LI Joe to Miss ESL’s Brooklyn Beatdown Due to Work Conflicts, May Miss Further Events

After his amazing performance at Evo 2016, Joe “LI Joe” Ciaramelli has been one of the most exciting American Street Fighter V players to watch. With this in mind, many were surely looking forward to him play at next month’s Brooklyn Beatdown presented by ESL One, especially it was taking place in his own backyard, so to speak.

Sadly, it seems that this will not be the case. In a recent tweet, LI Joe confirmed that he will not be able to attend Brooklyn Beatdown.  The reason for this was simply given as due to a change of positions at his current job. As some of you may already know, LI Joe currently holds on to a day job as he believes that sponsorships and going professional in fighting games “isn’t there yet.”

As part of this, LI Joe will not be able to take part in the planned exhibition against the Capcom Cup 2015 champion, Godsgarden Pro’s Ryota “Kazunoko” Inoue.

More importantly however, the change in position may prevent LI Joe from traveling and competing in other tournaments for the time being.

We here at Shoryuken wish Joe the best, both of his new position at work, as well as in his future as a fighting game competitor.

Source: LI Joe (Twitter)

So You Want to Run a Major? A Behind-the-Scenes Look at the Manila Cup and What It Takes to Run a Big Tournament, Part 1

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

It’s the middle of a tournament, everyone around is getting hyped from the matches, however one person can’t really get into it–because they’re too busy checking the pool schedule. It’s a familiar enough sight in any major fighting game tournament, and many veteran competitors have probably been in the same boat. In this case however, it’s a bit different: the person is me, and I’m not checking for my own pools, but rather the pools for every single tournament, trying to make sure that everything runs on time.

I’m not just any competitor, I’m one of the tournament organizers for this event: the Manila Cup, the Philippine’s largest fighting game tournament, a Capcom Pro Tour ranking event, and something I’ve been involved with ever since its inception over two years ago.

The first Manila Cup in 2015 was something of a moderate success. Given a chance to run a Capcom Pro Tour ranking event–thanks to the efforts of Beast of the East and Koh Yungtek, more commonly known as Cameraman–we (that is, me and the Imperium Pro Team, the esports team I’m associated with who also runs multiple fighting game events) decided to do a full-on major with multiple games over two and a half days, making it one of the few ranking tournaments in Southeast Asia aside from SEA Major to do so. The tournament itself attracted a sizable crowd with a number of foreign players coming to compete (most notably Tonpy, who solidified his points slot at Capcom Cup 2015 at the event).

For the second Manila Cup, we started planning almost immediately after the first one closed its door. The biggest issue we were looking at was the venue. For the first Manila Cup, venue wasn’t an issue since the Imperium Pro Team also had its own gaming bar back then that we used for it. However, during the event itself, we found that the bar was too small for the crowd that we had attracted. In addition to this, the lease on the bar was expiring and IPT, headed by Raphael “IPT.Prime” Gancayco, had decided to not renew, since the complex it was on had decided that they would increase the price of the lease if we did so.

Now, a venue is one of the most important things to secure to run an event; any failure to do so is pretty much the biggest showstopper any organizer can face. Luckily for us, our friends at XSplit stepped in with an offer to sponsor a couple of venues. The choices we had came down to between a sports bar, or the club house of an exclusive residential subdivision. We decided to go with the latter due to a combination of lower cost, as well as the fact that it simply was a larger venue. Actually, a third option also appeared when another sponsor came one board, but we’ll save that for later.

After securing a venue, the next problem was picking the games to play. Being a Capcom Pro Tour ranking event, Street Fighter V was a no brainer. Ultimate Marvel vs. Capcom 3 and Mortal Kombat XL are both traditionally “American” games with strong followings in the country, so we retained those. Finally, we hosted Arc System Work’s latest BlazBlue and Guilty Gear installments, owing to the fact that we also had a sizable pool of strong “animé” players (such as ArcRevo 2015 qualifier IPT.Blickwinkel), many of whom had made their mark at SEA Major in previous years.

