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  1. #141
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    Day 1 buy if dudleys in it

    Otherwise ill wait for the super/awesome/ultra version to come out. Cuz honestly
    not falling for this shit again Capcom

  2. #142
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by shidobu View Post
    Day 1 buy if dudleys in it

    Otherwise ill wait for the super/awesome/ultra version to come out. Cuz honestly
    not falling for this shit again Capcom
    Godlike. Fight like Gentlemen vs Steve Fox.

    I just want Fei Long vs Forest Law.

  3. #143
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    Quote Originally Posted by AoE View Post
    Inb4 Karin fans.
    Yeah where the fuck is my Karin seriously. Didnt show up in SSFIV, NEEDS TO SHOW UP in Street Fighter X Tekken. God dammit capcom ¬.¬

    Can we have pls Juri Han and Poison in the same team! Juri just has to be in the game.

  4. #144
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    This game screams Juri...would be stupid not to include her since her playstyle fits perfectly.

  5. #145
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    Where's my fucking Bison!? I'm curious as fuck to how his style would be incorporated into this game.

  6. #146
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  7. #147
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    http://www.siliconera.com/2011/07/26...r-ivs-netcode/


    Street Fighter X Tekken Doesn’t Use GGPO Or Street Fighter IV’s Netcode
    When lag occurs, GGPO (short for Good Game, Peace Out) rolls backwards, checks inputs from both players, and then goes back to the current animation frame. Lag is added to the beginning of the move rather than during button presses. That’s how GGPO masks latency issues when you’re fighting with opponents that have a high ping. Street Fighter IV doesn’t use GGPO netcode, but other upcoming Capcom titles like Street Fighter III: 3rd Strike Online Edition do. What netcode will Street Fighter X Tekken use? That’s one of the questions I asked producer Yoshinori Ono.



    "There are still some kinks that we’re working out with the netcode. I can tell you officially were not using the actual GGPO netcode that you know and love in its current form," Ono answered.



    "I can also say it is not using the Street Fighter IV netcode as is. There are going to be distinct changes and improvements. I can’t talk about those improvements or the system right now. Think of this as I’m throwing a worm on a hook and I’m going to reel you back in so you’ll come back and talk to us again!"



    During the Street Fighter X Tekken panel, Ono challenged Tekken producer Katsuhiro Harada to a fight. If Harada won, he had a chance of becoming a playable character. See the match and a bit of Poison action below.


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    http://www.siliconera.com/2011/07/27...-make-the-cut/


    These Two Characters Are Not In Street Fighter X Tekken, Paul Might Make The Cut
    Capcom likes to keep character lists for their fighting games under wraps, so I knew producer Yoshinori Ono couldn’t reveal the entire cast during our interview. Instead I asked him to tell us two characters, one from Street Fighter and one from Tekken, that won’t be in Street Fighter x Tekken.



    "On the Street Fighter side, I can tell you Dan will not be in the game," Ono said followed by a few chuckles. "You may remember he was killed by a Tekken character at Comic-Con last year, so he won’t be in Street Fighter x Tekken."



    Ono continued, "As much as I personally wanted to have a cool Nina and Anna tag battle, the director was against putting Anna because we already had Nina in. Sorry to all of the Anna fans out there!"



    Later, Ono mentioned Nina and Paul were his favorite characters from the Tekken side. He likes Paul because he is a thinking man’s character. Before I could ask Ono-san if Paul was in the game he beat me to the punch, "you’re next question might be hey you haven’t announced Paul yet? You’re right I haven’t…"

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  10. #150
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    http://www.siliconera.com/2011/07/28...-darkstalkers/


    Street Fighter X Tekken Interview Discusses About 3D To 2D Shift And… Darkstalkers
    The day before I met Yoshinori Ono, producer of Street Fighter x Tekken, he stood in front of fans that waited hours for his panel and the first slide he showed the fervent Comic-Con crowd read "Darkstalkers are not dead." That’s where our interview began, but we quickly shifted to Street Fighter x Tekken… well after talking about Rival Schools.

