By: cinderkin Sep 12, 2012 | 3 Comments
Get ready for the next battle, Tekken Tag Tournament 2 is finally here. Is it worth your money? Find out in the Gouki.com Review. Don’t be a Jimmy!
The time has come to pull out all the stops and do battle in the latest Tekken Tag Tournament. This time it’s bigger, better, and all around more badass than ever before. Tekken Tag Tournament 2 (TTT 2) is filled with over 50 fighters, new stages, new combos, and more. The latest 3D fighting game has made it to consoles, but is it worth your money though? Read on below.
TTT 2 offers a ton of game modes for you to spend hours upon hours in. Arcade mode returns as well as Ghost Battle which pits you against and unlimited amount of opponents’ ghost data as you rank up your fighter from Beginner to Tekken Lord. Time Attack, Survival, Versus, Practice, and for the first time in a fighting game Fight Lab. If you’ve ever felt like a fighting game was just too hard to get into because the moves look to complex or you just don’t understand the game mechanics, well then you have nothing to worry about with TTT 2. Fight Lab is a fleshed out tutorial system which allows you to learn the basics as well as the advanced mechanics of the game. It teaches you the ins and outs of the game, from high and low attacks, defense, tagging, launchers and ground bounces, and side stepping, as well as allowing you to fully customize your own fighter named Combot. Fight Lab truly is a groundbreaking feature that more fighting games need to implement.
Although TTT 2 has a ton of offline modes to choose from, online is where it thrives. Tekken 6 suffered with a really bad and unplayable online experience. Namco Bandai has put a ton of effort into making sure TTT 2 has the online longevity and I say that it truly nails it in every way. There are two game modes right now which are Ranked and 8 slot lobby Player matches. The flow of the menus are amazing, rarely can you find a game which allows for match after match without being kicked back to a menu. While you wait for an opponent the game allows you to practice your moves while you wait. When an opponent is found the game shows you the players’ connection to you and gives you the option to opt in or out, this is a great addition because everyone hates having matches in lag. Speaking of lag TTT 2 doesn’t have any, with the ability to set your search options to only connect to players with great ping you won’t have to worry about lag at all. I even did 20 matches with a friend who lives on the other side of the US and is known for having a really poor connection (unplayable) with zero lag. Whichever netcode is being used here is by far the best in the genre.
The gameplay is so smooth and the animations are clean. This game is filled with thousands of moves with no slow down whatsoever. Although a Tag fighting game TTT 2 allows you to pick between either 1 vs 1, 2 vs 2, or 2 vs 1 including pair play for online. I’ve noticed that solo play is much stronger than tag play, although I see this being possibly changed in an update. Every character can be partnered up with another and some have special tag combos and tag throws when properly paired. With over 50 fighters including almost every single fighter from the Tekken franchise you have a ton of tag team options to choose from.
TTT 2 is an absolutely beautiful game in every sense of the word, fighters looked detailed as well as the stages. These aren’t your ordinary stages either, with stages from all over the world. Some have crazy backgrounds like the festival parade with floats, or the high school with all the students cheering you on. Fighters actually get dirty during matches as well. The details behind this game are phenomenal. Each fighter can also be fully customized with clothing, weapons, and special effects. There are hundreds of costumes to choose from all included without costing extra. The game even lets you save up to 10 different costumes for each fighter.
The games audio shines as well. Every fighter speaks in their native tongue which is a nice touch for authenticity. Each stage has music that really gets you in the mood to kick someone’s ass, including the newly implemented Tekken Tunes which allows you to fully customize the games soundtrack to your liking. Not only does this allow you to choose the music from the game to edit, but you can even take tracks from your favorite albums and put them into the game. Feel like fighting to Rock, Rap, Country, or the theme song to Pokémon you now have that option. Tekken Tunes is an awesome feature and more games should implement it.
Tekken Tag Tournament 2 damn near has everything a fighting game should have. No game of the genre has come close to what TTT 2 has done. They really nailed this game and even if you aren’t familiar with the 3D fighting game style, with modes like Fight Lab you can’t go wrong. Although not my favorite fighting game series, I can’t deny that this game is the best in the genre. Namco Bandai has raised the bar for all other companies to follow. If you love fighting games you’ll love this game. If you like fighting games you’ll love this game. If you hate fighting games you’ll love this game. It has so much content and should be awarded for offering this much. We Are Tekken!
