HORI Announces New 2017 Model of Their Real Arcade Pro V Hayabusa, Now with Headphone Support

If there’s one feature missing from today’s top-of-the-line arcade sticks, it’s a way to plug in a pair of headphones. That’s going to change soon, thanks to a new stick coming next year.

HORI recently announced the 2017 version of their Real Arcade Pro V Hayabusa for PlayStation 3, PlayStation 4, and PC. The 2017 RAP V Hayabusa comes with new art, X-Input support for PCs, and a 3.5 mm jack for headphones. The last one is the arcade stick’s most notable new feature. Headphone jacks were standard for most Xbox 360 arcade sticks last generation, however the feature seems to have been forgotten by most manufacturers this generation, until now.

As with their older model, the 2017 RAP V Hayabusa comes with HORI’s Hayabusa lever and push buttons. These are the same parts that in the HRAP Premium VLX Hayabusa that we reviewed earlier this year.

The 2017 HORI RAP V Hayabusa will be available in Japan starting on December 22, 2016 for ¥ 17,258 ($158.14) including tax. No word yet on whether HORI will be bringing this to the rest of the world.

Click to view slideshow.

Source: 4Gamer

Here’s an Exclusive First Look at Brook’s New Fighting Board

If there’s one company that’s made their mark in the world of arcade stick modding and customization this generation, it’s Brook. With their line of converters and internal circuitry for arcade sticks, they’ve quickly become to go-to name when people need older controllers to work on today’s consoles.

Now, Brook is in the process of bringing out a new version of their PlayStation 3, PlayStation 4, and PC-compatible Fighting Board. This new PCB hosts some changes and new features, including a 3.5 mm jack for headphone support.

Modder Jon “Jonyfraze” Bonilla has been testing a prototype of the new Brook Fighting Board, and he’s reached out to Shoryuken with an exclusive first look video detailing the new board–which you can watch below!

No pricing and release date for the new Fighting Board has been given, as of yet. However, Brook is currently talking to various release channels and these should be announced soon.

Source: Jonyfraze

Juri Can Be Thrown Out of Her Ryodansatsu in Street Fighter V

Juri is one of the characters who many players feel has gotten the short end of the stick in Street Fighter V. Whether it’s because of her altered moveset, her shorter-ranged pokes or other reasons, many players feel that she just isn’t up to snuff compared to her previous incarnations. This new video from Revelant is bound to cement that opinion even further.

In the video below, Revelant demonstrates how Juri can be thrown out of the landing frames of all versions of her Ryodansatsu. This move–her anti-projectile flip kick–is considered by some to be one of her better moves in the game, especially the EX version since it work as an invincible reversal. This discovery, however, makes it mush riskier to do–since Juri is still considered by the game engine to be in her special move animation, she is unable to tech the throw.

Source: Revelant

Capcom Announces That Street Fighter V Characters Are Coming to Monster Hunter Explore

Recently, Capcom’s Tomoaki Ayano hinted at some sort of new “collaboration announcement” related to Street Fighter. Now, Capcom has finally revealed what Ayano was hinting at, and may not quite be what some fans are expecting.

Capcom has announced a new collaboration between their Street Fighter and Monster Hunter franchises: specifically, Street Fighter V characters will be coming to Monster Hunter Explore. The Japan-only mobile game (the worldwide release was cancelled sometime in June) will be getting special outfits based on Street Fighter V’s Ryu, Chun-Li, Rashid, and Karin. In addition to this, players can also equip a weapon that utilizes Psycho Power hands, and battle a monster inspired by Dhalsim.

You can check these out in the gallery below.

Click to view slideshow.

Additionally, you cans see the game in action in the video below.

Source: Capcom Japan

New The King of Fighters XIV Chinese Premium Edition Details Hint That DLC Costumes Are Coming in December

Gamepoch has dropped details on the upcoming Premium Edition for the traditional Chinese version of The King of Fighters XIV onto their Weibo page. While these are mostly the same details that we already reported on some time back, there is some new information that might excite players from the rest of the world.

One of the details revealed is that the game–at least in China–will be getting DLC costumes each month starting in December. These costumes will be free for those who purchase the Premium Edition, and purchasable for those who bought the regular edition.

Now whether or not these are the same costumes that have already been released for the rest of the world (Classic Kyo and Nightmare Geese) alongside the Classic Iori, or if they are new costumes for the rest of the cast, is as of yet unknown.

The traditional Chinese version of The King of Fighters XIV launches in China on November 18.

Sources: Gamepoch (Weibo) via Gatoray; HB|John Xuandou

Tokido Talks to Red Bull about Street Fighter V’s Input Lag and How Certain Characters Became Weaker When It Was Reduced

One of the most contentious issues about Street Fighter V has been the game’s input delay. At launch, the game had a larger-than-average amount of input delay–8 frames–than most fighting games. While this has now been reduced, many are hoping that it be brought down even more.

