Check out these combos for Omen of Sorrow’s Dr. Hyde and Vladislav III

Back when we tried out AOne game’s Omen of Sorrow at Evo Japan, the game had two new additions, in the form of Dr. Hyde and Vladislav III. Now, AOne Game’s and ETC’s McFly have dropped a a couple of videos for these two, showing off some combos for them.

Now, we’ve talked about Dr. Hyde before — that said, the last time out, the focus was more on his zoning and keep-away game. In the video below however, we finally get a chance to see what he can do in terms of combos.

Vladislav III on the other hand is more of a counter-zoner, with a projectile that lets him teleport in on hit, as well as the ability to chain his normals in quick succession should he get in. When he does, the video below shows some things that he can pull off.

Source: ETC Chile

Naruto Shippuden: Ultimate Ninja Storm Trilogy for Switch now has a release date in North America

Some time back, we reported that Bandai Namco and CyberConnect2 were bringing Naruto Shippuden: Ultimate Ninja Storm Trilogy to Nintendo Switch in Japan this April. Now, we finally have word on when the game will be coming to North America.

A new trailer has been released, officially announcing that Naruto Shippuden: Ultimate Ninja Storm Trilogy for the Switch is coming Westward. Just like in Japan, fans of the franchise on Nintendo’s hybrid system will be able purchase the game on April 26, 2018.

For those not familiar with the game, Naruto Shippuden: Ultimate Ninja Storm Trilogy is a compilation of the first three Naruto Shippuden: Ultimate Ninja Storm games that originally came out on PlayStation 3 and Xbox 360. It was originally released for PlayStation 4, PC, and Xbox One last summer, just in time for the release of  Naruto Shippuden: Ultimate Ninja Storm 4:Road to Boruto.

As previously reported, the Switch port will run at the same 30 fps as the original releases, but will feature a higher resolution (1600 x 900) when docked. In addition to this, it will come with the DLC released for the PlayStation 4 version.

Source: Bandai Namco Entertainment

SNK Heroines: Tag Team Frenzy — SNK talks character selection, traditional controls, competitive potential, and more

There are a number of things about SNK Heroines: Tag Team Frenzy that more than a few players are wondering about. When SNK first gave out the details of the game, it was pretty obvious that the title wasn’t going to be your typical 2-on-2 tag team fighter. In a recent interview with Gematsu, SNK Heroines: Tag Team Frenzy producer Yasuyuki Oda and designer Kaito Soranaka — as well as NIS America producer Toshi Beppu and senior product marketing manager Travis Shrodes — talk about this.

Now, regarding whether or not the “SNK” in the game’s title means that it’s going to go beyond characters from The King of Fighters series alone, NIS’s Beppu confirmed that that there would be characters from “non-King of Fighters” games. However, for obvious reason, they could not reveal who they were at this time. In addition to this, Gematsu also threw out the question of whether or not the character customization system would allow for completely new custom characters. To this, Soranaka stated “there will be no making custom characters.”

Regarding the game’s simplified control scheme, specifically whether or not there would be a way to use a more traditional control scheme, producer Oda stated that “At this moment, there are no plans to add a traditional command control system.” Despite this however, Oda does think that the game has the potential to be played competitively. “We do see potential in this game being played on the competitive scene,” he states, “Ultimately it depends on how the users receive the game, and while the game may seem really simple at first, once you start to play it and see all the complexity it offers, we hope that the users see that side as well and hopefully the game has a presence in the competitive scene.”

Of course, this is just part of the interview. Head on over to Gematsu to read more!

Source: Gematsu

After teasing the update on Twitter, the ARMS 5.2 patch is live with bug fixes, some new features

ARMS has been given a new update, to version 5.2. Nintendo previously announced that the game would no longer get content updates; however, the game’s official Twitter account teased the addition of… something.

In the official tweet, Biff (the in-game ARMS League commentator) states a couple of things. First he mentions that information about new content is restricted due to the security of their PR office having been tightened. Then, he mentions that a friend from the ARMS Laboratory told him that “their experiments were a success.”

