SSF4 New Information ONLY Thread (Updated: 04-09-10)

http://www.youtube.com/user/Larlusthx#g/u

9 videos uploaded.

Thanks to sh1Nd for the heads up.

As a follow up to my previous post, Ken Bogard edited his post adding comments about the remaining characters:

ADON:
-Aside from the challenges which I?ve all completed, I didn?t really get to play him in an actual set. (I dislike Adon as a character :P)
-That being said, having completed all of his challenges I can say that he requires quite the fine execution: QC, HC, DP, Dash, 2x QC? gotta chain those inputs really fast. The windows on FADCs after his DP isn?t as big as you?d like it to be (or maybe the fact that it was 6 am wasn?t in my favor ^^)
-His ultras seem to whiff systematically anywhere but in the corner (this should also be taken with a grain of salt, maybe I?m just bad)
-His super has 3 variations depending on whether you press P, K or nothing during its animation.
-He does seem to have interesting options though~

Challenges:

[As reference :
Rising Jaguar: DP+K
Jaguar Kick: Reverse DP+K
Air Jaguar Kick: (in air) QCB+K
Jaguar Tooth: HCB+K]

  1. c.LP,c.MP
  2. LP,c.MK
    3)FA,U1
    4)Ex jaguar tooth,U2
    5)Jaguar Kick,U1 ( as anti air )
    6)Jaguar Tooth,U2 ( Yeah, his 3 last combos look really beastly but they seemingly only work in the corner)
    7)Jump HK, c.MK, Rising Jaguar
    8]FA,HK Jaguar Tooth, MK Rising Jaguar ( corner )
    9)Jump HP, c.HP, SUPER (K variation)
    10)HP, c.LP, SUPER
    11)LK rising jaguar, SUPER (K variation)
    12)Air Jaguar Kick, LK rising jaguar, FADC, U1
    13)Jump HK, HP, LK Rising Jaguar, FADC, U2
    14)c.LP, c.LP, LK rising jaguar, FADC,U1 ( only works in the corner )
    15)HK Jaguar Tooth, c.LP, c.MP,SUPER (K variation)
    16)c.LK, c.LP, c.MP,SUPER ( really useful link )
    17)F+MP, c.LK, c.MP, SUPER ( HP variation )

HAKAN:

-My god, where to start lol. A grappler with a slide?
-You can follow up his slide by pressing P (no particular timing, just mash it)
-There is no advantage whatsoever in not being oiled up; it allows you to move while focusing, it opens up more link opportunities, your grabbing range increases (it?s quite ridiculous actually, remember Kara Uppercuts? Replace that TU with a Grab and that?s Hakan for you)
-He has a LOT of command normals, F+HP being probably the best amongst all of them. Imagine Honda?s J.HP but on the ground (!!!). And when he?s oiled up, it hits from sooo far. Best normal in the game by far, zoning wise.
-He has a jump, which isn?t really a jump ahah XD. It resembles a HOP from KOF. THawk will actually jump over him if both jump at the same time point blank.
-His U2 is outrageous? god. What can I say, it?s the PERFECT anti-air. To put simply, once he has his Ultra stored, its GG. Lifting your feet off the ground is straight suicide at that point, regardless of what you might be trying to do: Cross up, empty jump, dive kick? If even ONE of your pixels touch his body before even landing on the ground, you?ll be eating his U2. Blanka Ball, Honda Headbutt, THawk?s condor spire, you name it, Hakan?s U2 shuts it down. To top it off, it has a lot of active frames so you can punish DPs on block as the shoto falls back down, it totally changes the flow of the game. Whether he?s oiled up or not, its properties remain the same. It?s crazy. A lot of WTF moments were had with our favorite Turkish wrestler. All in all, his U1 is really weak in comparison as his U2 shuts down sooo many more options.
-If you?re not oiled up, then Hakan does have a bit of trouble as you?ll keep trying to find an opening to oil yourself up. You always have to keep oiling up in mind. DP+K to oil up, and the stronger the kick the longer you?ll stay oiled. EX version?s animation lasts as long as the HK version but keeps you oiled for even longer. There aren?t many levels of oiling, you either are or you aren?t.
-I don?t really know what else to say, playing him was quite pleasing. I had to find against him a lot during our sessions and he?s pretty neat though I don?t quite know what to make out of his character design ^^.
Now moving on to the challenges, I?d recommend you to do them all while being oiled as it makes things a lot easier, some combos being only possible when oiled.

