The folks over at VGBootCamp recently went live with another installment of Smash @ Xanadu from Xanadu Games in Baltimore, Maryland. These weekly broadcasts provide a great look at the region’s Smash community, and tonight’s installment will feature competition in Super Smash Bros. Melee.
If you’re interested in some Smash Bros. action, be sure to tune in. The stream is live below, but you can also head on over to Twitch to join the chat.
Bellator MMA has added another prospect to its talent pool with the signing of 2016 Summer Olympics hopeful Tyrell Fortune to an exclusive, multi-fight contract.
Earlier this week, Japanese competitor Cross brought to light a rather quirky aspect of the Ultimate Marvel vs. Capcom 3 engine that helps decide which character is hit in a happy birthday scenario should the attack’s hitbox disappear on hit (i.e. non-piercing). We were able to report on this thanks to translations by Arcade UFO owner Ryan “Fubarduck” Harvey.
But that doesn’t appear to be the end of it. Zissou recently expanded on assist priority–now called “Maluk Shield” after the player who discovered it–with a rather helpful video, touching on its basic aspects before noting the differences between consoles and even player position. If you’re more of a visual learner, this will no doubt be a godsend compared to previous writeups.
We’ve also whipped up a quick table that denotes how priority is assigned between the first and second players on both Xbox 360 and PlayStation 3.
Player 1
Player 2
Xbox 360
2 > 1 > 3
1 > 3 > 2
PlayStation 3
3 > 1 > 2
3 > 2 > 1
All in all, this appears to be a useful technique in certain situations, though not entirely groundbreaking to the game as a whole. Still, if you count yourself among the “When’s Marvel?” crew, you’ll definitely want to keep this information in mind as you continue competing.
After opening their alpha build to the entire community, the folks behind Rising Thunder have been hard at work on another update. This latest patch continues to improve performance for the developing title, fixes a number of bugs, and even adds new moves for Edge and Vlad.
The developers note that, as a work in progress, these changes are not final. Please keep that in mind while checking them out below, and be sure to let us know what you think.
Rising Thunder Patch Notes, Build 1292
System Changes
Legend tier players will now see their ranking among all players.
The UI will now display both Kinetic and Overdrive meters for both players.
Performance
AMD processors should no longer have extreme FPS drops when dealing with audio.
UI platform has been integrated with the Unreal renderer, clearing up some cases of UI flickering, UI not updating, and UI that never appears.
Dauntless
S1v2 punch recovery has been reduced by 1 frame, making it (just barely) safe on block.
Edge
New S1 variant! Tranquil Thunder allows Edge to charge up his sword and Kinetic/Overdrive meters without hitting the opponent.
S3 overhead is no longer cancelable into Overdrive.
Vlad
New S1 variant! Revolutionary Rocket calls down a missile strike from the sky. Vlad decides the timing in advance, but that information is hidden from the opponent.
Vlad’s Overdrive now destroys all his projectiles when it connects, so they can no longer knock opponents away from the remaining Overdrive hits.
Vlad’s hover meter now refills between rounds, and disappears properly when full.
Vlad’s Sputnik Torpedo cancel window has been standardized to match other projectile specials.
Bug Fixes
Fixed a bug that allowed throws to be performed while holding Down+Back.
Fixed various bugs caused by projectiles connecting on the same frame as throw attempts, causing characters to become attached or warp away.
Fixed a bug that prevented Crow’s c.H disc from following his hand properly.
Fixed an issue that caused certain items, such as Edge’s sword and sheath, to flip the wrong way at the end of a round.
Standardized Edge’s reaction to Vlad’s forward throw, to make him fall at the same rate as everyone else.
Visual Improvements
Edge’s model is now textured! Who will be next?
Round icons have been added to the in-match HUD.
Overdrive meter moved from below the lifebars to the bottom of the screen.
Slight pose improvement for Edge’s F+M.
Slight pose improvement for Talos’ uncharged Meteor Breaker.
Talos’ Meteor Slam and Meteor Breaker whiff animations have been shortened slightly to better convey their true recovery frames.
Zib has a new small flag.
Audio Improvements
Cooldown refresh sounds no longer play after KO.
Note: We consider the new Vlad variant to be a highly experimental move. As you’ve already seen, we’re doing a lot of fine tuning during our Alpha test, but we’re also excited to try out some new things that you might not have seen before.
This move may be too weak, or it may be too strong, but we need your help to figure out its possibilities and limits. We hope you’ll enjoy the chance to have some fun together and try new things!
As always, your feedback is not simply appreciated, it literally makes it possible for us to make the game its best.
Rising Thunder is currently undergoing alpha testing. Signing up and taking part is as easy as visiting the official website.