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Reviews for "Street Fighter LoA"

Great Game

It's a great game, kinda hard...

makes me wanting to play more XD

you've done a great job ^^

I hope you make another sequel for this game, but with more characters.

might be hard and takes long, but it's for everyone here who appreciate the game ^^

I really can't wait. ^^

but one question, will still gain exp if you defeat them again?

Muja responds:

Thank you!
Well, the game's hard if you want it to be (except for the boss fights - I admit they're pretty tough). And you can't gain any exp from someone you've already defeated. You can fight him again, but just for fun.

But wow, you're all asking for a sequel! It's really touching! XD

Awesome man

This is great, and to beat Akuma you just got to use your brain for a bit, theres a way to kill weak foes and other for the strong foes, btw if any1 knows a way to unlock the last 2 Akuma's skills please let me know as hes my favorite char, a tournament mode of this would be great if you could use more chars, and please make a sequel, and if you wana make one with Akuma as main Antihero it would be a BLAST
!!!

Muja responds:

Of course I KNOW how to unlock Akuma's two super arts. (shame on me if I didn't).
I will tell you that Akuma's stats and combos depend on those of both Ryu and Ken.. so just play with'em a little. ;)

I agree that a game with Akuma as the main protagonist woud be great! I'd play a game like that, too! But... I guess I'm not the one who'll be making that game, I'm sorry. :(
I just want to try something new.

Thank you for your review! ;)

Thumbs up!

Your game satisfies two conditions:
1. It's a Street Fighter game and
2. It's an rpg

And it's a heck of a lot of fun, but some things are strange. For instance, the dialogue at times fits and at other times is completely out of character. The Blanka bit was funny, but I'm speaking mainly about some of Ryu's lines, especially at the end. There were also some technical issues:
-The move commands in the upper left hand screen are visible (when engaging), but the name is often cut out.
-The energy bar will sometimes appear full but won't register as such.

And some gameplay issues:
-Move commands don't appear to follow commands from the Capcom games or correllate to where they do damage. The hurricane kick seems to hit opponents anywhere but their heads.
-Certain moves are just more powerful than others of the same category, so that makes the previous ones obsolete. I don't need 4 different 3-hit moves
-Because of the damage system it makes more sense to spam a single move than use a diverse array of attacks
-Because the guard meter takes an entire turn to be filled and any unblocked attacks will leave you dead or near dead, guard becomes the most important stat. Although you need to add some points to combo to allow for more attacks, the best strategy is undoubtedly to add as many points to guard as possible and play a defensive game. This can be fixed in a number of ways:
-Make the AI fail to block occasionally (perhaps cause this to happen when you select a more diverse array of attacks)
-Make the guard stat weaker/other stats more effective
-Have certain attacks that are stronger at breaking blocks than they are at dealing damage. This will encourage more investment in combos to unlock those types of attacks.

One last point: For an rpg, there aren't many menus or maps or dungeons, etc. How about more of an rpg feel to it?

And I appreciate only allowing Ryu and Ken as playable in the first game, but I hope the sequel allows for multiple characters/endings.

Thanks for the submission!

Muja responds:

Wow, what a long and detailed review! Thank you! ^_^
I'll answer to the main points:

- I already explained that, yes, the part of the body that gest hurt is random and it doesn't depend on the received hits. That's because otherwise you would be spamming the same move over and over again, even more than you already did.
So, it's true that during a fight it might happen that, since your opponent is hurt in a certain spot, you'll use the same move to knock him down.... but that move changes in every battle, since your opponent won't always be hurt in the same place, and that adds a bit of variety.

- I know, the guard stat was too important. I'll remember that for my next game! ;)

- I like the idea of a certain kind of attacks that are guard-breaking! I might remember that, too!

And for the last point, my next game will have a lot more rpg elements, trust me!

Thank you for your review!! ^_^

Wooooow

Great game but...
yoooooooooo is vega supposed to be impossible to beat? why is he so hard to beat? somebody tell me how to kick his ass please?

Muja responds:

Hey!!
Well, if you defeated Sagat, Vega shouldn't be much of a problem either. Of course, you're supposed to defeat him, sooner or later. Just try harder, once again I bet that you've already defeated him by now! ;)

It's kind of hard to have fun with this.

I like the idea, a lot. The story seemed great, but I couldn't guard at all. I just pushed buttons & had to get lucky. These arrows that are supposed to show up when your opponent attacks; they weren't there at all. Maybe I'm just blind, but I didn't see them. If they were there, it'd probably be an amazing game.

Muja responds:

I don't know why you're all expecting to see the arrows when you're defending. It's all in the tutorial, really.
But anyway:
the arrow show up only when you're ATTACKING; when you're DEFENDING, they won't show up because you have to GUESS where your opponent is going to attack you by the attacking pose he assumes when the time momentarily freezes.

I hope that solved it! ^_^ Have fun playing my game!