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PSN: Ishmael26b XBL: n/a Wii: n/a STM: n/a CFN: Ishmael26b
| "SF6 Musings" , posted Sat 29 Jul 03:22
I’m greatly enjoying my time with SF6. To commemorate the joy I feel from punching people, I thought I would give my impressions on the newest members of the cast.
Luke: Having him debut as an overpowered asshole in SF5 did him no favors. With SF6 I can see what they were going for with the character. In both personality and moves he’s supposed to be a gateway character for new players who may not have a strong connection to the older, weirder members of the cast. The only problem with this is that it’s not that easy to get full damage with him, which makes him not that user-friendly. That, and new players always pick Ken; it’s the law.
Jamie: He’s good when sloshed, but finding a safe time to get a drink is hard. He seems to be set up as the Yun or Yang, but he currently comes across like the worst aspects of Rufus and Hakan. Also, for a character that was touted as being one of the new faces of SF, he really doesn’t have much to do. Outside of his sexual tension with Luke he has no effect on any other character or the plot.
Kimberly: For the life of me I can’t play ninja characters. Too bad, since Kimberly has a great design and has a million and one things she can do during a match.
Marisa: Yeah! Hitting people with a full powered Gladius is a joy. Plus, I’m thankful for a female character with a body type that is atypical. Sailor suit schoolgirls are a fine genre, but they shouldn’t be the standard.
Manon: Mixing in ballet poses helps give her some visual flair over a typical judo grabber. Too bad she’s a bit blah to play and fight against.
Lily: What the heck is going on with her? I tried playing her as a stumpy, distaff T.Hawk and didn’t get anywhere. I’ve heard some people were playing her like she was Rashid(?!?) with similarly poor results. I think she isn’t good, but I also know she can grind people into the dirt in an instant, so what do I know? Maybe I should play her with modern controls, since she might be insane when you don’t even have to think about getting the moves out.
JP: Finally, SF got a new boss. For such a long-standing series, it’s success rate with bosses has been questionable. Gill was more silly than imposing, Seth was a mojukin character and Necali was so lame he was clowned on in his own game and eventually replaced by G. JP doesn’t come across like the typical cackling meathead boss, but he still has a very menacing personality. His moves also feel powerful, different from the main cast and very “boss-like” without devolving into broken SNK stupidity.
So those are my thoughts on the newest fighters. Maybe next time I’ll babble about other aspects of the game. Or maybe not.
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| "Re(1):SF6 Musings" , posted Mon 31 Jul 00:47
Great impressions!
I still haven’t played SF6, but I watched some videos and was surprised with Luke. He looked very uninspired in SFV; while his appearance is still a little bland in SF6, his personality and moveset are much more interesting now.
It’s also interesting that, ar least so far, all newcomers do look like they belong in a SF game, something that didn’t happen in IV and V. I just wish Capcom could make Lily look a little older; so far, she looks like a little child, which makes me kinda uncomfortable whenever one of the more violent fighters (Luke, Marisa, Blanka) is punching her in the face…
(that said, Lily is still a much better SF character than Necalli, F.A.N.G or C.Viper)
Maybe I'm this person right in front of you... nah probably not though.
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PSN: Ishmael26b XBL: n/a Wii: n/a STM: n/a CFN: Ishmael26b
| "Re(3):SF6 Musings" , posted Tue 1 Aug 03:30
Has it been noted on this board that the woman who did the motion capture for Marisa and Manon is built like a character in Baki the Grappler? If not, it should be.
quote: It’s also interesting that, ar least so far, all newcomers do look like they belong in a SF game, something that didn’t happen in IV and V.
I think the World Tour has been a big help in helping flesh out the new characters. In SF4 and 5 the writers were trying to bring the new characters up to speed with a cast that had many years to develop their lore and personality quirks. Like poor El Fuerte was a luchador and a chef but not a good chef and this was all this was awkwardly crammed into his win quotes. It's not surprising that the characters that were most successful during that period were the ones that had immediately understandable identities (like Juri as the bad girl) where the details could be filled in later.
If presented elsewhere, a detail like Marisa's interest in crafting jewelry might seem too much. However, thanks to being able to spend a lot of time chit-chatting with her in World Tour it fits in nicely with her appreciation of her cultural history and love of beauty. World Tour has even helped bring out new aspects to the old crew. For example, I never realized Ryu was actually a pretty relaxed, self-assured guy who enjoys travel and cooking for people he meets. Turns out that between fights he's living life like he's the late, great Anthony Bourdain.
quote: Hey Ishmael, I’m on vacation now, so if you want to try some more matches again sometime, let me know.
