Next Injustice 2 character reveal scheduled for tomorrow, March 30; cover of Injustice 2 #1 revealed by IGN

After the electrifying return of Black Adam last week as part of the “Shattered Alliances” Part 3 trailer–which focused on Supergirl’s role in the Injustice 2 storyline–we already know when the next challenger is going to step into the ring. Injustice.com was recently updated, revealing that we’ll see another new character reveal tomorrow: Thursday, March 30th. Perhaps we’ll get Shattered Alliances Part 4, focusing on the Society and fully revealing Captain Cold, who we caught a glimpse of in Part 2…? Could Scarecrow fill our hearts with his fear toxin, or will The Joker finally put a smile on our faces? Either way–we’ll find out tomorrow.

Yesterday, IGN also revealed the first cover of Injustice 2 #1, by Jim Lee. The sequel game will also be receiving a prequel comic book series like its predecessor, covering the five-year time gap between the two games. The cover features a unified Justice League, consisting of the Insurgency’s Batman and Green Lantern, the Regime’s Superman, Wonder Woman and Cyborg, as well as the currently-unaffiliated Supergirl and Aquaman, facing off against the new threat of Brainiac. The cover’s inks are by Scott Williams and the colors by Alex Sinclair. The digital-first comic will be written by Tom Taylor, with art provided by Bruno Redondo.

“I’m a big fan of Injustice and thrilled to be part of the Injustice 2 comic launch,” artist and DC Co-publisher Jim Lee told IGN. “Tom Taylor and Bruno Redondo have an exciting story in the works that will only add to the massive anticipation around the upcoming game.”

IGN will also feature an exclusive interview with Taylor, who is returning to Injustice after working on several chapters for Years 1-3 of the original book, in addition to the first and fourth Annuals.

You can see the cover below:

Injustice 2 #1 cover by Jim Lee

Injustice 2 will be released for PlayStation 4 and Xbox One on May 16th, 2017!

Sources: Injustice.com; IGN

Go1 talks to Shoryuken about Capcom Cup, his “King of Poverty” status, and more

Most people in the FGC are aware of Japan’s CO|Goichi “Go1” Kishida. Making top 8 at both Evo and Capcom Cup last year with his aggressive Chun-Li play has done a lot to cement his name. Far fewer players know of his background as a “King of Poverty”—playing many of the anime titles that take the side stage at most events.

While at Frosty Faustings IX, I talked to Go1–with the help of PG|Kyohei “MarlinPie” Lehr in translation–about his play in various anime games, as well as his expectations going into this season of the Capcom Pro Tour.

Corey “Missing Person” Lanier: You had a very successful event at Frosty Faustings, with victory in multiple titles across the anime subgenre. How do you keep sharp in all of these titles?

Goichi “Go1” Kishida: I don’t really want to admit it here, but I don’t really play these games anymore. I used to, but I mainly enter them just because they exist at these events. Lately, I’ve been focusing on Street Fighter V. For the anime titles, I’m relying on my experience back when I did play these games actively, as well as maintaining solid fundamentals.

Missing Person: What do you feel that America lacks in the airdash-style fighting games that allows you to come to these events and dominate?

Go1: America lacks an ability to abuse the system mechanics to their favor. In Guilty Gear for example, there are ways to avoid lows, mids, and throws by doing what is called fuzzy guard in Japan—which means something completely different in English. It is actually similar to the English term of option selects. Japanese players know how to do this correctly, and they practice using their defensive options as such. So the key difference between the two regions is their usage of defensive techniques.

Missing Person: Talking about Guilty Gear, you and Dogura both had struggles against the American players at the event. Do you feel that America is starting to catch up in the title?

Go1: I’m not as qualified to answer this question, but the average level between the two regions are fairly close. The average American player in Guilty Gear is shockingly high.

Missing Person: You had a really strong showing at Capcom Cup 2016, especially for it to be your first time there. How did it feel for you to be on the big stage in top 8?

