Qanba’s New “Dragon” Arcade Stick for PS3, PS4, and PC Is Coming This Holiday Season

Those watching the North American Finals for Tekken’s King of the Iron Fist Tournament may have noticed that tournament winner Mr Naps was playing with a unique new arcade stick from Qanba. Now we’ve learned a bit more about said arcade stick.

The Dragon is a new, premium arcade stick from Qanba, complimenting their entry-level Drone. Compatible with both the PlayStation 3 and PlayStation 4, as well as PC, the Dragon contains many features seen in competing arcade sticks of the same level. This includes an opening top panel that allows access to the sticks internals. Unlike other premium arcade sticks with this feature though, the Dragon features additional clear plastic covering for the parts from the inside.

As for what parts the Qanba Dragon is using, nothing has been revealed so far. Another thing that has yet to be announced is the Dragon’s price. That said, we’re likely to learn this about soon–as the stick is slated to be available this holiday season. In the meantime, check out these shots of the Dragon.

Click to view slideshow.

Sources: Qanba USA, MarkMan

Capcom May Remove Auto-Qualifier Spots in Next Year’s Capcom Pro Tour

One of the main criticisms about this year’s Capcom Pro Tour has been how confusing it has been, in terms of qualifying forthe Capcom Cup. Well, it seems that Capcom has been listening to the complaints, and we may get a much more simplified tour next year.

In a recent interview with PVP Live, Capcom’s Neidel “Haunts” Crisan talked about one major change that they are considering for next years Pro Tour–removing any auto-qualifying spots. According to haunts, if they implement this change, everyone will have to qualify through points alone. The only exceptions would be Regional Finals, the winners of which would still qualify for Capcom Cup. As part of this, Haunts stated that the potential format that they’re looking into would still allow for global and regional leaderboards.

Other changes that Capcom is looking into is reducing the number of events on the Pro Tour calendar and increasing the number of points acquired from online tournaments. On the former, Haunts stated that there were far too many events this year. As for the latter, they want to give more players the chance to compete.

Source: PVP Live

Best Buy and Target Offering Black Friday Deals for Street Fighter V

It’s that time of the year once again, when people are preparing to rush to stores, turkey hangover be damned, to get some of the best deals of the year. Yes, Black Friday is almost here.

For those looking to purchase Street Fighter V (possibly in anticipation of Akuma), a couple of stores are offering massive discounts on the game. First up, Best Buy has a big pre-Black Friday sale starting on November 24. As part of this, Street Fighter V is on sale for only $20, 66% off the original $60 retail price.

However, if that’s still too much, Target is also having a pre-Black Friday say that starts on November 23 and as part of this, they’re selling Street Fighter V for only $15.

Now while Street Fighter V admittedly did not have much content at launch, the game has been expanded since then with additional modes and content. In addition to this, Capcom looks to be continuing support for the game, with Akuma likely just being the tip of the spear for next year’s season.

Sources: Target; Best Buy via Polygon

Balancing Act: A Look at Street Fighter V and The King of Fighters XIV’s Opposing Balancing Philosophies

Balancing any game, let alone a fighting game, can be a very difficult thing to do. Just trying to get two sides in any multiplayer game–where the sides aren’t exactly the same–to be “balanced” is hard enough. Fighting games however, with their large casts of characters, each with unique moves and properties, present an even bigger challenge.

With how challenging balancing can be, it’s interesting to see how developers try to go about doing so, especially with new games. This year in particular saw new installments of two major fighting game franchises hit store shelves. Capcom’s Street Fighter V hit in mid-February, while SNK’s The King of Fighters XIV launched in August. Now, while there were other fighting game releases this year, these two have been singled out because they seem to represent opposing philosophies when it comes to balance.

Make Them Strong, or Rein Them In–Two Different Approaches to Balance

The balancing philosophy for The King of Fighters XIV’s is easy enough to figure out. SNK’s Hidetoshi “Neo_G” Ishizawa has gone on record that he prefers to make the characters as strong as possible and balance them out from there. Considering that Neo_G’s previous works (when he was at Capcom) included games such Marvel vs. Capcom 2, Marvel vs. Capcom 3, Capcom vs. SNK 2, and Street Fighter III: 3rd Strike, the fact that this philosophy is being applied to KoFXIV shouldn’t be surprising.

For Street Fighter V on the other hand, Capcom hasn’t really been forthcoming with any sort of similar philosophy when it comes to the game’s balance. That said, taking a look at the properties of the moves in the game, combined with how the game itself changed during last year’s beta testing, it seems that Capcom wants to do the opposite of what SNK is doing. They want to make sure that no character becomes too strong. A lot of tools that were a bit on the strong side were adjusted in each iteration of the beta before release. This can be further seen in how the DLC characters lack certain things that the launch characters have, such as meterless invulnerable reversals, and two-stock V-Gauges.