Between work and family obligations my time is limited, but I'll do my best to find some time soon. I need to lose some more!
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PSN: beatolover XBL: Dead Wii: Dead STM: bugrom1067 CFN: rugalbgood
| "Re(5):SF6 Musings" , posted Tue 1 Aug 13:04
quote: JP is easily the best villain the series has offered, and one of the best fighting game villains ever conceived because of his two-faced nature.
I agree, I like JP as a character very much, and he has the added bonus of being a real-life villain to players who aren’t comfortable fighting him, ha ha ha. (Trying to use gentle words here…)
quote: I'll lament the day JP gets sidelined for Dictator's (unnecessary) return
You mean extremely necessary, right? I’m dying for a character who I’m not miserably unhappy using, here. ww Stupid theory time: When they expand on what’s going on with that shady company (SiRN, another S organization,which puts it in line with Shadaloo and SIN, the “ Shadaloo Intimidation Network”… So what’s SiRN stand for, Shadaloo… something something?) making crappy rhoombas and evil fridges, he’ll be back.
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| "Re(6):SF6 Musings" , posted Tue 1 Aug 19:35
I still don't have the time/mental space to play the game, so instead... I played 40 hours of World Tour while listening to random podcasts.
Amongst all the things that have been said about this mode, my new favourite one is when the characters call out the inner contradictions of the SF universe. Honda has a scene where he says he hates social networks, because when he looked himself up on those, he found people complaining that what he does has nothing to do with sumo, and also that his gimmick of kabuki/sumo is weird and he should pick one theme and stick to it. Or when Blanka goes on talking how the jaguar is the most powerful animal of the amazon, and then recall that time he heard of a figher that self-identified as a jaguar and was super excited to meet him. Turns out it was just some guy kicking and screaming "jaguar" with a weird high-pitched voice every time he did anything. Blanka was thoroughly disappointed, and then advises the player that if they ever create their own fighting style, they need to think carefuly about how they'll call their special moves, because when your moves sound lame you've lost the fight before it even started. I didn't expect Blanka of all characters to give out hard burns like that!
And finally, while Juri's whole shtick of punk yandere is tiring, she did better to explain the plot of SF4 and who were Viper and Seth than the entire story mode of SF4, so that's also a big progress. Let's see if Ed can explain what the hell is going on with Neo Shadoloo. It's going to be weird to sit down with Gouki and have him talk for more than 2 sentences without him punching us in the face, though.
Oh, and there's also that scene with Ryu explaining his teacher was killed by Gouki and him and Ken were super sad, they even made a grave and went there regularly to mourn, until one day the teacher appeared without any explanation and it turned out he was not dead at all. Ryu and Ken still feel weird about what the hell that was and why he let them mourn for so many years without saying anything, but Gouken still avoids the subject so it's just awkward all around. Bless whoever is the person who wrote all this mode.
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| "Re(7):SF6 Musings" , posted Wed 2 Aug 02:26
quote: Amongst all the things that have been said about this mode, my new favourite one is when the characters call out the inner contradictions of the SF universe. Honda has a scene where he says he hates social networks, because when he looked himself up on those, he found people complaining that what he does has nothing to do with sumo, and also that his gimmick of kabuki/sumo is weird and he should pick one theme and stick to it. Or when Blanka goes on talking how the jaguar is the most powerful animal of the amazon, and then recall that time he heard of a figher that self-identified as a jaguar and was super excited to meet him. Turns out it was just some guy kicking and screaming "jaguar" with a weird high-pitched voice every time he did anything. Blanka was thoroughly disappointed, and then advises the player that if they ever create their own fighting style, they need to think carefuly about how they'll call their special moves, because when your moves sound lame you've lost the fight before it even started. I didn't expect Blanka of all characters to give out hard burns like that!
Wow, that's some very interesting information!
Does Honda explain why his first name is Edmond, despite him being Japanese? Or does Blanka explain why his actual name is Jimmy? Granted, Capcom never confirmed if Blanka was actually born and raised in Brazil (but both he and his mother do live in Brazil, so I like to believe so)...
Maybe I'm this person right in front of you... nah probably not though.
