Titulo: Super street fighter 2 turbo hd remix.
Desarrollador: Backbone entertainment.
Distribuidor:Capcom.
Plataformas: Ps3 y Xbox360.
Formato: Descarga desde el bazar de xbox live o la ps store del psn.
Precio: 1200 ms points? y 15 dolares en el psn usa? (mañana y pasado mañana lo sabremos seguro)
Fecha de salida: 25 noviembre psn usa, 26 de noviembre bazar xbox live, no hay fecha oficial de salida para el psn europeo.
Remake hd del clasico super street fighter 2 turbo y un excelente aperitivo hasta la llegada de street fighter IV.
Historia:
Super Street Fighter II Turbo es una extensión de la saga de videojuegos para arcade Street Fighter II, lanzado en 1994, es una actualización del Super Street Fighter II. Como novedad principal presentaba a un nuevo personaje Gouki tambien conocido como Akuma, y la inclusion de los super combos.
Esta version mantiene el espiritu del original, con graficos actualizados, las animaciones y los ataques son los mismos que en el juego en el que se basa, salvo la novedad del modo rebalanceado, que ha sido elaborado contando con el apoyo de algunos de los mejores jugadores del street fighter del mundo, se puede optar por jugar tambien con los sprites del clasico y la jugabilidad de aquella epoca (
solo se puede optar por los sprites del classico, los fondos se mantienen en hd.).
Extras de esta version:
El ya mencionado modo rebalanceado.
Modo de juego uno contra otro para uno o dos jugadores offline u online*
Modo de entrenamiento
Música del clásico Super Street Fighter II Turbo y nuevas melodías opcionales remezcladas (para elegir)
Chat de voz
Modo Torneo de 8 participantes
Worldwide rankings and leaderboards arranged by character and country
Seguimiento de estadísticas
Compatibilidad con pantalla panorámica con opción de selección del modo 4:3 clásico
*(Cabe destacar que el modo online utiliza GGPO)
Cambios en los luchadores en modo rebalanceado:
Ryu
* New move: fake fireball. qcf+short.
Ken
* Strong dragon punch is invulnerable on the way up, exactly like Old Ken's, and also always knocks down. It's now a 1-hit move, not 2-hit.
* Fierce dp has bigger arc, always knocks down, juggles against jump-ins, but no additional invulnerability.
* Short helicopter has shorter duration
* Medium helicopter kick goes slightly farther
* Roundhouse helicopter kick goes farther and faster.
* Roundhouse helicopter kick does less dizzy
* Air roundhouse helicopter goes slightly farther
* "Crazy kicks" have simplified joystick motions. New motions: 1) qcf+short, 2) qcf+forward, 3) qcf+roundhouse.
* Damage lowered on first hit of knee bash hold.
* Range of knee bash hold reduced by a small amount.
* Super can now be used as a reversal.
Guile
* Roundhouse flash kick now travels forward rather than straight up.
* Super has easier motion: charge db, d, df, f, uf+ kick. (Old motion still works.)
* Super does slightly less damage.
* Uspide down kick is an overhead
* Upside down kick slowed down slightly
* Upside down kick can be performed at any range, not just close range, by holding towards+roundhouse.
* Upside down kick is more vulnerable, allowing Sagat's low tiger shots and other moves to hit it.
Honda
* Jump short has higher priority, can hit sweeps.
* Floating fierce move (jump straight up + fierce) can be steered farther left/right.
* Hundred hands easier to execute
* Strong and fierce versions of hundred hands have lower priority and all versions do a little less damage
* Ochio throw now bounces off the other way, preventing Honda from repeating it in the corner
* Ochio throw now deals the same dizzy points as other throws rather than twice as much.
* Jab torpedo can destroy fireballs.
* Jab torpedo travels shorter distance
* Super travels slower before first hit, but travels faster after first hit.
* Super now knocks down and juggles.
Blanka
* Horizontal ball has safer recovery.
* Horizontal ball with jab and strong have same sound effect and same spinning speed as fierce version.
