Level Up Characters, Complete Daily Goals to Earn Fight Money in Street Fighter V

Now that we’ve got a release date for Street Fighter V to look forward to, Capcom felt it necessary to reveal some more details surrounding the acquisition of characters once we get our hands on the game. As most of you likely know, the developers plans to release a slow trickle of content into Street Fighter V as opposed to holding out for 12-24 months to release a single, heaping portion of content all at once. This will likely keep players engaged over longer periods, as there will always be something new to look forward to just a short while away.

In a recent post on Capcom-Unity, Neidel “Haunts” Cirsan detailed how some of this content release will be handled. He says there are current plans to release six additional characters in 2016, which will bring the game’s full roster up to 22 before 2017–this is, of course, barring any development setbacks. With half a dozen cast members to add in a year, we’ll be seeing a fresh face for pummeling about every two months.

Unlocking these characters works in a way that has been adopted by many free-to-play games in recent years: players can earn an in-game currency called Fight Money by simply playing the game. Prior to today, we lacked details on the exact nature of how one goes about clogging their coffers, but Haunts addressed that as well.

In addition to leveling up characters–which was made very clear has no impact on overall character power and is simply meant to show dedication to a given member of the cast–players will also have a set of daily goals to reach to gain bits of Fight Money. As example goals, we can expect to see things like throwing a specific number of Hadoukens, landing some amount of anti-air attacks, or hitting opponents with a given number of crush-counters on a daily basis to keep our totals high.

While the exact cost of each character still remains a mystery, Haunts said, “If you complete your daily goals and level up your characters on a regular basis, you’ll be on your way to earning new characters with ease!” Capcom also plans to include a premium currency (purchased with cash) called Zenny, for those who may not be able to play as often, but still want to keep up with content releases.

Street Fighter V is scheduled to launch on February 16.

Source: Capcom-Unity

Persona Dusts Off Sie Kensou for Latest King of Fighters XIII Combo Video

Persona’s never-ending quest for flashy combo discovery in The King of Fighters XIII brings them back to Sie Kensou today. As with much of Persona’s recent work in the game, this video is a retouched version–a final form, if you will–of footage released some time ago. It features a number of impressive combos, some of which have (somehow) been improved upon since the original release.

If you’ve seen Persona’s work before, you know just what to expect: full screen carries, multiple touch of death options and plenty of things that would absolutely never happen in a match, but that’s what makes their videos so great. If you’re up for a challenge, Persona has included full notation for each combo in the video’s description so you can give them a shot yourself.

Source: Persona

Persona Dusts Off Sie Kensou for Latest King of Fighters XIII Combo Video

Persona’s never-ending quest for flashy combo discovery in The King of Fighters XIII brings them back to Sie Kensou today. As with much of Persona’s recent work in the game, this video is a retouched version–a final form, if you will–of footage released some time ago. It features a number of impressive combos, some of which have (somehow) been improved upon since the original release.

If you’ve seen Persona’s work before, you know just what to expect: full screen carries, multiple touch of death options and plenty of things that would absolutely never happen in a match, but that’s what makes their videos so great. If you’re up for a challenge, Persona has included full notation for each combo in the video’s description so you can give them a shot yourself.

Source: Persona

JDog Returns with More Scientific Weaponry in Latest Ultimate Marvel vs. Capcom 3 Combo Video

Back in February, JDog unleashed the power of scientific weaponry on the world of Ultimate Marvel vs. Capcom 3 in the form of an impressive combo video. The video focused on characters who use heavy weapons–guns, rocket launchers, even mayoral-grade steel pipes–and, as such made the Raccoon City rep, Chris Redfield, look appealing through a display of high damage output and impressive meter gain to top it off.

It’s been over half a year and JDog has been in the lab testing some new weapons, but he’s still bringing the same pain. If you enjoy seeing characters like Sentinel, Hulk, Haggar, Nemesis and Chris drain life bars in creative ways, you’ll not want to miss the video below.

