Any characters that aren't Ken/Honda/Gief/Blanka bullshit are a welcome addition. For most people, they will be brand new.
I'm still hoping A3 gets the 3SOE treatment, I've only gotten to play it once ever at the closest arcade, but that's like an hour drive away.
I dunno, I like R Mika, lol.
Lol, effing Japanese. XD
Chinese. ;o
http://shoryuken.com/2011/12/01/unco...hter-x-tekken/
So who wants to make an easy game even easier?
Fucking hell. I knew this was going downhill after that Pandora shit dropped. Ono is trying way too hard to make this the Mario Party of fighting games.
I wonder how MrWizard will allow this game to be at EVO.
Fuuuuuuck. Saw Custom Combo and was thinking Alpha-style lol. Game is pretty much dead on arrival for me at this point unless something drastic happens.
Already losing interest in UMvC3, my mains are pretty much dead in SSF4:AE, and KoFXIII netcode is probably worse then MK9. Seems more and more like my fighting game days are behind me.![]()
Ono did say he wanted to make games that are easier for people to pick up & play and get into while also making some that have a steeper learning curve ala older games. With these additions, it seems like SFxT is falling into Ono's Casual line of fighting games. Oh sad day...
My main concern is whats next.
I think I'll still be playing this, specifically because it'll be casual. It'll be something nice to play with my buddies who are less serious about FGs or even my g/f that I don't have to get too salty over, more of a party game like MK9 is. Between AE 2012/BB:CSE/KOFXIII/UMvC3/Skullgirls there'll be more than enough games to be serious about.

Capcom needs to fire that fruit Ono. God knows how long he'll be ridin' the 'oh I revived SF,' wave.
I think he has the right concepts but is going about it the wrong way. Capcom FGs have suffered for fucking ages from being inaccessible to new players, either you had the know-how to figure it out on your own or had a friend who could teach you the technical ins-and-outs of the games, or you were the kid who got your quarters taken because you only knew how to hadouken. I think it's good that he's making the games more casual-friendly, but I don't think taking away certain mechanical depth that makes the games sustainable as high-end competitive events is the right way to do it. They need to spend more time on how deep their tutorial/challenge modes are and be a bit more transparent as to the inner cogs of the games(this part they've been much better about recently) so that people can come in as casual, learn and begin to feel comfortable playing the games, and then move on to advanced gameplay/get involved in the FG community.
One of the developers for Skullgirls brought up that very exact issue. How missions and tutorials teach you combos and such but explains absolutely nothing about what's going on with the technical side of it, just press these buttons basically to get a "Cleared!" He said they plan on making the Skullgirls training mode pretty robust with frame data, visible hit stun bars, visible hit/hurt-box, and a few other bits of information usually never provided or known to the casual player.