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Street Fighter III: 3rd Strike Online 1UP Community Q&A

posted Aug 10, 2011, 3:49 AM by Ric Lop   [ updated Dec 27, 2013, 10:08 AM by sf3forever ]


Street Fighter III: 3rd Strike Online 1UP Community Q&A

(PS3XBOX 360)

We speak to Capcom regarding your questions and get some answers.

The 1UP Community asked and Capcom answered. We grabbed a bunch of questions from this 1UP Community Q&A thread before our demo of Street Fighter III: 3rd Strike Online Edition. Capcom special combat advisor Seth Killian and producer Derek Neal were on hand, and answered a bunch of your questions. IGN's Mark Ryan Sallee also contributed to our conversation. You can find out what they had to say in the transcript below. If you want to learn more about why SF3:3SOE is considered arcade perfect, check out that story out here.

Yerffejk: Is there a quick rematch option in one of the lobbies? This was a feature lacking from every version of SF4, and I hated it. You did too.

Special Combat Advisor Seth Killian on the left, and producer Derek Neal on the right.

Derek Neal: The player match mode has quick matches, but the winner stays and the loser rotates. So the next guy in the line will immediately come up and go again. In the offline local match mode, there's a quick rematch feature that lets you immediately play again with the same guy and the same characters if you want. We can't do that on online ranked mode, because then people could exploit the system and abuse it and stuff. Otherwise we'd have it there as well.

Seth Killian: But in a two person lobby you would be able to play with your buddy and go right back in there. Ranked mode or otherwise it would be like, "Hey, you don't care about your score in this game. Just let me have a perfect record of 8,000 wins and you have 8,000 loses."

Lanz: Can we expect the netcode for Online Edition to be used for future Capcom fighting games?

SK: We will see. It's a case by case basis. We've talked before that it's not going to be in Street Fighter X Tekken. They're revisiting the netcode issue and try to do something new and interesting. But I will say that it's much easier to put GGPO into a game like this with sprite-based animation because basically today's processors are so much more powerful than it takes to render a game like this.

Mark Ryan Sallee: Would that mean you're bringing back sprites?

SK: No. (Laughs) Sprites confirmed. No, it's more of a challenge with a 3D modeled game, like you would see in a SF4 and MVC3. I do think it's possible there someday, so we hope to see it again. We're big fans so we'll find a way to get it in something soon.

Treleus: What was the motivation behind releasing this online edition of Street Fighter III? Has there been much fan feedback requesting this Street Fighter subseries' revival or is it more to complement the success of Street Fighter IV?

DN: This is a game that's had a really long history or tournament support, and it's had a fan base that's loved and supported it. And we really wanted to take one of the best games that Capcom has ever made and give it a great feature set to accompany it. There hasn't really been a console port that has done it true justice, and so this is our first chance to really do that. We're really excited to be able to bring that to the fans.

MS: Even at the early EVOs when they were getting away from arcade cabinets, they were still using arcade boards to play this right?

DN: Yeah, it was I think it was on Super Guns one year.