
A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Showing posts with label gouki. Show all posts
Showing posts with label gouki. Show all posts
Wednesday, May 20, 2026
Bookmark This Page; 30 years of Street Fighter, 30 Days of Characters
Street Fighter is my favorite fighting game series by a mile. If you want to learn about my favorite characters from the SF universe over the past 30+ years then Bookmark This Page.
Wednesday, August 21, 2024
Ryu Final, the real Street Fighter III and IV, part 2 - A 1UP classic from January 31, 2008
Good morning friends, there's not much news to report today. Some family issues that I will see about later in the day, plus lawn mowing of course. Things are holding steady but right now I have to get back to work, one of the projectors blew a bulb so that's going to cost somebody money. Let's get back to the second (and final) book of Ryu Final. WARNING: if you would rather wait for the translated issue next month then skip today and tomorrow's blog. I will be talking about everything that happens in great detail.
This story does not begin with Ryu but the lessons learned are just as important as everything we saw in the first book. This is the story of Sagat, rather the lessons of Sagat. As the story starts we see Hugo's diesel truck parked outside of a temple in the heart of Thailand. Hugo is taking swings at Sagat. Although he towers over the mighty Thai, he is unable to land a solid hit on him. Sagat is motionless and allows Hugo to throw punches that don't seem to faze him. In a fit of anger Hugo lifts the stone head of a Buddha and throws it down on Sagat. It shatters into a million pieces and this gets a reaction. Sagat takes down the mighty giant with one kick. He then remembers his life of fighting.
The battle is over in a few hits.
THE END.
Now do you know why I am so critical of the Udon books? Why can they not write or draw anything as epic as Ryu Final? So what can we make from the end of this book? Well aside from the near-impossible surviving from a punch through the chest we can take many things for the future of the series in canonical and videogame terms. His surviving a death blow was foreshadowed by Sagat at the beginning of the book. Ryu returns not as a messiah but as a true martial artist. Ryu has learned to harness the power of a killing strike in his Fist of the Wind and seems to have finally completed his journey. From this point on he should hold a place of great importance in the universe, the transition from fighter to master. From this point on Ryu is no longer the intro into the world, or should not be. I am speaking in manga and videogame terms. From this point on Ryu should be something more... What should we expect if Capcom creates a true Street Fighter IV and not a II.5?
As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

This story does not begin with Ryu but the lessons learned are just as important as everything we saw in the first book. This is the story of Sagat, rather the lessons of Sagat. As the story starts we see Hugo's diesel truck parked outside of a temple in the heart of Thailand. Hugo is taking swings at Sagat. Although he towers over the mighty Thai, he is unable to land a solid hit on him. Sagat is motionless and allows Hugo to throw punches that don't seem to faze him. In a fit of anger Hugo lifts the stone head of a Buddha and throws it down on Sagat. It shatters into a million pieces and this gets a reaction. Sagat takes down the mighty giant with one kick. He then remembers his life of fighting.






The battle is over in a few hits.










THE END.
Now do you know why I am so critical of the Udon books? Why can they not write or draw anything as epic as Ryu Final? So what can we make from the end of this book? Well aside from the near-impossible surviving from a punch through the chest we can take many things for the future of the series in canonical and videogame terms. His surviving a death blow was foreshadowed by Sagat at the beginning of the book. Ryu returns not as a messiah but as a true martial artist. Ryu has learned to harness the power of a killing strike in his Fist of the Wind and seems to have finally completed his journey. From this point on he should hold a place of great importance in the universe, the transition from fighter to master. From this point on Ryu is no longer the intro into the world, or should not be. I am speaking in manga and videogame terms. From this point on Ryu should be something more... What should we expect if Capcom creates a true Street Fighter IV and not a II.5?
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Monday, August 19, 2024
Ryu Final, the real Street Fighter III and IV - A 1UP classic from January 30, 2008
Welcome back friends. We're here to talk about Ryu Final, the last book Masahiko Nakahira created for Street Fighter. The book was set in the SF III continuity, to be precise it is set during 2nd Impact: Giant Attack. Nakahira never did a SF II book for Capcom, those were covered by Masaomi Kanzaki and Mami Itoh. So how does Nakahira's story go? How does it progress? If you read it once then go back through you'll notice that everything that went into this story was done so deliberately. Every character, location, fight and moral was done with forethought. Nakahira is a genius when it comes to plotting the events of his book. He doesn't just plot out a linear story but carefully intersects flashbacks which keeping you turning the pages. The weakest part of his story is better than anything I've seen with Udon. Overall it is perfect storytelling and great art combined. Let's touch on the events of the first collected book.
