The resurrection continues: VesperArcade looks at Nash’s changes for Street Fighter V’s April balance patch

VesperArcade continues his series of discussing the character changes coming to Street Fighter V in the late April balance patch, this time looking at Nash. Following the massive success of players such as Razer’s Infiltration, Yukadon and LI Joe in Season 1, Capcom significantly nerfed the “Paradoxical Avenger” in Season 2–to the point where all but Red Bull’s Bonchan have pretty much abandoned him. In an attempt to remedy this–as well as further diversify him from Guile–Capcom will be providing Nash with a few buffs in the upcoming update. Starting with one of the most notable, Nash’s forward dash will have its total movement frames reduced from 19 to 18 frames, making it faster–but still slower than Season 1’s 17 frames.

Now there is kind of a backstory on why Capcom’s messing around with Nash’s dash. Basically, when Nash dashes forward, he actually doesn’t animate himself moving forward until the 8th frame. So when the human eye sees him moving towards them, they don’t really react to Nash until his dash is already halfway done. That was a huge issue, because the fastest dashes in this game are 15 frames, and in Season 1 when Nash had a 17 frame dash, it seemed like 9 frames. The problem is, they didn’t just stop there. Not only did they nerf Nash’s dash by 2 frames, they also made it so Nash moves forward 1 frame faster. It was overkill, I feel, for Capcom to nerf it down to 19, so they just found the middle ground.

Next, VesperArcade explains how the standing heavy punch changes will restore some of the move’s original utility as a Crush Counter, as the hitboxes have been restored to their Season 1 sizes, which is in line with their goal of making him the more offensive Sonic Boomer.

Nash’s crouching medium kick was already improved in Season 2, by having it’s hit advantage when canceled into his V-Trigger, Sonic Move – Hide, increased from +3 to +4, allowing him to link a light attack afterwards. With it increasing to +5, he will now be able to go into Side Knee Attack, which can go into hard Sonic Scythe, to improve his meterless damage.

VesperArcade closes by giving his final analysis on Nash’s changes:

So my final verdict for these changes is slightly buffed. Nash’s forward dash buff has helped his crippled mobility, however I think Capcom could’ve made it 2 frames faster since we have 6.5 frames of input delay and he moves forward 1 frame sooner. Medium Sonic Scythe is a better neutral tool now if he safely spaces it. Standing HP can be used in neutral now, with a high reward if it Crush Counters and crouching MK will help his neutral when he has V-Trigger up. EX Sonic Scythe gives him a reversal option, but I still don’t think that helps when he doesn’t have a 3-frame normal. Obviously Capcom’s goal is to make Nash much different than Guile. They wanted Nash to be the rushdown character in Season 2. I think these buffs make sense to help his offense. I still think his V-Trigger got hit a little too hard, and he does have some issues, compared to what the top tier characters are now. But I don’t think Nash is that bad of a character. When they nerfed him, they gave him different tools to change the kind of character he was. I feel like Nash is in an OK spot right now, and I don’t think he’s in as bad a spot as some characters that were nerfed, with nothing given back to compensate.

You can see the full video above, along with coverage of the other patch notes and PC CFN beta discoveries below:

Source: VesperArcade

The King of Fighters XIV version 2.00 launches April 5 with balance changes, 2 new stages, & all 4 DLC characters

Yesterday, SNK officially announced that Rock Howard would be making his official debut in King Of Fighters XIV as the 4th DLC character, alongside Whip, Yamazaki, and Vanessa.

According to Gematsu, the game’s version 2.00 update will arrive on Wednesday, April 5th, which will open up all 4 of the announced DLC characters–and the 2 previously-announced new stages, Transcontinental Railroad and City Circuit, will be added free of charge. Other features are as follows:

  • Overall character balance adjustments
  • Action record and playback feature during dummy reversals in Training Mode added
  • New background music added
  • Feature improvements and some bug fixes

Though no price point for the other three characters has been officially revealed, we know that Whip will cost $5.99, so it’s safe to assume the other three will follow suit. You can see a post from SNK’s Twitter account about the news below.

Stay tuned to Shoryuken, as we’ll have news about the upcoming balance changes and any other additions to this update as it becomes available.

