Arc System Works Developing New Dragon Ball Z: Butouden Title for Nintendo 3DS

dbz-extremebutoden-scanHere’s some interesting news for Dragon Ball Z fans who miss the older, 2D fighting games from the franchise’s past. The latest issue of V Jump has revealed that a new entry in the Dragon Ball Z: Butouden series is coming to Nintendo 3DS later this year.

Developed by none other than Arc System Works, who previously worked on the Dragon Ball Z Supersonic Warriors series for the Gameboy Advance and Nintendo DS, Dragon Ball Z: Extreme Butouden is the latest installment in a long-running series that originated on the Super Nintendo. The most recent entry, Dragon Ball Kai: Ultimate Butouden, landed on DS in 2011.

The game will feature over 100 different characters from the series in both one-on-one and team-style battles. The latter will feature a new mechanic called the Z Assist that will allow certain characters, such as Bulma and Chi Chi, to provide support for the main cast members.

Dragon Ball Z: Extreme Butouden will launch on the Nintendo 3DS in Japan sometime this summer. No word yet on whether or not it’ll make western shores.

Source: V Jump via Anime News NetworkIGN

Iron Galaxy Studios Breaks Down Aganos During Their Latest Killer Instinct Stream

The team at Iron Galaxy Studios recently featured the next Killer Instinct character, Aganos, in their weekly Tender Moments stream.

For those who missed the stream and would rather stay away from Twitch archives, the developers have uploaded replay of the proceedings. Take note that it has over an hour of footage, so you may want to get comfortable before watching it.

Source: Iron Galaxy

Captain Olimar’s Pikmin Power Amplification Technique in Super Smash Bros. for Wii U Proves Size Doesn’t Matter

The diminutive Captain Olimar has always been an interesting character in Super Smash Bros. due to his ability to summon and control his game’s titular Pikmin. In Super Smash Bros. for Wii U, however, it turns out that those same Pikmin are capable of turning him into a ridiculously powerful cast member.

In a recent set of videos, York has demonstrated how, by using the vegetable creatures in a certain way, Olimar can instantly pile on a lot of damage and then launch his opponent for a kill. To do this, the space captain simply needs to use his Order Tackle custom move on any Pikmin that are being reflected back to him. The technique, which York is calling the “Persistent Pikmin Power Amplification” or “P3A” for short, works on any move that uses a Pikmin and ends up being reflected back, pretty much guaranteeing a kill on hit.

Check out these demonstrations of the technique in both singles and doubles matches.

In addition to this, he’s also posted an in-depth analysis of how the specifics of how the technique works, how its affected by specific reflector attacks, and his own thoughts on whether or not it should be allowed in competitive play, especially for the emerging custom doubles format.

Source: York

South East Asia Major 2015 Trailer Highlights Move to Thailand

Hot on the heels of the Capcom Pro Tour 2015 schedule announcement, Beast of the East and Thaiger Uppercut have dropped the trailer for premier event South East Asia Major 2015.

As announced on stream at last year’s event, South East Asia Major will be moving to a different host city every year, starting with Bangkok, Thailand for 2015.

In addition to being a premier event, South East Asia Major 2015 will also be part of the Beast of the East Tour – a community organized fighting game circuit for the region. More details on this will be released soon, but for now feel free to check out the tournament trailer below.

South East Asia Major 2015 is schedule for June 19-21. Online registration for this and other Beast of the East events is now open.

Source: Beast of the East

Todd McFarlane Hints at Spawn’s Inclusion in Mortal Kombat X

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Over the years, guest characters have become something of a tradition with NetherRealm Studios’ fighting games. Mortal Kombat 9 saw the inclusion of Freddie Krueger and Injustice: Gods Among Us featured studio mascot Scorpion.

In an interview with Gamer Fit Nation at Toy Fair 2015, comic creator Todd McFarlane stated that he has already given NetherRealm the green light to include Spawn in their projects, including the upcoming Mortal Kombat X. While this isn’t definite proof the demonic hellspawn will appear in the title, the option is there if the developers want to use him.

Creative director Ed Boon has stated in the past that there’s a good chance their next fighter will include a guest character, lending a bit more credence to the possibility of Spawn’s inclusion.

Many of you will probably remember that the character does have a history with fighting games, having previously appeared as a playable character in the Xbox version Bandai Namco Games’ Soulcalibur II.

