Dark Magician, Dark Magician Girl, and Slifer the Sky Dragon make an appearance in Jump Force, plus SSGSS Goku confirmation

Yami Yugi’s famous Duel Monsters are summoned into Jump Force as special moves.

After Yami Yugi’s announcement for the upcoming manga-brawler Jump Force, many were curious as to how the King of Games would take to battle. Bandai Namco Entertainment answered this question by releasing screenshots of the Pharaoh alter-ego with three of his most signature monsters, the trusty Dark Magician and Dark Magician Girl, alongside the Egyptian God Card, Slifer the Sky Dragon.

It won’t be long until a trailer is released showing how Yami Yugi battles with his Spell cards and monsters, but until then, check out these duel-tastic screens below. Take notice of the design of the physical cards themselves — they are designed just like they were in the original manga with the red and black print.

In other Jump Force news, stay on the lookout for Goku’s bluest transformation. Bandai Namco Entertainment teased and confirmed the Super Saiyan God Super Saiyan (Super Saiyan Blue) form to be included in Goku’s skillset, but there hasn’t been any gameplay showing how the anime icon powers up beyond his traditional yellow-haired look. Hopefully, this means Vegeta will also be able to transform into SSGSS, he’s not very happy whenever he’s shown up by his biggest rival.

In the meantime, Bandai Namco Entertainment released promotional art showcasing the title’s big three characters, Son Goku, Monkey D. Luffy, and Naruto Uzumaki in their powered-up forms.

Get your deck ready and keep your power levels focused for more information. Tokyo Game Show 2018 is just beginning, and there are sure to be more announcements to come. Jump Force releases in 2019 for Xbox One, PlayStation 4, and PC.

Source: Bandai Namco Entertainment


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Yami Yugi trusts in the Heart of the Cards in Jump Force

“I thought the Pharaoh would never return, but you never stopped believing.”

After Seto Kaiba’s unyielding efforts and Bandai Namco Entertainment’s determination, Yami Yugi from Yu-Gi-Oh! has come back to the land of the living to join the hyper-realized cast of Jump Force. There’s no knowing how the character will play yet, but I’ve got my cards on his ultimate attack being either Exodia obliterating the battlefield or Slifer the Sky Dragon striking the earth with a devastating blast.

For now, its all speculation until a gameplay trailer is released. Check out Yami Yugi in his Jump Force design below!

How do you think the character will battle? With fisticuffs, by throwing his cards like Gambit from X-Men, by summoning his monsters like Stands from JoJo’s Bizarre Adventure, or something different entirely? Chat it up in the comments section!

Jump Force releases on Xbox One, PlayStation 4, and PC in 2019.

Source: Bandai Namco Entertainment


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Animal Crossing’s Isabelle’s hard work pays off as she joins Super Smash Bros. Ultimate

The world’s best secretary is ready for her next challenge

Originally from Animal Crossing: New Leaf,  Isabelle was announced as a newcomer for Super Smash Bros. Ultimate during today’s Nintendo Direct. The character utilizes the many tools available within the Animal Crossing series and her no-nonsense personality appears to stop even Sonic the Hedgehog in his tracks. Check out the reveal trailer below!

On top of the traditional reveal video, Nintendo also released a brief clip showcasing the character’s unique special moves. Every move is a brick in the character’s foundation for the Town Hall of success.

There was also Direct confirmation of the Super Smash Bros. Ultimate Nintendo Switch bundle that was leaked earlier this week. The console comes with stylized Joy-Cons to resemble the Smash emblem and a special dock featuring the original Smash Bros. cast. The console releases on November 2nd with a download code for the game ready for when Super Smash Bros. Ultimate releases on December 7th.

Source: Nintendo

Lethal League Blaze is coming to PC on October 24 and to consoles Spring 2019

FUNKY FRESH BEATS FUNKY FRESH BEATS

Lethal League Blaze is nearly here! Team Reptile published a trailer today showcasing all of the announced characters in their updated designs alongside the title’s new gameplay mechanics. The trailer also nails down a release date for the PC version of the game, October 24, 2018.

For those with an ear for fresh electronic sounds, you might have noticed the trailer’s song has a familiar tone. Composer Hideki Naganuma, from Jet Set Radio fame, provided his mastery of music for the track, “Ain’t nothin’ like a funky beat”.

Lethal League Blaze will arrive on PlayStation 4, Xbox One, and Nintendo Switch in Spring 2019, so everyone will be able to join in on the fun. Its been just over a year since the game was first announced, luckily the wait won’t be much longer!

