Alex Myers Takes Street Fighter V’s Juri for a Spin at the San Diego Comic-Con

With Juri Han, becoming playable tomorrow, it’s likely that more than a few people are wondering how she plays in the hands of a top Street Fighter V players. Luckily, Ronin’s Alex Myers was at the San Diego Comic-Con where he was able to give the latest version of Juri for a spin against other players.

Now while we’ve gotten a taste of Juri in story mode, and some PC players have hacked her into the game, what we’re seeing in Myer’s videos is likely the finalized version of her that we’ll be seeing tomorrow. As such, there are bound to be some differences here from the version of her that we’ve seen so far.

Check out the videos below and share your thoughts, including any differences you might spot in the comments below.

Source: RN|Alex Myers

ESL Asia Launches Street Fighter V Community Cup

One of the things that Street Fighter V brought with it was it’s Kagemusha, rollback-based netcode that allowed for a better online experience than it’s predecessor. This has allowed online tournaments to become a viable for of competition for the game.

The ESL has already taken advantage of this by hosting online tournaments in Europe and North America, now it’s set to bring this to East Asia as well with the Street Fighter V Community Cup.

Street Fighter V Community Cup Asia # 1 takes place on Sunday, July 24. The online tournament is open to both PlayStation 4 and PC players from Hong Kong, Indonesia, Japan, Korea, Malaysia, Philippines, Singapore, Taiwan, Thailand, and Vietnam.

Those interested in joining the tournament can register here.

Source: ESL Asia

Fuzzy Guard Instant Overhead Discovered In the King Of Fighters XIV’s Demo

The free demo for SNK’s the King of Fighters XIV is now out to download on PlayStation 4. As such, players from all over the world have been figuring out combos for the 7 playable characters.

Combos aren’t the only thing that players have discovered however, veteran Japanese player Dune has shared a video showing that the game has “fuzzy guard” that leads to instant overheads.

More common in Capcom and Arc System Works games, this is the first time that “fuzzy guard” has been found in the King of Fighters series. As for how it works, this is to the way blocking is programmed. When standing to block a jump in or overhead, and then immediately crouching to try and block low, the hurt boxes for the standing position still remain. This allows characters perform an instant overhead with the correct timing. You can check this out in Dune’s video below.

Interestingly enough, aside from this instance being the first time “fuzzy guard” has been found in a KoF game, it’s actually easier to pull off here as well. This is because a blocked jumping C + D attack leaves the standing hurtbox active for a very long time.

As for how this will affect the King of Fighters XIV’s metagame, it’s hard to predict since this is only a demo and we’re not sure if this will be in the final game. However, it it remains, it will likely benefit characters who are able to combo from jump in attacks.

The King of Fighters XIV hits PlayStation 4 on August 23 in North America, August 25 in Japan, and August 26 in Europe.

Source: Dune via the MadMan’s Café

Amazing Comebacks, Slowdown Finishes, and Poongko! Check Out Highlights from Tekken 7 at Evo 2016

Tekken 7 Fater Reribution represented something unique at Evo 2016. For the first time in a long while, we had an arcade game, a newly released one at that (Fated Retribution hit arcades less than a month ago) on the main stage.

Despite Fated Retributions relative newness however, there was still alot of impressive play to be seen on stage. This included a number of close matches that triggered the game’s near death slowdown finish twice and some amazing comebacks. The latter of which was demonstrated by none other than Team Secret’s Poongko who surprised many by joining the tournament alongside his regular game of Street Fighter.

For those who missed the tournament, or just want to relive it, Arsenalty has put together this following videos that showcases some of these amazing moments.

Source: Arsenalty

Relive Evolution 2016 with Street Fighter V’s Intro Hype Video featuring Lupe Fiasco

Every year during finals day, Evo builds the hype with special videos that play before the top 8 of each game. This year, for Street Fighter V, Seth Mussey once again put out another spectacular video, this time with the help of a special friend.