Sources: Gematsu; SNKPofficial (Twitter)

Sheng Long has become a living legend! Learn about his bizarre moves in the 800th CFN Portal profile

The next CFN Profile revealed by the Shadaloo Combat Research Institute may just be the most bizarre one yet. Twenty-five years after the original Electronic Gaming Monthly hoax, Sheng Long has been given the “800th” CFN Portal profile. (There have actually only been 226 profiles so far, not counting any “special” or “extra” entries. This profile is also hidden, not showing up on the main Activity Report page, with the latest entry still being Gerald Golby) “Uso,” the Japanese word for “lie,” is also underneath the Street Fighter logo–replacing the V in Street Fighter V–so it’s clear that this profile was made in jest. Additionally, Private Nakagawa was been replaced by a mysterious hand-drawn face.

Unnamed narrator: “This time, we’ve got Master Sheng Long for you. What’s his relationship to Ryu… ?! Mastering the martial arts, he’s become a living legend. Apparently, anyone who sees him dies within 24 hours.”

Shenlong Street Fighter V

Basic Info:

Name: Sheng Long
Height: 185cm
Weight: 70kg
Blood type: Unknown
Birthday: April 1st
Country of origin: Unknown
Likes: Today
Dislikes: Modding tools

Unamed narrator: “He throws Hadokens with one hand, and can unleash Shoryukens in mid-air, a true martial artist! He’s a mysterious entity that appears if you keep getting draw games! His special moves, besides the Hadoken, Shoryuken and Tatsumaki Senpukyaku, are:

  • Jigoku Tomoenage: a throw that instantly defeats the opponent
  • Renkoin – he will keep resurrecting an infinite number of times
  • Daihan – instantly angers his opponents

And other such moves! Even amongst these, he has the Critical Art Rei Shirushibo, which instantly changes his personality! Such power for a 3rd dan! If you block his moves, you won’t be able to make a counterattack. You will be counterattacked instead.”

The profile also warns that it will disappear in 24 hours–implying that this is actually intended to join the official profiles just for April 1st in Japan–this is supported by Sheng Long’s Likes being “Today.”

You can check out more of our coverage of the calssic Sheng Long hoax here, as well as details about an EGM party on April 1st to celebrate his anniversary here. If you’re hungry for more CFN profiles, check out the latest batch here.

Do you have any fond (or not fond) memories of trying to unlock Sheng Long at your local arcade? What are your thoughts on this latest take on his design and moveset? Do you think Capcom should put him in Ultra Street Fighter II or Street Fighter V? Give us your thoughts in the comments section below!

Shenglong-street-fighter-japanzone

Source: CFN Portal

VesperArcade explains Urien’s upcoming nerfs in Street Fighter V’s April balance update

VesperArcade continues his series looking at the changes that will be coming to members of the Street Fighter V cast in the upcoming balance update–set to be released in late April–by turning his focus to the final Season 1 DLC character, Urien.

The “Dominating Light” is currently seen as one of the most powerful characters in Season 2 of SFV, having received a large amount of buffs, with nary a nerf in sight. He made quite the splash when Alienware’s Nemo won TOPANGA League 7 with him, in appropriately dominant fashion. According to Capcom’s CFN website, he also has the highest online win rate of the entire cast for February 2017, and was the 4th-most-used character behind the Shotokan trio of Ken, Akuma and Ryu, with him being selected in 5.208% of February’s bouts.

Unfortunately for his plans for global conquest, Urien will be receiving some nerfs in this forthcoming patch, such as his crouching medium kick going from +2 to -2 on block.

This normal was initially changed in Season 2, it went from +1 on hit to +4. It means he’s now able to convert off of it. You can easily confirm into a crouching light punch, for example. You can even do better if he gets a counter hit, he can go into a medium for more damage. But that’s not the main reason why it was crazy. They also made it +2 on block from -2. This was one of the most requested changes for Urien, especially since there are so many long-range normals that were made minus on block in Season 2, like Karin’s st.MK, Rashid’s st.HK. I’m sure Capcom wanted Urien to have a threatening, long-range low that could convert when the opponent’s stuck in Aegis Reflector. I’m glad Capcom kept the +4 intact and just went after the block advantage.

Urien will also be getting a single buff in this update, as the hitbox of his jumping light kick has been expanded downward–it was reduced in Season 2.

