Wednesday Night Fights Regulars Open Up About Their New Home

Last month, Level|Up Series’ weekly tournament, Wednesday Night Fights, stepped away from the world of online competition to return to a physical location. That location, the eSports Arena in Santa Ana, California, has housed games ranging from Hearthstone to Counter Strike: Global Offensive, so it’s only appropriate that such a well-known fighting game tournament series would make its mark there.

For those of us too far away from California to attend, and who are therefore perpetually stuck watching the stream, the recent return to a live meetup may not seem like much. Through its foray into the online world, Wednesday Night Fights’ streams maintained the same level of quality that we’ve come to expect from Level|Up, so the view from behind our computer screens has remained largely the same throughout the transitory phases.

In the footage below captured by The Players’ Stories, you’ll get to see a tournament in action, but not any one particular game; instead, you’ll get a look at the event as a whole. You’ll alsoo hear from community members like Level|Up president Alex Valle, streamer Kevin Ha, and commentator James Chen, all of whom discuss what the transition has meant for them and the fighting game community as a whole.

Be sure to tune in to tonight’s streams to catch plenty of high-level fighting action, or, if you’re in the area, head out and throw down in person.

Source: The Players’ Stories

Level Up Frank West with M.O.D.O.K. and Rocket Raccoon in Ultimate Marvel vs. Capcom 3

When Frank West sets down his camera and breaks out his long-reach chainsaws, it’s probably time to run. But before the photographer finds himself equipped with those chip damage machines, he should probably stick to taking pictures and let the real fighters throw hands.

That’s where M.O.D.O.K. and Rocket Raccoon come in.

In his latest video, Punisher demonstrates how this shell can produce a level five Frank off plenty of practical hit-confirms. And just like Punisher’s recent M.O.D.O.K. touch-of-death combo, there’s even an option that starts with a throw from the big floating head.

Source: Punisher

Nidhogg’s Fencer Joins Divekick Cast, Price Permanently Reduced

Indie fighter Divekick received its final patch today, which adds The Fencer of Nidhogg fame to the game’s playable cast. This content comes as free downloadable content to all previous owners of the title and will be rolling out across all platforms as the day progresses.

The Fencer wouldn’t be a fencer without his foil, so the folks at Iron Galaxy Studios have allowed him to use it in regulation Divekick matches. The catch is that the blade starts in the middle of the stage in a fashion identical to that of Cody’s knife in Street Fighter. Once The Fencer equips himself using his ground or air tumble, he can choose to launch the sword at opponents just like in Nidhogg. The blade covers a massive amount of screen space, but it stays where it lands through round transitions, so he has to make it count.

In the event of a mirror match, either player can use either sword, which will turn the tide of battle in the favor of whichever blocky fighter picks it up. If you somehow manage to defeat your sword-wielding opponent, the blade will transfer over to you.

And finally, once The Fencer hits Kickfactor, the “Go” indicator from Nidhogg appears on the screen, and he can secure victory by exiting the stage.

For a full breakdown of The Fencer by the folks who designed him, as well as proof of how he performs in actual matches, be sure to check out the archive of Iron Galaxy’s stream from earlier today as well as the trailer we’ve included below.

This update comes alongside a permanent price reduction to $4.99, so if you’ve not yet picked up the world’s best two-button fighter, now is a great time to do it.

Source: Iron Galaxy

‘World Warriors of Capcom Cup’ Dissects Kazunoko and Keoma’s Street Fighter Play

We’re now one day and, thanks to David “UltraDavid” Graham and James Chen of UltraChen TV, two player breakdowns closer to the Capcom Cup finals. Today, James and David get started with a discussion on Ryota “Kazunoko” Inoue, a player who has become the face of Yun in Ultra Street Fighter IV.

For analysis, the two talk about Kazunoko’s grand finals match at Community Effort Orlando 2015 against Winterfox’s Gustavo “801 Strider” Romero, which, as has been a trend in this series, is the set that wound up landing Kazunoko in the Capcom Cup finals. As you’ll see below, this match has Kazunoko using his own reputation (and perhaps the reputation of his character) to force Gustavo into unfavorable situations time and again.

Up next, UltraChen discuss Keoma, Brazil’s hometown hero who will be bringing his unique style of Abel play up against the best in the world.

The video delves into an interesting idea of how the internet has (potentially) negatively impacted the way that we play fighting games. Sure, it’s great that we can hit up YouTube, Twitch, and forums to pick up tips on anything from combos to spacing options, but the downside of this is that some players may feel that the way those they look up to play is the only way to play, which can stifle personal styles.

