I wish they steer away from SFII nostalgia and let other characters have their moment

https://twitter.com/StreetFighter/status/604329586445402113
She looks gorgeous!

The new Hyakuretsukyaku animation is way better than the old one. The one from the original build looked too much like the SF2 rendition of the move.

The only way to get our minds off of Street Fighter…is to play some Street Fighter. To Fightcade!

Damn she looks fancy

Sorry but I don’t think that’s the way it should work.

Boxer or Sagat should never be set aside for the likes of Sean and Remy. The ugly truth is not all characters deserve a moment or that they already had it and nothing came out of it. Many of Capcom’s character designs since SF2 have been failures at worst or mediocre at best. The ones that did make an impact or the ones that appeared to have a lot of potential to grow should return (Alex, Oro, Karin etc.). I’m of the opinion that if the characters you have are good, then make them better, fulfill their potential and take them somewhere (See SFV Charlie and Bison). Let bygones be bygones when it comes to bad character designs, honestly.

If you really think SFV can succeed without returning favorites, then you may need a reality check. It was only by the grace of SF2 nostalgia that SF4 could’ve succeeded the way it did and SFV could ever have come to exist. Let’s not repeat history like what happened with SF3.

A lot of factors go into deciding if and how a character should return, uniqueness, play style, casual and hardcore reception, cultural impact, popularity polls, yes even story. Letting go of a character because ‘they’ve been in too many games’ doesn’t make sense to me, they have been in many games because they probably score high in many or all the factors I just mentioned. If a character is getting repetitive, refresh, reimagine, and reinvent. Don’t throw away intellectual property with decades worth of growth - it’s literally like throwing away money.

Also SF4 did have the 12 WWs and 4 new challengers, but it also had more than 25 NON-SF2 characters. All this hate on the WW is not fair and to be frank, reeks of ingratitude for lack of a better word. Sure, not all of them should come back, certainly not at the same time - but a good chunk of them always should. They are like permanent members of the UN security council now, embrace them.

I am only talking about the issue of returning characters, new characters should always make it in because there should be a quota that Capcom ought to be in every game. I mentioned this earlier but I think 60-70% returning to 30-40% new is a fair balance.

She’s so beautiful! And looks Chinese!

Lol, why are they hiding her weight?! Is it cuz she’s a female?

The dimension of her thighs cannot be valued in such simple measumerents such as weigh.

Well her thighs are probably 95% muscle, so she likely weighs a lot more than she looks.

Is that the current look? She does look more Chinese here. I kinda like the earlier face though. Need more pictures I guess.

I agree with you, and I hope my view on not wanting many of the WWs to return doesn’t come off as hatred. Honestly, I would completely concede the idea of many of the WWs returning if Capcom would actually change it up a bit. Pages and pages ago, we had a discussion about how the design of characters should change to show age, and that time has passed. I think @d3v was the one who said something like “characters can’t deviate too much from their original design” otherwise they’d be unrecognizable. This is true, but still Capcom could do SOMETHING to show changes and that time has passed with characters.

As an example, in my list last page, I said I don’t really want Zangief, Balrog, Dhalsim, Blanka (to name a few) to return. However, if Capcom were to switch up their outfits so that they didn’t look so Street Fighter 2-ish, then I’d be on board more for it. Another example, Chun-Li is back, okay fine. But why does she have to still wear the outfit she has had for 20 yrs? Why couldn’t her “new” default look be the one from the Alpha series, or maybe the “cop/jacket” outfit she wore in her SSF2T ending? She’d still be Chun-Li, you can tell it’s Chun-Li, but she at least looks different. Even Ryu…he could be wearing the beads that Akuma and Gouken wear, maybe slightly longer hair to show a difference. Someone came up with a design that would be fitting for the way Ryu could look in SF5 that indicates it’s still him, but doesn’t look so “expected.”

