Pick Up Some New Combos for T. Hawk, Ryu, and E. Honda in Post-Patch Ultra Street Fighter IV

As the community is often wont to do after a major update, many folks have taken to Ultra Street Fighter IV ver.1.04 to see what’s new with their favorite characters.

One such person is, of course, combo master Desk, who recently uploaded a quick video to show off what he’s discovered for three specific characters. If you happen to play T. Hawk, Ryu, or E. Honda (or just worried about playing them post-patch), check out the demonstration below for a look at the new types of pain they can dish out.

Source: Desk

Riptor Claws Her Way Back Into Killer Instinct with Familiar Moveset

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This morning has seen a flurry of information released for Killer Instinct’s upcoming second season character Riptor, and for good reason. As a returning fighter from previous installments, she represents both the history of the popular franchise as well as how it has moved forward on Xbox One.

In addition to the announcement trailer, a few more details were released courtesy of an interview GameSpot held with key Microsoft Studios employees as well as a live broadcast the developers (still going strong here), both of which provided a clearer look at Riptor’s fighting style that may not have been expressed as well in the short reveal.

One of the main points the developer seem to want folks to know about Riptor is that much of her moveset from older titles has been carried to the reboot, including attacks like her tail flip, fire breath, and jumping rake–but that doesn’t mean she still hasn’t seen some modification. “Arguably, she’s easier to play,” creative director Adam Isgreen mentioned during his interview with GameSpot. “That was a big goal of ours, to make sure that she’s intuitive, that you can get into it and get a lot done without needing a lot of technical skills.

“She can literally go heavy punch, heavy punch, heavy punch, and then go with an ender and get a combo out of it.”

While the aforementioned interview focused a lot more on the story details that allow Riptor to return to the Killer Instinct universe, this afternoon’s live stream gave a much closer look at the raptor’s extensive movelist.

This time around, Riptor has two dedicated buttons for certain attacks–heavy punches will always involve fire and heavy kicks will always incorporate her tail. Furthermore, all of her attacks can be canceled into another move which, paired with the expanded toolset she’s given during forward run, backward run, her unique Predator stance, and more, provides the cybernetic weapon a ton of versatility no matter the situation.

We’ve included an archive of Microsoft’s stream below, so be sure to check that out for more information on how Riptor will play when she joins the cast on December 17.


Watch live video from KillerInstinct on Twitch

Sources: GameSpot, Microsoft Studios

Microsoft Studios Providing Live Look at Killer Instinct’s Riptor

Earlier this morning, a very special reveal trailer was released for Killer Instinct’s Riptor. Like many videos of its kind, however, it didn’t provide a whole lot of information about how the upcoming character will play.

Fortunately, Microsoft Studios has gone live with a special broadcast dedicated to the bionic dinosaur and her primeval moveset. If you’re interested in seeing what she is capable of ahead of her release later this week, be sure to tune in live below.

Watch live video from KillerInstinct on www.twitch.tv

Source: Killer Instinct, tip via rick

Grab Ultra Street Fighter IV’s 1.04 Patch Now – Balance Changes, Omega Mode, and More

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If you weren’t among those eagerly awaiting the latest Ultra Street Fighter IV update early this morning, here’s some great news: the 1.04 patch is now available to download for PlayStation 3, Xbox 360, and Steam.

This update brings a ton of new content to Capcom’s flagship fighter, including a decent amount of balance changes, the unique Omega Mode, trials for the Ultra newcomers, and more.

A full list of gameplay adjustments can be found here, and you can download an Omega Mode movelist by clicking this link.

The next set of Ultra Street Fighter IV costumes will be up for purchase tomorrow, December 16.

Source: Capcom-Unity

Killer Instinct’s Riptor Returns in Reveal Trailer

While fans won’t be able to get their hands on her until later this week, Killer Instinct’s Riptor has finally been revealed in a brand new trailer. We don’t want to spoil too much of what the commerci–ahem, gameplay video entails, but it does offer a great look at what this blast from the past is capable of in the rebooted title, as well as a teaser for season two’s next fighter.

You can expect to see more of Riptor during a Microsoft Studios broadcast later today, so stay tuned.

Riptor will be available this Wednesday, December 17, for Ultra Edition owners, with a wider release planned for December 23.

