Catch the Top Five Most Frustrating Losses from Capcom Pro Tour 2015

Even the best players make mistakes. Sometimes those mistakes force the player in question into a disadvantageous situation. Sometimes those mistakes cost the player a round. Sometimes those mistakes land the player in a spectator seat for the rest of the tournament.

In their latest top five video, the folks at Capcom present the five best (or worst, depending on who you ask) examples of these sorts of situations from the 2015 Capcom Pro Tour. In many ways, this video feels akin to the top five comebacks reel they put together last week, but viewers are sure to notice a distinct increase in the saline levels present in the footage below.

Source: Capcom Fighters

We Tech Those! Recent Rivals of Aether Update Revamps Wall Teching, Jab Cancels, and More

When it comes to system changes and careful attention to character balance, Rivals of Aether patches don’t mess around. The most recent patch, which went live on Steam earlier today, is no exception to this rule.

To get started, the update adds a new wall teching system, allowing players already pressed against the wall when slapped with an attack to prevent themselves from sailing away. Another major change involves the ability to whiff jabs and still string them into tilts, offering interesting pressure and punish options that weren’t previously possible.

Of course, there were massive adjustments across the whole cast when it comes to hitboxes, move recovery, general mechanics–affecting Maypul’s plant and Forsburn’s clone–and much, much more.

If you’d like to see these changes in action, the Beefy Aether Doods have put together a patch preview video. You can watch that below, or continue on to the rest of the post to see the full patch notes.

Rival of Aether ver 0.0.12 Patch Notes

General:

  • Wall Techs can now be performed even if your horizontal speed is away from the wall. This allows players to tech walls when trying to recover up the wall.
  • Wall Tech invincibility time increased from 5 frames to 12 frames.
  • Jabs are cancellable into Tilts even on whiff again. However, you cannot reverse your Forward Tilt on whiff. You can still do that on hit though. This is to prevent players from covering rolls with jab into reverse Forward Tilt.
  • Fixed bugs on Merchant Port Aether version with platforms and pipes.

Zetterburn:

Zetterburn benefits greatly from the Wall Tech change since he is known to ride up walls when trying to recover. We also wanted to address a few of his hitboxes that were a bit smaller than their animation. Finally we wanted to introduce some risk into using charged Neutral Special by preventing the charged version from being jump cancelled and adding more recovery frames.

  • Up Special time between last hit and travel hit reduced from 10 frames to 5 frames.
  • Up Tilt now has a hitbox in the center that reaches above the lowest jumpthrough platforms.
  • Down Strong Recovery increased from 20 > 22.
  • Neutral Air Hit 1 and Hit 2 Hitbox radius increased from 55 > 65.
  • Neutral Special Small Radius increased from 75 > 80.
  • Neutral Special Final Recovery increased from 12 > 16. This period can no longer be jump cancelled when using charged Neutral Special.

Orcane:

Orcane is adorable…

  • Up Strong (no puddle) now reaches above the lowest jumpthrough platforms.
  • Down Strong Whiff Lag of 18 added. Recovery remains at 12.
  • Hitstun increased on Jab 1 and Jab 2.

Wrastor:

Our aerial ace has been performing extremely well now that some other characters have been pulled back down to earth. The main concern with him right now is how easily Neutral Special can KO of the top at mid to low percents and Forward Special leading into guaranteed Up Special sweet spots due to the ground flinch on it. We addressed both of these and peeled off a little base knockback from his Strong Attack sweet spots to bring him in line with the rest of the cast.

  • Nspecial will no longer rise faster while hitting an opponent.
  • Nspecial final hit reduced from 7 Base .4 Scaling > 4 Base .7 Scaling. This is to remove ridiculously early KOs from Tornado but keep it a viable KO option at higher percents.
  • Forward Special pops up grounded opponents again. Hitstun returned to .1x. Buffer is cleared to prevent accidental air dodges.
  • Parrying Wrastor’s Forward Special now correctly removes the current and prevents Wrastor from using his Forward Special again for the full cooldown instead of .5x like it was before.
  • Fstrong Base knockback reduced from 9 > 8.
  • Ustrong Base knockback reduced from 9 > 8.
  • Air Acceleration while in Prat Fall reduced from .5x to .3x.
  • Fast Fall speed reduced from 12 > 11.
  • Bug Fix: Wrastor’s Aerial Down Special will no longer hit and slide near the end of it.
  • Bug Fix: Wrastor will now correctly go into Parry Lag when parried during Down Special and then hitting the ground after the kick but during recovery.

