Hit Box demonstrates the new Smash Box’s functionality and design

Are you a Smash player that’s been on the fence about Hit Box‘s new Smash Box controller? The company has put a new demonstration video just for you:

Featuring programmable variables for tilt values and angles, the Smash Box’s functionality is centered largely around “modifier” buttons. As demonstrated in this out-of-the-box beginner’s guide, the modifier button allows you to toggle between full and half-held presses — this gives you control that is more difficult to achieve with an analog stick.

Source: Hit Box

NewChallenger shows off the juggle possibilities in Capcom’s forgotten gem — Plasma Sword: Nightmare of Bilstein

Released in arcades in 1998 and on the Sega Dreamcast in 2000, Plasma Sword: Nightmare of Bilstein is the sequel to the 3D sci-fi fighter Star Gladiator that Capcom can only seem to occasionally remember they made. It’s a shame, too, and not just because the 3D sub-genre is having something of a resurgence right now: as NewChallenger.net demonstrates, this personality-filled game had some galactic-sized combo potential.

Links, loops, juggles, supers, and a new character-specific power up mechanic called “Plasma Field” allowed for a wide variety of sometimes absurd, but always interesting, combos. Combine this with an out-of-this world roster, unique game-play, and an absolute bangin’ OST, and one really has to wonder why Capcom never revisited this series in the modern era.

Source: NewChallenger.net

3rd-person arena fighter “Override: Mech City Brawl” announced for Steam, PlayStation 4, & Xbox One, releasing on December 4th

There has been a sudden uptick of countless 3rd-person perspective arena fighting games, from Pokkén Tournament to My Hero One’s Justice. You could fill an article on its own just counting the titles appearing in this sub-genre in the past two years, but rest assured: there are a lot of them.

Most of these games come from major developer/publisher Bandai Namco, and most of those have been for preexisting major franchises. Indie developer The Balance Inc. is attempting to move in on this market with its newly announced original IP Override: Mech City Brawl.

This new mech fighter boasts some incredible Saturday-Morning-Cartoon level designs (you have got to be dead inside to not appreciate a wrestler mech with a building-sized steel chair) and, in its own words, “competitive” multiplayer. Taking a gander at the official website‘s about page, we can also see there’s some interesting customization options, as well as a 4-player co-op mode:

About

Pilot a diverse roster of epic mechs, each with their own play style, special moves, and finishers. Tower over your opponents and lay waste to entire cities underfoot in local and online versus, co-op, and more.

Key Features

  • Supercharged Mechs – Pilot 12 outrageous mechs of epic, skyscraper-sized proportions, each with diverse fighting styles and unique skills.
  • Real World Locations – Destroy 3D arenas modeled after actual cities and countries, including Tokyo, Egypt, San Francisco, and Mexico.
  • Party Co-Op – Gather two to four friends to engage in party co-op where each player is responsible for one part of a towering mech.
  • The Garage – Customize your mechs in the Garage, changing their accessories and skins to create your own unique style.
  • Multiple Game Modes – Challenge other players in local and online Versus and Co-Op modes and experience Override’s story in a single-player campaign.

Override: Mech City Brawl goes into open beta August 10th-12th (which you can sign up for here) and launches on PC, PlayStation 4, and Xbox One on December 4th.

Source: PlayStationOverride (official website)

AXETB shows off Cody V-Trigger 2 Combos, Setups, and Glitches for Street Fighter V: Arcade Edition

Yesterday we learned about the practical swing timing of Cody’s V-Trigger 2 special moves. But if you’re pulling out the pipe, you won’t jut be reflecting projectiles and landing command grabs all day — you’ve gotta make your combos hurt.

That’s where AXETB‘s latest video comes in: slick editing, useful information, and absurd flashiness come together to demonstrate Cody’s damage and stun potential. There’s a lot of useful tidbits in here too, such as Cody’s ability to reflect projectile V-Triggers and an amusing glitch vs. Dhalsim’s fireball.

