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SSF4 AE: Oni Developer Blog

By: Cinderkin Apr 12, 2011 | 5 Comments

The latest Japanese Developer Blog has been posted this time featuring Oni. Check it out!

ONI

CHARACTER INTRODUCTION

-Kuruoshiki Oni (which I shall translate as Batshit-Insane Oni) was created to be beyond Shin Akuma
-Created using Akuma as a base, but because of his different appearance, techniques, properties, etc., he's pretty much an entirely different character
-Higher health, stun than Akuma



NORMAL ATTACKS
-Does not have close/far normals, similar to Makoto or Dudley
-About half of his normals are new
-Some of his normals are similar to Akuma's, while others are not, so try to figure out where and how to use them
'

st.HP
-Steps forward while doing an upward diagonal palm thrust
-Forces stand
-At close range, will combo with Tatsu
-Has better reach than st.LP and has a strong upward-reaching hitbox, so at the proper distance, can be used as anti-air
-6F start-up, 4F active, 17F recovery. Won't link from any of his normals, but since you can use it for an easy combo as part of Target Combo 2, it will get frequent usage



F+HP
-Takes a large step forward while doing a palm thrust to the midsection
-Has the longest horizontal reach of his normals
-Even on block it's difficult to punish because of the distance, so it's effective as a poke
-Has projectile properties, so can neutralize projectile attacks. Won't work against multi-hitting projectiles, however
-Super-cancellable
-11F startup, 6F active, 18F recovery; +0 on hit, -9 on block

st.MK
-At close range, does two hits
-Relatively fast start-up, and has reach, so you can use it as a poke, but use with caution, as it will whiff against crouching opponents from a distance
-First hit is special- and Super-cancellable.
-5F start-up, 1F active (first hit) 4F active (second), 14F recovery
-Can link from st.LP, other attacks

F+MK
-Does a spin while performing a forward roundhouse kick
-Has the second longest reach, after F+HP
-Different from F+HP, as it keeps Oni moving forward after the motion, so intentional whiffs can be an effective way to close in
-Rather slow start-up for a MK, so it's best to not abuse it
-12F start-up, 2F active, 13F recovery; +2 on hit, -2 on block

F+HK
-A high back roundhouse, in a similar motion to Ryu's st.HK
-Knocks down against air opponents, so you can follow up with certain specials in the corner
-Spaced properly, you can hit your opponent out of the start of a forward jump

cr.HK
-A crouched spinning sweep
-8F start-up, 2F active, 24F recovery
-Won't link with any of his normals, but has good reach and a strong hitbox
-On block, can be punished with Ultra Combos by nearly all characters, so it's best to use it from a far distance, where it's difficult to punish



UNIQUE ATTACKS AND TARGET COMBOS
-B+MP (Ganka Uchi)
-Fast, links from st.LP (and other attacks)
-Special- and super-cancellable
-TC1: F+LP → st.MP
-TC2: B+MP → st.HP
-Both are cancellable
-Can used for various combos, but since too many hits will affect total damage, use it based on the match-up and your own preference

SPECIAL ATTACKS
-Special moves: Gohadoken, Gorai Hadoken (Roaring Thunder Hadoken), Zanku Hadosho (air dash), Goshoryuken, Tatsumaki Zankukyaku, Air Tatsu, Sekisei Jiraiken (Red Star Landmine Fist, aka fist pound), Rakan Dantojin (Arhat Tower Slice Blade, aka palm slice).
-All except Zanku Hadosho have EX versions
-Tatsu and Palm Slice are Armor-Break

Explanation of some EX move properties:

EX Gohadoken

-The normal version is chargeable, will reach full-screen and hit twice, but the EX version already has those properties and is not chargeable
-Doesn't knock down ground opponents, so you can create various combos from FADCs



EX Rakan Dantojin (Palm slice)
-MK version has projectile-invincibility only during the forward movement at start-up, but the EX version is projectile-invincible until the end of active frames
-Slow technique, so if you're too far away, you'll go through the fireball but won't hit your opponent in time



EX Sekisei Jiraiken (Fist pound)
-Normal version is one hit, can be blocked low, but the EX version is two-hit, overhead on the first hit only
-Has a prolonged hitbox when his fist hits the ground, so depend on how it hits, it can be difficult to punish even when blocked
-Knocks down, so you can follow up the attack with a combo


SUPER COMBO
-Super Combo is Shun Goku Satsu (Raging Demon).
-Can also be done in the air, but only hit air opponents. Like the ground version, can be kara-cancelled


ULTRA COMBOS
-UC1 is Meido Gohado, UC2 is Tenchi Sokaigen
-UC1 does 350 damage from a distance, but 450 point-blank
-UC1 gives you access to Messatsu Gotenha (upward fireball version) and Messtasu Gozanku (air fireball version). Neither do particularly high damage, but find ways to use them and include them in your fighting strategy


