
- Falcon Kick dmg nerfed, but no other changes to the move itself
- Adjusted moves that was advantageous just by using it, and the ones that were too strong
- U2 will be strong in terms of chipping damage

Fuerte:
- Guacamole dmg buffed
- RSF is likely left as it is (I hate when they don't say it directly, but instead twist some words and stuff, you know?)
- U2's sliding part has projectile invincibility
- They said they buffed his properties that were too weak, and also buffed moves that did almost no dmg to opponents

Abel:
- Falling Sky is easier to throw now
- Buffed sweep. They said the move will now hit where it missed by a tiny bit in vanilla SF4.
- Faster far s.LP. They also mention that Abel is a character whose normals are strengthened in overall
- He can CANCEL U2. They specifically said he can choose not to perform the move when the player knows it'll not hit the opponent

Seth:
- Teleport has more recovery frames
- Nerfed his j.HP, both straight up and jump back, in terms of 'hit priority'
- His U2's main uses are AA, chip, and combo

Akuma:
- Adjusted/Nerfed his DF roll LP+LK follow-up, because it was advantageous both on block and whiff (I believe that this is actually a typo, and that they meant demon palm, because this doesn't make sense to me at all)
- Adjusted stun point inflict on his moves. In easy and strong links, he'll do lower stun points, but if he does a hard combo he'll inflict more stun points compared to vanilla.

Gouken:
- Tweaked Kongo, so it'll be easier to perform, but it'll less likely come out by mistake
- Overhead faster (isn't everyone's?) and some normals have faster start-up as well
- Tatsu's hitbox adjusted, so it'll be easier to hit.
- U2 does ?% stun on guard, and does more damage when charged

About CPU Bosses:
- Boss mode Seth, Akuma, and Gouken will have completely different frame numbers of their moves compared to their playable counterpart
- But they'll be easier in the easiest settings

Next update will be on April 20th, discussing Cammy, Fei, Sakura, Rose, Gen, and Dan

A Fellow Street Fighter Community Member and Voice of the Scene Chris Hu Needs Your Help!

Source: iPlay Winner
----
Link to Video of Fire: Chris Hu Fire

New York Street Fighter player/commentator Chris Hu and his family lost his home in a fire today, you can see him be interviewed in the video above around the two minute mark. Our hearts go out go out to him and his family. Shoryuken.com has set up a paypal fund where you can donate.

Chris is a great guy, I did an interview with him a few months ago and he was just a joy to talk to. Chris is really a guy who can keep you smiling.

Even a few dollars can really make a difference in a situation like this. Here's hoping Chris and his family can bounce back from this tragic event.

Monday, April 12, 2010

SSFIV DLC Will Have Tournament Brackets

Coming straight from Capcom's very own Seth "S-Kill" Killian; confirmation that Super Street Fighter 4's "Tournament Mode" DLC will have actual tournament brackets. As many of you already know this will be a giant leap forward over the previous Championship Mode as seen in Street Fighter IV. In short: you advance like you would in a single elimination tournament, but you do not get to see the bracket you are advancing through. Here's Seth's statement:

"Brackets [will] be a part of the Tournament Mode DLC that's coming to SSFIV after launch (it's free!). We should have a flood of new info about the Tournament Mode coming in ~2 weeks, so rather than tease with some vagueness, I'll just say "stay tuned" and give you the full story then. " -Seth Killian-

Though Seth stated that more information on the newly announced Tourney Brackets will hit sometime in the next two weeks; I feel more information will actually hit sooner seeing as thought he hype for SSFIV has pretty much hit a "sweet" spot with all the new ads and TV spots...Here's to waiting!

-game hard-

Ken and His Cowboy Hat Show Off

Saturday, April 10, 2010

First Look at New Alt. Costumes in SSFIV

Big BIG Ups to SRK for these new stills showcasing some of the new alternate costumes in Super Street Fighter IV. Click the Link for the quick Jump to the article.

Friday, April 9, 2010

Yoshinori Ono Present SSFIV at Germany Event

Here's three vids (found at EventHubs) of Yoshinori Ono presenting Super Street Fighter IV to a crowd at an event in Germany. As a quick heads up: The translator speaks super low so turn your speakers up if your interested.

Here's links to the three videos:

SSFVIV Graces The Return Cover of EGM!

Many of you may remember the horrific demise of EGM (Electronic Gaming Monthly) last year. It ended abruptly and with almost no explanation to it's dedicated base of subscribers and newsstand goers. What many of you may also remember is the outstanding relationship EGM had garnered with Capcom (creators of Street Fighter). Case in point? The very last issue of EGM that was suppose to hit stands (but never did) actually had Street Fighter IV on the cover. Now, it seems to have come full circle: Super Street Fighter IV has graced the cover of the brand new EGM[i] magazine launching this month!

The magazine features a retrospective look on all things Street Fighter with tons of comments from industry developers and all around influential people who consider the venerable series to be one of the greatest ever created. To top it off, EGM also takes an in depth look at Super Street Fighter IV [set to release this month].