For those who are new to the series, feel free to check out Shoryuken’s review of the console version of Lethal League to catch yourself up to speed!

Source: Team Reptile

Shoryuken review: Blade Strangers is an incredible starting point for newcomers while offering unique gameplay for veterans

An indie love letter crossover of the strangest kind.Blade_Strangers_logo

Blade Strangers somehow managed to stay pretty low under the radar for the majority of its development, until a few surprise announcements made it the indie talk of the town. By combining characters from Studio Saizensen and Nicalis titles like Code of Princess and Cave Story alongside other indie superstars like Shovel Knight and Azure Striker Gunvolt, all eyes were on Blade Strangers to see how the ambitious game would make these very different franchises fit into a cohesive fighting game. Long story short: Studio Saizensen and Nicalis pulled it off.

Presentation:

Blade Strangers has a very distinct art style that makes every character feel like a natural member of its combined universe (except maybe Isaac, but cut the kid some slack, he’s been through a lot). There is a certain softness to everything in the game that is undeniably unique. The animation is fluid and reminiscent of old-school fighting games, with 3D model work combined with 2D sprites. Each fighter has multiple colors to sift through that are unlockable through completing specific modes, some of which are references to other characters from their respective franchises — my favorite being Gunvolt’s Color 2 implementing his rival Copen’s aesthetic. The palettes chosen for these color sets are varied and overall very aesthetically pleasing.

Blade Strangers Review Featured Image

Characters have their own “home” stages that are larger-than-life recreations of iconic locations from their home franchises. There’s always something neat going on in the background, like the Code of Princess stage for Solange with the turnip creatures that run around looking adorable or the surreal Umihara Kawase stage with its brightly colored platforms and crazy giant fish.

The sound design offers as much variety as the character choices, with variety from rock anthems to electronic smooth jams. The opening theme reflects the ’90s days of yore with dubbed anime opening themes, and establishes the combination of edgy and cute that defines the title. Character voices are expressive and distinct, and its possible to play with a portrait setting that has character’s faces and speech bubbles appear after counter attacks and the like. I prefer to play with these on, since it adds an additional layer of depth and originality to Blade Strangers as a whole. Also, Blade Strangers‘ rendition of the Shovel Knight theme is top-notch!

If there is one thing to nitpick, and this is definitely a nitpick, it’s that the font choices for a lot of the menus and displays don’t seem to fit the overall vibe. They appear very basic, like a default font found in a word engine and not a stylish crossover fighting game type. Also, the lack of English subtitles for character introductions is a real shame, there is a lot of dialogue between characters and I really want to know what the intimidatingly-large Shovel Knight has to say about his environment and the people he meets. All this being said, the overall presentation is fantastic, and delightfully colorful and fun. These little things are only noticeable in comparison to the overall experience being so stellar.

Blade Strangers Quote and Isaac 1

Gameplay:

On the surface, Blade Strangers is very simple. There are only four main attack buttons: Light, Heavy, Skill, and Unique Attack: all of which work as you’d expect, except for maybe Unique Attack — that term is a little vague, but it makes sense in practice! Unique Attack buttons aren’t necessarily made for combos but are for specific reactions, like heavy knockdowns or evasion. There no intricate inputs necessary for skill moves either, one only needs to press forward, backward, up, or down to utilize a character’s special attacks in conjunction with the skill button.

There are two enhanced versions of skill moves, known as Heavy Skill and EX Skills. Heavy Skills are activated by pressing the skill button and the heavy attack button at the same time, these require no meter and add some extra pizzazz to your moves, like a larger fireball or an additional strike. EX Skills require 1/2 a meter and add even more variety to your toolkit. They are activated by hitting the Skill button and the Unique Attack button simultaneously. Having Heavy Skills alone would have been enough to keep things fresh with combos, but the added layer of depth brought by the EX Skills makes Blade Strangers all the more interesting.

You can also auto-chain three light attacks into one another, and can charge a forward-heavy attack to unleash a stronger strike. Super Moves or Ultra Skills are extraordinarily easy to pull off, all you need to do is press Heavy, Skill, and Unique Attack buttons at the same time, or R1 on PlayStation 4. Typically there are two variations of two different Ultra Skills. The default is activated by pressing the three previously-mentioned buttons at the same time, and the other is activated by the three buttons combined with a down input. Each move can be supercharged with an additional press of the three buttons, or R1, by burning an additional meter. Gunvolt breaks this mold, however, and has three separate Ultra Skills he can utilize that are staples from his home franchise.