Challenges:

[As reference:
Oil up: DP+K
Slide: QCF+P (+P for followup)]

1)Oil up, c.LK, c.LK, c.LK
2)LP,MP
3)MP, F+LK
4)Jump HP, F+HP
5)FA,Super
6)FA,U1
7)Jump HK, c.MK, Slide+followup
8]FA, F+MP, Slide+followup
9)Jump MP , Slide+followup ( J.MP juggles; this challenge is to be executed as an anti air and as explained, he has a guarenteed U2 after J.MP )
10)Jump MP ,U2 ( as I was saying :stuck_out_tongue: )
11)FA,FA,U2 ( The second FA knocks your opponent off the ground as he crumbles which allows you to land U2, as he?s not touching the ground?)
12)MP, LP ,LP
13)MP, LP, c.LP
14)LP, LK, LP, F+LK
15)Jump HP, MP, LP, F+LP ( as you can see, he has a lot of links and they?re quite challenging to pull off )

JURI:

-This character will make you cringe. She?s Rufus but even better, with less HP.
-She has 950 hp
-Her QCF+K (moon kick slash) is just too good. And its EX variation is totally safe on block, is a good anti-air, a good reversal, works as an anti cross up/mix up/shenanigan, makes coffee, puts kids to bed and everything else you could possibly imagine. As soon as she has one bar, you pretty much can?t touch her at all on wake-up.
-You can juggle into her U2 anywhere midscreen from an ex dive kick (you?ll have to juggle from a j.mp if you want to land U2 from a regular dive kick). That being said, it?s not that easy to perform because your opponent will generally bounce off the wall and cross you up, which requires you to perform the ultra motion in the appropriate direction at the right time. It requires good execution, comparable to Viper?s flame kick -> U1, timing wise.
-Her Fireball kick is good; it launches a FB in three directions depending on the strength of the kick. It has quite the lengthy animation so you won?t be holding your own in fireball wars, she?s no shoto. The really neat thing about her though is that you can store the fireball by holding the Punch button, and you hence release it by letting go of the button. You can even use it in combos, i.e. charge FB, c.MK, release FB; 2 hits! But that?s not all, not only does it combo but the FB?s hitstun allows you to link a normal afterwards or if you?re too far away you can FADC the FB and keep going (it?s really easy). Finally, you can charge ALL of the FBs at the same time (you can hold LP, MP, HP and release each one when you see fit? I can already imagine all the options that will open up though also shutting down some as it requires you to hold down a Punch. She?ll require a lot of thought to play effectively.
-Her dive kick isn?t safe at all on block, but it can still take you by surprise. We?re not used to seeing characters jump back giving you the impression you can walk forward only to suddenly eat a kick in the face. Think Hotaru in MOTW.
-I couldn?t find any set ups for U1 so I don?t know if it?s possible. On the other hand, once it connects, its GG. She can chain all of her normals together, starting off an overhead, obviously.

