Prepare for the Dragon Ball FighterZ open beta with these translated movelists

We’ve got less than 24 hours until the Dragon Ball FighterZ open beta begins, so naturally everyone is theorycrafting and planning the teams that they want to try out during this weekend’s test. While some characters in the beta have previously been playable, fighters like Adult Gohan, Beerus, and Nappa are going to be brand new to most people.

So you aren’t desperately button mashing to find out what each special move is, reliable Twitter translator Hicchan has translated the Japanese movelists into English for each character in the DBFZ beta. These lists include special moves, command normals and supers — so you should be well-equipped for when the beta kicks off tomorrow!

Keep in mind that the Shenron mechanic will be active during this beta, so players will be fighting to take control of the Dragon Balls and make a wish on the eternal dragon.

Who will you be trying out in the beta? Will you be giving new characters like Beerus, Kid Buu, and Nappa a try, or will you be perfecting strategies with familiar faces like Cell and Vegeta?

Sources: PlayStation Blog; hiago_XYZ

Big throw mechanic changes are coming to SoulCalibur VI: Impressions from CES

The International Consumer Electronics Show (CES 2018) has been going on, and one surprising fighting game appearance at the techy show is SoulCalibur VI. A player from the 8WayRun forums had the opportunity to play a build, and compiled a list of some impressions.

Futabot reveals a change that is certainly going to be a shock to veteran players of the series: B+G throw is no more. Traditionally, the Soul warriors had two base throws, performed with A+G and B+G, with the A or B button to break out of them, respectively. Now, according to Futabot, we have “back” and “forward” throws performed with just A+G and a direction.

“Throws are now 5, 6 and 4 A+G. Breaks are 6A and 4A. 6A+G and A+G are both forward throw. Sorry for the confusion. Sophie also has 66A+G,” they write.

B+G has another use, however — it’s used for the new Reversal Edge. A+K is not used for now. Futabot also talks a little about movement, saying that Step Guard is gone. The startup of eight-way-run movement is really quick, so the character can actually get around quickly by pressing G intermittently.

When it comes to the Impact Counter mechanic, that occurs whenever a player tries to Guard Impact or Reversal Edge an unblockable strike or a Critical Edge attack. They don’t work against such attacks. And speaking of Guard Impacts, there’s only one type, the window on it is fairly large, and it counters low attacks as well. Missing five Guard Impacts makes the character’s guard bar flash red.

That’s the majority of their write up, but make sure to follow the thread on 8WayRun.com for more SoulCalibur VI discussion, and stay tuned to SRK for more news. Furthermore, for a video breakdown, check out Hayate’s SoulCalibur VI mechanics guide.

Source: 8WayRun

Star Citizen – Around the Verse – Austin Studio Update

The latest Star Citizen: Around the Verse has arrived, this time with a big update from the Austin Studios that speaks a lot about 3.0, upcoming patches and a more regular, predictable schedule of update releases. For instance, patch 3.1 will be heavily focused on addressing performance issues and ensuring that players have better framerates.

Chronicles of Elyria – Soulbound Drops SpatialOS in Favor of Internal Solutions

In a lengthy post on the Chronicles of Elyria site, Jeromy “Caspian” Walsh has revealed that Soulbound will be cutting ties with SpatialOS and will be concentrating on finding its own solutions in-house. Citing concerns about “the financial viability” of continuing to use SpatialOS, it appears that, all work between Soulbound and Improbably has not been able to adequately solve the outstanding issues. From here out, Docker Swarm will be tweaked for the spatial services as well.