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Author Topic: Ultra Street Fighter IV  (Read 46225 times)

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Offline Nilakantha

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Re: Ultra Street Fighter IV
« Reply #400 on: May 19, 2008, 02:53:55 AM »
I'm not sure if this is news but Yoshinori Ono said that one version of the game is going to have SF3 chars and another version is going to have SFZ chars.  I believe it's Ibuki and Sakura, also Gouken will be in the game.
Its Touchin', Isn't It.

Offline Akeme

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Re: Ultra Street Fighter IV
« Reply #401 on: May 19, 2008, 03:23:29 AM »
I'm not sure if this is news but Yoshinori Ono said that one version of the game is going to have SF3 chars and another version is going to have SFZ chars.  I believe it's Ibuki and Sakura, also Gouken will be in the game.
Whoa!, anyways here is alittle something i found but i will keep looking ;*))

Abel's back story!   

Abel.

"Meager clues to the original, young people continue to follow SHADORU remnants.
仕込みらしいmixed martial art of using the army.
At first glance is not good, affable,人嫌いnot生真面目and courteous nature.
Lost memories of the past. "(Official site)

The introduction of this point, you're going to say is already full of mystery.
What was his past?
He was, or what the man….
For the enemy to know the truth, he will not follow the remnants SHADORU.
It is SHADORU Abel's birth and is related to that today?
He himself is no way to know just yet.

Now, testimonials "is not good, seemingly affable", and the
Abel喋りますis actually fairly common.
Roque test, the person who actually look at you and nodded, but
BUN not know her, is a strong interest in others.
For example, when ZANGIEFU victory, he and I say this.

"You, ZANGIEFU!
You want the game, you've seen. "

Just act like Abel.

Abel, a former mercenary troops.
So the basic judo and mixed martial art of wearing too.
However, the unit will acquire not only the art of combat.
It's personal belongings, all their interaction.

Well, what Abel hobby is "tailor"!
Past the mysterious loss of life and the contrast is a surprisingly family.
He was wearing a道着, perhaps my favorite in the repair that might be….

In addition, Abel is like the "dog".
Long life of Abel troops has so far can not keep a dog.
So, this battle is over, please think that飼いたい.
The cat, not "dog" However, Abel's actually stands for his friendly personality.
Besides, he also FURANSURASHII homeland.

Battle is strong and also sewing (I'm sure meals are also supposed to be good at!)
Any time to calmly deal with Abel, only one is not good.
BUN is no past, fewer people are poor, but it is just impossible!
Just exactly, it is "oysters".
With the streets however, earlier, breaking one's hunger by eating oysters, it was a great difference There is supposed to be.
Oh what a sense of….

Abel is actually a character from the more "human" character. Why do not you're going to say.
Street Fighter series is a different definition of "inhuman" character out of town
Do appearance since the contrary it is refreshing to feel? Me….

So, this is our Abel sky.
"This is the following note to El Fuerte?" You think there's you!
… Not decided yet, so please wait and loose.

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Offline Tenspeed

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Re: Ultra Street Fighter IV
« Reply #402 on: May 19, 2008, 05:38:33 AM »
methinks the inclusion of abel means we son't be seeing alex.

but lets wait and see...

Offline Akeme

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Re: Ultra Street Fighter IV
« Reply #403 on: May 19, 2008, 06:24:24 AM »
methinks the inclusion of abel means we son't be seeing alex.

but lets wait and see...
You could be right ;)

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Offline Akeme

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Re: Ultra Street Fighter IV
« Reply #404 on: May 19, 2008, 12:16:46 PM »
Alright ppl i found some new info about sf4, where certain guy was invited to play sf4 so

Street Fighter IV
Format Xbox 360
Developer Capcom
Publisher Capcom
Genre Beat 'em Up
14-Mar-2008 The fourth instalment of the classic series returns...
3 CommentsStreet Fighter IV. The hype, the anticipation, the history and the expectation. Since Capcom announced it would be bringing a new sequel to one of the most treasured gaming series around, it has had to deal with rabid fans fractured across the fighting games community. Most started at Street Fighter II but fighting game fans followed different paths to end up at Street Fighter III or Street Fighter Alpha or Capcom vs SNK 2 or King Of Fighters or Guilty Gear or any other fighting game series. Street Fighter IV has the unenviable job of trying to reunite all those gamers under one banner again.