The big question was whether or not we would include Super Smash Bros. for Wii U. While we had included the game in Manila Cup 2015, the fact that Sony was now going to be a very big sponsor for this year’s event put a damper on that. During the course of planning however, we were working on a way to get around this. One of the local TV networks had planned to put on a monthly fighting game series that had included Smash in it. Had this pushed through, we would have held the final four for Smash at Manila Cup, on a secondary stream. Sadly this planned series never materialized and Smash at Manila Cup never came through.

For those familiar with the Philippine fighting game scene, the other big omission is Tekken. We had considered adding Tekken 7 into this years roster; however, with the game not yet out on consoles, we needed to find a way to source them. When talking to Bandai Namco we were told to talk to the local arcade chains. Sadly, these weren’t interested in supporting an event that wasn’t held at their locations. Maybe next year, when Tekken 7 is on home consoles, we can finally run the game at the event.

With the basic details of the event locked down, the next thing we needed to do was secure sponsors. For the first Manila Cup, most of our sponsors came through from Beast of the East who had secured a bunch of sponsors for most tournaments in the Southeast Asia region.  For the our sophomore effort however, we were able to get more sponsors on our own.

With the success of the first one assuring them that the Manila Cup was an event worth supporting, more companies were willing to talk to us. Reputation is an important thing when it comes to talking to sponsors. Another thing that helped was the timing of the event. 2016 saw a number of large esports events take place in the Philippines, specifically ESL One Manila and Valve’s Manila Major. Manila Cup 2016 suddenly found itself caught up in a wave of esports hype.

All of this meant that we had a much easier time talking to sponsors, with some even approaching us first. One of these, local telco Globe, even offered us a new venue which we were planning to use until certain issues prevented us from using it. Other sponsors, such as ViewSonic came in due to their interest in esports and the fighting game scene (ViewSonic also sponsors other fighting game events in the region such as SEAM 2016).

Aside from the prize pool–the second largest of any tournament in the region so far–these sponsors helped us cover a lot of the requirements for the event. I already mentioned that XSplit sponsored the venue, in addition to this, they also helped us with the stream and the production set up, as well has helping bring American players into the event. In addition to this, Sony helped us acquire consoles and copies of the games for the event, while ViewSonic provided us with monitors. With this, a lot of the gear that we needed to run the event was covered. The rest was mostly covered by stuff we already had left over from the previous Manila Cup, helping us keep our expenses down.

With all of these–venue, games, sponsors, gear–in place, we were ready to run what we were hoping would be the biggest fighting game tournament the Philippines had ever seen. All that was needed was for the players–who at this point had already included a sizable international contingent of known top players–to show up and actually make it to the event; something that our venue choice almost ruined, and something that I’ll talk about more in part two of this article.

Photo c/o the Imperium Pro Team

So You Want to Run a Major? A Behind-the-Scenes Look at the Manila Cup and What It Takes to Run a Big Tournament, Part 1

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

It’s the middle of a tournament, everyone around is getting hyped from the matches, however one person can’t really get into it–because they’re too busy checking the pool schedule. It’s a familiar enough sight in any major fighting game tournament, and many veteran competitors have probably been in the same boat. In this case however, it’s a bit different: the person is me, and I’m not checking for my own pools, but rather the pools for every single tournament, trying to make sure that everything runs on time.

I’m not just any competitor, I’m one of the tournament organizers for this event: the Manila Cup, the Philippine’s largest fighting game tournament, a Capcom Pro Tour ranking event, and something I’ve been involved with ever since its inception over two years ago.