Ken and Ryu are much older, stronger and wiser than when we last saw them. They are possibly at the peak of their abilities. Ryu begins the tale, he is training in the shadow of his old dojo. He remembers the lessons learned from his master Gouken. Nakahira presents Ken and Ryu younger than they appeared in the Zero books, as young as they appear in some Udon flashbacks. The sage advice is not lost on Ryu as he remembers, in Jedi style, that he and Ken are part of the living, breathing world, not apart from it. It is up to Ken and Ryu to catch a falling leaf, the task sounds simple but has profound meanings. In almost all the Nakahira books you see a big oak tree and leaves come up time and again. The leaves and lessons of Gouken also return in the ending credits of SF III: 3rd Strike. The cycle of growth and change, the eternal strength with roots deepening as they grow. The hard training of Ryu and the trees that shake with his blows are inspired by actual accounts of Mas Oyama's tremendous power.
At this point of the story Ryu has pretty much hit rock bottom. This is important because he must be rebuilt as a person and as a fighter. The battles he has had in the past, against opponents like Sagat and Vega should have made more of him. Instead he is still locked in the rigid system taught to him by his master and unwilling to progress. It is up to Oro to show Ryu his true potential or kill him in the process. Somewhere in Germany Ryu's first battle turns out to be against the giant Hugo. The battle is brutal on Ryu as Hugo dominates him for most of the match. Pounding him into the ground and throwing him like a ragdoll, Hugo is a force of nature against Ryu. Nakahira uses exaggerated perspective to make Hugo appear 20 feet tall rather than the 7'8" he is. This is in the same dramatic technique that Tetsuo Hara would do to make gigantic opponents for his Kenshiro to battle. After losing for most of the match Ryu is able to defeat Hugo with a well placed dragon punch to his stomach.
The next battle Ryu faces is nowhere near as easy as the battle with Yun and Yang. Dudley the boxer, the undisputed heavyweight world champion, wishes to challenge Ryu. You would think that with Oro as his new master he would have become a better fighter by now. Dudley beats the tar out of Ryu and has a counter for every move. Ryu is simply not fast enough to catch the champ with his guard down. Even his dragon punch is caught and countered. Round 1 goes to Dudley but Ryu will not stay down.
Oro wonders how Ryu will face his opponent now. Dudley is the culmination of the boxing arts, possibly the oldest fighting arts in the world, dating back thousands of years. Boxing is a refined sport, called the sweetest science by practitioners. Embracing the culmination of the art Dudley represents a fighter in the purest sense of the word. He is taller than Ryu and has a longer reach than Ryu, there is no way he can get caught by Ryu's blows. A pure fighter cannot be defeated by traditional strategies and technique. Ryu has learned that he is not fast enough for a special move, he has also learned that he can't always out-muscle his opponents. In order to evolve he must be willing to change his strategy. He decides to use the force of a killing strike but use it in a new way. In one strike they go at each other with everything they have.
End of book 1.
As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

Ken and Ryu are much older, stronger and wiser than when we last saw them. They are possibly at the peak of their abilities. Ryu begins the tale, he is training in the shadow of his old dojo. He remembers the lessons learned from his master Gouken. Nakahira presents Ken and Ryu younger than they appeared in the Zero books, as young as they appear in some Udon flashbacks. The sage advice is not lost on Ryu as he remembers, in Jedi style, that he and Ken are part of the living, breathing world, not apart from it. It is up to Ken and Ryu to catch a falling leaf, the task sounds simple but has profound meanings. In almost all the Nakahira books you see a big oak tree and leaves come up time and again. The leaves and lessons of Gouken also return in the ending credits of SF III: 3rd Strike. The cycle of growth and change, the eternal strength with roots deepening as they grow. The hard training of Ryu and the trees that shake with his blows are inspired by actual accounts of Mas Oyama's tremendous power.



