Mad Catz to Release Tekken 7 Arcade Fight Stick: Tournament Edition 2+

It seems that HORI isn’t the only company releasing an arcade stick for Tekken 7. Mad Catz has also announced that they are collaborating with Bandai Namco for their own take on a Tekken 7 arcade stick.

Mad Catz’s Tekken 7 offering is based on their Tournament Edition 2 Arcade Fight Stick–now Tournament Edition 2+. This means that it will contain the same features as the Street Fighter V original such as the touch pad, opening top panel, foam padding, Sanwa parts, and easily swappable top panel art. That said, players might not make use of the latter–since the Tekken 7 TE2+ variants from Mad Catz will feature some amazing art on their own.

Both variants of the Mad Catz Arcade Fight Stick Tournament Edition 2+ feature slick, hand-drawn character art. The red version focuses on series antagonist Heihachi Mishima, with the rest of his dysfunctional family on the side. The white version, on the other hand, has Tekken 7 boss (and Heihachi’s estranged wife) Kazumi Mishima, with Heihachi off to the side instead.

Mad Catz is still mum on details–such as when it’ll come out, and how much it will cost. That said, those interested can register over on Mad Catz’s official site for these. In the meantime, check out some of these images of these sticks.

Click to view slideshow.

Source: Mad Catz

Michael Martin Talks about How the Evo Player’s Choice Can Pit Communities against Each Other

More than a few players have lauded the return of the Player’s Choice vote for Evo 2017. They welcome the chance for smaller games’ communities to express their passion and get their game into Evo, while also being able to support charity.

One person who isn’t singing praises is Yahoo Esports’ Michael Martin. While helping contribute to charity is good (and is something he praises), the big thing that Martin is concerned about is how the vote tends to pit communities against each other. Players have already been active around the internet and social media talking about how their games are better or more deserving than the other choices, and Martin thinks that this really isn’t a good look for the community.

Do you agree or disagree with Martin? Share your thoughts in the comments below. In addition to this, stay locked on to Shoryuken on our coverage of each of these games.

Source: Yahoo Esports

Watch Verloren Dominate with Cammy in This Street Fighter V Highlight Reel

With Cammy coming out pretty strong from Street Fighter V Season 2’s balance changes, many folks are looking to see top Cammy players really shine with her. One such player is Korean Cammy wizard Verloren, who first made a splash last year after winning the PlayStation 4 Asia Amateur Tournament at South East Asia Major 2016.

Verloren is the subject of this highlight reel from Vice. In the video below, we catch a glimpse of him absolutely dominating with season 2’s strong Cammy, showing some sick reads, clutch plays, and insane reactions–demonstrating why he’s currently sitting near the top 1o of the game’s online leaderboard.

Source: Vice

Evo 2017 Player’s Choice: Why We Need Ultimate Marvel vs. Capcom 3 This Year

When the line-up for Evolution 2017 was announced last Tuesday, something was noticeably different, something important was missing. For the first time since the tournament’s inception in 2002, there was the threat that a Marvel vs. Capcom game would not be in Evo’s roster.

Now, some of the younger readers and players out there may be thinking to themselves “so what?” What you need to understand is how much Evo and the Marvel vs. Capcom series are tied to each other. If Street Fighter can be said to represent the heart of Evo, then Marvel represents its soul–and that’s not just because it was there from the start.

The History of Hype

That isn’t to say that the Marvel vs. Capcom’s series’ history with Evo isn’t important–it is. The rivalries and hype moments that the series has brought into Evo have become an important part of its history.

Take a look at Echo Fox|Justin Wong. As much as he’s remembered for his unfortunate part in “Evo Moment 37,” it was also at Evo where his reputation as the king of comebacks was cemented. His amazing match against Michael “IFC Yipes” Mendoza at Evo 2007 was similarly immortalized as part of the Evolution Pro Tips series’ “Pro Tip #7: Never Give Up.”

In this match, Justin uses his last remaining character, Cyclops, to take out Yipes’ entire team of Magneto, Storm, and Psylocke. This amazing show of skill, nerves, and heart is now a favorite examples to encourage newcomers not to give up, even against overwhelming odds, when they fight at Evo (and a fitting metaphor for the community not to give up on getting the game into Evo 2017).

Justin would then continue his penchant for amazing comebacks at Evo with Ultimate Marvel vs. Capcom 3–making amazing victories throughout the years against various top players, such as EG|Christopher “NY ChrisG” Gonzales, PG|Ryan “Filipino Champ” Ramirez, and more.