First introduced to the comic world in 1992, Spawn employs a number of powers in his arsenal, including super strength, flight, shapeshifting, and more. Should he enter into the world of Mortal Kombat, how do you think he would fare?

Mortal Kombat X is scheduled to launch for PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC on April 14.

Source: Gamer Fit Nation

Dead or Alive 5 Last Round on Xbox One Facing Compatibility Issues with Mad Catz’ Tournament Edition 2

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Over the weekend, a few lucky folks were able to get early access to Dead or Alive 5 Last Round on Xbox One. While most were happy to be able to play the game a couple of days early, a few did notice a rather glaring issue – the game doesn’t work with Mad Catz’ Tournament Edition 2 arcade stick.

This is an interesting issue to say the least as arcade sticks are traditionally game agnostic, simply acting as wired versions of the console controller. The fact that this has become an issue for Last Round gives us an insight into how peripherals are handled differently on Microsoft’s latest console.

In light of this issue, Team NINJA has issued a statement saying that they are working with Mad Catz to resolve the problem.

Dead or Alive 5 Last Round is scheduled to officially launch on PlayStation 4, Xbox One, and Xbox 360 in North America later today, with PlayStation 3 and PC releases coming February 24 and March 30, respectively.

Source: Team NINJA via Free Step Dodge

Team NINJA Reveals Dead or Alive 5 Last Round Balance Changes

Team NINJA recently released a lengthy list of balance changes that will be applied to Dead or Alive 5 upon the release of the next major update, Last Round. These adjustments, which are also coming to the arcades as a patch for Dead or Alive 5 Ultimate, represent some significant changes to the existing cast while also adding new characters Raidou and Honoka.

While the changes were only released in Japanese, our friends over at Free Step Dodge have been kind enough to translate them for the community. If you’re a Dead or Alive 5 player, you’ll definitely want to check these out.

General Changes

  • In order to prevent an error that locked up the Character Select screen due to the Aime card reader, it was made so the kick and hold buttons only work after the Aime selection. Punch button remains unchanged. (Arcade only)
  • New characters “Honoka” and “Raidou” added.
  • New costumes added.
  • The clown cannon Special Power Blow in “The Show” stage damage increased from 105 to 130.
  • Light down attacks stun time shortened by 4 frames.

Balance Adjustments

  • Fixed a problem where some Offensive Holds wouldn’t counter some attacks from a low standing state. (Examples: Helena’s 3_P, Gen Fu’s 3P, Bass’ 41236P+K, etc.)
  • Shortened the possible delay frames of some derivations from Critical Burst attacks.
    • Helena: 7PK
    • Ayane: 6P+KK
    • Rig: 6P+K
    • Kokoro: 7PK
    • Jann Lee: 6P+KP
    • Eliot: P+K~
    • Akira: 66P+KP
    • Pai: Downed P~​
  • Added more drastic camera work to some KO finishes, such as La Mariposa’s running P+K

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Akira Yuki

  • 214P (success): Frames changed from 23 (5) 19 to 23 (2) 22.
  • 214P (failure): Frames changed from 23 (5) 21 to 23 (2) 24.
  • 2_3P+K: On standing hit, changed to small stagger effect.
  • 66K: On crouching block, changed from rising stagger effect to float effect.
  • BT P+K: Advantage on block changed from -12F to -22.
  • BT 4P+K · 43T · 6P: Adjusted the camera.
  • T: Frame advantage following the throw shortened by 1F.
  • 46T: Changed to 10 frame startup. Damage changed from 66 to 60.
  • 64T: Changed to 12 frame startup.
  • 2T: Advantage following the throw shortened by 1F. Instead of sending your opponent through the floor (if applicable) on the first punch, it now happens on the third punch. Also changed the attack sounds.
  • SS P: On counter hit and above, now causes critical stun (24~16).
  • SS P+K: Big fix to the hit detection.

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Alpha-152

  • 6PPP: Hit effect changed to short stagger.
  • 3PPPP: Now causes low float on counter hit and above.
  • Thousand kick (KKKKK) series: Possible delay frames shortened.
  • Thousand kick (high K): Hit effect changed to short stagger. *No change to the final hit.
  • Thousand kick (mid K): Hit effect changed to short stagger.
  • 9K: On normal hit, causes blind stagger (critical hit (34 ~ 24)), damage changed from 20 to 24, advantage on block changed from -13F to 14F.
  • 33KK: Wall splat changed from 3m to 1m.
  • 9P: Made easier to jump over the opponent.