At this point of the story Ryu has pretty much hit rock bottom. This is important because he must be rebuilt as a person and as a fighter. The battles he has had in the past, against opponents like Sagat and Vega should have made more of him. Instead he is still locked in the rigid system taught to him by his master and unwilling to progress. It is up to Oro to show Ryu his true potential or kill him in the process. Somewhere in Germany Ryu's first battle turns out to be against the giant Hugo. The battle is brutal on Ryu as Hugo dominates him for most of the match. Pounding him into the ground and throwing him like a ragdoll, Hugo is a force of nature against Ryu. Nakahira uses exaggerated perspective to make Hugo appear 20 feet tall rather than the 7'8" he is. This is in the same dramatic technique that Tetsuo Hara would do to make gigantic opponents for his Kenshiro to battle. After losing for most of the match Ryu is able to defeat Hugo with a well placed dragon punch to his stomach.



The next battle Ryu faces is nowhere near as easy as the battle with Yun and Yang. Dudley the boxer, the undisputed heavyweight world champion, wishes to challenge Ryu. You would think that with Oro as his new master he would have become a better fighter by now. Dudley beats the tar out of Ryu and has a counter for every move. Ryu is simply not fast enough to catch the champ with his guard down. Even his dragon punch is caught and countered. Round 1 goes to Dudley but Ryu will not stay down.

Oro wonders how Ryu will face his opponent now. Dudley is the culmination of the boxing arts, possibly the oldest fighting arts in the world, dating back thousands of years. Boxing is a refined sport, called the sweetest science by practitioners. Embracing the culmination of the art Dudley represents a fighter in the purest sense of the word. He is taller than Ryu and has a longer reach than Ryu, there is no way he can get caught by Ryu's blows. A pure fighter cannot be defeated by traditional strategies and technique. Ryu has learned that he is not fast enough for a special move, he has also learned that he can't always out-muscle his opponents. In order to evolve he must be willing to change his strategy. He decides to use the force of a killing strike but use it in a new way. In one strike they go at each other with everything they have.

End of book 1.
As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Tuesday, March 19, 2024
Gouki in Street Fighter 6, the greatest fighting game villain has returned
Hello friends, I want to say thank you for visiting the blog, even though I am posting old 1UP blogs on Monday, and Wednesday, and trying to come up with new content on Fridays. I noticed in the past week I’ve gotten a significant bump in views following the release of the new Gouki / Akuma reveal trailer for Street Fighter 6, and more recently the first character voice trailers for the next Garou City of the Wolves. I put together a few words on what I picked up in the first trailer.









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Monday, June 27, 2022
The greatest fighting game boss returns to Street Fighter 6, a look at Gouki
Gouki / Akuma is slated to return in Street Fighter 6. Of the countless fighting games that have come out over the past 40+ years there is one boss character that I consider the greatest of all time. I’m certain that many would agree that Gouki is the bar by which all fighting game bosses are measured. There have been many great boss characters throughout history. Revenge against Geese Howard drove the plot in the Fatal Fury series. Then there was the villainous Heihachi Mishima, and his attempts to kill his own son in the Tekken tournament. Plus Bilstein set the galaxy on fire in Star Gladiator, and his ghost came back to continue his path of destruction in Plasma Sword. Despite all those great titles Gouki was still head, and shoulders above the competition.



Thursday, June 28, 2018
30 years of Street Fighter: 30 years of Characters #3
For the 30th Anniversary of Street Fighter we've talked about Ryu, the hero of the series. We've talked about Sagat, his great rival and the template for a memorable martial arts boss. We've even talked about Vega / The Dictator as a way of redefining what a final boss villain could be. With every fighting game that's ever been and that will ever be, there is one boss that is considered the gold standard. His name is Gouki. You might know him as Akuma. He represents the peak of the mountain, the ultimate fighter if ever one existed. Designed with a frightening appearance he has elements pulled from Asian mythology, including demons, the afterlife, and even lions. His origins are part of a larger narrative. He is the estranged brother of Gouken, the master of Ken and Ryu. He murdered his master and his brother in a fit of rage. He is as complex as he is intimidating. The best renditions of the character coming from the talented hand of Bengus, one of Capcom's best artists.
