King of Fighters XIV Adds MAX Mode, Just Defend, Auto-Combos, and More

While we’ve seen a fair bit of King of Fighters XIV footage so far, those of us who weren’t able to make the trip to PlayStation Experience still don’t have a clear idea of how new mechanics function in the upcoming title. Fortunately, N4Us, LordWalkman, Wild Wallace, MMCafe’s Professor, and ATRyoSakazaki from our own forums have provided breakdowns of the various systems and changes.

One of the biggest change is the replacement of King of Fighters XIII’s HD system with the MAX Mode mechanic from earlier installments. Activating MAX Mode costs one bar of meter and grants access to an unlimited number of EX attacks as long as the mode is active and MAX Desperation moves.

SNK Playmore has also seen fit to add auto-combos into the game. These Rush combos, as they’re called, are performed by mashing light punch, and can automatically cancel into Desperation Moves if the player has enough meter.

King of Fighters XIV reportedly borrows mechanics from other classic SNK games, including the Just Defend system from Garou: Mark of the Wolves. Somewhat similar to Street Fighter III’s parries, Just Defend previously lowered blockstun and allowed a defending player to recover faster, but may function differently in this new iteration.

Other new mechanics include King of Fighters XI’s forward roll on ground recovery and meter gain on character loss. Finally, Blowback attacks (performed with MP+MK) can set up wallbounces on counter-hit.

While these details come from knowledgeable members of the community, the game itself may have more mechanics that have yet to be discovered or revealed, and some are likely to change as development continues.

King of Fighters XIV will arrive on PlayStation 4 sometime next year.

Sources: N4Us, LordWalkman, Wild WallaceMMCafe, Shoryuken forums

Capcom’s Yoshinori Ono Hopes to Reset the Competitive Playing Field with Street Fighter V

As you may already know, Capcom’s Yoshinori Ono dropped a lot of exciting announcements at PlayStation Experience. Not only did he reveal newcomer F.A.N.G, but he also confirmed the identities for the six characters that will be coming next year.

Afterwards, PlayStation got a chance to talk to Ono a little bit more off-stage. In the video below, he talks a bit more about Street Fighter V, about the franchise itself, and how he believes it represents people’s natural tendencies towards competition.

According to Ono, he sees Street Fighter not as a game but rather as a “stadium” of sorts where they can provide people the tools and venue to play and compete. This means that they have to walk a fine line between making those tools easy to pick up and use while still maintaining some familiarity for veterans.

That being said, Ono also envisions a future where Street Fighter V can sort of reboot the community and place everyone on the same footing. “Personal opinions aside, some players just get better and more skilled over time, which results in the game being dominated by elite players.” he explains. “I therefore decided to make a Street Fighter from scratch to completely level this playing field and get people to discover who the best players are all over again.”

Of course, that’s just a portion of their discussion, so be sure to check out the video below for more.

Source: PlayStation

Ryu, Chun-Li, Cammy, and M. Bison Show Off Their Street Fighter V Battle Costumes

As we previously reported, Street Fighter V is set to receive a group of pre-order outfits for Ryu, Chun-Li, Cammy, and M. Bison. Players who lay money down for the game at one of a handful of North American retailers will receive a special “battle costume” specific to each retailer.

While screenshots are nice, Capcom dropped a preview of these alternate duds in motion earlier tonight, which we’ve included below. And, yes, Hot Ryu is just as amazing here as he was before.

Ryu’s alternate is available via pre-order from Gamestop, Cammy’s at Best Buy, M. Bison’s from Amazon, and Chun-Li’s through either the PlayStation Store or Steam.

Street Fighter V launches for PlayStation 4 and PC on February 16.

Source: Capcom via SpeedBrkr

BlazBlue: Central Fiction’s Nine Dishes Out Some Serious Pain in Early Combo Video

As some of you may have heard, Nine is now playable in BlazBlue: Central Fiction. She brings with her an interesting spell stocking style not unlike that of Dormammu in Ultimate Marvel vs. Capcom 3.

For those of you wondering exactly what she can do with her moveset apart from the previous basics video, Sugi_Vs recently put together a quick demonstration of their day one findings. Despite their earliness, the combos here should still manage to pique players’ interests, and include what seem to be reset setups in and out of the corner in addition to copious amounts of damage.

Source: Sugi_Vs via Jourdal, NerdJosh

Ryan Hart and Xian Talk Capcom Cup with Best of III

The Daily Dot’s Best of III has been doing a great job so far with providing interviews with some of the fighting game community’s best and brightest. Their latest episode continues that tradition as they talk to not one, but two of the best Street Fighter players in the world.