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While forums are awash with opinions on how the game looks but how does it actually play? We went to Capcom HQ and had a chance to rip through the arcade version on single player, trying out the different characters and seeing how they stacked up compared to their old, flat 2D selves.

THE GRAPHICS

The first thing worth mentioning is the new visual style, with Capcom opting for a beefy 3D style as opposed to high-res sprites. It's what set the forums arguing amongst themselves and debating whether the new 3D shoes will fit the series or not. After a few minutes of playing, it almost becomes a moot point, as it's easy to get used to the new visuals and just play. Fighting is still conducted on a 2D plane, with no options to sidestep or evade, but the 3D does mean there's more flexibility for visual flourishes. Dramatic camera angles punctuate the supers and even old supers such as Final Atomic Buster look fresh just because of the way they're animated and the camera showing the pained expression of your opponent's face as it's squishing into concrete.

 
The other anticipated problem of animations of supers taking too long never really presents itself. Part of that could be down to the novelty of seeing them for the first time but mostly, it's for the same reason extended super animations aren't a problem in later Street Fighter games - it's a chance to collect your thoughts, whether it's scowling in frustration or feeling disappointed that you got caught out. With the meter to use supers building relatively slowly and the tricky problem of getting into range to use them, they aren't too frequent anyway.

In fact, the only problem with the new visual style is a technique known as hit confirming - checking to see if your combo is actually hitting before continuing - has been made much harder. The reason for that is when characters blocked in old 2D games, they would go straight into a static blocking animation while characters being hit would go into an animation showing they're being hit. In 3D, characters reel and go into a distinct regardless of whether they're being hit or blocking, and it's sometimes hard to tell the two apart. From the average player throwing fireballs and jumping about with reckless abandon, it's the kind of thing that won't ever make a difference to the way they play. For the seasoned veterans of games gone by, it's the kind of thing that demands really, really sharp eyes and reactions to get around.

THE GAMEPLAY

What's immediately apparent when is the speed is slightly toned down. Latter day Street Fighter games have been swamped in gimmicks, some of them good, some of them bad - players can parry, roll, low jump, Alpha Counter, run, guard bar, tech-roll and so on, depending on what fighting game it is they're playing. With all of those gimmicks discarded for Street Fighter IV, the battle is about how to safely close the gap and inflict damage without endangering yourself. That makes this a more deliberate, studied affair than recent Street Fighter games have been, as you have to pick your spots with care. It's not quite as punishing as Street Fighter II but you do need to be careful when fighting. The slower speed could have been due to a deliberate design decision to accommodate the move online to the Xbox Live arenas but regardless of the reason why, it's definitely slower.

 
Throws also seem to be toned down somewhat. With throws activated via both light attacks pressed together rather than a context sensitive towards and fierce, it's much harder to work throws into a general gameplan. Part of that is the new animation on characters getting up, which takes much longer than you'd expect. You have to wait for the 'getting up' animation to completely finish before you can throw your opponent (keeping in with old Street Fighter rules) and you often find you've gone for the throw too early or missed your opportunity.

The Saving Attack will be the only gimmick Street Fighter IV has and it's an interesting one. Activated by pressing medium punch and medium kick together, it's a quick attack but holding it down sees your character charge up for a longer version that causes the opponent to crumple to the floor, leaving them open for any follow-up. It can also absorb a single hit and keep going, so defenders will have to hit someone performing a Saving Attack twice to knock them out of it. It will be interesting to see how important this technique becomes as the players get used to Street Fighter IV - it feels a little gimmicky at the moment but there's no doubt players will find some interesting uses for it.


