STREET FIGHTER

Which exactly why KI is rotting. The fight system was nostalgic and had potential but the pay to play method was absolutely awful. Rare should of took advantage of the damn near year they had on the market as the only fighting game on the next gen. MKX dropped and now KI is an after thought. Did they even announce season 3?


Capcom got really gassed up after the success of SF4. It was really good for capcom but they were making bad moves left and right. The worse being releasing UMvC3 about 8 months after Vanilla MvC3 dropped and the POS that is Street Fighter x Tekken. They tried to save the sinking Tekken franchise and got dragged into the water with them. Ono got all the flack for that game being a garbage version of SF4 with even more garbage Tekken players and Harada just conveniently threw away Tekken x SF in quiet. Hopefully this Sony move has humbled capcom and they can just focus on the SF community for a while. Don't try and beat us over the head with DLC even though it's inevitable. Just don't have the updates disk based

No, KI is NOT pay to play. Common misconception. You can either buy the full game or buy individual characters for cheaper which still gives you the full game but only the ability to pick those characters.

Now, the reasons KI is all but dead at this point

1. Xone only
2. The franchise just isn't respectable compared to the others (and I like KI btw. Just the truth)
3. The change in developers killed the game. The went away with fundamentals and did their best to make the game "wacky", for lack of a better word, for the sake of wow factor
4. The quality in characters and finishers range from greatness to vomit inducing. My he finishers are so poorly animated it's hilarious. Every monthly patch comes with game killing bugs
5. Horrible community that has too much power with changes. Every month characters get smashed with nerfs while other have not been touch that have the "broken" tools they took away from the others.
6. The season garbage needs to stop. Releasing season 2 with TWO characters is a joke. By the time the season is over nobody cares anymore
 
Ahhh FADC can also used a a defensive tactic, that argument is invalid. Parrying can't be used offensively yet you then give situations where it can :lol:. If I do an empty Jump in expecting an anti air and I parry it to counter, that's not an offensive tactic? Cmon man, you're just wrong. You keep alluding that parrying is easy, you're the ONLY one I've ever heard say that. The concept is easy, the excecusion is not. That's like saying basketball is easy, all you have to do it out the ball in the hoop :lol:. Ok..... Easier said than done. Because FADC uses 2 buttons it's automatically harder to do?

Again, you've YET to prove how the parry breaks the game, matter of fact, parrying is back for SFV so I guess that game is already automatically broken right?

Yeah, this is agree to disagree time

If you're countering anything than you're not on the offensive.

How many people have you played SF with for them to tell you parrying is hard. It's hard to do in succession but that not how it was originally meant to be used. Daigo made everyone parry crazy....he also made everyone FADC crazy coincidently as well :nerd: My offer still stands if anyone wants to play me in 3rd strike on Xbox live I can show you how cheesy parrying is. Then we can play SF4 and compare FADC and see which tactic allows you to get some damage in

Only one person has a parry in SF V that we know of and they've added a METER to how often he can do that

It's ok if you want to leave the argument alone though
 
No, KI is NOT pay to play. Common misconception. You can either buy the full game or buy individual characters for cheaper which still gives you the full game but only the ability to pick those characters.

Now, the reasons KI is all but dead at this point

1. Xone only
2. The franchise just isn't respectable compared to the others (and I like KI btw. Just the truth)
3. The change in developers killed the game. The went away with fundamentals and did their best to make the game "wacky", for lack of a better word, for the sake of wow factor
4. The quality in characters and finishers range from greatness to vomit inducing. My he finishers are so poorly animated it's hilarious. Every monthly patch comes with game killing bugs
5. Horrible community that has too much power with changes. Every month characters get smashed with nerfs while other have not been touch that have the "broken" tools they took away from the others.
6. The season garbage needs to stop. Releasing season 2 with TWO characters is a joke. By the time the season is over nobody cares anymore

Rare has it's allegiance to xbox so it's not much that could happen with cross platform but everything else you names seems troublesome. I had the game with only jago and saberwolf and was contemplating buying the whole game but MKX was dropping about in a month and decided to wait it out. Best gaming decision I made this year.
 