Looking at the way NRS/Midway has done with Mortal Kombat, and Rare did with Killer Instinct 1 and 2, as well as Iron Galaxy for KI(2013), and especially Namco with Tekken show great examples of slight changes with characters in newer games. I wouldn’t mind SF2 warriors reappearing, but just change up the way they look a little bit. Capcom seems to be stuck with just making everyone wear the same thing and look exactly the same every new game. I will say this, Bison’s return, and his new look is a good example, and a good start.

Oro can be in if Capcom wants him in. Popularity poll isnt the be all end all for Capcom , it just serves as a rough guideline.
Charlie was fairly low in that poll too , but hes in right? And now everyones hype to play as him.

Tiers also play a role in popularity , Oro never got the spotlight like some of the higher tier 3S characters like Yun/Mak/Duds.

Wasnt talking about how good he is. But hes just not as hype as he was in the Alpha series. Capcom just played it very safe in porting him over , with the amount of bugs and glitches that were exclusive to him in SSF4. It just felt like they didnt really care much.

One of the reason of SF3 semi-failure was because simply people get tired about SF at the time. Plus New Generation comes out during the newborn Playstation-era and don’t allow that system have the game was a big FAIL. Then the mid-90’ look at the 3d fighting games as the ‘future’, people look at the 2d like vintage games. Characters like Sean or Remy aren’t fan favorite because in their best version of SF3 they’re ass, simply as that, people remember only strong characters. If they make Sean looking adult and strong you think people don’t gonna play him? Look at USF4 now, why people use characters like Elena or Decapre? Because they’re viable, they’re good in their game.

About the WW characters. Even if Capcom changes their moves a bit, they maintain their '91 flavor… and that’s good. But how newcomers can get some love if the WW are still there forever? I’ve played Bison since '91 in every game where he was there, but after that I’m getting tired about him and giving another character a try and I fall in love with. In SF4 people played the WW characters for 7 years and even if some people want keep playing them others are tired to see them. With SF4 Ono use the nostalgia -effect to bring back old players (me too, after almost a 10 years hiatus), but he says SFV gonna be different in that contest. The timeline where the new game is included explains where the game is going. New game=new characters. Change their clothes a bit or give them some Omega moves don’t make the old WW brand new. Move on.

Sorry for my bad english.

Charlie was slightly above average on that poll, however he’s always been very popular. Especially since Guile is unlikely making it to SF5, Charlie was a great choice.

For Oro his trigger, could unbound his arm so you see his true potential.

That has been a something there since the origin. In the SF2 World Warriors instruction booklet I remember, it listed heights and weights for all the characters except for Chun Li…which had a “?” instead of a number beside weight. It is cause she is female, have you ever tried asking a girl how much she weighs? It’s a very sensitive topic for many of them.

Chun Li is 5’5?! She looks 5’8 at best.

If is to give space to new and equally good characters able to fit with SF design, i’m ok with sacrifice good part of WW cast.
A nice touch that will keep SF style will be keep the cut ones as cameos in stages, like see Blanka fight animals and jump around in the jungle, or Honda in japanese baths

If i was the one to chose i will keep Ken for obvious reasons, Gief as big slow grappler, Claw because he’s unique and cool, dat Cammy ass. Put the rest on backgrounds, i’m ok with that.

But tbh what i read often is just whining about please cut XXX SF2 char, bring in YYY SF3 char

Honestly, no thanks

All this talk about nostalgia bs and then people seem just want replace oldold with old
Peoples want “fresh air” and ask for characters from more than 15 years ago, LOL fresh air my ass

At least WW are iconic and classic, SF3 had some GREAT designs and some facepalm ones that hardly apply with SF design logic

But is not SF2 vs SF3, or my preferences about that

Again give me new faces, and please make them look streetfighterish

Keep the World Tournament feeling, keep national flags (i know not going to happen), real world stages (fuck jurassic park and spacestations), make characters based on martial styles and nationalities, give variety, give them charisma/personality.
Avoid cheap mutant sci-fi, aliens and whatever if possible

Do this and SF will feel like SF even with new faces

sf3 designs were wack AF. theres a reason it failed.

