Need Something to Tide You Over Until Tekken 7? Tekken 6 Is Now Backwards-Compatible on Xbox One

Fans who have been waiting years to get their hands on Tekken 7 won’t have to wait much longer; the release date on the console version will be announced soon, but that’s apparently not the only treat coming Tekken fans’ way. Tekken 6 has been just revealed to be backwards-compatible on Xbox One.

Tekken 6 joins Tekken Tag Tournament 2 on the list of Xbox One backwards-compatible fighting games, alongside Garou -Mark of the Wolves-, Injustice: Gods Among Us, Samurai Showdown II, Neo Geo Battle Coliseum, Soul Calibur II HD, Skullgirls, and Virtua Fighter 5 Final Showdown.

The Xbox One fighting game library has come a long way from just Killer Instinct, with the console also including games like Dead or Alive 5 Last Round, Mortal Kombat XL, and soon Ultimate Marvel vs. Capcom 3–while also looking forward to the release of Tekken 7, Marvel vs Capcom: Infinite, and Injustice 2.

Source: majornelson

What Makes Skullgirls 2nd Encore an Amazing Fighting Game, and How it Deconstructs the Modern Concept of Tiers

Skullgirls is a unique fighting game, thanks to the way it learns from and builds upon the genre–but one feature of the game in particular is a large contributor to its success. That feature is custom Ensembles (assists), which allow players to choose any move a character has as an assist move. While the launch of the new IP was rocky, this mechanic gave Skullgirls the depth it needed to build a cult competitive following and leading to today’s revival of the scene.

Due in part to the game’s rough start, there are not many people outside of its community who comprehend the most basic aspects of the title’s team mechanics, or how they managed to successfully keep players coming back for the past five years. Today, I’ll do my best to break down what I believe is Skullgirls’ biggest saving grace: the custom assist, and how this feature lets Skullgirls stand out while still feeling familiar.

A lot of Skullgirls’ depth comes from its team mechanics. For those unfamiliar, players are allowed to pick teams of one, two, or three characters. They can do this regardless of their opponent’s team, so one could use a team of three characters against another “team” of just one character.

This is in part balanced with scaling health and damage based on team size, meaning the more characters you pick, the less damage you do and the less health you have. [See also: Capcom vs. SNK series. – Editor] More characters are less durable, but they are rewarded with more options overall. Should you pick a duo or trio, you have access to custom assists, which allow you to use nearly any ground move a character has as your assist move. Teams also have access to Stunt Doubles (Alpha Counters): on block they can bring in their teammate using their assist for one bar of meter, as well as Blockbuster Sequels (DHC), which allow one character performing a super to cancel into their teammate’s super.

This is Skullgirls’ systems as boiled down as they can be, but therein lies the vast majority of the game’s depth. Before moving further into why a thing like the custom assist makes Skullgirls a truly stand-out title, let’s get into how the assist mechanic traditionally works in the better-known Marvel vs. Capcom titles.

In MvC games up until now, characters usually have three assist types to choose from. Some characters have great assists overall, some have situation-specific assists, and others still don’t have very good ones to choose from at all. After being restricted to three developer-decided assists, the choice in assists is further limited by which point characters are good and can utilize the assist well.

These limitations placed on assist choices influence the game’s evolution, by dictating which characters end up getting used. Player choice narrows to good point characters and good assist characters, which ultimately influences the competitively-viable team choices. This type of influence is greatly deconstructed in Skullgirls, because with custom assists the players themselves can find what works best for their team and against their opponent.

While this is great, it is not immediately apparent what this feature does for Skullgirls as a whole, and what it means as far as tier lists are concerned. Traditional tier lists attempt to rate how effective a character is and how they stack up against the rest of the roster. In SG however, it is generally accepted that there are no weak characters, and few matchups are significantly harder to deal with than others.

While there are several games today that are balanced well and can be given similar descriptions, Skullgirls achieves this in a unique way: the game is balanced not because each character has all the tools they need to succeed, but because every character can find multiple assists with varying teammates that cover their weaknesses or amplify their strengths. The best characters in the game aren’t the best because in 1v1 they dominate, they’re the best because they work well with a wide range of characters.