Source: GameSpot

HADOCON VI Streaming Live from Burlingame, California

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Today, our very own Terry “Kineda” Ng is set to put on the sixth installment of his HADOCON tournament series in Burlingame, California. You can expect to see some great competition in Ultra Street Fighter IV, Ultimate Marvel vs. Capcom 3, Super Smash Bros. Melee, and Skullgirls Encore, so tune in and catch it all live below.

Some of the players in attendance include Capcom Cup finalists Snake Eyez, CRS|NuckleDu, and CNB|ChuChu, as well as Fourwude, AVM|Kelvin Jeon, bjUNCHAINED, pH|LPN, Julio, pH|HooDaMan, Marq Teddy, Alex Myers, and more.

The stream and a full schedule can be found in this article, but you can also head on over to Twitch if you prefer to chat with fellow spectators.

Watch live video from IPLAYWINNER on www.twitch.tv

hadoconvi-schedule

Source: Facebook, IPLAYWINNER

Full Patch Notes Released for Ultra Street Fighter IV’s 1.04 Update

While we’ve known for some time that the next Ultra Street Fighter IV patch will include balance changes, only now do we know what those will entail. Below, you’ll find full translations for the notes provided through NESiCA earlier tonight, so check them out and let us know what you think.

Ryu

Close Stand HK Recovery increased from 15F to 17F; hit- and block-stun on standing opponents increased by 3F; hit- and block-stun on crouching opponents increased by 2F; Second hit now EX Focus-, EX Red Focus- and Super Combo-cancellable.
L Hadoken projectile speed slightly reduced.
H Hadoken projectile speed slightly increased.

Ken

Crouch MK hitbox and hurtbox returned to Ver.2012 state.
L, M, H Airborne Tatsumaki Senpukyaku cannot be plinked input with P button, can no longer perform an Airborne Tatsumaki Senpukyaku that keeps momentum with this method.

E. Honda

Crouch LP damage increased from 40 to 50.
Crouch LK damage increased from 30 to 40.
EX Hundred Hand Slap now automatically moves forward, regardless of directional input.
Orochi Breaker (UC2) command changed from Double Rotation + PPP to 63214×2 + PPP; damage increased from 450 to 500.

Blanka

Close Stand MK bug where counter-hit damage was received after attack start-up fixed.
Crouch MK start-up reduced from 5F to 4F; advantage on hit reduced from +5F to +4F; Pushback on guard, hit reduced.

Zangief

L Banishing Flat horizontal travel distance reduced; pushback on hit increased
EX Banishing Flat now forces stand on hit.

Guile

Flash Explosion (UC1) invincibility time increased from 1-6F to 1-9F.

Dhalsim

4+LK recovery reduced from 8F to 7F; advantage on hit increased from +2F to +3F

Balrog

Crazy Buffalo (SC) and Violent Buffalo (UC1) bug where, on air hit, Delay Stand was not possible on all but the last hit fixed.
Dirty Bull (UC2) command changed from Double Rotation+PPP to 63214×2+PPP

Vega

L, M and H Rolling Crystal Flash bug that caused the hit-stun time on counter-hit to be the same as on normal hit fixed; bug where the SC Gauge build of the last hit was doubled fixed
EX Rolling Crystal Flash bug that caused the hit-stun time on counter-hit to be the same as on normal hit fixed; bug that caused SC Gauge to increase when done without the claw fixed

Sagat

Forward/Neutral Throw bug that caused the throw escape window to be 1F shorter than other normal throws fixed.
Tiger Cannon (UC2) air hit damage increased from 255 to 303.

M. Bison

Forward/Neutral Throw bug that caused the throw escape window to be 1F longer than other normal throws fixed.
M Double Knee Press first hit pushback reduced, easier for EX Red Focus to connect

C. Viper

Emergency Combination (SC) command changed from 214214+P to 236236+K; bug where Delay Stand was not possible when the move did not connect fully fixed.
Burst Time (UC1) bug where Delay Stand was not possible when the move did not connect fully fixed.

El Fuerte

L, M, H and EX Guacamole Leg Throw bug where Delay Stand was not possible if the first hit traded fixed.

Abel

Close Stand HK mid (overhead) attack damage increased from 30 to 70; stun increased from 50 to 100; advantage on hit reduced from +5F to +2F

Seth

Vitality increased from 800 to 850
Diagonal Jump MK bug where counter-hit damage and stun would be taken during the move’s motion fixed.