No anime fighter would be complete without a super mode to activate when in a pinch. Blade Strangers‘ iteration of the X-Factor is called Heat Up, and can be activated when health is in the red and requires at least one meter. While in Heat Up mode, players are able to take one hit without flinching per combo and can burn meter with lower requirements to turn the tide of battle. It creates a very strong risk/reward scenario because once the meter runs out, you are now not only in low health but completely out of resources. You’ve got to make every second count before devoting to heating up!

Blade Strangers Review Image 9

Offline:

Headlining the main menu is Blade Strangers‘ Story mode, which explains the reasoning for the crossover and delves lightly into the characters and their motivations. Not wanting to make a direct comparison — but its difficult not to, since the overall story hits very similarly to BlazBlue: Cross Tag Battle, but with a different take on interdimensional cyber beings. The robots or “Motes” as they are called in Blade Strangers are trying to save the fabric of reality by bringing the best fighters from across existence to combat each other to grow stronger and become the “Blade Stranger” that will defend reality from the evil, and original Lina — who plays wonderfully, by the way. The dialogue between fights is short and usually consists of “What are you doing here?” “I don’t know but I want to fight you!” and some mischievous giggling from the Motes, but it’s entertaining to see the different character interactions and to unlock new colors.

Tutorial mode gives a brief demonstration of the title’s unique systems, but it only requires players to complete the requested inputs once to complete its lessons and then players are taken straight to the tutorial menu. It would be preferable to have tutorials that go over unique systems, like the unique offensive skills and defensive skills, to ensure players feel more comfortable using them in battle. To make up for the bare-bones tutorial mode, players can create their own combat scenarios in Training mode by recording specific actions to counter against to hone one’s skills.

Mission mode is broken into two separate categories. Challenge mode is a short-and-sweet introduction to the competitive functionalities of the roster. There are only four missions per character but they are a stepping stone to understanding the versatility of the roster and highlighting whether or not their toolkit fits your playstyle. While it certainly would be nice to have more missions available for each character, the real benefit would be having the option to see the combos played out to know when to time the inputs. Another less-than-convenient function is that the inputs are designated by the names of the attack buttons, not the actual buttons themselves. While there are only four buttons to focus on, it would still be helpful to have an extra correlation between the attacks and the buttons they are mapped to.

The other half of Mission mode is Survival, which is then split among three separate difficulties, Easy, Normal, and Hard. Players must maintain their health and super meter while battling against the entire roster.  The stakes are high when you’re health bar doesn’t completely regenerate and you’ve got 14 matches to live through, but its worth it for the stylish new colors.

Blade Strangers Review Image 2

Matchmaking:

Online has two base modes: League Match and Casual Match. Both modes involve players creating or searching for rooms to compete in on a ranked or level free environment. Matches tend to be scarce from my experience, and there is no option to replay against players found in the search system so after the battle is over players are left to continue the search for another opponent. This is really my main issue with online play and perhaps the entire game overall: the systems built into the title don’t seem to really encourage prolonged online experiences. An update with an online queue available through the Online match menu would be fantastic, such as to be able to decide whether or not to go to Arcade or Training mode while waiting for a match. This would keep players engaged, and not feel like giving up whenever an opponent could not be found after multiple searches through the League and Casual matches.

Another thing that is truly strange about the matchmaking system is how quickly the search for another player ends. It’s as if the network searches for a brief moment to find a match and if one isn’t found in about ten seconds, it gives up. It is possible to queue up a match during arcade mode or training, but you cannot begin the search through the matchmaking menu and then carry out your training until your next fight begins. Ideally, players shouldn’t have to wait long enough to need to go to arcade or training to kill time between matches, but it should be a secondary condition, not the primary method to be put in a long-running queue.

Other issues were discovered through online play. During one match against Curly Brace, I was thrown into a corner by a ceaseless spam of bullets, having my health chipped away with little to no room to evade or get close to my opponent. Without the ability to rematch my opponent to see if there was a way around their tactic it seemed this high-ranked player would continue to be rewarded through their dastardly methods. Players met through online matches in Blade Strangers are also undocumented in the PlayStation 4’s native recently-played feature, so it makes it a little bit harder to become friends with those you would like to make a casual room with and not need to wait to find an online match.

