The King of Fighters joins Pokémon GO in augmented reality

SNK has released a number of mobile games using their The King of Fighters IP. Now, another mobile adventure will be joining the likes of Destiny and All-Stars, and it’s bringing fans’ favorite fighters to the AR realm.

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The Hong-Kong based studio Gameone is bringing yet another The King of Fighters title to smartphones. Much like the famed Pokémon GO, the upcoming The King of Fighters GO will use a fusion of GPS technology and Augmented Reality to bring players a unique experience that allows them to integrate the game into the real world. Instead of monsters, players will seek to catch and collect the wide array of SNK’s The King of Fighters characters, pitting them against other players’ teams to determine the stronger combatant.

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Originally titled The King of Fighters — The Orochi Saga GO, the newly-named The King of Fighters GO brings back the ‘95-’97 Orochi Saga, with Orochi returning as the game’s final boss. However, the game is currently exclusive to residents of the Hong Kong area: participants in a recent closed beta received a VIP code through Hong Kong’s Anime and Games Convention. The beta ran from July 27th through July 31st for the iPhone iteration of the title via Testflight, and with the Android beta as yet unannounced, fans of the series can expect more news in the near future.

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Source: MMCafe

New Dragon Radar Events added to the Dragon Ball FighterZ World Tour

The recently-announced Dragon Ball FighterZ World Tour originally featured seven major events, where winners receive one of seven Dragon Balls. Since then, Bandai has added Dragon Radar Events to the Tour, and more were just scheduled.

Bandai Namco’s Dragon Ball FighterZ existed without an official tournament circuit for nearly five months. On June 22nd, the Dragon Ball FighterZ World Tour was announced, and the first event was just a few days away at CEO on June 28th. CEO marked the first of seven Saga events, where champions receive one of the seven Dragon Balls upon their victory — and a spot in the Tour’s Grand Finals.

More recently, Bandai announced the implementation of smaller, ranking events within the Tour. Dubbed Dragon Radar Events, winners of these tournaments receive free travel and lodging for any Saga event of their choice, or the Last-Chance Qualifier for the Grand Finals in January. A slew of DBFZ’s Radar Events have now been disclosed, with August chock full of Super Saiyan action.

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Notable Radar Events this month include the Taiwan Fighter Major, coming up on the 18th of August, as well as Ireland’s Celtic Throwdown, France’s Ultimate Fighting Arena, and Indonesia’s C3 AFA Jakarta x Game Start. SoCal Regionals likewise joins the ranks of Radar Events for September, with Canada Cup and the Thailand Game Show following in October. Sweden’s DreamHack Winter also stands as a Radar event, with two other, online Radar events within the same month.

DBFZ’s Radar Events provide an important avenue for players without means of travel a chance to compete in the Tour’s Saga Events. With more regions represented in the Tour, as well as a number of Online Radar Events, Saga Events could very well see a rise in competition very soon. A full list of the Tour’s events can be found here.

Source: Dragon Ball FighterZ World Tour

Fighter’s Crossover Akihabara features tournaments for beginner and intermediate Street Fighter V players

This Wednesday, Fighter’s Crossover Akihabara will hold tournaments exclusively for beginner and intermediate players of Street Fighter V. Taking place in Akihabara’s Esports Square, it is one of many fighting game events that the area hosts.

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Much like the famed Wednesday Night Fights of America’s West Coast, Japan also has its own weekly tournaments on hump day. One of these, dubbed Fighter’s Crossover Akihabara, is featuring tournaments for less experienced players of Street Fighter V. Taking place in Akihabara’s Esports Square on Wednesday, August 1st at 7:00 PM (JST), players of all strengths can come test their mettle against those of their own skill level.

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The elementary and intermediate SFV tournaments will be thrown in celebration of FCA’s 150th iteration, featuring free entry and an array of drink courses for attendees to choose from. Players can choose from two to three hour courses with one beverage of choice for ¥1300 to ¥1800 (the equivalent of about $11 or $16), or the all-night option for ¥2500 ($23), provided they arrive by 7:30 PM. Additional time in the arcade can be purchased per thirty minutes for ¥400 for those wanting to get in extra sets.

