General Fighting Game Thread #48 Turbo - !quote 16 ^_^

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Since I only have one console, I only have to force myself to buy 1 more copy. :)

I don't think I've spend as much on SFIV as some of you guys have.

1 TE stick - $120
1 SFIV copy - $64
4 costume packs - $16

Only $200!
 
[quote name='JEKKI']oh shyt! Hazama looks hot!!

http://img35.imageshack.us/img35/8619/bbcshazama.jpg
http://i36.tinypic.com/2lc63ow.jpg
http://i34.tinypic.com/30ij6fr.jpg

imo not as hot as Shinnosuke tho[/QUOTE]

The reworking of some of the toons is what I am waiting to hear about.


Some of that art is pretty damn good RR. Though the author of the game descriptions is very lacking.

Guilty Gear remains as a good choice if you are tired of those serious fighting games

Ignorance is bliss I guess.
 
Gah, nothing yet...

Edit: here we go:

http://www.capcom.co.jp/sf4/

Only Juri (South Korean) and T. Hawk are confirmed so far.

First trailer is just Ryu and Ken squaring off...

Haha I think I'm going to learn Juri just because her look seems to annoy everyone.
 
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[quote name='KingBroly']I'm wondering what the 'bonus' for having SFIV when you pop in SSFIV is.[/QUOTE]
Sheng fuck Long. Or at least it better be. Cause I still refuse to believe that he's Gouken.
 
[quote name='Mr. Beef']Juri looks neat. I won't use her, but she looks neat.[/QUOTE]

I have a feeling I probably will :)

Juri will forever remind me of Kim from KOF (same Martial Art) and how KOFXII disappointed me to an ungodly degree.
 
Aw crap, Juri looks like she has some spacing/timing quirks that'll make her tough to learn.

I do want to learn her, though, I'm down with Korea, dedanhee kamsamnida, lol.

T-Bird seems to have the edge over Juri in that matchup? I wonder what the new tiers are going to be...
 
best characters in SFIV so far

developers.jpg


the funy thing is that these are all developers of the game
 
Her idle animation is her standing like she don't give a shit. Moving, she's on one leg, or whatever.

Dammit, I can't go on irc using the PS3 browser. I can go on mibbit, but since there's no "send" button, I can't say anything. :(
 
omg i cannot wait, i love T.Hawk and Deejay so much, i still use both of them in HD Remix all the time, cannot wait to bring the pink t.hawk shame in SSF4!
 
All I want is Chun Li to get a little more bump. A little help.

Just more health, a couple more chances to come back would be huge for her.
 
[quote name='RelentlessRolento']+1 for valle

http://forums.shoryuken.com/showpost.php?p=7578456&postcount=259[/QUOTE]

So much respect for that man. Valle rules.

Just like with the first game, the hardcore fans as well as the high level players (and those who want to honestly get there) will stick around and the ones who need something randomly new to play will disappear. I have this gut feeling all of the people who sold SFIV with their flowchart characters, will pick up SSFIV and return the cycle.

Fei doesn't have too many options, but I played KillaKelly's (Top Marvel player from NorCal) Fei recently and he ran all over my mains.

Also I just thought about this today. If Capcom makes me play any Time Trials/Survival to unlock COLORS in SSFIV, I'm going to kick someone in the head.
 
[quote name='asianxcore']Just like with the first game, the hardcore fans as well as the high level players (and those who want to honestly get there) will stick around and the ones who need something randomly new to play will disappear. I have this gut feeling all of the people who sold SFIV with their flowchart characters, will pick up SSFIV and return the cycle.[/QUOTE]


Is that a bad thing?

And yeah, if I have to unlock the same shit all over again, I'm going to ragequit, lol.
 
[quote name='asianxcore'] Fei doesn't have too many options, but I played KillaKelly's (Top Marvel player from NorCal) Fei recently and he ran all over my mains.[/QUOTE]
people with great fundamentals are usually good no matter who they use.

they just know when and how to hit you and have good reactions.

i don't understand when people complain about chun needing buffs, i love playing chun.
 