Blade Strangers VS Screen

Conclusion:

I have never played Studio Saizensen’s other fighting game, Blade Arcus from Shining: Battle Arena, but I certainly need to after experiencing their creativity and attention to detail to the characters and the worlds they come from. Blade Strangers is definitely a title I see myself coming back to for the slick gameplay and colorful characters. This is also my new game of choice for introducing people who are new to fighting games to the genre, thanks to its easy-to-learn and rewarding combat system.

With a little more polish when it comes to balancing and matchmaking, Blade Strangers will continue to excite and entertain. The roster already feels so complete, but I’d be more than welcome to new additions from the franchises already established, or even a new indie star or two. This is a wonderful piece of work from Studio Saizensen and hopefully it finds a devoted fanbase and continued support from Nicalis’ newfound niche.


Nicalis provided Shoryuken with a review copy of Blade Strangers for the PlayStation 4.

Jump Force Gamescom 2018 trailer showcases new characters from Dragon Ball, One Piece, and Hunter X Hunter

Could that be a custom character seeking to aid our heroes?

Announced previously in this month’s V-Jump magazine, Jump Force has a new batch of fighters entering the ambitious crossover title. Bandai Namco Entertainment released a gameplay trailer for Gamescom 2018 highlighting the confirmed cast’s unique abilities and teasing new announcements for the future.

Classic Shonen Jump characters, Vegeta from Dragon Ball, Gon and Hisoka from Hunter X Hunter, (remember the “X” is silent) and Sanji, Sabo, and Marshall D. Teach, a.k.a. “Blackbeard”, from One Piece unite to fight at stunning new locales. Also, that tease at the end screams “CUSTOM CHARACTER” to me, but who do you all think the “New Hero” rising is?

Jump Force has been doing great with its character announcements and with its expected release date being sometime in 2019, there’s plenty of time for surprise characters. My fingers are crossed for a JoJo’s Bizarre Adventure representative, who are you hoping makes the cut?

Jump Force is heading to Xbox One, PlayStation 4, and PC.

Source: Bandai Namco Entertainment

Tira announced for Soul Calibur VI as a bonus character for the Season Pass, Libra of Soul story mode focuses on custom characters

The ring-swinging jester is back in a familiar form and the second story mode is whatever you make it

Bandai Namco Entertainment announced early this morning, but not too early for those at Gamescom 2018, that the unstable ringmaster, Tira, will be included in Soul Calibur VI as a bonus included in the Season Pass and as standalone DLC. The character’s look echoes her two original designs from Soul Calibur III and Tira’s unique character trait also returns, with her fighting style changing along with her own personality, from light and bubbly to dark and relentless.

That’s not all of the new information for today. Bandai Namco Entertainment also released another trailer for Gamescom 2018 giving a sneak peek at Libra of Soul, a secondary story mode where players create their own characters to join in the battle for the fate of history.

Character creation works a little differently in Soul Calibur VI. While the movesets and weapons are still based on the roster of main characters, players begin the process by choosing one of sixteen races. Among these races are humans, lizardmen, automatons, outcasts (which are more like animal people, but not to the same degree as lizardmen, think bunny ears), skeletons, and many more. From there, things look more familiar, with plenty of options for armor, colors, and afros, among other hairstyles.

The story is told through cutscenes and battles against both the main cast of Soul Calibur VI and original fighters made by the community. Players move throughout the world map by using in-game currency, journeying to different locations of interest with various methods for character progression. Players can even gather Soul Edge shards and gain experience in battles, all in hope to defeat the mode’s new sorcerer antagonist.

Soul Calibur VI is practically around the corner, releasing October 19, 2018, for Xbox One, PlayStation 4, and PC. Stick around for more news from Gamescom 2018 and Soul Calibur VI!

Bandai Namco Entertainment

Tekken 7 Season 2 begins on September 6 with new characters, system adjustments, and gameplay features

Anna Williams and Lei Wulong are right around the corner!

During the Tokyo Tekken Masters 2018, tons of new information was shared about Tekken 7‘s Season 2 by the game’s lead developers.

First off, a Welcome Price version of Tekken 7 was announced for Japan only for 4000 yen and which comes with a coupon discounting Season 1 and an exclusive PS4 theme.

Extended trailers for Anna Williams and Lei Wulong were released, adding onto the shorter versions unveiled at Evo 2018. These new trailers showcase more of the DLC characters’ moves, punishes, and rage arts.