Urien was given a cross-up in Season 2 with jumping light kick , but like most cross-up light attacks, the range is quite poor. So if I’m not jumping at the right angle, it’ll just miss entirely. But at the same time, I have to jump-in really deep as well, because the hitstun on light attacks is very low as well. But by expanding the hitbox downward, Urien doesn’t have to jump-in as deep as he does right now, which means I can hit the button earlier and get the hit, so it’s a better cross-up overall.

Urien’s final change is that EX Chariot Tackle will go from 0 to -2 on block, with reduced pushback.

This is a pretty bad number for Urien to be at in general, since he doesn’t have a 3-frame light attack. Urien’s fastest normal is 4 frames, so being -2 is worst than most characters. If he tries to challenge with a light attack, Urien can be beat by nearly anything from the opponent. If EX Tackle is blocked, Urien is on the defensive now and he has to be guessing what the opponent will do next.

In closing, VesperArcade gives his final thoughts on Urien:

My final verdict on Urien is, overall, nerfed. Even though Urien is definitely the hardest-nerfed character in all of the April patch notes, his V-Trigger, combo potential and damage output remains unchanged. He still has all of his previous setups, his combo potential is still much better than Season 1. I feel Urien still remains a top tier character and Capcom did a good job of keeping his core character intact and fun to play.

You can see the full Urien video above, as well as his prior coverage of the patch notes so far in the links below:

Sources: VesperArcade; CFN Portal

Next Injustice 2 character reveal scheduled for tomorrow, March 30; cover of Injustice 2 #1 revealed by IGN

After the electrifying return of Black Adam last week as part of the “Shattered Alliances” Part 3 trailer–which focused on Supergirl’s role in the Injustice 2 storyline–we already know when the next challenger is going to step into the ring. Injustice.com was recently updated, revealing that we’ll see another new character reveal tomorrow: Thursday, March 30th. Perhaps we’ll get Shattered Alliances Part 4, focusing on the Society and fully revealing Captain Cold, who we caught a glimpse of in Part 2…? Could Scarecrow fill our hearts with his fear toxin, or will The Joker finally put a smile on our faces? Either way–we’ll find out tomorrow.

Yesterday, IGN also revealed the first cover of Injustice 2 #1, by Jim Lee. The sequel game will also be receiving a prequel comic book series like its predecessor, covering the five-year time gap between the two games. The cover features a unified Justice League, consisting of the Insurgency’s Batman and Green Lantern, the Regime’s Superman, Wonder Woman and Cyborg, as well as the currently-unaffiliated Supergirl and Aquaman, facing off against the new threat of Brainiac. The cover’s inks are by Scott Williams and the colors by Alex Sinclair. The digital-first comic will be written by Tom Taylor, with art provided by Bruno Redondo.

“I’m a big fan of Injustice and thrilled to be part of the Injustice 2 comic launch,” artist and DC Co-publisher Jim Lee told IGN. “Tom Taylor and Bruno Redondo have an exciting story in the works that will only add to the massive anticipation around the upcoming game.”

IGN will also feature an exclusive interview with Taylor, who is returning to Injustice after working on several chapters for Years 1-3 of the original book, in addition to the first and fourth Annuals.

You can see the cover below:

Injustice 2 #1 cover by Jim Lee

Injustice 2 will be released for PlayStation 4 and Xbox One on May 16th, 2017!

Sources: Injustice.com; IGN

LiangHuBBB reaches a milestone with episode 100 of “Funny & Cool Moments”

After going for nearly seven years, LiangHuBBB has finally reached episode 100 of his “Funny & Cool Moments” series, which compiles a variety of hilarious and awesome clips from different fighting games for your enjoyment. The titles featured in this most recent collection are Street Fighter V, Mortal Kombat XL, Super Street Fighter II Turbo, Ultra Street Fighter IV, For Honor, Guilty Gear Xrd -SIGN-, Persona 4 Arena Ultimax, the Injustice 2 online beta, Killer Instinct, The King of Fighters XIV, Soul Calibur V, Capcom vs. SNK 2, Street Fighter III: 3rd Strike, BlazBlue: Continuum Shift and more.