Go1: One thing was for sure: I greatly desired to be on the main stage at Capcom Cup. Between my own personal desire and going there with a sponsor, I wanted to make top 8 to make them proud and to represent my team.

Missing Person: With your sponsorship, did the feelings change between making top 8 at Evo and making the top 8 at Capcom Cup?

Go1: I wasn’t really nervous at Capcom Cup. At Evo, it was my first time in a large tournament like that. On top of that, it was also my first time being that close to making such a big stage. There were definitely a lot more nerves at Evo.

Missing Person: With Street Fighter V’s season 2 changes, Chun-Li received a lot of nerfs. How do you feel about her viability this season?

Go1: I’ve always felt that with Chun-Li’s design in Street Fighter V, she is far too difficult to ever fully utilize every weapon in her arsenal. I have to do a lot of homework with her, and continue to improve myself to make her viable.

Missing Person: With your sponsorship by Cyclops Osaka, do you see yourself coming events overseas more than you did last season?

Go1: I’m trying to go to every Capcom Pro Tour event that happens this year, regardless of the location. Dogura has also been training up in Street Fighter V, so he will also be joining me. But moreover, I want to also attend all the events that have the games that I excel at, like UNIEL and Dengeki Bunko Fighting Climax. With my sponsorship, I actually have a chance to do just that this year.


He has went on to do just that. Having won first in Under Night In Birth Exe:Late, Dengeki Bunko Fighting Climax, and Melty Blood Actress Again—not to mention fourth in Guilty Gear Xrd -REVELATOR- and ninth in Street Fighter V at Frosty–he has since made his way to Final Round 20, the first Capcom Pro Tour Premier event of the season. There, he finished a solid thirteenth while unveiling his Guile. Given that he will be attending far more events—with a particular emphasis on Premier events such as CEO and Evo—we can only expect bigger things from him this year.

[Feature image courtesy of Frosty Faustings]

Street Fighter V’s PC CFN beta test: new moves & new breakable stage elements

Here’s a glimpse of some of the new things surfacing in the Capcom Fighters Network PC beta test.

Capcom is currently running the PC beta test for the new CFN build, planned for a late April release for Street Fighter V. This beta test is also running on the game version that we’ll see in the next balance patch, so PC players have been getting a chance to try out the upcoming changes a bit ahead of schedule–and some interesting things are being discovered.

Zangief’s new leg-grabbing counter–Tundra Storm–is an unusual move; it causes high damage but has limited utility. Here’s what it looks like:

The move can only counter horizontal kicking moves at a certain height, making it extremely specialized. Finrod Inglorion compiled this list detailing exactly what Zangief’s new counter works against:

Cammy’s new air throw, while sure to prove somewhat useful, is getting some criticism for its… interesting animation:

The move’s side-switching property does provide a good corner escape.

VesperArcade breaks down the new moves appearing in the CFN PC beta in this video; in addition to the moves above, he discusses Dhalsim’s new Thrust Kick low attack (that grants Dhalsim a non-sliding low attack, handy for combos), Ryu’s new standing hard punch (new animation, but functionally the same), and Zangief’s new stun-heavy Flying Headbutt and anti-crouching Harasho Choke Slam throw:

DNG|Itazan and hameko show off how powerful the new aerial headbutt can be in this nasty stun combo:

But new moves aren’t the only thing showing up in the beta–Capcom snuck in some changes to at least one of the new stages, too–there’s a lot more going on in the background of the Air Force Base now, and the crates on the sides now break when a fighter is thrown into them. Check out the details in the video below:

The discussion as to how well CFN itself works in the beta has been mixed on social media, with some praise for the new features but also complaints of frequent disconnections. Hopefully the beta will serve its purpose of ironing out the bugs before the new CFN is officially introduced.

Sources: Bear (Twitter)Finrod Inglorion (Twitter); Phoxx (Twitter); ハメコ。(Twitter)VesperArcade