![]() ![]() Makoto is a young girl who practices a style of karate which relies mostly on heavy and fast attacks. Urien is a large, powerful character, with a range of projectile and damaging attacks, who is only let down by his lack of speed. Oro is a bit of an oddity - short and one-armed, he features outlandish attacks and is adept at wrong-footing his opponents. Quite an effective character, who can prove particularly infuriating for the defensive opponent. Elena is a balletic character, who uses her long limbs, high agility and ability to mix up her attacks to out-maneuver the opponents. ![]() Unfortunately, most of his specials rely on charge motions, and he's not quite fast enough to make up for his lack of power or endurance. less effective character, though he does have a fairly decent counter-attack special. He's certainly more effective than Dan though, as he's hard to predict and, thanks to the parry system, is able to effectively deal with shotokaners. familiar style, as it were, though he has no Gadoken (sadly? I'll leave that up to you). Necro bares obvious similarities to Dhalsim, with his extendable limbs, though he lacks the teleportation moves and generally relies more on power. Hugo is another huge, slow character, though he relies more on death-dealing throws and his long reach on his attacks. Q is a huge, lumbering character with extremely powerful attacks, though I found him to be quite a difficult character to use effectively I've never been much of a fan of power-characters. Twelve is an unusual character with unorthodox moves, due to him being made of a malleable white material. We have brothers Yun and Yang, who're both extremely fast characters, though very different to play - Yun has the most powerful and fast single attacks, while Yang relies more on quick combos and evasive attacks in his repertoire of moves. Next up is Dudley - think Balrog (as in the western Balrog - the boxer from the original StreetFighter 2) but with a bit more speed and variety in his attacks therefore much more effective. First we have Alex, a moderately fast grappler, with good enough basic attacks and agility to be fairly effective against all but the fastest opponent. However, meeting them is a wide range of characters, most influenced by past creations, but all individual enough to be worthy of acceptance. So, three shotokaners and one super-fast all-rounder - so far, so normal. ![]() The returning heroes are Ryu, Ken, Akuma and Chun-Li. The new characters are, on the whole, excellent too. You want no block damage/block damage off even "normal" attacks? Fine! Hell, you can even get rid of the parry feature if you really want to. The System Direction mode was also an extremely welcome addition, enabling users (well, those who'd completed the game with every character) to configure the game exactly as they liked - you want air blocks? You got it. Hugely enhanced graphics, a major cut-down on shotokan/projectile warrior dominance thanks to some serious balancing of characters, the removal of many of the existing characters and, most importantly, the introduction of a (relatively) easy to use parry move (much more natural to use than the Alpha series' parry technique). In fact, it was only until the third title of the third series was released that us common folk got to see the series. Neither did Street Fighter III: Double Impact. Unfortunately, Street Fighter III never made it's way to Europe. The fact that this actually adds something to the Street Fighter series.Īfter numerous semi-sequels to SFII, such as the Alpha series which seemed to offer little but new characters and/or very slight tweaks to the game mechanic, or the Ex Plus Alpha series which simply moved the game into the third dimension and slowed it down considerably, Capcom finally decided to actually get off it's arse and make a "true" sequel.
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