Keoma goes against that, as you’ll see in his match against BrawL|Haitani at the Capcom Pro Tour Brazil tournament. Armor cancels, abundant standing shorts, red focus combos directly following a roll mixup, EX Change of Direction anti-airs into Ultra; Keoma seems to have every one of Abel’s tools perfected, and doesn’t limit himself to one particular style.

Do Kazunoko and Keoma have what it takes to walk away victorious? Let us know what you think in the comments. And be sure to check back often, as there are still plenty of players to cover before the event kicks off.

Source: Capcom Fighters

Italdan’s Oni is Truly a Raging Demon in Olympic Gaming’s Ultra Street Fighter IV Spotlight

Olympic Gaming is back with another Ultra Street Fighter IV player spotlight, this time dedicated to Italdan’s terrifying Oni. It doesn’t take long to see that once he gets in, Italdan tends to not stop until his opponent has run out of health. Get ready to see plenty of high-damage conversions, numerous stuns, and one particularly beautiful (and totally unnecessary) Raging Demon.

As always, the victims–er, sorry, opponents–faced here include high-ranking online warriors as well as top players from the tournament scene, including Canada Cup Gaming’s Air and Team Spooky’s Arturo Sanchez. And if you’d like to learn more about the featured player, be sure to check out the video’s description for a text-based interview.

Source: Olympic Gaming

Dashio and Tokido Take Center Stage in Latest ‘World Warriors of Capcom Cup’ Breakdowns

David “UltraDavid” Graham and James Chen of UltraChen TV dedicate their third World Warriors of Capcom Cup episode to YUBIKEN’s Dashio. There’s no questioning the fact that Dashio has poured hours upon hours into this game perfecting his Seth play, but even so, his appearances at tournaments have been limited, and he’s only made it out to majors twice this year.

To show off Dashio in his prime, the duo discuss his grand finals performance at Tokyo Game Show back in September. This set put Dashio up against Red Bull’s Bonchan, and was the set that–spoiler alert–actually ended up allowing Dashio access to the Capcom Cup finals. Since he’s facing off against Sagat, we don’t get much of a chance to see how he handles the zoning game with Seth, but we do get to witness his ability to successfully mixup one of the best players in the world time and time again.

This year’s Capcom Cup tournament will be Dashio’s first trip to the United States, and only his second trip out of Japan for a fighting game tournament. Will his mixup mastery be enough to mitigate the jitters he’ll (almost certainly) feel as he sets his first foot on American soil? We’ll find out soon.

The World Warriors of Capcom Cup release schedule has allowed us to feature a double dose of their player spotlights today. The video that released just a short while ago features a man who requires little introduction: Mad Catz’ Tokido. When you’ve been around the fighting game community for as long as he has, you tend to become a household name, and James and David discuss the long road that got him to that status. Of course, they talk about his history as “Dirty Tokido,” a name gained through tactics fraught with Vega wall dives in Super Turbo, unblockables in Third Strike and, of course, the Akuma vortex of his own development in Street Fighter IV.

James and David feature Tokido’s second place finish at South East Asia Major, which won him his spot in the Capcom Cup. As opposed to analyzing the grand finals match–which Tokido obviously did not win–they spend some quality time with his losers finals match against Qanba’s Xiaohai.

There are still plenty of players to cover, so check back often to catch the latest episodes.

Source: Capcom Fighters

VGBootCamp’s GimR Talks Possible Strategies for Cloud Strife in Super Smash Bros. for Wii U

Any time we see a character reveal trailer, we’re all quick to jump to speculation surrounding how the character will play once they make their way to the game; it’s only natural. In the case of Cloud Strife, we’ve already seen some of this speculation in the form of videos.

GimR of VGBootCamp recently took a swing at this topic as well, and his video not only discusses the potential uses of each move the materia master brings to the fight, but also reveals the approximate frame data for these attacks. The idea of gleaning frame data from a reveal trailer may seem a little strange, but Smash players have proven their ability to determine slight frame data changes every time a patch has hit the Wii U version of the game by doing their own research, so the numbers likely aren’t too far off.

If you’re looking to scratch that Cloud itch until he makes his way to our Wii U systems, be sure to check out the video below.

Source: GimR via Smash Boards

UltraDavid and James Chen Talk Infiltration in Second ‘World Warriors of Capcom Cup’ Episode

Razer’s Lee “Infiltration” Seon-woo has been a fan favorite in the Street Fighter IV community for some time now, a status which he has wholly embraced through efforts in constant streaming, and even going so far as to learn a new language to better communicate with friend and foe alike. Oh, and he also wins tournaments. He wins lots of tournaments.

