NetherRealm Studios May Incorporate Microtransactions in Mortal Kombat X

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As part of their latest round of coverage, the folks at IGN recently spoke with NetherRealm Studios marketing manager Brian Goodman to gather some details on Mortal Kombat X, most notably with regards to the game possibly utilizing microtransactions. When posed a question on the subject, Goodman responded with a non-committal, and potentially unsettling, “We are not releasing any details on that yet.”

Now, this doesn’t guarantee that we’ll be expected to drop wads of cash for some to-be-announced in-game feature, but, as IGN suggests, since the marketing director didn’t immediately shut down the idea of such a notorious income mechanic being implemented in the title, it’s not unreasonable to expect this sort of thing to exist in some form or another once we get our hands on it.

We must also consider the (very real) possibility that Goodman associates more innocuous things like downlaodable characters and costumes with the evils of the microtransaction, which, based on the amount of information surrounding the topic, seems about as likely as anything else.

What do you think of this possible move by NetherRealm? Let us know in the comments.

Source: IGN

Let These Killer Instinct Valentine’s Day Cards Help You Proclaim Your Love

If you’re like me, expressing deeply-felt emotions to loved ones can be like winning a 2-8 matchup, and the fact that Valentine’s Day is lurking just around the corner certainly isn’t helping anything. This year, forget flowers or chocolates or another six-foot tall teddy bear, and instead opt say what you’re feeling with Microsoft Studios’ line of free Killer Instinct cards that you can print and cut out right at home.

These greetings are the perfect way to say what’s really important this holiday. Things like Glacius’ “You warm my heart,” or Thunder’s wonderfully heartfelt question of, “Will you be the lightning to my Thunder?” And who could forget Orchid’s take on a classic poem?

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You can download the entire set of high-resolution cards here.

Source: Microsoft Studios

Make the Most of Sakura’s Shouoken Juggles in Ultra Street Fighter IV

Sakura has some of the longest combos available in Ultra Street Fighter IV, thanks not only to her ability to string Tatsus together ad nauseam but also due to the juggle properties of some of her key attacks. As most of us already know, landing a juggle with the young fighter not only nets free damage and meter gain, but can also set up for some simple safe jumps that allow her to keep the pressure up.

Below, you’ll find Jay Rego’s most recent Sakura technology offering. In it, he shares a few ways to make the most of every juggle opportunity afforded to her. Some of these options are rather safe, and some could land Sakura in a sticky situation if her opponent is wise to her intentions, but players should definitely give the video a view.

As with all of Rego’s videos, the information and editing are both top notch.

Source: Jay Rego

Major Smash Broadcaster VGBootCamp Announces Withdrawal of Project M Support

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There’s a good chance that those who follow the Smash scene closely have noticed the sharp decline in Project M coverage, streams, and tournament appearances since the launch of Super Smash Bros. for Wii U. Some may have even guessed at what may have been the reasoning behind this, and a few big reasons do come to mind, but as of today, the folks at VGBootCamp have lifted their own unofficial gag order surrounding the topic.

Co-founder Calvin “GimR” Lofton came out earlier this evening to say that his production company will no longer provide a platform for Project M broadcasts. Not only that, but the group will also be removing all related material from their official channels. Lofton stressed that fans of Project M needn’t worry because he is currently looking for a good home for the content.

Since its inception, Project M has existed in a sort of limbo between legal and not-so-legal. While the game is drastically different than the Super Smash Bros. Brawl disc from which it draws much of its data, the fact remains that the characters, stages, and everything else in between that the game contains belong to and will always belong to Nintendo. This means that anyone who intends to produce content featuring the game runs the risk of suffering at the hands of whatever legal claim may or may not be thrown at them in the future.

“As a small business with limited resources, it’s too risky to invest a significant portion of our time and money into a game that could damage our business with a copyright strike at any time,” Lofton explained.

This may seem a bit odd as Project M grew to amazing popularity in the months leading up to the release of the most recent Smash offering, but do take into consideration the doors that the new title has opened for content producers. With Nintendo’s official sponsorship of Apex 2015 last weekend, we are seeing the company take strides in supporting not only Super Smash Bros. for Wii U, but Super Smash Bros. Melee as well. This means that content producers now have the chance to assist in the growth of their community in more ways than ever before. Though it may not immediately seem so, this is likely a very positive move for the Smash community as a whole.

The statement closes by mentioning that the rumors of VGBootCamp’s contract with Team Apex having to do with this decision are unfounded.

To check out the full announcement, head over to Smashboards.

Source: Smashboards

Learn to Blow Up Rose’s Back Dash as Akuma in Ultra Street Fighter IV

Thanks to her superior back dash, Ultra Street Fighter IV’s Rose can be a difficult character to pin down. Though the dash is good, it’s far from unbeatable, especially with a character like Akuma, as CLxJames shows in the video below.