Here's the Cover Art for the Two Collectible Versions
-game hard-

Thursday, April 8, 2010

SSFIV Tournament Mode Dropping in July

  • Tournament Mode Confirmed
  • Release: July (no specific date)
  • Price of Download: Free
  • Source: EventHubs.com

ShackNews Shows off SSFIV's New Online Features

"Though the net-code hasn't changed, you should find more low-latency games as the matchmaking and custom game browser should better prioritize location for game selection. As such, you should see more "five green bars" games online in Super Street Fighter IV."

Not too sure how I like the sounds of that (i.e. net-code not changing) but then again I practice with SS Soulstealer every night...who lives in Alaska for Petes-sake. Here's the bullet-points as posted by Shacknews.
  • Ranked Battle - Just like in Street Fighter IV, this is a matchmaking only mode that pits you up against another fighter. The winner will earn Battle Points (BP) and Player Points. BP are earned on a per-character basis, while PP represent your overall strength with all fighters. Ranked matches are best 2 out of 3 and offer no rematching.
  • Endless Battle (Quarter Battle) - Much like Marvel vs. Capcom 2 (XBLA/PSN) or Super Street Fighter II Turbo HD Remix, Endless Battle allows for lobbies of up to 8 players competing in a winner-stays rotation. This mode does not affect BP or PP, but allows groups to fight and spectate. This was not possible in Street Fighter IV. New players may join while games are in progress, but will not be able to observe if they join while a fight is taking place. This mode also uses the blind selection mechanic.
  • Team Battle - Teams of up to four players face off against each other, tournament-style. The winner stays and the first team to defeat the entire other team wins. You'll be able to use matchmaking to find a team to play with or you can assemble a full team before looking for opponents. Player ratings are taken into account when creating and matching teams.
  • The Fight Request feature, which allows players to queue up for multiplayer fights during Arcade mode play can now be switched on and off at any time during an Arcade run. You can also choose whether to queue up for Ranked or Team Battles via Fight Request.
  • The Replay Channel is great, automatically storing recent matches locally. Players can choose which replays to save permanently to storage and watch at any time. Fulfill certain conditions (win 3 games in a row, etc.) and you'll be able to upload your replay to the community to be viewed at large.
  • Replays can be shown to a party of up to 8 players. The host can toggle attack and input data as well as skip back and forth between different rounds within a fight or restart the replay completely. Voice chat is enabled throughout. Had a great fight that you want to show your buddies? This is easier than ever.
  • Though the netcode hasn't changed, you should find more low-latency games as the matchmaking and custom game browser should better prioritize location for game selection. As such, you should see more "five green bars" games online in Super Street Fighter IV.
If you want to check out the full story here's the quick-jump: ShackNews/SSFIV

Wednesday, April 7, 2010

SSFIV "Motioned" Print Ads Hit



-game hard-

2 Epic Videos!

OK, so I don't know if I'm late to the party on this but these two videos are definitely worth re-posting. Big ups to iPlaywinner for turning me onto EmpyreanAria and these Street Fighter Songs/Videos. Top tier for real!



Here's the Link to the Ken Masters Music Video:

-game hard-

Tuesday, April 6, 2010

Why We Hate On Blizzard: Update

So as most of you probably know by now, Starcraft 2 is in beta phase. Don't get excited though, rather expect an extra long and uneventful process. Starcraft fans are probably excited that a playable version of the game is out, but beyond that, the rest of the PC gaming community could really care less. I think most of us have had it with Blizzard, so I doubt even a quick and successful beta period would save them. Given this is Blizzard, it is safe to say that "quick" will not happen, and given the feedback I have heard so far, "successful" will not produce a great game, but a decent game that is unique enough to pass as good.

I have been gaming hard on Heroes of Newerth, and I have more keys if you guys need them, so let me know. One of my friends on HoN has played that Starcraft 2 beta, and even being a fan, he couldn't be excited about it. He said the game is great graphically, but they have a lot of balance issues to resolve. Even beyond that, the game is just not very exciting. From what I can tell, Blizzard has a lot of work to do.

The worst part is, the game still does not have a defined release date. It doesn't even have a defined release quarter. I wouldn't be surprised if this beta lasted a year, pushing the release to 2011. That would push the Diablo 3 release to 2012. Blizzard fails again. I would easily bet the number of gamers waiting for Diablo doubles that of Starcraft. And as always, we will be forced to wait. Well, you might be, cause I have given up. I am simply waiting for Starcraft to release, and fizzle to a quiet bore within months, then laugh as Blizzard scrambles to rush Diablo. Meanwhile, HoN is getting a lot of attention, and it is deserved, then game is just awesome.

Although HoN is still in beta, there is good reason. Believe it or not, the developers of the game dint want to force people into buying it, and since the beta has been so popular, they just keep updating it. The game was ready for release months ago, and yet a good number of players are still playing for free due to the fact that it remains beta. I would like to thank S2 games for their work, and beyond that, their dedication to the gaming community. HoN has my vote for PC game of the year 2010, no matter what releases. Beta or not, this game has been beyond expectations from the start, and continues to put money and time into its development without forcing players to pay. Take notes Blizzard.

-game hard-