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Ayane

  • 6P: Greater hit effect on back-turned opponents.
  • 6P9: Added jump status frames (low attacks won’t work).
  • 7P: Added jump status frames (low attacks won’t work).
  • 8KK, BT PPKK: Added jump status frames (low attacks won’t work).
  • 8KKK, BT PPKKK: Added jump status frames (low attacks won’t work).
  • 3K: Lesser hit effect on back-turned opponents.
  • 66KK, BT PP6KK: Is now reversed with a jump K hold rather than an evasion.
  • 66KKK, BT PP6KKK: Added jump status frames (low attacks won’t work).
  • P+KP9: Added jump status frames (low attacks won’t work).
  • 236H+K: Can now cause refloat.
  • BT PP6P: Refloat ability strengthened.
  • SS P: Damage changed from 22 to 18.
  • BT 9: Added jump status frames (low attacks won’t work).

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Bass Armstrong

  • 2_64T: Startup changed from 11F to 16F. Damage increased from 85 to 88. Grab animation changed. Reach increased.
  • Wall 2_64T: Startup changed from 11F to 16F. Damage increased from 95 to 98. Grab animation changed. Reach increased.
  • Ceiling 2_64T: Startup changed from 11F to 16F. Damage increased from 40+40+15 to 40+40+18. Grab animation changed. Reach increased.
  • 236T · T: Damage changed from 50+30 to 55+30
  • 214T · 2T · 8T: Damage changed from 45+25+35 to 45+25+42
  • 63214T · (360)T · (360)T: Damage changed from 75 to 80.
  • 66T: Voice clip added during grab animation.
  • BT T: Frames changed from 10 (5) 21 to 10 (2) 26.

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Bayman

  • 9P: Change the status at the end from standing to rising.
  • 3K: Changed the hit effect on crouching normal hit. Advantage on block changed from -9F to -5F.
  • 1K: Damage increased from 20 to 25.
  • BT PP: Advantage on normal hit decreased from -10F to -9F.
  • Wall 6T: No longer causes stage destruction.
  • Facing away from the wall 4T: No longer causes stage destruction.
  • Against back-turned and crouching opponent 2T: Damage of the third portion changed from 20 to 30.
  • All offensive holds: Grab distance extended 10cm.
  • EX P hold: Floor break caused during the second portion now instead of the first.

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Brad Wong

  • New move: 6KPPP
  • New move: 7KPPP
  • 46PP: Causes bend-over stun on counter hit and above.
  • 33K: You can now choose whether you are standing or crouching after the move is finished. (Input 2 to switch to crouching.)
  • 6P+K: If you used BT 6P+K to cause critical stun, 6P+K will no longer cause a critical finish.
  • Wall 214P+K: Jump status frames (low attacks won’t hit) added. Made easier to jump over your opponent.
  • Handstand KKKK, Handstand K6K, Handstand KK6K, Handstand H+K: You can now choose whether you are standing or crouching after the move is finished. (Input 2 to switch to crouching.)

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Christie

  • PPPP, BT PPPP: Now causes refloat.
  • PK: Removed wall splat.
  • 6PPP, Jakeiho 6P: On counter hit, causes wall splat within 1m.
  • K: Removed wall splat. Advantage on block changed from -10F to -11F.
  • 9KK: Damage changed from 26 to 28.
  • 6P+K: No longer tracks.

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Ein

  • New move: 1P
  • PPP: Damage changed from 25 to 30.
  • 6P: Now causes refloat.
  • 3P: Advantage on normal hit changed from -2F to 0F.
  • 236P: Adjusted the animation.
  • 9KK: Damage changed from 23 to 25.
  • 3KKK: Damage changed from 23 to 25.
  • Wall 33T: Made it so the gimmicks are triggered on the final hit.

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Eliot

  • 7P: Now causes blind stagger (critical stun (33~23).
  • 3_P: Damage changed from 17 to 18.
  • 33P: Damage changed from 13(high)+15(mid) to 13+17.
  • 4K: On counter hit and above, now causes critical stun (13~21)

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 Gen Fu

  • 6P: Possible delay frames shortened.
  • 6PP: Possible delay frames shortened.
  • 4P6P: Advantage on block changed from -7F to -5F.
  • 6P links, back-turned 4P links, 3P links, 33P: Added voice clips.
  • 3K: Possible delay frames shortened.
  • P+K: On crouching normal hit and crouching counter hit, now causes sit-down stun.