These facts combine to make him the perfect pick for David “UltraDavid” Graham and James Chen of UltraChen TV’s second World Warriors of Capcom Cup episode. In the video below, the two discuss Seon-woo’s tendency to expertly hop from character to character as he sees fit, always playing whoever his cursor lands on in a nearly immaculate fashion. Though it has been jokingly stated that the man mains 44 characters, his Decapre is high on the list of his best.

To give viewers a taste of what they can expect from Seon-woo at this year’s Capcom Cup, Graham and Chen take footage from the grand finals of the Hong Kong Capcom Pro Tour Asia qualifiers, a set that saw him take his Decapre against MOV’s Ibuki and M. Bison.

2012 is often remembered as the Year of Infiltration, but Seon-woo stands to rewrite history this December.

If you missed the introductory video to this series, or the first player spotlight featuring MCZ|Daigo Umehara, you can check those out by following their respective links.

Source: Capcom Fighters

Guilty Gear Crash Course Explains Grounded Throws in Guilty Gear Xrd -SIGN-

Thanks to the dedication of Novril and the Chemical Lovers team, aspiring Guilty Gear Xrd -SIGN- players now have another tutorial at their disposal. This week’s episode is all about grounded throws, and as such touches on their importance in the overall game, how to set them up, and how to work them into your own strategies.

In addition to this information, the team includes a brief segment surrounding an important option select to use when going for throws. The exact input for the OS varies depending on character, but you can find a full list of the best options in the video’s description.

If you’re looking to up your Guilty Gear Xrd -SIGN- game, or have a friend who is, be sure check out the rest of this video series.

Source: Novril

Rivals of Aether Patch Adds New Character, Developer Mode, and More

There really just isn’t enough room in the headline to mention everything that the most recent Rivals of Aether patch brings. First, those waiting to get their hands on the game’s second representative of the air element will be pleased to know that Absa the Storm Architect has made her way to the game’s playable roster. She will remain available to early access participants until the game’s official release next year.

Apart from the storm-toting goat, the patch also adds a number of holiday-themed color options for every character. These new offerings, which incorporate plenty of greens and reds, have replaced the previous Halloween colors. You can join me in silently mourning the loss of Fall Leaf Maypul. She will be missed.

Rivals of Aether Holiday Skins

Moving on, the patch also allows players to access a new Developer Mode, giving them the chance to directly alter the game as they see fit. Of course, these alterations are limited to the local versus mode, but they should provide some interesting opportunities for players and developers alike.

And of course, a patch just wouldn’t be a patch without plenty of balancing and general system mechanic changes, including tweaks to the way various types of Directional Influence work. For a full list of what this update brings to the table, you can head over to Dan Fornace’s post on Reddit or check out the box below.

Rival of Aether ver.0.0.8 Patch Notes

General:

We have reworked the DI in Rivals of Aether in hopes to make the defensive game more obvious while keeping some of the leniency that Rivals has in terms of competitive play requiring tight timing. We have also fixed many engine bugs across the board and have changed our order of operations on attacks.

  • The Holiday Color Palette has been updated from the spooky Halloween options to jolly Xmas colors. Show your holiday cheer in style while playing Rivals of Aether!
  • Rivals of Aether has had three types of DI since its inception Here are the types of DI in 0.0.7:
    • Traditional DI: 18 degree max angle change when hitpause is over.
    • Automatic Smash DI: Similar to the smash series but you actually have to press the input during hitpause for the single hit. That means you cannot hold a direction to get the ASDI.
    • Drift DI: This was an idea new to Rivals to make combos a bit more escapable. During Hitstun (knockback) all characters can slightly influence their trajectory by holding directions.
  • Drift DI ended up being far more powerful than we intended. So powerful that holding down during and after an upward attack was actually better than holding left or right. In 0.0.8 here are our three types of DI:
    • Traditional DI: No changes.
    • Automatic Smash DI: Moved to direction hold at the halfway point of hitpause, becoming truly automatic for multi-hit moves.
    • Drift DI: Only affects Horizontal DI now. Hold left or right during hitstun to slow down or speed up your horizontal trajectory. Also weakened slightly in its power.
  • These changes were made to simplify the defense game and reward players for good survival DI while Drift DI helps get out of certain combos even if your DI is not perfect.
  • Traditional DI has been increased on attacks that cause “Tumble Hitstun”. The max DI angle from tumble attacks is now 28 degrees instead of 18 degrees. Examples of Tumble Hitstun are Kragg’s Down Special and Wrastor’s Down Special.
  • Vertical Knockback Scaling has been reduced and knockback angles more accurately represent in-engine angles. To keep vertical attacks KOing around the same percent, many have had their scaling increased.
  • The Grounded Hitstun State (Knockdown) has been increased from 11 frames to 13 frames. This is prevent Jab 2 -> Jab 3 from being parryable when Jab 2 is Crouch Cancelled.
  • Techs are now invincible on the first frame of making contact with the ground.
  • The minimum horizontal speed to be able to air dodge after hitstun has been increased from 4 > 5.
  • Adjusted the logic for dropping through platforms to make them easier and more reliable. The drop is now immediately after triggering and the Hard Down Press has a 6 frame buffer instead of a 3 Frame Buffer.
  • Player 1 and Player 2 Start Points have been moved farther away from each other horizontally on stages where they were too close.
  • Bug Fix: Players can now jump toward the left when facing right from a neutral jump squat.
  • Bug Fix: Hitboxes are now active on the first frame they are out instead of the second. This makes startup time for attacks accurate now. This also speeds up all attacks by 1 frame so we will be watching the balance to make sure that faster characters are not too difficult to handle now.