By: goukijones Sep 11, 2013 | 3 Comments
I call them le-ve. If you have the leves to spare, you can save a ton of money & time on leveling craft. The trade craft leves give the best rewards. Crystals, Cash & EXP. A lot of EXP.
Obviously this is a technique I'll be waying thru the rest of the FFXIV life cycle. 18K EXP is easily worth 5K. Somebody gotta jack up the price. Might as well be me while I level up off of these nuabs. Don't be a Jimmy!
Thanks for watching.
By: BatRastered Jul 23, 2014 | 0 Comments
A how-to guide for unlocking the three extra characters in Street Fighter Zero 3 (Alpha 3).
Local Gouki user Guano brought over his new UD-CPS2 system with a copy of the Japaneese Street Fighter Zero 3 (alpha 3 in the US). GoukiJones wanted to play as Juni, a favorite from back in the day when alpha was the new game in town.
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By: Arthvader Jul 6, 2012 | 3 Comments
An update regarding Street Fighter X Tekken with the DLC Characters and future Patches.
As stated at the Capcom Panel during EVO, Capcom announced that the release date for the 12 DLC characters has moved up to July 31st, and will cost $19.99, or 1600 MSP. They had also announced that they will stay away from On-Disk Content in the future, based on user feedback.
The 12 Characters in question are:
From Street Fighter
- Alisa Bosconovitch
- Lars Alexandersson
- Lei Wulong
- Chrisine Monteiro
- Bryan Fury
During the panel, they also went over some of the potential changes in the upcoming balance patch:
- Auto-Block and Auto-Tech gems has been changed so that they would take more meter to use, and they take more meter away if you were to block or tech.
- They are aware of the timer issue, but the dev team is looking for the best solution to make the gameplay exactly what it needs to be. They do intend to fix the Timer issue.
- If it bothers you, you can now disable the quick combos with the Quick Combo DLC.
- They know that accidential quick combos can be problematic, and they are working on other issues at this time as well.
- Rolento's Jabs causes 2 less frames of block stun, along with some other changes.
- Xiaoyu's crouching hard kick phoenix loops can only be done 3 times now.
- Ryu, Ken, and Akuma's Tatsumaki Sempuu Kyaku have had all their hixboxes reduced in size. The frame advantage on this move does on block has been reduced by 5 frames for all three characters and the moveset has been decreased just as well.
By: goukijones Apr 18, 2012 | 1 Comments
Saturday Night (4-21-12) Las Vegas, Nevada. The Immortal Gamers League KING OF KOMBAT 3 TOURNAMENT will be held. If you're anywhere near Vegas and love fighting games come down and enter this tournament. Don't be a Jimmy!
Below you will find the location and rules for the tournament. This will be the first time Team Gouki will be attending. I'm looking to see some serious competition and hope to find somebody who's gonna really represent for Las Vegas at EVO.Read full story...
EA has issued a Challenge to the world. Free DLC if a certain Hot Pursuit Video reaches 1 million views by Dec 12th. Check out the story and the video here.
Need for Speed Hot Pursuit is the newest and quite possibly one of the BEST Need for Speed games yet. featuring fast cars and even faster police cars!
EA is offering up a challenge where if this video reaches 1 million views by Dec 12th gamers will be treated to 3 exclusive cars at no charge! The 3 convertible supercars - the Bentley Continental Supersports Convertible, the Lamborghini Murciélago LP 650-4 Roadster and the Dodge Viper SRT10 Convertible Final Edition.
All you have to do is watch the trailer below! Tell yours friends, and their friends, and Grandma's friends to check out the trailer!
Here is what the description for the trailer says:
We're thrilled to see that a lot of you are loving Hot Pursuit as much as we are. We all knew that Autolog was something special, but you guys are proving that it's going to change racing games forever. We actually feel sort of guilty for ruining so many friendships over the last week -- with over 3 million challenges exchanged already, it's clear that all is fair when it comes to the Speedwall. So now we have a challenge for all of you! The dev team has put together a pack of 3 supercar convertibles -- the Bentley Continental Supersports Convertible, the Lamborghini Murciélago LP 650-4 Roadster , and the Dodge Viper SRT10 Convertible Final Edition. If we can get the Need for Speed Hot Pursuit launch trailer to 1 million views by December 12th, these three amazing rides will be our little holiday gift to all of you playing Hot Pursuit. The race is on!