    At the Street Fighter x Tekken panel, you said "Darkstalkers are not dead."



    Yoshinori Ono, Producer: [Laughs] The media always asks this as their first question!



    Yeah, I’m not surprised. I think fans are fired up about the idea of a new Darkstalkers game.



    This has become the thing I do at the beginning of panels at Comic-Con. Maybe next year I’ll ask for $20s and the following year I’ll ask for $100 bills. While they’re holding them up, I’ll go through the aisles with a bucket and collect all of them and quit Capcom and retire rich. [Laughs]



    Are Rival Schools "not dead" too?



    There are a lot of games I would love to resurrect at Capcom. Right now, we need to build up a nice solid base to get the fighting game genre strong again. Street Fighter was the obvious first step for this. Marvel [vs. Capcom] has gotten us to a point where at a good level. I’d love to do Darkstalkers next. Rival Schools is a possibility. Power Stone is a possibility, we get a lot of requests for that. Right now, we’re still in the process of making sure the ground work is laid, then we can begin on bringing the lesser known fighting game titles back.

    That Street Fighter x Tekken panel was packed and this year you had a huge room. Just a few years ago, when you started working on Street Fighter IV, a fighting game may have been placed in one of the small rooms in the convention center. Perhaps, next year you’ll have a ballroom. However, are you worried about oversaturation? Other companies like Namco, Arc System Works, and Examu are also creating fighting games too.



    Yeah, you can say that about a lot of genres too. For first person shooters, you have Call of Duty, Battlefield, Medal of Honor, and other games. It would be awesome to get fighting games that big. I don’t think it will ever get quite that far, but I think it is possible for fighting games to thrive, you can see how long the FPS genre sustained itself without collapsing, and I think we can do the same this time.



    The key is not just attracting new fans, but keeping current fans satisfied, keeping them plugged in, and interacting with the community through Capcom-unity and events like this. We need to make sure the player’s voices are heard and they feel cared for. As long as we treat the fans right and cater to them, I think they will stick with us for the long haul. I don’t think we will see the bubble burst like the way did in the ’90s.



    And you’re going to expand the fanbase with Hello Kitty cosplaying as Chun-Li? (This was a reference to a collaboration between Sanrio and Street Fighter.)



    [Laughs] The great thing about this kind of collaboration is we’re rapidly approaching the 25th anniversary of Street Fighter and essentially the 25th anniversary of the genre. There are a lot of people who were into fighting games back then and have kids now. They might even have grandkids now!



    This kind of collaboration is great because it allows grandparents to talk about fighting games and to give fighting game related presents to their children or grandchildren. I think this can expand the market. It’s kind of a generational thing, everyone wants their kids to be into the things they were into and I think we can expand the market with these kinds of collaborations.

    Speaking of generations, have you thought about rewinding the clock and making a purely 2D Street Fighter or other fighting game. Arc System Works are known for this, maybe you can collaborate with them again?



    We have worked with Arc System Works in the past on Sengoku Basara Cross for arcades four or five years ago. It wasn’t a tremendous success, which is not to speak poorly about our partners, it just didn’t get the market that it needed. So, it is not impossible since we have an established relationship with Arc System Works.



    At the same time, I’m the kind of guy that wants to look forward, rather than backwards. I think when we do go back and resurrect older titles like we’re doing with Street Fighter III, the key is adding a lot of features like GGPO, YouTube uploads, and other features that people are interested in now. Even when we go back to revive old titles, it’s about refreshing them and adding new features to modernize them. If we could do something in the 2D space that is new, fresh, and advances things, and doesn’t take a step back I’d be open to that. I just want to make sure we’re moving forward, not backwards or sideways.



    You mentioned GGPO. Is Street Fighter x Tekken also using that netcode?



    There are still some kinks that we’re working out with the netcode. I can tell you officially were not using the actual GGPO netcode that you know and love in its current form.