The beginner tournaments will be held on basis of merit, leaving it up to players to honestly declare their ranking before entering. With three tables available, those above Platinum, under Platinum, and players of any rank can fling fists in Street Fighter V. The event will feature 3 vs. 3 random battles from 7:00 PM to 10:00 PM, as well.

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Community leader and Street Fighter player Kagecchi stated that the event exists as a “place where you can feel free to fight as anyone.” By providing less-experienced players with the chance to play competitively against others on their skill level, their words certainly hold true. Players wanting to participate can read more about the event on Kegetchi’s website — but be sure to bring a newbie with you!

Sources: Kagecchi (blog); Kagecchi (Twitter)

Arc System Works announces more details on their Evo 2018 plans & merchandise

Arc System Works revealed a slew of information regarding their presence at this year’s Evo — including their playable demo for the upcoming Kill la Kill game, exclusive merchandise, and a Bar Fights takeover!

Arc System Works is bringing their A-Game to Evolution 2018. With two games in Sunday’s finals, their presence at this year’s Evo is stronger than ever — but that’s not where their involvement ends, of course. ArcSys recently tweeted a link to their Arc System Works x Evo 2018 page, detailing their ambitious plans for the biggest fighting game tournament of the year.

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ArcSys’s booth will open up at 9:00 AM PT on Friday, August 3rd, with a live stream beginning at 10:00 AM PT. Attendees can stop by to purchase an array of tournament-exclusive merchandise, including BlazBlue: Cross Tag Battle acrylic standees, posters, keychains, Evolution T-shirts, and more. The special BlazBlue: Cross Tag Battle Collector’s Edition will likewise be available to buy, complete with 52-page art book, four figures, and a 15-song original soundtrack.

However, there’s much more than merch to be found at ArcSys’s booth: the company is also showcasing a playable demo of their upcoming title Kill la Kill the Game: IF. Inspired by Studio Trigger’s Kill la Kill anime, the arena-style action game will feature button-mashing combos, fast-paced “verbal disputes,” and an array of the anime’s dynamic cast of characters. Although only 35% complete, fans should get their hands on the title while they can — but don’t lose your way in the crowd (get it?).

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ArcSys will also host a panel on Saturday, August 4th, at 4:00 PM PT, for fans who want an inside look at the studio’s upcoming projects. They aren’t stopping at the showroom floor, though — fans will find that ArcSys has taken over Bar Fights, as well! Starting at 8:00 PM PT, an hour after their booth closes, ArcSys will join players and party-goers at the House of Blues for a fighting game fiesta.

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Be sure to stop by the Arc System Works booth to catch up on their latest projects, and don’t miss the Kill la Kill playable demo!

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Source: Arc System Works

Street Fighter V’s offline cyclical latency and netcode issues further explained by DigitalHalftones and WydD

French computer scientist and fighting game wizard WydD explains Street Fighter V’s cyclical latency on the PlayStation 4, while netcode sleuth DigitalHalftones returns with additional videos to further explain the game’s rollback issues.

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Editor’s note: Yesterday we peeked inside the Pandora’s Box that is input latency in Street Fighter V, both online and offline. But it seems that was only the beginning of this tricky subject; here’s a follow-up to provide a closer look at some of the lag issues that SFV players — and competitors — are dealing with while we play!

Fighting game player and tech detective DigitalHalftones recently uploaded a YouTube video dissecting Street Fighter V’s rollback netcode, and his findings revealed a shocking discovery: to make up for one-sided rollback, the game’s netcode would introduce lag to another player should their opponent experience even a slight drop in connection. By connecting a PlayStation 4 console and a PC to one network and manually lowering the framerate, DigitalHalftones was able to prove that the opposing connection would lag in turn. This meant that whatever latency was recorded at the end of a round would be introduced in the following round: in other words, SFV outright creates lag to even out the connection between two players. (Original video follows below.)

Fair’s fair in online play.