The differences in philosophy is something that permeates every bit of the design of these games, and can easily be observed by players who know what to look for. One of the more subtle differences can be felt in the range of the characters’ normal punches and kicks. The King of Fighters XIV, in general, has more generous hit boxes and characters pokes tend to hit further out, while Street Fighter V tends to have stubbier pokes, especially for crouching normals. You can see examples of this difference in the slides below.

Click to view slideshow.

Other noticeable examples include Street Fighter V generally only allowing dive kick style moves off a forward jump, while The King of Fighters XIV allows them from both neutral and back jumps.

System Knowledge vs. Match-Up Knowledge–Why Each Philosophy Works for Its Game

Now with both teams going for the same goal–a balanced game–the question then is: why go for two differing philosophies? The answer may lie in the nature of the games in question.

In any competitive fighting game, character match-ups–how one character’s tools stack up against others in actual combat–are what define its balance. Street Fighter as a franchise in particular tends to put a high emphasis on the knowledge of these match-ups, thanks to its focus on character tools over universal system tools. Street Fighter V is no exception with its unique V-System making it so that each character has a unique set of sub-systems (their V-Skill and V-Trigger). It’s highly likely then, that Capcom decided to balance the game the way they did to avoid having very uneven match-ups.

Now this isn’t to say that match ups aren’t important in The King of Fighters XIV–they are. However The King of Fighters franchise has also made itself known for a series of unique systems and mechanics. Aside from helping define the series, these mechanics–such as hops, rolls, and more–help characters deal with the strong tools of other characters and mitigate bad match-ups. This has allowed The King of Fighters XIV to have things like a very strong zoning game, while still retaining the fast, aggressive rushdown that the series is known for.

Rolling helps players deal with strong zoning in KOFXIV.

In practice, this means that there is a premium placed on learning how to use and how to deal with these universal mechanics.

Patches and Edge Cases–Dealing With Problematic Characters Post-Release

Another reason for why these companies went with the balance philosophy that they did may have to do with how they fit into their plans for future balance patches. As part of this, they’re also likely considering the kind of edge cases–problematic characters that may need to be fixed–that tend to arise from either.

Capcom’s plans for balance patches to Street Fighter V revolve around having major changes happen in between Capcom Pro Tour seasons. This is both to keep players from having to deal with large shifts in balance patches, as well as to please older fans who prefer giving the game time to grow, like the old arcade titles, instead of the more aggressive patching schedules of modern games. SNK on the other hand isn’t limited by such; while they do want to allow characters to be strong, they are willing to step in to address any edge cases when it comes to balance.

Speaking of edge cases, despite the best efforts of both sides, problematic characters that may either too strong or too weak can still pop up. While it launched with decent balance, with a large portion of the cast sitting in the middle to upper tiers, The King of Fighters XIV did have some characters who were deemed a bit too strong at the start. Nakoruru with her invulnerable bird companion was one of these. Meanwhile K’, with his easy damage from safe pressure, was arguably the best character in the game–and was nearly a constant presence in top tournament teams. Both were eventually addressed, alongside a few other issues in a recent patch.

Her bird was a bit too naughty before KoFXIV’s 1.03 patch.

Street Fighter V, on the other hand, seems to have the opposite issue. While the game does seem to have a clearly defined top tier, none of these, not even Chun-Li, are really true edge cases. Instead, the edge cases seem to be in the bottom of the tier list. F.A.N.G seems to struggle in tournaments, with only a select group of players able to be competitive with him. Meanwhile, Zangief has seen some of his most ardent character loyalists, such as Red Bull’s Snake Eyez, switch to other characters despite having used him for years in previous games.

His Muscle Power isn’t enough to bring him out of bottom tier in Street Fighter V’s first season.

In a way, however, having the edge cases be in the bottom works out more in Capcom’s favor than if it were the other way around. These edge cases are much more noticeable when they happen to be strong characters, simply because players and spectators alike see more of them. On the other hand, a weak character may not garner as much attention when there’s a decent-sized pool of viable characters in competitive play.

In SNK’s case however, whether or not top characters like Nakoruru, K’, and Mature were really that dominant or not (something that really couldn’t have been judged off a month of play) didn’t seem to matter as much as the fact that they were highly visible. These characters being strong caught the eye of many, making them much more noticeable than if they had been problematic for being weak. Not having to stick to a set, seasonal balance schedule definitely helped them in this regard as they were able to address these edge cases as soon as possible.

Fun and Freedom–The Subjective Reasons Why One Balance Philosophy May be Better Than the Other

With two opposing philosophies when it comes to balance, the question that is begging to be asked is, which one is better? The answer to this isn’t really clear cut, and is quite subjective–depending what a player enjoys.