Source: JDog

Ultra Street Fighter IV Remix Receives Small Patch to Address Infinite Combos and other Bugs

Earlier this month, the team behind Street Fighter IV Remix put out the full release version of their mod to the game we’ve all been playing for the better part of a decade. It’s fast, it’s goofy, and it’s a whole lot of fun, but even though the team had no intention of further updates, it seems that some of the “broken” combos the mod brings were just a touch too broken for comfort. Long combos are cool, infinites aren’t. That said, the team released a small patch late last week which addresses these infinites as well as a handful of other minor issues.

We’ve included a breakdown below.

Street Fighter Remix 1.1 Patch Notes and Trailer

Akuma

  • Changes to cancels off 9hk/9hp/9mk to prevent certain loops

Evil Ryu

  • Minor bug fix

Fei Long

  • Minor bug fix

Guile

  • Added visual effect to EX followup to 236236P super to indicate meter usage.
    • It’s not an infinite unless you have infinite meter in training, stop reporting it as such, please.

Ken

  • Yeah!

Makoto

  • Fixed pushbox during dash (thanks Eternal)

Yang

  • Yang default stance infinite: 5LP x[N] 5HP xx heavy elbow > light command dash fixed ( HP elbow was not supposed to combo from 5HPF)
  • c.hp > heavy elbow inf gone

Hakan

  • Throw tech isn’t physics. Fixed (meant hakan went into neutral after throw tech further away)

Poison

  • cr.HP (20jp) xx HP FB (127jp) loop Fixed (jp on cr.HP limited to 2 jp, same with 5HK)

Juri

  • HK now hits a crouching chun properly

Cody

  • Can’t EX cancel Zonk or EX Criminal upper on 2nd hit Fixed
  • Knife cr.MP gains no meter Fixed

Guy

  • LK Overhead gains no meter Fixed
  • LK airtatsu gravity Fixed
  • Dash is now finite, also can cancel into backdash, and cancel out of the run stop

Deejay

  • j. 214 LK is now gone (It wasn’t supposed to be in still)

Cammy

  • Fixed a VFX bug with TK Air Spiral Arrow
  • TK Spiral Arrow in the corner wasn’t an infinite but juggled 6 times, should now only juggle up to 3 times

Honda

  • Still had a hit/projectile absorb entry on his st.HK Fixed

Ryu

  • Removed an old move remnant from first and second tatsu rekka

If you’ve still not experienced the insanity for yourself, or if you’re on the fence about whether it’s worth your time to bother with such an over the top mod, the dev team sent us some video footage of matches that they played among themselves and against local players to help give a better idea of what the mod looks like in action.

If you’re just craving more combos action, Venom47 puts those taco meters to excellent use in their recent combo compilation for the mod.

Sources: HFB, SF4Remix, and Venom47 via tip from Anotak

Karin, Rashid and More Show Off in this Street Fighter V Beta Roundup

This weekend, the Street Fighter V beta opened up to include the PC-based community, allowing us to get our first glimpses at how cross-platform play will go down once the game launches. This larger pool of players meant a massive amount of people slugging it out at all hours of the day, and when that many fists are flying, people are bound to discover a thing or two. If you’re already itching for some more Street Fighter V action, we’ve got you covered with this final roundup of beta footage.

Our last roundup brimmed with the fury of Ken’s dragon punch, but today the general focus seems to have shifted over to Karin, and Burnout Fighter gets us started with two videos featuring the heiress.

The first shows off the different versions of Karin’s Tenko follow-up, which depend on the timing in which the second button input occurs. If performed within a specific window, the following attack comes out faster, is safer and is generally stronger as it allows for new combo opportunities. The second video brings about combos of every variety including juggles into her v-skill, options following counter-hit jabs and shorts as well as a quick demonstration of the spacing requirements to properly use her v-skill both defensively and offensively when facing plasma.