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Hayabusa

  • 9P, 2_4K9P, 4H+K9P: Jump status frames (low attacks won’t hit) added.
  • 7P: Jump status frames (low attacks won’t hit) added.
  • Wall 7PK: Changed status upon landing to rising.
  • 44P: Advantage on block changed from -8F to -7F.
  • 214P, 2_4KP: Advantage on block changed from +2F to -5F.
  • 8KK: On counter hit and above, causes bound.
  • 4H+K, SS K: Advantage on block changed from -1F to -5F.
  • BT 8K: On startup, fixed so that he does not turn to the front.
  • Ongyouin 8T: Fixed so that he also lands in handstand position on whiff.

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Hayate

  • 9P: No longer causes wall splat.
  • 66P: Possible delay frames shortened.
  • 236P: Adjusted the animation.
  • 66KK: Can now be Jump K held (formerly caused an evade).
  • 214K: Damage changed from 30 to 35.
  • 4P+K: Follow-ups can now occur from frame 32 instead of 38. Follow-ups now come out more quickly.

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Helena

  • 8PP2P: 8P2_PP will also work.
  • 3_P: On standing normal hit, no longer cause critical stun. Now -8F on hit.
  • 66P series (66P, PPP, 4PPP, 9P4PP, back-turned PP4PPP, downed 6PPP, PP4PP, 9PP): Changed from -9F to -5F on block. Standing and crouching normal hit effect changed to short stagger. Causes knockdown on counter hit and above.
  • Uryuu-Banda series (for the ones with -4F advantage, except 236P+K): Damage changed from 10 + 10 + 12 to 6 + 6 + 8.
  • Back-turned 66K: Advantage on block changed from -6F to -11F.
  • Back-turned 66K2: Advantage on block changed from ± 0F to -5F
  • Back P+K (first part): Pushback on block reduced so the next part will connect as well.
  • Downed 6P: On standing normal hit, changed from -10F to short stagger effect.
  • New Move: Downed 66P “Kasei-Kasui-Sho” (That’s probably not the right name but I tried.)
    *The old downed 66P is now downed 3P+K.
  • Throw damage adjusted:
    • T: From 10+10+27 to 10+10+20
    • 6T: From 24+29 to 20+25
    • 4T: From 60 to 52
    • 66T: From 66 to 58
    • 214T: From 15+20 to 15+15
    • 2T · T: From 20+25+10+10 to 15+20+10+10
    • 1T: From 55 to 48
    • (Against back-turned enemy) T: From 25+32 to 20+30
    • (Against back-turned crouching enemy) T: From 30+20 to 23+20
    • Wall 6T: From 30+33 to 25+30
    • Wall 4T: From 25+45 to 27+35

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Hitomi

  • PPP: Damage changed from 25 to 28.
  • (PP)4PPP maximum charge: Changed to GB (+4).
  • 9PK: When hitting an aerial opponent, now causes refloat instead of knockdown.
  • 3P: Possible delay frames shortened.
  • 3PP: During the attack, fixed so that she is facing forward instead of back. Advantage on block changed from -5F to -3F.
  • 9KK: Damage changed from 23 to 25.
  • 3K: Advantage on block and normal hit changed from -10F to -11F.
  • 66K: Causes float when hitting a back-turned opponent.
  • 214KP (second hit): On counter hit and above, changed to bend over stun.
  • 3H+K: Frames changed from 20 (5) 25 to 22 (3) 25, Advantage on block changed from -4F to -7F.
  • Wall 7P+K: Added jump status (low attacks won’t hit) frames.
  • Wall 7H+K: Added jump status (low attacks won’t hit) frames.

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Jacky Bryant

  • 6PP: Changed to short stagger effect on normal hit.
  • 6PPP: Changed to bend-over stun on counter hit.
  • 8P: Adjusted the transition frames into jump status. Added jump status (low attacks won’t work) frames.
  • KPPPK: Changed wall crash causation distance from 2.5m to 3m. Changed the blowback animation.
  • 8K: Strengthened hit detection. Now has jump status frames (low attacks wont work).
  • 2_K: Advantage on normal hit changed from -6F to -3F.
  • Slide Shuffle K: Changed to critical burst technique. Damage changed from 30 to 24. Change frames from 23 (2) 25 to 22 (2) 26.
  • Slide Shuffle 6P+KP: Float effect strengthened.
  • Small down attack: Damage changed from 12 to 14.
  • Large down attack: Damage changed from 20 to 23.
  • Low P hold: Adjusted the opponent’s ability to recover afterward.