None other than Lupe Fiasco himself was on hand to provide the music for the video. The Grammy award winning rapper and noted beast slayer provided the music for the video with a new song – Killers – written specifically for Evo 2016.

For those who missed it, or simply want to hear the song again, the video is now up on the official Evo2k YouTube Channel. Check it out below.

Source: Evo

Killer Instinct’s Version 3.3 Patch is Out, Here’s What Has Changed

Microsoft’s rebooted Killer Instinct has just received a title update that brings it up to version 3.3. The patch brings with it a host of changes, the biggest one being the inclusion of Eyedol.

The original boss character from the first Killer Instinct, Eyedol returns with some unique mechanics for the new game. You can read more about this in our previous coverage.

Aside from Eyedol however, the patch also bring with it a number of fixes and balance changes to the game’s characters.   You can check all of these out, including comments from the development team in italics, below.

Killer Instinct ver. 3.3 Patch Notes

System Changes:

  • None

Jago:

  • Endokukens build 25% less Shadow Meter on hit and block for Jago. (The team feels that, given the strength of Instinct with two meters, Jago is sitting on full meter a little too easily. Even after this change, Jago remains the meter king of the game.)

Sabrewulf:

  • Crouching MP is now +5 on hit (was +3)
  • Crouching HK is now +1 on hit (was -2) (This allows both of these moves to combo into Run Leap Slash Overhead on hit.)
  • Fixed a bug that would leave Wulf cornered after performing a back throw against Gargos while cornered.

Sadira:

  • Fixed a bug that caused Salticidae to bounce off of thin air if the opponent had just blocked a Widow’s Bite.

Orchid:               

  • Fixed a bug that allowed Orchid to bail out of certain parts of her enders into Shadow Flick Flak.

Spinal:

  • Fixed a bug that allowed Spinal to absorb his own skulls outside of Instinct.

Fulgore:

  • Light Eye Laser is now -2 on block (was 0)
  • Medium Eye Laser is now 0 on block (was +2)
  • Heavy Eye Laser is now -10 on block (was -7) (This change ever so slightly weakens his pressure by forcing him to use Medium Laser to stay even on block, and makes using Heavy Laser without a pip cancel in zoning slightly weaker as well. Fulgore is still both an offensive and defensive powerhouse.)
  • Fixed a bug that could cause Fulgore’s Devastation Beam to detach from him he was moved out of place without being hit during the move.

Maya:

  • Fixed an issue preventing Maya from being able to perform a linker immediately following a Shadow Counter.
  • Made an adjustment to the successful Mantis animation so that it doesn’t look quite as strange when hitting an armored character.

Kan Ra:

  • When Kan-Ra is hit while he has a Shadow Sand Trap, it will turn into a regular Sand Trap now instead of being destroyed. (The team was a bit worried this would prove too powerful, but we are going to try it for now and see how it shakes out.)

Riptor:

  • Fixed a bug causing Running HP to be counter breakable on whiff.
  • Fixed a bug causing some hits of the Tail Flip ender to not be breakable during opener ender situations.

Omen:

  • Rashakukens deal 1 less frame of blockstun. (This makes them ever so slightly less reliable in pressure strings that are spaced too closely or get a fast moving set of orbs.  Omen controls the pace of the match really well so this won’t hurt him much, but will allow a tiny bit more wiggle room for opponents.)
  • Demonic Slide attackbox reduced to only be in front of him. The Shadow Version’s hitbox is unchanged. (As much as we like the Omen flipout into slide mixup, we feel it’s a bit too strong for the character.  This change will force players to find new mixups instead of relying on the very powerful and ambiguous meaty slide tech.)

Aganos:

  • Fixed an issue preventing Ruin and Shadow Ruin from ignoring RAAM’s Kryll Shield as intended.
  • Fixed an issue causing Counterhit Warpath (F+HK stompwalk) to deal less hitstun than the non-counterhit version.
  • Standing HK no longer causes a wall splat when used in combos. (This adjustment was made to fix some seriously broken things that happen if you cancel the wall splat hit into his enders)

Hisako:

  • Fixed a bug that allowed her to Instinct Cancel her Influence command throws.