Akuma

L, M, H and EX Hadoken attack start-up reduced from 14F to 13F

Gouken

Forbidden Shoryuken (SC) bug where Delay Stand was not possible when the move did not connect fully fixed
Denjin Hadoken (UC2) stun value scaling when selecting Ultra Combo Double increased from 65% to 75%; bug where under certain conditions, the stun value scaling was 100% fixed.

Cammy

M Spin Drive Smasher (SC) bug where Delay Stand was not possible if the last hit connected grounded as a counter-hit fixed.

Fei Long

Rekkashingeki (UC1) non-cinematic last hit damage reduced from 165 to 140.

Sakura

EX Shunpukyaku first through third hits force stand on hit; pushbox expanded downward, no long flies past the opponent
EX Hadoken projectile speed now changes according to the button combination pressed to activate (for first level of charge only); recovery after the attack reduced by 4F, total frames reduced from 48F to 44F.

Rose

EX Soul Spiral chip damage increased from 30 to 33.

Gen

(Mantis)

Crouch MP damage increased from 60 to 70
L, M H Hyakurenko recovery reduced from 18F to 17F
Zan’ei (SC) damage increased from 250 to 400
Shitenketsu (UC2) first hit now locks the opponent into the cinematic on air hit; fixed bug where the move’s properties changed when done as a reversal, cancelled from pre-jump motion, etc.

Dan

L, M, H and EX Gadoken attack start-up reduced from 14F to 13F

T.Hawk

Forward/Neutral Throw bug that caused the throw escape window to be 3F shorter than other normal throws fixed.
L Condor Spire attack start-up increased from 11F to 15F
M Condor Spire attack start-up increased from 14F to 17F
M Tomahawk Buster changed from 1 hits to 2 hits, first hit causes grounded hit-stun and forces stand; damage changed from 150 to 90*60; stun changed from 200 to 150*50; first hit now EX Focus-, EX Red Focus- and Super Combo-cancellable

Dee Jay

Far Stand HP now knocks down on counter-hit on crouching opponents, as it does on standing or air counter-hit
L Double Rolling Sobat is now invincible below the knee until the end of active frames; advantage on block reduced from -3F to -4F.
EX Jackknife Maximum first hit hitbox expanded downward, easier to connect on low state opponents
EX Machinegun Upper horizontal knock down distance on hit reduced.

Cody

Crack Kick (6+HK) attack start-up reduced from 15F to 14F
Zonk Knuckle charge time levels changed from 60F, 90F, 120F to 60F, 120F, 190F; Lv2 and Lv3 now throw-invincible until the end of active frames; Lv3 knock down after hit changed from unjuggleable to juggleable; Lv3 knock down height after hit lowered
EX Criminal Upper strike invincibility increased from 1-6F to 1-7F
M and H Dead End Irony (SC) bug where Delay Stand was not possible when the move did not connect fully fixed.

Ibuki

Backhand Punch (far from opponent HP → HP) bug where the move could be cancelled on whiff fixed.
Yoroitoshi (UC1) bug where on non-cinematic air hit, Delay Stand was not possible fixed.

Makoto

6+HK bug where delay stand was not possible fixed.
Abare Tosanami (UC2) bug where on air hit Delay Stand was not possible when the move did not connect fully fixed.

Adon

Close Stand MK bug where counter-hit damage was received after attack start-up ended fixed
Far Stand HK can now only be used in air combos for the second hit only
Jaguar Varied Assault (SC) bug where on air hit Delay Stand was not possible when the move did not connect fully fixed.