* Horizontal ball with jab and strong travel slightly shorter distance so whiffed roll into bite is a little more effective.
* Diagonal ball has faster startup and safer recovery.
* Hop move has new command: hold stick left or right then jab+short OR strong+forward OR fierce+rh. (Old motion of kkk still works).
* Hop back builds much less super meter.
* Forward version of hop has slightly more foot-invulnerability at startup.
* Electricity easier to execute (mash punches)
* Super move has faster startup, faster recovery, and always knocks down if it hits.
Zangief
* Green hand command changed to qcf+p
* Green hand has slightly faster recovery.
* SPD command easier: hcb,f+p OR hcf,b+p. (Original 360 command still works)
* Super command easier, hcb,hcb,f+p OR hcf,hcf+p.
* Running Grab (and double suplex) command is now hcb+k OR hcf+k.
* Running Grab runs faster.
* Kick lariat can now be done with jab+short as well as original KKK command.
* Punch lariat can now be done with strong+forward or fierce+roundhouse as well as original PPP command.
* Kick lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.
* Kick lariat has a different sound effect on startup than punch lariat.
* Punch lariat's initial hitframe now extends down to the floor so it can hit Dhalsim's low fierce or sometimes Guile's low forward. As before, this hitbox is only active for 6 frames out of the entire lariat.
* Hop move can only be done with towards + fierce. No longer possible with back+fierce, back+strong, or towards+strong.
* Hop travels farther forward, slightly higher, and has slightly better recovery.
* Jumping (forward/away) strong has hitbox that reaches slightly farther forward.
* Low fierce has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.
Chun Li
* Removed df+medium kick move.
* df+roundhouse (the "neckbreaker") no longer crosses up, removing the loop of repeated knockdowns.
* Lighting legs easier to execute (mash kicks)
* Lighting legs do less damage and have a little worse priority in Chun Li's stomach area.
* Aerial spinning bird kick can be done with charge down, up+kick, so that you can do it after a headstomp.
* Aerial spinning bird kick travels more straight now, then falls in an arc at the end
* Ground spinning bird kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.
* Super does slightly less damage.
Dhalsim
* Teleport command requires only 2 punch or 2 kick buttons rather than 3.
* Teleport recovery is not longer, but has more vulnerable frames at the end.
* Yoga flame changed to qcb+p so it doesn't overlap fireball command.
* Upward yoga flame changed to qcb+k to match other yoga flame.
* Upward yoga flame now travels way up the screen with roundhouse version.
* Super changed to hcb,hcb+p to match yoga flame command.
* Super has more forgiving timing window.
* Super is now more vulnerable around Dhalsim's head and throwable from behind.
* Super can now be used as a reversal.
* Noogie hold has shorter range.
* Ducking ranged punches no longer cleanly go under Guile's Sonic Booms
Balrog
* Turn punch and headbutt award less super meter.
* Small and medium headbutts travel slightly farther and are less safe.
* Throw range decreased.
* First hit of throw does less damage.
* Turn Punch can be performed by holding 2 punches or 2 kicks, rather than all 3
* Super does a little less damage
Vega
* Defensive backflip command changed to jab+short for small version; strong+forward OR fierce+roundhouse for double flip version (old commands of kkk and ppp still work)
* Offensive backflip can no longer be charged straight back (must be charged down/back).
* Off-the-wall attack no longer knocks down
* Off-the-wall attack has additional recovery, to prevent combos after hitting with it
* New Wall Dive Fake: After going off the wall (charge down, then up+k), you can press kick again to drop without attacking.
Sagat
* Super has more range, and always knocks down if it hits.
* Fireball recovery is better than New Sagat but worse than Old Sagat
* Some normal moves are from Old Sagat
* Stand strong can be cancelled into special moves, second hit of stand forward and short cannot
* Tiger knee always knocks down and juggles (but NOT into super)
* Tiger knee damage reduced because of new juggle property
Bison
* Devil's reverse (charge down, up+punch) has 1 frame of invulnerability at startup
* Stand jab has better priority, can stop honda's torpedo and blanka's roll
* New move: df+roundhouse is a fake slide.