Let’s look at an easy example in the form of Double. Double is considered one of the best in the game thanks to her options and reset game. For assists she has access to Hornet Bomber, which between the light, medium, and heavy versions can function as an invincible reversal, a mid-range pressure tool, or a long range poke respectively. She also has Cilia Slide, a mid-long range poke that hits low, as well as her Luger Replica which can act as an anti-zoning tool, or can make specific confirms for the point character easier.

She also has amazing supers, in both her uses for them and their DHC potential. Beast of Gehenna (BoG) creates a puddle that attacks approaching characters, which can be used before she tags out to protect the incoming teammate. She also has access to great DHCs; with Bella/Double for example you can reversal with Cerebella’s Diamond Dynamo, which if it hits can be DHC’d to BoG for a full confirm, or if it’s blocked can be DHC’d to Catellite Lives to stay safe and pressure the opponent on block.

She has a lot more options, but this sets the tone for her character. Every character in the game can find something in Double’s kit to use for their team, but not every character is blessed with great assists. Let’s look at another example, Painwheel:

Painwheel’s assists consist of essentially just Pinion Dash, a long reaching move that takes a while to start up, and c.mp, which functions as short range lockdown. She also has Hatred Install, a power-up super that lets her DHC in and be safe to act in every situation; while not gamebreaking, this setup brings Painwheel in while at advantage regardless of the scenario, and gives her access to her amazing neutral buff with the super activated. She’s the perfect example of a character that can’t be used on every team but has niches that she shines in.

The other aspect of custom assists that ensures diverse playstyles is the ability to call assist and use normally unsafe moves at the same time. This is a tactic that is used in Marvel games occasionally, but it’s a lot more widespread in SG. Certain moves that are otherwise very unsafe or hard to confirm off of become a usable assets in neutral with the right assists. Parasoul with Robo-Fortune’s H Beam can use Napalm Pillar as a reversal a lot more often with H beam both keeping it safe on block and allowing Parasoul to convert on hit. Cerebella can get a similar situation with Fukua’s H Platonic Drillationship assist, letting her go for Battle Butt more freely.

Lets take a look at a character like Eliza, who has a hard time getting out of trouble due to her reversal options being weak. Her meterless reversal, Upper Khat, can be grabbed and is unsafe on block, with her only metered reversal costing 3 bars of meter where most other characters get a reversal for 1 bar. Let’s pair her up with Painwheel, a unique combination to be sure; this setup sees Eliza with the option of increased lockdown and pressure once she gets in with Painwheel’s c.mp assist, and also sees her meterless reversal buffed slightly. If Upper Khat is blocked Eliza can cancel into super followed by a DHC to Hatred Install, which leaves a powered up Painwheel with a +21 frame advantage to do what she wants. This does cost 2 bars of meter to perform, but is a much better reversal option than any she had available to her before. Other than Upper Khat she also has her air super, which she can use when she’s in the air to DHC to Painwheelin more situations.

There are of course also the standard uses for assists, in choosing assists that cover spaces of the stage that your point character needs help with. Peacock for example makes great use of Big Band’s invincible reversal assist, Beat Extend, letting her protect herself from advances and discouraging opponents from approaching too quickly. Big Band can also make great use of Peacock’s George’s Day Out assist, letting him approach his opponent while being protected from approaches with the little bomb.

This fluid interpretation of how good a character and their options can be depending on their teammates is the main reason why tier lists just don’t apply to Skullgirls the way they do every other fighter. There are many synergy setups, with many more combinations that the community is still discovering, and there just flat out isn’t any bad characters. While the game is filled with mechanics that highlight player choice and decision making, the impact of the custom assist is one of the main reasons the game is still being played today and why–despite a rough start, and being an brand new IP–Skullgirls 2nd Encore is definitely a game that could be played and enjoyed into the next decade.

Tickets to Attend The Killer Instinct World Cup at KI Con Are Now on Sale

As you may have heard, Killer Instinct is holding their World Cup at KI Con. With a $30,000 prize pot, this 32-player bracket will be held alongside a few other events like Halo Wars 2, Gears of War 4, and Super Smash Bros. for Wii U in March. You can see the full details and purchase tickets here.

While the event should be great, not everyone is able to make it. So, if you’d like to support the event but can’t attend, remember that you can still contribute by purchasing Kilgore; 50% of the money spent for Kilgore will be supplied directly to supporting the World Cup.

The goal is a massive one million dollars, which would be a very nice boost to the already impressive pot and venue.