Now, while this wasn’t direct confirmation of new content coming in version 5.2, the tweet sure seemed to be hinting that something interesting was coming in the update. Well, the update is now live, and you can read the patch notes here. Aside from the addition of the Party Crash mode “Big Time ARMS” to regular battle and new gallery images, it looks like the patch primarily focuses on bug fixes and balance adjustments.

Sources: ARMS (Twitter) via Siliconera; Nintendo

Square Enix to reveal new Dissidia Final Fantasy NT character on March 13

Following up on the announcement of a new stage for the game, Square Enix is now set to announce another new character for Dissidia Final Fantasy NT.

The company will be hosting a special livestream for both the PlayStation 4 and arcade versions of the game on Tuesday, March 13 at 7:00 PM JST on YouTube. As part of the stream, they will be revealing a new character for Dissidia Final Fantasy NT.

Prior to this, Square Enix already gave out hints as to the who the DLC characters for Dissidia Final Fantasy NT would be. Aside from being from the latter half of the numbered Final Fantasy games, this one will also be a male character.

As for who this character may be, feel free to speculate in the comments below!

Source: Square Enix via Gematsu

Arlieth breaks down Blanka’s hitboxes in Street Fighter V: Arcade Edition

One of the most important things to know about a character is the nature of their hitboxes. Knowing exactly how far a character’s move hits — and where the character can be hit — can change the way they are played as and against.

With Blanka having returned to Street Fighter V: Arcade Edition, more than a few players are trying to figure out what his hitboxes are like. For those players, Arlieth has posted a new video showing them and breaking these down.

The video above was made using ToolAssisted’s hitbox viewer for the game. Not only does he show the hitboxes, but he also lists the frame data — counting the startup, active, and recovery frames for each. This also includes when a Blanka player can interrupt their animation and perform a move (listed as “Interrupts As Soon As”, or IASA in the video), though this does mean hitboxes and positioning of it may not be the same as if they were done from a neutral stance.

Source: Arlieth

Capcom discusses the damage scaling for Ibuki and Urien’s V-Triggers & upcoming bug fixes for Street Fighter V Arcade Edition

Coming into Street Fighter V Arcade Edition, Ibuki and Urien players may have noticed something “off” with their characters. Specifically, the damage scaling for their original V-Triggers was higher the second time they used it in a combo.

Some may have thought this was a glitch meant to be addressed in Street Fighter V Arcade Edition‘s upcoming patch. However, in a recent post on their Japanese site, Capcom has stated that the added scaling was intentional. Specifically, they pointed to the versatility of these V-Triggers, and that the increased scaling is intentional. That said, it seems the scaling will be adjusted again in the upcoming patch.

Speaking of the upcoming patch, they’ve also detailed some of the other changes that it will bring. These are mostly minor fixes addressing specific interactions that weren’t behaving as expected. These do however include some changes that may affect balance, including fixing the glitch where Urien would retain invincibility in certain situations using his Tyrant Pressure V-Trigger, as well as removing Abigail’s ability to cancel into V-Trigger from the first hit of his Abigail Punch.

You can read the translated notes below.