At the recently concluded Red Bull Battle Grounds, Red Bull eSports’ Anne Ellis got a chance to talk to Hajime “Tokido” Taniguchi about this issue. According to Tokido, due to the input lag, aggressive players stood a better chance at winning. “One mix-up is all it took to score a victory” he states. He further elaborates, saying that certain characters, such as Laura, benefited a lot from the input delay, making their mix-up-centric play styles stronger. Once the input lag was reduced however, these characters started losing more–since their mix-ups became much easier to react to.

Tokido hopes that if Capcom reduces the input delay further, they also take these characters into consideration and adjust them accordingly. “Maybe they can change more,” he says. “They changed only input lag. I think maybe it is good they change something more.”

Of course, that’s not all that Tokido talks about in the interview. He also discusses his character choice, the concept of “fairness,” and of course, Akuma. Check out the full article over at Red Bull eSports.

Source: Red Bull eSports

Virtua Fighter 5 Final Showdown in Yakuza 6 Can Be Played Online via Share Play

As previously reported Virtual Fighter 5 Final Showdown will be playable inside Sega’s upcoming Yakuza 6. Now, while many may have assumed that this would just be a strict arcade port playable only locally, it seems that there’s more to it than that.

VFDC is reporting that VF5 Final Showdown inside Yakuza 6 can be played online. However, the catch is that it can do so only via the PlayStation 4’s Share Play feature. The information comes from a recent Sega live stream. Originally, many had thought that Sega had confirmed actual online play, however those who had actually seen the stream confirmed that it was only via Share Play.

For those who aren’t aware, Share Play allows a second player to come play on a PlayStation 4 over the internet via streaming. This means that appears on the second player’s screen is simply stream from the host PlayStation 4. As with any game streaming service, Share Play does introduce some lag–so don’t expect online VF5 tournaments to be run through Yakuza 6.

Source: VFDC

Unused Characters Discovered in the Original Virtua Fighter’s Code

Most Shoryuken readers are likely familiar with data mining due to how it has given out clues to future developments coming to certain games. That said, that’s not all that data mining can be used for. Data mining can also be used in older games to tell us more about their development, and certain things we may have missed out on due to them being dummied out.

In a recent video, SEGA Bits discusses the unused characters that have been that have been recently discovered in SEGA’s original Virtua Fighter from 1993.  The first of these, Siba, is already well known to Virtua Fighter fans since he appeared in early screenshots of the game, before he was eventually cut (though his face still appeared on the US arcade cabinet).  Siba did eventually appear in Fighters Megamix, but with a totally different moveset.

The second fighter is what seems to be an early version of Akira Yuki. The main difference here is that he has bangs partly covering his eyes but retaining spiky hair in the back. Other than that, he’s the same character as the final one.

The third fighters is a military style character named Jeff.  Jeff is interesting from a technical point of view due to the technique SEGA used to render camouflage without relying on texture maps (which the series only got in Virtua Fighter 2).

Source: SEGA Bits

Street Fighter V’s Capcom Pro Tour DLC Will Become Unavailable to Purchase after the End of This Month

For any players who have yet to avail of Street Fighter V’s Capcom Pro Tour-themed downloadable content, now might be the time to do so: Capcom has confirmed that the content will only be available for purchase until the end of November.

This content, which includes the Ring of Destiny stage, unique CPT costumes for Cammy, Chun-Li, and Necalli, special “EX2” CPT-themed default colors for all fighters–as well as exclusive titles–is meant to help support the Capcom Pro Tour. Capcom’s goal was to raise at least $150,000 by the end of November, to add to Capcom Cup’s baseline prize pool of $250,000; as of August, they had already raised over $90,000.

Interested players can learn more about the DLC from the TGS 2016 trailer below, that Capcom has re-shared alongside their announcement.

Whether or not these Capcom Pro Tour DLC items will be made available again after Capcom Cup to support the 2017 Capcom Pro Tour is–as of yet–unknown.

Source: Capcom Fighters (Twitter)

Kitana Prime and YOMI|Michaelangelo Talk Injustice 2’s Meter Burn Roll and Air Teching in Ketchup & Mustard’s Condiment Cast

We haven’t really had much on NetherRealm Studios’s Injustice 2 as of late. With the recent updates to Mortal Kombat XL, including its launch on PC, the company has been more focused on that game. That said, NRS did have a build playable at GameStop’s annual expo last September where they had top players Kitana Prime and YOMI|Michaelangelo in some exhibition matches.

Now, both Kitana Prime and YOMI|Michaelangelo have come onto Ketchup and Mustard’s “Condiment Cast” where they get a chance to talk about their impressions on the game and its new mechanics: meter burn roll and meter burn air techs. The former, meter burn rolls, refer to the fact that players can dash, and then press the meter burn button to initiate a roll with a small invincibility window for one stock of meter. The air tech on the other hand allows players to “tech” out of air juggles and wall bounces at the cost of one stock of meter.

According to both, these two mechanics are the biggest things, at least based on the current build, that players will have to learn to integrate into their game when coming into Injustice 2.  As part of this, they also talk about how they affect the characters that they’ve played with – both returning characters like Harley, and new ones like Blue Beetle.

Source: Ketchup & Mustard via Test Your Might