![]() ![]() #STREET FIGHTER 4 ARCADE CABINET PROFESSIONAL#You have the professional players that want to show their skills are not limited to just one game. You have the players that feel they missed their opportunity and want to prove their worth. Many players felt they missed the boat on high-level Street Fighter play during the long SFIV period, and unless you were a player devoted to mastering the game, catching up was next to impossible due to the plethora of patches and updates Capcom threw into the game. But because the game is so different, SFV has given failed fighters and newcomers a clear direction, another chance at victory. It would be easy to be bitter, as many in the Street Fighter community have been. The Focus, Attack, Dash, Cancel routine so beloved of SFIV players-where you perform a special or normal move and cancel in in the middle of animation by pressing Focus Attack and dashing forward, allowing you to quickly perform another move-has been rendered useless. This is topped off with an adjusted game speed and the removal of the focus attack in favour of new "V-Trigger" powers. ![]() And most importantly, character ranges, normal moves, special moves, and supers are all different from SFIV. Street Fighter V offers a fresh HUD, musical score, and new stages. I wanted Capcom to acknowledge all the hard work I'd put into the game. And that's what I hoped Street Fighter V would deliver. #STREET FIGHTER 4 ARCADE CABINET PRO#Why would I want to scrap all of that and start over? People gave Capcom hell for releasing tweaked versions of the same game over the years- Super Street Fighter IV, Super Street Fighter IV: Arcade Edition, Ultra Street Fighter IV-but as a pro this is exactly what I wanted: a tweaked version of the game with better balance and a few new characters. After all, I too have spent much of my career perfecting the art of playing Street Fighter. How can it replace Street Fighter IV, a game that many have spent the best part of decade trying to master? How do you introduce a user-friendly, intuitive, and attractive game without alienating existing fans and followers? I had my doubts. Of course, this presents a problem for Capcom. Advertisementįurther Reading Competitive Smash is having a moment, but its players can’t even agree on a game But to the average joe who might not know his high kick from his Hadouken, Street Fighter is Evo. Sure, Evo might ostensibly be about more than just Street Fighter thanks to having games like Super Smash Bros. The most popular game in the tournament? Ultra Street Fighter IV, which drew more 250,000 viewers on Twitch during the momentous final between Momochi and Gamerbee. 2015's Evo tournament, arguably the largest fighting game tournament in the world with a prize pot of over $300,000 (£200,000), was watched by just under four million people. Despite its ups and down-particularly when it comes to female participants-the fighting game community that evolved out of Street Fighter continues to thrive. Many of those children, myself included, went on to enter tournaments. For children of the '90s huddling round a coveted cabinet in a local chippy, mini-cab station, arcade, or wherever else one would randomly turn up, Street Fighter was a rite of passage. A combo system that-while fabled to have come about by accident, rather than by design-resulted in huge depth. Street Fighter II improved on its predecessor to that point that it was almost unrecognisable. Street Fighter was far more complex that its trivial title implied. The game introduced three levels of attack speed and strength for punches and kicks mapped to six buttons (replacing an earlier version with pressure-sensitive pads), and it offered three special attacks that required a specific combination of button presses and joystick movements. 1987's Street Fighter wasn't the first fighting game-see the likes of Yie Ar Kung Fu and Karate Champ-but it remains the most influential. ![]()
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