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Reviews


 El Fuerte
(10 / 10) El Fun
by Kat_Cor on 2/12/2010 12:00:00 AM

El Fuerte is not a strong character by any means. But, he stands out head and shoulders above the rest of the cast as being the most fun to use.

In terms of strengthes, his speed and mixups are easily his biggest assets. He can control the screen very well with his wall jumps and quick feet. His game really begins after scoring the first knockdown, as he can do many tricks/baits to confuse the opponent. It is a lot more than just crossing up with splashes or sticking with run commands, as many pro Fuerte players have some very interesting and creative ways to mixup (an example is run back, then neutral jump airthrow or cross-up HP into Slide). His ultra can be very useful in punishing jumpers and other risky moves, as it deals some good damage.

His negatives are very slow normals, low helath with low damage output (except the RSF loop which deals good damage if done well). He doesn't have good escape options, and has a hard time getting out of pressure from certain characters. His moves are mostly risky (though Tortiall grab can be very safe with good timing), but that is the thrilling part in using him, as careful judgement is always necessary to win. El Fuerte is all about momentum, so if he loses a bit of it he will have trouble in getting back in the game.

He is a very dynamic character that requires the user's attention all the time, which makes me always feel very involved in the game. There is great thrill to be had when using him, and it is extremely satisfying to win with him as you know you deserved it with a lot of effort. A good El Fuerte player can be extremely tricky to deal with, and should never be underestimated. I am glad Capcom made this character, he has a very happy and energetic personality that brings a smile to me all the time. His English voice can be annoying at times, but his Japanese voice is top notch, striking a great balance in bringing out his hyper personality without ever being annoying. It's Super Dynamic Cooking Time indeed!


 (7 / 10) The legacy may have been crippled a bit, but it lives on....
by The S on 5/28/2009 12:00:00 AM

I wanted to hate Street Fighter IV. I really did. Its odd placement in the storyline, its straying from the traditional 2D sprites, bland new characters, its random resurrection of many characters of characters who were supposed to have kicked the bucket for good... there was a laundry list of things that bugged me about the latest incarnation of the daddy of fighting games.

However, upon actually getting some hands-on time with the thing, I was surprised. I didn't dislike it as much as I had hoped to. In fact, I actually kind of like it. Granted, it won't topple whatever the newest upgrade to Street Fighter II is at the time that you read this, but actually... and I'm almost ashamed to say this... I like it more than SF3.

First things first, the graphics aren't all that bad, and it actually looks sort of neat. I do miss the sprite art, but the times, they are a-changin'. Secondly, this game controls amazingly. Even with the 360 controller, which is universally hated on when it comes to fighting games, is marvelous. Consider this: despite my legendary love of fighting games, I have never been really all that good at them. I have never been able to perform a charge Super (like Bison's, Guile's and so forth). but yet, I can pull them off with relative ease now. Struggling with yanking the joystick back and forth is a thing of the past.

Even the new characters are starting to grow on me a bit. Okay, so Rufus and Seth are still the epitome of lame, and El Fuerte's still kind of "blah" to me, but I'm starting to really like Abel and Crimson Viper.

Playing online is also a treat. While the networking engine isn't as spiffy as, say Mortal Kombat vs. DC Universe, it is servicable, and there's less Hadouken-spamming Shoto-scrubs than cheap players in other games.

All in sll, I believe Capcom is heading in the right direction... they just need to pick up the pace.


 (6 / 10) Is this my fault? Is this what you think I am?
by Fenix on 9/30/2009 12:00:00 AM

Its not as though SF4 had any chance to meet my expectations. But they could have tried. They could have penned a story that validated it. They could have created some interesting new characters to carry the franchise forward. They could have at least added even a single new move or outfit to the classics. They could've tried to be creative at all, but they didn't.

At first play, I likened SF4 to SFEX (not a bad thing), which was pretty much the same thing to SFAlpha as this is to SF2. But while they both have crappy non-existent plots, super cancels, and universal stunning unblockables, SFEX didn't have a cast of classic characters completely devoid of changes, new miscreants I universally revile, and feature 50-60% damage supers awarded to whoever gets their ass kicked first.