For more on Need for Speed check out The exclusive Gouki.com Stories:
If you haven't bought it yet get it here for $35!
Don't be a Jimmy!
By: iorilamia Mar 28, 2011 | 5 Comments
Indie Stone Studios has an intriguing game in the works that me be the most in-depth zombie game you have heard of.
The game is still in works, you can pre-order it / donate for $8 or more and receive free updates forever, awesome. Anyways, heres some stuff planned/ being worked on features.
You will be able to play on browser or stand-alone game itself . A full body dmg system will be implemented, example would be jumping out of a window will break your leg....you won't get far. Different zombies are affected different ways, sight, smell, sound which also ties into the games real-time feature, which changes how you will deal with certain zombies at different times of the day. Character are effected by almost anything. Hunger, insanity, a scratch that may slowly transform you.
What really caught my eye was how zombie bodies don't just dissapear. Mounds of bodies may mentally effect you or your teamates or slowly disease you, burying them can take a long time...and burning them lets people...or zombies know where you are. Multiplayer ofcourse is neccesary . Need to keep eachother safe, barracade buildins and store your items. But you never know if one of them may "turn" And ofcourse the game has crafting and stat building! Learn to fight zombies better, build shit, and treat wounds.
A short video was uploaded by http://www.youtube.com/user/lemmy103 , it's not much since the game is still developing, but it's something!
So what do you think so far? This is only some of the many things being worked on in the game, check out the blogs below for all the info and more pics. The game seems like it could keep my attention for a while, plenty of ninfty features. Leave a comment below on your thoughts.
[UPDATED] Mar 29, 8:19 AM
In a recent interview , the developers stated the game isn't a MMO. That gaming news sources just started calling it that. They did say the multiplayer is up to 8 players (so far) and that every building/house/school/hospital can be entered.
By: cinderkin Sep 19, 2012 | 3 Comments
Capcom has released the latest trailer for Street Fighter X Tekken Vita at this years Tokyo Game Show. Check it out.
I'm looking forward to this on the Vita "Hint Hint". Do you like SFxT? If so would you get it for the Vita? Tell us what you think in the comments. Don't be a Jimmy!
By: goukijones Jul 16, 2010 | 3 Comments
Crackdown 2 is way worse than the first one. Don't even, you don't even need to read this. Just flush it yo.
I had to get a drink before I wrote this review. Crackdown 2 and I called it - way back in October - is the same game, minus the cool story. When I say the same game, I mean the same game. You can't tell the difference. If you walked into my house and saw me playing Crackdown 1 and you know what Crackdown is and that part 2 just came out. You would think it was Crackdown 2. Irrelevant. Ruffian Games and I'm calling these Jimmys out, just cut and pasted everything from Crackdown 1 and someone had the brilliant idea to add zombies. Even the hidden shit is in the exact same spot, c'mon Jimmy - print it and ship it and charge people full retail. ZOMG do not pay full price for Crackdown 2, fuck man don't even pay for it. BatRastered called it, it could have been DLC.
I do love collecting the orbs though. I have 474 agility orbs and 27 of the moving shits. 170 something of the hidden ones, I already knew where half of there were. All of my levels are maxed out except for shooting, which I just use rockets and g-nades. So I always get explosive points and not gun points. I also don't drive. I can fucking jump over the entire city. Why would I drive? You're not going to believe this, but FNJimmy maxed out his driving the first day. **Pro-tip** Grab the agility orbs Jimmy!
Watch this preview ...
Doesn't that look like a lot of fun, especially with 4 people playing. Guess what? Never played with more than 3 because nobody on my friends list bought this stupid game. They knew something I didn't. Anyway, that preview ... Bullshit. If you are near any explosion in the game, your body flails wildly in the sky and falls back down to the earth completely out of your control. Friendly fire fucks you up. The wingsuit, the shit you see the four Jimmys flying through the sky with ... terrible. I have no idea how it works. I'll spend an hour climbing a fuckin' building, jump off the top to do the wingsuit challenge and crash violently to the pavement. FUCK!