The origins of Gouki are obscure, owing more to an April Fool's prank rather than clever planning. The long defunct EGM magazine invented a character named Sheng Long who was supposedly the master of Ken and Ryu. He could only be fought under certain conditions. Capcom decided that they should introduce a version of this mythical fighter in one of the final Street Fighter II upgrades for the arcade. His debut in Super Street Fighter II became the stuff of legend. He only showed up at the end of the game if certain conditions were met. He absolutely destroyed Vega before the match started. His moves were far more impressive than Ken or Ryu's. He could throw fireballs while leaping, he could even teleport across the screen. He showed that even the best Street Fighter bosses were far beneath him. His popularity really took off as he was formally added as a playable character in the Street Fighter Zero series. He had his own story and ending to help explain his purpose in the universe. Gouki wasn't the main boss for every character in the Street Fighter universe and that made sense. He wanted to fight the best ever, and in particular see if his brother's students were any good. He was reclusive and you had to work hard to find him and even harder to beat him. He embodied every quality that made for a memorable final boss.
No studio was able to recreate what Capcom had stumbled into. After 30 years we have yet to see a boss character in the series that holds a candle to Gouki. Part of the reason why is because most developers, including the current Capcom stable, have a limited approach to their villain designs. They often create one-dimensional bosses, pure evil with amazing powers and no redeeming factors. Gouki was a murderer, that would never change, but he fought with his own code. He didn't kill everybody he ran into. He was obsessed with a worthy challenge. This was best explained in a drawing by Bengus. Gouki, selling fruit, probably by the side of the road. Earning some money to buy provisions and supplies. He could take whatever he wanted but he was no thief. He only became a monster when a fight was at stake. Gouki looked supernatural, he looked demonic but the thing that made him better than every boss character was his humanity. Gouki could have been a real person with a killer's instinct and that is truly frightening. It may be 30 years before Capcom ever creates a villain as memorable. What do you think about this character? Please let me know in the comments section.
If you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
Wednesday, August 23, 2017
How age and gender helped make the Street Fighter cast unique...
Working on the blogs about Ed in Street Fighter V and Allen Snider in the EX series I was reminded about how important legacy designs were to the creation of new fighting game characters. If you were a fan of fighting games, a budding designer or an artist looking for new ideas I wanted you to think about your favorite characters. Try to break them down and see what it was that you liked about them. Was it the moves and abilities they had? Was it their temperament and attitude? Did they have a unique costume or a unique look? Was it perhaps a combination of multiple elements? When exploring the details that went into making Ed I challenged the readers to try to do the same thing. Take any two favorite characters from the Street Fighter, or any fighting game series, and try to combine their design elements. Or take an existing character and try to make a young version of them, for bonus points try to change the sex or ethnicity of the character. How would they appear when compared to the rest of the cast? If a new character was done well then most people didn't notice these elements. For example Juri from Street Fighter IV was based very much on the elements that created Chun-Li. The costume, looks and moves of Juri and Chun-Li were very complimentary. This was no accident. Almost 10 years ago I wrote about the symmetry of Street Fighter.
I said that one of the reasons Street Fighter II became an iconic game was because of how the characters were balanced. I'm not talking about how the fighting mechanics were balanced, but instead how each of the main characters had a sort of visual rival. It didn't matter if it was a friendly rival or an arch rival. Ken had Ryu, this was a literal balance, but Ryu also had Sagat, which was an asymmetrical balance. Having two main stars in the game created a trend that would be used by other studios. Ryo and Robert in the Art of Fighting, Akira and Jacky in Virtua Fighter, Haohmaru and Genjuro from Samurai Spirits were other examples of balanced main characters. There was something that the team at Capcom added to make the lineup more unique in the Street Fighter Zero / Alpha series. They weren't afraid to play with the roles and genders as well. Sakura was very much a girl version of Ryu. She had her own rival with Karen, who was like a girl version of Ken. These rules also applied to villains.