The key word when trying to see who or what kind of player would enjoy one or the other balance philosophy is “freedom.” Both games are trying to emphasis a certain kind of freedom.

Street Fighter V seems focused on giving players the freedom to choose almost any character that they like, and have a good chance at doing well competitively. Yes, it does have a few edge case characters who struggle, but for the most part a good number of the cast are perfectly viable.

More importantly, the top tiers don’t really have any really oppressive tools that allow them to totally dominate the rest of the cast. Compare this to certain past installments, where strong tools made certain characters nearly mandatory for winning a tournament. For example, Chun-Li may be the best character in the game, but she’s nowhere near as dominant as in Street Fighter III: 3rd Strike where she would win almost every tournament. In fact, Street Fighter V has a large pool of characters who have proven to be reliable tournament winners.

SFV’s Chun-Li still doesn’t hold a candle to her 3rd Strike version.

However, despite the large number of tournament-viable characters, there are some players who state that Street Fighter V feels “boring.” In a way, they do have a point: strong tools that players must learn to beat before they can even win a match can make for interesting match-ups. This is the cost of the kind of freedom that Street Fighter V’s balancing brings.

The King of Fighters XIV, on the other hand, promotes a different kind of freedom. It allows players the freedom to find, use, and even abuse strong, dominating tools, strategies and tactics across the game’s 50-character cast. Even a character considered to be mid-tier like Mian has something that can be hard to deal with, in this case, her seemingly endless dive kicks. Meanwhile the former top tiers who were nerfed in the 1.03 patch have still retained some of their tools. Nakoruru still has invulnerability on her bird cling, while Love Heart still has the generous hit box on her crouching heavy punch.

The cost of this kind of freedom–as explained before–is that games balanced this way tend to have their “problematic” characters at the top of the tier list. However, competitive fighting game history has shown that games with dominant top tiers can thrive in the tournament circuit. Games such as Marvel vs. Capcom 2 and Street Fighter III: 3rd Strike, which had noticeable balance issues, thrived simply because the games were interesting and fun enough, despite the issues brought on by this kind of freedom–or maybe even because of them.

MvC2 was  broken, but was still a legitimate, competitive game.

With this in mind, perhaps there really shouldn’t be a question of which balancing philosophy is better. Each individual player is bound to find one or the other method more interesting and fun to play.

The fighting game genre has always been full of different games and different developers each doing their best to express their own philosophies–about not just fighting game balance, but of mechanics, aesthetics, character design, and the like. This has led to a surprising amount of diversity in the fighting games available.

It’s this diversity of games, and of philosophies and ideas on fighting game design and balance, that has led to the genre as we know it today. With various styles and sub-genres of games that different people enjoy and compete in, depending on their tastes and preferences. What Capcom and SNK have done with Street Fighter V and The King of Fighters XIV is simply just a continuation of this.

Learn How to Maximize Your Damage off Jump-Ins by Hit Confirming in Street Fighter V

Jump-ins are some of the riskiest things you can do in a Street Fighter game, and Street Fighter V is no exception. Even if a jumping player isn’t stopped by an anti-air, most safe options after a blocked jump in don’t really lead to big damage. This means that a lot of players sacrifice possible damage by automatically going for the safe options after a jump in, regardless of if it was blocked or not.

In his latest tutorial, jmcrofts explains that the key to maximizing damage off jump ins is to learn how to hit confirm off the jump in. Once you have hit confirmed, players can continue with the unsafe on block–but damaging on hit–follow up, without danger of reprisal. While this sounds simple enough, as with any single hit confirm, it requires some fast reactions. As such, players need to spend some time practicing it, to be able to get their reactions up to speed.

Source: jmcrofts

NuckleDu Doesn’t Think Younger Players Have an Advantage in Street Fighter V

One of the players from the West that has been making a big splash as of late is Team Liquid’s Du “NuckleDu” Dang. NuckleDu is currently on an SFV hot streak, having won both Canada Cup 2016 and the CPT North American Regional Finals at Red Bull Battle Grounds–both Capcom Pro Tour qualifying events.

Capcom community manager Matt Edwards caught up with NuckleDu at Red Bull Battle Grounds to talk to him about his amazing performance and a few other topics.

One of the first things Edwards asked was about age, with three of the top four players at Red Bull Battle Grounds being aged 21 and under. To this, NuckleDu replied that, aside from maybe having more free time, he doesn’t think that being younger doesn’t necessarily give an advantage in Street Fighter V. He follows this up by mentioning other players who are older, such as Zowie|Gamerbee, HORI|Sako, and of course BST|Daigo who are all doing well competitively.

Of course, this is just a small part of what they talk about in the interview. Check out the full interview below.