Hakan

Crouch LP recovery reduced from 8F to 6F; advantage on block increased from ±0 Fto +2F; advantage on hit increased from +3F to +5F; when oiled only, can now be chain-cancelled
Diagonal Jump MK when oiled only, hitbox expanded backward, easier to cross-up

Juri

Close Stand LP hitbox during Feng Shui Engine made the same size as when done normally
Close Stand MK first hit forces stand; 1-6F are grounded and throw-invincible
H Fuhajin projectile attack no longer hits crouching opponents
L, M and H Fuhajin rising kick attack SC Gauge build reduced from 20 to 10; projectile attack SC Gauge build increased from 20 to 30 on hit, 10 to 15 on block

Yun

Far Stand LP hit effect during Gen’ei Jin on air counter-hit changed from air reset to knock down
L Tetsuzanko stun reduced from 200 to 100; SC Gauge build adjusted from 30 to 20 on activation, 60 to 30 on hit, 30 to 14 on block
EX Zesshou Hohou advantage on block reduced from +1 to -1

Yang

Crouch MK bug that caused the hit-stun time on counter-hit to be the same as on normal hit fixed

Evil Ryu

Vitality reduced from 950 to 900

Oni

EX Goshoryuken second hit now EX Focus-, EX Red Focus-cancelled on block (in addition to on hit)
L Rakan Dantojin damage increased from 110 to 120; stun increased from 130 to 150
Airborne Raging Demon (SC) bug where on air hit trade, Delay Stand was not possible fixed

Elena

Hurtbox during crouching hit-stun, crouching neutral and crouching guard expanded
Pre jump motion bug where certain special moves could not be activated during the motion fixed
Special Move Priority changed. If Lynx Tail and Scratch Wheel inputs overlap, Scratch Wheel activates.
Crouch LP hitbox expanded to the thigh of the attacking leg
Crouch MK hitbox and hurtbox expanded to the foot tip area
Jump HK bug where counter-hit damage was taken after attack start-up fixed
L Scratch Wheel attack start-up reduced from 6F to 3F
H Scratch Wheel third hit hitbox expanded downward
L, M Scratch Wheel bug where counter-hit damage was taken after attack start-up fixed
L, M and H Scratch Wheel first hit now forces stand on hit
M Lynx Tail first hit pulls in the opponent on hit and guard
H Lynx Tail first through third hits pull in the opponent on hit and guard; bug where Delay Stand was not possible for grounded opponents fixed
L, M and H Lynx Tail hitbox expanded forward and upward
M Rhino Horn bug where counter-hit damage was not taken during start-up and Elena would receive the damage in a grounded crouch fixed
L, M, H and EX Rhino Horn first hit only now hits crouching opponents
EX Mallet Smash advantage on block reduced from -4F to -5F
L, M, H and EX Spin Scythe bug where during the motion, if the opponent dashed into Elena’s back, the dash would past through Elena fixed

Rolento

Close Stand HK stun reduced from 200 to 150
Far Stand MP active frames increased from 3F to 5F
Far Stand HP second hit hitbox slightly expanded upward; SC Gauge build reduced from 60*60 to 30*30 on hit, 30*30 to 15*15 on block
Diagonal Jump HP bug where counter-hit damage was taken after attack start-up fixed
EX Patriot Circle now moves slightly forward before the first hit completes start-up
L, M, H and EX Patriot Circle bug where when hitting certain counter moves, Patriot Circle would win fixed
L, M and H Stinger knife attack 1F hitbox expanded downward
L, M and H Mekong Delta Attack hit effect of the roll attack changed from knock down to grounded hit on counter-hit; advantage on hit increased from -2F to +2F
EX Mekong Delta Attack roll attack advantage increased from -10F to -5F; hit effect of all but the last hit changed from grounded hit to knock down
EX Mekong Delta Air-Raid 1-10F after activation changed from projectile-invincible to strike- and projectile-invincible; additional attack advantage reduced from -3F to -5F
Minesweeper (SC) bug where buffer input didn’t register during reversals fixed

Poison

Vitality reduced from 100 to 950
Hurtbox during standing and crouching hit-stun expanded
Pre jump motion bug where certain special moves could not be activated during the motion fixed
Back Throw no longer registers during negative edge input
Close Stand HP bug where counter-hit damage was taken after attack start-up fixed
Far Stand MP bug where counter-hit damage was taken after attack start-up fixed
EX Aeolus Edge now easier to connect on point-blank opponents
L, M, H and EX Whip of Love hitbox greatly expanded
L, M and H Love Me Tender damage changed from 90*100 to 70*80; on whiff only, recovery increased from 16F to 19F
EX Kissed by a Goddess first hit hitbox expanded
Poison Kiss (UC2) throw range expanded