DigitalHalftones returned with a second, two-minute video (above) in response to comments about crossplay being a potential factor for the lag he recorded. As in the first video, he used the same setup of a PS4 and PC wired to a single internet connection. He began his subsequent experiment by lowering the framerate from 60 fps to 10 fps on his PC, observing that the PC character was skipping on the PS4 side. He then pushed the framerate back up to 60 fps, and while the PC side smoothed out, the PS4 continued to lag, with PC Cammy still skipping across the screen. However, upon the start of the next round, both sides were completely smooth.

DigitalHalftones explained that this event was due to frames dropped at the start of the round, not his connection’s latency between the two systems. “What’s happening is, at the start of the round, when it says ‘Fight,’ the game is looking at the latency, but it’s also looking at the framerate,” he states over the video. “What happens is, when the PS4 lags behind by a couple of frames at the start of the round, the netcode is thinking that’s actual lag. So, say the game is lagging 1 frame, 2 frames, 3 frames? They’re reading that as milliseconds at a time.” With a single frame being equal to 16.6 milliseconds, three frames would be equal to 49.98 ms of artificial lag, causing the opponent’s side to lag just as much in an effort to even out the connection.

“It’s not crossplay that’s the issue,” DigitalHalftones stated. “It’s the system not being able to run or maintain 60 fps, and the netcode. It’s because of the variable input time for the framerate on the PS4.” As is commonly known, PS4s tend to lag when loading — which explains why rounds get worse for players over time when fighting opponents on the console. Through this additional experiment, DigitalHalftones was able to prove that a variable framerate during the start of a round will incite additional rollback that isn’t part of the game.

The ebb and flow of input latency.

The term “variable” was also recently uttered by fighting game scientist WydD, who used it to describe his findings of Street Fighter V’s input delay on the PlayStation 4. So far, WydD has tested the game on PC, the PS4 Pro, and the PS4 Slim, where he discovered the game’s variable input latency. He now breaks down his findings in layman’s terms, explaining the cyclical nature of the delay and how it affects gameplay.

“Basically, the game has some kind of internal timer inside its engine,” he stated. “When you plot the amount of lag frames over time during my measures, you get this weird cycle.” The cycle in question looks like an active heart monitor, with lag cycling from 4 frames up to 7 frames, then back down to 4 frames once more. “Basically, when you play the game on a PS4 offline — like in a tournament setup — your input lag is around 4 frames, then goes to 5 frames after a while, then 6 frames, and finally 7 frames… to finally drop to 4 frames again.”

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While the cycle is relatively constant, WydD observed that the exact time of the switches varies from session to session, resulting in literally variable input delay. “The timing of the steps varies between sessions, but the overall shape is the same, and the length of the cycle is always around a minute,” he explained. While he stated that he isn’t one hundred percent confident of his findings, he hasn’t observed this cycle on PC, citing colleagues Noodalls and DisplayLag as others who have found similar results.

The terror of the input lag cycle.

This variable input delay could definitely have negative effects on players as they duke it out on screen, particularly in regards to hit confirms and reaction timing. “It doesn’t interfere a lot in combos due to the input leniency of SFV,” WydD stated. “The game engine tolerates 5 frames of timing for a 1 frame link. If you’re lucky, you are at the beginning of the cycle and you are generally 3 frames faster in terms of reaction.”

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While SFV’s leniency might help give players a fighting chance in this regard, instances can occur that tilt the scale towards saltiness. “There can be other weird instances, like someone presses a light punch and the opponent presses medium/heavy punch one frame after, and the medium punch actually hits anyway because you had a 7 frame delay on the light punch,” he said. “That’s never been seen in experiment, but technically, this could happen.”

WydD also created a series of images that visually represent his findings to better describe this phenomenon. Using Ibuki’s sprite from 3rd Strike, WydD pinpointed the exact frame in which delay begins. Once the command was executed, the screen lost color, and stayed gray until Ibuki’s attack animation was completed. This graphic utilizes his methodology as explained in his YouTube video, but he has since stated that he has improved this setup.