Having a younger rival was an excellent way to expand a character library. Sakura for example wanted to become a great fighter like the person she idolized. She trained very hard and even dressed a little bit like Ryu, with a similar headband. Then there were young rivals like Adon who wanted to dethrone their mentor. Ed was similar in this regard. People in Shadowlaw fought their way to the top. The four generals in the organization represented the most dangerous fighters in the universe. M. Bison the Boxer, Balrog the Claw Assassin and Sagat the Muay Thai champion were brutal opponents. Their boss Vega / the Dictator was absolutely ruthless. If Ed hoped to remain in their presence then he would have to surpass them. In his ending in Street Fighter V it is suggested that he might organize his own group to take over Shadowlaw. This wasn't the first time that a young character was created with the intent to replace and established fighter. In the early stages of Street Fighter III development the people at Capcom looked at only having Ken and Ryu return. They enjoyed the success of the World Warriors introduced in Street Fighter II. So they wanted to create a new cast with similar archetypes.
Two of the characters that were far along in the design process were Cammy and T. Hawk. They were going to be the updated version of Chun-Li and Zangief respectively. Plans for Street Fighter III were scrapped and these new figures were introduced in the upgrade called Super Street Fighter II: The New Challengers. The team at Capcom did a good job of recreating the archetypes without making these new characters look exactly the same as the veterans. Chun-Li was a special agent for Interpol. Her Chinese heritage was reflected in her costume. Cammy was a soldier working for Delta Red, her uniform looked more militaristic. Zangief was a powerful figure with some hard hitting slams. He was a Russian fighting for the pride of his homeland. T. Hawk was a native character, younger and bigger with equally powerful slams and protective of his reservation. By making the new fighters slightly younger it meant that they might be brought back in sequels, along with Ken and Ryu as older, more mature fighters. The thing about this school of design was that it worked almost as well when introducing older characters into the series.
When planning out Cammy the studio wanted her team to be as unique. One of the members, Lita Luwanda, was a weapons expert. She also had long blonde hair, a green leotard and the trademark red beret. She could easily be mistaken for Cammy's older sister. The style of this character complimented the other fighters very well. She could have popped up instead of Cammy in a Street Fighter sequel and I think audiences would have enjoyed her and the massive sword she used. A designer could push the age of the character to the far end and still find a fit with the series. Gen and Oro were elderly fighters that worked well in their respective appearances in Street Fighter Zero and Street Fighter III. Gouken, the elder master of Ken and Ryu had been written about for years but had only appeared as recent as Street Fighter IV in 2008.
Gouken, Ryu and Sakura had a similar form of fighting but the differences between the three were very profound. If you are designing characters for a story, game or comic look carefully at how Capcom distinguished the trio. Gouken was at the peak of his abilities, every move that he had oozed power. He had techniques that were not yet known to Ryu or Sakura. He could perform the famous fireball attack with one hand, showing how much more advanced he was than the younger stars. Sakura was in the early stages of her abilities. She couldn't yet perform a proper hurricane kick so she would spin on her sneakers across the floor. Her fireball lacked the speed and range of the old master. Ryu was closer in terms of moves and abilities to Gouken than Sakura. Although the three had similar techniques, they all employed different strategies in the game. If you are thinking of designing your own fighters remember that characters can be from the same school but they should not all play the same. Gouken, Ryu and Sakura played as uniquely as they looked.
When development got started on an actual Street Fighter III Producer Tomoshi Sadamoto and Designers Yasuhiro Seto, Tomonori Ohmura and Obata Shinichiro were very mindful of the things that went into the creation of the original Street Fighter and Street Fighter II. They decided that only Ken and Ryu should return and there would be a new story and new main villain. The duo were joined by a new library of fighters and styles. Dubbed the "New Generation" these fighters were not necessarily based on previous characters but there were some similarities to them. The new heavyweight, Alex, was a hybrid fighter, with both strikes and grapples in his arsenal, similar to Adon and Birdie. Necro had stretchy limbs and electrical attacks, similar to Blanka and Dhalsim. Hugo was originally planned as the super-heavyweight, the Zangief of the game, but his sprites weren't ready until a few months after the game debuted. The two characters that were most similar were the brothers Yun and Yang. In design and temperament they were like a young Ken and Ryu. They even had a familiar red and white color scheme. If the developers made one mistake it was in having the moves of Yun and Yang be too similar, making them redundant. It took Capcom plenty of sequels to make the library of moves between Ken and Ryu unique. They forgot this while planning out Yun and Yang, and as such they didn’t take off as well as the studio had hoped.