Kragg:

Kragg is in a pretty good place but his Forward Strong and Up Strong needed a bit more scaling for the Heavy Hitter that he is. The sour hit of Up Strong was in a weird place considering it is a Strong Attack and should give you a decent reward.

  • Dash Attack whiff lag reduced from 24 > 20.
  • Up Strong Knockback Scaling increased from .95 > 1.1.
  • Up Strong Second Hit (Sour Hit) Knockback increased from 5 base .3 scaling > 6 base .8 scaling.
  • Forward Strong Knockback Scaling 1.0 > 1.1.
  • Bug Fix: Fixed a bug that caused the entire stage to move when a Rock or Pillar was attacked at the start of a match.
  • Bug Fix: Fixed a bug where players who were hit while standing on a rock that breaks would take knockback but have 0 hitstun.

Forsburn:

Forsburn players are sad to miss out on the “Clone Bros” playstyle that he has adopted when he could combo with his illusory buddy. We do want to push the special toward deception but feel like the latest update felt awkward with hitbox-less attacks. Until we come up with a cooler deception use for Forward Special, we wanted to give players back their CPU friend for now. We removed the ability to make the clone attack faster to prevent camping with the clone.

  • Forsburn’s clone creates active hitboxes again.
  • Forsburn’s clone attacks on a timer of 90 frames after each attack has ended. The clone no longer responds to special inputs. This is to prevent players from running away and mashing special to get their clone to attack. Now the clone will be easily dispatched unless the Forsburn player gets involved as well. Forsburn players can learn the rhythm of clone attacks to get the best use out of comboing with it.
  • Forsburn’s clone now counts as a hit again for whiff / cancel reasons.
  • Forward Special Startup increased from 6 > 12 frames.
  • Forward Special Recovery increased from 4 > 8 frames.
  • Up Special Startup increased from 15 > 18 frames. This is to give aggressive edgeguarders more of a chance to interrupt Forsburn before he can teleport.
  • Forsburn Down Air hits 1 and 2 have had their hitbox sizes reduced. Down Air is becoming too much of an all-purpose aerial so we wanted to strip back the hitboxes a touch.
  • Forsburn Up Special Hitstun Scaling reduced from 1.0 > .85. This is to punish players less for missing an edgeguard against Forsburn while still preventing Forsburn from being punished even when he lands his Up Special.

Maypul:

Lily has lost some of her cool identity in recent updates now that her impact on a match is lessened. We like Lily being an important part of Maypul’s identity. While we don’t want Maypul to have too powerful of zoning tools, we wanted to bring back some of Lily’s glory and address the camping issue in different ways.

  • Lily now wraps all marked opponents again. They no longer are required to be in hitstun.
  • Fat Lily has been removed from the game. Maypul can still feed Lily or Taunt to extend her life time but she will no longer be fed to permanence. This is to reduce her camping ability with a Fat Lily.
  • Parrying Maypul’s attacks now removes her Watcher’s Mark from opponents. This is to reduce the viability of spamming seeds against a marked target and opens up a way for opponents to work around Watcher’s Mark.
  • Neutral Special seed start moved back 10 px closer to her hand to make feeding Lily up close easier.
  • We have changed the input for using Maypul’s Up Special Uppercut while opponents are marked. Many new players will accidently uppercut when they want to tether. Some new players are unaware of the tether mechanic at all. Now to perform the Uppercut if your opponent is marked, you must be holding dodge during the startup frames after starting Up Special instead of just releasing the special button early. This is to keep the uppercut viable for skilled players but make the tether more likely to be used by new players.
  • Down Strong Startup increased from 10 > 12. Down Strong Knockback scaling increased from 1.0 > 1.1.
  • Maypul’s Strong attacks no longer deal increased knockback on wrapped opponents. This is to remove the extra benefit she gets for wrapping with Lily in order to secure an earlier KO.
  • Maypul Down Special Ground cast total frames increased from 24 > 27 Frames.
  • Maypul Up Special Tether end location moved from 40px away from the center of her target to 46px. This moves her out of range of Orcane’s Puddleless Up Strong and Maypul’s Up Strong as guaranteed punishes for all 3 tether directions.