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Both WydD’s and DigitalHalftone’s findings indicate that Street Fighter V still has a plethora of issues, at least on the PlayStation 4 platform. With frame drops resulting in actual netcode latency — and worse, the variable, cyclical input delay — the console version of the game leaves much to be desired. As seen in Brandon Chia’s loss in the SEA CPT Online 2, the console version’s build (which is also the CPT tournament standard) can definitely affect players’ performance, potentially leading to whiffed normals and botched reaction times — which, at worst, can cost a competitor a win during an important tournament.

Sources: DigitalHalftones (YouTube); WydD (Twitter)

Motohiro Okubo discusses SoulCalibur VI’s new mechanics

SoulCalibur VI producer Motohiro Okubo broke down the upcoming game’s newest features in a recent blog post, detailing everything fans should know in order to get acquainted with the latest title.

On July 20th, Motohiro Okubo wrote up a blog post that introduced both veterans and newbies of the Soul Calibur series to the latest game’s brand-new features. Okubo expressed that he is applying “key lessons” from his work with Tekken 7 into the weapons-based 3D fighter, while keeping the gameplay both fresh and true to the series’ previous titles.

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Reversal Edge

The game’s new elements include the Reversal Edge and Lethal Hit, alongside original mechanics like the Soul Charge and Guard Hit. Okubo expressed that the Reversal Edge was a product of the game’s developers wanting newer players to “have fun, excel, and compete against players that have more knowledge and experience” through a fair and balanced means. When players land a successful Reversal Edge, a slow motion sequence is triggered, wherein a kind of rock-paper-scissors mini-game ensues. If players choose the correct action in answer to their enemy, they are rewarded with definite damage, removing the need for in-depth knowledge on characters and gameplay.

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Much like the Guard Impact system, the Reversal Edge allows players to parry incoming attacks — this time automatically. The longer a player holds down the Reversal Edge button, the longer they can parry their opponent’s strikes. The Reversal Edge also builds meter, allowing access to the Soul Charge and Critical Edge systems. In sum, the Reversal Edge gives opportunities for newer players on a more even playing field, and eliminates the need for hard data in favor of reading one’s opponent and guessing their next moves.

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While the Soul Charge is a returning mechanic, SCVI aims to make it quite different from its predecessors. SCVI’s Soul Charge will give characters power ups, allowing players to utilize additional moves and deal greater damage for a limited time. Characters’ Soul Charges will also give them different visual properties, “drastically” changing their appearance. According to Okubo, the manner in which the Soul Charge is used will largely determine players’ playstyles, and allow them freedom to express themselves in they way they choose to play the game.

Lethal Hit

The Lethal Hit is another new element of the SoulCalibur series. While different for each character, the Lethal Hit triggers another slow-motion sequence when successfully executed. In this sequence, players deal a damaging attack, which opens up the opponent for a follow-up hit. Unlike the Reversal Edge, the Lethal Hit is meant for players to showcase their knowledge and skill; it isn’t easily triggered, and players who can pull a number of Lethal Hits are shown to be high-level. Additionally, Lethal Hits break away characters’ armor for a satisfying, visual reward of the winning player’s strength.

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There are only three months left until SoulCalibur VI’s completion, and Okubo has stated that the game’s character roster is not yet complete. With Evo just around the corner, the possibility of a character reveal is high, and game’s new elements could be further explored in forthcoming trailers.

Source: Bandai Namco Entertainment

Street Fighter V netcode decoded: Capcom’s online system introduces artificial lag between users

A look at Street Fighter V‘s latency woes — online and off.

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Since the release of Street Fighter V: Arcade Edition, many users have experienced a noticeable worsening of online connection quality. To discover the source of this sudden lag spike, reddit user SunTzu-81 put on his scientist’s gear and got to work experimenting with SFV’s notoriously poor netcode. His findings revealed an interesting development in the game’s netplay: when lag was introduced on one setup, the other created input delay to keep up with the lagging system.

However, his weren’t the only findings to uncover some of SFV’s secrets: French fighting game wizard WydD also broke down the offline input lag of multiple fighting games, discovering that SFV itself had input latency close to that of Dragon Ball FighterZ and the original Guilty Gear Xrd -REVELATOR-.

“All warfare is based on deception.”