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| "Re(8):SF6 Musings" , posted Wed 2 Aug 22:07
quote: Or does Blanka explain why his actual name is Jimmy? Granted, Capcom never confirmed if Blanka was actually born and raised in Brazil (but both he and his mother do live in Brazil, so I like to believe so)...
I haven't seen it, but Blanka's mom is by his side, and she's very proud of Jimmy. And Jimmy himself has a few conversations where he says he wants his mom to be happy and proud of him,so it's all very sweet all around. But no idea whether they were from Brazil before the plane crash or not.
Another scene I liked was Ryu explaining that since he travels a lot, he needs to wear normal clothes so he doesn't look like a hobo at the bordel patrol, and Chunli often helped him to chose clothes because he has no clue what he should wear. That's a cute friendly moment between the two characters who have surprisingly barely interacted with each other over their 30 years history of being the franchise's main faces (I mean, in official medias at least...). The game also explain how come Ryu and other poor people can afford to travel around the world all the time: plane tickets simply fall of the ground after you beat random people in the street, and they have no monetary value. THAT EXPLAINS SO MUCH.
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PSN: Ishmael26b XBL: n/a Wii: n/a STM: n/a CFN: Ishmael26b
| "Re(2):Touring" , posted Wed 30 Aug 23:52
quote:
I was a little surprised that the game doesn't let you clone a "master" outright. Then I realized it was probably intentional, to force players to make their own character.
Though I feel the restrictions are a bit too strict at times, and I'm not sure that was always intentional. Some of it is probably just a consequence of the Modern control scheme. For example, you can't equip both Ken's QCF+Kick and QCF+Punch moves, because you are only allowed one QCF move. Instead of giving the combination limited functionality within the Modern scheme, they just don't let you assign more than one QCF move.
Even weirder was Dhalsim's teleports. There is no conflict for the Special button assignment because they are split into two separate moves, and there also isn't a manual input conflict. But the game won't let you assign both directions to an Avatar, because they are treated as the same input method.
That's true, the World Tour was undoubtedly built with Modern control scheme in mind, so it's only natural the strengths and weaknesses of that mode was used for figuring out move placement.
Speaking of World Tour, what in the Sam Hill is going on with the character codes? From the looks of things, instead of being a code distilled from the formula used to make the character they are some sort of key to link to the original creation. This means that if the character is deleted or even slightly altered the code is invalidated. Who thought this was a good idea?
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PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
| "Re(6):AKI" , posted Thu 31 Aug 23:27
quote: Her personality is what worries me; judging from this trailer, her personality seems to be very similar to Juri's. Hopefully this is just a mistaken impression from the trailer.
Blurgh, yeah, this is what I was worried about above, too. Aside from the depressing mob of freaks and nobodies in SFIII, I can't think of any aggressively unpleasant or grotesque Street Fighter characters in the foundational years of the series. Even dictator was always over-the-top fun, and all the more so since he was upgraded to his Vegamoto voice. This sort of held until we first had to hear Juri's unpleasantly coarse (at least in Japanese) voice in SFIV, and then the nasty disaster of Necalli in SFV. As you said, at the criminally underappreicated Fang still felt like an old-time Street Fighter chara since he was so goofy, but Aki is just dreary in a Juri++ type of a way that I don't like. Maybe Capcom used to channel all its slightly grim or grotesque stuff into Vampire, where Aki probably belongs. Alas, following Final Fight and Justice Gakuen, Vampire was the next classic series to face a merger into Street Fighter, but this time not as successfully! It's all very odd, because given how nutty world tour mode apparently is, SFVI seems ways closer to the jolly old Justice ways, but maybe it's just an increasingly uneven balance, starting with the depressing SFIV OAV and continuing with SFV's super-variable fun/overserious bits and then the weirdo comic promo for SFVI.
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
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| "Re(7):AKI" , posted Thu 31 Aug 23:38
quote: As you said, at the criminally underappreicated Fang still felt like an old-time Street Fighter chara since he was so goofy, but Aki is just dreary in a Juri++ type of a way that I don't like.
Indeed. Personally, I think AKI could have FANG's goofy personality when it comes to dialogues, intros, ending, etc., while being a serious fighter during the matches. That would be a good way to set her apart from Juri while still being evil (?) and psychotic in her own way.
(I'm not too fond of Juri either, by the way, though I have to admit that her SF6 incarnation is a great improvement over her SFV self)
Maybe I'm this person right in front of you... nah probably not though.
