Harada Teases Alisa’s Updated Look in Tekken 7 Fated Retribution

While not as drastic as Nina Williams’ wedding dress wardrobe change, the entire cast of Tekken 7 Fated Retribution will be receiving similar updates to their default outfits. Each of the characters in the initial reveal trailer sported brand new designs, and now we have a hint of Alisa Bosconovitch fresh digs courtesy of director Katsuhiro Harada.

tekken-7-fr-alisa-costume-teaser

Harada also revealed that Bandai Namco Entertainment will be previewing additional Tekken 7 Fated Retribution designs Friday evening in Japan (or early Friday morning for those reading in North America). Stay tuned for more details.

Source: Katsuhiro Harada via Flying Wonkey

Patrick Miller Talks About Understanding Why You Lost

Part of getting better at fighting games means having to take losses. It’s just the nature of the genre and its one-on-one competitive format – you will eventually lose and it will, most likely, be your own fault.

In his latest video, longtime fighting game enthusiast and genre scholar Patrick Miller talks about dealing with your losses and, more importantly, how to figure out why you lost in the first place.

When it comes to why you lost, Patrick breaks this down to one of two things. Either you pressed the wrong button, courtesy of an execution error or choosing poorly, or you did something at the wrong time. Additionally, he also mentions that there are times where any button is the “wrong button,” especially in games like Street Fighter V that seem to greatly emphasize frame traps when compared to others.

The second deals with the fact that everything in a fighting game happens in real time. Just pressing the right button isn’t enough; you need to make sure that you press it at the right time. Time is a resource that you have to play around, and you’ll need to train your reactions to be able to use the “right button” at the “right time.”

You can learn more about these concepts in the video below, as well as in the corresponding blog post.

For those who would like to catch Patrick’s inisights live, be sure to check out his Twitch channel where he streams twice a week, with interviews taking place on Mondays and lectures and gameplay streams on Tuesdays or Wednesdays.

Source: Patrick Miller

Reptile’s Force Ball Bugs Out in Mortal Kombat X

Hot on the heels of the input lockout glitch for Mortal Kombat X, we’ve got couple more videos showing another set of bugs in the game. While not as game breaking as the previous glitch, they still make Reptile’s Force Ball act in unexpected ways.

Both of the glitches shown in these videos by ElChakotay seem to stem from how the projectile interacts with certain reflect moves. In the first one, if a stopped Force Ball is reflected by Takeda, the projectile’s model stays on screen, but it loses all of its hit detection.

The second involves being reflected by Royal Storm Kitana. While it doesn’t remove the collision, it seems to cause a second Force Ball, thrown immediately as Kitana gets hit, to disappear when Reptile brings it to a stop.

Have you ever encountered this bugs? Let us know in the comments.

Source: ElChakotay

Street Fighter V Beta Glitches Hurt Cammy, Help Chun-Li

Being that the game is still in beta, it’s understandable that Street Fighter V still has some glitches that need ironing out. At least two were discovered in recent builds.

First up, if Cammy mistimes an anti-air back strong and gets hit, the attack lands not once, but twice, regardless of the jump-in’s properties, and receives double damage. In the video below, SBABigArch breaks this glitch down showing the range in which it’s triggered.

Next, Raf El discovered a strange interaction that causes an airborne opponent to slowly float to the ground should they land on Chun-Li’s Kikoken, allowing her a chance to juggle for more damage. As we haven’t seen this before and no other examples were provided, it’s possible this is character-specific to Zangief or an oddity of early online play.

The bug in question happens around 1:47. A slow motion replay is also available near the end of the video.

Street Fighter V is scheduled to launch for PlayStation 4 and PC. Let’s hope these bugs don’t come with it.

Sources: SBABigArch, Raf El

Capcom Placed Greater Emphasis on Street Fighter V’s Story Because of Fan Feedback

Street Fighter V is set to be the first numbered installment of the game to feature a heavy emphasis on its own story. Aside from individual character stories, the game is also set to receive a free cinematic expansion in June.

It’s that increased emphasis on story that’s the main focus of GamesBeat‘s new interview with producer Yoshinori Ono.

According to Ono, part of the bigger emphasis on story comes from feedback from the fans. They’ve recognized that a large subset of fans have been wanting to see the games give the same focus on story as the series tertiary material, such as 2014’s hit web series Assassin’s Fist.

As part of this, Ono also admits that work on the cinematic story expansion only started during the summer of 2015. This is why it’s coming as a free update in June and not at launch. That said, he says that the individual character story prologues, illustrated by legendary Capcom artist Bengus, that come at launch will lead into the main narrative.

Ono also talks about Street Fighter V’s place in the series’ chronology.  As previously revealed, Street Fighter V is supposed to bridge the gap between Street Fighter IV and III. He compares this to Star Wars, with how the release order of the movies  in that series don’t match the chronology, but more complex.

Of course, this is just part of what they talk about in the interview. You can read up on this and other topics in the full interview by following the link below.

Source: GamesBeat via NeoGAF

Mortal Kombat X Bug Randomly Locks Player Controls

Bug and glitches are a part of life when playing fighting games. In fact, much of their development is tied to bugs that were later developed into genre staples. However, there is one type of bug that is never welcome in any fighting game, that which flat out breaks the game.

One such bug apparently exists in Mortal Kombat X. The glitch in question makes the game momentarily stop recognizing inputs from both players’ controllers, effectively stopping the match. While things eventually clear out, it still has the potential to destroy momentum and and throws both competitors off their game.

YOMI Gaming’s REO captured this bug in the demonstration below. At around 1:30, you can clearly see both players stop moving for a short moment. When they’re able to move once again, they test their buttons to see if the glitch has cleared.