Anna Williams

Lei Wulong

There will be three major overhauls implemented with Season 2 of Tekken 7, starting with a new easy combo method. This mechanic was visited partially in Story Mode but will be more realized in Season 2 in general gameplay. Similar to the auto-combo system found in Dragon Ball FighterZ, the combos can be initiated by pressing a singular button multiple times. These moves are not set at maximum damage but are a good way to introduce new players. The auto-combo system can be utilized both offline and online but will be disabled in Tournament Mode.

The next series of major changes are focused on the ranking system in online mode. There will now be a gauge that shows players exactly how far away they are from their next rank. Players will be able to view how many points they will lose or gain from battles.

The third and final major change disclosed at the time of this stream is a new gameplay mechanic known as the “Wall Bounce”, which allows for extended combos. The Wall Bounce is designed to create new opportunities for characters without explicitly balancing their capabilities. The development team hopes that this new mechanic will diversify the characters seen at tournaments.

Tekken 7‘s Season 2 Pass’ exact pricing for North America has not been disclosed, but expect it to be around $25 due to the price of each character being around $5 separately with 6 new characters in total.

An interesting bit of information to note that was shared near the end of this portion of the stream is that Katsuhiro Harada is no longer a part of the arcade version’s development, with all major implementations hitting console and PC first.

Anna Williams, Lei Wulong, and all of the new features that were shown off during the stream will be available when Season 2 of Tekken 7 kicks off on September 6, 2018. You can catch the entire stream with all of the new announcements and stellar matches below! Until then, get ready for a brand new Tekken 7!

Watch Tokyo Tekken Masters – Day 1 from TEKKEN on www.twitch.tv

Source: Tekken

Shoryuken at Evo 2018: Hands-on with the Victrix Pro FS aluminum-body arcade stick

The upcoming stick with an all-aluminum chassis offers unlimited customization at your fingertips.

Victrix Pro FS Akuma - Copy
Victrix Pro FS Bison Dictator - Copy

Peripheral manufacturer Victrix Pro showcased their newest competitive offering, the Pro FS, at Evo 2018 — and it was one of the most impressive sticks on the show floor. All it takes is one glance to notice how much the Victrix Pro FS stands out.

The standard stick comes in a cool silver, and is made almost entirely of aluminum with Sanwa Denshi components. According to the manufacturer’s website, the “Victrix Pro FS is engineered with the fastest PCB response time” out of any stick in the market. This is sure to be a feature that piques many players’ interest.

There are also Street Fighter special-edition sticks that pop with bright and bold colors, showcasing beautiful sketches of either M. Bison, Akuma, Chun-Li, or Ken alongside the signatures of the artist and the stick’s number in the limited-edition run.

On top of their stellar looks, the Victrix Pro FS sticks offer a variety of features that focus on functionality and customization. The inside of the stick is easily accessible thanks to a latch on the back, allowing for modification and quick maintenance of all of the major inputs. The stick even includes an Allen wrench to tighten or loosen the ball top of the joystick, stored in the rear compartment. If you want to change the LED color illuminating the Victrix FS, all you need to do is hold the lighting button and move the joystick left or right. The lighting mode can also be changed just by pressing the lighting button itself. This will change the stick’s illumination from fixed to pulsate, to prismatic, to reactive, to white, to dark, and back again.

This kind of manual customization even transitions into the volume control for the headset plugged into the Victrix FS’ headphone jack. Double-tapping the audio button will mute the player’s microphone as well. There are also three remappable buttons, set to L3, R3, and the touchpad button by default, that can be altered to match any other button on the controller.

Victrix Pro FS Image

There is also a “Tournament/Lockout” mode that will disable all of the backlit buttons aside from the Victrix “X” button that enables the mode. This makes the controller tournament ready and flashes red every five seconds to verify the mode is active.

Another special feature for the Victrix Pro FS is its detachable joystick. It’s easy to remove the joystick, all you need to do is pull the metal below the ball upward and lift the joystick out of its socket. There is even a special socket inside of the controller casing that houses the stick for safe storage. Combined with the convenient handles and the cable wrap prongs at the top of the stick, traveling with the Victrix Pro FS is sure to be a breeze.

To some, the concept of a removable stick might already be well-known: Victrix Pro lead, Ozhan Maker, mentioned earlier this month that the popular modification known as “The Link” by Phreak Mods was an inspiration for their own removable stick system, and apologized for not being more vocal from the outset about its relevance to the Victrix Pro FS’s development. The Victrix Pro FS’ system has been dubbed “The Link 2” in honor of the original modification.

[You can get a closer look at the original The Link by Phreakmods in our review. – Editor]

All in all, the Victrix Pro FS is an incredibly impressive fight stick, and will definitely stand out with its bold design and fully customizable LEDs. Extensive playtesting will determine how this stick holds up against the rest of the industry, but from where I’m standing, things are looking pretty bright.

