Daigo Umehara SF4 Exhibition (Part 1)

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Uploaded by on Mar 25, 2010

SF Legend Daigo "The Beast" Umehara is put to the test again at Nagoya Street Battle 13, but this time the Japanese throw him the toughest challenge yet! This is truly a GAUNTLET and one of the best exhibitions I've ever seen. Daigo faces 9 of some the best Japanese SF4 grandmasters in succession and the hype and tension is truly on a next level!

The Fights in order are:

Umehara vs Pie (Grandmaster Sagat, 15 BP rank)

Umehara vs Tokido (Highest ranked Akuma, 5 BP rank)

Umehara vs RF (Grandmaster Sagat, 4 BP rank)

Umehara vs Kindevu (World's best Rufus, 14 BP rank)

Umehara vs Mago (World's best Sagat, 1 BP rank)

Umehara vs Pamyu (Grandmaster Bison, 36 BP rank (NSB13 winner, OCV'd a team of RF, Kindevu and Momochi! Don't sleep on him))

Umehara vs Hisyou (Strong Sagat)

Umehara vs Momochi (One of the best Akumas, BP rank 20)

Umehara vs Bonchan (Grandmaster Sagat, (lost his BP card))

Enjoy!

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Uploader Comments (psychoticpiro)

  • oh wow he's stuffing tiger knee's with standing lp

    that's crazy lol

  • @mechzz yeah, he actually used this standing jab 'new technology' (as Seth Killian would put it) a lot against the Sagats in this exhibition. I think he cornered RF pretty bad with it...

Top Comments

  • at 6:11 that was cool , tokido didn't know what to do by the end of the fight, daigo had him all figured out.

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All Comments (32)

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  • @Sablicious I'm not gonna argue on definitions on how you want to think what that word means but logically, SF2 turbo was a historical importance to fighting games and in general because of it's contribution on what it did to the mechanics; no one is gonna remember that is bad but it might hint on serious problems occur within but that's mainly being overshadowed to what most people say anyway.

  • @joojy (continued) This ploy single-handily revived the fighting game/arcade genre because at that time; it was pretty much dead and only hardcore fighting gamers + evo kept it going.

    Yes, it might be questionable but you need to understand the industries perspective on how they want games to follow not just fan service; but I'll leave people like you to decide.

  • @Sablicious Not really because that could be applied to other SF as well since I said previously, the developers can never make a perfectly balanced fighting game (if such hypothetically existed in the first place) because they are unaware of the possible meta-game that are determined if such after the game has being released.

    Yes, it's abit necessary for the use of those "dumbed" down mechanics in high level play but this game was made to attract various gaming audiences and it WORKED.

  • @joojy Not saying Akuma isn't good in the right hands. Momochi is about as good as [known] Akuma players are; so the example is moot

    Moreover, if saying on one had a character only being competitive in a pro's hands is proof that thus character is 'good enough', then it makes an even bigger mockery of the dumbed down aspects of SFIV

    I mean, why have lenient inputs, auto turn-arounds, auto blocking on block strings, a scrubbery rewarding meter system et al if top level play is all that matters?

  • @Sablicious True but not all Ultras fall into the same category. My point still stands. Akuma still overwhelming mixups and specials that it negates its disadvantages. Look at Momochi's Akuma; he doesn't rely Ultra as much but he still beat Daigo's Ryu whom Ultra is a key factor to why it's so strong.

    Are you forgetting that Street Fighter were always had short games with high damage input? Take a look with Super Turbo. Most rounds end faster than SFIV; so it's only natural it's like that.

  • @joojy I disagree. If the Ultra meter didn't effectively reward being pummeled, RD wouldn't become available sometimes 10 seconds into Rnd1!

    Super is meant to represent fighter SPIRIT - the better one performs, the more spirit gained.

    'Rage gauges' (a la SamSho's) are the 'comeback meter'.

    Ultras in SFIV are some muddled mess of a system that reward getting one's ass whooped & for spamming specials.

    Having said that, IV's is still better than MK9's joke meter set-up, but my point still stands

  • @joojy 'Nostalgia' is dismissing the obviousness of a serious problem afflicting the fighting game genre, & indeed all gaming - lack of innovation & obsession with accessibility.

    If nostalgia were all the made old school fighters better than today's offerings they wouldn't continually be used as measuring sticks for this genre. KoFs, SF2s & SamShos would've been long-forgotten had they have truly sucked under scrutiny

    Today's games are shallow & lack the 'love' devs had when making older games

  • @Sablicious You can blame the "nostalgic" factor for that. Fighting games will always be fighting games. It's hard to make them more innovative and fresh because at that of their previous installment, it was the peak of what/why they make it fun in the first place.

  • @Sablicious Well there are a few complex set-ups for RD but despite this, the effort for a guaranteed 500 damage + is well worth the trouble and even yet, you don't need to rely on them anyway. If I wanted to go overboard; make it have a automatic command zero frame grab.

    "the games would have stuck. But they didn't."

    Only reason is that because people have now moved on to Super; nearly all players would always go for the new editions when a new installment comes out.

  • @joojy Also, look at Arcade Edition now; even Ono looks to have realised that a roster of 'balance bores' is no fun. Guess he had the misfortune of playing MK2011 - lol!

    Soul Calibur IV was a turd fighter online, but it still had something over SFIV - it could be fun. With its diverse roster, ring outs & defensive system, most bouts felt different...albeit horridly spammy & cheap at times.

    The thing is, old school Capcom & SNK games used to fun AND balanced. Nowadays its clone rosters or bust.

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