Source: AXETB

Mikado Arcade’s Street Fighter Carnival 11 continues with Samurai Shodown VI, Street Fighter II: The World Warrior

Street Fighter Carnival 11 is Mikado Arcade’s currently-ongoing, month-long, multi-game tournament series for a wide variety of classic (and sometimes, obscure) arcade titles. This series is well under way, so start from the beginning if you want to catch up!

Today we start with SNK’s Samurai Shodown VI:

The ‘Spirits’ system makes up the core of this game’s design — each player can choose one of six ‘Spirits’, which gives access to different offensive/defensive capabilities during play. Each of the ‘Spirits’ are based around a different entry in the SamSho series- so if you have a preference for any previous SamSho game, there’s a sub-system waiting for you!

Up next is a little game called Street Fighter II: The World Warrior. Maybe you’ve heard of it, readers of shoryuken.com?

You can follow the action of SFC11 by subscribing to Mikado’s official YouTube channel. For the night owls in the US, you can even try to catch them when they livestream.

Source: Mikado Arcade

Ultimate Marvel vs. Capcom 3 to have side tournament at Evo 2018

A tidal wave of side tournament announcements for Evo 2018 have been cropping up recently: Under Night In-Birth EXe:Late[st], Capcom vs. SNK 2, and Fighting EX Layer, just to name a few. And now, Ultimate Marvel vs. Capcom 3 to this ever expanding list:

There’s not a ton of info out just yet for the August 4th tournament, outside of its 64-man cap and open registration. MvC3 pro Angelic, whom is running the tournament, promises more information in the near future: so keep an eye on his twitter!

Source: Angelic

Hit a home run every time with this Cody V-Trigger 2 guide for Street Fighter V: Arcade Edition

In Street Fighter V: Arcade Edition, Cody’s V-Trigger 2 — the questionably named “Dirty Coach” — gives him additional range and the ability to reflect projectiles. That’s all well and good, but GLHFtv would like to bring special focus to two new special moves he gains from this new weapon:

The new command grab and projectile given to Cody via VT2 are powerful, but only if you’ve got your eye on the ball — er, rock. Timing your swing after both of these moves gives you access to absurdly powerful stun and damage options, so check out the video above to learn the proper timing for your swings!

Source: GLHFtv

Give your opponents nightmares with BadIntent’s Darkrai Guide for Pokkén Tournament DX

If zoning in fighting games doesn’t interest you unless it’s as complicated as possible, then Pokkén Tournament DX‘s Darkrai might be a character you want to look into.

On the surface, Darkrai struggles with other zoners — and anyone else if they can get in. But, if you learn the ins-and-outs of its move-list and focus on its core win condition — Nightmare mode — you’ll find the opposition will be cowering in fear in no time.

Safe pressure, powerful command grabs, insanely good reversal tools, and more await you in Darkrai’s nightmare. Check out BadIntent‘s guide above to end your opponent’s dreams fast!

 

Source: BadIntent

Pokkén Tournament DX to receive massive balance patch on July 11th

Surprise! Seemingly out of nowhere, the official Japanese Pokkén Tournament DX website has announced a new update for Pokkén Tournament DX. It’s set to arrive on Wednesday, July 11, and features balance changes for all 23 fighters (and several supports).

Here are the changes for the Battle Pokémon:

Blastoise

  • Aura Sphere (Upward): can now fire aura spheres upward after water gun
  • Burst Mode: now improves Blastoise’s move speed universally.
  • jX (Field): Can now input bjX to track opponents
  • Dark Pulse: no longer interacts with opposing projectiles

Decidueye

  • Soaring > Forward dash: reduced landing recovery
  • 8X: increased block stun
  • 6XX: reduced recovery, but also reduced hitstun
  • CA: Reduced active armor frames to match other grounded CAs.
  • 5X: increased combo scaling