Up next, Mohammad F. of the Middle Eastern fighting game community FightingMachineVS brings us their take on Karin’s combo potential. These options include a wide variety of openings and meter expenditure to guarantee damage regardless of how much meter you have stocked.

LGrinta shows off some powerful Karin reset technology in this next video. The reset itself is fairly simple, and a slight shift in timing will allow Karin players to decide which side of their opponent they want to end up on, making it a headache to deal with on the defensive end. And if defenders guess incorrectly, they’ll end up stunned.

Series newcomer, Rashid, has been attracting plenty of attention, too–maybe it’s because of his setup options, or maybe it’s because of the tornadoes trapped in his feet. Our first video of the wind weaving warrior comes from Meno Jazz and includes a handful of setups on top of a small collection of combos. Meno Jazz also includes a few ways to follow-up Rashid’s projectile to net some additional damage while reminding opponents that the guy shooting tornadoes out of his sandals probably has decent control of the sky.

Next, we’ve got a combo reel from Elchakotay Andrich, which includes some simple confirm options as well as a healthy portion of crush counter follow-ups for the scouter-equipped fighter.

Okay, there’s still plenty of Ken action to go around today, too. First, Burnout Fighter brings us some more combos, this time as Mr. Masters. In the video’s description, Burnout Fighters says the video is just “Ken being Ken,” and anyone who has clocked some hours against the fiery fighter knows exactly what that means: Shoryukens, and lots of them.

Anthony Ardelli brings us the next batch of Ken combos in these two videos. The first is dedicated to the power of Ken landing a crush counter as an anti-air. Due to the nature of crush counters, Ken can tack on more dragon punches than should be allowed in a single combo. Anthony’s second video brings some more crush counter combos–this time against grounded opponents–and ends with a section dedicated to the shoto’s reset and mix-up potential.

Most of the combos we’ve been seeing have (understandably) relied heavily on canceling into specials in order to secure damage. Sometimes this leaves plenty of room for hit-confirming, but not always. This next video from Shano offers ways to safely confirm into reliable damage as Ken through the use of some simple links, because sometimes the safest option is the best option.

Anyone who spent some time playing the beta this weekend knows that the word “popular” doesn’t really even come close to a good description of Rainbow Mika. The brightly-colored wrestler drew all sorts of attention, and it’s easy to see why: she’s fast, she’s interesting, her damage potential is massive and she’s got all sorts of mix-up options, like these V-Skill setups from ArtificialStar.

Vega has always had his share of nasty tricks to open up opponents, and Street Fighter V looks to be no different. In this latest video from Shinzou, we get to see just how tricky the Spanish ninja can be.

Flashy combos are great for wowing the crowd, but sometimes it’s nice to just get some quick, safe damage without having to worry about dropping the combo. These Necalli strings from Tanner Calder manage to achieve respectable damage without requiring anything too fancy when it comes to execution, so they’re great to pick up when you’re getting started with the fighter.

Dragoomba figured out a way to use Necalli’s EX command grab to score a reset similar to what we saw in the Karin video above. After the throw, Necalli can stick out a button, then decide which side of his opponent he’d like to continue his assault from once they hit the ground.

The folks at Smash and Grab also had some fun with the Street Fighter V beta, and demonstrate some of what they’ve discovered in this multi-character combo video featuring R. Mika, Karin and Ken.

Wrapping things up today, we’ve got a fun little compilation of Ryu parrying all sorts of different attacks. Supers, combos, v-triggers, the wandering warrior has no issue shrugging off any blow that comes his way thanks to his V-Skill. And, of course, it wouldn’t be a parry video without an homage to Evo Moment #37, so be sure to check that out as well.