What was that guy using to try to do Juri's Ultra? He failed for like 2 mins. I wouldn't even blame that failure on a 360 d-pad.
I'm glad to hear about SSFIV. I want more characters to learn. Hopefully they'll have more hard trails and normal trails. I could care less about survival and time attack. And 2 player bonus stages too. I'm really taking interest in Juri, I like fast characters but hate the low life and low damage of them.
 
[quote name='RelentlessRolento']No claw Buff please... pref blanka buff more.[/QUOTE]

Dude, pass me some of whatever you're smoking, because it must be some good shit. :drool:
 
[quote name='RelentlessRolento']No claw Buff please... pref blanka buff more.[/QUOTE]

I want some of what you're smoking.

EDIT: Beaten.
 
[quote name='distgfx']I want some of what you're smoking.

EDIT: Beaten.[/QUOTE]

It's cool, there's enough for both of us to toke up. Gief buff please, might as well do that too. :bouncy:

Shit, Ken buff, give him shippu jinrai kyaku AKA SAIII from 3S. Might as well give the Ken Nation some more firepower.
 
[quote name='hankmecrankme']It's cool, there's enough for both of us to toke up. Gief buff please, might as well do that too. :bouncy:

Shit, Ken buff, give him shippu jinrai kyaku AKA SAIII from 3S. Might as well give the Ken Nation some more firepower.[/QUOTE]

Ken does need a buff you corn eating yuppie! Granted, not nearly as big as some other characters, he just needs a couple things tweaked and maybe something new that works well and he will be buff.
 
[quote name='heavyd853']Ken does need a buff you corn eating yuppie! Granted, not nearly as big as some other characters, he just needs a couple things tweaked and maybe something new that works well and he will be buff.[/QUOTE]

I can see a tweak or two, but what would you buff about him. He already does so much very well, it's hard for me to see him needing any kind of buff.

Am I the only person who could care less that DeeJay is back? T.Hawk, cool, DeeJay is just a waste to me. Would like to know for sure if more of the 3rdS crew is coming back in though.

Also, haven't seen anyone talking about this here so;

http://www.examu.co.jp/arcanaheart3/

Promises to have more pantie shots than the last two?
 
I would change the frame data on a few of his normals to reflect that of Ryu's, or at least be similar in that he would have alot more links than he currently does. I think I would change his hadouken just a little bit, because it is garbage and Ken's is always supposed to be bad, but its borderline unusable in SFIV most of the time. From full screen, on reaction, Seth can do his wall jump and air roundhouse Ken before he finishes recovering from his fireball, that's just stupid.

On top of that add something to make up for his lack of damage on his fadc ultra, maybe just make it do 80 more damage or something without animation, because as it stands its pretty bad compared to most ultras above mid tier.

His tatsu's are fine, I would leave them as is, although I don't understand why he has like 3 times the recovery that ryu does from his air tatsus (except for ex).

His air normals are fine, I don't believe he needs something like Ryu's j mp because of his mixup capabilities.

His srk's are fine for the most part since they do nice damage, have reasonable recovery, and most importantly have excellent horizontal range. However, his mp srk doesn't knock down on the first hit, I would change that since often on the ground the opponent will eat 80 damage from the first hit and then the second will just whiff, and they will be open to punish Ken all day. Fierce srk doesn't knock down on first hit either, but this happens much farther away so it's alright to me, the mp version whiffs from a stupidly close range.


Granted, this is how I would balance him to be mid/upper tier in SFIV, not SSFIV which will likely be completely different in balance, if past Street Fighter updates are any indication.
 
[quote name='heavyd853']I would change the frame data on a few of his normals to reflect that of Ryu's, or at least be similar in that he would have alot more links than he currently does. I think I would change his hadouken just a little bit, because it is garbage and Ken's is always supposed to be bad, but its borderline unusable in SFIV most of the time. From full screen, on reaction, Seth can do his wall jump and air roundhouse Ken before he finishes recovering from his fireball, that's just stupid.