We start things off with MDZ_Jimmy recreating Evo Moment #37 in Street Fighter V, Urien showing off some of his vice-president swag in both SFV and Street Fighter III: 3rd Strike, some interesting Brutality sequences in Mortal Kombat XL, and Bison sending Chun-Li airborne with his Ultimate Psycho Crusher. Imstilldadaddy makes an incredible read with Kolin’s Frost Touch on Ryu’s wakeup Shoryuken, Cammy “dying 1,000 deaths” when she Cross Stinger Assaults into a Raging Demon, a hilarious exchange between PND|Ketchup and Mustard, Natsu Ringing herself out while attempting a Brave Edge, and CYG BST|PR Balrog obliterating the life bar of Homura’s Dhalsim with a Turn Punch read for 80%.

Other highlights include a nasty Arakune combo that may bring back bad memories for BlazBlue: Continuum Shift players, PurePure crushing DSmoove’s Sho with a Labrys Red Axe combo in Persona 4 Arena Ultimax at Evo 2016, Ken literally sliding away after a Super Turbo victory, Twitch.Hx.CYG BST|Daigo Umehara’s Guile teabagging Echo Fox|Justin Wong’s Rainbow Mika during their recent “Clash of the Masters” Netflix exhibition, Canton getting some love from a Leona Heidern cosplayer after a big play, F.A.N.G flying away from R. Mika with Shishiruirui–only to kill her with the dropped poison balls from behind, a hilarious exchange from Jackie Chan in Fists of Fire: Jackie Chan Densetsu, and Ramlethal and Necalli having Super fails.

Finally, the video closes with a compilation of Sonic Move fails from Liang’s own online Nash play, along with a rap about the current power of SFV Season 2 Guile.

You can see the full video below–and can also catch Episode 99 here!

What are some of your favorite moments from the first 100 episodes? How long have you watched the series? Let us know in the comments below!

Source: LiangHuBBB

CFN Portal Profiles: David and Gillian’s boss Wayne Nakamura; Fallen fighters Ken’ichi, Somsak, & Gerald Golby

After taking a look at the Central Intelligence Agency’s David Spender and Gillian Leigh, the Shadaloo Combat Research Institute returns with more Activity Reports on characters within the Street Fighter universe. Our next profiles take us back to 1999’s Street Fighter III: 3rd Strike, to look at more of the characters found within the main cast’s endings. As always, they are explained by loyal low-ranking Shadaloo Soldier, Private Nakagawa.

First up, we have David and Gillian’s boss, Wayne Nakamura!

Private Nakagawa: “The boss of David Spender and Gillian Leigh. He’s an important figure in the American Central Intelligence Agency. He devotes much of his energies to train and guide the younger members. He’s currently investigating the mystery of the Man with the Iron Mask.”

Wayne Nakamura Street Fighter V

Basic Info:

Name: Wayne Nakamura
Height: 170 cm
Weight: 68 kg
Blood type: A
Birthday: February 22nd
Home Country: USA
Likes: Cigars, His Subordinates
Dislikes: Fried Food

Private Nakgawa: “He’s a veteran, having been in charge of difficult cases and bizarre, mysterious, phenomena for 30 years. As an experienced analyst for the HQ, he doesn’t miss even the smallest detail. He still continues to investigate a man in a trenchcoat, whom he once spotted in an American port. [Perhaps they’re canonizing Q’s “cameo” in Ken’s Street Fighter II Stage, as seen below?] He watches over the ‘odd couple’ of David and Gillian, kindly and strictly.”

You can see him in Q’s ending with his subordinates below.

You can see a photo of what appears to be Q in Ken’s old Street Fighter II stage here:

Q Cameo in Ken's SFII Stage

Next up, we have a friend of Masaru’s who is defeated by Makoto in her 3rd Strike ending, Ken’ichi Kakutani!

Private Nakagawa: “A man who appeared in Makoto’s SFIII ending. He was beaten with a single blow and a “Chestoooo!!”, but he’s actually a competent and strong man.

