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  Saving Street Fighter: Yoshi Ono on Building Street Fighter IV
by Brandon Sheffield [Design, Interview, North America, Asia & India]
8 comments Share on Twitter Share on Facebook RSS
 
 
September 26, 2008 Article Start Previous Page 4 of 5 Next
 

What is most important when you're designing a counter system? This is a different kind of counter system than has been used in the past, and it feels like there's much more flow to it. Obviously, with III, you had to press the opposite direction you're used to pressing, so that was actually a big barrier for some people. This is much more fluid and can go into or out of combos, potentially. How did you decide for this one what was most important?

YO: The parry system in III was really fun and everything, but the problem was because you only have six frames to enter the command, it was really great for expert players, but really, really hard for the less serious players to get into.



So our main goal with this game was that we had two things that we were aiming for: we wanted to make it easy for people to enter and perform the move -- that's why it's only a two-button input -- and it had to be obvious to the player that they did something.

We didn't want them to do it by accident and wonder what happened. They had to see really visually right away, "Hey, I just did something."

You push two buttons and you have a brief period of invincibility where you can do a parry-like thing -- an aggressive, offensive attack. That's great, because if you're trying to make a chess-like game, it's got to be something that's easy for people to do and to utilize.

At the same time, we wanted to make the system deep enough for really hardcore players to get into as well, so that's why the system itself is quite deep.

If you want to, you can use it as a feint, dash out of it, and then move into other moves, and things like that. People who are more beginners to the genre can use it very simply, and more hardcore players can use it in an entirely different way. We wanted to have something for them as well.

Yeah, it seems to have a lot of potential as a launching pad for other techniques. I haven't gotten to play it that much, but is there a limit to how many times it can happen back and forth? I don't know if there's a defense gauge or anything like that. Or can it go infinitely between skilled players?

YO: You actually can't keep trading it back and forth infinitely, the reason being that there's three levels of it. If you just tap it, for example, you just kind of do a punch. If you hold it down a little longer, the character will flash for a second and you can do a stronger attack.

If you hold it down long enough, you'll automatically attack without you doing anything, and that's actually unblockable, even if the other guy's also trying to do the focus attack where he's invincible for a second

That invincibility is overwritten by the unblockable attack, so eventually, someone is going to do the unblockable one and knock someone out of the pattern.

So when you get high-level players trying to do this together, it's going to be a bunch of like, "Do I let go? Do I try to hang on to do the unblockable?" But you can't just keep doing it back and forth.

That's good, because the worry is that eventually with fighting games, exploits come out. I don't know if you have any sense of what those might be, or if you've totally gotten on top of all of them. Because like in Street Fighter II HD, there was the problem of Ken being able to do too many Shoryukens at first, and in CVS2, people would constantly roll and throw. Do you think that you've gotten them all out of the way so far?

YO: Well, we put a hell of a lot of time into trying to eliminate things like that at Capcom. In all honesty, it's kind of a bad habit, where we usually end up with some kind of exploit in most of our fighting games, to a degree.

We did test the crap out of it to make sure that it didn't happen, but the truth is, the arcade game just came out in Japan and Asia last week [as of the time of this interview]. They haven't found anything yet. If they do, of course we'll fix it for the home version, but right now, we're just waiting with bated breath to see if anybody does find something.

 
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Comments

Maurício Gomes
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Good article!



It remembers me that when appeared Street Fighter II and MK I tought it to be great, and I played those games, I knew how to do the most simple (but exploitable moves), but when expert players started to show up, I got: Oh man, I have no idea how to play this thing, I will not play anymore.



And in fact I stopped playing those games, with the notable exception of Virtua Fighter series (simple and lovely gameplay!) and Soul Calibur 3 (that people that live with me has, and I play sometimes, it is a good game, simple and not overly complex, altough I avoid playing it when expert players are around...)



Even the MK series got harder and harder to play, in fact I could not ever beat the second character on easy mode on MK2 unless using spammer characters...



The Shaolin Monks MK game, altough it does not look like MK, it was one of the few games from the series that got my attention again.



I hope that it works with Street Fighter IV! A game where I can play, and not get easily beaten by the pros :P (not that I do not get beaten, but do not happen like when I tried to play Guilty Gear with a friend of mine, and he launched me on air and I only landed after being dead...)

Anonymous
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He seems like a smart guy and I expect Street Fighter 4 to be the way he wants it to be gameplay-wise. But I strongly disagree with his comment on the animations of Street Fighter 3 feeling weird and the animations of 4 being better.



I think Street Fighter 4 has a big problem when it comes to animations and it's not only the way the transitions are done. Animations don't match with flying arcs especially when hit. And even pre-packaged ones like Abel's big throw look extremely stiff and wrong.



I will still buy the game and it could end up being the best 2D fighter yet but the animations already bug me.

Jordan Carr
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Hélder Gomes Filho, You can't make it past the second fight in MKII without cheap-move spamming?



Then it sounds like you should play an RPG or something that does not require reflexes, timing, or skill.



I mean seriously, my sister beat MKII back during out boring childhood summers. For fun.

Rosso Mak
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Don't mind Jordan.He is just telling U that he is not that into fighting games but loves to give comment on something.



I would like say something on the 'SF3 is ahead of its time' comment Ono said in the interview.



I think if 'SF3 is ahead of its time' , then the right time would never come. The problem SF3 had was the plan they use on balancing the game was not that right. The fault was not the parrying system;it is the push this parrying too hard in the first installment. I think it should make it nearly useless at first and push EX special move instead of parrying in the first SF3.EX special move give a easy solution to every character to deal with some problem beginners often face but not easy to solve. Just let parrying be there and leave it alone at first, and put more importance on this after people feel familiar with its existence and basic usage like deflecting projectiles. The lukewarm result SF3 series got also was also caused by many balancing fault in the first installment of SF3.



On SF4, I don't agree that the approach currently used in the game can bring forth a chance for the beginners. Look at the gauges! Life bar, super and Ultra. Hardcore love the maths behind these but beginners killed by these without knowing what happened. This turn-off a lot of amateur.

Finn Haverkamp
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Great interview. And answers. Fighting games require extremely intricate design and fine-tuning. I imagine designing them is quite the challenge.

Dedan Anderson
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El Fuerte reminds me of El Blaze - anyhoo great interview!

Anonymous
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Good stuff! Waiting for a KOF12 interview now! Hop to it!

i play winner
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Rosso,



There is more going on screen with Halo, Final Fantasy and these other "casual" games than Street Fighter IV. The life gauges, Ultras and whatever is not what is going to prove to be a hurdle for casuals; once again it is the gameplay system that will be the real barrier. People keep saying that this is a "rewind to Street Fighter II" but its really only SF2 on the surface.



Ive had 2 months to play this game heavily in the arcade, and I was able to attend some location tests (if thats what you want to call them, GDC and Evolution) here in the states over the past year. So, I have had some time with SFIV and I'll say the gameplay system is much more complicated in IV than it is in SF3: 3s. This is the biggest misconception about SFIV, that it is some sort of dumbed down street fighter for the masses. You all are in for a big surprise.



Look, with parries it was just a tap forward or down. With Street Fighter 4 so much goes into the Focus Attack system most people wont even really know where to begin. To do the most damaging combos you have to utilize then Focus Attack Dash Cancel and I'll say its much more difficult to do something like that compared to a parry into super or something.



With that being said this is a real good interview, I really enjoyed it!


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