This is a short story of why I should win the Marvel VS Capcom 3 Ultra Combo Giveaway. Well I think its short enjoy! ^_^
First of all, if you have not read my first story I suggest you click on the link below.
In my first story I told you guys I have a lot of reasons why I love fighters. Well only a clip and a few words can only do so much to tell this community how much I really feel about fighting games. So let me explain more of why I love fighters. Like most gamers out there I started gaming when I was about four years old. I really didn’t care for it at the time because all I had on my mind was a dream of becoming a Power ranger. And like all other four year olds, I played with lots of toys of course. I had friends but most of them lived to far, so staying at home was a no brainer for me. Now I do not remember how my older brother got his hands on a Sega Genesis so I’m just going to say it magically appeared to give this story some spice. The game I started off with on the Sega was Sonic the Hedgehog. Sonic really made me happy for how no one else in my family was able to get so far on the game. And by my brother being eight years older than me it felt that much sweeter. I could never beat the dang video game, which leads me to forget about game. Until one day my brother bought the most amazing, electrifying game, Street Fighter II. When I first saw Street Fighter II I was blown away by the graphics, sound, & music. But with all of that said, that’s not what attracted me to the game. What really caught my attention was that versus screen. The fact that someone instead of the computer was playing against me just gave me goose bumps that were thick and solid as a basketball. I was in my sanctuary playing SF2 on the Sega Genesis with a smile so big the Joker would be jealous. I remember crying because M. Bison was beating me every time I’d reach the last stage. But one day I managed to beat him and during that whole year I never stopped smiling. A few years past by and If I remember correctly the Playstation system released. I got the Playstation the same year of its release with demos and all. Now I was into other games like Crash Bandicoot and more demos because for some odd reason fighting games like to take a few years off. Whatever the case that didn’t keep me from running into one of the greatest collaborations of all time. My mother works in the school system, so she had a really good relationship with the principle who owned the school. One night we were invited to the principle house or should I say mansion. And as the lady showed us around her lovely house she thought I felt bored. So she told me to go on the other side of the house and walk up stairs and I’ll be pleased to what her son was doing. When I finally got to the room I saw the game that almost made my head explode, Marvel VS Capcom: Clash of Super Heroes. When I saw Wolverine fighting Ryu I was literally screaming out loud “Hey that’s Ryu from Street Fighter, that’s Wolverine from X-Men!” Everyone who were sitting down playing the game didn’t even get mad because they were just as hype as me. With the battle system moving so fast, I was blown away once again by gameplay. I wanted to spend the night but my mother had other plans. Seeing MvC for the first time reminded me how great fighting games are again. I started buying every fighting game I could get my hands on and also played at the local restaurants that had arcade cabinets. More years past as my love for fighters grew with games like Mvc2, Guilty Gear series, Capcom vs SNK series, Street Fighter Alpha series, and Bloody Roar series. Now remember these are fighting games so once again the hiatus for the genre hit big time which lasted for almost a decade. The Playstation 3, Xbox 360, and Wii were the new babies. Games like Call of Duty and Halo was all we heard. Soul Caliber released and at the time felt really fresh, but it still didn’t feel that void. I hear some fighting game fans called it the dark ages and the feeling was just that “dark”.