Developer Mode:

Thanks to some awesome work by Trevor, we are allowing fans to experiment with the balance of the game during Early Access. We have introduced a new versus setting called Developer Mode. This setting allows players to customize the balance in their local versus or practice modes.

  • To change character stats, navigate to your local app data folder and find Rivals of Aether. For most players the path will be:
  • C:Users~yourusernameAppDataLocalRivalsofAetherdev_mode
  • In each ini file, you can adjust the attacks and character data in Rivals of Aether, including startup frames, active frames, recovery frames, knockback, damage and more.
  • After you have made your changes and saved the files, you can enable Developer Mode in the Versus Settings. Your changes will be grabbed each new match.
  • If you are in the middle of a match and would like to implement changes, then press the F3 and the game will load the latest changes.

Zetterburn:

Zetterburn is doing quite well right now in online multiplayer, but we feel that he is falling into a role where he dominates low level play and is much harder to be effective at high level play. To help balance him out, we are taking away some of his reliance on Fire Strongs and giving him a longer dash dance.

  • Forward Strong Knockback: 8 Base .6 Scaling > 8 Base .7 Scaling.
  • Forward Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.05 Scaling
  • Down Strong Knockback: 6 Base .7 Scaling > 6 Base .8 Scaling.
  • Down Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.05 Scaling
  • Up Strong Knockback: 6 Base .7 Scaling > 7 Base 1.1 Scaling. (Higher because of Vertical Scaling changes)
  • Up Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.3 Scaling. (Vertical Knockback Scaling changes actually lower this slightly)
  • Forward Tilt Startup increased from 7 > 8 Frames. Wavedash forward tilt is a real terror thanks to the surprising range this attack has. We are bringing the startup in line with the reward.
  • Up Special Travel Hitbox Knockback Scaling reduced from .6 to .5. It kills an edgeguarding opponent a bit too early. Does not feel great to die across the screen when missing an edgeguard on Zetterburn.
  • Zetterburn’s initial dash time is increased from 10 > 14 frames to improve his dash dance.

Kragg:

Kragg is in a better place regarding his pillar and overall balance but we still find his campy style to be slightly too safe while being quite rewarding. We are adjusting some of the time around pulling and throwing rocks to open up more punish areas.

  • Defense Ball Counter: Kragg’s Side Special has only one counter – Parry. Now it has two. Kragg retains some of his horizontal knockback while in Defense Ball. At high percents, a powerful disjointed attack can knock him back enough that he cannot follow up.
  • Kragg Rock Pull Time increased from 27 > 29 Frames.
  • Kragg Rock Throw Times increased from 4 > 6 frames in every direction. This allows some characters to combo Kragg with a rock more easily.
  • Bug Fix: Moving Rocks that break no longer create a solid rock for 1 frame. This should fix many of the bugs with Kragg causing players to disappear. This also prevents Kragg from regaining his double jump by breaking his own falling rock beneath him.

Forsburn:

Forsburn is doing extremely well right now and his combo game has been at the forefront of his development. However, the change to the Forward Strong is making some of his kills feel unearned which when coupled with his incredible combo game, makes for an overwhelming opponent.

