Hello, Nurse! Pre-Orders For Darkstalkers Morrigan Aensland (Nurse Version) Now Open at AmiAmi

Aside from being a crucial part of NYChrisG’s Evo 2016 winning team in Ultimate Marvel vs. Capcom 3, Darkstalker’s Morrigan Aensland is known primarily for her sex appeal. As a succubus, sex appeal is something that’s an inherent part of her character; it’s also something that Capcom isn’t shy about using to sell merchandise, such as this new Darkstalkers Morrigan Aensland (Nurse Version) figure, sculpted by Tsuyoshi Hamasaki.

Now available for pre-order on AmiAmi, the Darkstalkers Morrigan Aensland (Nurse Ver.) figure has Morrigan play out the classic “hospital hottie” trope. She comes dressed in a “naughty nurse” outfit while holding a thermometer (since temperatures are going to rise, with what she’s wearing) and clipboard. Completing the look is a giant, “wouldn’t want that anywhere near me” syringe that’s sucking up some of the bat-winged blood that serves as the figure’s base.

Those interested can pre-order the figure now from AmiAmi for a discounted price of ¥10,390 ($103.39 USD). The figure is expected to be released sometime this September. In the meantime, check out some images of it (provided you’re not at work) in the gallery below.

Click to view slideshow.

Source: AmiAmi

The King of Fighters XIV World Championship Coming in 2017

With the King of Fighters XIV out now in stores, many players may be wondering about SNK’s plans for the game future in the tournament scene. Well, it seems that the company has something big planned for next year.

In a recent tweet, SNK announced that they will be holding a “World Championship” for the King of Fighters XIV sometime early in 2017.

No other details about this “World Championship” have been revealed as of yet. That said, the wording does seem to hint at one single big event to be held early next year instead of an ongoing tour. Whatever this “World Championship” may be, it’s definitely represents some good news for any competitive KOF fans out there.

Source: SNK (Twitter)

SNK Addresses King of Fighters XIV Netplay Concerns; Fixes Coming in Future Patch

While the initial reports of The King of Fighters XIV’s netplay were positive, some fans have reported issues with slowdown with the final game. SNK has released a statement addressing this, saying that they are aware of the issues.

In the full Facebook post, SNK have acknowledged the slowdown issues that occur in both ranked and free match modes (but not party match) under certain conditions, and are working on a patch to fix this. When the patch will drop is yet unknown, however producer Yasuyuki Oda stated that he hopes to submit the patch to Sony by next week.

Sources: SNK (Twitter); Yasuyuki Oda via the MadMan’s Café

Jasen’s Customs Panzer Fight Stick 3 Announced: Pre-Orders Start This November

In a world dominated by Horis, MadCatzs, and Razers, Jasen’s Customs line of premium Panzer Fight Sticks tend to stand out among the crowd. With their all-metal construction and incredible levels of bespoke customization, these sticks can be truly said to be the Rolls Royce of the home arcade stick world.

This level of quality continues with the newly announced Panzer Fight Stick 3. This latest edition of Jasen’s Customs Panzer line comes in a slightly more compact form factor than its monstrous Panzer Fight Stick 2.0 predecessor. Despite this however, the Panzer Fight Stick 3 retains the same functionality as the 2.0, with even more buttons on the front panel (7 instead of 6).

As for the parts used, the Panzer Fight Stick 3 is compatible with both the ubiquitous Sanwa JLF as well as the Hori Hayabusa lever. Buttons holes are standard sized 30 and 24 millimeter ones allowing for the players choice of buttons from Sanwa, Hori, Seimitsu, and the like. Meanwhile, the electronic heart of the stick is a Brooks Universal Fighting Board allowing for compatibility with PlayStation 4, PlayStation 3, Xbox One, Xbox 360, and PC.

For those interested, pre-orders for the Panzer Fight Stick 3 will open later this November. In the meantime, check out these photos from Jasen’s Customs.

Click to view slideshow.