Personally, I think Killer Instinct has the coolest characters of any fighting game ever. One of the newer characters Aganos looks crazy, incorporating various aspects of Greek mythology:



You can argue that SF is "wacky" as well, what with the 10 second animations for supers. And and in SFV now they included kicking people into the bus, or having a bowl of soup on their heads. I think that the main reason it's failing is that they went waaaaay OD with the DLC concept. Like they were hoping that having only a handful of characters at first would make people anticipate the DLC ones even more, but it had the opposite effect. I just found out that there is actually a physical release of Killer Instinct for the XBone:

Which is what they should've started with. Have at least 12 characters to start with and the rest be DLC. Personally, I think that KI should be allowed to have fewer characters because they vary more than the ones in SF/MK, but the handful that were present at the release of the game were waaay too few.
 
If you're countering anything than you're not on the offensive.

How many people have you played SF with for them to tell you parrying is hard. It's hard to do in succession but that not how it was originally meant to be used. Daigo made everyone parry crazy....he also made everyone FADC crazy coincidently as well :nerd: My offer still stands if anyone wants to play me in 3rd strike on Xbox live I can show you how cheesy parrying is. Then we can play SF4 and compare FADC and see which tactic allows you to get some damage in

Only one person has a parry in SF V that we know of and they've added a METER to how often he can do that

It's ok if you want to leave the argument alone though

Not that I want to leave the argument alone, it's that we're obviously at a stand still. I think our fundemental definition of offensive isn't the same. IMO if what I'm doing is with the intention of attack it's offensive. From the forward movement, the setup, the jump in, ect is offensive. I don't only count hitting an attack button as offensive.
 
Personally, I think Killer Instinct has the coolest characters of any fighting game ever. One of the newer characters Aganos looks crazy, incorporating various aspects of Greek mythology:




You can argue that SF is "wacky" as well, what with the 10 second animations for supers. And and in SFV now they included kicking people into the bus, or having a bowl of soup on their heads. I think that the main reason it's failing is that they went waaaaay OD with the DLC concept. Like they were hoping that having only a handful of characters at first would make people anticipate the DLC ones even more, but it had the opposite effect. I just found out that there is actually a physical release of Killer Instinct for the XBone:




Which is what they should've started with. Have at least 12 characters to start with and the rest be DLC. Personally, I think that KI should be allowed to have fewer characters because they vary more than the ones in SF/MK, but the handful that were present at the release of the game were waaay too few.


KI overall is a good game. My biggest complaint is the complete detachment from the seasons. We have characters with tools for everything in season 2 while season 1 characters are left barebones. As for character roster this is a budget game when it's all said and done and I personally hate when games have 50 characters outside of mvc2.
 
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This quality video popped up on my yt lol

roll.gif
K Brad is a nut, lol.
 
Bro that was awesome :lol:

I hate how all those guys just walked in as awkward as humanly possible.

I would of hit them with the ultimate warrior. Just run as fast as you can and proceed to attempt to destroy the ropes
 
The Dieminion one had me laughing too. Just turned out all of the lights, then when they went back on he was in the chair. Dude is so dark, lol.
 
CEO is always hyped :lol:

Loved the Mike Ross vs Yipes match a few years back
 
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A few years back there was one where they actually had a cage around the ring. But i forgot who broke it cause they were so hype
 
Dieminion haha, ya Yipes Goldberg and Justin John Cena entrances from a few years lol
 
Infiltration makes me want top play akuma but I don't get to play like I used to and for his health to be so low my execution won't be good enough
 
Capcom discusses Street Fighter 5's roster and selection process, users will only need to own one disc
1000


The roster selection process and future plans

Those familiar with Capcom's history will realize they're very consistent about providing support for their fighting games post-launch, but they still want to keep things tight with the initial character lineup for Street Fighter 5.

"This is a franchise we expect to support for many years to come, but we will start with a very strong core roster," Dahlgren said.

"If you looked at how we handled Street Fighter 4, it was the dominant fighting game of that generation of consoles, we're expecting the same from Street Fighter 5, so we are thinking long term," he stated.

I asked Capcom what their roster selection process was like, and if they had any specific criteria they looked at when they had someone they wanted to include.

"We did a lot of research before choosing our roster, and it was one of the largest debates within our company," mentioned Dahlgren.

"We did a poll that ranked all of the characters in order, and when we put through the roster, we had all of those spots in there so we know where things lined up.