On top of that add something to make up for his lack of damage on his fadc ultra, maybe just make it do 80 more damage or something without animation, because as it stands its pretty bad compared to most ultras above mid tier.

His tatsu's are fine, I would leave them as is, although I don't understand why he has like 3 times the recovery that ryu does from his air tatsus (except for ex).

His air normals are fine, I don't believe he needs something like Ryu's j mp because of his mixup capabilities.

His srk's are fine for the most part since they do nice damage, have reasonable recovery, and most importantly have excellent horizontal range. However, his mp srk doesn't knock down on the first hit, I would change that since often on the ground the opponent will eat 80 damage from the first hit and then the second will just whiff, and they will be open to punish Ken all day. Fierce srk doesn't knock down on first hit either, but this happens much farther away so it's alright to me, the mp version whiffs from a stupidly close range.


Granted, this is how I would balance him to be mid/upper tier in SFIV, not SSFIV which will likely be completely different in balance, if past Street Fighter updates are any indication.[/QUOTE]

I can see some of those are reasonable, but I have to disagree with any changes to his fireballs. They are just meant to counter other projectiles or close the gap/ add pressure(
 
They need to reduce the priority of jabs in this game. I'm tired of playing Jabby Fighter IV.

For example, a simple cross up is beaten by mashed cr. punch. That's just retarded.

Also an option to turn off shortcuts would be sick. Or even better, certain shortcuts.
 
[quote name='RelentlessRolento']+1 for valle

http://forums.shoryuken.com/showpost.php?p=7578456&postcount=259[/QUOTE]it's easy for Valle to say something like that, considering he NEVER shows up to weekly ranbats.

if this game doesnt get an arcade release, you're taking so much away from the community. arcade ranbats will end, thus we wont be putting out videos anymore, japan will stop playing, and the game will turn into sum casual soul calibur shyt while we all move back to 3S.
 
[quote name='gunm']Is that a bad thing?
[/QUOTE]

Nope. All I'm saying is what happened with the release of SFIV in terms of seasoned and new players, will happen again with SSFIV. The idea that some people think communities will be split because of a Console-Only release is kind of silly. Anyway, I am definitely in support of SSFIV getting an Arcade Release as well as a Console Release. Even with all my crew around and friends, playing in an Arcade is a completely different experience than Console.

[quote name='Mr. Beef']Dammit AxC, don't jinx it. I'm already wishing for Evil Dan in SSFIV, don't make me have to wish for less work on outfits.[/QUOTE]

Pfffftttttt....Capcom will have to pick one or the other :)

[quote name='kainzero']people with great fundamentals are usually good no matter who they use.

they just know when and how to hit you and have good reactions.

i don't understand when people complain about chun needing buffs, i love playing chun.[/QUOTE]

Agreed 100%. I think his main is usually Gouken, but his Fei was nuts. Mostly because of what you mentioned, his fundamentals were tight and he had a strong idea of spacing with Fei.

After seeing Ricky O and A_Rival's Chuns, I don't think she needs too much buff :)
 
[quote name='option.iv']They need to reduce the priority of jabs in this game. I'm tired of playing Jabby Fighter IV.

For example, a simple cross up is beaten by mashed cr. punch. That's just retarded.[/QUOTE]
Oh man. Wait till you play Alpha 3!
 