Absa:

Absa lost some of her close range power last update with the removal of Down Special into Up Special. To bring it back, we are increasing her air max speed and acceleration to allow her to weave toward opponents better. We are also increasing the cooldown on Forward Special to motivate Absa players to follow up their clouds with other options instead of another Forward Special.

  • Absa Neutral Special on the ground now pops her up like her aerial Neutral Special does.
  • Absa Back Air knockback angle reduced from 40/45 to 32.5.
  • Forward Special Cooldown increased from 8 > 24 frames.
  • Air Max Speed increased from 5 > 6.
  • Air Acceleration increased from .35 > .4.
  • Clouds now draw in front of Wrastor’s currents.

Dev Mode:

Trevor has made a huge number of adjustments and improvements to Dev Mode. You can now create new hitboxes and have much better control over attacks. Check out his thread to get all the information on how to use Dev Mode 0.3.

Online:

  • You can now enable Dev Mode in Online matches by hitting the gear in the upper left corner. You must ensure that you both have the same exact files in the dev_ver_0.3 folder to avoid desyncs.
  • Bug Fix: Fixed a bug where the Short Hop button was causing desyncs.
  • Bug Fix: Fixed a bug where the Mayflash 4 Controller Adapter would not work if you started an online match with the Steam Overlay up.

Sources: Aetherboards, Beefy Aether Doods

Infiltration, Justin Wong, and Poongko Face Online Opponents in the Street Fighter V Beta

With the final Street Fighter V beta taking place over the weekend, it’s no surprise some of the best players in the world got in on the action. You might have even had the distinct (dis)pleasure of donating League Points to their growing totals as they climbed the ladder.

If you didn’t have a chance to toss fireballs their way over the weekend, you’ll likely be curious what sort of technology folks like Razer’s Infiltration, Evil Geniuses’ Justin Wong, r/Kappa’s Poongko, Team Spooky’s Arturo Sanchez, and more came up with to use in this most recent version of the upcoming title.

XusesGB and Olympic Gaming took the time to compile footage of these strong competitors taking the fight to online opposition, and you can find the replays embedded below.

Source: XusesGB, Olympic Gaming

See Every Color for Every Known Alternate Costume in Street Fighter V

Thanks to the gameplay modes trailer Capcom released last week, we know we’ll have to play through story mode and survival mode in order to complete our Street Fighter V wardrobes. But knowing how to get them and what they look like are two very different things.

Recently, X-Kira posted compilation images to the NeoFighters forums unveiling the full range of revealed garment options we can expect to have at our disposal. Do note that these colors may not represent every option we’ll have in the full version of the game, but even if they do, there are plenty to choose from.

In the slideshow below, you can take a peek at each of these upcoming colors and start thinking about which you’ll choose for your fighter.

Click to view slideshow.

To see a handful of these costumes and colors in action, be sure to check out our previous article on the topic.

Street Fighter V is set to launch for PlayStation 4 and PC on February 16.

Source: NeoFighters, tip via KensouADV

Iron Galaxy Studios Offers First Look at Killer Instinct Season 3’s Kim Wu

Just moments ago, Delriach, Sajam and Keits took to the ongoing World Cup broadcast to discuss changes coming in Killer Instinct’s impending third season. But updates to existing cast members weren’t the only thing the guys were able to reveal; on top of abundant balance adjustments, we got our first look at Kim Wu in action.

This returning character will be pummeling opponents with nunchaku–something uncommon and (apparently) difficult to include in a 2D fighting game–and her dragon spirit. She can swat projectiles out of the air and send back a Dragon Cannon shot to her opponent. She also brings a Dragon Kick to the fight, which travels at various trajectories and can whiff punish many attacks from across the screen.

Additionally, she can perform a throw–which can be teched–allowing her to flip over her opponent in a style similar to Yun in Street Fighter. Perhaps her most exciting ability allows her to store up dragon spirits to later consume for extended mobility, combo options and additional safety.

Kim Wu looks to be a footsies monster, but you can decide for yourself once you give the footage below a watch. If you’re in town for the Killer Instinct World Cup, you can go give her a try for yourself, as she will be playable at this weekend’s event.

Killer Instinct Season 3 will be making its way to Xbox One and PC in March. For top Killer Instinct action, be sure to tune in to the Killer Instinct World Cup this weekend.