Of course, Justin and his comebacks aren’t the only source of memorable moments at Evo. The Marvel vs. Capcom tournament has always been a stage for amazing stories. Take for example, Duc Do’s win at Evo 2005 with his team of Spiral, Sentinel, and Cable.

At that time, Duc’s team wasn’t considered to be as strong as it once was. This was when Marvel vs. Capcom 2’s metagame had shifted towards a more rushdown-centric game over the previous emphasis on zoning and trapping. Many top players were using Magneto, Storm, and Psylocke at Evo including Justin Wong, EG|Ricki Ortiz, and Yipes – who Duc faced at grand finals. Despite all this, Duc showed that there was still life in his team and that he was still a threat, beating Yipes 3 games to 2 in grand finals.

Speaking of notable stories, let’s not forget the more recent ones. Long considered to be “America’s Game” Evo 2015 turned out to be a massive eye-opener with a Chilean, Nicolas “Kane Blueriver” Gonzales tearing his way through the ranks to finally show that that the US couldn’t sit on its laurels.  He even did it with Hulk, Haggar, and Sentinel–historically considered one of UMvC3’s weaker teams.

Now, the tournament itself isn’t the only source of great stories and from the Marvel vs. Capcom series at Evo. Numerous exhibitions and grudge matches have taken place at Evo as well. Who could forget Justin Wong’s memorable exhibition match against Dark Prince, where he had to use a low tier team selected at random. Despite this handicap, the set was still close with Justin almost winning against Dark Prince who was using a pre-set “god tier” team.

Dark Prince himself is something of a controversial figure at Evo, being one of the first people to ever be banned from the event.

These stories, these moments from the Marvel vs. Capcom series have become part of the Evo “lore.” The hype that they’ve brought has become a part of that which makes Evo what it is today. More importantly, the Marvel vs. Capcom series, and Ultimate Marvel vs. Capcom 3 still remains a source of great stories.

2016 was supposed to be a year where UMvC3 was a dead game, yet it gave us what is arguably one of the best stories of the past decade. Christopher “NY ChrisG” Gonzales had long been considered one of UMvC3’s “gods,” but he had yet to win himself an Evo championship. This year looked to be more of the same, simply because, standing in his way was his nemesis, Justin Wong, who had beat him and sent him home every time they fought at Evo. 2016 however was different, that year, a more relaxed, more confident ChrisG was finally able to defeat Justin, even stopping one of the latter’s fabled comebacks, paving the way to his eventual championship win.

Even with all that’s already happened, Ultimate Marvel vs. Capcom 3 is still a place for new stories to happen. Last year’s event was also building to another story with Kane Blueriver almost becoming the first player to win in UMvC3 twice at Evo, only to be stopped by ChrisG. This year, many of the existing champions are on the lookout to try to get that elusive second win and put themselves above the others, if they’re given the chance. That said, there are also a crop of players who’re looking for make their mark, players like Raynel “RayRay” Hidalgo, and Daniel “Clockw0rk” Maniago who have at times been considered as part of the games “gods” but have yet to win Evo, to perennial top 8 contenders such as Vineeth “ApologyMan” Meka,  Luis “Paradigm” Cervantes, Armando “Angelic” Mejia, and the like. All of these and more are possible sources of great stories and hype from Ultimate Marvel vs. Capcom 3, if the game is given the chance to be at Evo one more time.

The Grassroots Soul

All this history, all these stories that have come and are yet to come from the Marvel vs. Capcom series, are not the only reason however why Ultimate Marvel vs. Capcom 3 needs to return to Evo. There’s another, just as important reason for it. As stated above, the series is the “soul” of Evo, and this is because of how it represents the undying grassroots spirit of the community.

Even before the first Evo in 2002, all the way back to its roots as the Battle by the Bay, or B3, the tournament has always been about the community. These tournaments started out simply as a place for the community to come together and compete. People came and competed in the games because they loved them, regardless of whether or not there was any sort of support from the developers.

Of course, Evo has come a long way since those early days. The event has become important enough that many companies, beyond just the developers and publishers are paying attention to it. And with this attention has come a lot of support. Not to say that this is a bad thing, in fact all this support has helped the tournament grow and the genre reach out larger audiences. That said, despite all this, there was one game in the Evo line up that always seemed to be there simply on the strength of its community alone–Ultimate Marvel vs. Capcom 3.