[quote name='JEKKI']if this game doesnt get an arcade release, you're taking so much away from the community. arcade ranbats will end, thus we wont be putting out videos anymore, japan will stop playing, and the game will turn into sum casual soul calibur shyt while we all move back to 3S.[/QUOTE]
america needs to move to console.
you go to japan you have a lot of good players playing all the time.
you go to an american arcade there's one machine and you have to wait 10 minutes for your turn.

before it was a problem because console wasn't arcade accurate, sticks were hard to get, and there was no internet to meet people. that's not true anymore.

i levelled up hard at T5 when i was in SD when my buddy afam would hold console gatherings. 3 consoles, everyone played and traded off, good stuff.

now i like arcades because it means someone ain't in my house and i'm not in some random person's house
but console needs to be embraced if we want to get better as a whole.

japan needs arcade just to keep usa vs japan interesting, but we don't need it.
 
[quote name='kainzero']Oh man. Wait till you play Alpha 3![/QUOTE]

You leave Alpha 3 alone :cry:


None of this has been confirmed as of yet but interesting read.


RAGNA THE BLOODEDGE
- New Move: Belial Edge. Dive Kick. Not an overhead, can not combo from ground, slow
- Belial Edge does not get advantage frames on block
- Dead Spike breaks guard primer by 1
- Damage from overhead nerfed
- No change to jump cancellable moves
- JD is smaller during Blood Kain
- Carnage Scissors still doesn't go through projectiles
- C & 2C are shorter but faster, less recovery time
- Not Over Yet (22C) damage is fixed to 400

JIN KISARAGI
-5B is slow
-JB is slow, C>JB does not combo
-added J2C, which is old JC
-New Distortion Drive - Judgment: Snowstorm. 214214D, counter move, same as Hakumen's, 3882 damage
-Hishogeki (J236D) shoots out 2 projectiles instead of 3
-Medium Icecar (214B) does not guarantee a knockdown
-Hishoken (236C) shoots out two projectile
-Fubuki/Renhyo have better CG graphics
-new JC looks like the second hit of Super Icecar (214D)
-2B does not link to 5B
-A DP has longer recovery time makes it easier to punish
-A DP breaks guard primer by 1
-air Icecar (214A/B/C) moves the same distance
-Cannot combo after C DP counter
-JD is faster
-easier to tech after B DP, can not combo into C after B DP
-air 214B does not do knockdown motion
-easier to unfreeze 6D
-better Counter Assault
-C>6C doesn't work on crouch anymore (still works on air)
-first hit of 236D breaks guard primer by 1

NOEL VERMILLION
- 6A doesnt hit on most character's crouch motion
- Change to Chain Revolver, blueish color is now black
- Combo damage nerfed, combo from 6B does 3100
- You can counter Bullet Storm after Noel lands
- Optic Barrel (236A/B/C) becomes faster
- 6D becomes faster
- Silencer (22C) loop nerfed, does only 2700 to Rachel
- new J6D move
- new move which is the 'old JD' directly from the ground
- 5C is shorter but faster
- 6C is slower
- 6C loop combo is still doable, but it is very hard and need to add 5A to do the loop
- 5A is slower

RACHEL ALUCARD
- new projectile DD called Tempest Dahlia (テンペスト・ダリア)
- Tempest Dahlia uses up the whole wind gauge and will change depending on the amount of wind left
- Tempest Dahlia summons random projectiles onto the screen, and some weird things like a HUGE George XIII.
- Wind doesn't immediately recover after consumption
- easier to tech after JC
- no more George combos, George does not activate while opponent is knocked down
- sword iris command changed to 214C, has mid-air version
- Can't cancel J2C while recovering from a landing.
- hard to combo after 3C9D
- can not summon new frog immediately after the old one activated
- frog is now also affected by wind, but frog moves very slow without wind
- easier to recover after 6B counter
- J2C can not link to other normals on block, J2C can not be cancelled into other special moves
- hitbox of pumpkin (Impish Gypsophila) will disappear if Rachel gets hit even after pumpkin is activated
- Frog has less life, Taokaka's 2A mashed will kill it easily