REO says this isn’t the first time he’s experienced the bug, but the causes are still unknown. We’ll be sure to keep our readers apprised of the situation as it develops, but feel free to let us know if you’ve ever seen this situation in the comments.

Source: REO via Test Your Might

King of Fighters XIV’s Advanced Cancel Makes Appearance During Recent Demo

Veterans of the King of Fighters series are most likely familiar with Dream Cancels in King of Fighters XI. These allowed super moves to be canceled into more powerful versions called Super Special Leader Moves at some cost.

During the King of Fighters XIV presentation by Twitch’s GamerBee and Razer’s RB at Taipei Game Show, one of the players performed what the game called an Advanced Cancel. This technique worked suspiciously like a Dream Cancel, canceling Iori’s Desperation Move into his Super Desperation Move.

To further emphasize how similar the two techniques are, ATRyoSakazaki has made the following video, juxtaposing a Dream Cancel from King of Fighters XI with slowed down footage of the match from Taipei Game Show, showing that not only are the animations similar, but the meter requirements are as well.

Source: ATRyoSakazaki

King of Fighters XIV’s Advanced Cancel Makes Appearance During Recent Demo

Veterans of the King of Fighters series are most likely familiar with Dream Cancels in King of Fighters XI. These allowed super moves to be canceled into more powerful versions called Super Special Leader Moves at some cost.

During the King of Fighters XIV presentation by Twitch’s GamerBee and Razer’s RB at Taipei Game Show, one of the players performed what the game called an Advanced Cancel. This technique worked suspiciously like a Dream Cancel, canceling Iori’s Desperation Move into his Super Desperation Move.

To further emphasize how similar the two techniques are, ATRyoSakazaki has made the following video, juxtaposing a Dream Cancel from King of Fighters XI with slowed down footage of the match from Taipei Game Show, showing that not only are the animations similar, but the meter requirements are as well.

Source: ATRyoSakazaki

Bask in This King of Fighters XIV Footage from Taipei Game Show

As you may already be aware, King of Fighters XIV made an appearance at Taipei Game Show this past weekend. In fact, we’ve already written about what producer Yasuyuki Oda had to say during a special press conference. However, there were also multiple instances of gameplay being shown off that you may have missed.

The first is this footage from Taiwanese gaming channel Bahamut Game Crazy, where one of their staff members tries their hand at the upcoming game.

The second video was originally uploaded by Drizzle Report on Youku.tv and shared by Gato ray.

And finally, Twitch’s GamerBee and Razer’s RB joined Oda in showing off King of Fighters XIV on the convention’s official stream. KarinSF4 has the archive.

While the game still features the same characters from PlayStation Experience, it’s supposedly a newer build with a few changes and possibly some updated mechanics.

Source: Bahamut Games Crazy, Drizzle Report via Gato ray, TGS Live via KarinSF4 Thanks to Evil Yagami for the tip.

Street Fighter V Final Beta Footage Roundup feat. Desk Combos, R. Mika Strategies, and More

This weekend marked the final beta phase for Street Fighter V before we’re able to tackle the release version of the game. Even though we’ve seen plenty of time with the title through these beta periods, there’s always something new to discover. Below, we’ve compiled some of the best footage from over the weekend, so study up!

To get things started on the best note possible, we’ve got a couple of videos from Desk. In the first bit of footage, he demonstrates the power of Birdie’s soda can by using it to allow the fighter two jump-in attacks in a single combo. Keep in mind these setups are less than practical, but they’re still entertaining to see.

Desk’s second offering sees Dhalsim using all of his meter in two different combos. One combo includes non-Critical Art meter expenditure, while the second–a Crush Counter combo–involves the Yoga master unloading a bellyful of fire on an unsuspecting Zangief.

Next up, we’ve got some footage featuring Rashid. With his unique movement options and ability to control the wind, Rashid is one of the more interesting additions to Street Fighter V’s roster. That said, that means he’s also a bit tricky to use.

For those wondering what Rashid can do with his unique tools, HadoukenMaster put together a video showing some combos for Rashid from Street Fighter V’s latest beta test. These include straight up hit confirms, as well as more advanced juggle combos using his projectiles and his V-Trigger.

Character tutorials often offer great advice for mastering the fighter on whom they focus, but when presented with the grid-lined walls of the training stage and a dummy ready to take a pummeling, it may not always be so easy for viewers–especially newer players–to transfer the knowledge into an actual match.

In the video below from KreativeMente, aspiring Rainbow Mika players can catch a glimpse of the wrestler doing what she does best, and not against passive targets. Frame traps, resets, combos, command grab setups, and more abound in this footage. If you’re an up-and-coming Mika, be sure to give it a look.

Ambiguous jump-ins are a basic tool for players to get in on defensive opponents in fighting games, and Street Fighter V is no exception. While the game places much more emphasis on hard reads and commitment, there are still some moves that can be used to create these sorts of setups when the situation is right.

In this new video, wauhti demonstrates one such setup. When she has her opponent in the corner, Chun-Li can use her aerial stomp attack to keep them guessing. By changing the timing of her jump-in, players can make her land in front or behind her opponent, allowing her to follow with and aerial medium kick on the way down for an ambiguous cross-up attempt.

Chun-Li’s crouching strong in Street Fighter V works like a tuned up version of the same button from Street Fighter IV. On top of being great for whiff punishing at long distances, this normal gets the Interpol officer under a handful of attacks and, of course, offers a stylish way to slide under most projectiles. Thanks to the V-Trigger mechanic, the button can be confirmed into easy damage once it connects. R Squared explores this strategy in the next video.

We wrap things up today with a lengthy set of gameplay footage from Nutrient. This footage features Birdie bringing the pain, as well as the lame, against a variety of online opponents.

Sources: Desk, HadoukenMaster, KreativeMente, wauhti, R Squared, Nutrient