Dragon Ball FighterZ character roundup: What we’ve seen so far for Trunks

Our own Tournament of Power still has a lot of time left! Keep practicing!

We’ve seen a lot of tech videos for Dragon Ball FighterZ come through our tipline, covering everything from team-building strategy, fundamental game mechanics, and combo after combo after combo, from throughout the game’s cast! Since the roundups were put together based on what came in when, not sorted by character, we’re re-compiling them by fighter to make it easier to find something for your individual team members.

This time, let’s look at what we’ve seen so far for Trunks!

Few have pushed the combos and setups of pre-launch DBFZ the way Clayton “Final Showdown” Chapman has. If you really want to see the full extent of combo possibilities at the moment, these are a great place to start:

desk stages his own DBZ story with his Trunks vs. Frieza combo video. So does this officially count as fan-fiction?

Meanwhile, Bubby’s combo features the unlikely pair of Trunks and Android 18.

GLHFtv covers Trunks’s unusual (and interesting) mobility options.

As always, thanks to all content creators out there, and everyone that sent in tip! Keep an eye on Shoryuken for future DBFZ roundups!

Sources: Final Showdown; desk; BubbyGLHFtv

VesperArcade examines the potential changes to Guilty Gear’s complex mechanics

Notable Street Fighter V content creator VesperArcade is switching gears to Arc System Works’ premier fighter, Guilty Gear Xrd REV 2 by dissecting a story from Destructoid about the game and its future. VesperArcade invited knowledgeable GG player Killey onto the show to discuss it.

The Destructoid interview with GG developer Daisuke Ishiwatari covers many angles, including whether the game has a chance of showing up on the Nintendo Switch platform and a talk about its legacy. What’s most compelling for avid fighting game fans, though, is Ishiwatari’s mention of wanting to simplify certain GG mechanics in future installments. There are no specifics as to what would be cut, but the overall goal for Ishiwatari is to make the game a little more accessible while keeping its deep, complex nature intact.

VesperArcade and Killey speculate as to what those mechanics could be. Danger Time comes up as a possibility, with Killey explaining that it’s an unnecessary and arbitrary mechanic. Killey also mentions Hellfire mode could be adjusted a bit (which activates whenever someone is at critical health). Blitz Shield could see some adjustments as well. He also brings up character specific combos, which require extra training and memorization, but also lead to flashy, unique combinations.

Check out the full discussion below:

Source: VesperArcade

DigitalFoundry captures 4K footage of SoulCalibur VI, analyzes graphics and performance on PC

Here’s a treat for PC fighting game players: DigitalFoundry — a famous UK YouTube channel that analyzes PC game graphics and performance — got their hands on an early build of SoulCalibur VI. As we know, Bandai Namco’s fighter will release on the PlayStation 4, Xbox One, and fortunately for those in the “PC Master Race,” the Stage of History will be playable on your powerful rig.

Though it is an early build, David Bierton and Tom Morgan discuss the footage they captured in 4K resolution, while using a GTX 1080 graphics card. They start off by comparing the title to its direct predecessor, SoulCalibur V — and the differences are obviously massive. They point out a shift in art style, which switches to more colorful, brighter backgrounds that contain many more objects than prior games. DigitalFoundry praises the shaders and use of lighting in particular. Unreal Engine 4 can also handle the physics for clothing (which used to be hand-animated). Unfortunately, there were no graphic settings yet.

As for performance, there are largely no issues, and the game plays at mostly 60 frames per second, but the duo did notice weird drops after the first rounds of matches. Check out the video below to listen to the details:

Source: DigitalFoundry