Due to its nature as a licensed game, alongside the sometimes confusing nature of Marvel’s video game licenses, UMvC3 never really got the same level of support as  fellow Capcom series Street Fighter. However, despite this, the game’s tournament scene continued to thrive. This wasn’t really surprising of course, the Marvel vs. Capcom community had come from playing a single game competitively for a decade, and making it thrive despite the lack of any support. The community then was simply doing what it had been doing since Evo’s early days.

In this way then, Ultimate Marvel vs. Capcom 3 is one of the few games that fully captures the original grassroots spirit of Evolution. It’s a game that survives and even thrives in the tournament circuit because of its community.

Evo was started on passion: on a community’s passion for their games, and for playing and competing with others in those games. The Marvel vs. Capcom community continues to pour this same passion into their current game–Ultimate Marvel vs. Capcom 3–into its events and tournaments, into the content they produce to help other players, and even into all the effort that we are now putting into getting the game into Evo, this article included.

If the player’s passion–their love for their games that got these grassroots efforts started–is the “soul” of Evo, then Ultimate Marvel vs. Capcom 3 is the game that, out of all the Player’s Choice picks, that embodies that soul the most. To have an Evo without this soul would be a travesty. As such, I implore all you players who care about Evo, about the games, and most importantly about the community, to give Ultimate Marvel vs. Capcom 3 its rightful place at Evo 2017.

Vote for Ultimate Marvel vs. Capcom 3 on generosity.com here. Voting closes at 12:00 PM PST on February 8, 2017.

evo 2017 vote

Pro Tip #7 archive care of Nak06, additional MvC2 videos care of Preppy.

Injustice 2 New Character Announcement Coming On February 2nd

The hype is currently very strong for Injustice 2, thanks to its ongoing beta test. Riding on this wave of hype, developer NetherRealm Studios is now set to reveal another character for the game. On the official website for Injustice 2, NetherRealm has announced that a new character will be revealed on February 2nd–this coming Thursday.

The recent story mode trailer showed us glimpses of Robin, Bane, Poison Ivy, and Brainiac. Of these, only Robin has had an official reveal as a playable character.

Will the announcement feature one of the remaining three characters, or will they show off someone new? We’ll find out tomorrow.

Source: Injustice 2

Ultimate Marvel vs. Capcom 3 PC System Requirements Have Been Revealed

Since the announcement back in December, more than a few players are wondering if their PCs can handle Ultimate Marvel vs. Capcom 3. Well, wonder no more: the system requirements for the game have been published on Steam.

Based on the system requirements–which you can see below–Ultimate Marvel vs. Capcom 3 on PC doesn’t really require that powerful a system to run. The minimum requirements are about in-line with what the recommended requirements were for Ultra Street Fighter IV on PC–a Core 2 Duo with 2 gigabytes of RAM, though the graphics card requirements have been upped to a still relatively mild GeForce GTX 260.

The recommended specifications also don’t ask for much over the minimum requirements–a Core 2 Quad and 4 gigabytes of RAM, with a GTX 560 or better for graphics.

These relatively low requirements do make sense, considering that the game originally came out in 2010. More interesting however is the requirement for a “Genuine Xbox 360 PC compatible controller,” which may indicate that the game prefers XInput devices.

Check out the full minimum and recommended specifications below.

Minimum 

  • OS: Windows® 7 SP1 / Windows® 8.1
  • Processor: Intel® Core™ 2 Duo 2.4 GHz, or better
  • Memory: 2 GB RAM
  • Graphics: NVIDIA® GeForce® GTX260, or better
  • DirectX: Version 9.0c
  • Network: Broadband Internet connection
  • Storage: 16 GB available space
  • Sound Card: DirectSound compatible (must support DirectX 9.0c or higher)
  • Additional Notes: Genuine Xbox 360 PC compatible controller recommended

Recommended

  • OS: Windows® 7 SP1 / Windows® 8.1
  • Processor: Intel® Core™ 2 Quad 2.7 GHz, or better
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 560, or better
  • DirectX: Version 9.0c
  • Network: Broadband Internet connection
  • Storage: 16 GB available space
  • Sound Card: DirectSound compatible (must support DirectX 9.0c or higher)
  • Additional Notes: Genuine Xbox 360 PC compatible controller recommended

Source: Steam via r/MvC3

Capcom’s Haunts Addresses Street Fighter V Updates: Expect Information Roughly Every Couple of Months

Neidel “Haunts” Crisan, Capcom USA’s Director of Digital Media and eSports, recently posted over at the r/StreetFighter subreddit and gave some insight into Street Fighter V’s second season of content. In his post, Haunts does his best to reassure players that they have been sending all their feedback to the development team. He also reminds them, however, that development takes time–and that while he also understands the frustration being a player himself, players will need to be patient as they work on these issues.