The first Manila Cup in 2015 was something of a moderate success. Given a chance to run a Capcom Pro Tour ranking event–thanks to the efforts of Beast of the East and Koh Yungtek, more commonly known as Cameraman–we (that is, me and the Imperium Pro Team, the esports team I’m associated with who also runs multiple fighting game events) decided to do a full-on major with multiple games over two and a half days, making it one of the few ranking tournaments in Southeast Asia aside from SEA Major to do so. The tournament itself attracted a sizable crowd with a number of foreign players coming to compete (most notably Tonpy, who solidified his points slot at Capcom Cup 2015 at the event).

For the second Manila Cup, we started planning almost immediately after the first one closed its door. The biggest issue we were looking at was the venue. For the first Manila Cup, venue wasn’t an issue since the Imperium Pro Team also had its own gaming bar back then that we used for it. However, during the event itself, we found that the bar was too small for the crowd that we had attracted. In addition to this, the lease on the bar was expiring and IPT, headed by Raphael “IPT.Prime” Gancayco, had decided to not renew, since the complex it was on had decided that they would increase the price of the lease if we did so.

Now, a venue is one of the most important things to secure to run an event; any failure to do so is pretty much the biggest showstopper any organizer can face. Luckily for us, our friends at XSplit stepped in with an offer to sponsor a couple of venues. The choices we had came down to between a sports bar, or the club house of an exclusive residential subdivision. We decided to go with the latter due to a combination of lower cost, as well as the fact that it simply was a larger venue. Actually, a third option also appeared when another sponsor came one board, but we’ll save that for later.

After securing a venue, the next problem was picking the games to play. Being a Capcom Pro Tour ranking event, Street Fighter V was a no brainer. Ultimate Marvel vs. Capcom 3 and Mortal Kombat XL are both traditionally “American” games with strong followings in the country, so we retained those. Finally, we hosted Arc System Work’s latest BlazBlue and Guilty Gear installments, owing to the fact that we also had a sizable pool of strong “animé” players (such as ArcRevo 2015 qualifier IPT.Blickwinkel), many of whom had made their mark at SEA Major in previous years.

The big question was whether or not we would include Super Smash Bros. for Wii U. While we had included the game in Manila Cup 2015, the fact that Sony was now going to be a very big sponsor for this year’s event put a damper on that. During the course of planning however, we were working on a way to get around this. One of the local TV networks had planned to put on a monthly fighting game series that had included Smash in it. Had this pushed through, we would have held the final four for Smash at Manila Cup, on a secondary stream. Sadly this planned series never materialized and Smash at Manila Cup never came through.

For those familiar with the Philippine fighting game scene, the other big omission is Tekken. We had considered adding Tekken 7 into this years roster; however, with the game not yet out on consoles, we needed to find a way to source them. When talking to Bandai Namco we were told to talk to the local arcade chains. Sadly, these weren’t interested in supporting an event that wasn’t held at their locations. Maybe next year, when Tekken 7 is on home consoles, we can finally run the game at the event.

With the basic details of the event locked down, the next thing we needed to do was secure sponsors. For the first Manila Cup, most of our sponsors came through from Beast of the East who had secured a bunch of sponsors for most tournaments in the Southeast Asia region.  For the our sophomore effort however, we were able to get more sponsors on our own.

With the success of the first one assuring them that the Manila Cup was an event worth supporting, more companies were willing to talk to us. Reputation is an important thing when it comes to talking to sponsors. Another thing that helped was the timing of the event. 2016 saw a number of large esports events take place in the Philippines, specifically ESL One Manila and Valve’s Manila Major. Manila Cup 2016 suddenly found itself caught up in a wave of esports hype.

All of this meant that we had a much easier time talking to sponsors, with some even approaching us first. One of these, local telco Globe, even offered us a new venue which we were planning to use until certain issues prevented us from using it. Other sponsors, such as ViewSonic came in due to their interest in esports and the fighting game scene (ViewSonic also sponsors other fighting game events in the region such as SEAM 2016).

