SF2 and, iirc, Super SF2 are available on the Virtual Console. But my pick of Wii fighting games would by Tatsunoko vs Capcom. You may not recognise most of the characters, but it's a great game... so long as you have a classic controller or a gamecube controller, anyway; the Wiimote was not made for fighters.
Because Ablueleaf found it in the code I'm pretty sure he found this before Sakura and Makoto were announced and now we have them. There's no doubt that Fei Long and Evil Ryu are next. There's just the one mystery of "reserve" listed for one of the character slots. I don't know if they need to ragequit as much as 20 times, it really wasn't specified how much they need to ragequit in the last 20 games for them to start facing each other. I'm not even sure if that's even implemented in the system; it could just be there to make us all feel better.
BTW can anyone tell me what does Makoto's DOWN+SP does? She raise up her arms and is it suppose to be an uppercut or something? Sorry didn't use her at all before this...
It can be used to juggle a falling opponent. You can watch some youtube clips if you want to main her. Makoto's quite a hard character to use. You can either be very good at it, or totally suck at it, there's no inbetween like playing most characters.
Hahaha. This was a while ago when the game first came out and it wasn't clear if we could beat him on easy or not. So just to be safe (and some challenge), I decided to take on the grueling difficulty like many others. But regardless if the save file is lost, Akuma is always be unlocked now. Faced off against a Makoto that just kept on putting the pressure on me! Never have I had someone on my face for the entire match. Good thing they move slow and are very vulnerable when dashing.
A bit internally conflicted, are we? I had the feeling you'd post something to the effect of the patch not succeeding in preventing quitters. However, I can happily report that it really seems to After playing enough to win 15 games (admittedly A LOT of matches :-D ), I've had 2 ragequits. Rhalp and Nightfang, two pals who are far more dedicated gamers than me, have won over 50 matches so far, and ragequits are downs to less than 6%. As empirical testing is the only way to achieve certainty in this, let them have a few days more of fighting it out, and we will have results which will achieve statistical relevance. Another positive aspect to the quit-preventing patch is that thanks to the mechanic limiting heavy quitters to eventually only playing their own damned kind, we will se a cumulative decrease in quitters as time goes by. This could place SFIV Volt right up at the top of competitive iOS online games, and lead to quite the e-sport community (though, as Kuolema previously stated, it will never be comparable to the zany antics of Daigo and his wacky world-leading pals. But enough to be truly competitive, and as such very rewarding for those who play long and well enough to find themselves at the top... Look for me there. And I'll hopefully get a few strikes in when I sneak up the other and very cowardly way ) I must say that, those walk animations notwithstanding, Capcom impressed me this time. Perhaps they are an iOS developer to watch and subsequently be excited about when they announce new products for the platform, instead of just a group of sly businessmen looking for a way off the badly damaged Nintendo galleon before it sinks into the depths. Of course, one does not necessarily exclude the other... Yeah. I like the sensation of richness and abudance it imparts Capcom seems to be in it to win it, and will probably keep updating Volt for quite some time... As someone who played SF2 on my Super Nintendo, but then jumped console ship in favour of Windows/OS X gaming, I look forward to trying out characters like Fei Long, and the others that were added in my absence (who now seems to account for 80+ percent of the character rooster SF2 had 8 fighters, Balrog, Vega and Sagat as bosses, and M. Bison as the archenemy. Boy, those were... far less varied and fun times ). Now, if Capcom would only throw in uploading of replays to YouTube (in addition to all the characters our greedy little hearts could ever want), I'd want for little more in a title. It would be cool to see what the more dedicated and skilled iOS street fighters (a group to which I've the feeling you belong) could do, without being on the receiving end
I find it annoying that each time makoto jumps, a black box appears right below her waist. Anyone else notice?
She can be used VERY AGGRESSIVELY. I was in training mode with her and realised that! On hard vs. Bison, it is possible to keep spamming standing or crounch punch + hayate. Even Bison have challenges in retaliating. He just kept blocking. NOT RECOMMENDED on grueling Bison tho...
Yes it's the makeshift "sleeve shadow" seen on most loose clothing on the iOS veresion. Same thing applies to Honda's sumo "skirt" (even though sumo wrestlers don't wear skirts). Makoto's walk animation is just way too choppy, they need to fix this. It's even slower than the console version. That makes her the slowest character in the game, which is odd as karate is definitely not a slow type.
Three times now I've accidently hit the power button on my ipod while playing which is d/c me I wonder how many of the rage quits are actually people on Ipods. Now I've flipped the screen so the power buttons at the bottom left I'm hoping that works a bit better but not that promising as I managed to turn the volume down while playing. Not really capcoms fault but I might need some kind of case to be able to play this game properly.
^I've done that before a few times too. I click the power button at times, without even realizing it. Anyways, now that Akuma is unlocked for me, is it safe to delete the original SF:IV? I'm running out of space on my ipod.
Still got the on-off rage-quiters still, guess the so-called penalty system hasn't kicked in. Had a memorable fight with a Ryu. 2nd round, I was still having perfect health, then he has like 30% left. As my akuma was teleporting towards him, he activated his ultra fireball. Funny thing is, Akuma teleported right through his ultra fireballs and I was infront of him and I pressed SC. He died and RQ. Guess it was a round where I did everything right and he did everything wrong...
it seems Shin Akuma (secret boss) pwn Makoto all the way I just couldn't find the way to beat him double air fireball basically sealed my dash jump punch>crouch punch>hayate is not effective and will be punished heavily
Grueling Akuma with Makoto was the worst experience I've had yet. Complete nightmare. Took 40 fricking minutes. Problem with Makoto is this: If you learn to play Ryu, you also gain skills that you can use with Ken, Akuma, etc. Makoto doesn't play like anyone else, so you have to learn a completely new way to play with her. That's why I never put the effort in. But yeah. Shin Akuma can destroy Makoto so easy it's not even funny. I don't even have any tips for it. It's just a bad time all around.
Regardless of what system CAPCOM implements, ragequitting will still happen depending on the situation. Played a guy 3 times in a row. Matches were always close, but he would always make some minor mistake at the end and lose. On the third match, I was reading his moves and he wasn't able to do much. I was about to get a perfect and he ragequit. So, it doesn't matter if they quit early or not if they know that they'll be losing the BP anyway. I was playing against Sakuras and noticed that they are very fragile? It seems to me that they don't have as much HP as the other characters. It felt like playing against Akumas where they just get pummeled even with weak attacks.