* Jump straight up + strong now juggles the same as jump toward/away + strong
Cammy
* Hooligan throw motion changed to qcf+p
* Spinning Backfist motion changed to qcb+p
* Spinning Backfist is invulnerable to fireballs during startup (all versions)
* Spinning Backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connects
* Cannon drill has better recovery
* Cannon Spike is usually not safe on block anymore.
Fei Long
* Flying Kick motion changed to qcf+k
* Short version of flying kicks have additional frames of partial invulnerability, allowing them to go through fireballs at the start
* Flying kicks have lower priority on first hit, allowing them to be countered air-to-air a little more easily.
* Flying kicks have 5 additional frames of recovery
* Medium and roundhouse flame kicks always knock down and can juggle
* Short flame kick is no longer safe on block from point-blank range.
* Rekka Punches travel a little farther
* Rekka punch motion is a little more forgiving, so it's not as hard to get all 3 in the series.
* Super travels farther
* Fei Long's head is vulnerable during 4th and 5th hits of the super (and can't go through fireballs during that, but still can during first 3 hits).
* The super causes a different angle of knockdown so that comboing after it is difficult/impossible.
* Super meter gains slightly reduced on flame kick and flying kicks.
Dee Jay
* Machine Gun Punch, much easier to get all the hits
* Machine Gun Punch destroys fireballs
* Machine Gun Punch does less dizzy and less damage than before.
* Medium and Roundhouse Dread Kicks, 2nd hit sped up so that it almost always hits if the first hit connects.
* Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at startup
* Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo
T.Hawk
* Hawk dive command changed to jab+short OR strong+forward OR fierce+roundhouse while in air (old command ppp still works)
* Hawk dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.
* Hawk dive does not knock down
* Special throw command easier: hcb,f+p OR hcf,b+p, and you can actually start in down/back or down/forward (Original 360 command also still works.)
* Special throw now has a whiff animation if you miss.
* Super command easier: hcb,hcb,f+p OR hcf,hcf+p.
* Several of T.Hawk's normal moves are from Old T.Hawk, such as stand roundhouse and low roundhouse.
* Fierce dragon punch now always knocks down and juggles
* Fixed a bug where a stray hitbox on low strong could be hit from very far away.
Akuma
* Super meter added and new super move: Raging Demon. Command is jab, jab, towards, short, fierce.
* Super travels slower and farther than the secret version of Akuma
* Super has additional start up frames.
* Super is not able to grab an opponent out of jump start-up.
* Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
* Air fireball can now be done lower to the ground, allowing instant air fireball using "tiger knee" motion.
* Akuma takes more damage than other characters.
* Akuma can now be dizzied.
* Teleport command requires only 2 punch or 2 kick rather than 3.
* Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.
* Fierce blue fireball only has the huge knockback effect from very close range.
* Red fireballs have more startup.
* Helicopter kick has much less invulnerability.
* Akuma's leg is no longer invulnerable during his ducking kicks.
Logros (xbox360):
Vanquish the Computer (20G): Completa el Modo Arcade.
Sheng Long is in Another Castle (25G): Vence a Akuma en el modo historia.
Here Comes A New Challenger (10G): Vence 5 combates on-line ranked.
SF 20th Anniversary! (20G): Vence 20 combates on-line ranked.
Playing To Win (30G): Vence 100 combates on-line ranked.
Master of All Things (30G): Vence al menos un combate on-line ranked con cada personaje.
Training for Perfection (10G): Vence 5 combates con Perfect en el Arcade Mode (en cualquier nivel de dificultad).
Throwing is Cheap (5G): Agarra y lanza a tu rival 10 veces en un combate.
Super Finisher (10G): Acaba un compate con un Super Finish (es decir, usando un ataque especial como último golpe).
Blinding Speed (15G): Derrota a un rival en menos de 15 segundos en el Modo Arcade.