In addition to this, Haunts also goes on to set expectations regarding communication about the game. He says that players should expect info drops from Capcom “roughly ever other month.”

With a big update supposedly coming this Spring, it seems then that we’ll likely hear more in the coming month or so.

Source: r/StreetFighter

New Documentary Focuses on SonicFox and the Road to His 3rd Championship at Evo 2016

If there’s one player who can be considered to be sitting at the top of the heap in NetherRealm Studios’ games, it’s none other than Echo Fox’s Dominique “SonicFox” McLean. This young prodigy has proven to be a dominant force in Mortal Kombat X, as well as Injusice: Gods Among Us Before it, taking with him three straight championships at Evo.

It’s SonicFox’s path to his third Evo championship that this new short documentary from Phil Nolan is concerned with. Here, Nolan takes a closer look at SonicFox’s road to winning Evo 2016, and the opposition in front of him–in addition to this however, the video also gives us insight into what SonicFox’s goals are for the future, including his plans for college, and hopefully being able to work on his own fighting games.

Source: Phil Nolan

Square Enix Announces New Fighting Game Million Arthur: Arcana Blood for Arcades

Square Enix recently announced a brand new fighting game for Taito’s NESiCAxLive 2 service. Called Million Arthur: Arcana Blood, the game is based on their Million Arthur mobile game franchise.

The franchise itself revolve around the story of a cultural exchange student who gets transported back into time and ends up pulling Excalibur from the stone, as per the legends of King Arthur. He ends up participating in a grand tournament for him to be able to accumulate “holy blood” and return to the present.

The currently confirmed cast includes the following.

  • Arthur: Blade Protector (voiced by Mamoru Miyano)
  • Iai Arthur (Quick Sword-Draw Arthur) (voiced by Sumire Uesaka)
  • Nitou Arthur (Dual Swords Arthur) (voiced by Arthur Lounsbery)
  • Touzoku Arthur (Thief Arthur) (voiced by Ayane Sakura)
  • Zex Siegfried (voiced by Yuki Kaji)

In addition to this, the game has an assist system, similar to other games such as Dengeki Bunko Fighting Climax, allowing the player to select “Support Knight” characters to help them in battle.

Million Arthur: Arcana Blood is set to launch in Japanese arcades sometime in the fall. Before that, the game will be playable at Taito’s booth at the 2017 Japan Amusement Expo this February 10 to 12. In the meantime check out some gameplay footage recorded off Square Enix’s Nico Nico stream.

Sources: Famitsu; Dengeki Online via Gematsu

Flying in the Sky: How Its Vertical Space Changes the Way the Marvel Versus Series is Balanced

When Capcom released its first Marvel-based fighting game, X-Men: Children of the Atom, back in 1994, it had one feature that quickly differentiated it from other fighting games of the day: its super jump height. Children of the Atom’s stages had a playing field that was over twice as high as it was wide, and allowed characters to explore this space with super jumps and air combos. This verticality became a series staple for later Marvel fighting games from Capcom.

More than just differentiating the games in what would become the Marvel Versus series from other fighters, the series’ verticality brought a giant shift in how the game was balanced, compared to traditional 2D fighters.

Airspace Control

To understand why the Marvel series’ super jump height brought about such a massive shift in balance, we first need to look at one of the most important concepts behind 2D fighting games. At their core, 2D fighting games are primarily about space control. Each move controls a certain amount of space, and the properties assigned to that move, hit boxes, hurt boxes, vulnerabilities, and even frame data determine how good that move is at controlling that space.

One of the most important spaces to control in fighting games is the air, as jumping is a common way to bypass moves that control horizontal space. In most games prior to X-Men: Children of the Atom, this was a risky move since jump-ins could easily be punished by anti-airs–moves that control vertical space. There are two factors in these games that help make anti-airs strong. First, they start from the ground; a character does not have to jump to perform them. Second, the vertical space of the game is itself quite low–meaning that these anti-airs don’t have to control as much space.

With the super jump height of the Marvel series’ however, traditional anti-airs are weakened. The higher vertical height makes it easier for characters to get around them. Additionally, players also must give up a lot of horizontal space on the ground when pulling them off. Combine this with the additional options in both movement and attacking that super jumps give, and being higher up can be much more advantageous in these games.