IRON TAGER
- new down status throw called Jet Finger which has magnetism properties, 22D (the one like Ragna's 22C)
- Jet Finger can be linked after the A version of GIGANTIC TAGER Driver and 3C
- Command throw immediately after 22D will lead to purple throw
- double the guard libra of other characters.
- new 4D move, magnetizes
- Atomic Collider (623C) has invincibility against moves that hit at the head, making it a true anti-air.
- Normal movements and jumps are faster
- 2D is faster
- 5D has guard point and doesn't hit opponent far away, able to combo after it
- 3C pulls opponent back
- C is faster
- 2D, A version of GIGANTIC TAGER Driver attracts opponent stronger when magnetized
- Magnetized property lasts shorter (around 3sec)

TAOKAKA
- Cat Spirit 2 (J236B) changed to only hit in horizontal direction
- 3C>JD6>JC>J236B>J2DB doesn't combo
- 5B counter hit > 6C doesn't combo
- CD loop and taunt combo remain
- Kitty Litter Special is faster
- You can only mash 2A 3 times in a row
- Cat Spirit 3 (236C) is faster

LITCHI FAYE-LING
- All Green has slower startup
- easier to tech after Tsubame Gaeshi (DP) hits, cannot end a combo with DP setup
- cannot combo after DP hits normally
- Stick 5A, 2A links to 5B
- DP is now RCable
- JD will cause slide down
- can setup the stick with 6D or 4D, 6D is the forward movement attack and 4D is jump kick move

ARAKUNE
- Dive move is not overhead anymore, slow, dive cancel only possible at hit
- Drive/Bug/Curse/whatever system has been completely redone
- When you curse your opponent, a meter fills up
- when curse meter is filled Arakune enters FEVER mode
- You cannot re-curse opponent in FEVER mode
- All bugs are changed, not as good as the old ones (at least observing from the current point)
- You can only summon BEES while in FEVER mode
- bugs are huge
- once the curse mode starts it won't go away even if Arakune takes hits
- Zero Vector has no hitbox but if you touch it the curse meter will increase
- Zero Vector adds 40-50% to meter, everything else 20-25%
- YOU CAN'T GUARD BREAK WITH BEES
- Fast and short back step, no change to forward step
- Somebody already found a 5000+ damage combo

BANG SHISHIGAMI
- JC is still an overhead, J4C is not an overhead
- new command throw Distortion Drive designed for anti-air purposes, does 2000 damage, unblockable in the air
- "Omae no Tettsui ni Kugi wo Ute!" still plays when Fu-Rin-Ka-Zan is activated (BANG BANG BANG BAAANG!!!)
- All Burning Heart moves (Drive attacks) are faster
- Poison Shuriken does more damage
- 6C combo works on more characters
- C is a bit slower

CARL CLOVER
- J2C is no longer an overhead, slower
- No more Clap Loop or Air Throw Loop
- easier to tech after 2C
- Allegretto Cancel (J214C) still remains
- no jump cancel after 5B when blocked
- Nirvana's life goes down fast but recovers fast as well
- Fermata (214214D) does more damage
- New Move: projectile, is fast and reaches the corner 
- 8D is not air techable
- no change to 2D 4D 6A, glide throw, Laitabili's Cantata

HAKUMEN
- has new barrier move against projectiles
- barrier appears when he cuts the projectile (white circle with 封="Seal" kanji on the center)
- barrier absorbs the projectile and gets bigger
- barrier will last for a certain time and will disappear if opponent gets hit by it
- 2D and 6D lasts longer
- new 4C move, Gatotsu, as long as Litchi's 6B
- new J2A which is old J2C but slower
- Old JC is now J2C
- new JC move looks like second hit of Jin's Icecar (214D)
- Magatama meter is easier to identify
- C 6C is faster
- cannot combo into 5C after 41236C
- JD guarantees knockdown