-UC2 does high damage, is projectile-invincible
-At close range, a hit will lock your opponent in the cinematic
-Doesn't do much damage outside of the cinematic, so move in close when using the move
-Can be comboed from FADCs, so we recommend players who prefer damage to use this UC
-525 damage on a clean hit (i.e. the second most-damaging UC in the game, only surpassed by oiled Hakan's Oil Coaster)

OTHER
-Like Evil Ryu, the boss version in Arcade Mode has totally different properties"

 

Source: SSF4 Developer Blog

 

Famitsu.com did a write up with Daigo Umehara, collecting his thoughts on the changes in Super Street Fighter 4 Arcade Edition. Extremely lengthy, but also very insightful

Thanks to samjkim for translating this interview.

NOTE: This is an extremely lenthy interview. Make sure you have the time to read it. Very insightful for Street Fighter fans. Some very interesting notes from The Beast Diago. Images added by me (Cinderkin) to make the interview a little easier on the eyes.

Toyoizumi: You got to play some AE. What are your first impressions?

Umehara: Impressions… Basically that it’s over for projectile characters (laughs). All the non-projectile characters have gotten buffed, whereas I think Deejay is the only projectile character that has really gotten buffed. Sagat has gotten better, but Ryu, Akuma, Guile, Dhalsim, and I suppose Chun, they’ve all gotten nerfed. And grapplers have also gotten buffed. Projectile characters were strongest in Vanilla, but it’s the other way around now in AE. But I plan to use Yun so it’s not a big deal for me. I guess that’s my impression of AE.

Toyoizumi: It seems there are some people that say that Ken is now the best shoto.

Read full story...

Wanna know why Human Torch didn't make the cut, or why Shuma Gorath is DLC? Find out here. Check out the Notes from the Japanese Q&A.

• The Thing was considered at one point, but they felt he would be too similar to Hulk.

• Human Torch was a completed character, but he ate up too much RAM and had to be taken out.

• Marvel suggested Super-Skrull as a Human Torch replacement.

• To balance the roster out, Niitsuma wanted to include a young Marvel female, and ultimately X-23 was decided on.

• Niitsuma intentionally held off Spider-Man's announcement until the Tokyo Game Show because he is a popular character in Japan.

• Marvel was reluctant to grant permission to include Shuma-Gorath, but Capcom convinced them that he is popular and an important part of the series history.

• Shuma-Gorath was the first Marvel character that Capcom proposed to Marvel — and he may have originally been planned as an on-disc character.

• Felicia has yet to appear in an official English language gameplay video because of the ESRB.

 

Some of these are the lamest things I've ever read. What are your thoughts?

Tell us what you think in the comments.

 

Source: http://blog.movie.nifty.com/herojungle/2010/12/post-cc69.html

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SSF4 AE Changes to Blanka, Abel, Gen, Makoto.

By: Cinderkin Nov 22, 2010 | 6 Comments

The latest Japanese Super Street Fighter 4 development blog listing changes for old cast members has been posted. This week's entry focuses on Blanka, Abel, Gen and Makoto.

Blanka

Unique Attacks

• Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Far Standing Light Punch into Beast Roll is possible now.

• Beast Slide (Down-Toward + Hard Punch) has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.

• His Forward Hop (Toward + 3x Kick) has more grounded frames of animation during start up, making him easier to grab out of it.

Special Moves

• The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered. Distance on recovery from a blocked Beast Roll is now Light Punch and EX longest. Medium Punch, midlength, Hard Punch, shortest. So it is necessary to plan which one to use at which distance more so than it is now.

• EX Backstep Rolling's (Rainbow Ball) forward distance has been reduced a little, so it's harder to escape from the corner. It is still possible to move forward and back based on joystick movement, though.

• EX Electricity has much faster start up now, so it's easier to use.
 

Abel

• 2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.

• Tornado Throw damage reduced.

• Roll lost some of its hit invincibility at the end of it, making it easier to punish. There was no change to the recovery frames.

• Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.

• Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.
 

Gen

Mantis Style

• Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: First hit of Standing Hard Punch into Standing Medium Kick.

• Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.

• Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.

• Crouching Medium Punch's start up is faster, so it's possible to Link from Standing Light Punch and Crouching Light Punch.

• Crouching Medium Punch can now be Canceled, providing good setups into his Hands special on hit or block.

• Standing Hard Kick's range slightly increased. There is no hittable box from his ankle, so it might be useful as a footsie tool.

• Ultra 2 downward hitbox improved, so it has less chance to whiff.

Other Stuff

• Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.

• During backdash, he's airborne right after invincibility wears out.

• Gen received no nerfs.
 

Makoto

Normal Moves

• Crouching Light Kick has more range.

• Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.

• Crouching Hard Kick hit box extended out in front of Makoto, and the hittable box has been lowered slightly, making it easier to use as an anti air.