Source: KI World Cup (Twitter); TobinCenter

Is Trying to Be Esports Going to Define the Way Tournaments Run in the Future?

If you read our recent article on the potential impact an esports mentality could have on the FGC, you might already know what to expect here. We’re continuing the conversation of exactly how much we’re changing as a community, but this time looking at the other end of the spectrum in the events we enjoy. Exactly what kind of effect is this large-scale growth and organization having on our events?

One change we’re already seeing comes in the form of bigger venues. We’re being seated in bigger stadiums than ever before, with sponsors paying more attention to our players and our tournaments. This leads to bigger pot bonuses, with organizers and players starting to get to the point where they’re able to make enough money to live on. This is the clearest change, being the one held up as the reason we should accept everything else that comes with esports. It’s a good reason, yes, but let’s think about some other potential long-term ramifications.

One recent development on the FGC esports circuit has been the rise of qualifying events. Qualifying events are easy to understand: you go to events A, B, and C, which gives you enough points to go to events X, Y, and Z. This has been happening at an increasing rate over the years. It has happened this year most notably with Capcom Cup and Red Bull Battle Grounds–where only the top-ranked players could compete–but it has also been occurring in games like Super Smash Bros. and Mortal Kombat.

On paper, there’s nothing wrong with a qualifying event. It simply ensures that the best of the best are competing, which is a good thing for spectators, and a good thing for players who make the cut. However, take a moment to think about what kind of message a qualifying event sends. This is an event that is exclusively attended by select players, where everyone else’s role is “spectator.” only. This scenario is fine for one or two events, but how many events do we want like this a year? Is one good? Five? Ten events? How many events throughout the year do you want to require you to place at pre-determined events, before you qualify? What is your limit?

With qualifiers, there comes the topic of players whose life situations/job availability dictate how many events they can attend a year. We saw recently how Juan “HungryBox” Debiedma, one of the top Melee players in the world, came to the point in his life where his job prevented him from attending specific events, leading him to quit his job in order to continue competing. Many players, no matter how good they are, have limited freedom in which events they can attend. If they are then obligated to attend specific events in order to earn qualifying points, they are severely limited in both which events they can attend, and the margin of error they have in their play if they want to qualify. Players who make every event can afford one or two sloppy plays, but a player who can make five tournaments a year certainly can’t.

Let’s step outside of the FGC for a quick moment, and look at qualifying events in other esports. In League of Legends, in order to compete on the largest stage in the world you need to first become noticed and sponsored by an established team. To get noticed, you usually need to place in the highest percentile of online rankings, which requires countless hours to climb the leaderboard, which is before even the hours of dedication needed to improve and adapt to each drastic season update. After which, you and your team compete against ten other teams in the region. Winning the Regional tournaments puts you in the Playoffs, and winning that tournament puts you in Worlds, where you compete against the winners of four other regions. This system can be sustained in League because the majority of the game is played online, but this is an example of how far qualifying events can go, and how they function in the world of esports outside FGC borders.

Back to the FGC: esports has also changed the tournament environment, and what was once known as the aesthetic of the FGC. The “no thuggery” clause that’s been added to our events is at times overbearing, but has done its part to create a healthier and more inviting environment. We’ve had moments of sexual harassment that before may have gone unnoticed or unpunished, but now are being treated very seriously. This is in addition to things like Smash Sisters, which sees a welcoming environment for women wanting to grow as players and enjoy their game of choice. These changes in making the environment more welcome are at times uncomfortable for those already enjoying the community, but the end result of more players, and a greater variety of players, is something no one can argue.

The next thing to look at is events choosing specifically to choose sides; namely siding with companies over fighting game fans. We could look at Project M–the Super Smash Bros. Brawl mod–for a perfect example of the power a company has and what happens when tournaments side with them: Nintendo outright forbids Project M from events they’re involved in, which, whether or not it is legally acceptable, means that a lot of people who enjoyed their game are denied it at certain venues.

There are also FGC-specific examples of tournaments favoring the newest games over what players already enjoy. The best example of this is Evo 2016, where both Pokkén Tournament and Tekken 7: Fated Retribution were announced as main games before either was released. Pokkén was released after the announcement and a few months before Evo, but US fans are still waiting for Tekken 7 on console. This is particularly noteworthy with Evo, due to the limited number of titles that event can run–meaning those slots could have been used for games that players were already playing.