Challenges:

[As reference:
Counter: QCB+P
Fireball Kick: QCF+P
Spin Kick/Moon kick slash: QCF+K
Dive Kick: QCB+K (in the air)]

1)LP,MP
2)c.LK, c. LK,MK
3)Jump HK, c.MK, dive kick
4)Jump MK, HP, EX fireball kick
5)Jump MP, SUPER ( as an anti air, her J.MP juggles )
6)c.HP, dive kick, SUPER
7)Jump EX Dive kick, U2 ( here we go! )
8]Jump MP , Dive kick ( in the air ), U2 (421dmg )
9)FA, Jump EX dive kick, EX Dive kick ( on the ground )
10)Jump MP, Jump MP, Jump EX Dive kick, U2 ( in the corner and as an anti air )
11)(U1) LP LK MP MK HP, EX Dive kick ( its only the beginning? )
12)(U1) LK LP MK MP HK, SUPER
13)(U1) F+MK, c.LK c.MK c.HK ( F+MK is an overhead )
14)(U1) F+MK, c.LK c.MP c.MK HK, EX Dive kick,HP
15)MP,LP fireball kick*,SUPER (You?ll have to charge the fireball before performing the combo )
16)Jump HK, c.HK, MP Fireball
, c.MK, LP Fireball*, FADC, c.HP, EX Dive kick ( this is what I was talking about. You can charge two fireballs and release them in nicely packaged combo. This only scratches the surface of the amount of options and mix-ups she has, because they seem to be endless)

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Super Thumb Fighters Commercial (gamestop)
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first screen:
arcade
versus
online battle
challenge mode
training
player’s data
options

player’s data:
player’s record
character’s record
replay channel

player’s record:
time of play
record score arcade
challenge progress (% of challenge you completed)
record car crushing bonus stage
record barrels bonus stage

character’s record:
number of times you select him
record score arcade
number of challenge you completed
record car crushing bonus stage
record barrels bonus stage

replay channel:
from up-left: my channel, originals(characters), random, new , new replay
from down-left: my list(of favourites), alpha, turbo & SF3, boss, register of battle

my channel: yours saved(on hard drive) replay, players that you invite can see it

my list: you can watch your saved replay,rate it and change his name

original/new/alpha/bosses/turbo & III: replay of groups of characters

register of battle: watch the replay of register of battle that get erased to make space for new replays. Save your favourites on your hard drive.

new replay: watch the last replay on rankings matches and save your favourite on hard drive

options:
control/command (set the buttons configuration)
audio (some options and characters language selection,language selection work also on intro and endings)
screen
install

challenge mode:
trial (combos)
car crushing
barrels crushing

New dev blog on Hakan is up.

This is New info im just not sure it counts 100% any Mod let me know if this is the wrong place and ill gladly re-post it elseware.

A SSF4 pre-release tournament has been announced for England for the 17th of April over on Neo Empire (UKs version of SRK) anyways to the info, in the announcement post the tournament organizers state that capcom will be providing an ARCADE CAB version for the event. They also state capcom will be giving them copies of the game to use for casuals, tournament and prize give aways(top 3 get a copy on the day 2 weeks before the game is out).

Link

If this post shouldn’t be here just let me know and ill move it myself (wonna copy and paste it don’t wonna re type so don’t delete please!)

Dev blog on Hakan 3/23.
I am 99% sure I can’t do the Nakky Q&A this Friday.


Hello everyone! This is Tsukamoto.

Continuing on from last week, this time we’ll be talking about how we decided on Hakan’s appearance, and we’ve got people from the planning, design, sound, and engineering departments to all chip in. Well then, let’s get right into it!

– Hakan’s design is pretty individualistic, how did you decide on it?

Kamei:
Mr. Okada spoke about this last week, but we’d decided on 2 new characters (for the game). So we’d thought that for one, we’d like to make him in the feel of SFII, but just updated for the times - and that’s how we came to make him.

[Image: Design Final Sketch]

Tsukamoto:
At that time, we also had a slender capoeira guy.

Kamei:
Yes, the final two ideas were Brazilian capoeira and Turkish Yagli gures. For the capoeira guy, we had an interesting idea of moves where he would turn on his head and attack, but ultimately we wanted to go with something we hadn’t done before, so that’s how we came to use Yagli gures.

