Super Street Fighter II HD Beta is go!

Posted by DNA on Wednesday Jun 25, 2008 Under ST:HD

Roll out the red carpet for this one, guys. Ring the bells, light the fires. One of videogames’ finest is back in town: “Super Street Fighter II Turbo”.

But wait! We missed something back there: we need to tag “HD Remix” on the end! Yes, Super Street Fighter II Turbo for LIVE Arcade is the legendary tournament fighter plus enhancements, transforming something stellar into an intergalactic all-conquering grand master of the universe! No exaggeration…

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Website Watch!!

Posted by DNA on Monday Jun 9, 2008 Under News
website
A few websites have been released to promote the latest games from various developers.

http://www.soulcalibur.com

http://www.streetfighter.com

http://www.smashbros.com

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New Street Fighter IV movie - Character’s so far…

Posted by DNA on Saturday Jun 7, 2008 Under Street Fighter IV


Capcom released a new video showing all the characters and a few of there moves in a complimation showing Street Fighter IV at its current glory.

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New SSF2T HD Remix Combo Movie

Posted by DNA on Friday Jun 6, 2008 Under ST:HD


This new video shows off some classic Super Turbo combos (now in glorious HD!) along with some of the new combo possibilities you’ll find in the “Rebalanced” mode in Super Street Fighter II Turbo HD Remix.
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SSF2T HD Remix: Hitbox Mode!?

Posted by DNA on Monday Jun 2, 2008 Under ST:HD

hit-box

It’s Super Street Fighter II Turbo HD Remix producer Rey Jimenez, checking in to detail yet another supercool piece of fanservice he’s packing into the game for you. Can this thing GET any better? Maybe if it made my XBox smell like cinnamon during the download. At any rate, smell what Rey is cooking:

Just wanted to update you guys with a quick look at the new hitbox display feature we’re implementing for training mode in SFHD. Just to give you a breakdown of what’s going on, the blue boxes represent the characters hitbox. This is the areas where the characters can be hit. The red box is the offensive hit box. It shows the areas of the character that are attacking.

Whenever a redbox overlaps the opponents blue box, the result will be a hit. When a red box overlaps an opponents red box, they will almost always trade hits (where both players get hit). There are exceptions to this that I’ll let you guys figure out when the game comes out.

For those looking to become great at the game, you’ll find this to be an invaluable tool to figure out spacing (very key to the game) and exactly when and for how long a move is able to hit the opponent.

Well, that’s it for now. Be on the look out very soon for more assets being released on the game. You guys haven’t been using the blog to ask questions lately, and I’d like to open the blog back up to that sort of dialog. I’ll do my best to address what I can in the comments (except for the release date ;P).

On behalf of all my fellow fighting game scientists out there, “Thanks Rey!”

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