Next Pokkén Tournament Character Teased, Announcement Coming January 15

Similar to what they did before Sceptile’s release, the developers behind Pokkén Tournament have dropped another phonetic teaser for the title’s next character. According to Source Gaming’s PushDustIn, the image above says that the next Pokémon will have the “ラ” kana in its name, which produces the “ra” or “la” sound in Japanese.

After doing some research, we realized that quite a few pocket monsters fit the bill. Some of the more plausible include Raikou, who is closely associated with current playable character Suicune as part of the second generation’s Legendary Beasts; Hitmonlee, Hitmonchan, and Hitmontop, whose combat style could easily translate to the fighting genre; and Heracross, who could bring some more wrestling muscle to the cast.

For a much longer list of the Pokémon who include this specific character, check out our list below. While extensive, it’s entirely possible that we made a mistake, so feel free to give us a heads-up in the comments if we missed someone. Please note that we are talking about the Japanese names here; the English names have been used below for readability.

  • Aerodactyl
  • Basculin
  • Carracosta
  • Chandelure
  • Chansey
  • Cinccino
  • Cubone
  • Cyndaquil
  • Duosion
  • Electrike
  • Galvantula
  • Gligar
  • Granbull
  • Gyarados
  • Heatmor
  • Heracross
  • Hitmonchan
  • Hitmonlee
  • Hitmontop
  • Houndour
  • Hydreigon
  • Jynx
  • Kadabra
  • Kangaskhan
  • Kingdra
  • Kingler
  • Lampent
  • Landorus
  • Lanturn
  • Lapras
  • Larvesta
  • Larvitar
  • Maractus
  • Marowak
  • Metapod
  • Mightyena
  • Minccino
  • Murkrow
  • Nidoran
  • Paras
  • Parasect
  • Pupitar
  • Quilava
  • Raikou
  • Raticate
  • Rattata
  • Reshiram
  • Reuniclus
  • Scolipede
  • Scyther
  • Seadra
  • Sigilyph
  • Slowbro
  • Sneasel
  • Solosis
  • Stoutland
  • Tangela
  • Tentacool
  • Terrakion
  • Timburr
  • Tynamo
  • Tyranitar
  • Umbreon
  • Vanilluxe
  • Vileplume
  • Zebstrika

The identity of this mystery Pokémon is set to be revealed on January 15, so stay tuned!

Source: Pokkén Tournament via PushDustIn

Mike Z Describes What He Would Change in Hypothetical Street Fighter III: 3rd Strike Update

I think something that we can all agree on is that no game is perfect. You may have a lot of love for one particular title, but it’s safe to say there’s a degree of bullshit in even the most well-designed fighter. This, inexorably, leads to an abundance of theories as to what should be done to fix said game. Sometimes, as in the case of Super Smash Bros. Brawl mod Project M, enterprising fans take it upon themselves to craft the game to their liking.

While he hasn’t quite gone that far, Lab Zero Games’ Mike Zaimont recently dropped an extensive write-up detailing the ways in which he would change one of his favorite games. “I love Street Fighter III: 3rd Strike,” Zaimont begins (emphasis his). “However, 3s has some problems – both with balance and system mechanics.”

This hypothetical update, which Zaimont has dubbed Street Fighter III: 3rd Strike’ (3rd Strike Upper, 3rd Strike Dash, etc.), would correct what he sees as problems without fundamentally changing how the game plays. While many of his ideas boil down to fixing lingering bugs, the Skullgirls developer provides some very interesting alterations for meter-building normals, parries, and more.

For example, Zaimont details an updated system where the meter gained from whiffed normals decreases with each successive miss. Scaling would reset when a move connects (on hit, block, or parry) or if the character in question is hit, blocks, or parries. Finally, projectiles wouldn’t reset scaling for either character on block, while landed and parried fireballs would reset scaling for the defender and attacker, respectively.

“Whiffing normals at full screen to build large chunks of meter is a main part of 3s. Completely removing the metergain on whiffed normals solves the problem, but fundamentally changes the game,” Zaimont explains. “This solution reduces the usefulness of whiffing multiple normals, but still allows one or two to build up a bar when you are close to full and allows zoning to be at least as useful as before, if not a teeny bit more useful.”

Of course, this is just a small part of Zaimont’s opinion piece. As one of the foremost battle designers in the community, his thoughts make for an incredibly entertaining read, so give it a look by following the link below.

Source: Mike Zaimont