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Offline Akeme

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Re: Ultra Street Fighter IV
« Reply #405 on: May 19, 2008, 12:19:27 PM »
2nd part of info

THE SUPERS

For those who are coming here from other games, the good news is that while supers are undeniably a big part of the gameplay with some of them doing ridiculous damage (hello Ken!), hanging back to build super meter isn't really a valid tactic, discouraging that style of play. Performing special moves or landing attacks seem to be the only two things that build meter for you and it seems hard to spam special moves from distance to build meter, save for a handful such as Crimson Viper's flaming kick and Guile's Sonic Boom.

 
Finally, the Revenge super. Your meter builds up as you take hits, so it's not something you can build your gameplan around, but instead is saved for a last throw of the dice when it looks like the match is slipping away from you. They've been well balanced too. Revenge supers, activated by performing the normal super input but pressing three buttons instead of one, carry too much start up to be viable for use in combos. This makes their only useful use a high risk, high reward attempt to swing the match back in your favour, such as on wake-up or if you think your opponent is sticking out a limb. It's an ingenious bit of design by Capcom - something that will be easily baited and avoided by pros while at the same time, ensuring beginners feel they always have a shot at winning the match.

THE CHARACTERS

The characters we tried out are Ryu, Ken, E.Honda, Chun-Li, Blanka, Dhalsim, Zangief, Guile, Abel and Crimson Viper, while we also fought against Balrog and Sagat. There are early concerns about the balance, with Ken and Blanka standing tall while E.Honda and Chun-Li seem quite weak, but Capcom is constantly refining and tuning the game. Proof of this comes in the removal of the 'dash cancelling' technique seen in early gameplay videos. For those who want something a little meatier and a technical breakdown of how each character works, here you go... obviously it's all subject to change but this is how things stand with the characters right now!

Ryu

 
The staple of the Street Fighter series, not much has changed here for Ryu. He still has fireball, dragon punch, hurricane kick. He still has his Shinkuu Hadouken super (which does a crazy amount of chip damage). He still has his towards and medium punch overhead. He still has his two hit jumping medium punch. He's the same as he always was, a solid, reliable character. There are no surprises here. One change Third Strike players will have to get accustomed to is Ryu can cancel into special moves from his sweep, as in ST.

Ken

 
It's almost certain that Ken will be the most popular character come release day because he's definitely the easiest character to get quick results with. He keeps his cross-up and target combo from Third Strike, so you can easily string together a combo like cross-up medium kick, medium punch, fierce punch, light dragon punch for monster damage without too much effort.

One thing that was tough to pull off was crouching light kicks into his super though bizarrely, doing crouching light kicks into jab dragon punch is a piece of cake. Incidentally, his super does an insane amount of damage, which is another reason beginners will flock to him. It would be surprising to see it remain that way when Street Fighter IV eventually gets released because it's hard to see beginners not getting frustrated when they're laying the beatdown on a Ken player, only to get smacked by that super and see all their hard work undone.

An interesting thing to note is that Ken's fierce and medium dragon punches have become viable wake-up options. The reason for this is the main use for Saving Attacks seem to be timing them with someone's wake-up attack - Ken's jab dragon punch has been his traditional wake-up attack because of its quick recovery but because it only hits once, it's useless against a Saving Attack. That's where the multiple hits of a medium or fierce dragon punch comes into play. Ultimately, it depends on how important Saving Attacks prove to be but Ken is definitely one of the few characters who has more than one option to deal with it.

E.Honda

 
Street Fighter's sumo hasn't had many changes but seems an odd fit in the new system. His headbutts no longer work as an effective anti-air and neither does his standing fierce, making him a sitting target for jump-ins. His pokes seem to get beaten out quite a lot due to their poor speed and his mobility during Hundred Hand Slap is almost non-existent. While his down and medium kick splash from the air is still effective (and gives him a much needed tool to get close, especially in the absence of any strong defensive tools), it's hard to figure out the best way to use E.Honda right now. It's definitely possible to get wins with him but it's tough to work out a watertight gameplan to stick to.

His Ochio Throw still has poor range, so much so that ticking into the throw isn't even possible. When it does connect, however, the animation is awesome. There's still no better sight than seeing a fat man crash down on the poor guy underneath, especially someone as weedy looking as Dhalsim. The animation really does the move justice.