Climbing the building is so much fun. Such a unique puzzle aspect to some of them and I really enjoy getting to the peak of the highest buildings. Just today, before I sat down to write this review, I climbed all the way to the top of the agency tower. Even got the moving agility orb up there. I wanted the achievement though. Pebble Dash - From the top of full-height Agency Tower, leap into the chimney stack and live to tell the tale! I jumped off, bumped a wall on the way down and ended up in the bottom of a toilet bowl. Crackdown 2 is officially banned. First of all no achievement? I'm alive muthafucka! I'm in the bottom of a toilet bowl. So that was a waste of time.
I managed to trap myself in two different places on two different occasions. Once while grabbing orbs I came across the piece of what looked like a enclosed bridge hanging in the water. At this point I am fucking with the game to see what happens. Sure enough I swim underneath and when I come up for air, I'm in a little room I can't find my way out of. Suicide ensues. Another time I caught some bad Jimmys coming through a door way, I ran right into the door way and started to pound the shit out of them. The doors closed behind me. I was stuck again. Suicidal tendencies.
Is anybody testing this game? How can this game make it to the street without somebody saying.
"Hey you almost want to die. You can respawn instantly with full ammo."
"What's the story? I just gotta turn on 27 relay towers?"
"This looks exactly like Crackdown 1."
"The zombies are worthless. Just pound the shit out them with your fists."
The game curses at you like a sailor if you do not complete the final mission immediately.
"What the FUCK are you doing agent?" Says the Voice of the Agency. I was shocked the first 17 times he screamed at me.
I don't know where I'm going with this anymore. You have got to take Crackdown 2 and Flush it. Go play Crackdown 1 it's a better game.
By: Arthvader Sep 11, 2011 | 4 Comments
My[Arthvader] preview for The King of Fighters XIII. An in-depth look at the most important reasons why Arthvader is hype for KOF13.
With The King of Fighters XIII coming this November, I'm soo hyped up for this game. I've been a fan of the series since 94, and from the looks of it, I'm sure it'll be one of the best one yet. Here's the trailer:
The story takes place after the event's of KoF XI. Ash Crimson has just recently managed to claim two of the three power held by the decedents of those who sealed the Orochi 1,800 years ago (Chizuru Kagura and Iori Yagami), while leaving Kyo Kusanagai to be his final victim. As Elisabeth Blanctorche, a former comrade of Ash, prepares to stop him, fighters from around the world received a letter with an invitation to another King of Fighters tournament tournament, in which it's be hosted by a person being simply labeled as "R". This person is Rose, the sponsor of the tournament, who is currently being controlled by "Those from the Past", the organization behind the two previously held tournaments that has been trying to break the seal of the Orochi.
Let's talk modes first. The game will have the following modes: Story, Practice, Challenge, Customize, Tutorial, Replay, Gallery, and Online.
In the Story mode, you can view events from the perspective of multiple characters, and it will be influenced by the decisions you make, as well as your battle results. when it comes to battling the CPU in the story mode, you'll be given random objectives, or Target Actions, which when completed, will give you bonus points, as well as some bonuses for the next round. Also, pre-battle dialog will be shown during the single player mode.
With the Tutorial mode, newcomers will be able to learn the basics of the game. the tournament sponsor Rose will explain the basic controls of each character, as well as the importance of each gauge.
The Challenge mode will consist of three modes within itself: Survival, where you fight for as long as you can, Time Attack, Where you pretty much just play through the game for the fastest time, and Trial, which you perform various combos with each character.
The Replay mode is where you can view replays of matches you saved after battles. I don't know yet if you can watch replays with friends yet.
The Gallery is, well, it's self explanatory. in this mode, you can view various pieces of art done by the staff.
Another neat feature for this game is the fact that you can customize the character's colors to whatever you want. Sure, at first, there won't be as many colors available at first, but as you keep playing the game, more colors will be available, allowing for unlimited customizations. the best part is, you can use those customizations in online play.
The next thing I'll mention is gameplay changes. First of all, the following gameplay mechanics from the previous game were removed for this game: the Critical Counter system, the the Clash system, and the dynamic, zooming camera. In the place of these mechanics, the following systems and changes has been added:
- The EX Mode: Players will be able to use powerful version if their moves for the cost of one meter for EX Desperation Moves, and two meters for EX Super Desperation Moves.
- The Triple Cancel: this mechanic allows players to unlimitedly cancel their character's moves. the Triple Cancel is dependent on the Hyper Drive Gauge.