Cody has some of the most bugs in USF4 and far more of his bugs are things that affect large amounts of the cast (No specific hurtbox designated during move startups, some attacks not recognizing super/EX focus input during early frames, some attacks not following standard counterhit frame advantages, meter gain not following standard 50% on block distribution. You take those out and he has maybe 5-10 things not properly setup. Cody has ~30 by my count if you take out those specific bugs that follow many characters.

Guy maybe is boring because they didn’t really give him anything new but he hardly is that bad/buggy, in arcade release of USF4 he was top tier actually. Your previous statements sounded, to me at least, like you were complaining he didn’t really matter since Alpha or get much attention from Capcom in terms of appearances/strength/storyline, especially in comparison to Cody, sorry if I misunderstood.


These are all the USF4 bugs/miss set data in USF4 I and others have been able to find and confirm.

Guy

[details=Spoiler]
Guy
Normals
Far HK can trade and still result in a counterhit. 1st active frame still considered in a counterhit state. New to USF4 [Fixed in Oct 15th 2014 update]
chained crouching LK has a 1F slower startup than normal crouching LK. In addition the frames where Guy can turn around during the startup of crLK last 2F longer when chained into.
close HP has no hurtbox designated during any point. The hurtbox is entirely based on the characters model and animation. This also applies to the target combo and bushin chain versions of close HP (so likely intentional)
close MK only grant +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional.)
The 2nd hit of Ninja Sickle (D+F+HK) grants the opponent more meter on hit and block than it gives Guy.
F+MP only grant +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional.)
Specials
Followups from EX Run build meter on hit/block
Followups from EX Bushin Flip build meter on hit/block
Elbow Drop from all Bushin Flips do not cause chip damage on block.
Hozantos do not recognize Super / EX FADC inputs during the early parts of the startup. (Normally most moves retain this command until the earliest frame it can be performed and then execute it, the early frames of Hozanto do not accept the input at all.)
The early startup frames of Shadow Kick and EX Shadow Kick do not have hurtboxes designated, it is entirely based on model + animation.
The early startup frames of Shadowkick and EX Shadow Kick do not recognize super / ex FADC inputs.
Air Throw has a counterhit state during the startup frames unlike most other throws.
LP Hozanto builds and grants opponent 100% of the “on hit” meter gain instead of 50%
MP Hozanto builds and grants opponent 66.6% of the "on hit"meter gain instead of 50%
L/M/H Senpukyaku (Tatsu) build and grants opponent 83.3% of the “on hit” meter gain instead of 50%[/details]