  • Slightly Less Reliable Cape: The Cape Hit of Forward strong is still untechable but we are reinstating the scaling Hitstun. It scales from .5 normal to 1.5 normal depending on how long you charge the Strong. Half charged should be enough to guarantee the Dagger when spaced correctly.
  • Up Strong now also scales from 1.0 hitstun to 2.0. Fully charging the Cape should improve follow ups after the bounce. If they DI away then follow up with a back air.
  • Both Forward Strong and Up Strong have had their Startup Reduced from 14 to 12.
  • Forward Air Recovery increased from 6 > 8 Frames.
  • Up Air Knockback Scaling increased from .25 > .3.
  • Forsburn’s Initial Dash Time increased from 10 > 16 to improve his Dash Dance.
  • Combust Power Comeback: Combust Scaling was powerful because of its vertical KO power. Now that we have adjusted vertical scaling, Combust’s scaling has been increased from .85 > 1.0. This improves the horizontal knockback for the attack as well.
  • Bug Fix: Forsburn can no longer Down Special immediately after Neutral Special causing no clouds to spawn.

Orcane:

Orcane is performing well in the hands of players who have put the time in. The only part of Orcane that concerns us is his reliance on bubbles. To help balance him out while keeping him fun, we are stripping some of his damage from bubbles and redistributing it across the rest of his moveset.

  • Orcane’s Bubble Damage per hit decreased from 3 > 2.
  • Orcane Back Air Damage increased from 4 sour 7 sweet > 5 sour 8 sweet.
  • Orcane Down Tilt Damage increased from 6 > 7.
  • Orcane Down Strong and Forward Strong Base Damage increased from 8 > 9.
  • Orcane Up Strong Base Damage increased from 8 > 10.

Wrastor:

Wrastor is a real terror in the air. While he will remain that way, we wanted to address a couple of problem areas. With the Tumble State change affecting his Down Special, we also wanted to look at his Strong Attacks and Down Tilt.

  • Wrastor’s Forward Strong and Up Strong Aerial Recovery increased from 21 > 33 Frames. The Landing Lag on both attacks now scales with the amount of time left on his aerial recovery instead of being a flat number. This removes the ability to charge the Strong attack to remove landing lag.
  • Wrastor’s Down Tilt hitbox has been reduced to match the visual.
  • Wrastor’s Knockback Factor reduced from 1.2 > 1.15. He was a bit too high compared to the rest of the cast which affects when he is KOed and how hard it is to combo him.

Maypul:

Maypul is a very fun character with a few mechanics that are very unfun to play against. Her camping is still an issue for us and her Sling Shot to Up Air true combos a bit too early. We looked at both.

  • Plant Camping II: Maypul’s Plant, Lily, no longer wraps a marked opponent. Now it wraps opponents who are both marked and in hitstun. Maypul must knock her opponents into Lily into order to trigger a wrap. We are trying to stop Maypul’s ability to slow a tight match down to a crawl. Now she actively has to combo into Lily or fight close to her.
  • Fat Lily has permanence again. It will last until it wraps or a new one is planted.
  • Skinny Lily Base Wrap Time increased from 30 > 50 Frames.
  • Fat Lily Base Wrap Time increased from 60 > 70 Frames.
  • Maypul’s Sling Shot has between 0 and 8 more frames of Travel Time on the way up depending on distance. It’s harder to sling upward! This is to make Sling Shot to Up Air true combo at higher percents than it does currently.
  • Maypul’s Down Tilt Damage increased from 7 > 9. This gives her some reason to use it as opposed to Forward Tilt which is faster and has more range.
  • Maypul’s Forward Special Scaling increased from .35 > .4. This is to address Forward Special spam at low percents.

Menus and UI:

  • Added a Blastzone Data Display to the Stage Select. This will display information regarding the blastzones based on the ground level of each stage (the lowest solid ground). You can turn it off and on by pressing RB on stage select.
  • Added a “Local FPS Catchup” option the Graphics Option Menu. When on, this will have the game run faster in Local games even if your FPS cannot reach 60. This happens automatically in online matches now.
  • Added Full Hop, Short Hop and Off options to the Controller Customization options.
  • Bug Fix: Pressing Back and Start at the same time in Practice Mode no longer causes a freeze.

Online:

  • Gameplay Slowdown due to GPU related issues has been addressed. Now if you cannot run at 60 FPS, then the logic will update more often to keep the game running the same speed. This should prevent many players from causing terrible input lag when they play online. If you were getting slowdown for CPU related reasons, then you may still have issues.
  • If there is a disconnect mid-match, then the game will no longer restart but rather will return to you the Main Menu.
  • Timing out of the choosing to rematch timer causes a rematch instead of a disconnect now.

Source: Rivals of Aether via Dan Fornace