Blanka

 
Blanka could end up being really strong. He initially looks really awkward in 3D, perhaps a little too human compared to his hunched stance in Super Turbo et al, but once the fight gets going he doesn't sit still and the animation does him justice.

Blanka still has his sliding fierce, his crouching fierce (which seems toned down), his hop, his cross-up medium kick and his Blanka Balls. Ahem. His horizontal Blanka Ball pings Blanka way back on block, so it will be interesting to see if it's easy to punish him after blocking the ball. His vertical Blanka Ball hits on the way down as well as the way up (think Hyper), so you can play some cute games with that too.

His Lightning also seems pretty strong. It has a long cooldown period after it has started up, so the Capcom vs SNK 2 tactic of spamming Lightning from the other side of the screen to build meter won't apply here. Thankfully.

Chun-Li

 
With Street Fighter's poking game seemingly watered down for Street Fighter IV, Chun-Li seems to have been watered down with it. A lot of her normals and animations have changed, which seem symbolic of the developers trying to mould her into a new identity now she doesn't have stored super like Super Turbo, infinites like Alpha 3 or easy hit confirms like Third Strike. As with E.Honda, the challenge with Chun-Li now seems to be figuring out what she does have to exploit.

Her fireball goes back to being charged rather than half-circle forward and the animation for it is slightly different. Her Lightning Legs and Spinning Bird Kick are still in but neither really has any particularly good use for it. Her sweep is still a serviceable anti-air. Other than that, it's hard to report on the changes because it's tricky to see what she should be doing to win.

Dhalsim

 
Oddly enough, Dhalsim is one character who seems to fit the new visual style of Street Fighter IV really well. You'd expect Ryu or Ken to have the most impressive visual work done to them due to their iconic status but instead, Dhalsim's stretchy limbs stand out the most. Rather than retracting straight away, his pokes see Dhalsim's limbs stretch out and then wobble back to their rightful place. It's a surprisingly cool effect.

He's also the only character at this stage with a unique dash. Rather than hopping forward like the rest of the cast, he stretches his leg forward then slides the rest of his body after it. This brings Dhalsim really close to the ground while he's moving - could it be used to counter players jumping in?

His teleport is ridiculously quick now and can almost be used as a throw set-up. It will be interesting to see if it does become an integral part of his play, especially as other parts of his game have changed so much. For example, he has no fast Yoga Fire anymore. They all travel at really slow speeds, so you need to be a bit smarter about how you pressure with his projectiles. His pokes also have a bit more start-up time and greater tendency to trade, so his keepaway game has been slightly toned down. This has been compensated for with his lightning quick teleport, so the emphasis may be more on hit and run than trying to force players to jump into his limbs.

Guile

 
Out of all the characters transition to this new 2.5D world, Guile players have the most to fear because it looks like he will suffer the most. Guile's evolution throughout the Street Fighter series has extended to his pokes rather than his special moves, which have rigidly refused to expand beyond his Flash Kick and Sonic Boom.

The importance of his pokes seem watered down unless Guile has someone trapped in the corner and - this is arguably his biggest change - his Sonic Boom has just enough recovery that it has to be used with a lot more care.

He has some other changes to compensate for his. His super goes into a canned animation after connecting with a second flash kick, meaning it's actually viable as an anti-air. Having access to EX Sonic Boom also allows Guile a lot more flexibility in projectile wars and means he can play a reasonably solid defensive game.

Oddly enough, connecting with staple Guile combos of old seems really tricky - even something like cross-up light kick, crouching jabs, Flash Kick seems to end up in a standing weak kick instead. Whoops. Maybe it's a case of tweaked timing, maybe it's a case of poor execution. Either way, it's definitely odd.

Oh, and his hair is really short. Don't know why Capcom made that change. Bring back the big hair!

Zangief

 
Given the fairly slow speed combined with the lack of roll, low jump, parry and other gimmicks, the problem most characters face is getting in close. This is where Zangief's pokes and EX specials really shine.