Cody

Spoiler

Cody
System Mechanics
Level 3 Focus attack hurtbox during active frames is positioned different than level 1 or 2.
Backdash recovery is 3F longer than the reversal cancel window. Backdash is 26F but can cancel into reversal OK moves on 23F
Walking backwards the hurtbox is only designated for the first 36F of a 150F animation.
Normals
Far LP can trade and result in a counterhit. 1st active frame still considered in a counterhit state
close HK counter hit damage is lower than it should be (110 damage base but only does 125damage on counterhit. Should be 138)
crouching MK has empty physics settings (May be intentional)
crouching MK only grants +2F additional frame advantage on counterhit instead of the standard 3F for mids/heavies (may be intentional)
crouching knife attacks do not count as being crouching.
Angled Jump MP builds 60 meter on hit and 30 meter on block instead of the standard 40/20 for a mid (may be intentional)
chain canceled sLP with knife has a different hitbox than regular sLP with knife, also does not cause proximity blocking.
Chained sLP/crLP with knife did not get the juggle potential increase that regular sLP/crLP with knife did. New to USF4
close sMP with knife 2nd hit did not get juggle potential increase that far sMP with knife did. New to USF4
F+HP only grants +2F additional frame advantage on counterhit for 2nd hit instead of the standard +3F for heavies. (May be intentional)
F+MP only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
Far MK while holding the knife has a different size hurtbox and hitbox than far MK without the knife.
Knife attacks cause less than normal chip damage (May be intentional)
sMP with Knife only grants +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional)
Specials
On Block LP Criminal Upper first hit builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain to opponent.
On Block MP Criminal Upper first hit builds 40% meter for Cody. Tornado portion builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain value to opponent.
On Block HP Criminal Upper builds and grants opponent 100% of the “on hit” meter gain value.
Meter gain for tornado portion of HP Criminal Upper is significantly lower than meter for LP/MP/EX (may be intentional)
Badspray causes 13x2 chip stun damage when blocked (may be intentional)
Level 2 and Level 3 HP Badstone have different frame data than Level 1 and level 4
Badstone/knife throw/fake badstone/fake knife throw charging and startup do not cause proximity blocking.
Badstone does not have a counterhit flag for the last 7F before it becomes active. (may be intentional)
Zonk knuckle uses up all juggle potential preventing combos after zonk - FADC but only if Zonk is the first attack to cause a knockdown. HK Ruffian - FADC - Zonk allows combos [adjusted in 1.04 update]
LK/MK/EX Ruffian Kicks physics and hurtbox data do not match up with the active frame settings. Active frames run out sooner than they should. (May be intentional)
EX Ruffian Kick has projectile invincibility during part of the recovery rather than part of the startup (May be intentional or related to the active frames running out before hurtbox and physics do)
LK Ruffian Kick is not a hard knockdown when hitting an airborne opponent New to USF4 [Fixed in Oct 15th 2014 update]
Badspray from face up knockdown is 20F longer recovery than from face down knockdown resulting it being far more punishable.
Knife pickup can only be canceled into specific versions of moves. You can cancel it into knife throw, criminal upper, EX FADC, super combos and chainable light attacks but not Zonk or Ruffian Kick or non-chained normals (May be intentional)
Supers/Ultras
Super combos still regularly drop people mid combo (LK Super will always drop Honda after the 3rd hit for example.)
Ultra 2 on air hit will leave Cody punishable after the dust portion juggles on an airborne opponent.
Ultra 2 dust can connect with a grounded opponent (even one who has not extended their hurtbox whatsoever) and the first wrench attack can either whiff or be blocked.
Ultra 2 dust portion does not break counters (may be intentional)

And keep in mind, several of the changes Cody got in USF4 were specifically just bug fixes such as his B+MP now being able to be counterhit, his badstone not being forced to wait until next charge level before releasing (upwards of a 25F+ wait from button release to badstone throw becoming active if you charged 1F past the previous strength), increasing forward movement on U2 by 1small training mode square to prevent dust pushing opponent out and making wrenches blockable (and it still does and lost 40 damage to boot.) fixing super to drop significantly less often even when used properly and leaving cody massively punishable (still drops but not constantly like before, though vs Honda he almost never can do LK Super without a drop.)

Here is the unlisted changes if you want to check out Guy’s in USF4:

Personally, I think Guy has a pretty good chance of appearing in SF5 due to his ties with Bison/Rose and alpha in general plus being a fairly serious character which SF5 is more pushing toward, while Cody’s only chance is based on sheer popularity. Guy also has a lot more room to grow as a character while getting older and leading the Bushinryu, while a lot of Cody’s personality/story is simply him being stuck in a loop of fighting/going to jail/sulking/repeat. They could bring him back as a hero and even still keep the cuffs if they wanted or find another way for him to remind himself/show he is holding back. Decent chance Cody/Guy might not appear at all and we might get a dif FF char like Maki or Haggar though.

Maybe they’ll give Guy his fireball thrust attack super from FF3 that they based his focus on in SF4, that’d be awesome.

I’m almost certain that they’ve never revealed her weight, she is one of the only SF characters AFAIK they’ve done that, maybe the only one unless I’m mistaken. I’m sure it’s because she is female though and the whole vanity thing don’t ask a woman her weight.

You pretty describe SF2X