Kenichi Kakutani Street Fighter V

Basic Info:

Name: Ken’ichi Kakutani
Height: 174 cm
Weight: 97 kg
Blood type: B
Birthday: January 2nd
Home Country: Japan
Likes: Dōjō yaburi [Lit., “Dōjō break.” The practice of challenging all the members of a single dōjō and beating them one after another.], Tests of strength
Dislikes: Alcohol (He can’t hold it)

Private Nakagawa: “A karate master and teacher. He travels within Japan in search of stronger opponents. His special technique is a Jōdan Mawashigeri [“High Roundhouse Kick”] called Ittetsu [“One Iron”]. He was an old friend of Masaru, apparently.”

You can see him briefly in Makoto’s 3rd Strike ending below, at the 48 second mark.

We also have the other fighter Makoto defeated in her ending, Somsak! He can be seen at the 50 second mark.

Private Nakagawa: “A man who appeared in Makoto’s SFIII ending. He was beaten with a single blow and a “Doshaaaaaah!!”, but he’s actually a determined man.”

Somthac Street Fighter V

Basic Info:

Name: Somsak [The name likely references Thai pro boxer (not muay thai) Somsak Sithchatchawal, who’s also a southpaw.]
Height: 169 cm
Weight: 61 kg
Blood type: 0
Birthday: November, 20
Home Country: Thailand
Favorite things: His Father, Muay Thai
Dislikes: Lack of Sleep [Yup, so did Gillian…]

Private Nakagawa: “He trained in the Golden Tiger Gym. He’s a southpaw boxer, who’s special move is a violent elbow strike that he calls ‘Invisible Elbow.’ His father was also a muay thai boxer, and happened to challenge the champion Nuakan once. Somsak grew up respecting his father, and became a splendid fighter, then decided to travel the world to test his strength. During his second trip to Japan, he heard the Rindōkan dōjō had a new instructor, and challenged her… much to his chagrin.”

Coming up next, a mixed martial artist who has battled Alex in the past, Gerald Golby!

Private Nakagawa: “He fought against Alex in the semi-finals of the Vale Tudo tournament ‘Eternal Fighting.’ Alex KOed him with a Shoulder Tackle.” [This tournament, incidentally.]

Alex Vs. Balrog Eternal Fighting Valle Tudo Tournament

Gerald Golby Street Fighter V

Basic Info:

Name: Gerald Golby
Height: 210 cm
Weight: 140 kg
Blood type: AB
Birthday: June 10th
Home Country: South Africa
Likes: Training, Meat
Dislikes: Losing, Weak People

Private Nakagawa: “A newcomer in the MMA world who very quickly distinguished himself. An elite wrestler who started his training since he was 4 years old. In his university days, he also played American Football. His special move is a violent face crusher called ‘Monster Buster.’ With his forged body, his fans expect much from him each time. Although he did unfortunately lose against Alex in the Eternal Fighting tournament, he’s scheduled to fight in the Pan-American Battle Tournament in which even Ken Masters will fight! Who would win?!”

This battle seems to take place during Ken’s Third Strike ending, as he defeats an African-American fighter to win his third consecutive U.S. Martial Arts Championship, with Mel, Eliza and Sean by his side, as seen below.

Our next profile is very special. Moving away from Shadaloo’s research files, we have a fan-made character design, the newest member of the Iwashigahama Japan Women’s Pro Wrestlers, Kevin! Replacing Private Nakagawa will be the promotion’s biggest star, Rainbow Mika!

Rainbow Mika: “A character born in the ‘Street Fighter Study Corner’ of the Iwashigahama Joshi Pro Wrestling Podcast! For details about the first podcast, please hear us here. Apparently he can use a V-Trigger that allows him to miniaturise himself.”

Kevin IJWPW

Basic Info:

Name: Kevin
Height: 3 – 155 cm
Weight: 1 to 40 kg
Blood type: O
Birthday: December 13th
Country of Origin: Foreign Country
Likes: Japanese Sushi
Dislikes: Demons

Rainbow Mika: “His special move allows him to miaturise himself! Then he can use his speed to quickly gain his opponent’s back and stab him with a needle! But… he uses a foreign object! Is he a heel? He’s a 13-year-old middle schooler. His favorite word is ‘Japaaan!’ Also ridiculously good-looking!” [Kevin is brandishing a needle, and behind him there’s a Wadōkaichin, the oldest Japanese type of coin, 2.4 cm in diameter.]

You can learn more about Wayne’s subordinates, who are deeply inspired by The X-Files, here. You can also look at some rejected alternate costumes concepts for Kolin here.