SunTzu-81, known by his YouTube handle as DigitalHalftones, uploaded a video on July 1st that broke down SFV’s long-bemoaned netcode. To do this, he set up two systems in his home across the same network, one on PC and the other on PlayStation 4. By manipulating the game’s latency and framerate, he was able to discover the source of latency through SFV’s one-sided rollback. (To clarify, “rollback” netcode is a technique that doesn’t rely on input from another user before a game begins a subsequent frame; rather, rollback netcode predicts a player’s inputs, simulating the next frame without delaying the user’s experience. This type of netcode is common in modern fighting games, and good examples of it can be found in Skullgirls 2nd Encore and the PS3 version of Ultra Street Fighter IV.)

Before introducing artificial latency on one side, SunTzu compared the movement of the characters (here, the much-dreaded Cammy) across the network. Each side appeared to be moving smoothly, with no latency between the two platforms. However, after forcing the PC side to drop below sixty frames, the PC Cammy began to show delay on the PS4, displaying some of the signature “jitters” of latency. After moving around a bit, the PS4 likewise experienced a bit of skipping on its end, proving that there is a perceivable effect for the other player when one experiences a drop in framerate.

In the second round, SunTzu adjusted the latency so that the PC side received packets 150ms late from the PS4. Thus, the PC experienced rollback, causing the opposing character to delay and stutter across the screen. However, once the round ended and the next began (with the forced latency still initiated), the PS4 began to lag locally. Since turning on the artificial lag, the PC had dropped seven frames slower, and was lagging less harshly than its PS4 counterpart.

Illegitimate latency.

Based on his findings, SunTzu surmised that SFV takes the recorded latency at the end of a round and creates input delay based on that data, likely to sync players together in order to avoid total one-sided rollback. His PC was delayed seven frames in order to compensate for the PS4’s lag over the network, which caused the PS4 to skip frames in turn. “They must be adding some sort of artificial lag or input delay on the PS4 side in order to be doing this,” he stated over the video. “Whatever the connection is at the end of the round will determine how laggy it is for both players.”

SunTzu likewise noted that, since the lag was artificial, the PS4 continued to receive the PC player’s movements in real time. “I’m assuming that this still gives the PS4 or laggy player the advantage while visually ruining both games,” he wrote. “My guess is that they tried to compensate for the rift in in between rounds after seeing the GPO panel, and I bet they made this change with the AE release, hence the increased lag problems reported.”

While SunTzu’s findings took place over cross-platform netplay, he assures viewers that the platform didn’t make a difference. “This is video is not showing that PS4 is worse or better than PC, or that cross-play matters,” he explains in the video’s description. “It’s showing that frame drops on one side do not affect the other’s game at all. Only the latency does. In the remaining part of the video, I applied 150ms of lag to the PC from the PS4, and the result was [that] the game artificially delayed the PC game by 7 frames at the start of the next round. This artificial delay is applied by the netcode itself, and is determined by your connection to your opponent only at the start of the round.”

Investigating offline input delay.

SunTzu wasn’t the only FGC scientist to discover some of SFV’s hidden innards. While unrelated to netplay, French fighting game player and computer scientist WydD decided to take matters into his own hands to truly break down the game’s input latency, utilizing a unique input lag setup to record his observations. “The idea behind this was to replicate results I’ve seen on Twitter, coming from Noodalls,” he explained over the r/StreetFighter podcast. “He had trouble measuring SFV. He said basically, when he tries to make a measure, everything is blocked, and he doesn’t know why. I said, ‘I can’t do the measure with his method, but I have some spare parts — let me try to figure out how we can measure input lag.’”
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WydD used an original capturing channel to produce his results. At its beginning, he used a PS3360+ PCB, to which he bound Cammy’s st.LK and st.MP (jeez, we can’t get away from that girl, can we?) in synchronization to a FC4 d-pad. This setup was connected to his PC via USB, which directly connected to the motherboard. An HDMI fed the information from the setup into a video component converter, which converted the HDMI inputs into a component — here as three separate plugs. These plugs operated three channels, labeled Y, Pr, and Pb. The Pr and Pb channels corrected a black and white signal, fed into the Y channel, to display colors. In essence, he bound a small circuit to the st.MP button that aimed to cut the signal to the Pr and Pb channels when pressed.