Capcom didn't always get the designs perfect the first time they were released but they quickly adapted. Well, at least they used to. For a long while every time they put a karate character in the game they played similarly to Ken and Ryu. Making fighters like Gouki, Sakura, Dan, Sean, Kairi, Allen Snider and Gouken were far more redundant than Yun & Yang. In fact this group of karate fighters were dubbed "Shotoclones" by the fighting game community. Yet the designers went back and challenged themselves to rethink the karate form. They incorporated the elements of an established character and then applied them to a younger fighter. Not only that, they considered changing the sex and ethnicity of the characters as well. They even gave these characters a unique form of karate. The final version of Street Fighter III, called 3rd Strike, Capcom expanded the library again. Of the new characters Makoto was a strong, young female, but she also had a new form of karate. She did not play like Ryu, and did not use the same strategies. Her attacks were amazing and they all worked well in the context of the series.
Capcom reminded us that no two styles, even from the same school, had to play the same. Makoto could never be considered another shotoclone. Even the unused design for the King / Black Cobra had a uniqe version of karate/kung-fu. These lessons had worked in previous games. No two giants had to play the same, like Zangief and T. Hawk. No two Muay Thai specialists had to fight the same, like Adon and Sagat. All of the archetypes were flexible. If you were a designer and couldn't think of where to take a character or style then think about how Capcom faced this challenge. If you were having a problem with your current design, think about making your fighter very young or extremely old. How would this affect the way they moved, animated or performed? If the design was found lacking think about changing the color the skin, or think about changing the gender of the character. Take a new approach to the archetype and you might end up with something great. Was there a character that you thought was well done? Could you spot the influences in their design? I'd like to read about it in the comments. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
I said that one of the reasons Street Fighter II became an iconic game was because of how the characters were balanced. I'm not talking about how the fighting mechanics were balanced, but instead how each of the main characters had a sort of visual rival. It didn't matter if it was a friendly rival or an arch rival. Ken had Ryu, this was a literal balance, but Ryu also had Sagat, which was an asymmetrical balance. Having two main stars in the game created a trend that would be used by other studios. Ryo and Robert in the Art of Fighting, Akira and Jacky in Virtua Fighter, Haohmaru and Genjuro from Samurai Spirits were other examples of balanced main characters. There was something that the team at Capcom added to make the lineup more unique in the Street Fighter Zero / Alpha series. They weren't afraid to play with the roles and genders as well. Sakura was very much a girl version of Ryu. She had her own rival with Karen, who was like a girl version of Ken. These rules also applied to villains.
Having a younger rival was an excellent way to expand a character library. Sakura for example wanted to become a great fighter like the person she idolized. She trained very hard and even dressed a little bit like Ryu, with a similar headband. Then there were young rivals like Adon who wanted to dethrone their mentor. Ed was similar in this regard. People in Shadowlaw fought their way to the top. The four generals in the organization represented the most dangerous fighters in the universe. M. Bison the Boxer, Balrog the Claw Assassin and Sagat the Muay Thai champion were brutal opponents. Their boss Vega / the Dictator was absolutely ruthless. If Ed hoped to remain in their presence then he would have to surpass them. In his ending in Street Fighter V it is suggested that he might organize his own group to take over Shadowlaw. This wasn't the first time that a young character was created with the intent to replace and established fighter. In the early stages of Street Fighter III development the people at Capcom looked at only having Ken and Ryu return. They enjoyed the success of the World Warriors introduced in Street Fighter II. So they wanted to create a new cast with similar archetypes.
Two of the characters that were far along in the design process were Cammy and T. Hawk. They were going to be the updated version of Chun-Li and Zangief respectively. Plans for Street Fighter III were scrapped and these new figures were introduced in the upgrade called Super Street Fighter II: The New Challengers. The team at Capcom did a good job of recreating the archetypes without making these new characters look exactly the same as the veterans. Chun-Li was a special agent for Interpol. Her Chinese heritage was reflected in her costume. Cammy was a soldier working for Delta Red, her uniform looked more militaristic. Zangief was a powerful figure with some hard hitting slams. He was a Russian fighting for the pride of his homeland. T. Hawk was a native character, younger and bigger with equally powerful slams and protective of his reservation. By making the new fighters slightly younger it meant that they might be brought back in sequels, along with Ken and Ryu as older, more mature fighters. The thing about this school of design was that it worked almost as well when introducing older characters into the series.