• Crouching Hard Punch has slightly more active frames.

• Toward + Light Punch has a 3 frame startup (formerly 4 frames).

Special Moves

• EX Hayate (Dash Punch) now breaks armor and has a slightly faster start up.

• Opponent can no longer do a quick get up after Makoto connects with a Hard Punch or EX Oroshi (Overhead Chop). It's more useful now in resets and wake up situations.

• Fukiage (Upwards Punch) when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well, so there are now almost no situations where it trades or is stuffed. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful than it is now.

• EX Tsurugi (Axe Kick) is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground, i.e. an Instant Axe Kick. It takes practice, but since it is a 2-hit special that makes grabs whiff and hits as an overhead, it'll be more interesting to use in offensive/defensive situations.

• Ultra 1 damage distribution has been changed. It still does the same total damage, but you will see the difference during combo damage and damage scaling based on life left. Apparently, this should result in it doing more damage.

• Ultra 2 has a faster startup time making it easier to counter Fireballs with.

Other Stuff

• Makoto's stamina is now 1,000, which is the average stamina rating in the game.

• Forward and back dash are faster, total animation frames were decreased.

• Now a combo such as a Level 1 Hard Punch Hayate (Dash Punch), Focus Attacl Dash Cancel, Crouching Light Kick (and other stuff) into Light Punch Hayate is possible, because of the changes to her Dash speed. Mixing this in with her Grab and Choke (Karakusa) makes this a powerful grab or hit tool.

Part 2 of the Japanese developer blog for Yun has been translated by Arc Rail.

Greetings. This is the Developer Blog.

Society is all about sports this fall, but we at Development are cursed with physical weakness from working at a desk every day.

We've been fighting muscle pain from moving all that heavy equipment at location test time...

This time I'd like to talk about Yun's special moves.

Special Moves

Yun's special moves are: Zesshou Hohou (Lunge Punch), Tetsuzan Kou (Shoulder Slam), Nishou Kyaku (Dragon Kicks), Kobokushi (Palm), and Zenpo Tenshin (Flip Grab).

The setup is the same from the Street Fighter 3 Third Strike days, although you might say their properties as a whole have received various kinds of tuning for SSF4 Arcade Edition's system, and some new EX moves have been prepared.

The Lunge Punch can be a strong attack in combos, Shoulder Slam is good to use if you want to go through a projectile and juggle off the hit, and his Dragon Kicks will be the standard anti-air for combos and otherwise.

The effects will vary depending on the button pressed; it is possible to make small adjustments suited for different situations.

The Palm attack boasts the highest damage of Yun's special moves, and with that in mind, whether scoring a hit and juggling from there, or hoping for some nice chip damage against a blocking opponent, plan a setup for this move and the effects will be easily visible.

Flip Grab is a command throw that does no damage in itself. It's unblockable and can only be landed from close range, but from there it's possible to incorporate and use all sorts of followup combos.

In addition, since while Genei-Jin (Super) is active it strengthens the properties of special moves, highly-active attack strings can contain multiple opportunities for heavy-damage combos.

Super Combo

Yun's Super Combo is synonymous with Yun himself: Genei-Jin. When activated, the Super Combo gauge becomes a timer. For a set time, his normals, special moves, unique attacks (command normals), and Ultra Combos have altered properties.

Unlike usual, a variety of combo recipes can be created from this, so we would like to see different people plan out their own personal combo strings while aiming for high damage.

For those who mastered the Genei-Jin in Street Fighter 3 Third Strike, I think the SSF4 Arcade Edition version's Genei-Jin will still be relatively easy to get into.

Ultra Combos

Yun's Ultra Combo 1 is Youhou (lift and burn). Ultra Combo 2 is Sourai Rengeki (speared lightning barrage).

Compared to Sourai Rengeki, Youhou's damage is low. The range of the first hit is short, so it is necessary to discern the right conditions to use it, but it can be easily included in a combo, and since it is possible to juggle afterwards, with proper planning it can lead to high damage when the situation arises.

Sourai Rengeki does high damage and the range on the first hit is long, so the invincibility is appropriate for use to punish a projectile, counter a blow, or the like. On the other hand, this move is somewhat difficult to combo into. The attack animations were arranged based on the move's style from Street Fighter 3 Third Strike.

We have reached the end.

Dealing with Genei-Jin, with the afterimages and damage scaling and such, was a constant concern from the beginning of development on SSF4 Arcade Edition, making us wonder, "Can we really implement this!?"

But as a product of the staff's blood, sweat, and tears, everyone, I believe we can happily present you with the results of our efforts.

Against grapple characters he might sometimes encounter a bad match up, but with love and courage, please master him!

 

Tell us what you think in the comments. Don't be a Jimmy!

 

Source: http://www.eventhubs.com

 

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