- The Hyper Drive Gauge: A three-tier gauge which will gradually drain as player cancel the moves. Whenever the the gauge reaches the max, the player will then go into a state called "Hyper Drive Mode" in which players will be able to cancel unlimitedly for a short amount of time.
- Neo Max Desperation Move: whenever the player is in the "Hyper Drive Mode" while having at least three power stocks, they'll be able to pull off this powerful technique. Players can also link this move into a combo, in which you'll do a "Max Cancel".
All I have to say is this, the songs in this game are soo totally badass. Instead of having generic songs for the stages, we get back songs for each team. Not only that, each team's theme, in my opinion, sounds like it belongs with them. Listen to Team Japan's theme here, and see for yourself:
As you can see from the image above, you can tell that the game improves on the graphics. The game will feature a total of at least 8 new hand-drawn stages, while returning stages from the previous game will get a visual upgrade. each characters themselves will have at least 20 different colors to choose from, all of which looks really nice, while some characters might have head swaps (Raiden & Takuma, I'm looking at you), and if the twenty colors aren't enough, you can use your own customized colors (I explained customization mode in the gameplay section of the preview.)
Final Verdict: HYPED!!!
Even though the game won't be out just yet, I'd say BUY IT!!!!!
Also, pre-order this game to get a special 4-disk set consisting of KoF music spanning the whole franchise.
Before I go, here's some videoes of high level KoF XIII players (I found these on iplaywinner's youtube page):
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One of my favorite times of the year. I love the E3 Press Conferences.
Jimmy is back! It's E3 2009. I'm drunk talking about the Microsoft, Nintendo and Sony Press Conferences. Don't miss this one Jimmy!
By: Crimson Relic Apr 6, 2010 | 1 Comments
Developers of SSFIV tell us what they've done to balance 6 of the characters.
Hello everyone. This is Tsukamoto.
All around us, it looks like spring as the cherry blossoms are beginning to bloom. But with the heat generated from the National Tournament, it feels like we skipped spring and went straight to summer! I'm really grateful to those who participated. Thank you very much!
And we also had a huge announcement from producer Ono! SFIV arcade players, thanks for waiting! I was also a bit surprised, but I believe that the confirmation of an arcade release of SSFIV happened because you all poured out your hearts for it to Ono! That's really great! But it looks like we're gonna get busy again!
This week, continuing on from last week, together with the battle planners we'll be talking about the character adjustments for Guile, Dhalsim, Balrog, Vega, Sagat, and M.Bison.
Let's get right into it - please tell us about the adjustments for Guile.
Since Street Fighter 2, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in Super Street Fighter 4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.
We also worked on his offensive priority quite a bit.
We've also changed the functionality of the Guile High Kick (Down-Toward + Hard Kick), which many people didn't quite know how to use. In SF4 we intended for it to be an anti-air for when Guile doesn't have a charge, but in SSF4 we've added combo functionality to it.
Combo functionality... which means we can juggle after it?
Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-Down Kick) makes low attacks miss more easily, and tried to make him more like his old self.
We've also made some corrections to his combos.
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in SSF4 we took that into consideration and we're adjusting the amount of damage his link combos do.
What about adjustments to his special moves?
Guile is all about the Sonic Boom. But in SF4, when getting into a fireball fight he ended up on the losing side. That's not really Guile. Even though his Sonic Boom is a charge move, he's supposed to be the one to win in a fireball fight. So in order to get closer to that idea, we've made some slight adjustments to the charge time for Sonic Boom to make it stronger.
What type of move is his new ultra, Sonic Hurricane?
As the Sonic Hurricane is a move based on being grounded, you can use it to pressure your opponent, do chip damage, or just keep your opponent in front of you and stop them from moving. We've also made it so that it can be used in combos. So then because of that, it does a little less damage than his Somersault Explosion Ultra I. So if you want to take off big chunks of damage, use Somersault Explosion, but if you want an all-purpose attack plan with lots of variations, then you can use Sonic Hurricane.
Sounds like Guile's been buffed up.
Yeah, I think he's risen up to the middle class at least. We've also given him a fun new move, so if you can use it when you have a chance I'd be happy about that.
Ah, this was a bit of a secret topic during Hakan's reveal trailer. Guile's sunglasses.
If you enter in the command, Guile puts on the sunglasses. Do it again, and he takes them off. ... And that's really all it does (laughs). We also wanted to make the sunglasses cancellable.