Λ -NO. 11-
- range got shortened
- No more special voice against Ragna
- 2C is slow
- combo damage nerfed (2700-3400)
- new move Act Parcer Zwei, Act Parcer Zwei: Blade, Act Parcer Zwei: Cavalier
- Act Parcer Zwei is close to old Act Parser, not an attack move
- Zwei: Blade is a low move, can be linked from 5DD, similar to Icecar
- Zwei: Cavalier is similar to Blade but attacks from a different direction(?), can link to 2DD
- all Act Parcer moves have about the same distance, shorter than the old Act Parcer
- DD>4DD is very hard to combo
- 5D is slower, throw>5D does not combo, easier to recover after 5DD
- 5D and 4D can not be jump canceled
- hard to combo after Spike Chaser (214D)
- opponent can immediately tech after Crescent Saber (J214D) hit (like Jin's Medium Icecar)
- Sickle Storm (236D) changed, appears at a certain point and lasts for about 3-4 hits
- D attack doesn't combo to Sickle Storm in general
- opponent floats higher after Gravity Shield hits, gravity>6A does not work
- Legacy Edge (236236D) is shorter
- Crescent Saber cancel is faster

TSUBAKI YAYOI
- Order-Sol style character
- fast, runs at the same speed as Noel does
- Has a charge meter that corresponds with her Drives
- charge with 5D, 2D and JD
- charge meter goes down when charged-special move is used
- charge Lv.1 command throw does 1800 damage, whereas charge Lv.5 command throw does 5000 damage
- charge speed is very slow, nothing compared to Order-Sol
- able to do charge cancel like Order-Sol
- there is a super like Hakumen's Final Judgment: Infinity which will give infinite charge meter
- 236A~D is Order-Sol's "Rock It!", speed changes depends on the button
- 22A~D, spin sword move
- 214A~D charge forward with shield, links from 5c.
- 623A~D DP, probably has invincibility
- J236A~D dive move
- J214A~D a move from screenshots
- 236236C~D, C version doesn't spend meter and just shoots out a magic circle, D version spends the meter and shoots projectiles towards the magic circle shot out by C version
- 5A standing punch, probably can't hit crouching
- 5B wings come out of shield. Probably the longest attack of 5b class.
- 5C has follow up, reach seems really short.
- 2B a low, links into 5b
- 2C extend wings upwards, probably anti-air
- 6A overhead
- 6B low
- 6C slam forward with shield, looks like tager's sledge。
- JC sword stab downward, seems to have good hitbox

System

- You can stock up to 2 bursts
- Bursts no longer have damage penalty
- You start with one burst and get one extra burst next round if you lose the round
- When regular gold burst hits opponent, opponent will bounce high and will be able to be comboed from there (no more Guard break by gold burst)
- Life bar still goes into DANGER if barrier meter is running out
- All Astral Finishes return and are unlocked.
- You can use AFs when you need one more round to win (not the final round of the match) with 100% meter and opponent's life is below certain percentage, character shines in white when it is possible to activate AF.
- Guard Primer (? ガードプライマー) system replaces Guard Libra, similar to the 7-star system in Fist of the North Star PS2
- Guard Primer length changes for every character, meter goes down if the character blocks the specific move that breaks the guard (e.g. blocking Lambda's Spike Chaser will make the meter go down by 2)
- Guard Primer length
11 Tager
06 Hakumen, Bang
05 Jin, Noel, Litchi, Tsubaki
04 Ragna, Rachel, Arakune, Taokaka, Carl
03 Lambda
- Option select tech throw still works
- Heat Gauge goes up automatically from the beginning of the round (Might only be for the loketest)

Appearance
- New lifebars
- Projectiles such as Arakune's BEES and Rachel's frog has a circle around them, easier to identify (Debug, maybe?)
- Better animation
- New graphics
- Re-recorded voice acting, new announcer
- Life bar turns red when it is extremely low
- New artwork for character select screen
 
I will not shed a single tear if there i no arcade release. The people saying that they'll quit if there is none? Sucks for them, just means less competition for me at next year's EVO.

Whatever happened to people wanting to find out techniques on their own instead of this "can't Japan just do it?" mentality? I
 
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