Latest Guilty Gear Crash Course Covers Air Throw Science

Novril’s guide to explaining the intricacies of Guilty Gear Xrd -REVELATOR- is back this week with a new episode. This one covers something that separates the good from the great: air throwing effectively.

Air throws may seem like an “offensive” technique, since it damages the opponent, knocks them down, and sometimes even opens up opportunities for combos, but it really shines in Guilty Gear as a defensive asset that can surprise the opponent and shift momentum immediately. As Novril explains, even characters with great anti-airs may find some dead zones in their coverage, so a good air throw helps as a universal tool. Furthermore, the opponent could try to bait out anti-airs with delayed attacks, additional jumps, and special moves, so an air throw may be the better answer.

The episode finishes up with a few execution tips, and advice on figuring out how to incorporate more air throwing in your gameplay.

The previous lesson from the Guilty Gear Crash Course covered the essentials of Instant Blocking.

Source: Novriltataki

The Game Awards 2016 Reveal Fighting Game and Esports Nominations

As the end of 2016 is swiftly approaching, it’s time to look back at the year and reflect on the video games released from late 2015 until now. Geoff Keighley’s annual ceremony that celebrates the genres and people who make up the industry is coming December 1st at the Microsoft Theater in Los Angeles, CA.

Among the many categories (split by jury and fan selections), such as Best Studio/Game Direction, Best Narrative, and game genres, figure these relevant to the fighting game community: Best Fighting Game, Best eSports Player, and Best eSports Game.

Under Best Fighting Game figure:

  • Killer Instinct Season 3
  • King of Fighters XIV
  • Pokkén Tournament
  • Street Fighter V

The Best eSports Player category includes:

  • Team Razer’s Lee “Infiltration” Seon-woo
  • Team Liquid’s Juan “Hungrybox” Debiedma

And lastly, in Best eSports Game we have:

  • Street Fighter V

Tune in to just about any platform (Twitch, YouTube, PlayStation, Xbox, Twitter, Facebook, and so on) to watch the show on December 1st.

The Game Awards began in 2014, overtaking its predecessor, Spike’s Video Game Awards, by a 75-percent viewer increase, which totaled nearly two million viewers.

Sources: The Game Awards; Polygon

eBay Cyber Monday Deal Will Feature a PlayStation 4 Pro, Bundled with Street Fighter V

As Black Friday is approaching in the United States, stores are bustling with deals and savings to get everyone abandoning the turkey table as fast as possible. With Sony’s launch of renewed PlayStation 4 editions,–the Slim and the Pro–the console market is ripe for big markdowns and a healthy injection of sales.

While the cheaper Slim has many deals going around, the premium Pro, retailing at $399 USD, less so. BestBlackFriday.com reports that eBay (seller unspecified) will have a Cyber Monday bundle available, featuring the PlayStation 4 Pro console with two games packaged: Street Fighter V and Watch Dogs 2. The site states that the list price for this is $499.97, but the Cyber Monday deal will offer it at $399.99.

We’re staying on the lookout for other hot deals coming up next week.

Source: BestBlackFriday.com

Hikaru Highlights from Chaos Code: A New Sign of Catastrophe

With the launching version of Chaos Code, subtitled “A New Sign of Catastrophe” on the PlayStation 4, it’s a good opportunity to brush up on techniques or jump into a new game.

Hikaru makes a good starting point for Chaos Code. As the protagonist of the game, he tackles opponents with a well-balanced playstyle which includes a fireball and a shoryuken move, in addition to having good conversions and corner-carrying potential.

Here are a few examples of tech and combos:

A straightforward combo with a knockdown.

A longer combo that spends some meter, but has corner-carry. Hikaru uses an air special kick to bring the opponent down to the ground.

A damaging corner combo at max meter.

A powerful combo that uses Exceed for maximum damage.

Depending on the resources, those combos can be broken down to end earlier and get a knockdown.

For a more basic guide on how to approach the game, we have a general Chaos Code tutorial.

Sources: yomi; mgpn_mat; tips from Crimefighter

BlazBlue: Central Fiction Shows Up on the List of PlayStation 4 Pro Enhanced Games

The beefier version of Sony’s latest console, PlayStation 4 Pro, launched on November 10; alongside upgraded hardware–which helps stabilize framerates for any game–there’s a growing list of “PS4 Pro Enhanced” games, that will support 4K and HDR features on compatible TVs.

The Japanese PlayStation 4 site recently published a list of games that includes a few confirmed Western titles, like KNACK and inFAMOUS Second Son, but also mentions Asian games. Among them figures BlazBlue: Central Fiction.