Special Thanks to Midgardsorn for translations and footnotes!

Sources: CFN Portal; streetfighterscene; akumazilla

VesperArcade explains Guile’s upcoming changes in Street Fighter V’s April update

After explaining the ramifications of Alex’s changes in Street Fighter V’s upcoming April balance update, VesperArcade moves on to look at what’s happening to Guile. Considered by many players to be one of–if not the best–characters in the current build of SFV, he will be getting some nerfs in the next update to weaken his offensive capabilities–which were unintentionally strengthened by Capcom last December, as he is meant to be defensive in nature to contrast Nash’s aggressive style.

First up, the Air Slasher’s forward throw, Dragon Suplex, has had its hit advantage reduced by 3 frames. In Season 2, this throw’s hit advantage was increased by 6 frames, so that advantage has been cut in half, but is still more than what it originally was in Season 1.

After expressing great surprise that Capcom didn’t also weaken Guile’s Judo Throw (due to his throw loops), the ability to bully characters that lack a 3-frame normal on their wakeup, or his mixup potential with command normals and Crush Counters, Vesper moves on to his Reverse Spin Kick.

This command normal’s hit advantage is being reduced from +6 to +4, after being increased from merely +3 in Season 1.

This is really not that bad of a nerf, honestly. So now Guile can’t normally link a crouching medium punch after this anymore, because it’s 6 frames, but Guile can still link a crouching light punch afterwards. He can still do Reverse Spin Kick, crouching light punch, Flash Kick, for example, and if he lands a counter hit with this, you can easily confirm that into a crouching medium punch anyway. And Guile can still convert into V-Trigger from this, as he can still cancel a crouching light punch into Sonic Boom, I still feel this will be the best command normal in the game, even after the April changes.

Despite not being listed by Capcom as a “Shoryuken-like attack,” like the uppercuts Ryu, Ken, Akuma, Cammy, Necalli, and Juri wield, it seems they want Guile’s medium Somersault Kick to receive the same improved anti-air properties as those other attacks. It will be completely invincible to airborne attacks from frames 1-8, but will have an added hurtbox to attacks and projectiles on the ground for frames 3-8, weakening it as a reversal option.

Perhaps the Family Man’s biggest change in Season 2 was becoming the first SFV character to have the size of his V-Gauge altered, as it was lowered from 3 blocks to 2, similar to Ryu, Alex, Chun-Li and Cammy. This resulted in Guile currently being able to acquire Solid Puncher much more quickly and at higher life totals, massively improving both his zoning potential as well as his ability to rush down the opponent behind the cover of Sonic Breaks. Capcom will be completely reverting this change in April, as it will again be increased to 3 Bars, with the gauge consumption amounts for regular and EX Sonic Breaks being adjusted to Season 1 values to compensate for the increased length.

To clarify, Sonic Break is Guile’s follow-up Sonic Booms after he throws one and his single shot Sonic Booms when V-Trigger is active. In Season 2, the V-Gauge timer for a single shot was increased, so they were nerfed. Since that’s being reverted, he can use more single and EX shots in April. However, the timer for the follow-up shots was decreased, so they’ll consume more in April. Technically, Guile’s V-Trigger in April will still be stronger than it was in Season 1, because his Sonic Booms do 10 more damage for the follow-ups.

VesperArcade offers up his final opinion on Guile’s changes:

Overall, my final verdict on Guile, for this patch alone, is slightly nerfed. I’d even go so far as to say barely nerfed. He’s still definitely stronger than his Season 1 counterpart for sure, and I definitely feel that Guile will still be top tier in April. Reverse Spin Kick is still insane, Judo Throw is intact and V-Trigger is just simply reverted, but still stronger than Season 1, and I feel like these three things combined is what makes Guile so strong in the first place. If you’re a Guile player, you have nothing to worry about with these changes. It just brings Guile down a slight amount, but he’s still really powerful and he can still do the same things that he could before.

You can catch the full video with more of his thoughts below.

You can also take a look at his videos about the new system changes here, here and here. What do you think about the upcoming Guile changes? Do you feel they needed to do more, or were they just right? Perhaps they went overboard? Tell us your thoughts in the comments.