First up, the Prodigal Son himself, Ryan Hart of Falcon Arena, talks missing out on qualifying for this weekend’s Capcom Cup. Here, he delves into some of the life changes that may have affected his performance, including a recent move from the United Kingdom to Germany. That said, he mentions still being dedicated to training and working to overcome these limitations.

They also end up talking about Ultra Street Fighter IV’s balance, specifically Elena’s prevalence in competition. Hart admits that almost every incarnation of the game has had a character like this and that, if you’re trying to win, then it’s worth the time learning them.

Speaking of Elena, Razer’s Xian rode the dancing fighter to victory at DreamHack Winter 2015 and appeared on the show to discuss this decision. Despite wanting to win with his patented Gen, the former Evo champion sheds some light on the decision to switch and the possibility of playing other characters at Capcom Cup. While he may not have a surprise as big as his Dhalsim selection last year, Xian says that it all depends on who he comes up against.

Of course, these are just a few things that they talk about, so be sure to check out the full interview below.

Source: The Daily Dot

Killer Instinct Update Adds Shadow Jago, Improved HUD, and More

Killer Instinct’s ver.2.12 update is now upon us, the biggest part of which is the ability to play around with an updated version of Shadow Jago. While previously just Jago with a different, darker skin, Shadow Jago now has his own unique moveset, one that has been described as having “dirtier offense” compared to the regular incarnation.

You can check out Shadow Jago in action in this accompanying trailer.

In addition to the new character, players can expect to make use of an updated HUD that announces reversals and gives more information about combo breakers and lockouts.

Finally, the patch also addresses more than a few general and character-specific bugs. The entire list of changes can be found below.

Killer Instinct ver.2.12 Patch Notes

General Changes

New Features and Improvements

  • Shadow Jago is a real boy now!
  • Game HUD has been updated to display Reversals, a new Lockout Timer, and Combo Breaker/Lockout Strengths.
  • Shadow Lab – Added ability to use Shadow Jago.
  • Renamed Easy difficulty to Beginner.
  • League Backend Improvements.

Bug Fixes

  • Fixed an issue preventing the “Rivaled” achievement from firing off properly for some players. Those affected despite having the complete Season 2 Mural will be awarded with the achievement by looking at the completed Mural again.
  • Fixed an issue where Hisako’s Shadow would attempt specific combos on whiff while in Instinct
  • Fixed a crash that would occur when resuming console from a suspend state while offline
  • Fixed an issue in Spinal’s Command List where his Instinct Mode description was inaccurate
  • Fixed an issue that caused the Reconnect Controller pop up to stay on screen when a controller is disconnected in Character Select
  • Fixed an issue in Practice Mode where the AI would fail to break Shadow Linkers properly

Character Changes

Jago

  • Fixed a bug that let Jago Counter Breaker during the startup of opener->ender Shadow Tigers Fury after a jump in or projectile.

Sabrewulf

  • Fixed a bug that let Sabrewulf Counter Breaker during the startup of opener->ender Shadow Eclipse.

Glacius

  • Fixed an issue preventing his grounded normals from auto correcting on startup, making punishing moves that hit in the front and then land behind artificially difficult.

Thunder

  • Fixed a bug that allowed Thunder to tech throws during the recovery of a whiffed Call of Earth.
  • Fixed a bug that let Thunder Counter Breaker during the startup of opener->ender Shadow Sammamish after a jump in.

Sadira

  • Fixed a bug that let Sadira Counter Breaker during the startup of opener->ender Shadow Recluse after a jump in or projectile.
  • Fixed an issue that could cause Sadira to become mirrored if she performed a Blade Demon to hit someone from directly underneath.            

Spinal

  • Fixed a bug that let Spinal Counter Breaker during the startup of opener->ender Shadow Skelleport after a jump in or projectile.
  • Fixed a bug that let Spinal generate skulls on whiff from Crouching HP so long as a Crouching HP had just hit an airborne opponent.

Fulgore

  • Decreased the knockback of hits 1 to 4 on Shadow Energy Bolt so that Riptor and Wulf wouldn’t fall out of it when his standing midscreen.
  • Fixed a bug that let Fulgore Counter Breaker during the startup of opener->ender Shadow Cyber Uppercut after a jump in or projectile.

TJ Combo

  • Fixed a bug that let TJ Combo Counter Breaker during the startup of opener->ender Shadow Vortex after a jump in.
  • Fixed a bug that allowed some of Powerline’s followups to autocorrect if they changed sides with the opponent.
  • Fixed a bug that could cause a Lv2 Knee Ender to whiff from longer distances.

