Given his lumbering gait, it would be easy for some players to underestimate Hugo. And his trademark slap-clap can be chained to combo, making it utterly punishing to a cornered opponent. His jumping medium in particular comes off the ground like a flying version of Zangiefs spinning lariat special, making it an incredibly intimidating normal. His various grabs and piledrivers could see him moonlighting as a building demolition technician quite easily, and to help push his opponent back, some of his punches have insane range and priority. To help him get there, he has a couple of tasty dives and rushdown grabs intended to put his opponent safely in the corner, where his deadly main game lives. The slow, big guy trope taken to its nth degree, he moves at a glacial pace but can kill you in seconds if he gets up close. And ye gods does that make him fun to play. He is in essence a giant, barely mobile, wall of meat. Stupendously big, his head actually obscures the health bars at the top of the screen. It looks like a hamstrung vertical hit, but itll capably deal with anyone jumping in from the front. And when playing defensively, her inverted rising kick (executed by performing a reverse dragon punch motion with a kick) has a deceptive forward strike zone. Chain on a second kick upon impact, and youll convert it into a grab and brutal pounding. A swift backflip clears her from danger, before a jumping forward kick delivers the pain. Closer up, her inhumanly long legs provide her with a plethora of flowing poke and mix-up options with which to trouble your opponent at all ranges and heights.Ī particular favourite special of hers at the moment is her flip-kick, which is great for both evasion and surprise offence. She has three different fireballs covering different ranges and strengths, making them excellent, quick solutions for long-range damage or playful space-trapping alike. Feeling a little like a strange hybrid of Juri and Ryu, shes all about flowing, long-to-mid-range attacks, anti-air, and a fair bit of close-range mind-games. Prev of 9 Next Prev of 9 Nextįinal Fights notorious TG seems initially the simplest of the new fighters, but becomes a hell of a lot of fun with a bit of practice. Mix in a nifty little mid-air knife throw that comes out of nowhere, a lovely medium-punch anti-air hit, and a brutal long-range, whip-based Ultra that will kill fireball spammers stone-dead, and you have one of the most versatile and immediately explorable fighters in the new line-up. Additionally, his floor game is strengthened by a great sliding sweep and a bomb-laying backward roll just perfect for trapping opponents jumping in. Its positively screaming for Scrooge McDuck reskin DLC, obviously. He also has great potential for wrong-footing his opponent, with a couple of escape and evasion flips, and a brilliant pogo-stick move using his baton, which clears him from low attacks and grants him throw immunity to boot. His jumping medium punch is a similarly tasty whirling dervish of a move, hitting deep for some delicious cross-up damage. The special version, initiated by way of a fireball motion, can be chained three times like Fei Longs Rekka Ken, to either round a combo off with immense flair or close space with extreme prejudice. Spiritually reminiscent of Guy, but with a whole load more options, Rolentos hard, mid-range stick attacks are offset very nicely indeed by a handful of swift, multi-hitting baton-twirls. A quick, nimble, short-to-mid-ranger, he has a versatile, free-flowing style all his own. Rolento is going to be a very popular choice when Ultra hits next summer. Lets go through them, shall we? Prev of 9 Next Prev of 9 Next Theres a slightly freer, more experimentation-friendly vibe to the four characters Ive played so far, and theyre an absolute hoot to start playing around with from the first second you pick up the stick or pad (but seriously, it should be a stick). Every new fighter is a unique, zesty proposition, providing a new way (or several new ways) of playing Street Fighter 4, but not once will you feel overfaced by the challenge of learning their new tricks. And whats more, Capcom seems to have balanced the madcap new delights of each fighter with a sublime level of accessible comprehensibility. Theres not a single dragon-punching, fireball-throwing gi-wearer amongst them. Ive played all four announced new characters (a fifth is still secret), and I'm very pleased to say that each and every one is A) very different to anyone currently in the roster, and B) completely different from his or her fellow newbies. First and most important point: There isnt a single shotokan fighter in the new line-up. Ultra Street Fighter 4 is bringing the most diverse, fresh, and exciting bunch of additions the game has had since Super landed. Breathe a long sigh of relief, Ken-weary Street Fighter players.
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