Answering Rose’s mid-screen retreat while covering other options as Akuma is as simple as tossing out a meaty crouching strong and buffering in a sweep behind it. This option will not only sweep Rose if she tries to dash out of harm’s way, but it also allows for some nasty combo options if she tries a reversal Ultra 2.

In the corner, Rose has even fewer options since Akuma can perform the same meaty crouching strong and then follow it with a grab. This prevents Ultras, neutral jumps, back dashes, and even an EX Soul Spiral if the throw is timed correctly.

Source: CLxJames

Give ‘Em the Old One-Two Punch! My Smash Corner Explains Fox’s Double Jab Combo in Super Smash Bros. for Wii U

We’ve seen a good deal of technology come out recently for Super Smash Bros. for Wii U, and with Apex 2015 behind us, everyone has plenty of new time to hit the lab.

One such technique, described in a new video from My Smash Corner, is Fox’s double jab combo. If timed perfectly, this string of jabs is a true combo at certain percentages, and it’s got plenty of follow-up options.

It’s incredibly easy to set up and perform.

Unfortunately, there are some characters that can’t do anything but watch their stock slip away once Fox starts slapping out his jabs, like Lucario and Bowser Jr. As for the rest of the cast, some can jump out after a few reps and others, like Luigi, can simply neutral-air at any point to escape.

In the demonstration below, My Smash Corner details more escape options, including how to properly DI your way out, should you find yourself on the receiving end of a space animal beatdown.

Be sure to check out the video’s description for a full breakdown of how this technique plays out against every member of the cast. And if you don’t play Fox, definitely give it a peek to see how your main can free themselves.

Source: My Smash Corner

Helpful Advice for Dealing with Balrog’s Dash Punches in Ultra Street Fighter IV

We’ve featured a handful of high-quality videos from Jay Rego over the past couple of weeks which focused on the more advanced side of playing Sakura. But earlier today, he put out a video that moves away from the schoolgirl and instead offers up some general advice for how every character can deal with Balrog’s signature dash punches.

In addition to providing crucial neutral game advice for the Boxer matchup, Rego also tacks on a segment that breaks down how to effectively practice this sort of thing in training mode. While this information likely won’t be anything new to a great number of our readers, this is the kind of thing that new players need to see in order to get a feel for how training mode sessions should unfold.

If you’ve got friends that are just getting into the game, be sure to send this their way.

Source: Jay Rego

Bring a Chair to a Fist Fight with Skullgirls Encore’s Beowulf

With the release of Skullgirls Encore’s next downloadable character, Beowulf, on the horizon, everyone is getting fired up for the chair-toting homage to wrestling, side-scrolling beat-em-ups, and one of my personal favorite stories of all time; don’t get me started on how cool some of his normals are. But that’s not what’s important right now. What is important, is the combo video from Uzumakihero Gaming embedded below.

If you’ve been checking out the Salty! streams and following Lab Zero Games’ development, you’ve probably got a decent idea of what he’s capable of. You may have even seen designer Mike Zaimont demonstrate some of his combo potential, but probably never quite like this.

Pull up a chair, because you’re going to need it.

Source: Uzumakihero

Guilty Gear Xrd -SIGN-‘s Cast Gets DangeRISC in Impressive Touch of Death Exhibition

When Guilty Gear Xrd -SIGN-‘s Danger Time and R.I.S.C. systems combine, the resulting damage numbers produce some seriously devastating combos. As you’ll see below, some of these combos can even put down helpless defenders in under ten hits, and nearly everyone gets involved.

Urichinan has included at least one combo for every character with the exceptions of Chipp and Zato, but they say that this exclusion from the Danger Time touch of death club likely won’t be permanent.

Since these combos do require some very specific circumstances, there’s a good chance they’ll not be happening at a tournament any time soon–or maybe ever–but that doesn’t make them any less entertaining to watch.

Source: Urichinan

Cody, Rose, Yang, and More Show Off Their Reset and Stun Potential in Ultra Street Fighter IV

Landing a hit and proceeding to turn it into the longest barrage of blows possible based on current meter, screen position, and planetary alignment is a satisfying feeling, but there’s something to be said about strategically cutting those combos short to reset damage scaling instead. It’s risky, sure, but if your opponent isn’t prepared, they’ll likely end up in a lot more pain than they would have been if you had just stuck to the single combo approach.

One of the most interesting things about resets in Ultra Street Fighter IV is the fact that some of them just look downright confusing. In the video below, you’ll see a good deal of these confusing resets, though its main goal is to demonstrate the power that can come from combos pairs that are properly-built to net a planned stun which can, in some cases, nearly close out the match itself.

Source: Joakim Tynell