Como STREET FIGHTER 4 MUDOU os jogos de luta | com @punhodragao e @Velberan e @Keoma
TURN ON THE SUBTITLE! Street Fighter 4 to PS3 and Xbox 360 revolutionizing with combos, ost and a cinematic opening intro. Then it came out as Ultra Street Fighter 4 on PC and even Android on mobile, but someone didn't want the game to be released and an employee nearly died in the process. Discover the story of Yoshinori Ono, Capcom theme and song creator who became the producer and creator of the CPT, the Capcom Pro Tour and who did many things for Street Fighter IV to be born and do everything we know he did. Let's find out together how this happened, alongside interviews with those directly affected by the game. Become a member: https://www.youtube.com/channel/UCyxZ... Editor: Thiago Nascimento: / thigsnascimento Yoshinori Ono joined Capcom in 1993 as an engineer and sound engineer and participated in the production of Street Fighter Alpha as well as the opening music for Street Fighter 3. After that he became the sound director of the Onimusha series until becoming a Capcom producer on 2004 where he tried to make Street Fighter 4, but Keiji Inafune wouldn't allow it. One idea was to make Street Fighter a turn-based game like a card game. Street Fighter IV Flashback, designed by Udon, would even have a 3D adventure mode, but it ended up becoming the Super Street Fighter II Turbo HD Remix, as Capcom didn't want a Street Fighter IV, ending the franchise. Ono put references to Street Fighter in Onimusha 4 Dawn of Dreams, went to events, asked journalists to post about Street Fighter and after Street Fighter 2: Hyper Fighting had good sales on Xbox Live Arcade, he got approval even if Capcom didn't believe in the project . Street Fighter 4 would be in 3D, but Ono didn't accept it, he saw the Battle Fantasia game from Arc System Works and decided for 2.5D graphics with Takashi Nishiyama's Dimps, but imitating Street Fighter 2 in physics, characters and scenarios. Street Fighter 4 gameplay was led by KOF XV's Yasuyuki Oda, with Third Strike parrying facilitated for 1 frame combos in Street Fighter 4. Originally the Focus Attack would be the same as KOF XV's Shatter Strike. Every Street Fighter IV Ultra Combo was inspired by the EVO Moment 37 as comeback mechanics or Revenge. Abel, Juri, C. Viper, Seth, and the new characters are audience preference surveys. The graphics and design are painting in motion inspired by illustrations by Akiman, Kinu Nishimura, Ikeno and Capcom illustrators, using a shade like the intro. Street Fighter 4 Xbox 360 and PS3 was released after Super Street Fighter 2 Turbo HD Remix and sold 3 million copies in 1 month just based on Street Fighter 2, more than twice as much as Street Fighter V. 5 months later Super Street Fighter IV was announced promising to be the last version, then Super Street Fighter 4 Arcade Edition and Ultra Street Fighter 4 were released, as well as animes, mangas, HQ and various merchandisings. The eSports scene grew, the FGC grew, several tournaments were set up and the Capcom Pro Tour was created, the CPT. As a result, Ono almost died due to dedication, being hospitalized and then returning to work under Capcom's orders. Yet Yoshinori Ono helped change the lives of many players like Keoma, Chuchu, Dragon Fist, Bia Chun-Li and many others. FOLLOW ME / renatocavallera / renatocavallera 00:00 Subscribe - Target 100k Fighting Game Fans 00:27 Yoshinori Ono's Story with Street Fighter 02:01 Capcom, the end, Street Fighter IV Flashback and the plan 06:36 How to make Street Fighter 3D in 2D 10:13 Revisiting Street Fighter 2 11:39 Street Fighter 4 gameplay - Ultra Combo, Focus Attack and KOF XV 15:22 Street Fighter 4 is a painting in motion 18:15 Sales, Super Street Fighter IV and Ultra Street Fighter IV and the CPT 20:59 Yoshinori Ono almost died from almost fighting games 23:31 Testimony of Keoma, Chuchu, Diorod, Bullshit, Dragon Fist and more 27:48 Support, help, subscribe! The Secrets of Games channel has the mission to bring new or rare content about the best and most top games in the world. Telling the stories of games and their development behind the scenes. Thank you so much for watching. It's very important to me. I'm Renato Cavallera and my challenge is to surprise you, and I won't rest until I make it! Good! Don't forget to like it, subscribe and click on the ALL option on the bell.

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