    I can also say it is not using the Street Fighter IV netcode as is. There are going to be distinct changes and improvements. I can’t talk about those improvements or the system right now. Think of this as I’m throwing a worm on a hook and I’m going to reel you back in so you’ll come back and talk to us again!

    Maybe you can make GGPO x SFIV, I suppose. Let’s talk more about Street Fighter x Tekken. How did you translate the Tekken characters who have moves that took up 3D space into a 2D fighting game?



    [Laughs] The process went through some trial and error and we had lots of discussions with the Tekken guys on the Namco Bandai side. Unlike games like Virtua Fighter while Tekken has always allowed players to move in 3D space with double taps to dodge in and out of the screen, at the end of the day, it essentially takes place on a 2D plane. Harada-san himself has been very open about saying the original Tekken was influenced by Street Fighter II. I think there is a 3D element [to Tekken], but the core gameplay is relatively 2D based. So, the hurdle to overcome wasn’t very high. The new build, if you get a chance to play it, should feel Tekken-y even though it is limited to the 2D plane. It wasn’t necessarily as difficult a task as you may think.



    What’s been more difficult to implement is less about the change from 3D to 2D and more about the change of the general fighting styles in the two series. Tekken has been much more aggressive with long sustained combos and players getting into each other’s face. Street Fighter is generally played more cautiously with players judging the distance between their opponent and trying to gauge what it is they’re going to do next and how to react based on that. That’s been the hardest part and it continues to be a challenge. We actually have members of the development team on the Comic-Con floor watching how people play, taking notes, and paying attention so we can make further adjustments. It’s going pretty well, but that’s been a bigger challenge than the dimensional change.



    Check back tomorrow because we’re going to dig into Street Fighter x Tekken’s mechanics and the possibility of ports to PC and Nintendo 3DS.

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    http://www.siliconera.com/2011/07/29...ossible-ports/


    Street Fighter X Tekken Interview Continues With Gameplay Mechanics And Possible Ports
    With Darkstalkers out of the way, Yoshinori Ono, producer, dug into the development of Street Fighter X Tekken. We talked about adapting Street Fighter characters for Tekken’s combo heavy system and Tekken wrestlers like King for Street Fighter fans.

    Using the cross rush system, its easier to get in an opponents face and string together a long combo. It’s say that’s more Tekken-like. How did it feel to take the characters you know from Street Fighter IV and adjust them for this more aggressive style gameplay?



    Yoshinori Ono, producer: Marvel vs. Capcom 3 gave us an example and in all of the Vs. series titles all the way back to X-Men vs. Street Fighter, the Street Fighter characters there have combos and moves that were never in Street Fighter games, but they still feel Street Fighter-like. Even in Marvel vs. Capcom 3 when you do launchers and air combos there is no doubt you’re playing Ryu or another Street Fighter character.



    We have an established pattern of taking characters out of their comfort zone and having them still feel like the characters you know and love. We took some cues from those games. With Street Fighter X Tekken, we want to preserve the Street Fighter feel, but we don’t want to make the game so Street Fighter-like that we alienate the Tekken fans. Half of the characters in there are for them to enjoy, as well. We made adjustments to give them longer combos and integrate them in the cross rush system. I think we’re in a pretty good place now, they still fell as you’re accustomed to while they have new moves they can do too.



    What about the wrestlers like King? How did you translate his moves into Street Fighter x Tekken?



    That wasn’t necessarily as hard as you might think. Street Fighter has this reputation for being a game about projectiles, but if you really break down the roster – there are more characters without projectiles that there are with projectiles. There has always been grappling characters who get in your face with punches and throws, so I think wrestling characters fit right in.



    The one thing Tekken does differently is when you knockdown a character you can pummel them on the ground. I think we’re going to replicate that feel using the more traditional Street Fighter inputs. If you get a chance to play the build at Comic-Con, I think you will find King and [Craig] Marduk feel as you would expect them to.



    Have you finalized the roster?



    Yes.