When planning out Cammy the studio wanted her team to be as unique. One of the members, Lita Luwanda, was a weapons expert. She also had long blonde hair, a green leotard and the trademark red beret. She could easily be mistaken for Cammy's older sister. The style of this character complimented the other fighters very well. She could have popped up instead of Cammy in a Street Fighter sequel and I think audiences would have enjoyed her and the massive sword she used. A designer could push the age of the character to the far end and still find a fit with the series. Gen and Oro were elderly fighters that worked well in their respective appearances in Street Fighter Zero and Street Fighter III. Gouken, the elder master of Ken and Ryu had been written about for years but had only appeared as recent as Street Fighter IV in 2008.
Gouken, Ryu and Sakura had a similar form of fighting but the differences between the three were very profound. If you are designing characters for a story, game or comic look carefully at how Capcom distinguished the trio. Gouken was at the peak of his abilities, every move that he had oozed power. He had techniques that were not yet known to Ryu or Sakura. He could perform the famous fireball attack with one hand, showing how much more advanced he was than the younger stars. Sakura was in the early stages of her abilities. She couldn't yet perform a proper hurricane kick so she would spin on her sneakers across the floor. Her fireball lacked the speed and range of the old master. Ryu was closer in terms of moves and abilities to Gouken than Sakura. Although the three had similar techniques, they all employed different strategies in the game. If you are thinking of designing your own fighters remember that characters can be from the same school but they should not all play the same. Gouken, Ryu and Sakura played as uniquely as they looked.
When development got started on an actual Street Fighter III Producer Tomoshi Sadamoto and Designers Yasuhiro Seto, Tomonori Ohmura and Obata Shinichiro were very mindful of the things that went into the creation of the original Street Fighter and Street Fighter II. They decided that only Ken and Ryu should return and there would be a new story and new main villain. The duo were joined by a new library of fighters and styles. Dubbed the "New Generation" these fighters were not necessarily based on previous characters but there were some similarities to them. The new heavyweight, Alex, was a hybrid fighter, with both strikes and grapples in his arsenal, similar to Adon and Birdie. Necro had stretchy limbs and electrical attacks, similar to Blanka and Dhalsim. Hugo was originally planned as the super-heavyweight, the Zangief of the game, but his sprites weren't ready until a few months after the game debuted. The two characters that were most similar were the brothers Yun and Yang. In design and temperament they were like a young Ken and Ryu. They even had a familiar red and white color scheme. If the developers made one mistake it was in having the moves of Yun and Yang be too similar, making them redundant. It took Capcom plenty of sequels to make the library of moves between Ken and Ryu unique. They forgot this while planning out Yun and Yang, and as such they didn’t take off as well as the studio had hoped.
Capcom didn't always get the designs perfect the first time they were released but they quickly adapted. Well, at least they used to. For a long while every time they put a karate character in the game they played similarly to Ken and Ryu. Making fighters like Gouki, Sakura, Dan, Sean, Kairi, Allen Snider and Gouken were far more redundant than Yun & Yang. In fact this group of karate fighters were dubbed "Shotoclones" by the fighting game community. Yet the designers went back and challenged themselves to rethink the karate form. They incorporated the elements of an established character and then applied them to a younger fighter. Not only that, they considered changing the sex and ethnicity of the characters as well. They even gave these characters a unique form of karate. The final version of Street Fighter III, called 3rd Strike, Capcom expanded the library again. Of the new characters Makoto was a strong, young female, but she also had a new form of karate. She did not play like Ryu, and did not use the same strategies. Her attacks were amazing and they all worked well in the context of the series.
Capcom reminded us that no two styles, even from the same school, had to play the same. Makoto could never be considered another shotoclone. Even the unused design for the King / Black Cobra had a uniqe version of karate/kung-fu. These lessons had worked in previous games. No two giants had to play the same, like Zangief and T. Hawk. No two Muay Thai specialists had to fight the same, like Adon and Sagat. All of the archetypes were flexible. If you were a designer and couldn't think of where to take a character or style then think about how Capcom faced this challenge. If you were having a problem with your current design, think about making your fighter very young or extremely old. How would this affect the way they moved, animated or performed? If the design was found lacking think about changing the color the skin, or think about changing the gender of the character. Take a new approach to the archetype and you might end up with something great. Was there a character that you thought was well done? Could you spot the influences in their design? I'd like to read about it in the comments. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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