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Jann Lee

  • 236P: Damage changed from 40 to 42, extended the close hit range.
  • 2_46P: Damage changed from 50 to 52, extended the close hit range.
  • 9KK: Damage changed from 25 to 28.
  • 236K: Opponent now cannot recover afterward.
  • Dragon Stance 6P+K: Now causes critical stun on normal hit. On counter hit and above, causes limbo stun.
  • BT 7P: Changed the voice clip.
  • BT P+K: Extended the close hit range.
  • 6T: Opponent can now recover afterward.
  • Wall 6T: Damage change from 5+5+5+5 to 5+5+5+10.

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Kasumi

  • (BT) PPPP, 3PP: refloat properties strengthened
  • (BT) PPPPP, (Back-turned) PP6PP, 3PPP, 6PP: Damage changed from 26 to 18.
  • For all “Senpuu” variations: 6_ triggers the move (6P+K still works as well)
  • 6PP: Small adjustment to push back when guarded.
  • 66PP: Stun changed to blind stagger animation on hit.
  • 4P+K: 4_P+K also works now.
  • 33P: Fixed the priority so 236P shouldn’t happen.
  • 44P: On counter hit and above, causes blind stun animation.
  • 1K, (BT)PP2K, PPK2K, H+K2K: Damage changed from 20 to 23.
  • 1K: Glancing hit base damage changed from 25 to 23.
  • 66KK: Added jump status frames.
  • ((BT)PP)6KK: Advantage on block changed from -12F to -7F.
  • Added dancing cherry blossom effects to the following:
    • (Back-turned(P))KKP
    • Back-turned 4P
    • (Back-turned (PP))6PKK
    • 236P
  • 9P+K: Jump status frames added (low attacks won’t hit)
  • Hoshinpo 9P+K: Jump status frames added (low attacks won’t hit)
  • Wall 6T: Damaged changed from 40+20 to 50+10.

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Kokoro

  • PPKK: Damage changed from 23 to 25.
  • 7P: Advantage on block changed from -9F to -10F.
  • 3K, PK, 1KK, BT 4PK: Advantage on normal hit changed from -3F to -4F:
  • 9KK: Damage changed from 23 to 25.
  • P+K: On counter hit, causes limbo stun. Advantage on block changed from +1F to -8F.

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Lisa/La Mariposa

  • 3K, PKK, K6K, 6PK, 2KK: Tracking removed.
  • 1KK, (BT) K2KK: On normal hit and above, now causes bend-over stun.
  • 8T: Adjust the command priority.
  • BT T: Voice clip changed.
  • BT 6T: Voice clip changed.
  • Fence Cross T: Damage changed from 40 to 60.

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Leifang

  • 236P: Advantage on block changed from -7 to -8.
  • 9KKK: Damage changed from 20 to 23.
  • P2P2K, BT 2PP2K: Sound playback adjusted.
  • BT P+K: Changed to crouching status when the move is charged. Advantage on normal block changed from -4 to +1.

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Leon

  • 9P: Advantage on block changed from -9F to -2F.
  • 9K: Fixed an issue where the float effect would be lower on crouching counter hit and above.
  • Takedown (formerly wall 66T): Command changed to wall 33T. *If you perform 33T near a wall, it will change to this move.

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Marie Rose

  • New move: PPPP
  • New move: PP2P links (PP2PP, PP2PP4, PP2PP+K) added.
  • P: Adjusted refloat ability.
  • 8P: Jump status (low attacks won’t hit) now occurs sooner.
  • 4PP: Adjusted refloat ability.
  • 4PK: Advantage on block changed from -7F to -5F.
  • 64P: Damage changed from 16 to 22.
  • 4K: Advantage on block changed from -7F to -5F.

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Mila

  • 1P, Tackle cancel 2P: Advantage on normal hit changed from +2F to -2F.
  • 4K: Changed to short critical effect on normal hit.
  • 1P+K: Changed to crouching status from the first frame.
  • Tackle cancel derivations (such as 4KTH · P): Fixed so that P, K, or P+K buttons can cause a cancel and not just H.
  • 2T: Damage changed from 30 to 15.