Little things, like the mk style ai that reads your inputs and counters jabs with supers, or a match making system that never returns an opponent of similar skill or connection speed keep SF4 from being any more than a disappointment to me. Many characters have inexplicably low damage ratings, while others have gigantic over prioritized collision boxes as though Capcom consciously said "these will be the tiers". I've played and loved a hell of a lot of SSF2T in my day, but just dressing it up with funny polygon faces and roman cancels doesn't make up for the fact that ultras suck, the stages are lame, the characters are boring, and the music is garbage.

Both SFA1 and SF3 had like 5 characters in them total and they had more personality and creativity than this game, and while neither played exactly well (in the beginning) at least they played different. SF4 takes the safest (read; boringest) possible approach to something that's already pretty safe to begin with, and mucks it up with the few boneheaded changes it had the balls to make.


 Gouken
(5 / 10) Nice try, Capcom
by The S on 2/11/2012 12:00:00 AM

I've always wanted to play as Gouken, and Street Fighter IV finally gave us that chance. Unfortunately, this experience is bittersweet. While gameplaywise, Gouken is all that one could ask for in the antithesis of Akuma. However, it is in accordance with the storyline that Gouken's existence becomes tragic. Refuting 20 years of established canon, Gouken shows up out of the blue, apparently not dead, despite his demise being a major point in the series' history. In a game where deceased characters' returns are handled in the most ridiculous ways, Gouken's is by far the dumbest. It's as if someone took him to see Miracle Max after that fateful battle with his brother. If Capcom was so hard up on making Gouken playable, they should have just done a prequel to the original game.


 Dhalsim
(4 / 10) Losing his elasticity in his old age
by The S on 6/28/2009 12:00:00 AM

I've never been a huge Dhalsim player, but he always represented a sort of alternative to the "Shoto-clone" dynamic for me - I could fall back on him when whatever reason my old standbys were failing, mixing up my firey techniques with good ol' fashioned stretching and air drills.

Unfortunately, it seems that he's lost his edge in SFIV. Dhalsim no longer commands the screen. Instead his stretch attacks are shorter range than yesteryear, and his non-stretch normals seem to be shorter range as well. Dhalsim seems a lot more floaty in the air than usual, which can be good or bad depending on your play style, but it just serves to further ruin him for me. His Yoga Spear and Yoga Mummy are much too slow to be useful anymore. Hell, even his Yoga Fire has been nerfed to the point that it's more like a Gadouken then a Hadouken. The only way I can find to keep Dhalsim's lanky ass from getting murdered is to lie a couple of well-timed Yoga Catastrophes and hope for the best.

It's time for Dhalsim to shape up or ship out.


 Dhalsim
(2 / 10) "Yoga Catastrophe" couldn't have been more right
by ExMortis on 5/31/2009 12:00:00 AM

Traditionally Dhalsim has been the only "original" street fighter I enjoyed playing. Sadly, the state of his game in Street Fighter 4 leaves much to be desired.

On the positive side, his jumping fierce punch (colloquially known as "yoga sniper") is better than it's ever been. Combine that with Alpha-esque ability to teleport in mid-air and do an attack on the way down and he's got some great overhead game. His Ultra (aforementioned Yoga Catastrophe) has been called "the best in the game," but not for damage reasons, it's just a giant ball of fire that stays on the screen forever (relatively). It's basically an easy pressure tool he gets twice a round.

With what Dhalsim's lost, however, he feels like a one-trick pony now. His various drills have become ridiculously slow and unsafe. Yoga flame is worthless outside of combos. You're stuck at full screen praying the opponent runs into your normals or yoga fire, looking for a place to tiger-knee your teleport into a low Sniper. It's boring. SF4 is boring (but that's for another review).

Iyo, winner of the first Japanese SF4 Nationals, mains Dhalsim. When asked at a later tournament who his favorite character was, he said Zafina or Rolento, "definitely not Dhalsim."


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