Sources: Maximilian, Killer Instinct

Wizard World Comic Con to Host Fighting Game Event with $10,000 Up for Grabs

The folks at Wizard World, Inc. announced earlier today that they’ll be kicking off the Wizard World Gaming series next month in Portland, Oregon during Wizard World Comic Con. This event is set to hold tournaments in a number of titles, including Street Fighter V, Tekken 7, Guilty Gear Xrd -SIGN-, BlazBlue: Chronophantasma EXTEND, and even Naruto Shippuden Ultimate Ninja Storm 4.

Passes for entry to the gaming area only are available, and your Wizard World Comic Con badge will also grant access. Once inside, you’re free to enter each fighting game tournament at no cost, so there’s no reason not to go slap some buttons for a shot at $10,000 in prizes. If you’re living the dream of the 90s, go win some cash.

Wizard World Gaming debuts in Portland, Oregon and runs from February 19-21. For more information on the event, head over to the official website.

Source: Wizard World via MarkMan

Looks Like Desk is Enjoying the Street Fighter V Beta

Thanks to the magic of beta testing phases, Desk has already had ample opportunity to break Street Fighter V before anyone ever officially owns a copy of the game. In the videos below, the execution monster demonstrates a few of his latest findings, showing the sorts of things we can expect from regular humans at some point in the distant future.

The first bit of footage features wandering warrior Ryu stopping various attacks through the use of his V-Skill. There’s plenty of awkward parry timing involved, some so awkward that Ryu’s animation involves his forearm somehow blocking a blow from behind him.

And, of course, it wouldn’t be Desk without plenty of love for Chun-Li. Got meter to burn but don’t want to use a Critical Art? Why not pop opponents with three EX Kikokens instead?

We’re sure to see more from Desk as the current beta continues, so stay tuned.

Source: Desk

Cannes Winter Clash Joins Capcom Pro Tour 2016 as First European Ranking Event

With Capcom Pro Tour 2016 not yet officially underway–and Street Fighter V yet to be released–it’s exciting to watch major events make their way into the competitive fold.

Earlier today, Capcom announced Cannes Winter Clash, an event (appropriately) based out of Cannes, France, has joined the list of upcoming Pro Tour events. This likely means we’ll soon be hearing in-game audio based on the event as well.

Cannes Winter Clash will be a ranking event, making it an important stop for players looking to take home a chunk of the Pro Tour prize pool, but the victor will not be gaining immediate entry into the end-of-year showdown. The first event offering such benefits to its first-place finisher will be Final Round 19 in March.

Cannes Winter Clash is set to take place February 26-28, meaning competitors will have less than two full weeks to prepare. For more information, head over to their website.

Source: Capcom Fighters

Kazunoko and Keoma Join the Red Bull Kumite 2016 Bracket

Ryota “Kazunoko” Inoue and Keoma Moutsatsos Pacheco have been chosen to take part in this year’s Red Bull Kumite. The two players join the battle alongside Evil Geniuses’ Justin Wong and Yusuke Momochi, AVerMedia’s Bruce “GamerBee” Hsiang, and Lee “Poongko” Chung-gon.

After proving himself to be the best Ultra Street Fighter IV player in the world at last year’s Capcom Cup, Kazunoko will certainly be looking to make an impression on Street Fighter V viewers at this event so early in the life of the game. And while Kazunoko’s inclusion is certainly exciting, seeing someone like Keoma, a player largely unknown in the global Street Fighter scene until he made waves during last year’s Capcom Pro Tour, joining the fight shows that we truly are moving into a new era for the series.

Red Bull Kumite 2016 is scheduled to take place April 23-24 in Paris, France. For more details, follow this link.

Source: Red Bull, tip via Aurélien Laureau

Shut Down Jason’s Red Screen Shenanigans in Mortal Kombat X

David “UltraDavid” Graham recently spent some time discussing how to deal with Relentless Jason in Mortal Kombat X. This variant comes equipped with the Pursuit special, which causes the masked murdered to pop his neck (for some reason) before turning the screen red and scrambling his opponent’s controls, rendering them about as effective at fighting as a camper at Crystal Lake.

That is, unless, they know what to expect.

As David points out, there are only three set arrangements into which the new button layout can fall, and once you’ve figure out one button’s new placement, you can deduce the rest.

Sadly, this information won’t stop miffed PC players from seeing red with regards to recent developments surrounding upcoming downloadable content, but at least they can join in with the console crew when applying this knowledge.

Source: UltraChen TV