Tsukamoto:
We’ve featured capoeira in one of our previous titles.

– Were there any other rejected ideas?

Kamei:
There were plenty of concepts that were thrown out. Not nearly as many as there were for Juri, but there were at least 100 or 200 rejected ideas.

Tsukamoto:
Looking at him now, Hakan’s design is the best out of all the ideas we tossed. We looked at various videos and talked about it over and over, and at last the final image came about. Once we’ve decided the major direction, then the costume design also changes quite a bit.

Okada:
At first we had a proposal for a cool character. And that’s fine in its own right, but just cool kinda feels lacking. We consulted with producer Ono, and thought up various things.

Tsukamoto:
Even after we decided on Yagli gures, just an orthodox fighter would be boring, so after thinking about it some more we came up with him being the president of a cooking oil company, he speaks in Osaka dialect (Osaka-ben*), and is traveling the world looking for oil! Then we came up with him having a beautiful wife and 7 daughters. Then we felt that it was kind of absurd, and that’s the feel we wanted, so we really got into making him (laughs).
(*Osaka-ben is a version of Kansai-ben, the dialect spoken in western Japan. While not quite “country dialect”, it’s mostly famous for its use in manzai, the Japanese 2-man take on stand-up comedy)

– Hakan is all about the oil, so how did you come up with that idea?

Taguchi:
The big thing about the oil was the glistening effect. If he was too shiny, it would have a negative effect on the background and the other characters. And if he wasn’t shiny enough, then you wouldn’t understand that he was oiled up. It took a lot of trial and error to get it to properly fit into the SFIV world.

Kamei:
The glistening effect changes slightly depending on the stage. The lead designer worked on the background texture and reflection on the model on the shiny parts right up until the very end. If you take a good look at him when he’s oiled up you’ll be able to appreciate it.

Taguchi:
Also, oil has a high refractive index, so with a thin layer you get a prism effect, and you get a light that looks like a rainbow. So we used the oil on Hakan’s body to simulate that effect. At a first glance, his glisten looks like its shining white, but really within that light there are other colors such as blue and purple.

[Image: Glistening Hakan]

Tsukamoto:
This is how the shiny feel of the oil was brought about.

Taguchi:
Also, and this something you won’t understand unless you really take a close look at it, but oil is a high-viscosity liquid, right? So we didn’t just want to make the oil look shiny, we also set it up so that the oil would slowly flow down, as being pulled by gravity.

Tsukamoto:
That slow drip down - that’s definitely the feel of oil! Getting Hakan’s oil in the game really took a lot of trial and error.

Taguchi:
But because we put too much work into the oil, it really takes up a lot of processing power (laughs). So for his appearance and well as the processing burden, we adjusted those right down to the end.

– Well then, how about the oil sounds?

Tomozawa:
Well, thank you for asking! (laughs) First, for the Oil Sliding, the slip sound you hear is our sound director Mr. Endo sliding his finger across a glass pane.

Tsukamoto:
That slip-n-slide sound! That’s a nice sound. I can tell that its handmade!

Tomozawa:
Right, right? (laughs) He was even concerned about which way to slide his finger across the glass - this was trial and error as well. (laughs) And we even had to do a retake. We did it once and thought we had it, but Endo said that it didn’t feel right. So, without compromise, we have sounds for Hakan sliding across the floor, grabbing his opponent and sending them flying - 3 distinct oily sounds, so if you can tell the difference between them we’d be really happy.

– Tell us about Hakan’s oiled up special moves.

Kamei:
For his special moves, we thought about how Hakan would use the oil to increase the damage dealed out to his opponents. At a first glance, Hakan seems like a ridiculous character, but Hakan himself is seriously thinking about how to defeat his opponents in battle. So the oil is a necessary item for hurting his opponents, and we spent a lot of time thinking about how to make that happen in the game.