The biggest effect this has comes from the spread to other events, where cherry-picking games is becoming a mainstay of our new esports FGC formula. It’s easier to provide setups and run a handful of games, and a bit of support from the bigger game’s parent company helps tips the scales in which game gets featured and promoted. A good example of this is CEO, which has splintered into 3 events: CEO, CEOtaku, and CEO Dreamland. CEO provides a large stage for all the biggest games, the ones with the most player and company support. After that, CEOtaku provides a separate venue for players who enjoy anime fighters, and then CEO Dreamland for players who enjoy Smash and similar “platform fighters” like Rivals of Aether and Brawlhalla.

Another thing that could go hand-in-hand with tournaments moving to optimize their events by featuring sponsored esports games for a sleeker experience, is eventually moving away from casual setups and BYOC areas. Most other esports don’t have casual setups for anyone to play, making us the anomaly in field. The fact that we’re unique in this makes it all the more important we make sure to keep a tight hold on what makes us distinct moving into the future.

The problem is, most of the things I’ve mentioned could make tournaments easier to run than our current model, making it an eventuality that would result in more manageable events for tournament organizers. As a thought experiment, let’s combine all of the issues I’ve talked about at once here, and imagine an event that runs as “esports” as possible. Let’s say an FGC-sports group appears and becomes the name of the game, the biggest series of events through the year. Their events have massive pot bonus to entice all the big players to attend, which would result in the rest of the community following and supporting the events as well. Each tournament in the series gives points which go into the big qualifying events in the back half of the year, meaning they don’t need to provide the amount of setups an FGC event normally would due to the lower turnout, and the limited number of games further simplifies the experience. No casual or BYOC areas ensure optimized use of space for vendors, both generating revenue and further reducing the need for organizers to pay for setups and excess stream stations. Both the event and the players get to the point where they’re removed from the general audience, and the causal players are treated like consumers rather than attendees.

This is the kind of thing we need to be careful of the most: an optimized experience designed to make money, one that thinks little of the casual audience. If you truly don’t believe that we would ever come to the point where we would ignore the casual audience at a tournament, just think about Street Fighter V; despite this game having what the community acknowledges as the worst launch in recent history, it still gets high accolades and was sponsored and supported due in large part to the esports-style Capcom Pro Tour. This is all while arguably ignoring the casual audience, in favor of appealing to esports; not even dedicated long-time fighting game players, but esports specifically. The fact is: we are headed in a very different direction than where we came from, and not enough people are thinking about of the long-term effects of this transition.

Combo Breaker Announced as Capcom Pro Tour 2017 Premier Event

Just after their early registration came to a close last night, the Combo Breaker team had a very exciting announcement to make for their Street Fighter V attendees: Combo Breaker will now be registered as a Premier Event in the Capcom Pro Tour’s schedule.

Capcom’s Pro Tour last year only had 6 Premier events, including Capcom Cup and Red Bull Battle Grounds, so this is quite the prestigious achievement for the Combo Breaker team. While this comes immediately after the early registration period comes to an end, the Rick Thiher assures us that the timing was merely coincidental:

Combo Breaker 2017 was already shaping up to be an amazing event, between their signature 24 hour venue, their Super Street Fighter II Turbo tournament with an arcade cabinet on the line, and their general good-standing with their fans, it definitely deserves the title of Premier Event.

Source: Capcom Fighters

Breaking Down the New Injustice 2 Trailer: Who’s Restraining Superman, Which Robin was That, and What Are the Factions?

The latest Injustice 2 trailer was a very big reveal, announcing Poison Ivy to the cast while also giving us a peek at Brainiac and some major story elements. Similar trailers were given to us for the first Injustice game.

This breakdown video by TrueUnderDawgGaming looks more closely at different shots of the trailer, and what they could mean for the overall story. They cover things like the opening Superman shot, and how the Superman from this Injustice universe is actually immune to Kryptonite and Red Sun radiation, which makes it particularly interesting how he is actually being restrained.

One point glossed over is the shot with Batman and Robin. He suggests Robin is training with Batman, but their expressions and the looming Superman make it seem more like they are fighting than training, with Superman forcing them to fight, maybe. There is also the question of which Robin is in this shot: Dick Grayson, the Robin now usually known as Nightwing, was killed before the events of the first Injustice by Damien Wayne–Batman’s son–who takes up Nightwing’s mantle in that game.