Cinder:

  • Fixed a bug causing Burnout to end if the opponent performs a counterbreaker.
  • Increased the size of the detonation blast on Pyrobombs that are stuck to the enemy to ensure that they don’t whiff when the opponent’s body moves them away from their center.

Aria:

  • Fixed a bug causing Shadow Crescendo to hit on frame 1 instead of frame 3 as intended.
  • Fixed a bug that could cause opponents to drop quickly to floor if Counter Hit while grounded by close HK.
  • Fixed a bug preventing Aria from clearing the Kryll Swarm DOT effect when switching bodies.

Arbiter:

  • Bullet damage reduced by about 23% (From 18, to 14. This change was made in part to reduce the Jump Gun one chance break damage that Arbiter gets.  We think this option is a cool way to spend bullets and want to leave it as a powerful option, but dial it back so that it feels more fair.)
  • Damage Ender damage reduced by ~25%. (This change also helps with the change above to reduce one chance damage from Arbiter. Also, because Arbiter players tend to use Grenades or Bullets after enders, the various ender types are rarely used over the Damage Ender because it hits much harder than the other enders.  Now you may have reason to use the other enders more often.)
  • Grenade Respawn time changed from 14 seconds to 15 seconds. (Grenades are a very powerful offensive and defensive tool. This small adjustment will give Arbiter players roughly one grenade less per match to use as they see fit.)
  • Fixed a bug causing some hits of the Overhead Slash ender to not be breakable during opener ender situations.

Gargos:

  • Fixed a bug that allowed Minions to attack between rounds sometimes.
  • Fixed an issue that could cause command grab followups to interrupt combo breakers.
  • Sadistic Hurl now causes a blowout after an ultra combo. (This prevents super long quad-ultras for now so people can get back to playing.)

General RAAM:

  • Reduced the active frames on Kryll Shield Attack from 4 to 2. (Using this as a meaty requires better timing now, and it is easy to backdash out of these setups for the opponent.)
  • Crouching HP is now 0 on hit instead of -1, allowing it to combo into Medium Decimation as intended.
  • Fixed a bug causing RAAM to pass through opponents when trying to throw them into the corner with a back throw.
  • Fixed a bug causing Shadow Dominance, Ender Dominance, and Shadow Kryll Rush to build meter for RAAM.
  • Fixed an issue that allowed RAAM to combo off of his level 1 Splat ender midscreen.
  • Adjusted the size of the grab attempt box on Kryll Rush to match the Shadow Version so that it won’t grab characters who are behind him on occasion.
  • Fixed an issue making RAAM breakable after landing a Shadow Kryll Rush.
  • Fixed a bug that could cause your opponent’s gravity to permanently change if you attempted a counter breaker during your OTG stomps on a specific frame.

No Changes:

  • Glacius
  • Thunder
  • TJ Combo
  • Shadow Jago
  • Kim Wu
  • Tusk
  • Rash
  • Mira

Source: Ultra-Combo

Special Costumes Designed by Legendary Artist Akiman Coming to Street Fighter V

Throughout the years, a number of talented artists cut their teeth working at Capcom, creating art for games such as Street Fighter.  One of these is none other Akiman, known as Akira Yasuda in real life, Akiman did the art for a number of classic Capcom titles in the 90s before leaving in 2003.  Since then, Akiman has gone on to work in animated productions such as ∀ Gundam, Code Geass, and Gundam Reconguista in G.

Now, Akiman is once again doing art for Street Fighter. At the San Diego Comic-Con, Capcom’s Yoshinori Ono announced a special line of alternate costumes designed by Akiman for Street Fighter V.  Alongside the announcement, Ono tweeted a sample of the design for Chun-Li’s costume from Akiman himself.

akiman_chun-li_alt_sfv

Specific details about these costumes however, such as pricing, whether or not they can be purchased with Fight Money, and who else will be getting them aside from Chun-Li are as of yet unknown.