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| "AKI, poison effect nerfed or effective?" , posted Tue 19 Sep 10:04
The character guide for AKI is on YouTube.
While most of the video excludes lifebars, they are visible from 0:38 to 1:12 while the video describes how poison works. And it honestly seems pretty weak.
It has been years since I've touched SF5, but I want to recall that FANG's poison effect remained until you hit him. AKI's poison effect still ends if she's hit, but it also simply times out after around six to seven seconds. The video also doesn't mention any additional effects, where FANG's poison apparently prevented both grey health and stun recovery?
It looked like half of AKI's poison ball damage was done on hit, with the other half coming from the DOT poison effect. While the damage does eventually add up, I'm guessing her damage output is going to be balanced around the maximum potential rather than the practical. (It looked like the on-hit did less than Chun-Li's standing HP, but the combined on-hit and full DOT were more?)
New for AKI is that some of her moves are modified when hitting an already poisoned opponent, "exploding" the poison effect and sending the opponent flying. But since the poison effect only lasts a few seconds, I'm not sure how useful this will actually be outside of combos.
Of course the other relevant factor is that it looks like AKI simply has a more effective moveset than FANG, though she also looks rather more complex to play.
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| "Re(3):AKI, poison effect nerfed or effective?" , posted Thu 21 Sep 15:44
quote: Has poison ever worked properly in a competitive game? I'm sure there are examples, but I forgot to turn on my brain this morning so I can't think of any.
It in fact has! But often not as a primary character gimmick. Poison in the Arc System Works games is actually quite powerful! for example Faust's poison in the GG games, it ignores low-health defense bonuses and ignores combo damage scaling, so against foes with high defense or low on life the damage is quite significant. Damage-over-time effects are often troublesome because their strength is in just passively occurring, but that "just passively occurring" feels bad in a game about action between two players. Universally you'll find that games with poison effects do not allow these effects to KO opponents.
quote: But as for AKI, I like the approach that Capcom is taking where no one is even bothering to worry about the balance of the poison since it's main use is to create vulnerability to greater damage. Her being able to string all that nonsense together into a damaging combo with good opportunities for re-poisoning seems to be what AKI is all about; shaving off health with the poison is just a nice bonus.
This also means that between her combos, EX combos, poison combos, and EX poison combos AKI is going to have A LOT to keep track of. I'm looking forward to being horribly confused by her for a bit and then going back to sitting on people with Honda.
I think with AKI, there's a few things going for the poison: - universally, there is no chip damage unless a character is burnout. AKI being able to deal damage to an opponent who is not in burnout puts an unusual pressure on them compared to others. - unlike previous games where the poison damage-over-time was all it had, here it has the additional effect of providing a more useful combo effect when struck, so there is additional threat and variety.
I think trying to play a character to its maximum potential is a very different proposition from just playing it at all, and hopefully it is not a huge hurdle to just be playing AKI. I fully expect that at a higher level of play she will have to make use of her poison timing and popping to have strong damage, but I wonder just how big the gap will be between using it haphazardly vs. using it well. She looks like she will be fun to just move around and strike the opponent with!
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| "Re(4):AKI, poison effect nerfed or effective?" , posted Fri 22 Sep 18:23
quote: I think trying to play a character to its maximum potential is a very different proposition from just playing it at all, and hopefully it is not a huge hurdle to just be playing AKI. I fully expect that at a higher level of play she will have to make use of her poison timing and popping to have strong damage, but I wonder just how big the gap will be between using it haphazardly vs. using it well. She looks like she will be fun to just move around and strike the opponent with!
The difficulty is going to be that Capcom will have to balance her twice, with or without poison, so it's going to be hard to find a good balance. Good without poison, better with => poison is just a gimmick that makes her snowball harder Bad without poison, very good with => how bad are we talking about, does she misses critical elements without it, and is the power boost worth starting the match depowered Bad with poison, OK with => no reason to play her, just another FANG. Very curious to see how she'll end up over the life of the game!
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| "Re(5):AKI, poison effect nerfed or effective?" , posted Sat 23 Sep 01:46
quote: The difficulty is going to be that Capcom will have to balance her twice, with or without poison, so it's going to be hard to find a good balance. Good without poison, better with => poison is just a gimmick that makes her snowball harder Bad without poison, very good with => how bad are we talking about, does she misses critical elements without it, and is the power boost worth starting the match depowered Bad with poison, OK with => no reason to play her, just another FANG. Very curious to see how she'll end up over the life of the game!