Empoleon

  • nY: Can now ice skate right out of nY by holding down the button.
  • 5YX: New move. Hold the button down to go into ice skating.
  • Movement: Empoleon move speed has increased universally.
  • jX (Field): Increased active frames of the hitbox while descending. Can change the direction of the move with 7/8/9
  • 5X: increased the hitbox of the second hit
  • 2X: When inputting 1X, you won’t spin as far.
  • 4X: More blockstun.
  • Skating -> Jump (Duel): Input forward to go even further when jumping.
  • 2X: Increased hitstun. Combo scaling increased.
  • Skating -> Jump: fixed a problem where your controls would get locked if you were hit with a certain timing out of this move.
  • Skating (duel) -> Y: can no longer use duel phase moves after phase changing with this move
  • Back Skating -> Y (duel): fixed an issue where phase changing with this move would cause the camera to get weird

Scizor

  • Bug Bite: Can now be activated from ]A[
  • Swords Dance – Shots: Can now forward dash right out of this move with R.
  • 2X: More block stun. Increases pushback from the wall if you wall splat with this move to better position Scizor for combos.
  • Homing 1: reduced recovery, reduced hitstun
  • Hover Turn: fixed a bug where inputting hover turn would cause you to use u-turn in certain situations

Croagunk

  • 8[Y]: new move
  • j8X: On whiff, the move’s random effect has been altered.
  • BA: – increased reach. Improved tracking. Increased iFrames.
  • bY – Avoids some high projectiles. Just frame increases synergy.
  • Gunk Shot (Self Destruct): can now guard break opponents

Darkrai

  • 6Y: On hit, causes a down state. On just frame, grants more synergy.
  • 4Y: Just frames give synergy now. Also causes a down state.
  • 2Y: Reduced recovery. However also does reduced blockstun.
  • Shadow Claw (slice derivation, held): more phase shift points
  • Air Teleport (Nightmare mode): increased recovery if you air teleport

Shadow Mewtwo

  • Psywave Projectile (Max Charge) – now eats other projectiles more easily (higher priority)
  • Miracle Eye – reduced HP cost
  • Teleport: reduced recovery time
  • 6Y: When the second hit hits an opponent above ground, increased stun
  • 5X: increased the window to cancel into 5XX
  • Psywave Vortex: reduced HP cost, but also reduces synergy gain to match reduced HP cost
  • 6Y (Burst): when burst ends, the pillar disappears too

Mewtwo

  • 6YX: new just frame added. Just frame adds more damage and synergy gain on success.
  • Psystrike: Just frames add synergy.
  • 2X: Just frames add synergy.
  • BA: removes any supports you have out on activation (IE gets rid of rotom if you try to Rotom + BA)

Braixen

  • j8Y – new move
  • Flame Charge – when crossing opponents up with this move, you will move a shorter distance
  • Flame Charge EX – fixed a problem where after performing this move, you would auto correct into the wrong direction

Garchomp

  • Dig – On crit, OR in burst, now allows you to combo afterward. Made it easier to combo opponents who were hit out of the air. Now avoids projectiles while doing the uppercut portion as well. Nose Dive – now is cancellable into pokemon moves
  • 4X – Can now avoid certain low projectiles.
  • [Sand tomb] – fixed a problem where the animation wouldn’t play on hit

Sceptile

  • 6Y: Can cancel into vine hang after the move.
  • Detect (Success): increased chip
  • CA – On critical hit, the opponent is now downed. (not sure if hard knockdown or if crumple) On hitting an aerial opponent, hitstun increased.
  • 5[Y] on hit, causes a down (not sure if hard knockdown or crumple)
  • 6Y: on start up, this move can avoid lows. The last change is “fixed a bug where jump forward after using vine hang would cause your inputs to get stuffed afterward”

Chandelure

  • Will-o-Wisp: deals more damage to shield (duel phase only)
  • 4y: more base damage
  • WoW: reduced knockback against blocking opponents
  • jY (Field): reduced the range Chandelure can move while performing jump laser

Pikachu Libre

  • sY – when enhanced, hold the button to do a magnetic hop (I forget what the actual name of her special jump thing is, her wall jump IIRC)
  • sY – higher base damage
  • jX – has reduced range when crossing over opponents

Gengar

  • 6YX – Press R to permeate
  • sY – can cancel into pokemon moves
  • Sludge Bomb – attack debuff lasts for less time if an opponent walks over the trap
  • BA – on activation, removes any supports you have out
  • Mid Air Jump – fixed a bug where you couldn’t properly use astonish after jumping back and permeating

Blaziken

  • Air Dash – changed the trajectory of his air dash.
  • EX Heat Wave – Reduced combo scaling
  • jY – Can now cancel into Pokemon moves. Increased hitstun, reduced knockback.