Street Fighter IV released and it put a smile back on my face bringing back the technicality of fighters to the so called dead genre. Other game companies started to catch on to the revival of fighting games like Blazeblue and Tekken 6. Even upgraded versions of the heavy popular SFIV A.K.A vanilla noticed the trend it set and decided to make Super Street Fighter 4. The funny thing about all this was the fact that my friends doubted me on how well fighting games would do on the next gen consoles. Now most of my friends play fighters more than any other video game genre. In the middle of all this and after a decade of demand Capcom announces Marvel VS Capcom 3 Fate of Two Worlds. I was so excited for this game simply because I already knew one of my favorite Capcom character was going to make it on there. Dante was all I wanted when it came to this sequel. Heck, Capcom could have said Marvel VS Devil May Cry and that would have sold me there. With the internet blowing up with pictures and videos it was only a matter of time before I get my hands on the game. I never knew I it would be as soon as October, 28 2010. I was lucky enough to live in one of the cities where Capcom would be hosting Fight Club. Fight Club is basically a get together like a night club but with a preview of a video game they’re promoting. I was dead set on going to that event no matter what. I’m currently in college and I had a test early that same day. I made sure I studied up and was ready to go that same day right after class. I met up with my friends and we drove straight downtown to the Atlanta metro area. When we got there we couldn’t find the location or at least the spot where it was being hosted because a train was oddly blocking the parking space. We quickly found a parking space and climbed over the train to find our place in line for the event. To be honest, I felt like a rebel climbing over the train which made the hype meter for this event rise. When we finally got into the event I couldn’t believe my eyes. I was thinking here I am a guy who grew up playing this game and now I’m at a night event that’s promoting it, Godlike! I didn’t just play the game at the event ether I also made the most of my night there using my other talent dancing. I also took some pictures as proof of this Fight Club event. My love for fighters after that night just blew the top off. I’m so happy to see how much fighters have evolved yet stay true to the fans that’s been with them from day one. I hope I win this contest to show other people who are not into fighting games show how strong this community is. Heck, I hope this inspires people who are not into video games at all. The gaming community is growing very fast and I believe the whole world should witness this.
In this video you might catch me dancing at the Capcom Fight Club I attended in Atlanta, Georgia.
In this picture its me next to the lovely cosplayer Yaya Han.
Source: Video http://www.youtube.com/user/CapcomUnityVideos
By: Cinderkin Dec 13, 2010 | 4 Comments
Ever wondered why Makoto's Ultra 1 seems to be over powered? Or how much damage Akuma's Raging Demon actually does. Well Eventhubs.com has put together a pretty awesome list. Check it out!
Below you'll find a table listing how much damage each of the character's Ultra and Super moves do in Super Street Fighter 4. The first number under the Ultra categories is how much damage the move does when your meter is 50% full.
The average values listed are calculated off the max amount of damage the character's Ultras and Super does.
This is strictly a damage comparison and doesn't reflect how easy or difficult it is to land these moves, which is obviously a heavy consideration when considering the viability of these attacks.
It's also worth noting that one very weak Ultra can throw a character's average ranking off considerably.
# Character Ultra 1 Damage Ultra 2 Damage Super Damage Average Damage Total
1 Makoto (Super) 411 - 603 334 - 489 n/a 546
2 Hakan (Oil) 359 - 530 308 - 450 450 476.6
3 Zangief 351 - 520 304 - 450 450 473.3
4 T. Hawk 345 - 510 307 - 450 430 463.3
5 Blanka 337 - 495 Anti Air: 342 - 500 Ground: 288 - 420 400 453.75
6 E. Honda 348 - 510 305 - 450 400 453.3
7 Ken 348 - 500 328 - 476 370 448.6
8 Gouken 343 - 503 338 - 495 345 447.6
9 Akuma 368 - 510 271 - 500 330 446.6
10 Fei Long 344 - 495 327 - 470 370 445
11 Vega 326 - 480 306 - 450 400 443.3
12 Cody 322 - 468 349 - 506 350 441.3
12 Dee Jay 323 - 473 365 - 501 350 441.3
14 Abel 343 - 500 328 - 480 335 438.3
15 Guy 316 - 460 353 - 500 350 436.6
16 Makoto 329 - 480 268 - 390 - 435
17 Cammy 331 - 480 322 - 470 350 433.3
17 El Fuerte 318 - 470 352 - 500 330 433.3
17 Ibuki 342 - 501 334 - 469 330 433.3
20 Adon 349 - 510 296 - 430 355 431.6
21 Dudley 346 - 500 302 - 440 350 430
21 Guile 352 - 510 288 - 420 360 430
23 Hakan 326 - 480 276 - 401 400 427
24 Juri - 335 - 480 370 425
25 M. Bison 336 - 492 287 - 420 340 417.3
26 Rufus 315 - 460 316 - 450 330 413
27 Sagat 344 - 500 264 - 384 350 411.3
28 Dan 319 - 465 251 - 368 350 394.3
29 Ryu 254 - 369 343 - 503 300 390.6
30 C. Viper 325 - 480 276 - 380 300 386.6
31 Gen Mantis 284 - 405 300 - 443 300 382.6
32 Gen Crane 270 - 398 298 - 428 320 382
33 Balrog 336 - 491 205 - 300 345 378.6
34 Chun-Li 325 - 460 240 - 330 340 376.6
34 Sakura 309 - 451 224 - 329 350 376.6
36 Dhalsim 205 - 300 305 - 450 350 366.6
37 Seth 240 - 340 262 - 372 350 354
38 Rose 342 - 498 164 - 240 300 346
Tell us what you think in the comments. Don't be a Jimmy!
