At 2:12 in the stage demo, Chun does st.MP xx legs and juggles ryu with a sweep. Later in the video Chun Li juggles lightning legs with st.LP.
At 2:16 in the stage demo, Chun quick rises with a very short roll back.
At 2:36 in the stage demo, Ryu’s (instinct) fireball causes Chun Li to reel back deeply and causes the “guard break” we saw in the original gameplay trailer.
At 2:58 Ryu does a SHINKU hadoken, meaning he only does Denjin hadoken in instinct mode. Ryu (P1) kills Chun Li (P2) with a shinku hadoken while on the 2P side. The next round starts with Ryu on the 2P side, meaning post-KO transitions currently lock player orientation. This is probably why the P1 and P2 icons appear at the beginning of rounds.
At 0:31 in the new trailer, Chun Li is in instinct mode (her hands are glowing blue) and uses what appears to be her b+HP to stagger Ryu and extend the combo. cr.MK xx legs (instinct mode) > b+HP (crumple) > b+MK target combo. At first I thought this wasn’t a combo because of quick post edit cuts, but Ryu’s reel-back animation stays consistent throughout the combo.
Hyped about AA DPs getting full damage instead of this “only the first active frame” nonsense. Being able to consistently swat people out of the air for respectable damage is faaaaantastic.
I thought of this too. Maybe some character might have 5 ex bars, maybe the bigger chars only have 1, etc. etc. Maybe the amount of white damage taken from blocking recovers slower for heavy characters? I’m just speaking my mind. I would be very happy if the roster size was sacrificed just a bit for highly polished, unique characters that ooze depth. C.viper/Claw type material
LOL @ all the comments saying the gameplay is slow and motions clunky.
like its exactly the exact same comments for vanilla SF4.
Whats really funny are the same people stating they are SURE it’ll get “improved” or “fixed” in the final build.
You know damn well they wont make it either fluid or fast any more than it is. If they didn’t back in SSF4 with all the Vanilla SF4 complaints of its slowness/clunkiness…why would you think they’d start now?
though I did notice that aside from the pre round close ups…the figures, especially Ryu looked better. Not that his muscle tone is more detailed, on the contrary its actually less detailed, more flat, like a painting and less sculpted like plastic or putty. thank God!
That’s a plus!
lol, yeah he’s like the poster boy for SRK public relations. Mr. Wizard would be like "Nooooo! Not him!"
etc etc.
oh and I didn’t mind the noodles on her head shot, but it stayin on her for the entire follow up round was silly x million.
Revenge/Ultra meter is back but please Capcom…begging you, please no more 50% health damage if full. 25%. maybe 30% max. but no 50% damage silly comebacks.
footsie/spacing/good strategy should=wins. Not dumb random luck!
i wonder if he still has his red fireball.
if its gone, bet you Ken got it.
due to elementals, ken=fire yada yada.
Honda=water/earth
Gief=earth/ice(Siberia)
Guile=wind/sound
But if Charlie is in the game I doubt DeeJay makes it. Sayonara mon.
Could Birdie make it into the gam…nah. Hell no. Just my imagination.
I hope they ease up on that boner for shoto characters they had in SFIV, game got boring real quick when it became a cycle of facing Ryu, E.Ryu, Oni, Gouki, and Sagat players despite the huge cast. By the way, I like your avatar!
Agreed. I never minded Gouken…but E.Ryu, Oni, and Akuma need to go. I don’t mind them in any/all spin offs but SF4 had way too many shoto clones. On that note please no Decapre or any other lazy “clones.”
The thing with shotos is not the character themselves. Conceptually there is nothing wrong with Oni, Akuma, Sean, Sagat etc. Even characters like Decapre.
The problem lies in execution and Capcom’s inability to evolve the character’s playstyle and appearance beyond what they started out as originally.
NRS took their palette swapped ninja clones and evolved each into almost completely unique new characters. Ermac, Reptile, Saibot, Rain, Scorpion, Sub Zero and Smoke all ended up being unique looking and playing characters.
Ryu, Ken, Akuma and others, should’ve all followed NRS’s example by now. It is simply lazy to do otherwise at this point. It’s been decades!
You know after having watched the match footage a few more times I am actually feeling optimistic about the game. I’ve thought about some things and it changed my outlook on the game
With a rumored 16 characters there is no way they are going to have Guile and Dee Jay if Charley is confirmed and they’re wanting more unique characters. I’m doubting Ken will be in this game now too but I would have rather had him instead of Ryu. I’m hoping the Trigger system ends up being like isms where you add more juggle with the water effect and guard crush with lighting among other choices but sine the game is still at least a year off everything is up in the air.
Hopefully charge characters don’t get screwed this time round like with SF4.
@d3v
You’re right but consider that the MK ninjas also all started out with pretty much identical normals and command normals. The leaps in change they took are still huge.
I’d also say that the fact that some shotos share both similar movesets, normals, AND appearances makes it all the worse. This is why I singled out the gi wearing shotos first, they are the worst offenders.
@Marshmallo
I agree about charge characters. I hope charge partitioning and buffering make it in.