Saturday, December 20, 2008
Akuma vs. Chun-Li
(continuing mini-series inspired by Super Street Fighter II Turbo HD Remix)
Adding to the losing-streak frustration, Akuma introduced improbable* juggle combos, like the hurricane kick into a dragon punch devastator, or the oh-it's-not-over phenomenon illustrated here (much to Chun-Li's chagrin).
* Unexpected by traditional Street Fighter physics, as opposed to Mortal Kombat and Killer Instinct, with their longer-combos-make-for-better-games strategy. Capcom later came around on this point, allowing ludicrously long and involved cartoony combos in Marvel vs. Capcom and the like. That's about when I lost interest.
To say I was into Street Fighter would be a monumental understatement. I spent a downright unhealthy amount of time devoted to the series. Like countless others, I got into the amazing SFII arcade game, then absolutely HAD to own a Super NES when Capcom made the first home version (I still can't believe they released that Genesis version with the music sounding so bad). SFII Turbo came out; bought that. Super SFII came out; bought that. SF Alpha 2 came out; bought that, even though most other gamers had moved on to Playstation. I picked up most any magazine, strategy guide, or art book I saw on the game. I have a few collector's cards. I never bought any action figures or statues, although I'm sure I at least entertained the thought momentarily. And now you can actually buy limited edition Street Fighter clothing. I'm not planning to rock the Shadaloo soldier style, but if they did this 15 years ago... who knows, I might have been unable to resist.