Okada:
So with that image, the very first move we came up with was the Oil Dive where he slides across the floor and attacks. After deciding that Hakan would be a grappler, then we worried about how he would use the oil in his throws. The ultras and super were especially difficult, as we had to make them plenty interesting and showy. We couldn’t come up with something that all involved staff would be happy with. So by that, I recall Hakan as a character who needed a lot or retakes.

[Image: Oil Dive]

Kamei:
Yes…throw characters, and the characteristic of oil being slippery don’t exactly go well together. No matter what move we thought of, trying to get the slippery part in there just didn’t work. The dev team worried about this quite a bit. At the time, Hakan had a giant-swing move where he’d grab the opponent and swing them around. But if he was oiled up, the opponent would slip out of his hands and go flying (laughs). What we eventually figured out what to have the sliding part do the damage to the opponent. And that became the basis of Hakan’s moves.

– Tell us your favorite special move.

Taguchi:
This was talked about last week, but I have to go with the Focus Attack while Hakan is oiled up from the Oil Shower. Moving around during the focus stance is my recommendation. The engineers feel like it has unlimited potential, so I’m looking forward to see what kind of uses the players come up with after the game goes on sale.

Tsukamoto:
Other characters can’t move during their Focus Attack. If Hakan sings out his shower, then his opponents are going to have to be careful around him.

[Image: Hakan During Focus]

Okada:
Yeah, the Oil Shower is essential. On the other hand, I would recommend his air throw, the Hakan Stamp. Hakan looks like a character who wouldn’t have an air throw. So his opponents may take him lightly and try to jump at him. It’s a simple move, sure, but nailing it feels really good.

[Image: Hakan Stamp]

Kamei:
I’m gonna go with the Oil Rocket. As Okada said before the first move we came up with was the Oil Dive, but the Oil Rocket - squeezing his opponent and then sending them flying through the oil’s slipperiness - that idea is the base of his moves. After this, we came up with his ultras Oil Coaster and Oil Combination Hold, so in that regard this is the move that decided the general direction of the rest of his moves.

[Image: Oil Rocket]

Tomozawa:
Based on sounds, I’m going with the ultra Oil Coaster. If you can listen closely to the slippery sound as he’s hitting the move I’ll be really happy (laughs). The sound the opponent makes when they are squirming in the Oil Combination Hold is also nice, but personally I just love the sliding sound of the Oil Coaster, so please listen to it! …But I think whoever gets caught in it will be plenty unhappy (laughs).

[Image: Oil Coaster]

– A bit of a change of topic, but tell us about Hakan’s personality.

Okada:
…Yeah. Basically, he’s like the super-serious, stubborn ol’ pops from back in the day. He himself is very serious, but to the people around him he’s just kinda foolishly spinning his wheels.

– Why does Hakan speak in Osaka dialect?

Okada:
At first, it wasn’t Osaka dialect, but just an old-fashioned, tough way of speaking. But then the producer Ono said that as his appearance is pretty individualistic, we should make his lines match up with that. So Osaka dialect felt like the right choice for Hakan’s character. Also, since we haven’t had any Osaka-dialect characters in Street Fighter before, that also became a reason why.

Tomozawa:
But during voice recordings, the Osaka dialect was a bit of a hangup. Hakan’s voice actor, Shintarou Ohata, is from the Chugoku region, and even though he was quickly able to match the Osaka dialect for us…even though its the same western Japan region, the accent was a bit off. Both I, the sound director, and the scenario director Kawasaki are from Osaka, so before recording we would check Hakan’s Osaka dialect. The inflections at the end of a word are a bit different by region, and even though we are both from Osaka our opinions would differ. Even though its Osaka dialect that we should be familiar with, with those nuances adjustments took a bit of work, so recording also took some time.

[Image: Win Quote]
(Hakan says: There’s nothin’ sneaky about using oil! You should try using it too!)

– By the way, how did Hakan’s hair end up like that?