With this in mind, be sure to stay locked on to Shoryuken for more updates on this and other things from the San Diego Comic-Con.

Source: Yoshinori Ono

Mago va Haitani, Ricki Ortiz, Stupendous vs Sako, Check Out These Hype Off Stream Street Fighter V Matches from Evo 2016

In any tournament, great matches will often happen off the main stream stations, Evo is of course, no exception. Happily, folks are more than willing to record these matches, even it means just pointing a camera on the screen.

Kevin Diedrich did just that and he captures three amazing matches between some top players at Evo 2016. First up we have Mago taking his Karin against MJS|Haitani’s Necalli in the losers quarter final of their pool.

Next up, Mago takes on EG’s Ricki Ortiz and her Chun-Li, again during the quarter finals stage of the same pool.

Finally, we have another match with Chun-Li, this time that of Hori|Sako as he fights against Stupendous and his Zangief.

Source: Kevin Diedrich

King of Fighters XIV Demo Video Round Up

The King of Fighters XIV’s playable demo is out now on PlayStation Store in all regions and players are free to give the game a spin. More than a few of these players have also shared some videos over YouTube and Twitter, videos which we’ve now shared below.

First up, Gatoray streamed himself going over the demo’s modes, including the tutorial mode and training mode, showing off all the options available in the latter.

In addition to this, we’ve also got more than a few combo videos from the demo. First up is benbender339 with a 2-part video demonstrating an 830 damage combo for Sylvie.

Meanwhile SoleChris focuses on Mai with a couple of combos for her.

Noted fighting game video maker Dandy J on the other hand demonstrates how Nelson can set up a mix up situation off a flip reset.

Meanwhile, TSnooze shared a video demonstrating how hitting characters at just the right time after a blowback wallbounce puts them in a standing state, allowing players to continue with a combo.

Antinomy also focuses on Mai with a couple of combos for her.

Additionally, they also do some combos for Kyo and Iori.

Finally, Antinomy also shared this impressive if impractical 100% combo for new protagonist Shun’ei.

Next up, Persona has shared this short combo video for Kyo. Persona did a lot of work with combo videos for the King of Fighters XIII, so it’s nice to see him continuing onto the new game.

Last, but definitely not the least, we have this Sylvie Paula Paula combo video from none other than Desk showing some interesting stuff that she can pull off with her kit.

The King of Fighters XIV is coming on August 23 to PlayStation 4.

Source: GatoRay, benbender339 (1, 2),SoleChris (1, 2), Dandy J, TSnooze, Antinomy (1, 2, 3, 4, 5), Persona, Desk

Two Wednesday Night Fights Regulars Were Involved in an Accident on the Way to Evo, Here’s How You Can Help

While this year’s Evo was the biggest and most hype one yet, for a part of our community, it was one marred in tragedy. On the early hours of July 15, Southern California players Bobby Garcia and Jordan Bryan were on their way to Evo when they were involved in a collision with a drunk driver on Interstate 15.

Bobby lost his life in the accident while Bryan is currently in critical, but stable condition. Specifically, Jordan suffered a broken arm and jaw, as well as severe head trauma. As a result of all this, he is in need several surgeries.

Both Bobby and Jordan were Wednesday Night Fights regulars and good friends of many in the Southern California scene. Bobby was a kind soul with a humble heart who loved multiple fighting games. Jordan is a part-time student who also works a full-time job to help his mother, yet always finds time to play fighting games with his friends. Both were looking forward to playing Street Fighter V at Evo 2016 when the accident occurred.

For those interested in helping out Bobby and Jordan’s families in this time of need, GoFundMe drives have been set up for both of them. You can help Bobby’s family cover his funeral costs here. Meanwhile, those who want to help Jordan’s family cover the costs of the medical procedures he needs can go here.

We here at Shoryuken offer our condolences to Bobby’s family and hope that Jordan recovers from this.