Source: Jasen’s Customs

XSplit Takes Us Behind the Scenes of Evo 2016’s Broadcast with Spooky, Offcast, and Farp

This year’s edition of Evo was the biggest one yet, with the finals day being at the Mandalay Bay Events Center arena and broadcast over multiple streams, including ESPN.  With this, the amount of work necessary to actually get the event footage to viewers all over the world also increases.

XSplit takes us behind the scenes of Evo 2016’s broadcast, with the help of some of the FGC stream pioneers that they’ve picked up over the years –Product Manager for XSplit Broadcaster Victor “Spooky” Fontanez, Support Manager Louis “Offcast” Vigil, and Senior Production Engineer Yu Sheng “Farp” Tan.

Spooky, Offcast, and Farp take us through the things that they needed to take care of to make sure that Evo 2016’s broadcast went off without a hitch. This includes tripling the amount of set ups that used and providing local language broadcasts for viewers around the world. At the same time, they also talk about what Evo means for the fighting game community and why it’s important for the streams to be on point.

Source: XSplit

See Mai In Action in Dead or Alive 5 Last Round with This New Gameplay Trailer

We’ve already read about how Mai Shiranui retains a lot of her 2D moveset in the move to 3D in Dead or Alive 5 Last Round, now we get to see her in action. Team NINJA has just dropped a new trailer for Mai and her upcoming appearance as a guest fighter later in September.

As with their previous character gameplay trailers, this new trailer for Mai showcases a good number of combos that she’ll be capable of when the joins DOA5 Last Round’s cast. This includes some of the special cancels that are unique to her, as well as some of her aerial combo follow-ups.

Mai will arrive in Dead or Alive 5 Last Round sometime in September. Meanwhile, a location test for the arcade version featuring her is currently taking place in Japan at Sega Akihabara Building No. 1, Sega Kagurazaka, and Club Sega Shinjuku Nishiguchi.

Source: Team NINJA

Get Spoiled with These Compilations of King of Fighters XIV’s Cinematic Cut Scenes and Climax Moves

The King of Fighters games have always had detailed stories, and King of Fighters XIV’s new story mode adds something that prior mainline installments have never had until now–cinematic cut scenes.

For those curious about how these scenes look like, CVE Gaming has put together a compilation video of all these cut scenes. You can check out this video below–take note however, that this video naturally contains story spoilers!

For those who don’t want to be spoiled, CVE Gaming has also put together another compilation video, showcasing all of the game’s Climax moves.

Source: CVE Gaming

Fans and Dives in 3D: Famitsu Shares New Screenshots and Gameplay Impressions of Mai Shiranui in Dead or Alive 5: Last Round

The King of Fighters XIV isn’t the only game where Mai Shiranui is set to make an appearance this year. The first lady of kunoichi is also a guest character bound for Dead or Alive 5: Last Round this September. For those curious about how she’ll transition into DOA5: LR, Famitsu has an article up with some new screenshots and gameplay impressions of Mai.

According to the article, Team Ninja seems to have successfully translated Mai’s moves from a 2D fighter, into a 3D fighter. This means that not only do moves such as her Kachousen fan toss, Ryuu Enbu, Hissatsu Shinobibachi and more retain the same or similar inputs as in other games, but that she can also cancel into them from certain normals.

In addition to these however, she also has the ability to do jumping attacks as well as perform a triangle jump. This also allows her to pull off her Musasabi no Mai headfirst “divekick” attack.

The rest of the article gets more technical with some basic tips on using her, as well as giving examples of her combo flow–utilizing special cancelable normals to extend her combos out of DOA5’s Critical Burst system.

Interested folk who can read Japanese can check out the rest of the article on Famitsu. In the meantime, here are some screenshots from the same article.

Click to view slideshow.

Source: Famitsu, via Free Step Dodge

The King of Fighters XIV Dev Team Talk About Going 3D, 50 Characters, SNK Sequels and More in This Famitsu Interview

On this, the day of The King of Fighters XIV’s official release in the West, Famitsu has shared a new interview with the development team behind the game. While the interview itself is in Japanese, our friends over at the MadMan’s Café have posted some translated notes from it.