Sources: Burnout Fighter, FightingMachineVS, LGrinta, Meno Jazz, ElChakotay Andrich, Anthony Ardelli, Shano, ArtificialStar, Tanner Calder Dragoomba, Shinzou via Brett Awesome, Smash and Grab, and Pan

More Datamining May Have Revealed Upcoming Street Fighter V Characters

It just wouldn’t be a PC beta without datamining, and we’ve had no shortage of uncovered Street Fighter V information because of this sort of creative file browsing. So far, we’ve seen the potential count for characters and stages at launch, heard some previously hidden tracks, and now it seems dataminers could have uncovered information surrounding who we can soon expect to make it on to the game’s roster.

According to a post on NeoGAF, we could be seeing Urien, Alex, Ibuki, Juri, Dhalsim, Balrog and the previously unknown characters referred to simply as “FAN” and “TUT” in the future. We’ve included some images of the code in question in a gallery below so you can take a look for yourself and draw your own conclusions.
Click to view slideshow.

When looking at this information, it’s important to note that Alex is confirmed to be a part of the background in the game’s New York City stage, and his bit of code could very well be referencing that background rendering. From there, we can infer that the rest of these characters may also be nothing more than props on some stage or another. There’s just no way to be sure at the moment.

Even though none of this is certain, it’s still fun to consider that these characters, both old and more recent, may soon see their way into the fight.

Source: NeoGAF, thanks to Breedo and Neoxon for pointing us to these discoveries

Tyrell “NAKAT” Coleman Joins Counter Logic Gaming

It’s an exciting time to be a part of the competitive fighting game scene. In recent years, we’ve seen growth not only in the number of players showing up to throw down at tournaments both small and large, but also in the number of teams picking up players to bring home that fight money.

Earlier today, Tyrell “NAKAT” Coleman, who made himself known in Super Smash Bros. Brawl and has since continued to impress in Super Smash Bros. for Wii U, signed on with Counter Logic Gaming. In addition to the press release, NAKAT recorded a short video discussing his history with the Smash series leading up to where he is today.

If you want to catch NAKAT in action, you can look for him this weekend in Florida at Smash the Record, a charity gaming event.

Source: Counter Logic Gaming

Learn to Dominate the Air in Guilty Gear Xrd -SIGN-

Now four episodes in, Novril and the Chemical Lovers team have finally begun the lengthy discussion on aerial options in Guilty Gear Xrd -SIGN-. While there are plenty of things that set the aptly named airdasher subgenre apart from other fighting games, it’s hard to argue against aerial mobility being one of the biggest.

That said, this is a basics video that introduces the concepts behind air superiority. The team touches on things like super jumps, double jumps, how running affects jumping, and how to go about successfully attacking out of the air once you find an opening.

Check back next week for the team’s next video, and if you missed previous entries you can find information relating to basic offense, basic defense, and ground movement by following their respective links.

Source: Novril

Street Fighter V Looks Incredible on PC

When it comes to the graphical end of things, Street Fighter IV started showing its age quite some time ago. Sure, if you run the Steam version you can crank up the antialiasing and particle effects or tweak the shadows to help spruce things up a little. You can even add after effect filters if you want a slightly different look. But even with these bits of polish, we’re still left with many of the same models and stages that we’ve been looking at since the game hit arcades back in 2008. Seven years is a long time, especially in video game years.

With Street Fighter V looming in the near future, we’ve got modern graphics to look forward to in addition to the new mechanics and characters. To show off just how far the graphics have come, the folks at PC Master Race–thanks to their early access key on PC–cranked things all the way up to 4K and sent us some amazing screenshots of the four characters that are currently playable.

We’ve included a handful of our favorite images below; be sure to click on each one to see it in its full resolution. Loads more can be found in the full gallery.

Click to view slideshow.

They also uploaded a couple of gameplay videos to show Street Fighter V in action with the same ridiculous settings. The first video shows regular, plebeian 1080p, but the second cuts no corners, offering match footage in glorious 4K resolution. Let the buffering begin!

Street Fighter V’s beta will open to PC players starting tomorrow at 9 AM PDT, 12 PM EDT. More details on what it have in store can be found here.

Source: PC Master Race Latinoamérica