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Momiji

  • 1P: Now causes medium effect on downed opponent.
  • 1PP: Voice clip changed.
  • 1PK: Voice clip timing changed.
  • K: Advantage on block changed from -10F to -11F.
  • 7K: Advantage on block changed from -14F to -25F.
  • Shun’you Iidzuna: Command changed from (360)T to 82T. *Previous command still works.
  • 2H+K: Adjusted the voice clip timing.
  • 1T: Opponents inability to hold extended from 50 to 62F.
  • SS P: Can now be held by a High P hold. *Previously caused an evade.

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Nyotengu

  • New move: 3KK (previous 3KK removed).
  • New move: 2T added.
  • 1T: Previously 2T, changed from 7 to 10F startup, damage changed from 65 to 72.
  • Crouching into standing animation: Fixed a problem where it was 2F too slow.
  • PPP: Removed wall bounce effect.
  • (Back-turned) PK: Added tracking.
  • 214P: Adjusted the input feel.
  • K: Advantage on block changed from -3F to GB (+2).
  • 4K: Added tracking.
  • 9K: Removed tracking, can now hit downed opponents.
  • 66K: Added tracking.
  • 6P+K ~ Karasu-Tobi: Fixed incorrect frame advantage display in the Move Details.
  • 4P+KP: Can now be held. *Will cause an evade if the wind itself is “held”.
  • 7H+K: Fixed to be reversed by a Mid K hold rather than mid P hold.
  • Hiten no Mai attacks: Fixed an issue where the jump frames (low attacks won’t worked) would disappear momentarily.
  • Hiten no Mai P: Adjusted the motion when guarded.
  • Hiten no Mai PK: Refloat properties strengthened against an aerial opponent.
  • Hiten no Mai 2K: Causes a sit-down stun on counter hit and above.
  • Hiten no Mai P+K: Fixed a problem where it was difficult to use when doing a combo near the wall.
  • 6T: You can now choose whether you are standing or crouching after recovery frames are finished. (Input 2 to switch to crouching.)

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Pai Chan

  • High P hold: Damage changed from 8 to 10.
  • High K hold: Damage changed from 5 to 10.

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Phase-4

  • New move: 46T
  • 6P: Startup frames changed from 12 to 11.
  • 1PP: Changed to crouching status from the first frame.
  • 66PP: Hit effect changed to blind stagger.
  • 66K: Can now transition to Tenpuu even on block. Advantage on block of the first kick changed from ± 0F to +15F.
  • Tenpuu: Jump status frames (low attacks won’t hit) added.
  • Tenpuu P: Derivation frames changed from 2 to 4.

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Rachel

  • PP2K: Damage changed from 18 to 22.
  • 2H+K: Damage changed from 18 to 22.
  • 41236T: Damage changed from 13+15 to 13+12.
  • Viper Twist series (such as 3PPP + KT): Damage changed from 32 to 35.

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Rig

  • PPK6K: Fixed an issue where the move would sometimes cause you to go around the opponent.
  • 4K: If use put your opponent into a critical state with Bending Stance 4K, 4K will no longer cause a critical finish.
  • 214K: Damage change from 26 to 28. Advantage on block changed from -8F to -5F. Now causes knockdown.
  • Bending Stance 7K: Advantage on block changed from +2F to ±0F.
  • Turn Leg Cut K: Advantage on block changed from -12F to -11F.
  • Turn Leg Cut KK: Advantage on block changed from -18F to -14F
  • BT 4K: Advantage on block changed from -10F to 0F.

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Sarah Bryant

  • 41236T: Advantage changed from -4F⇒ ± 0F if opponent recovers.
  • Step T: Now triggers floor danger zone on final hit.
  • Step 41236T: Now triggers floor danger zone on final hit.
  • 9P+K: Jump status frames (low attacks won’t hit) added.
  • BT 9P+K: Jump status frames (low attacks won’t hit) added.
  • BT 9P+K: Jump status frames (low attacks won’t hit) added.
  • Wall BT 4P+K: Jump status frames (low attacks won’t hit) added.