    OK. I know you can’t tell us which characters are confirmed, but can you tell us two characters that are definitely out? One from Street Fighter and one from Tekken.



    On the Street Fighter side, I can tell you Dan will not be in the game. You may remember he was killed by a Tekken character at Comic-Con last year, so he won’t be in Street Fighter X Tekken. [Laughs] As much as I personally wanted to have a cool Nina and Anna tag battle, the director was against putting Anna because we already had Nina in. Sorry to all of the Anna fans out there!



    When we were talking before you said Dhalsim was your favorite Street Fighter character. Who is your favorite character from the Tekken side?



    I played the entire Tekken series from the very beginning and when I started it the impression I got was less about the game being cool, it was more about the wacky and unique characters. The ones that stood out to me, and are still my favorites, were Nina and Paul. Nina has a lot of cool combos you can do that are unique compared to the other characters.



    Paul is more of a thinking man’s character. You have to play him almost in a Street Fighter way where you keep your distance and do your big moves when you can. I like those two. Your next question might be ‘Hey you haven’t announced Paul yet?’ You’re right I haven’t…



    Speaking of unusual characters you seem to be a fan of Blanka.



    I love Blanka and we sent a crew to Brazil to look for him. If we can find him he might end up in this game. If he manages to evade us he may not make it in. [Laughs]

    Tekken games have robust character customization. Will we be able to customize say Ryu in the same way with similar features in Street Fighter X Tekken?



    We’ll talk more about that at Tokyo Game Show, but I will give you a hint now. We’re probably not going to do that, but it might be to a different degree and a different type of customization than you might expect to fit the Street Fighter and Tekken characters.



    The Tekken games tend to have wacky mini-games. Do you think we’ll have anything like Tekken Bowl or Tekken Force in this game?



    We’re thinking about stuff like that. Personally, I’d like to see something that revolves around the tag mechanic for a mini-game or another mode. That said, we’re working very hard on finishing the main game. If we can get that to a good state where we have extra time to play around, we’ll definitely do that and we can talk about that then. Right now, it depends how development goes.



    You brought fighting games to the PC with Street Fighter IV. Why isn’t there a PC version of Street Fighter x Tekken?



    I don’t want to giveaway too much, but I can say we listened to fans with Street Fighter IV. When we didn’t put Super [Street Fighter IV] on PC we listened they were upset and put AE [Super Street Fighter IV: Arcade Edition] on there. It was a month late, sorry about that. We are really happy with those results, it’s on the top ten on Steam downloads and we’re paying attention that. We are certainly considering doing something similar, but I don’t want to talk too much right now.

    And 3DS?



    It’s possible. For the 3DS, I wanted to do an [Super Street Fighter IV:] Arcade Edition version, but I haven’t had a chance to do that because of all the other things I’m up to. At the company, we’re debating should we go for an AE port on 3DS? Should we skip that and go straight to Street Fighter x Tekken? There are a lot of things up in the air, so I can’t say for sure what our next 3DS project will be.



    What will move the release AE on Nintendo 3DS forward?



    This is driven by my personal policy and the team’s policy is once you put out a product you also have to follow up, take care of your audience, and make sure their needs are being met. When we talked at the panel we wanted to get feedback from users on rebalancing and tweaking they would like to see in Arcade Edition.



    It would be the same for 3DS, we released Super and we want to make sure people are being taken care of. That’s basically my thought process behind how we take care of fans. We just don’t want to drop a game of them and run away. We’d like to keep the community going, communicate with them, and listen to their requests.



    You’re known for creating fighting games, but let’s say one day you stopped working with Street Fighter. Which Capcom franchise would you and your team want to work on next?