The Victrix Pro FS will be available sometime in August 2018 for PlayStation 4/PC and Xbox One. We will keep you updated with pricing and release details as they become available.

Source: Victrix Pro

Shoryuken at Evo 2018: HORI showcases new controllers and accessories for every kind of fighter

From fully modular sticks to classic controllers with modern twists.

Accessory manufacturer HORI had plenty of new peripherals on display on the Evo 2018 show floor for fighting fans of all levels, with a strong emphasis on the Nintendo Switch.

Prototype Modular Stick

Click to view slideshow.

HORI will soon be releasing a fight stick that is completely modular out the gate; simply unfold the device and access to the entire unit becomes available, even with easily swappable artwork. There is also plenty of space inside the unit to use as storage for more parts, and the cable wraps nicely on the internal rack. On top of having a large amount of physical modding potential, the device will also ship with an application for smartphones that can change the inputs for the buttons as well as the color of the LEDs. The stick is currently unnamed with no release date, but be on the lookout for more information coming soon.

SoulCalibur VI Real Arcade Pro.N

Hori SoulCalibur VI PS4 Nightmare Siegfried
Hori SoulCalibur VI Xbox One Ivy Taki Sophitia Xianghua

HORI is releasing two new Real Arcade Pro fightsticks to commemorate the release of the highly anticipated title, SoulCalibur VI. each with stellar artwork and slick translucent cases. The blue Siegfried and Nightmare stick will release exclusively on the PlayStation 4, while the red lady fighters stick is exclusively made for the Xbox One. Both sticks retain the same features with a headphone jack, touchpad, share, L3, R3, and turbo buttons, and a cover for the start button on the top. The SoulCalibur VI sticks are set to release simultaneously with the title on October 19, 2018.

Joy-Con D-Pad Controller

Click to view slideshow.

HORI also sets out to solve one of the major problems for Nintendo Switch with their new D-Pad Joy-Cons. Ordinarily, the left Joy-Con features four buttons instead of a traditional D-pad, in order to match the right for multiplayer use. For those wanting to play fighters on the go, however, the traditional Joy-Con is less than user-friendly with its four button directional layout. The new HORI D-Pad Joy-Cons allow for smoother control in 2D titles. With the ever-growing library of fighting games coming to the Switch, these D-Pad Joy-Cons are essential for any fighting game fan. One caveat for the new Joy-Cons is that they must be used in handheld mode, since they do not have their own power source or wireless functionalities, so there is no functionality with the Joy-Con grip. The new D-Pad Joy-Cons still succeed in what they set out to do by bringing traditional control to the popular hybrid console in its portable configuration. The new Joy-Con are set to release on September 18, 2018.

Nintendo Switch Character-inspired GameCube Controllers

Hori Switch GameCube Controller Zelda
Hori Switch GameCube Controllers

HORI has a new series of GameCube-style controllers heading to the Nintendo Switch just in time for Super Smash Bros. Ultimate. These new controllers continue the translucent motif for the most part — not counting Pikachu — and are all stylized to match a particular character or franchise. The controllers will immediately feel familiar to those who have found the GameCube controller to be their smashing weapon of choice, but features a few differences that should make things more efficient for players. The controllers all connect via USB so there is no need for the GameCube controller adapter; the L and R buttons have a much shorter draw distance as opposed to the deep press required for the original accessory; and the C-stick also has a high level of resistance so there is less of an opportunity for the stick to flick in an unwanted direction. There is also a very nice texture on the handles of the controllers similar to the PlayStation 4’s DualShock 4 and the most recent iterations of the Xbox One controller. Another welcome feature for the controllers is that the controllers are compatible with any Nintendo Switch title, thanks to the ZL and ZR buttons.

Nintendo Switch Multiport USB PlayStand

Hori Nintendo Switch Fight Stick and Pro Controller
Hori Nintendo Switch Multiport USB Playstand

HORI had one last item for their Nintendo Switch lineup, the Multiport USB PlayStand. This accessory allows up to four players to connect their USB controllers while the Nintendo Switch is in tabletop mode. Perfect for fighting game tournaments and conventions, all it needs is to be plugged in via the Nintendo Switch AC adapter (sold separately), and players will be able to compete nearly anywhere without needing a television. Unlike the other items on the list above, the Multiport USB PlayStand is already available now.

Source: HORI