Guild Wars 2: Giving Thanks

Giving Thanks

I’m sure that when the Pilgrims first celebrated their bountiful autumn harvest, nearly four centuries ago, they didn’t just give thanks for surviving in the New World. I’m pretty sure they were equally thankful for their high-speed Internet connections and for their Native American buddies with whom they could play the latest online video games, like Madden Lacrosse ’22 and Grand Theft Carriage Online. That all totally happened, right?

Idolmaster vs. Love Live? Tomoaki Ayano, Toshimichi Mori, and Takahara Terada Discuss Dream Fighting Game Projects

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As part of last week’s issue, Dengeki PlayStation gathered together a group of prominent fighting game developers for a roundtable interview on the genre. Unfortunately, the whole article has yet to be translated, but one interesting topic has slipped out about what kind of fighter each figure would create given the chance.

Capcom’s Tomoaki Ayano started out by saying he would move away from the 2D gameplay the company has come to be known for in titles like Street Fighter and Marvel vs. Capcom in favor of a more three-dimensional, team-based game similar to Bandai Namco Games’ Mobile Suit Gundam Extreme Vs. series.

Both Toshimichi Mori of Arc System Works (best known for his work on BlazBlue) and Sega’s Takahara Terada (director on Dengeki Bunko FIGHTING CLIMAX) expressed interest in developing a fighting game centered on the popular idol franchise Love Live!, though in very different capacities.

As a Dengeki property, Terada is hoping to include characters from the series (as well as other companies’ light novels) should they be given the greenlight to create a sequel to FIGHTING CLIMAX, while Mori would rather pair them up with The Idolmaster to form a unique crossover title.

Until the release of FIGHTING CLIMAX this year, I doubt many fans expected to be able to play as Kirino from Oreimo or Ro-Kyu-Bu!’s Tomoka in a fighting game, so there’s probably never been a better time for an idol fighter to hit the market than now–that is, unless Katsuhiro Harada hasn’t already secured the rights for Bandai Namco.

Which of these projects would pique your interest the most if they were to begin development?

Source: Dengeki PlayStation via gamekana, Hachima Kikou, and Gematsu

Bafael Explores Less Common Uses for Ryu’s Jumping Strong in Ultra Street Fighter IV

Jumps in fighting games require a level of calculation that newcomers don’t often consider. To those fresh out of the lab from learning their first combo–which almost certainly begins with a jump-in–leaping forward is a way of life. It just makes sense. We quickly learn that not only should we not anticipate landing many jump-ins, but in many cases just sticking to the ground is a better option in general.

Of all the characters not to jump in on, shotos top the list, especially when they have easy follow-up options like Ryu, who can knock an opponent out of the air with a Shoryuken and time an EX Hadouken so they’ll land right on top of it–or worse, a Super or Ultra combo. Thanks to the short video below from Bafael, there’s now even more reason to keep your feet on the ground when facing off against the wandering warrior.

Since Ryu’s kit received some juggle modifications in the Ultra update, his jumping strong has several more applications than it had in previous iterations of the game. As you’ll see in the video, you can use this jumping normal to set up some big damage or even offer Ryu himself a safe jump.

If you enjoy this style of tutorial video, Bafael has released tons of other content ranging from character tutorials to mechanics breakdowns. Follow this link to check them out!

Source: Bafael