By: shenwoopunch Dec 6, 2010 | 9 Comments
General summary is that Guile got mostly nerfs and just one buff to his upside down kick. DJ and Hakan only received buffs. Seth got both buffs and nerfs.
Too bad no changes were mentioned for Guile's Shades move. It would have been funny if it was given a boost in some form. We will possibly see a lot of Guile users switching over to DJ. However, it can be argued that certain USA tourney Guile players will stick with him. Note that Lamerboi, Dieminion, Dagger G, Warahk aka wolverine sideburns have stuck with Guile from vanilla SF4. Daigo was the only one that added Guile to his tournament repetoire after realizing how Ryu isn't as strong as he was in SSF4. Daigo and Dieminion are like the only Guile players that have actually won tournies. I think each of them only won one tourney with Guile.
If you hate Seth users before you might hate him more after the AE update. Hakan who was generally thought of as low tier might have a chance of climbing up the tier list.
• Deleted hittable box for his Reverse Spin Kick (Toward or Back + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.
• Spinning Back Knuckle's (Toward + Hard Punch) damage reduced.
• Sonic Boom's meter gain at startup is halved, and we adjusted his meter gaining rate through the match.
• Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.
• Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.
• Damage nerf is applied to Special Moves and his Ultra 2, so we can say his damage is reduced throughout.
• He will require more attacks to finish off opponents.
• There are almost no changes to his frame data, so in Arcade Edition he can do everything that he can already do.
• His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.
• Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.
• Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.
• Crouching Hard Punch's start up is faster.
• Crouching Medium Kick has slightly more active frames.
• Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.
• His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.
• All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.
• Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.
• His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.
• Super's invincibility window was lengthened, and "the pursuit priority is increased." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]
• Ultra 2's recovery was shortened.
• Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.
• Ultra 1 deals more damage, but has a longer recovery time.
• Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.
• The changes on SSF4 Arcade Edition happened only where they affect the way he is played.
• He looks weakened in the first glance, but he also got strengthened in various points, so please research his playstyle in SSF4 Arcade Edition.
• Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.
• Crouching Medium Punch's priority was strengthened, and it deals more damage.
• Close Standing Medium Punch's active frames were increased by 1, so it's easier to use as anti air.
• Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is Cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.
• Close Standing Hard Kick, when it hits airborne opponents, will knock them out in the air, and the 2nd hit of the move has pursuit property.
• Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.
• Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.
• Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
• Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out during the whole move, so if the opponent jumps in on you, you will be in a world of hurt.
• Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.
• Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.
• Machinegun Upper's damage was increased.
• Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.
• Hard Kick and EX Jacknife Maximum hitbox was adjusted in order to prevent it from whiffing some hits after connecting it.
• Ultra 2's recovery time was reduced as much as possible.
• Dee Jay's forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.
st.HP's hurtbox around his arm got smaller, so it's easier to use as an AA or a poke.
When Oiled, even when normals are input during forward dash he will still slide a little. (Translation incomplete.)
Step Low (F+LK) got to be cancelable.
For Oil Shower, the duration of the oil will be stacked now. The maximum duration will be 30 seconds.
Also, MK/HK/EX versions have 5f less recovery, and EX version can be canceled into Guard Position (D+3P, aka coward crouch).
Also, Oil Shower will be one of the follow-ups after Oil Slide.
The effect is the same as LK Oil Shower, and he will be in advantage nevertheless.
LP Oil Slide has faster start-up, and can be connected from cr.LP or Step Low.
Oil Dive (including EX), while holding button, can be canceled into Guard Position.
Oil Rocket, Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's SPD.
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