Maya

  • Fixed a bug that let Maya Counter Breaker during the startup of opener->ender Shadow Leap Kick after a jump in or projectile.

Kan-Ra

  • Fixed an issue preventing the final two hits of Heavy Whirl Linker from being breakable.

Riptor

  • Fixed a bug preventing Spinal from absorbing Riptor’s fireballs.
  • Fixed a bug preventing Riptor from using Primal Linkers after Manuals.
  • Fixed a bug that could prevent movement or the correct followups from coming out after Shoulder Charge moves if a flame carpet was also hitting or being blocked at that time.

Aganos

  • Fixed a bug where gravity could misbehave after Aganos counter broke during the wall versions of his Ruin specials.
  • Fixed a bug where Aganos could lose armor while in blockstun to certain unblockable attacks.

 Hisako

  • Fixed a bug that let Sadira Counter Breaker during the startup of opener->ender Shadow Influence after a jump in.
  • Fixed a bug that allowed the version of High Vengeance that you cancel into to also catch lows.

 Cinder

  • Fixed a bug that allowed Cinder to use linkers after Shadow Fission Linker and Shadow Inferno Linker.

ARIA

  • Fixed a bug that let Aria Counter Breaker during the startup of opener->ender Shadow Allegro and Shadow Crescendo.

Source: Ultra-Combo

McFly Demonstrates Some Interesting Kung Lao Setups in Mortal Kombat X

For any Kung Lao mains looking for some new tools to give them an edge in Mortal Kombat X, Elite Tournament Chile’s McFly recently shared a couple of videos you might want to watch.

The first covers a post knockdown setup that’s invulnerable to wakeup attacks. Here, McFly quickly dashes over his floored opponent, setting them up in such a way that he can suck them back into a vortex situation if they try to do anything.

In his second video, McFly demonstrates how players can use stage interactions as a sort of parry to stop an opponent’s reversal attempts and set up combos.

Source: Elite Tournament Chile

Latest WinnerStaysOn Session Showcases More Street Fighter V

Capcom UK brought Street Fighter V back to the WinnerStaysOn Sessions earlier this week, and this time around they had the help of Tea Mandem, a group that’s been putting out great content for the upcoming game.

With access to the latest build, there was a lot of Laura on display. The newcomer hasn’t been playable outside of events and a recent stress test on PlayStation 4, so this is a chance to see players figuring out what she can do, such as setups with her slow moving projectile.

In addition to Laura, the build also featured returning characters Zangief and Dhalsim. Matches with the latter in particular are interesting, as the players try to come to grips with his greatly changed moveset and floating V-Skill. One in particular sees Dhalsim come up against R. Mika, and the duo proceed to turn the match into something like Marvel vs. Capcom thanks to the presence of assists and what amounts to a flight mode.

Of course, these are just a few of the matches in this nearly three hour long session. You can check them all out in the videos below.

Source: Capcom Fighters

Tekken 7 Announcement Coming at The King of Iron Fist Tournament 2015

During Master Cup 8, Bandai Namco’s Katsuhiro Harada has stated that they will be making a Tekken 7 related announcement at their world championship event, The King of Iron Fist Tournament 2015.

 

With all the news surrounding other fighting game releases, it’s easy to forget that a console port of Tekken 7 is still on the horizon. Smart money would be on this announcement having something to do with a release date, but we’ll have to wait until December 12 to learn more.

Source: Bandai Namco via Flying Wonkey

Super Smash Bros. Brawl Mod Project M Ceases Development

If you’re a fan of Super Smash Bros, you’re probably familiar with Project M, the fan-made mod for Super Smash Bros. Brawl that attempted to bring the Wii title’s mechanics closer to Super Smash Bros. Melee. But now, after years of work, it’s all over.

In a message posted on their official website, the Project M team has announced that they are ending development immediately. This comes not as a result of any legal issues but because they feel they’ve reached the limits of what they can accomplish with the resources at their disposal.

While an interesting project in its own right, and one that built up a sizable following, Project M’s status as a mod of an existing game prevented it from garnering support from larger tournaments as Nintendo threw their backing behind the competitive scene.

That said, it isn’t all bad news. Aside from the fact that the team is satisfied with Project M’s final revision, they’ve apparently begun work on something new. By stopping now, the developers will be able to focus on their next project, likely with the same passion and dedication that made Project M such a success.

Source: Project M, thanks to IPT.Arc for the tip.