Combomaniac (15G): Haz un combo de al menos 7 golpes.
Sagat’s Scar (10G): Derrota a Sagat con el Shoryuken usando el botón de puño fuerte.
Trofeos (ps3):
No estan disponibles desde el inicio, seguramente vendran en forma de actualizacion, es de suponer que seran los mismos que la version de xbox360.
Personajes:(La bios de los personajes, y la lista de movimientos las encontrareis aqui:
http://www.streetfightercorporation.com/index2.htmlNo me parecia justo copiar todo lo que ponia, aparte de ser un curro
,si sois fans visitarla, muy completa)
Tambien podeis encontrar informacion aqui (en ingles):
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo(Gracias a tzare por el aporte)
Ryu: (up tier)
Ken: (middle tier)
Guile: (middle tier)
Chun li: (up tier)
Blanka: (low tier)
E.Honda: (low tier)
Dhalsim: (top tier)
Zangief: (bottom tier)
Fei long: (low tier)
Cammy: (bottom tier)
Dee Jay: (mid tier)
T.Hawk: (bottom tier)
Balrog: (top tier)
Vega: (top tier)
Sagat: (top tier)
M.Bison: (up tier)
Akuma: (top tier)
Imagenes:
Videos:
Combo video:
http://es.youtube.com/watch?v=K9Ioo6pR7I4Round1 trailer:
http://es.youtube.com/watch?v=lPX1csIs10ERound2 trailer:
http://es.youtube.com/watch?v=4Dhdy5ETY40Miscelanea:
Para celebrar el lanzamiento del juego, capcom lanzara varias curiosidades y add-ons de street fighter en los bazares de xbox y ps store.
A saber se lanzaran el pack de skins de uno, y una mesa de pinball para pinball fx en xbox 360.
Y para ps3 de momento solo esta confirmado el lanzamiento de la banda sonora del juego remezclada y producida por conocidos artistas de rap y hip hop.
Tambien se rumorea un pack de personajes para Pain (practicamente confirmado, ya que hay un trofeo del juego que asi lo indica) y un pack de trajes para LBP, aunque esto ultimo de momento solo es un rumor.
Sobre el precio de estos packs, aun no se sabe, lo que si sabemos es que la bso sera gratuita.
Capcom tambien lanzara el super turbo hyper champion special edition pack:
Este pack incluira:
La cinta de la cabeza de Ryu.
Una figura de chun li.
Un fondo magnetico, con dos sets de luchadores estaticos (un diorama vamos)
Street fighter remix comic.
Asset disc.
Enlace:
http://www.capcom-unity.com/snow_infernus/blog/2008/11/24/super_turbo_hyper_champion_special_edition_packReviews:
Ign:
http://xboxlive.ign.com/articles/932/932803p1.htmlMeristation:
http://www.meristation.com/v3/des_analisis.php?pic=GEN&id=cw4929f71145b3e&idj=cw4624cf9d5edc2Webs y enlaces de interes:
Street fighter corporation, todo sobre street fighter, info sobre la historia, bios de los personajes, muy completa y muy recomendable, en español:
http://www.streetfightercorporation.com/index2.htmlShoryuken.com, web sobre juegos de lucha en general, con un foro muy activo, 100% recomendable para fans de los juegos de lucha:
http://www.shoryuken.com/Capcom-unity: sitio web de capcom, con info sobre este juego y otros juegos de la misma compañia:
http://www.capcom-unity.com/Street fighter devotion: sitio web dedicado a street fighter y a otros juegos de lucha:
http://www.streetfighterdevotion.com/Nota: La info principal esta sacada de la wikipedia, la info sobre el tipo de luchadores (lo que sale al lado del nombre entre parentesis) esta sacado del foro de shoryuken.
Es mi primer hilo oficial y seguramente esta lleno de fallos y falto de informacion, cualquier tipo de ayuda es bien recibida. Si alguien me facilita la bios de los personajes la incluire.
Si el hilo esta repetido reportarlo y que el moderador lo cierre.
Un saludo.