About Urien and Ibuki’s V-Trigger scaling
  • For Urien’s Aegis Reflector (2nd mirror) and Ibuki’s Rokushaku Horokudama (2nd bomb), we’ve received feedback from the community that the scaling on these is higher when used in combos. Regarding this, we’d like to inform that this was an intentional decision, and that these are the reasons for it.
    • When the combo scaling applied will be 1 Hit (Same as 1 Attack Hitting)
      The increased combo scaling will not apply if Urien’s Aegis Reflector (2nd Mirror) or Ibuki’s Rokushaku Horokudama (2nd Bomb) hit as the first hit of a combo.
    • When the Combo Scaling Applied will be 2 Hits (Same as 2 Attacks Hitting)
      If the player incorporates Urien’s Aegis Reflector (2nd Mirror) or Ibuki’s Rokushaku Horokudama (2nd Bomb) as part of a combo, increased combo scaling will be applied.
  • Reason for Adjustment
    Due to the nature of Urien’s Aegis Reflector (2nd Mirror) or Ibuki’s Rokushaku Horokudama (2nd Bomb),  they can set up multiple high/low/throw mixups . Because of the many ways it can let players open an opponent up, we’ve decided to give them higher scaling when used in a combo.
  • About the Battle Adjustment List
    Although we’ve listed  “Upon activation, the counter for combo damage scaling has been increased from 1 hit to 2,” in the Battle Adjustment List under “Adjustments for V-Trigger activation”, we’re adding the specific notes for Urien and Ibuki under their respective sections in the Adjustment List.
Street Fighter V: Arcade Edition upcoming bug fixes
  • Akuma
    • Bug: When performing his Rakan V-Skill against Ken’s Shinryuken, Akuma would move backwards upon performing the Rakan Gokyaku.
    • Fix: Adjusted the movement value for Rakan Gokyaku, eliminating this phenomenon.
  • Menat
    • Bug: Active frames for each of Menat’s normal throws without her crystal ball were only 2F.
    • Fix: Fixed so that the active frames for each of her normal throws is now 3F, which is the same as with the crystal ball.
  • Urien, Ibuki
    • Bug: When activating their V-Triggers Aegis Reflector and Rokushaku Horokudama against an opponent already in hitstun, one extra hit was added to the combo scaling count.
    • Fix: Fixed so that when  Aegis Reflector and Rokushaku Horokudama are activated in a combo, the combo scaling count is the same as before.
  • Urien
    • Bug: When his V-Skill Metallic Aura active, if Urien absorbs an attack with armor during the forward dash attack movement of Tyrant Blaze, Urien would gain complete invincibility for the remaining duration of the move.
    • Fix: Fixed so that Urien will no longer lose his hurtboxes after taking a hit against the armor of Tyrant Blaze with Metallic Aura active.
  • Abigail
    • Bug: Abigail could cancel the first hit of Abigail Punch (all strengths) into V-Trigger.
    • Fix: Fixed so that Abigail can no longer cancel into V-trigger from the first hit of Abigail Punch.
  • Abigail
    • Bug: The forward movement part of Abigail’s max-charge Metro Crash gained an unintended number of armor hits.
    • Fix: Fixed so the forward-movement part of Abigai’s max-charge Metro Crash now only has 2 hits of armor.
  • Laura
    • Bug: When cancelling a normal into her Shock Dance, the proper combo scaling would not be applied.
    • Fix: Fixed to apply the proper V-Trigger activation combo scaling when cancelling a normal into her Shock Dance.

As for when these changes will hit, no date has yet been given.

Source: Capcom

Darth Arma breaks down how to fight against Michelangelo in Injustice 2

Any time a fighting game adds new characters, there’s always the chance that those characters end up being surprisingly strong. Such is the case of Michelangelo in Injustice 2.

Added to Injustice 2 as one of the Teenage Mutant Ninja Turtles, Michelangelo has quickly risen to the top. The most notable example of this may be EchoFox’s SonicFox using him to great effect at Winter Brawl.

With the character looking to be a dominant force in the game, Darth Arma has taken the time to prepare a video designed to help players learn how to fight him. In the video below, he goes over Mikey’s overall game plan, as well as his moves and strings, and additional advice on how to deal with him.

Source: Darth Arma via Test Your Might

VesperArcade goes over their picks for the top 5 new V-Triggers added into Street Fighter V Arcade Edition

Some time back, VesperArcade released a video going over the three worst V-Triggers that were added into Street Fighter V Arcade Edition. Now, they explore the opposite: the five best new V-Triggers that Capcom added into the game.

One notable thing about this list that Vesper and Mir have created: all the V-Triggers in it only have 2 bars. That said, the meter requirement is just a small part of what makes these V-Triggers so good. Check out the video below to learn what these five V-Triggers are!

Source: Vesper Arcade

Big Band and Arizona get together to jam in this Skullgirls and Them’s Fightin’ Herds musical mash-up

With Mane6’s Them’s Fightin’ Herds now out on early access on Steam, we were bound to get some user made content for the game. That said — we weren’t expecting something like this new video from KST.

Below is a mash-up between Them’s Fightin’ Herds and Skullgirls: 2nd Encore — Anyone familiar with KST is already aware of their work in the latter, using Big Band’s “Satchmo Solo” trumpet super to cover various songs.  In this case however, they’ve mashed this up with Them’s Fightin’ Herds’s Arizona on percussion as they play a rendition of the latter’s theme song.

Check out the performance below.

Source: @KASServerTF2