The plugs then went into a capture card, which was plugged into another PC on which SFV was being played. “If you cut the signal, you will have no colors on the screen,” WydD explained. “Because it’s analog, the image will turn gray right when you press the button.” While no discoloration occured as he pressed st.LK, stark discoloration occurred during st.MP., and would continue if he kept pressing the st.MP input. After recording his results, WydD would play back the footage frame by frame, using a ruler (reading each millisecond of a frame) attached to the side of the monitor to measure just when the latency occured by seeing where the color still remained on the screen.

The meaning behind the measurements.

By measuring exactly when he pressed an input between the amount of frames it took for the input to show on the screen, WydD was able to determine just how great the game’s input latency was based off Cammy’s st.MP. “Depending on when you press the button, you will have different results,” he explained. “And that is what I have recorded here.” Through recording the average latency of his button presses, he discerned that SFV has around 3.42 frames, or 57.1ms, of native (local) input lag. This is on par with Dragon Ball FighterZ’s latency, which measured at an average of 3.43 frames, or 57.1ms. Guilty Gear Xrd -REVELATOR- weighed in at 3.14 frames/52.3ms, while Tekken 7 had an average of 4.73 frames, or 78.9ms of lag.

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While the PC’s latency wasn’t overt, the PS4’s lag for SFV sat on his “C” tier and was dubbed unstable. SFV weighed in at an average of 6 ms of latency, with an estimated 43% stability through his findings.

This data comes in the wake of an r/StreetFighter poll, asking the community which of SFV’s issues they feel should be fixed. According to the subreddit’s moderator Joe Munday, SFV’s netcode has been the number one choice since July of 2016. With SunTzu’s findings concerning the game’s artificial latency in online play, fans are certainly hoping for an adjustment in answer to AE’s “quick fix”. And as another DLC character will no doubt be revealed in the next two weeks, we can remain hopeful that Street Fighter V’s netcode may also receive some much-needed repair in the future.

Sources: DigitalHalftones (YouTube); WydD (Twitter); WydD (YouTube)

The U.S. Army is hosting its own Street Fighter V tournament circuit

Teaming up with MGM Resorts International, the U.S. Army is set to host a Street Fighter tournament circuit on military bases worldwide.

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Did you know that the U.S. Army has a Twitch channel? Neither did we, until they announced a collaboration with MGM Resorts International to bring their very own Street Fighter tournament series to the streaming platform. Brought to us by Army Entertainment, an official agency of the U.S. Department of Defense that provides entertainment to overseas troops, the circuit will take place in eight garrisons around the globe.

The tournament will be streamed on Army Entertainment’s newly-created Twitch channel, and will broadcast four of their eight events. Unstreamed garrisons participating in the series include Fort Riley, USAG Humphreys, USAG Bavaria, and Fort Knox; those being streamed are Fort Bliss on July 28th, Fort Gordon on August 11th, Joint Base Lewis-McChord on August 18th, and Fort Wainwright on August 25th. Each tournament will be held on the bases’ Army Welfare and Recreation Warrior Zones, with randomly-seeded brackets in the traditional double-elimination style.

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Soldier vs. soldier.

This competition isn’t open to just anyone, either: only active-duty military personnel across the United States, Germany, and South Korea are qualified to compete in the circuit. This includes shoutcasters and commentators, one of which was announced as Sgt. 1st Class Christopher Jones. Cited by the Army’s statement as “an avid gamer and fellow soldier,” Jones is part of the Military Police, as well as being the Hammond La. Station Commander for the United States Army Recruiting Command.

Much like the Red Bull Conquest series, the champion of each garrison will move on to a finals evet at PAX West in Seattle, Washington, and will be streamed through Army Entertainment’s Twitch channel on September 1st. The champion will receive a slew of winnings, including exclusive Twitch gear and an Army Entertainment esports jersey, a unique tournament coin, a gift card worth $500, and a complimentary, two-day stay at the Mandalay Bay MGM Resort. Not shabby!

Digital warfare.

