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Playable BlazBlue Cross Tag Battle is coming to New York Comic Con, RTX London, and more
During the Tokyo Game Show 2017 Twitch presentation, Toshimichi Mori from Arc System Works got on stage during a special BlazBlue Cross Tag Battle event. The panel presented an overview of the crossover in Japanese, resuming some already known information, like slides showing Yosuke Hanamura and Linne.
Toward the end of the panel, Mori announced a few dates and locations — BlazBlue Cross Tag Battle will be playable at certain events around the world for the first time! Check out the timetable below:

For those going to New York Comic Con, that means that BBXTAG will be playable for them in as little as about three weeks. After that, three more locations around the world will host a playable build, ending with Arc System Works’ own ARC REVOLUTION CUP in Japan. While there were no character or content announcements, that is really soon!
Stay tuned to Shoryuken as we hear more about BlazBlue Cross Tag Battle.
Source: TwitchJP
Marvel vs. Capcom: Infinite has abrupt combo-limiting mechanics
No more infinites in Marvel vs. Capcom: Infinite, eh?
Players are busy figuring out the limitations of the newly released Marvel vs. Capcom: Infinite. In desk’s latest videos, he finds something interesting. By testing out combos made entirely out of normal attacks, it seems like Capcom put in an awkward-looking stopper to infinites.
In the video below, you can see combos from Captain Marvel and Chun-Li made out of normal attacks only. It appears that the combo automatically drops after the 38th hit lands. The opponent simply flips out in the air. desk calls this a “true end” to the combo, meaning it’s not possible to continue it further, regardless of hitstun decay. He speculates this could be linked to using light attacks, or that there’s an actual hard limit on combo hits.
Conversely, rooflemonger, in the video below, explores a different aspect. According to his testing, the combos seem to end based more on damage, than hitstun. He goes about discovering this in a different method, though: by doing highly damaging combos nearing 4.8K. Maybe there are two different ways a combo can be forced to drop?
Let us know in the comments below what you’ve dug up so far about MvC:I and how these combo stoppers actually work. Check out our MvC:I tutorial round-ups for more coverage on the game.
Sources: desk; rooflemonger
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Absolver 1.06 patch goes live — addresses power loss bug, adds new masks and balance changes
DevolverDigital‘s just pushed one of its bigger patches to date, Version 1.06, for its open world fighting game Absolver. The patch contains a comprehensive re-balancing of a number of abilities, fixes various bugs, and adds new content to the game in the form of masks and songs.
Some of the bigger re-balanceing changes are:
Special abilities
Absorb successful:
increase ghost damage refill (x2)
decrease stamina bonus (50 -> 20)
add +20 protection during 5s
Parry successful:
decrease stamina bonus (30 -> 15)
Attacks
Decrease range and impact on guard of fastest attacks
Increase impact on guard of Breaking attacks
1v1
health refill on kill now take in account the health ratio of both players at the beginning of the round
Others
Increase weight/mobility impact on stamina
Increase dodge iFrames (2 -> 4)
Keep shards after death
You can read the full list of changes in the update here on their official website.
The six masks are all based off of other DigitalDevolver franchises, such as Hotline Miami and The Talos Principle. While this is the most visible change in the latest patch, players will likely be more excited by the resolution to a power loss bug that has been plaguing the game since launch.
Source: absolvergame.com