This either means that Damien is now wearing a Robin costume–maybe he even gets a redemption and he is assisting Batman–or more likely, one of Batman’s other Robins has returned. Jason Todd was the Robin that was murdered by Joker and later resurrected, who operates as Red Hood, which would make an interesting story component–but it could also be Tim Drake. Tim does appear in the Arkham Asylum games with a similar hood as the Robin in the trailer, so he probably make the most sense. It could also be a new Robin, or one from another universe, or even a resurrected Dick Grayson, but Tim Drake is the strongest bet here.

Source: TrueUnderDawgGaming (YouTube)GameSpot (YouTube); ComicsAlliance

Modder Adds Team Fortress 2 Voices to Under Night In-Birth Characters

Mods are a pretty unique area of the community. You never quite know what direction someone will take familiar content. One person could envision Street Fighter characters as Overwatch characters, while another might go a more traditional route by giving Mega Man a franchise-specific Bass makeover.

What we have here is something completely different: this person saw to creating voice mods for Under Night In-Birth characters using Team Fortress 2 voices. The below sees Hyde parroting TF2’s Scout.

He also gives the same treatment to Waldstein, giving him audio files from TF2’s Heavy, which doesn’t seem quite as far along as the previous mod, but goes equally well with the character:

Source: Saikyo Akane (Twitter); GamerSpawn (YouTube)

Your Eyes Aren’t Playing Tricks on You; Behold Brawlhalla’s Latest Character: Mirage

Brawlhalla is one of those under-the-radar bruisers; with the game still seeing large growth and esports-level-competition and prizes. There’s a lot of money to be won playing Brawlhalla right now, and the game features a lot of unique and interesting mechanics to go along with the Smash-like gameplay. This, in addition to it being free-to-play, makes it particularly stand out in the genre.

The latest character, Mirage, seems to be a great addition to the cast. She looks to have a small range, but with her evasive sand maneuvers she’s able to close the gap fairly quickly. She alternates between a Spear and a Scythe as her main weapons, with the spear seemingly for stronger pokes and the scythe for higher damage and scoops.

Source: Brawlhalla (YouTube)

Skullgirls 2nd Encore Physical Release Update: Manual Screenshots, Lobbies on Console, and Slight Delay

As you may remember, Lab Zero Games held a limited sale for a physical release of their flagship fighter, Skullgirls. This version of the game was only available for that short period (so no future copies are likely to be available) but having met their goal with pre-orders, the team was able to afford the licensing costs of bringing the Japanese voices to the game.

Just recently an update to the status of this release was given; we got some shots of the promised full-color manual coming with the game, which we’ve gotten a peek at before. The images here include the control setup page, a page on Squigly, and a game lore page.

Click to view slideshow.

In addition to this, we were given promising news about the state of console lobbies. They are confirmed to work on PS3, Vita, and PS4, all allowing crossplay with one-another. Prior to this update it was stated that the PS3’s memory limitations were causing problems getting lobbies to fit, but after some development-magic they seem to be fully functional and ready to go.

While this is all good news so far, it was stated that there was a delay to the shipment of the physical release and the patches to digital versions. The full details can be read on the update page, but essentially due to complications from holidays, Sony’s submission policies regarding “remasters,” paperwork, and the multiple companies involved, the original timeline of a January release can no longer be guaranteed. No ETA on the release was given, but it sounds like the brunt of the work is finished and all that’s left is managing the back end.

Source: Skullgirls

Catch Some Ultra Street Fighter II: The Final Challengers Gameplay — Footage of Evil Ryu & Violent Ken in Action

Just last night we got a huge bombshell dropped on us: Ultra Street Fighter II: The Final Challengers. This game is more than a simple port of Super Street Fighter II Turbo HD Remix, or another upscale in graphics or balance changes; two characters new to the SFII series were added: Evil Ryu and Violent Ken.

Here we get our first look at the actual gameplay of these two characters from the Dengeki Online channel, and it lives up to the expectations. While these two players are just messing around, we do get a look at some of the new effects and assets that have been added. Evil Ryu has a teleport and a hop kick, which is in addition to both characters having purple Hadoukens. We’ll be getting a more in-depth playthrough later today on Nintendo Treehouse in New York, so keep your eyes peeled for more footage.

Source: 電撃オンライ