Source: Capcom Fighters

Some Players May Experience Motion Sickness Battling on Street Fighter V’s “Skies of Honor” Stage

For those looking to pick up Street Fighter V’s new Skies of Honor stage, here’s something you may want to consider before spending your Fight Money: a number of players have reported getting motion sickness while playing the stage.

In a recent tweet, Level|Up’s Alex Valle pointed out the issue, stating that players who paid attention to the background too much may get motion sickness. Posts in both the r/streetfighter subreddit and Shoryuken’s own forums have pointed this out as well.

Motion sickness occurs when the motion that the eye sees does not match up with what the inner ears balance system feels. Now, while motion sickness tends to be more of an issue with games played in first person view (first person shooters, racing games, etc.), this isn’t the first time that it’s been an issue with a fighting game stage.  Other fighting games stages with moving background have been known to cause this issue in the past. Examples of this include the Edinburgh MagicaPolis from Guilty Gear Xrd, as well as the Great Sea and Lylat Cruiser stages from Super Smash Bros.

Sources: Alex Valle; r/streetfighter; Shoryuken forums

SvC Chaos, Asura’s Wrath, and CvS References: BornFree Breaks Down the Akuma’s Street Fighter V Teaser

Capcom recently teased the Raging Demon himself in a short trailer during Red Bull Battle Grounds this past weekend. While the video itself was pretty short, it seems that there are more than a few clues and hints hidden in it than many might have thought.

In his latest video, BornFree takes a closer look at the Akuma teaser, pointing out things that some folks may not have noticed that seem to reference other games. One of these is the stage he’s on, which looks quite similar to a stage in SNK vs. Capcom: SVC Chaos. Additionally, the stage itself has a statue that looks like Asura from Asura’s Wrath, a game where Akuma appeared in as part of a DLC mode.

BornFree also breaks down what we actually see of Akuma in the teaser. As many have already pointed out, the kanji on his back is what he had as Shin Akuma in Capcom vs. SNK 2. In addition to this however, BornFree also points out that Shin Akuma has been shown with red hair, just like the Akuma seen in the teaser (white hair having been only introduced in Street Fighter III: 2nd Impact and Capcom vs. SNK 2). That said, the hair does look different, with it being long.

Of course, that’s not all that BornFree talks about. He also discusses certain rumors that were circulating alongside Akuma before he was announced, as well as the possibility of a new Capcom vs. SNK crossover, especially with how many CvS and SvC references the Akuma reveal seems to include.

Source: BornFree

Capcom’s Yoshinori Ono Talks about Street Fighter V’s Launch Content and the Evolution of Its Scene

Last weekend saw the Capcom Pro Tour’s North American Finals at Red Bull Battle Grounds. This being such an important event, none other than Street Fighter V producer Yoshinori Ono was in attendance; Red Bull’s Anne Ellis was on hand to talks to Ono about a few things about Street Fighter V.

As part of the interview, Ono addresses Street Fighter V’s content issues. Here, Ono admits that they know that they didn’t put out a complete product, and states that the launch was a “learning experience.” That said, their team has been listening to the community and is working to add more content. “We try to progress forward and listen to the fans more, and see what they want and continue adding new modes and things to the game.” Ono states, “What that content will be, we don’t know, but we’ll continue to get feedback from the users on what they are wanting.”

Aside from this, Ellis and Ono also talk about the evolution of Street Fighter V’s competitive scene, from its days back in arcades to the big events that we have now. In particular, Ono comments how live streaming and services like Twitch have influenced the growth of the community. He states that, back in the day, it would probably have taken a decade for the scene to develop to the level where Street Fighter V’s scene is now.

Of course, that’s just part of what they talk about. You can read the rest of the article over at Red Bull.

Source: Red Bull

Chinese Premium Edition of The King of Fighters XIV May Be Gettting a Classic Iori Skin

A Chinese language version of The King of Fighters XIV is coming out later this month. With the country being a major market for the series, as well as the home of SNK’s new owners, Ledo Millenium, it shouldn’t come as a surprise that the country is getting a special premium edition. What’s interesting however is that this version may be getting something that other regions don’t have.

Based on an image supposedly released by the game’s Chinese distributor Gamepoch, The King of Fighters XIV’s Chinese Premium Edition will come with an exclusive classic costume for Iori Yagami. The image was spotted in a KoF chat group and was shared on the web by Twitter user Tox.

The other items included in the premium edition seem to be the same one in the Premium Editions for the rest of the world: a steel book, 3-disc soundtrack, and a premium art book.

Whether or not the Classic Iori skin will be made available for purchase in other regions is as of yet unknown. However, it is likely considering that the pre-order exclusive Classic Kyo and Nightmare Geese skins were later made available for purchase.

Source: Tox (Twitter)