Aside from the prize pool–the second largest of any tournament in the region so far–these sponsors helped us cover a lot of the requirements for the event. I already mentioned that XSplit sponsored the venue, in addition to this, they also helped us with the stream and the production set up, as well has helping bring American players into the event. In addition to this, Sony helped us acquire consoles and copies of the games for the event, while ViewSonic provided us with monitors. With this, a lot of the gear that we needed to run the event was covered. The rest was mostly covered by stuff we already had left over from the previous Manila Cup, helping us keep our expenses down.

With all of these–venue, games, sponsors, gear–in place, we were ready to run what we were hoping would be the biggest fighting game tournament the Philippines had ever seen. All that was needed was for the players–who at this point had already included a sizable international contingent of known top players–to show up and actually make it to the event; something that our venue choice almost ruined, and something that I’ll talk about more in part two of this article.

Photo c/o the Imperium Pro Team

Akuma and the Mishimas Throw Down in Tekken 7: Fated Retribution’s Tokyo Game Show 2016 Trailer

While Bandai Namco didn’t have much in the way of big character announcements for Tekken 7: fated Retribution at this year’s Tokyo Game Show, they did drop a pretty epic new trailer for the game.

The new trailer for Tekken 7 seems to focus on the game’s story mode, and features a good number of cinematic cut scenes, featuring various members of the Mishima clan as well as Street Fighter guest character Akuma. As part of this, they show off one of the quick time events that were earlier revealed at PAX West.

Check out this epic trailer below and share your thoughts in the comments.

Source: Bandai Namco

Arc System Works’ Limited Edition Guilty Gear Xrd -REVELATOR- Arcade Stick Now Available at Arcade Shock

Back when Guilty Gear Xrd first launched for home consoles a couple of years back, there were two special arcade sticks released for the game: a Tournament Edition 2 variant from MadCatz and Arc System Works’ own Guilty Gear Xrd-themed arcade stick. For Guilty Gear Xrd -REVELATOR-, Arc System Works and Sanwa Denshi are updating the latter arcade stick for this edition of Xrd.

This Guilty Gear Xrd -REVELATOR- Fight Stick features the same heavy duty form factor as the previous version. Its large top panel (perfect for resting big hands on) sports a full array for Sanwa Denshi parts for everything, including the control panel buttons on the upper left of the top panel. New to the -REVELATOR- version is the top panel art of series protagonist Sol Badguy, as well as three additional alternate top panel art pieces that users can swap in.

For those interested in picking up this super limited edition stick (only a bit over 300 made), Arcade Shock have brought a very limited number of these sticks over the the US. More importantly, they will be selling them at no markup whatsoever–the $220 price tag is a direct 1:1 conversion of the original Japanese price.

Expected shipping date for these is sometime in October. Interested folks can pre-order them now over at Arcade Shock.

Source: Arcade Shock

Urien Is Coming to Street Fighter V, Alongside New Stage Transitions and Much More, on September 22

If there was one piece of Street Fighter V news that everyone was waiting for Capcom to drop at the Tokyo Game Show 2016, it was the release date for Season One’s final DLC character, Urien. It seems that in this regard, Capcom did not disappoint!

During the Capcom Channel livestream for TGS, Capcom finally announced the release date for the Urien will be September 22, 2016. That’s right, the metal-skinned Illuminati lord is officially coming to Street Fighter V next Thursday!

sfv_urien_fist_bump

Urien isn’t the only thing coming in on the 22nd, however! As detailed on the updated Capcom-Unity blog, the upcoming patch will also add in new stage transitions for many of the game’s stages. We’ve covered these before, as intrepid dataminers on PC have been able to find their animations. However, with the update we’ll finally get to see them working properly in-game.

For a quick sample of this, Sea has shared a short clip from the TGS stream of the Kanzuki Stage left side transition (including the samurai helmet that falls on the defeated opponents head) on Twitter.