My guess is that she will be balanced around the full potential of poison. Capcom is invested in tournament play, and AKI is already going to have an uphill battle. Poison is a controversial mechanic even when it isn't particularly effective. AKI is also a weird design, both in moveset and in appearance.
People are not going to accept losing to her, and they are going to scream for her to be nerfed when they do. I honestly doubt Capcom intend to make her one of the stronger characters anyway; she doesn't look like a design Capcom intends to push.
The aspect that worries me most of all is the poison-assisted combos. Because of the reasons above, I've a feeling you are going to have to do a lot of work just to get results that equal what more accepted characters can do fairly easily.
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| "AKI, and not designing for Modern controls" , posted Fri 29 Sep 11:42
I've the feeling Capcom either isn't committed to the Modern control scheme, or they've simply not considered what it means for character design.
Unsurprisingly, AKI seems to be wholly unsuited to Modern controls. She simply has too many different moves and too many significant variations to fit within the simplified Modern controls, even when you allow for manual inputs. Worse is that she's also obviously built around maximizing her potential through her wide variety of normal and special moves, so losing so much probably hurts her worse than others.
I'm not even sure Capcom did that great a job in the conversion. Maybe there is some method to the madness that I've yet to discover, but her Modern controls seem like a half-random mess.
As for playing her, she probably has potential. She almost certainly has a high ceiling, but I wonder if it will be worth the effort. I don't see people winning tournaments with her, at least not for long. If anyone does, there will certainly be cries to nerf her. But if she isn't broken good, "serious" players will likely just go with easier alternatives.
Oh, she apparently has two different taunts with gameplay effects. One taunt has her creating a poison bubble of FANG's head that will poison an opponent on contact, but it is a really slow taunt and she also crafts the bubble *behind* her just to make sure that it won't hit anyone. The other taunt has her swallowing a vial of her own poison, this one apparently gives her 1 bar of super meter (which you won't see in the default training mode settings), but again it is so slow that you shouldn't ever be able to perform it in a real match.
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| "Re(1):AKI, and not designing for Modern contr" , posted Fri 29 Sep 21:16
quote: I've the feeling Capcom either isn't committed to the Modern control scheme, or they've simply not considered what it means for character design.
Unsurprisingly, AKI seems to be wholly unsuited to Modern controls. She simply has too many different moves and too many significant variations to fit within the simplified Modern controls, even when you allow for manual inputs. Worse is that she's also obviously built around maximizing her potential through her wide variety of normal and special moves, so losing so much probably hurts her worse than others.
I'm not even sure Capcom did that great a job in the conversion. Maybe there is some method to the madness that I've yet to discover, but her Modern controls seem like a half-random mess.
As for playing her, she probably has potential. She almost certainly has a high ceiling, but I wonder if it will be worth the effort. I don't see people winning tournaments with her, at least not for long. If anyone does, there will certainly be cries to nerf her. But if she isn't broken good, "serious" players will likely just go with easier alternatives.
Oh, she apparently has two different taunts with gameplay effects. One taunt has her creating a poison bubble of FANG's head that will poison an opponent on contact, but it is a really slow taunt and she also crafts the bubble *behind* her just to make sure that it won't hit anyone. The other taunt has her swallowing a vial of her own poison, this one apparently gives her 1 bar of super meter (which you won't see in the default training mode settings), but again it is so slow that you shouldn't ever be able to perform it in a real match.
That's some insightful feedback regarding the Modern controls!
I watched some videos of AKI, and in terms of fighting style, she looks very interesting. One thing I liked is that, despite being the new poison-user street fighter, her fighting style looks considerably different from FANG's, so if he's brought to SF6 in a future Season, they wouldn't feel repetitive. I also like the way she moves: graceful, but also unsettling.
On the other hand, in terms of personality, our concerns that she was acting too similar to Juri were confirmed: I was expecting (and hoping) that Capcom would make her more like a comical or goofy villain, or more emotionless, but she comes off just as Juri: a psychopath who enjoys causing pain and who will occasionally yell at the opponent... the only thing differentiating them in terms of personality is AKI's admiration/love/obsession for FANG.
It's a shame, because her fighting style and her character design are both excellent (her hairdo is weird yet fits perfectly with her, and her facial expressions are fantastic); with the right personality, she could easily become a major SF newcomer and have people demanding her return for every future SF game. Then again, maybe she will become that even with the repetitive personality anyway.
