Blue block animation looks like it’s just the block animation for medium and heavy attacks, whereas light attacks are just a white puff without the pronounced blue color. Blue color is actually still in the light attack block animation, it’s just harder to see. The sounds you were hearing was a bar of meter successfully built at the bottom. No parries.
I’m pretty stoked with how the new universal system looks like it works. Revenge meter is segmented into two pieces to mark a minimum threshold for use, and it’s for Super attacks which can be cancelled into. They’ve totally separated Super from EX bar (thankyou Capcom!). EX meter is used for powering up (when the bar is completely full) as well as EX attacks. EX attacks no longer have the obnoxious yellow flashing, instead they have the paint aesthetic. Nice.
Ryu used Shinku Hadoken as his super, not Denjin. In the original trailer, Ryu was powered up when he cancelled into Super for Denjin. Seems like Supers become more powerful when you are in the powered up state. Cool.
Ryu’s Hadoken after he powered up guard broke Chun. I think guard break is just for some powered up specials but it isn’t a universal, always present mechanic – that means no guard meter or Alpha Counters and such. He also consumed his power up to use that guard breaking Hadoken.
Ryu’s vanilla Hadoken did three hits every time. Ryu’s crouching fierce punch also did two hits. Those are some sick, angry ass feeling changes.
I didn’t see a single link, and I find that odd, because these guys (well, not Mike, but Peter) have been hitting links their entire life. No more emphasis on links like SF4? Looks like combo extenders are only off of EX moves as well as powered up states.
Whiffing specials still builds meter, whiffing normals does not. Meter seemed like it built pretty quickly.
Hit stun seemed longer. More emphasis on hit confirming into damaging combos?
Chip damage was taken from every attack, but the chip damage from normals was regenerated while chip damage from specials was not regenerated. Looks like strong defense and offense are both more rewarding compared to older versions of SF, where it didn’t matter if you made the block, the chip would KO, and it didn’t matter if you sat blocking all day, you could just endure the storm and at worst, you’d get opened up for typical combo damage or take just a little chip from specials. Now you can’t get chipped out – defense is rewarded in clutch situations – but you also take significantly more damage in the form of white health chip when you’re blocking a lot but someone finally opens you up – strong pressure offense is highly rewarded. Fucking sweet.
Overall, the game looks incredible, even in its early stage. I’m pretty fucking hype. I really like the new chip mechanic, I really like that Supers have been separated from EX bar, I really like the numerous refreshing changes made to both characters’ move sets, like Chun’s slide or Ryu’s multi-hit non-ex fireball. The music wasn’t bad either! Had a very nostalgic feel to it though it was still fresh, if that makes sense. Didn’t see any crazy linked normal combos either, which is great, it makes the game more accessible for new players as well as less tedious overall.
Let’s not forget – SHIN-SHO-NOTGONNAHAPPEN! Fucking James Chen dude. That was the funniest shit, especially how casually he said it.