Source: VesperArcade

Today’s Injustice 2 Watchtower stream features Dr. Fate & Robin; Shattered Alliances Part 3 coming Thursday

The month of March just keeps on providing us with more and more news pertaining to Injustice 2. After last week’s reveal of Firestorm, the Watchtower breakdowns for Cheetah and Swamp Thing, followed by a new gameplay trailer for the Wonder Woman villain. The hits keep on coming, as today’s Watchtower livestream will feature character breakdowns for Robin–this time Regime’s Damian Wayne–and Kent Nelson, also known as the sorcerer Dr. Fate. Tomorrow will also see a new character reveal, alongside the release of “Shattered Alliances” Part 3, which will focus on Supergirl’s role in the escalating conflict between Superman’s Regime, Batman’s Insurgency and Gorilla Grodd’s Society–while possibly even shedding light on Brainiac’s, or even Darkseid’s role in the game’s overall story. We have also caught a glimpse of Captain Cold in Part 2 of “Shattered Alliances,” and have seen glimpses of Scarecrow from Injustice 2 Mobile.

Rumors of The Joker and Black Adam making a return have also surfaced. Could we see any of the four, or perhaps another character entirely, as the slots on the Injustice.com roster continue to rapidly fill? You can view a series of Tweets from the Injustice 2 Twitter account confirming these events below. The stream will take place at 3:00 PM Central Standard Time on NetherRealm’s Twitch channel, so be sure to tune in! You can also catch the announcement trailers for Robin and Dr. Fate here and here, respectively. Familiarize yourself with the game’s currency system–Source Crystals–with this FAQ. And don’t forget to submit questions to the team on Twitter with #AsktheWatchtower!

Injustice 2 will be released for PlayStation 4 and Xbox One on May 16th, 2017

Source: InjusticeGame (Twitter)

VesperArcade explains Alex’s upcoming changes in Street Fighter V’s April balance update

After covering the changes Capcom will be making to Street Fighter V’s system mechanics in the upcoming April update, VesperArcade now turns his attention to dissecting the individual character changes for all characters to-be-altered, starting with Alex.

After some eyebrow-raising nerfs in the initial Season 2 patch, the “Awakened Talent” will finally be seeing some buffs in the near future.

One of the first changes coming to Alex, and this is a pretty big one, buff-wise, is that they’re increasing Alex’s health from 1000 to 1025. Now at first, you might not think this is a big deal, it’s just 25 more health, but it is actually a pretty big deal. For one, a lot of characters are getting their health nerfed, and another thing is that Alex is already a character with high stun, he’s got 1050 stun, so now he’s going have high health and high stun. Not even Birdie has high stun, so Alex is going to be even beefier than him. Another thing to consider is that Alex is the only character in the game with a 2-bar V-Trigger and over 1000 health, so he’ll definitely be in a healthy condition when he gets his V-Trigger, since it costs so little and he builds it so much from his Crush Counters.

In closing, Vesper gives his final thoughts about Alex’s upcoming changes.

So my final verdict on Alex, on this patch alone, is that he’s overall buffed. I’m pretty sure you guys can agree with the reverts, but the question is, is Season 1 Alex better than future Season 2 April Alex? The original Alex was just slightly better. The biggest thing Alex will be getting in April is the HP buff. He’s going to have high health, high stun that’s going to allow him to take a lot more risks getting in, and it’s going to be scary because he only has a 2-bar V-Trigger… He’ll also have a faster and better V-Skill, which benefits from the high HP as well, which is great, so Alex doesn’t always have to go in and he can build V-Gauge if the opponent is trying to play keepaway with him. Also, Alex’s Lariat links into St.MP, which is a huge damage buff to Alex that makes his combos much more scary and rewarding. The deal-breaker I’d say is that Alex’s biggest problem is his anti-air options. He kind of has that Karin vibe, where he has to use meter to reliably AA. I can’t say buff his jab or Lariat or make his Cr. HP faster, but I think they should just increase the hitbox on it. I still feel like this trades a lot for how slow it is. As long as you did this fast enough, it should win as an anti-air.

You can see the full video below. What do you all think of Alex’s upcoming April changes? Do you think he’ll be better than his Season 1 incarnation? Let us know in the comments below.

Source: VesperArcade