Team Versus mode is coming to Street Fighter V: Arcade Edition

Revealed on UpUpDownDown by Austin Creed and his compatriots, Street Fighter V: Arcade Edition is going to launch with a special Team Versus mode on January 16th — perfect for crew battles and team tournaments.

For the sake of this special exhibition, the rules were set to 3v3 with each match being first-to-one, before players had to pass the controller onto their teammate. Don’t worry though, Team Versus will allow you to tweak the rules for any format you want — you can have up to five players fighting on each team, and you can play in either a Elimination or Best of format.

Based on the menu screen seen briefly before the exhibition starts, you can toggle the round count for each match, whether the Critical Gauge carries over from match to match, if teams have to lock in their team order at the start of the battle, and if winning characters get a health boost/V-Gauge advantage upon going into their next match. While characters are locked in at the start of a Team Versus match, you can pick your V-Trigger at the start of each match.

SFV AE Team Battle 2
SFV AE Team Battle 8
SFV AE Team Battle 1
SFV AE Team Battle 3
SFV AE Team Battle 7
SFV AE Team Battle 6
SFV AE Team Battle 4
SFV AE Team Battle 5

Just on this brief (and somewhat chaotic) preview, Team Versus looks perfect for hosting team tournaments — without the bother of having to restart Versus Mode every time a match finishes. You can check out the full breakdown over on Capcom Unity, which runs through all of the available settings for Team Versus.

Sources: CapcomUnity; UpUpDownDown

ARIKA’s Akira Nishitani talks to Katsuhiro Harada about Fighting EX Layer

One of the upcoming games that has caught the imagination of the fighting game community this year is ARIKA’s Fighting EX Layer. First announced as part of an April Fool’s joke, this rebirth of ARIKA’s fighting game franchises (Street Fighter EX and Fighting Layer), is one of the most exciting projects on the horizon.

Recently, ARIKA co-founder (and creator of the fighting game as we know it) Akira Nishitani was interviewed by Bandai Namco’s Katsuhiro Harada regarding the game. In the interview, the two discuss a number of topics related to both Fighting EX Layer, and fighting games in general.

These topics range from discussing the birth of the modern fighting game genre (with Nishitani’s involvement with Street Fighter II). Here Nishitani talks about working from both the original Street Fighter and its spin-off Final Fight, while trying to figure out what works and what feels good. This includes studying some of the negative aspects that players just accepted, and then fixing them (one example he gives is making inputs more precise).

Another thing they talk about is the “backjump episode,” referring to how backward jumps have more range than forward jumps in SFII. This was something that people didn’t really notice at first, but was actually something that Nishitani added, coming from Final Fight. He states that implementing it was based on what he thought players would feel: that if they wanted to run away, they would want to do so as fast as possible.

A more important concept they talk about is the “mid” attack, or “overhead.”  The idea of which came from Nishitani wanting a way for blocking to be “imperfect.”  So their idea was to add moves that could not be blocked while crouching — a decision which lays the foundation for how offense and defense works in almost all fighting games to this day. Harada even comments on how no other system has been able to surpass these mechanics that the Street Fighter II team created.

Moving on to Fighting EX Layer, Nishitani talks about the popularity of the characters — specifically the Street Fighter EX characters. Skullomania in particular was one that they discovered was quite popular overseas.

In addition to this, they go over the Gougi system and why they decided to implement it in the game. Part of it is an attempt to try create a system that change the standard flow of fighting games. The whole section on the Gougi system is pretty in depth, with a lot of discussion on how it might affect the game, and competitive play. One idea tossed around though was the possibility of releasing new Gougi as a way of indirectly buffing characters.

Now, this is just a small part of what they discuss in the interview. With both Harada and Nishitani being developers, they talk a lot about the development process of fighting games, as well as the latter’s philosophies of doing so.

For those interested in reading the entire interview, Andrew “Jiyuna” Fidelis has translated it and shared it on his blog.

Source: Jiyuna

Get ready for the next battle! London is getting its first 3v3 Tekken 7 tournament

Hoping to provide some team-based competition for Tekken fans in the UK, East London Fighters have just announced the capital’s first ever public Tekken 7 teams tournament. Run in partnership with famed anime tournament organizers NGI Events, this Tekken Team Tournament will see teams of three battling for supremacy in February of next year.

The event will take place on February 17th at EXP Leisure – a familiar venue for London’s FGC – and it should hopefully attract teams from around the UK and from the continent as well. Team entry is £30 and sign-ups are now available on the Tekken Team Tournament smash.gg page.

Combined with Rival Scenes up in Leeds and Gutter Trash’s regular 3v3 tournament for Third Strike, the UK has quite the affinity for team tournaments. Let’s hope Tekken Team Tournament becomes a regular event on the UK’s FGC calendar.

Source: East London Fighters