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Tina Armstrong

  • 4K, 6PK: Adjusted the animation. Frames changed from 14 (2) 22 to 14 (2) 23. Changed to a short stagger effect on standing normal hit.
  • 8K: Damage changed from 35 to 37.
  • 7K: Damage changed from 35 to 40.
  • Wall 4P+K: Added jump status frames (low attacks won’t work).
  • Running P+K: Added a close hit attribute.
  • 4T: Opponent can now recover afterward. In addition, now causes stage drops.
  • 66T: Added voice during the grab animation.
  • Wall 44T: No longer causes stage destruction during the first portion.
  • 214T · 6T · 8T: Damage changed from 35 + 15 + 40 to 35 + 15 + 45.
  • 64T · 2T · 8T: Damage changed from 50 + 20 + 35 to 50 + 20 + 40.
  • Wall 2_64T: No longer causes stage destruction during the first portion.
  • 41236T (after 46T): Damage changed from 40 to 50.

doa5lr_update_zack_622_crop

Zack

  • New move: 2KPP8 (feint)
  • PP: Advantage on normal hit from -5F to -6F.
  • PPPK series: Fixed the blowback direction on aerial hit.
  • 33P: Advantage on block changed from -18F to -10F.
  • 33PP: Changed to crouching status during startup.
  • 33P6P: Advantage on block changed from -6F to GB (+4).
  • 4K: Advantage on block changed from -1F to -4F.
  • 7K · K: Now causes wall bounce within 4m.
  • 46K: Charge time shortened to 35~55F
  • 46K (maximum charge): Damage changed from 55 to 65.
  • 4P+K (charge) H: Smoothed over the animation.
  • Ducking 22・88: Made the same as normal sidestep in terms of tracking, lower throws, and counters.

Dead or Alive 5 Last Round arrives on PlayStation 4, Xbox One and Xbox 360 in North America on February 17, Europe on February 19, and Japan on February 20, with a PC release scheduled for March 30.

Team NINJA recently announced that, due to issues with PlayStation Network, fans on PlayStation 3 will have to wait until February 24 to get their hands on the game in North and South America. To apologize for the delay, the developers will be providing a bonus costume bundle free of charge for the first four weeks after release.

Owners of Dead or Alive 5 Ultimate on PlayStation 3 and Xbox 360 will receive the Last Round balance updates for free.

Source: Team NINJA via Free Step Dodge

Bandai Namco Shines a Light on Filipino Tekken Prodigy Alexandre “AK” Lavarez

One of the biggest surprises of the 2013 Tekken Tag Tournament 2 Unlimited Global Championship was the then 12-year-old competitor from the Philippines, Alexandre “AK” Lavarez, who came out of seemingly nowhere to take third place at the event. Now, as part of their twentieth anniversary celebration, Bandai Namco Games’ official Tekken Channel has released a video that takes a close look at the young player.

In the video, AK shares details about about his history with the game (starting when he was just 4 years old) as well as his daily routine. Additionally, top Japanese Tekken players such as Gen, Tanukana, and Nobi give their own impressions about AK’s playstyle.

Of course, at the very end, series producer Katsuhiro Harada asks the big question – why does AK play Tekken? Check out the video below to hear his answer.

Source: Tekken Channel

Dissidia Final Fantasy Moving from Handhelds to Arcades

During their visit to Japan Amusement Expo 2015, Square Enix announced that they will be bringing their Final Fantasy arena fighter, Dissidia Final Fantasy, to arcades.

Originally released on PlayStation Portable back in 2008, Dissidia takes familiar characters from multiple installments of the popular roleplaying franchise and places them in a 3D, over-the-shoulder system similar to the Naruto Ultimate Ninja Storm or Mobile Suit Gundam: Extereme Vs. series.

The new arcade version counts as the third such release and brings with it some changes, including a new three-on-three battle system and additional characters, including Y’shtola from Final Fantasy XIV.

The release date for this title is still unknown, but Square Enix will be holding a special presentation on April 10 where they will reveal more details.

In the meantime, check out the reveal trailer below.

Source: 4Gamer via Gematsu, tip via Hollysmoke

Shinobi Teaches Useful Basics for Ky Kiske in Guilty Gear Xrd -SIGN-

Ky Kiske is a perfect character for players who are just starting out in Guilty Gear Xrd -SIGN-. His familiar, shoto-like moveset provides those coming from other titles a great entry point, and can be learned with a similar approach.

To help players build fundamentals, Shinobi recently hosted a tutorial stream that covered the basics of how to play the series protagonist. For those who missed it or prefer to watch archives in a more stable player, his discussion has now been uploaded to YouTube.

Though long, the video below is a great way to set up a foundation you can build on as you continue to play Ky, so check it out and see what you can learn.

Source: Shinobi!