Zangief's standing roundhouse has been changed, so it hits lower than before and has similar range to his crouching fierce. His crouching jab also has surprisingly good range and stuffs a lot of pokes and specials. While E.Honda can't tick into his 360, Zangief doesn't have that problem, with his jab Spinning Piledriver having really nice range on it. The damage is a little disappointing but given the weak throwing game in Street Fighter IV anyway, it's a nice addition.

His Banishing Fist is really quick, giving him a way to get close that some characters lack and the really killer move is his EX Flying Powerbomb. Done normally, it's really easy to spot as Zangief raises his arms in the air, waits, then runs towards his opponent. The EX version isn't just faster but also super armor properties, meaning he can run through hits to grab his opponent. It can even be used as an anti-air! Though his Spinning Lariats are good enough that you won't have to, it's a stylish alternative.

Finally, whiffing his piledriver builds meter as in Super Turbo, so playing a keepaway game against Zangief might not be best plan of action. It will be interesting to see where Zangief falls in the tier list once the community for Street Fighter IV settles down. He definitely has the tools, only time can tell how many of them will truly be useful.

Abel

 
One of the new faces, Abel's character design might be a little vanilla but his playing style is interesting. He has a command roll, which doesn't seem particularly useful at the moment. You can cancel into it up close, which allows you cross-up your opponent, but it's a little too slow and you can be thrown out of it quite easily. Think Sean's roll in Third Strike - it's similar in both how it looks and useful it is.

Abel's main game revolves around his quarter-circle forward chains. Pressing quarter-circle forward and punch causes Abel to do a downwards punch with his fist (it's not an overhead, though it looks like one). He can then follow this up with towards and punch, and then another punch, for a quick strike into a grab. If you do a simple combo such as cross-up medium kick, crouching medium kick, quarter-circle forward and punch, towards and punch, punch, then that'll knock off just under half your opponent's life bar. Ouch.

He also has an anti-air grab that seemed near impossible to land. His supers are amongst the more impressive in SFIV, especially his Revenge super where he softens up the opponent with kicks and then finishes them off with a crunching throw.

Crimson Viper

 
She looks like a King Of Fighters character and she fights like one too, with a bizarre move list that seems at odds with the rest of the crew. Quarter-circle back and kick does a short, flaming hurricane kick style move that seems to recover safely. It's also an easy way for C.Viper to build meter safely. Entering a dragon punch motion then punch causes C.Viper to slam her fist into the ground with an explosion coming out of the ground further along the screen, depending on the strength used (think Twelve from Third Strike and his N.D.L. move).

The move that really has potential is her quarter-circle back and punch move. On its own, it's an electric fist move that seems to be used in combos (jab version) or an anti-air (fierce version). When you perform the EX version of this move, it has enough start-up to ensure it can't be comboed into but the reason for that is soon apparent, as it causes the opponent to crumple in a heap when it connects, which allows for a follow-up combo. One potential combo we didn't get to try was EX electric fist into C.Viper's revenge super - that would be a devastating way to punish the slightest error if it works.

Her super is an extension of this move, starting with two electric fists and ending with flaming kicks. It has no invincibility during its start-up though, so it's something that will be limited to combos and punishment scenarios.

Balrog

One of the CPU only characters, Balrog fits his new 2.5D shoes nicely and really shines in the new visual style. His various Rush Punches are in there along with Buffalo Headbutt. He can do Rush Punch straight into his super too, taking advantage of the ability to cancel special moves. It will be interesting to see if this is hit confirmable or not.

Sagat

Another CPU character, Sagat seems the same he always has. High and low Tiger Shots, Tiger Uppercut and his Tiger Knee. And yes, his crouching fierce is still in there, though it's hard to gauge whether it will pack the same ridiculous properties it did in Capcom vs SNK 2.

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Offline Tenspeed

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Re: Ultra Street Fighter IV
« Reply #406 on: May 22, 2008, 03:30:09 AM »
Crimson Viper

 
She looks like a King Of Fighters character and she fights like one too, with a bizarre move list that seems at odds with the rest of the crew.

I totally called it.