Jump Hard Kick, Standing Hard Punch, Sunglasses! (laughs) But this would just aggravate the player on the receiving end, so we gave up on it.
Next, tell us about Dhalsim's adjustments.
The character who won the first national tournament. Dhalsim is a character where the players have found a lot of really interesting ways to use him, which surprised even us. But his overall damage output was kind of low, so the reward for reading your opponent wasn't that great. So if the player wasn't exceptionally skilled, there were many rough spots in using him. Although there was the thought that if we made him stronger in Super Street Fighter 4, those who were already good with him would just be even better, but as we wanted a wide range of Dhalsim players to be able to enjoy him more, we decided to give him some improvements.
Isn't he the only character who hasn't has some kind of numerical reduction?
Yeah, I think we talked about this the last time, but in order to increase the number of turns in a fight* we've reduced the damage output in general for all characters - all except for Dhalsim. His damage was low to begin with. Also, we've slightly increased his counter attacks. Since Dhalsim is a character who has difficult normals and trouble with footsies in close, we've improved his throw, and made his Drills better, which many people wanted. So for the Dhalsim players who felt like they lost once their opponent got in close, in Super Street Fighter 4 I think that will be a better fight for you.
(*Azrael's note: In the last blog they mentioned making the game so that if you read your opponent twice, you would probably win - they were adjusting SSF4 to increase this number, so "turns" probably refers to this.)
Many people wanted the his Yoga Fire to be sped up...
We haven't changed the speed of Yoga Fire, but EX-Yoga Fire now goes full-screen, so you can pressure people from areas you couldn't before now.
What type of move is his new ultra, Yoga Shangri-la?
Yoga Shangri-la is a move that can be used during Dhalsim's unique jump arc. As its for grounded use, it won't throw an airborne opponent, but its really good when used with his teleport. To put it simply, Yoga Castastrophe is a move for starting an attack string, while Yoga Shangri-la is a move for ending one.
The hitbox for Yoga Shangri-la is pretty big, and sort of similar to the headbutt Drill. So its difficult for an opponent to tell in an instant whether Yoga Shangri-la or Headbutt Drill is coming, and that adds some variation to his attack patterns.
Now then, please tell us about Balrog's adjustments.
As Balrog was already a pretty strong character, I think he was pretty high up in the tiers in Street Fighter 4. So we wanted to keep his current playstyle intact, but make his freedom of use a bit better. Probably the biggest adjustment is that we've re-examined his input priority. In SF4, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this.
How about his new ultra, Dirty Bull?
Dirty Bull is a throw type move that deals out massive stun. Balrog is a character who can make his opponents clam up and then deal out chip damage, or if he breaks their guard he can deal out big rushing damage. But if he has his opponent guarding, for the most part he can really only do chip damage. So now he has the Dirty Bull, which is another way of breaking his opponent's defenses. As was said before, the move does massive stun - so if you hit it after getting in a good rush attack, there's a high likelihood that your opponent will be stunned. For those looking to dish out big damage, you'll want to stick to Violent Buffalo, but if you want more ways to pressure your opponent, then I think Dirty Bull is a nice choice.
Now please tell us about Vega's adjustments.
We've made Vega stronger! Probably the biggest thing is that we've given him more overheads. His Piece of Mercury (Down-Toward + Medium Kick) was a high attack, but in SSF4 it now hits overhead. Many people said it was hard to get knockdowns with Vega in SF4, but with this attack hitting overhead now this should increase his attacking options. Also, we mentioned this before, but we've made his claw and mask more durable, so they don't come off so easily now. We're also adjusting his vitality even when he has the mask and claw, so I believe players will be able to use a stronger playstyle. We've also increased the invulnerability periods on all his special moves and made them stronger.
To give some specific details, we've made his Scarlet Terror unthrowable, so it can be better used against Zangief's Screw Pile Driver. Also, his Medium Punch Rolling Crystal Flash will cause guard stun until the very end, so he doesn't have to worry about it being interrupted by an attack with invincibility, and can use it safely as a chip-damage move.
How about his ultras?
First, we've vastly improved his Bloody High Claw. Now it hits on the way up, the same as his EX-Flying Barcelona Attack, so there are more situations in which he can land it. Also, Splendid Claw reduces his hitbox and moves along very quickly. Bloody High Claw does good damage and is good for anti-air, while Splendid Claw is for grounded opponents. I think Splendid Claw is easier to use than Bloody High Claw, so that adds to his strength.
