Whilst I’ve been hooked on Street Fighter III: 3rd Strike for a few years and am looking forward to seeing more of the fourth game, it’s easy to forget that the second game had a significant impact on my life as a gamer, as it did for many others. Although the title is rightfully praised for it’s evocative backdrops, memorable music and flawless structure, it’s the characters of the game that take centre stage - the inevitable crushing defeat a newcomer may face when meeting a particular adversary would lead them to use their opponent’s supposedly superior moveset to battle through their next playthrough…only to be stricken down by an opponent previously thought to be a pushover. The 12 (or 16 if you’re playing Super) stars of beat ‘em up history are undoubtedly what makes the Street Fighter II series so special, as it demonstrates a remarkable balancing act of strenghs and weaknesses between characters which makes it hard for someone to pick a character who can easily beat all corners with little need for tactical variety (and let me stress that by “someone” I mean your typical man on the street - no doubt the obsessives would argue about tiers and unfair advantages, but when you only have time (and money) for a couple of plays at a seaside pier you don’t think about these things.)
In order to appreciate the variety of these characters, and the balance of movesets and their various blends of damage, range, defence and whatnot, one needs to do the only sensible thing, and dust off their cabinet/copy of Anniversary Collection/XBLA library/SNES/MAME database for a hands-on trip down memory lane. Which is just what I did today, digging out my ROM of Champion Edition and taking Ryu through some of the most cherished memories of any veteran gamer (again, it’s worth remembering that despite the increasingly anal perfectionists compiling excruciatingly detailed databases of damage conditions, frame data and God knows what else, this game used to be played much more casually by people who couldn’t afford to piss away 10ps memorising such details, so my recollections will have a hint of the average player about them.)
Firstly, Street Fighter II (CE, but I’ll probably continually shorten it to SF2 during this post) is difficult. On the one hand, this might seem as something of a surprise, especially coming from a 3rd Strike obsessive who whips through 8* arcade mode to kill time, but on the other hand it’s worth remembering that this is an arcade game first and foremost, designed to get ever harder so that it coaxes ever more money out of determined players. Now at first, it doesn’t seem like a particularly hard game. Oh sure, it’s a bit of a challenge, as it’s meant to be, but the challenge comes from learning about each of your opponents - when they are dangerous, when they are vulnerable - and exploiting the windows of opportunity you find…and that process of learning and exploitation won’t eat up too many of your credits, because the specials aren’t so damaging that you’ll die before you’ve understood what makes your opponent tick. Following this evening’s playthrough, discovering the pros and cons of each character’s moveset is what makes the game so appealing; Blanka’s ridiculous somersaulting leap into the air where he comes crashing down on the player might catch them by surprise at first, but maybe once they know to expect it they could perform a speedy getaway (say, a Spinning Bird-Kick to the other side of the screen if they’re using Chun-Li) before it’s too late.
However, if there’s one point in CE where the difficulty of the game and the importance of knowing the movesets hammers home, it’s during the final few enemies. Sagat, Vega, Bison and Balrog all have some ridiculously strong specials: Sagat’s uppercuts, Vega’s “climb around the background then dive” thing, Bison’s Psycho Crusher, Balrog’s ridiculously strong punches - they all mess up a player’s health bar really badly if they’re not expecting it, and they all caused me a lot of finger cramp as I tried to escape these deadlier moves. I think that, of those four, it was Vega who received most of my anger and hatred. Doing massive dives and taking huge chunks from my lifebar is one thing, but doing it after climbing up the background, which no-one else can do? Grr. Every time he began the climb, my heart sank as I prepared to get annihilated.
But anyway, whether it’s Vega or another boss - or even whether it’s a boss or a standard character - the variation of fighting styles always encourages you to keep changing your own style, all without feeling too unfair. Well, usually.
I’ll admit that there’s not much point to this blog, it’s just a little nostalgia trip that I thought I’d share with you (not that I’m saying that my thoughts were clouded with nostalgia when playing - SF2 is as intense an experience today as it ever was). Nevertheless, I hope you’ve enjoyed what I’ve had to say. Before I go though, I’ll offer a few playing habits I found myself sticking to during this playthrough, for anyone who wants to get back into old-school SF2 (shoto) action.
Strong normals are more valuable than you think. Normally I stick to specials to keep enemies at a distance and create damage, and sometimes I use light normals when pressured, but strong normals frequently proved to be a convenient escape, and one that only required a single button-push.
Throws are great for causing damage and creating distance. I mainly know this because during my playthrough I was on the receiving end of quite a few, and it was usually when I only had a small chunk of my lifebar remaining; it eventually led to me keeping my distance if I was in danger, lest a throw finish me off. However, if you find yourself cornered, a throw is a convenient way to create some space and back off whilst they’re recovering.
Tatsu escapes from corner traps are fairly handy. Essentially as useful an escape as a throw, they’re best used when the enemy is airborne (natch). Again, Blanka’s crazy somersaulting is an apt example of when to use a tatsu to get the hell out of there.
Best of luck!












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The Courteeners @ The Met Lounge, Thursday January 31, 2008
Tipped to be one of the hottest new acts for 2008, last month saw hundreds of people gather to see NME darlings, The Courteeners perform in front of a sell-out crowd at city club, The Met Lounge.
Although the temperature outside dipped to below freezing levels, things soon heated up when the first few acts began to emerge.
Main support came from super-slick rock and roll band, Vincent Vincent and The Villains, who’s vibrant, hip-swinging tracks ‘On my own’ and ‘Pretty Girl’ left a lasting impression on the crowd.
After short break between sets and a couple of drinks later, fans began to hoard on towards the dancefloor where indie sensations, The Courteeners took to the stage.
With a notable resemblance to fellow Manchester rock hero, Liam Gallaghar, Courteeners front-man Liam Fray quickly glugged down his Jack Daniels, grabbed his guitar and bashed out the first track of the night, Acrylic.
Polished guitar riffs and captivating lyrics, it was suprising to see fans reciting lyrics word for word, bearing in mind that their debut album is yet to be released.
There is no doubt that songs such as If It Wasn’t For Me and Kimberly will go on to become true indie anthems.
The Peterborough crowd were fuelled with passion when Liam solely went on to perform a string of acoustic tracks.
Fray, who is renowned for making controversial headlines revealed a softer side to him, commenting on Peterborough’s ‘beautiful’ landscape. He told local press that “Peterborough is the urban equivalent of heaven, it has a lovely cathedral.”
Tieing up the night with an ecstatic performance of their latest track, “What took you so long?”, fans went on to meet and chat to Liam after the show.
by Nicola Fox
Tags: acrylic, kimberly, liam frey, the courteeners, the met lounge, vincent vincent and the villains
By Dan Thornton at 30 Mar, 2008 | No Comments