The Army’s statement divulged that the goal for this tournament series is to “develop Soldiers’ outlook and overall fitness using current technology.” As participants will train using hand-eye coordination, mental focus, and swift reaction time, the Army feels that their overall readiness to help with normal job duties will be improved. An online giveaway will also take place up until the Final, with winners receiving a two-day stay at the Mandalay Bay MGM Resort, a copy of SFV, an Army Entertainment esports jersey, a tournament coin, and a $250 gift card.

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With the United States Air Force recently sponsoring TBS’s 2018 ELEAGUE Street Fighter V Invitational, it comes as no surprise that the Army would further delve into Street Fighter. As two of the game’s staple characters hail from the U.S. Air Force, this tournament series couldn’t be more applicable. You can find out more about the giveaway, and subsequent tournament finals, on the Ft. Wainwright webpage. Don’t kid yourself — we know this was all your idea, Guile!

Source: U.S. Army

New details arise for Arc System Works’ upcoming Kill la Kill the Game: IF

Famitsu’s latest publication reveals a look into ArcSys’s latest title, based on Trigger’s popular Kill la Kill anime.

Kill la Kill the Game: IF is shaping up to be a wacky roller-coaster ride, much like its source material. This week’s issue of Famitsu gave fans of the series a taste of what they can expect upon the title’s release, and the details reveal a fun — albeit simplistic — experience.

The upcoming battle arena title will feature a super-simplistic control scheme, without any command moves; instead, players can use the d-pad and buttons alone to attack their opponents. Players will be able to utilize dashes, steps, and guards, as well as long-distance attacks to damage their opponents. The game’s combo system was described by Famitsu as nothing less than “button-mashing,” with cinematic finishing attacks that can be achieved with a combo’s final d-pad input.

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IF will also feature a rock-paper-scissors battle system, where one action out of three can overpower another action. These actions include “break attacks, blows, guards… read evasion attacks, and evasion actions,” and, much like the game of rock-paper-scissors, are weak against one action in particular out of a set.

The game will also feature a unique “verbal dispute” engagement between players, which can be activated by landing a special attack called a Ketsui Burst. Once the dispute begins, users will be able to use provocation, abuse, and mock actions in another rock-paper-scissors system (We can already hear it: “Kiryuin Satsukiiiii!”). Upon winning these disputes, victors will see an increase in their character’s stats, as well as a rise in their Ketsui (Determination) Levels.

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Although the game is currently only 35% complete, these details make IF out to be as absurd and action-packed as the anime itself. Kill la Kill the Game: IF is set to release in 2019 for PlayStation 4 and PC.

Source: Famitsu, via Gematsu

The King of Fighters returns with a new mobile action-RPG from Netmarble, available in Japan

SNK has partnered with Netmarble to bring another mobile title to the King of Fighters universe.

The Seoul-based gaming mogul Netmarble, known for translating large franchises to the mobile world, has collaborated with SNK to bring The King of Fighters to smartphones. Their latest mobile initiative featured a pre-registration period that spanned two days, wherein players could gain access to in-game content and special pre-registration campaigns. Now, the game is fully available to Japanese audiences in a currently-exclusive release to both iOS and Android devices.

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The King of Fighters: All Star is a mobile beat ‘em up with RPG elements. The game features characters from throughout the franchise’s lifetime, including Andy Bogard, Goro Daimon, and Mai Shiranui, among others. Netmarble has expressed a desire to stay true to the series, stating that the game holds “special moves, super special moves, and combos faithful to the original works.” Players must fight their way through multiple stages against new enemies, facing King of Fighters characters as bosses at these stages’ ends. With flashy gameplay, a simple control scheme, and its very own story mode, this mobile game could very well rival The King of Fighters: Destiny, a mobile RPG based on the King of Fighters universe.

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The King of Fighters: All Star isn’t SNK’s only mobile title out there, either. The iOS and Google Play stores feature a plethora of the company’s games, from translations of the classic KoF ‘97 & ‘98 to Garou: Mark of the Wolves. With SNK’s initiative to bring their games into to new spheres, fans can hope for another thrilling experience in this latest mobile release.

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Source: Netmarble Japan Inc.