Maybe I'm this person right in front of you... nah probably not though.
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| "Re(2):AKI, and not designing for Modern contr" , posted Sat 30 Sep 06:28
quote: On the other hand, in terms of personality, our concerns that she was acting too similar to Juri were confirmed: I was expecting (and hoping) that Capcom would make her more like a comical or goofy villain, or more emotionless, but she comes off just as Juri: a psychopath who enjoys causing pain and who will occasionally yell at the opponent... the only thing differentiating them in terms of personality is AKI's admiration/love/obsession for FANG.
I like Juri, and I don't feel that they are too similar.
The driving difference from Capcom's point of view may be that AKI is an actual villain, while Juri is more of an antihero or part-time antagonist. Juri may have a sadistic streak, but she's the emo goth who tries to hide that she still has a nice streak inside of her.
Juri may inflict some arguably unnecessary extra pain and humiliation on her opponent in a fight, but I don't think she'll go around starting fights just to inflict pain. Maybe she'll taunt someone into a fight, but she'd probably keep it to words if the target doesn't escalate matters. Maybe she'll take a shot at someone who annoys her enough. But ultimately you'll just experience some pain and maybe some broken bones unless she has a reason to kill you.
Honestly, modern Juri seems to mostly just be hot rebellious goth for people who have a fetish for foot fetishes.
AKI's teaser trailer has her straight up murdering a seemingly random passerby just to watch him die of poison. Even if that person was a target, she seems to enjoys assassination and treats her killing as artwork. I don't think it is the pain for her, it is the poison and the death.
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PSN: Ishmael26b XBL: n/a Wii: n/a STM: n/a CFN: Ishmael26b
| "Re(2):AKI, and not designing for Modern contr" , posted Sat 30 Sep 06:41
Couple quick thoughts concerning AKI:
As Just a Person noted, AKI isn't a 1:1 clone of FANG. Instead, her attacks and general playstyle makes me think about what would happen if Yamazaki and FANG did the fusion dance and melded into one. That's not something I want to think about, but that's what being a fan of fighting games will do to you. All her animations are wonderful and whip between silly, bizarre and straight-up deadly. With her thousand and one moves I'm never going to be able to play her properly but I'm glad to see her in the game.
AKI is doing a better job of walking that line between goofy and grim than FANG initially did. For example, watching her deliriously imitate FANG's victory animation when she gets a perfect is funny, but it is also a reminder that a great deal of this dopy and deadly behavior has been groomed into her by FANG. She is like Juri in that they are both desperate for approval from others, but while Juri acts like a tsundere schoolgirl, AKI has blind adoration and affection for her master. She may be having a great time poisoning her opponents, but the source of her joy is that she's being a good student who follows orders.
Interestingly, SF6 is also giving a good boost to FANG as well. Not only does his new design look great, but the story of AKI also helps boost his malevolence. Every time you look at AKI you are reminded that FANG was willing to take in a street urchin and teach her to kill without question. With her complete willingness to kill and her blind devotion, AKI is the perfect reproduction of FANG. It's easy to extrapolate that at some point in the future AKI will brainwash the next generation of poison assassin and the cycle will begin again.
It's also interesting how the plotline is being advanced through AKI's addition. We now know that FANG is working to revive Shadaloo. Currently he is butting heads with JP but through his interactions with AKI it seems that JP is also interested in Shadaloo's return. Ed is going to walk into the middle of a mess when he gets released.
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| "Re(3):AKI, and not designing for Modern contr" , posted Sat 30 Sep 21:25:
quote: AKI's teaser trailer has her straight up murdering a seemingly random passerby just to watch him die of poison. Even if that person was a target, she seems to enjoys assassination and treats her killing as artwork. I don't think it is the pain for her, it is the poison and the death.
But did that person actually die? Assuming that her trailer takes place during her Story/Arcade Mode, we also see AKI about to stab her defeated opponents in the head in her victory animation... yet, in her ending, she states that she managed not to kill anyone, just like FANG demanded, so maybe the guy she poisoned just passed out and later woke up.
Then again, I get your point. Indeed, AKI seems to be the most dangerous of the two. I'd say SFIV's Juri looked just as murderous as her, but Juri seems to have mellowed out a little in SFV and now in SF6.
Maybe I'm this person right in front of you... nah probably not though.
[this message was edited by Just a Person on Sun 1 Oct 03:56] |
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