Weavile

  • 6Y – new move
  • Burst – lasts longer
  • Icicle Crash (Slam) – increased chip damage
  • 8X – Weavile can now combo if this move hits opponents out of the air

Charizard

  • Charizard Flare Blitz (Straight): increased block stun. Increased knockback on blocking opponents
  • 5X increased block stun
  • j6Y you can now swat some projectiles to erase them with Charizard’s tail
  • Inferno: Now has longer range. On hit, applies speed down. Increased combo scaling (buff and nerf)

Suicune

  • Up CA – lowered the height at which this move launches upward to better hit small and crouching opponents
  • 2Y – increased block stun on the first hit, less recovery on 2Y.
  • 5YYY – no longer puts you in an aerial state
  • can cancel hydro pump and blizzard with R

Gardevoir

  • Gardevoir jCA (duel phase) the range at which this move moves increased
  • Energy Ball (Duel) goes further and has some improvement to track opponents movements
  • Energy Ball: Diffused (Field) has a bigger hitbox
  • 8X increased the forward movement from performing it
  • When Gardevoir does calm mind in BA, she gets 2 stacks
  • Now has more blockstun with BA

Machamp

  • Cross Chop in duel phase has more active frames, and the distance you get pushed back from cross chopping a wall is reduced
  • jump homing now moves Machamp faster as he tracks opponents
  • Machamp can change the trajectory of his air grab by inputting back
  • ]X[ is now a thing

Pikachu

  • Pikachu Volt Tackle’s hitbox is bigger in burst
  • nY can cancel into Pokemon moves from the 1st and 2nd inputs
  • Can cancel Electro Ball
  • Can cancel 8X with 6R
  • Does more damage with BA

Aegislash

  • jY (Field): can now input directions to change the trajectory 6Y (first part) – increased range. Increased amount of time you can delay 6YY.
  • High Stance – gives more synergy at more intervals than before
  • Shield Form Pokemon Moves – reduced durations of buffs received from form changing
  • Iron Head – now has difficulty hitting crouching and small opponents (possibly changed to a high?)
  • King’s Shield – Less invincibility time on a successful counter.
  • 4Y: no longer puts you into an aerial state
  • 4X (Enhanced): reduced the amount of time your buffs last upon use

But wait! There’s more: closing us out are some important Support changes:

  • Diglett: Does more damage.
  • Pachirisu: Removed invincibility on start up, replaced with projectile invincibility on start up.
  • Magikarp: charges slower
  • Yvetal: fixed a problem where your opponent’s synergy didn’t go down on hit if you activated burst at the same time.
  • Litten: charges faster
  • Popplio: increased duration of the double jump buff
  • Mega Rayquaza: does even more damage, costs less synergy to use
  • Celebi: charges faster

That’s it! Get your Switches ready to download the update on the 11th.

Source: Pokkén Arena (translation);  Pokkén

See the skill of a Ikari Warrior in Persona Entertainment’s Leona Combos for The King of Fighters XIV

One of the most popular characters in The King of Fighters series, Leona Heidern is a execution-heavy, rewarding character with few major weaknesses in her versatile move-set — provided, of course, you have the trained skill of an Ikari Warrior.

Persona Entertainment clearly does, and he’s here today to show what The King of Fighters XIV‘s Leona can do with proper charging and C+D wall crumples. These are a critical part of your post activation combo filler so that you can set up those sweet, sweet juggle loops.

Source: Persona Entertainment