For a practical example of how the Marvel series’ vertical space affects balance, look no further than its effect on the “shoto” moveset. The shoto moveset of Ryu (and Ken) has been called by some “the perfect moveset,” with a projectile to control horizontal space, a rising uppercut to control vertical space, and third move (the tatsumaki kick) that moves them forward. In the Marvel Versus games however, this moveset isn’t quite as perfect: Ryu cannot implement his traditional zoning game because super jumping makes it so much easier to get around both his horizontal and vertical space control tools. What was “the perfect moveset” in Street Fighter II is no longer such in the Marvel games, and Ryu tends to struggle in these games as a result.

Ryu's perfect moveset.
Not so perfect in Marvel...

 

Breaking Traditional Space Control Roles

The verticality of the Marvel series required a significant rethink of how space control was implemented in the series. The solution that Capcom came up with was to break the traditional space control roles, to help fill out the void left by these weakened anti-airs.

This breaking of traditional roles can be seen in how the series reworks the tools for controlling horizontal space, projectiles and long range pokes, and uses them to control vertical space as well. Perhaps, the most straightforward example of this is how certain anti-airs, such as Cyclop’s “Gene Splice” and Charlie’s “Flash Kick,” gained projectile elements. Other characters gained a myriad of vertical and diagonal projectiles as they were brought into the series.

gene_splice
Yes, that’s a dragon punch that shoots a fireball.

Beams on the other hand aren’t true projectiles (they’re not separate from the character), but function as long pokes, like Dhalsim’s limbs in Street Fighter, but without vulnerable hurtboxes. These include beams that go purely vertical such as Storm’s “Typhoon,” Dormammu’s “Purification,” and of course Captain Commando’s “Captain Corridor.”

captain_corridor
Still one of the best anti-air beams in the business.

Aside from allowing these tools to control space from the ground, the series also allows them to control space from the air–going downward, instead of upwards. This is arguably even better, as it allows a character to keep their opponent grounded while maintaining the high ground. Even more devious is when we have a projectile that does both, such as Dr. Doom’s “Hidden Missiles,” allowing for the advantages of both, making for a very useful move (this alone may be the main enabler for Morrigan’s “Astral Vision” trap).

Of course, with projectiles and pokes being given greater roles, other special moves, as well as movement itself, needed to be made stronger. Part of this was done by giving characters more aerial movement, such as multi-directional air dashes. However, that isn’t the only solution (nor the most interesting): some characters instead received aerial moves that moved quickly through the field while dealing damage.

VergilWinPose
No air dash? No problem.

Meanwhile, some characters who may not have had a lot of aerial options were given really good ground options instead. These characters, such as Vergil, Wolverine, and Strider, were designed so that they could lock an opponent down and prevent them from taking to the air. In fact, most pixie-style rushdown characters fall into this style, using a combination of fast movement, and the occasional teleport for some characters to bulldog their opponents.

Now, while traditional anti-airs have had their role lessened, they still have their place. These moves become more focused into being reversals, or combo filler. Yes, some effort was made to try to make them more effective in the early games, either by increasing their range, or just flat out giving them projectiles. However later versions seemed more in tune with making them excel in their limited roles such as making Wolverine’s “Tornado Claw” cancel-able to super.

Taking these together, we can see that a good combination of vertical space control beams or projectiles, combined with good movement or fast moving specials, would be the Marvel series’ equivalent of a “perfect moveset.” Indeed, this has become the foundation of some of the best teams in the later, assist-heavy incarnations of the series such as Justin Wong’s Storm/Sentinel/Cyclops in Marvel vs. Capcom 2, or Chris G’s Morrigan/Dr. Doom/ Vergil in Ultimate Marvel vs. Capcom 3.

Moving Forward

Now a good number of you must already be ready to type comments about how the Marvel games aren’t the only ones with a tall stages and super jumps, and you’d be right. The series may be the ur-example of this, but other games have followed suit and given their own takes on verticality in 2D fighters. This makes the concepts first explored in the Marvel games’ all the more important for both developers and players to understand.

For the developers looking to create similar fighting games with any degree of verticality, understanding the concepts first put out in the Marvel series–and then adapted by other games–can help them with their own games. Understanding how the vertical space affects balance ultimately leads to better-balanced games.

Meanwhile, for players like us, understanding these concepts can help us make better choices in-game: both in our choice of which characters to use, and the moves and tactics that we employ with these characters–leading us to be better players.