The Fighter Thread

http://kotaku.com/i-will-never-forget-when-this-happened-1453240477

Street Fighter II Facts That May Blow Your Mind...
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http://kotaku.com/this-chic-has-always-fascinated-me-look-where-shes-got-1453240559

Street Fighter II was an important video game. It was one of the very first video games I ever fell in love with, and I know I’m not alone. So many of us just have the tiniest details of Street Fighter II embedded in our consciousness. That’s what makes the Twitter feed of Akira Nis***ani so fascinating…

As the original Game Director Nis***ani has been filling his feed with little snippets about the creation of Street Fighter II — explanations for some of its quirks or facets of the game that were canned during development. It’s become a real treasure trove for information on the greatest fighting game ever made.

A fascinating thread over at Mugen Fighters Guild has cataloged a whole ton of these tweets and translated them. There’s some incredibly interesting nuggets…

Like the fact that Chun Li’s stockings were resprited three times before being finalised!

Yasuda-san was extremely particular about the rendering of Chun-Li’s stockings, he ended up respriting them about 3 times. And thanks to that we ran right up to the deadline and ran out of memory. We had a hard time.

This one completely blew my mind…

A random SF2 memory. A programmer told me he didn’t want the rock in Sagat’s stage being used as a landmark for Ryu’s corner traps, so he proposed having its position change randomly by a small amount. I can’t remember if that was actually implemented or not. If someone has some free time, please investigate this. Maybe it applied to the drum cans in the other stages, too? Or maybe it was in Champion Edition?

Apparently someone tested this and the rock does move. Whoa

I wonder how differently the game would have played had this mechanic been integrated…

That reminds me, in the proposal documents for SF2, it talks about special moves doing more damage the quicker you input the command, but we didn’t end up implementing that.

This one kills me because I used to think the red hadouken was something to do with the speed of the movement made. I spent way too long experimenting with this!

The red Hadoukens in the first SF2 weren’t actually a glitch, they were an intentional easter egg put in by the programmers. But I couldn’t have imagined that would eventually become the Shakunetsu Hadouken.

That’s just the tip of the iceberg. I recommend heading over to the Mugen Guild thread. Lots of interesting stuff there.

Akira Nis***ani Speaks (SF2 Director) [Mugen Guild]

This post originally appeared on Kotaku Australia, where Mark Serrels is the Editor. You can follow him on Twitter, if you're into that sort of thing.
 
What made me smile is how the First frame Blanka ball 50% unblockable was born.

That bug still found its way all the way to Super Street Fighter II Turbo. :)
 
A port of Injustice is confirmed for PS4. All I know of.



I simply can't believe that. Capcom is in THAT bad of shape?

Besides, how could they have the money to make a NEW game from the ground up but not have the money to simply port an existing game. If money is tight than Capcom should cash in real quick on next gen buyers and get Ultra SF4 on X1/PS4 before they attempt something new.

Business 101.

True, I'm assuming it's a business decision?

My friend loves Hazama but his limited ranged normals bother him. He uses Ragna and Jin, while I use Bang, Tsubaki and Valkenhyn. I know I say I only use Bang but I do use the other 2. I am just most proficient with Bang, I haven't updated my combos for the second characters since Continuum Shift. In CS Extend I only use Bang in the trials. I prefer a smaller combo game with baits, feints and mind games. I still have to work on my normals and execution, I miss a lot of combos for no reason, but I have a devastating air combo that I can maybe use once if I'm lucky in a fight. I have to really catch you unaware for it to work. I hit Aqua Snake with it when we used to train and he was like Will Smith.



Good times!



Every charatecter usually has a weakness but you learn to deal. I'm also a Haku-Men, Bang, Ragna, Noel and Taokaka fan just haven't got around to truly learning them yet. The cool thing about Blazblue is that every character plays different (some radically different).

From what I read, when you have access to both ultas you have a significant damage reduction for the versatility.

So that means you are able to..

A. Select one ultra for maximum damage

Or

B. Use both ultra's at the same time

?????
 
My friend loves Hazama but his limited ranged normals bother him. He uses Ragna and Jin, while I use Bang, Tsubaki and Valkenhyn.

Every charatecter usually has a weakness but you learn to deal. I'm also a Haku-Men, Bang, Ragna, Noel and Taokaka fan just haven't got around to truly learning them yet. The cool thing about Blazblue is that every character plays different (some radically different).

Nice to see some of you like BB. My mains are Jin and Carl.



I was planning on learning Bullet, Kagura, Izayoi and Terumi but since they don't want to release it on 360:confused:
 
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GET HYPE!!!!

AQUAPAZZA


Platform(s) Arcade/Playstation 3

Release date November 19 2013 (Already in Japan)

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JoJo's Bizarre Adventure: All Star Battle


Platform(s) PS3

Release date 2014 (Already in Japan)

jojos-bizarre-adventure-all-star-battle-cover.jpg




Soul Calibur II HD Online


Platform(s) Xbox 360/Playstion 3

Release Date November 19th (PSN)/November 20th (XBL)

1374311319-soul-calibur-ii-hd-online-logo-1024x576.jpg


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For some reason SC2 HD doesn't do it for me. It's just bad timing. Too many other excellent fighters out.

LET SLAYER RISE!

They announced Zato One and a new char. Do you play GGXXAC on 360?

Glad to see Millia and I-No are back. Millia's got a weird / awesome hat.
I'm not diggin'the hats. I'm glad Tsubaki doesn't have that hat as Izayoi.

More fighting gameplay

DOA5U



BBCSE

 
http://www.capcom-unity.com/combofi...om-cup-schedule-and-usfiv-release-information

Next up is the release date information for Ultra Street Fighter IV. Right now, we are hard at work to bring the game to all of our fans as soon as possible, and want to ensure there is enough time that players can practice to compete at Evolution 2014. As such, the digital upgrade will be available in early June for $14.99 (€14.99) on PS3 and Xbox 360. Following shortly after in August, is the digital upgrade for PC at $14.99 (€14.99), as well as the PS3 and Xbox360 full digital bundle and retail versions, which include all previously-released costumes for $39.99 (€39.99). Since our PC fans have to wait longer for the content, we have a special deal where they can get the full digital bundle including all of the previously-released costumes for only $29.99 (€29.99), also in August. Apologies to our PC fans, as we did want to release simultaneously, but this was the only way that we could ensure that Ultra Street Fighter IV would be included in the largest fighting game tournament in the world.

So in the meantime, make it out to one of the location tests or Capcom Cup to try out Ultra Street Fighter IVand be sure to check back here to Unity for the latest updates on the new exciting content coming to Ultra Street Fighter IV.
 
This is happening right now!

Capcom Cup - Live stream

http://www.twitch.tv/capcomfighters

Schedule
9:00AM: Doors Open
10:00AM: Street Fighter X Tekken Tournament
12:00PM: Announcements & Ultra Street Fighter IV Exhibition
1:00PM: Ultimate Marvel vs. Capcom 3 Tournament
3:00PM: Clash of the Champions Exhibition
4:00PM: Super Street Fighter IV AE: 2012 Tournament
6:00PM: Closing ceremony

Enjoy o/
 
If anyone has Injustice on the PC add me on Steam (Doodzey). I just picked it up and am not very good, but I like it.