That’s because SF4 is a 4:3 game that was formatted to fit 16:9 displays. Like HDR, the screen is cropped vertically when you play in widescreen. It’s most noticeable when you play taller characters, but even the smaller characters move off-screen when they jump. In other words, playing SF4 in widescreen is like watching a panned-and-scanned print of a widescreen movie on an old 4:3 TV.
I really do hope that they fix the buffer system input for the pad & stick. Literally, when walking forward, you would be going for a fireball/hadoken but would get an srk or an SPS instead. You have press back when going forward & immediately buffer it.
I don’t know why people bitching about prices and dlc. I distinctly remember paying $70 for the SNES version of Super SF2 at Walmart back in the day, and that was back in the mid-90’s. Pricing dropped due to disks and now downloadable content, but the developers still have to make some kind of profit. Given inflation, $50-60 is still really good, dlc or not. The added costumes and fluff is extra, so it should be treated as extra (it’s labor after all).
I haven’t really focused much on Omega mode since I was actually learning the game & trying to stay fresh in the standard version of Ultra for the offline scene, but I can look more into it. I mean I’m not trying to complain or even sound like it, but it can be a hassle sometimes if you don’t watch it. I’ve had it happen to me on fightspad (SFxT) & some friends that I know say that it’s happened to them on stick a lot despite the many times of practicing inputs.
Some of us excel at charge characters, others at motion characters. There should be enough room for everyone. Don’t force my Guile to be motion, just like I won’t force your Akuma to be charge.
Dont mess with charge characters, I love the fact that they have superior normals compared to non charge characters. I do want charge partition to make a comeback!
you cant remove charge for charge characters. like Projectjustice said, charge characters have godlike pokes and with no charge to specials they would be too op.
besides if they did make changes to the traits of the special moves to compensate for the removal of charge…the changes would be something like Charlie not being able to recover quickly after fireball. He will be stuck in ‘just released fireball’ animations like the shotos.
you wouldn’t want that.
I’m french so I wanted to clarify the rumors from Ken Bogard’s video but it’s private now, no way to see it apparently. I should have watched it before but 30mins was too much lol.
The Street Fighter France guys told me that the 16 character thing isn’t from him but from a French site redactor. Like Ken he probably said too much since he had to edit his article about the game so the rumor is still credible but not Ken Bogard’s credible.
Hopefully we’ll get returning characters that weren’t on SFIV.
I’d be all in to see more of Gouken and to have Goutetsu debut, but the problem is the story. Akuma killed Goutetsu (unless Capcom wants to retcon it and say Goutetsu survived). Also, Goutetsu is significantly older than Akuma, Gouken, Retsu and maybe even Gen for that matter. By SF5, I wouldn’t think he’d be in any shape to be a street fighter.
The only way I’d think we could ever see Goutetsu would be if they made an Alpha 4 and have the story take place before Akuma kills Goutetsu, and puts Gouken in the coma. Otherwise, given the already senior ages of Akuma and Gouken, their master just wouldn’t be in shape for a fight.
No one really knows what age Goutetsu was when he started training Gouken and Akuma, Capcom can retcon Goutetsu to something similair to Gouken or something completely different where he’s alive and still a formidable fighter in his old age (just like how Gouken looks in SF4).