Offline RL

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Re: Ultra Street Fighter IV
« Reply #407 on: May 22, 2008, 03:59:09 AM »
So, is Twelve in this game? I don't play too much street fighter (As I prefer Guilty Gear) but when I did play Street Fighter 3 I really enjoyed playing as Twelve, and I think it would really suck if they took him out.

Offline Violent Ken Masters

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Re: Ultra Street Fighter IV
« Reply #408 on: May 22, 2008, 06:11:58 AM »
So, is Twelve in this game? I don't play too much street fighter (As I prefer Guilty Gear) but when I did play Street Fighter 3 I really enjoyed playing as Twelve, and I think it would really suck if they took him out.
He probably won't because this game is following the Bison/Vega saga, instead of the Gill saga.
Twelve was a creature made under Gill's company.

Offline Akeme

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Re: Ultra Street Fighter IV
« Reply #409 on: May 22, 2008, 10:07:12 AM »
So, is Twelve in this game? I don't play too much street fighter (As I prefer Guilty Gear) but when I did play Street Fighter 3 I really enjoyed playing as Twelve, and I think it would really suck if they took him out.
He probably won't because this game is following the Bison/Vega saga, instead of the Gill saga.
Twelve was a creature made under Gill's company.
Yup ;)

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Offline ATiC3

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Re: Ultra Street Fighter IV
« Reply #410 on: May 23, 2008, 12:26:20 AM »
Wait.. I thought this was only going to be in the arcades.. for some reason.. is this going to be a console game, as well??
 

Offline The Notic

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Re: Ultra Street Fighter IV
« Reply #411 on: May 23, 2008, 12:30:20 AM »
Wait.. I thought this was only going to be in the arcades.. for some reason.. is this going to be a console game, as well??

NO DUH! OMG! Why do people keep saying this, it'll be on PS3 and XBOX360 too, it has been said over and over again! Be logical! Of course it will be on console's, more money for Capcom!
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Offline Violent Ken Masters

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Re: Ultra Street Fighter IV
« Reply #412 on: May 23, 2008, 02:25:20 AM »
Wait.. I thought this was only going to be in the arcades.. for some reason.. is this going to be a console game, as well??
It was confirmed when it was first announced that they're making for the consoles too. It will be released after the arcade version (although good luck finding an arcade that will actually have the game in America).
They said also that the console versions will probably have even more characters then the arcade version. Like Sakura.
I can't wait to buy it for ps3 and take it online.  >:D

Offline Gigan X3

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Re: Ultra Street Fighter IV
« Reply #413 on: May 23, 2008, 12:16:06 PM »
Wait.. I thought this was only going to be in the arcades.. for some reason.. is this going to be a console game, as well??

NO DUH! OMG! Why do people keep saying this, it'll be on PS3 and XBOX360 too, it has been said over and over again! Be logical! Of course it will be on console's, more money for Capcom!

Ha! Not only that, CAPCOM gave a whole answer about wanting to have the game on as many consoles as possible even going as far as saying that if they wanted they would put it on the first GameBoy.

So...: PS3, 360, Wii, PS2, DS, PSP are pretty much the line up, this is all old news anyway.

Offline Akeme

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Re: Ultra Street Fighter IV
« Reply #414 on: May 23, 2008, 01:58:21 PM »
Wait.. I thought this was only going to be in the arcades.. for some reason.. is this going to be a console game, as well??

NO DUH! OMG! Why do people keep saying this, it'll be on PS3 and XBOX360 too, it has been said over and over again! Be logical! Of course it will be on console's, more money for Capcom!

Ha! Not only that, CAPCOM gave a whole answer about wanting to have the game on as many consoles as possible even going as far as saying that if they wanted they would put it on the first GameBoy.

So...: PS3, 360, Wii, PS2, DS, PSP are pretty much the line up, this is all old news anyway.
Yup ;)

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Re: Ultra Street Fighter IV
« Reply #415 on: May 25, 2008, 01:40:17 AM »
Why Crimson Viper, Capcom?  Why?  You could've at least given her a better name.  What is she, a boss from Mega Man X?

And I'd like to know where the four new characters from Super and Super Turbo are.  I mean, they wouldn't just disappear after SFII.  It's not like this game is supposed to be a sequel to Street Fighter II: The World Warrior... right?