Hugo

Dizzy motion hurtbox appears at the same time as the normal rising motion
Stand LP recovery reduced from 11F to 7F; advantage on hit increased from +2F to +6F, advantage on block increased from -2F to +2F
Stand MP bug where counter-hit damage was taken after attack start-up fixed
Crouch HK pushbox moved backward
H Moonsault Press damage increased from 220 to 250; stun increased from 150 to 200
L, M and H Moonsault Press counter-hit damage before throw start-up removed
L, M, H and EX Giant Palm Bomber hurtbox from wrist to tip now projectile invincible until the end of active frames; Hugo’s hurtbox during the move changed; pushback on hit slightly increased; when nullifying projectiles, the attack still occurs
EX Shootdown Backbreaker damage reduced from 180 to 160; horizontal travel distance during descent reduced
L, M, H and EX Shootdown Backbreaker input reception time made the same as other moves, less likely to occur accidentally
L, M, H and EX Ultra Throw counter-hit damage before throw start-up removed
L, M, H and EX Meat Squasher counter-hit damage before throw start-up removed
Hammer Mountain (SC) now fully invincible until the end of active frames of the first hit

Decapre

Far Stand LP, Crouch LP can be cancelled into Rapid Dagger on whiff and chain-cancel
Far MP attack start-up reduced from 7F to 5F
Crouch HP now EX Focus-, EX Red Focus- and Super Combo-cancellable.
EX Psycho Sting forward movement distance during the move increased; block-stun increased by 4F, after EX Focus Cancel → Forward Dash is now -1F on block.
L, M, H and EX Psycho Sting respective invincibility increased from 1-5F to 1-8F
L, M, H and EX Rapid Dagger hit-stun and block-stun of the second to last hit increased by 4F; block-stun during rapid attacks increased, easier to connect as continuous block
EX Spiral Arrow damage reduced from 160 to 120
EX Scramble (LK+MK) timing when Decapre disappears and follow-ups are possible changed from 13F to 7F.
EX Razor Edge Slicer now projectile-invincible until the end of active frames
DCM (anti-ground), DCM (anti-air) (UC2) when inputs overlap, priority is give to the anti-air version.

Ultra Street Fighter IV’s 1.04 update will be available on Monday, December 15. It will also include the highly-anticipated Omega remix mode and grant players the option to purchase the next set of alternate costumes.

Source: NESiCA

Charlie Returns in Street Fighter V, Sony Partnership Brings $500,000 Prize Pool to Capcom Cup 2015

UPDATE – The extended Street Fighter V gameplay trailer has been added below.

After an incredibly exciting tournament, Capcom’s Yoshinori Ono took the stage at Capcom Cup 2014 to discuss Street Fighter V.

During the presentation, the developers showed off a brand new gameplay trailer for the upcoming title, which took much from the previous teaser while adding some new bits here and there.

But the big reveal came near the end, where they provided a brief glimpse of Charlie.

Ono spoke of each character being more unique than they ever have before, hinting at character-specific techniques that will set them apart from each other.

Also, as part of their partnership with Sony, Capcom Pro Tour and Capcom Cup will return next year, with one major change: a guaranteed prize pool of $500,000. Yep, half a million dollars. Let’s go.

Source: Capcom Fighters

Ultra Street Fighter IV 1.04 Patch Available on December 15

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Capcom Cup has barely started, and we already have our first bit of news from the event.

According to Capcom’s Matt Dahlgren, the next Ultra Street Fighter IV update will be available next week. In addition to adding the crazy Omega Mode option to gameplay and making the new set of animal-themed costumes available for purchase, the 1.04 patch will bring a variety of unannounced balance changes to the main game.

Players will be able to download this update on Monday, December 15, so get ready for the next step in Ultra Street Fighter IV competition.

Source: Capcom Fighters, tip via NightmareSteam

Street Fighter V Amazon Listing Places Release in 2016

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While we’ve only officially know about Street Fighter V for a little over a week, we may have a good idea of when the game will be in the hands of the community thanks to online retailer Amazon.

A recently discovered listing mentions that the title will release on March 31, 2016, though (outside the year) this is most likely a placeholder due to that date being the final day of the fiscal year’s second quarter.

Little information has been passed along that allows us to surmise how far into development the title is, but an early 2016 release date definitely sounds plausible.

Street Fighter V will be available for PlayStation 4 and PC.

Source: Amazon via Wario64