Kamei:
There is a reason for it, but for now we’re keeping it as a secret (laughs). If you think about Hakan’s characteristics and his moves in the game, you might figure it out. Incidentally, his hair color is turquoise.*
(*In Japanese, Turkey = “toruko”. Turquoise = “toruko ishi”. “Ishi” meaning “rock” or “stone”.)

Tsukamoto:
We got a lot of questions from various departments about Hakan’s hair during development.

Okada:
Yeah, we were often asked “explain his hair style” or how we made it.

Tsukamoto:
Yeah, we were constantly asked that. “Is that a hat?” or “Isn’t that really a shower cap?” - this went on for months (laughs).

Okada:
And we always answered “No, that’s his hairstyle!” (laughs) I’ll say it here again for good measure, that’s his hair. It’s not a hat or shower cap. And it’s not a helmet!

[Image: Close-Up of Hakan]

– Do you have any final comments for everyone looking forward to Hakan?

Tomozawa:
What I’d like players to give close attention to is the sound of the oil, but more than anything the Osaka dialect! Please expect good things from Mr. Ohata, who provided a great voice for him!

Kamei:
Hakan is a compilation of the characters that have evolved from the traditional cast of the SFII series. He’s a character that the planners, designers, engineers, and sound staff all thought up. So for everyone who saw the reveal trailer and found him interesting, please give him a try at least once in the game.

Taguchi:
During development, the engineer who was the lead shader really put his all into the oil effect. Thanks to that, we have the oil that’s very well done and doesn’t disturb the SFIV world. I’d like for everyone to take note of that.

Okada:
It took us a while to decide on the Turkish Yagli gures concept for Hakan, but once we did and we got a rough character sketch we knew we’d found our man. It was a unanimous decision. As Yagli gures isn’t really well known, working on him was difficult, but the development staff got extremely passionate about him. If the players could understand just a little bit of that passion, I’d be happy. If you’re interested in Hakan from the videos or illustrations, your expectations will be met I think. Its a character that’s just fun, presentation and play style, so please try him out!

Tsukamoto:
Well then, I hope you all enjoyed this week’s entry. Definitely give this hot-blooded, oily yet great father a try!

As I promised before, its about time to talk about the adjustments for the old characters. Sorry to have kept you waiting, but over the next 4 weeks we’ll give you plenty of good stuff.

First, next week we’ll be talking about Ryu, Ken, Chun-Li, Honda, Blanka, and Zangief. I think there are plenty of things that people are interested in for Zangief’s adjustments, so please look forward to that.

See you next week!

Into anime:
Hakan
Cody
Juri
Ibuki
Adon
Makoto
Dudley
Guy
T Hawk

http://www.jvn.com/jeux/articles/super-street-fighter-iv-le-test-exclusif-dans-consoles.html

8-pages of SSFIV info will be on the next issue of Consoles+ Magazine (on sale March 26th, which is this Friday). If somebody from France could post the scans here, that would be “super”. :smile:

Joystiq has an SSFIV hands on article:

Juri/Hakan + Bonus stage http://www.gametrailers.com/video/bonus-stage-super-street/63543

Juri Rival Intro http://www.gametrailers.com/video/juri-rival-super-street/63545

Hakan Rival Intro http://www.gametrailers.com/video/hakan-rival-super-street/63547

Hakan http://www.gametrailers.com/video/turkish-oil-super-street/63549

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1up.com will be having an SSF4 live stream Game night with the IPW peeps. Details here:

You know who else wants to take questions as well…?

http://www.shacknews.com/onearticle.x/62941

Please, no questions on new costumes and the game’s achievements or trophies.

Gametrailers interview with Ono.

Giantbomb showcasing SSFIV live tonight. Tune in now!

EDIT: And it’s over. Thanks for watching. :smile:

The stream 100% confirmed rival bgm in battles.

Gametrailers gives a proper preview to Super SF4

Also, the GT preview shows that there will actually be ANIMATED sequences for the arcade/story mode (look around 1:42)