"We did not just follow the poll rankings as law, there's a lot of elements that come into play when creating a roster and gameplay styles, and it's not necessarily our job to give fans exactly what they want — it's our job to be innovative and give fans what they don't even know they want yet," he said.

Style and tone, fresh takes on old faces, and brand new characters

As part of the roster selection process, Capcom wanted to ensure that every character has their own personality, and that they fit a tone and style as well.

"A good example for our tone is Birdie," said Dahlgren. "I don't think anyone really saw him coming, but we had this really cool character design — he's practically a new character in himself — but he doesn't take up one of the slots we have for brand new fighters.

"The way we're handling our reveals, we started off first with the characters that are mainstays, Ryu and Chun-Li will be in every Street Fighter game.

"Then we went back with Nash and Birdie, to show that we can take these characters that haven't been around for awhile, and we have a vision for them and can bring them to life in a new way," he said.

It won't just be rebooted characters from past Street Fighter games, though. You will see some fresh faces in the mix this time around.

"Very soon in the future, you will see brand new characters for the franchise,"
noted Dahlgren.

Capcom said fans will know the entire roster before the game is released in the spring of 2016 as well, with a steady amount of reveals along the way.

"We do all of the major event circuits, so we'll make sure, if you're at a key event, there's likely going to be some sort of character reveal, but it will very clear when the whole launch roster is announced," Dahlgren stated.

Stages and story mode

One of our reader-submitted questions was if Capcom was planning to make unique stages for all of the characters, like they did in Super Street Fighter 2 Turbo.

"Every character won't have a stage based on them, but we will be staying true to the Street Fighter franchise in bringing new locations throughout the globe to the game in the form of new stages, but there won't be parity between characters and stages.

"If we had to do a stage for every single character, our character roster is going to be a lot smaller," said Dahlgren.

With NetherRealm Studios' games often being the gold standard most people hold up for single player experiences in fighting games, I asked Capcom if they had anything similar planned for SF5.

"We are paying attention to how everybody handles story related content, and we will be doing things differently this time around for Street Fighter 5, but we'll be sharing details on that at a later date," said Dahlgren.

As a follow up, I wondered if he could say where in the timeline SF5 takes place, but he said that's something that will revealed when they start talking about story related content.

One disc is all you'll ever need

In terms of how DLC is rolled out for Street Fighter 5, there will be a change from the previous entry in the franchise.

"We have paid attention to the way that we've managed things with Street Fighter 4, and we will be mixing things up this time around," said Dahlgren.

"This is the only disc you're ever going to need to own to get all of the content in the game, but we'll be revealing details of how our post-launch content happens at a later date, but it will be good news," he concluded.

http://www.eventhubs.com/news/2015/...lection-process-users-only-need-own-one-disc/

Good news all round. I thought this game was confirmed to be in between sfiv and sfiii storyline wise but that's probbaly still a rumor.
Also confirmation of only needing one disk is also good to know.
 
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I don't trust that "one disc is all you need jazz"[emoji]128518[/emoji][emoji]128518[/emoji][emoji]128518[/emoji]
This is Capcom but we'll see.
 
I don't trust that "one disc is all you need jazz"[emoji]128518[/emoji][emoji]128518[/emoji][emoji]128518[/emoji]
This is Capcom but we'll see.
Well, as much as I hate it, gaming is moving towards being all digital and eliminating discs altogether.

I would love to buy one SFV disc and for that to be it. But at the same time I wouldn't be surprised if they released a bunch of character and cosume DLC packs digitally, and then down the line once they've milked the SFV name for all that they can, they release the final SFV version with all the characters and all the costume packs on one disc.
 
To be fair, Super is the only one that needs a disk update.

AE and Ultra could be updated from Super with DLC.
 
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The transition from vanilla SF4 to super SF4 might've been one of the greatest cash grabs in capcom history. It was damn near a new game, you had to buy it. 2 ultras?? Hakan, juri, Guy, Cody, ibuki, Makoto?????? Like stated earlier though, the character models for Dee Jay and T. hawk were on vanilla...

The character model data for Dr. Octopus was on UMVC3 :frown:
 
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Any decent players here that still play ultra? Tryna relearn match-ups from being on a long hiatus. Add me on xbl: Sidman107.
 
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