Many people feel that Vega isn't quite as agile as compared to his Street Fighter 2 version...?
Really though, in SF4 Vega is one of the most agile characters in the game. It's just that he's tall and his legs have a particular movement to them, so if you look at the image it doesn't look like he's moving much at all.
There were also a lot of opinions that his claw throw-away move came out too easily.
We have taken another look at the inputs for that. Except for those who do a lot of inputs from crouching position, it shouldn't really come out on its own anymore.
Well then, now tell us about the adjustments to Sagat.
Sagat was well known as a strong character, and we on the development team felt so as well. This time around, we wanted to retain what he could do, so we went with reducing his damage output. Using the moves and combos he often utilized as a reference, we adjusted his attack power, and we also took another look at his Jumping Medium Punch, which people felt was lopsidedly strong. Of course, you have to read your opponents movements in order to be able to hit them, but as his combo window for attacks was on the long side, we adjusted that as well.
Basically, the situations where he can just throw something out and it will be okay - those have been reduced.
Yes. If you look at him as a whole, the nerfed parts sort of stand out. But we thought that just nerfing him was kind of sad, so we've given him a new move. The "Angry Charge" (Angry Scar) uses up meter, but affects the functionality of his Tiger Uppercut. If Sagat hits Tiger Uppercut during Angry Charge, it does more damage, and it increases your chances of beating your opponent with an air combo. So this is something you should try to do when you have meter.
Sagat was called the strongest in SF4 - what do you think his position is in SSF4?
Now, I feel like he's either 1st or 2nd. Its not that his position has changed, but our adjustments have allowed for the other characters to close the gap on him. So its not that we've just made him weaker, but we've made the other characters more competitive with him.
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.
What type of move is his new ultra, Tiger Cannon?
In contrast to Tiger Destruction, which moves him forward, Tiger Cannon is a powered-up version of his Tiger Shot. As Ryu is his rival in the story, we also figured that Tiger Cannon would be a nice accompaniment to Ryu's Metsu Hadouken. It doesn't have the destructive power of Tiger Destruction, but its a projectile move that can be used regardless of where the opponent is on screen, and I think it will be nice for those who want to improve their footsie game.
And finally, tell us about the improvements to M. Bison.
I think there are a lot of skilled M. Bison players in SF4, but Bison didn't really have a good go-to move. Bison's signature move is his Psycho Crusher, so for our adjustments we took another look at his usage of it.
The usage of Psycho Crusher?
We've increased the functionality of Psycho Crusher to bring back the "Psycho Tail" image from back in the day. In the past, it would do chip damage even after he passed through the opponent, and trip people up, so we've made adjustments to bring that back. It was often said that the Psycho Crusher was useless in SF4, but now you can use it on wakeup to give Bison an advantage.
Are there any other areas that have been changed?
We've improved the EX-Psycho Crusher's ability to negate fireballs. So now he can nullify a fireball and keep on with his attack.
What kind of move is his new ultra, Psycho Punisher?
His ultra in IV, Nightmare Booster, was mainly meant for in-combos, and has high damage output. So his new ultra, Psycho Punisher, is a move to help M. Bison against projectile characters. He flies in a parabola, so in those times when projectile characters are zoning him out now he can use this ultra. Also, the biggest feature of Psycho Punisher is that its a command move. So you can use it without having to store a charge.
Do you have a message to everyone looking forward to playing the game?
Of the characters we talked about this time around, I believe people were the most concerned about Vega and Sagat. We've improved Vega so that he finally feels like one of the strong four bosses (Four Kings i.e. the World Warrior bosses), so to all the people who have stuck with Vega I really want to say thank you. As for Sagat, as Ryu's rival I don't think his position as changed, but he has a lot more openings than he did in IV. So for people fighting against Sagat, be sure to take advantage of those openings and take the fight to him, and I think it'll be a good match. For Sagat players, you may feel that he's really been nerfed, but he's got a new move, and his position as The King (or, the emperor) hasn't really changed, so please enjoy him in this game as well.
Well everyone, did you enjoy today's entry? Sorry to those whose characters we haven't talked about yet. Please wait just a little while longer! Next time we'll be talking about the adjustments for El Fuerte, C.Viper, Abel, Rufus, Seth, Akuma, and Gouken.
See you next week!
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