The development team, composed primarily of veterans (such as producer Yasuyuki Oda and art director Noboyuki Kuroki) who have been working on fighting games since the genre’s golden age in the 1990s, talk about various topics–including the moving the game into 3D, as the difficulty of having to work on a game with 50 characters.

On moving to 3D, one thing that made it tough to work on the game was the fact that they couldn’t use any old assets from the King of Fighters XIII. One difficulty was having to do facial expressions for all the characters, as such producer Oda states that there are actually 3 characters without facial expressions, hiding their faces through various means such as being behind a mask.

Another challenge was preparing the hitboxes for the characters. Being in 3D, they had to work with the fact that the animations were tweened and as such, the hitboxes were no longer tied to individual frames. If the hitboxes moved smoothly like the animations, then there would have been issues, such as where certain moves miss certain characters.

The 50 character cast also put a lot of strain on the team, especially with only 3 to 4 designers working on it at any given time. “It’s so wrong” states art director Noboyuki Kuroki on Oda’s desire for this large cast. Considering that they didn’t have the development environment to do 3D at the time, Kuroki is still surprised that they pulled it off.

As for the characters, they divided the cast into who they thought would appeal to different groups. Additionally, they had to cut certain characters because they didn’t want the game to lean too heavily towards certain series (e.g. Blue Mary and Yamazaki being Fatal Fury characters).

Another interesting issue they had is that of showing the game off to the public: with most other genres, developers can simply create vertical slices of gameplay, sectioning off a stage or two, to show off. For fighting games however, Oda states that doing vertical slices takes up more development time. As such, whenever they showed something off, it was just whatever the development team had completed at the time. This was most evident at PSX 2015 where they first showed off the game, resulting in the team receiving a lot of feedback, because the game was barely even ready for show.

The main focus of the feedback throughout the King of Fighters XIV’s development has been on the graphics, something that the team at SNK has been slowly improving with each trailer and playable build. Each update was actually the result of substantial trial and error on the development team’s part. Oda states that they decided to prioritize getting the game to run at a constant 60fps over making the graphics flashier. Additionally, he stated that online play was one of the reasons for prioritizing this–if they implemented a variable framerate, this would result in having to use frameskips, which create a bottleneck in terms of network communication. This is important, as KOFXIV allows for up 12 players to be in a lobby.

Regarding online, Oda stated that it’s something that “we can’t be completely sure of until the game launches.” That said, as far as they’ve tested “it’s better than KOFXIII on Steam.”

In addition to all the King of Fighters XIV related talk, Oda also talks about other SNK fighting franchises such as Art of Fighting or Samurai Shodown. He states that rather than making sequels, he’d rather restart them from scratch.

Of course, that’s just some of the things that they talk about in the interview. Head over to Famitsu, or the MadMan’s Café to read more.

Source: Famitsu via the MadMan’s Café

King of Fighters World Premiere Tokyo Footage: Nemo vs. Kindevu, Development Team Interview

SNK recently held a series of “world premiere” events for The King of Fighters XIV in Osaka and Tokyo, Japan. The events were the first time many players would be able to experience the full release build of The King of Fighters XIV, complete with the balance changes that are coming to the game via a release day patch.

For those who missed the live stream of the events, Gato Ray has uploaded the archive from the Tokyo event’s stream onto his YouTube channel. Highlights include a special guest match between Nemo and Kindevu. While both players are more known for other games, both are also veterans of The King of Fighters series.

In addition to this, the footage also contains an interview with some members of the development team, specifically artist Eisuke Ogura, and battle designer Hidetoshi “Neo_G” Ishizawa.

For those looking for specific parts of the stream, the Nemo versus Kindevu match starts at 28 minutes, meanwhile more event matches start at 1 hour and 3 minutes. Finally, the interview with Ogura and Ishizawa starts at 1 hour and 41 minutes.

Source: Gato Ray