    A Capcom IP [intellectual property]? Capcom IP… hmm… my hands are full with Street Fighter right now and I’m so happy about that it’s hard to envision doing something else. I’m so obsessed with Street Fighter and fight games I can’t even think about what other games I’d like to do at the moment. I guess I would take a weird approach and do some kind of unrelated gesture based Kinect game. [Laughs]

  12. #152
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    http://www.siliconera.com/2011/07/30...hter-x-tekken/


    Super Charge Hadokens In Street Fighter X Tekken
    After making the QCF motion for a Hadoken you can hold down the punch button to charge the attack one level. This turns a regular Hadoken into an EX attack. Charge it up to level three and you can fire a Shinku Hadoken, Ryu’s super art, without using any energy from the cross gauge.

    Street Fighter X Tekken lets players call out a partner character using the cross assault command. This takes up cross gauge energy, but if you time your move right you can trap an opponent in a pincer attack. Yoshinori Ono, producer, demoed this move at Comic-Con by showing Ryu and Ken bounce Kazuya back and forth.

    Capcom also altered the heads up display. Life bars are solid yellow and only change color when an opponent’s life is less than 25%.

  13. #153
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    HOT LITTLE SNATCH

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    Lol, posting that but not the new characters?


    Spoiler: show
    Kuma and Ibuki

  14. #154
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    Until Bison is confirmed, couldn't care less.

  15. #155
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    Heard Kuma and Ibuki are confirmed

  16. #156
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    http://www.siliconera.com/2011/07/31...n-on-xbox-360/


    What Kind Of Fighter Do You Want For Street Fighter X Tekken On Xbox 360
    The PlayStation 3 and PlayStation Vita versions of Street Fighter X Tekken have inFamous 2 lead Cole Macgrath as a console exclusive character. What about the Xbox 360 release? Will Capcom’s fighting game add an exclusive character from Microsoft’s library?



    "We’ve done crossovers with Microsoft before. Marcus and Dom [from Gears of War] were in Lost Planet 2, if you remember, so it’s not impossible," Street Fighter X Tekken producer Yoshinori Ono said. "I’m looking and doing a lot of thinking, but I haven’t yet found a character that screams to me – this character should be in a fighting game on Microsoft’s side. I’m not saying there isn’t a character like that, but I haven’t personally thought of one yet. I’d love to hear from the fans, if you have ideas or suggestions let me know."



    I was going to mention Tao Feng: Fist of the Lotus, but considering how Microsoft gave up on their fighting game, they probably weren’t a good fit. Instead, I promised to relay this message to the readers on Siliconera. Any ideas?

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  18. #158
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    Quote Originally Posted by Insanecyclone View Post
    http://www.siliconera.com/2011/07/31...n-on-xbox-360/


    What Kind Of Fighter Do You Want For Street Fighter X Tekken On Xbox 360
    May as well be Master Chief, not like 360 has any other exclusive titles lol

  19. #159
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    HOLY SHIT I JUST CREAMED MY PANTIES


  20. #160
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    RAVEN? ARE YOU KIDDING? MY NINJA

    Edit: Also, here's a leaked list of the character roster that's been 100% right so far.

    Spoiler: show
    STREET FIGHTER

    Ryu / Ken Masters

    Chun Li / Cammy White

    Guile / Abel

    Dhalsim / Sagat

    Hugo Andore / Poison

    Cody Travers / Guy

    Sodom / Rolento F. Schugerg

    Ibuki / Makoto Rindou

    Zangief / Rainbow Mika

    Sakura Kasugano / Kanzuki Karin

    Mayor Bison / Juri Han

    Secret Character: Evil Ryu o Akuma.

    TEKKEN

    Kazuya Mishima / Nina Williams

    King / Craig Marduk

    Julia Chang / Bob

    Hwoarang / Steve Fox

    Yoshimitsu / Raven

    Jin Kazama / Ling Xiaoyu

    Bryan Fury / Jack

    Lars Alexandersson / Alisa Boskonovitch

    Paul Phoenix / Law (no se sabe cuál de los dos si Forrest o Marshall)

    Asuka Kazama / Emilie de Rochefort

    Heihachi Mishima / Kuma

    Secret Character: Devil Kazuya o Devil Jin

    Además de los exclusivos de cada consola de los que no dijo nada. ¿Qué les pa

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