And that’s not nearly all. As promised, we’re also getting the daily challenges, a vs. CPU mode, and–at long last–the statistic-tracking function in the Fighter Profiles. Premium costumes will now have their additional colors unlocked, and the colors formerly only unlockable through Survival Mode will be available for purchase as well–and last but not least, a slew of bug fixes and balance changes. For all the details on this massive update, check the full breakdown on Capcom-Unity!

Sources: Capcom Channel via NeoGAF; Sea; Capcom-Unity

SNK Talked about the King of Fighters XIV’s Upcoming Patch at TGS 2016

At the Tokyo Game Show, SNK’s Yasuyuki Oda and Hidetoshi “Neo_G” Ishizawa appeared on stage to talk about their plans for the King of Fighters XIV. As part of this, they revealed that a patch for the game will be coming this October.

As part of this, Oda and Ishizawa dropped some early details about the patch. The biggest change is that the “F-shiki” fuzzy guard that was discovered early on will be removed in the patch. Aside from this, they will also be adjusting the game’s input leniency, since some hardcore players were having some issues with it.

In addition to this, the patch will also contain some balance changes. While these changes have yet to be revealed, they did state that their philosophy is to make the characters as strong as possible and then balance them out from there. They did admit however that some things were a bit “too fun” to use, specifically talking about how Nakoruru’s bird Mamahaha goes through all projectiles. That said, they have been getting a lot of good feedback on how it’s generally fun to have strong characters.

Finally, they announced that they would be adding harsher penalties for rage quitters. The previous 1.02 patch already added some penalties, however they felt that these weren’t enough.

Of course, this isn’t all that they talked about at TGS. They also talked a bit about the possibility of future DLC, and how the requests for it have gone beyond their initial expectations–as well as the upcoming King of Fighters World Championship. You can read about this and more in the MadMan’s Café.

Source: MadMan’s Café

Pile On the Damage with These Post-Stun V-Trigger Combos for Laura in Street Fighter V

With its visible stun gauge, aiming to stun the opponent arguably plays a much bigger part in Street Fighter V than its immediate predecessors. As such, learning to plan around stun to maximize damage output becomes much more important, as the stun state itself has become much more predictable.

In a recent series of tweets, Javits Arias shared a series of post stun combos for Laura.  While these combos require V-trigger to be active before Laura stuns her opponent, they do deal a massive amount of damage–over half her opponent’s lifebar–allowing her to possibly take a round off them in a match.

In addition to these, Javits also shared a post knockdown anti V-reversals setup that covers both quickrise and backrolls. This is important, as her opponents will want to V-reversal to reduce stun, and having this setup as a threat discourages them from doing so when Laura has full meter.

Source: Javits Arias (Twitter) via James Chen

Get Frustrated with This Near Minute-Long Combo for Jack-O in Guilty Gear Xrd -REVELATOR-

Nothing can be more disheartening in fighting games than getting hit with a long combo with no escape in sight. Sitting there being unable to do anything but take damage can sap the morale of even the best players.

In a recent tweet, GGR | min ジェミナ鯖 demonstrates one such soul crushing combo for Jack-O in Guilty Gear Xrd -REVELATOR-. The combo–which you can see below–uses the minions that she summons to continually pile on hits, keeping her opponent in hitstun, allowing her to extend to combo to a ludicrous length. The combo goes on for so long that they’re eventually able to combo into an instant kill attack to end it.

Source: GGR | min ジェミナ鯖 (Twitter)

Karin’s Rejected Iron Woman Armor Blasts into Battle in This Street Fighter V Mod

Well-known modder TheJamk has been hard at work bringing some of the unused superhero concepts for Street Fighter V’s characters to life. We’ve already seen their previous work with “Space Ryu” and “Paradise Storm Mika.” Now, he’s back with another superhero costume: “Iron Woman Karin.”

This “Iron Woman” mod for Karin is one of the more extensive skin mods we’ve seen so far. To complete the look, TheJamk has added effects such as glowing lights onto the costume. Additionally, they’ve also added and changed a few details to help further flesh out the costume.

Source: TheJamk