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Offline The Notic

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Re: Ultra Street Fighter IV
« Reply #416 on: May 25, 2008, 03:20:56 AM »
Why Crimson Viper, Capcom?  Why?  You could've at least given her a better name.  What is she, a boss from Mega Man X?

And I'd like to know where the four new characters from Super and Super Turbo are.  I mean, they wouldn't just disappear after SFII.  It's not like this game is supposed to be a sequel to Street Fighter II: The World Warrior... right?

WTF! SHUT UP! There is nothing wrong with C. Viper!
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Offline ATiC3

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Re: Ultra Street Fighter IV
« Reply #417 on: May 25, 2008, 04:21:16 AM »
Wait.. I thought this was only going to be in the arcades.. for some reason.. is this going to be a console game, as well??

NO DUH! OMG! Why do people keep saying this, it'll be on PS3 and XBOX360 too, it has been said over and over again! Be logical! Of course it will be on console's, more money for Capcom!

wtf... woah.. chill dude.. just asked a question, since I hadn't really heard anything about console versions of the game till you guys just told me.. Now I know.. ok.........
 

Offline Tenspeed

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Re: Ultra Street Fighter IV
« Reply #418 on: May 25, 2008, 02:05:09 PM »
don't mind him. he act's like a child.

Offline The Notic

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Re: Ultra Street Fighter IV
« Reply #419 on: May 25, 2008, 03:35:19 PM »
don't mind him. he act's like a child.

WTF! Now you're over here talking crap, wow, you're real mature!
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Re: Ultra Street Fighter IV
« Reply #420 on: May 25, 2008, 03:53:47 PM »
honestly i dont see anything wrong with crimson viper. it actually sounds like a killer name for a girl fighter to have. my only problem is her story because it is really crappy about her being a mommy and trying to balance both her job and that BUT if you think of like a what if scenerio.....like what if her daughter was kidnapped then things could intersting but hey i dont think capcom would even think that far anymore.

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Re: Ultra Street Fighter IV
« Reply #421 on: May 25, 2008, 04:02:33 PM »
don't mind him. he act's like a child.

I know.. I mean all I did was ask if this was coming out for console versions... I didn't expect a little hadou-ken shot at my face.. like.. wtf.. calm down Diago.. it's just a forum..
 

Offline Tundra

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Re: Ultra Street Fighter IV
« Reply #422 on: May 25, 2008, 04:54:25 PM »

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Re: Ultra Street Fighter IV
« Reply #423 on: May 25, 2008, 05:57:48 PM »
Why Crimson Viper, Capcom?  Why?  You could've at least given her a better name.  What is she, a boss from Mega Man X?

And I'd like to know where the four new characters from Super and Super Turbo are.  I mean, they wouldn't just disappear after SFII.  It's not like this game is supposed to be a sequel to Street Fighter II: The World Warrior... right?

WTF! SHUT UP! There is nothing wrong with C. Viper!

No, I will not shut up.  I'm entitled to my opinion.  Her character, everything from her look to her name, does not fit the Street Fighter universe.  I've been following the franchise since SFII: The World Warrior was released in arcades and I don't like SOME (not all) of the decisions being made with the latest installment in the series.

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Offline The Notic

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Re: Ultra Street Fighter IV
« Reply #424 on: May 25, 2008, 06:18:13 PM »
Why Crimson Viper, Capcom?  Why?  You could've at least given her a better name.  What is she, a boss from Mega Man X?

And I'd like to know where the four new characters from Super and Super Turbo are.  I mean, they wouldn't just disappear after SFII.  It's not like this game is supposed to be a sequel to Street Fighter II: The World Warrior... right?

WTF! SHUT UP! There is nothing wrong with C. Viper!

No, I will not shut up.  I'm entitled to my opinion.  Her character, everything from her look to her name, does not fit the Street Fighter universe.  I've been following the franchise since SFII: The World Warrior was released in arcades and I don't like SOME (not all) of the decisions being made with the latest installment in the series.

That's just your opinion! And my opinion, like most others, is that she fits in perfectly!
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