There’s a thread on Reddit with a few mixed impressions about the feature, but it seems that the 2D fighter’s visuals improve–with the right setup.

Currently, no other fighting game is listed offering this support.

Sources: Sony Asia via Gematsu; Reddit

Aksys Games’ Tournament “Anime Ascension” is Coming Back in February

The air-dasher scene in the West Coast is due for a treat this coming February. Aksys Games, the publisher of anime fighting games like BlazBlue: Central Fiction and Guilty Gear Xrd -REVELATOR- are hosting a sequel tournament to their event from earlier this year.

“After a low-key, but mostly successful first year, we’re back and bigger than ever!” states the new website for Anime Ascension. This time, it will be a two-day event, from February 18th until the 19th. Five games will grace the main stage:

  • BlazBlue: Central Fiction
  • Guilty Gear Xrd -REVELATOR-
  • Under Night In-Birth Exe:Late
  • The King of Fighters XIV
  • Dead or Alive 5: Last Round

Indeed, Atlus USA and Koei Tecmo America teamed up with Aksys to make The King of Fighters XIV and Dead or Alive 5: Last Round mainstage games. Furthermore, side tournament announcements are coming. Just like last year, the tournament takes place at the University of California Irvine Student Center Pacific Ballroom.

With a tweet, Aksys teases another announcement coming soon, which sounds likely to be about pot bonuses:

Sources: Aksys Games; Anime Ascension

Chaos Code: New Sign of Catastrophe PlayStation 4 Release Date Detailed and English Option Available

We’ve been reporting on the remastered, expanded version of Chaos Code, subtitled “New Sign of Catastrophe” that’s coming exclusively to PlayStation 4. Among new modes such as network play and two additional characters, news has surfaced about the game’s release date.

Arc System Works announced the Japanese and Asian release date for Chaos Code: New Sign of Catastrophe as November 9th. It will cost 1,980 yen (close to $20).

While F K Digital, the developer, hasn’t said anything about a Western release, Gematsu reported the Asian version will include an option for English text.

Learn more about Chaos Code mechanics as well its cast of characters like Kagari, Catherine, and Bravo by watching character trailers.

The next version of Chaos Code is slated for Japanese arcades sometime in 2017.

Source: Gematsu

A Discussion on Coaching in the Fighting Game Community

Coaching in the fighting game community is sometimes a touchy subject, as there aren’t any firm guidelines in place. While bigger tournaments often bring it up in the rules, it’s more of an informal, “agreed-upon” process in the FGC community at large. This is a formally sanctioned concept in other types of esports, such as League of Legends or DotA 2.

Core-A Gaming’s latest video takes a look at coaching in the FGC. They mention the four benefits of coaching: gaining knowledge about punishable moves, strategic insight, distracting the opponent, and encouragement. As Core-A Gaming points out, coaching introduces some problems, like taking up tournament time and having no designated coach from the start.

View the full video below and let us know your thoughts on coaching in competitive play.

Source: Core-A Gaming

BlazBlue: Central Fiction Launches Today in North America

After arcade versions split into three acts, Japanese console version, and pre-release demos, BlazBlue: Central Fiction–said to be the final chapter of Ragna the Bloodedge’s story–releases today in the United States and Canada.

In addition to a lengthy Story Mode, improved RPG/survival mode Grim of Abyss, Tutorial, Training, and Challenge Modes, this release packs 35 characters. Newcomers include: Hibiki Kohaku, Naoto Kurogane, Nine the Phantom, Hades Izanami, Susano’o, Es, and Mai Natsume, the last three being console-exclusive.

The game runs for $49.99 (PS3 version) and for $59.99 (PS4 version).

Other than the regular editions, there’s also the BlazBlue: Central Fiction Limited Edition and a bundle with a special HORI game pad sold by the Aksys Games store.

Es is available to download for free for two weeks from the PSN store, while Susano’o is unlockable by clearing Story Mode. Mai Natsume, the second DLC character, is also purchasable now.

The European release follows on November 4th.

Is the Wheel of Fate Turning for you? Let us know in the comments.

Sources: PlayStation Blog, psychelocks

Is the ArcSys Cycle Hurting Its Community?

The impending release of BlazBlue: Central Fiction in November brings up a topic that has reached meme status over the series’ tenure. The “when’s Extend?” groans about inevitable half-way editions began plaguing internet boards and articles’ comment sections when the second game, BlazBlue: Continuum Shift, received a repackaging that contained all the previous downloadable content and revisions. Those console releases often were not too far from arcade announcements of the new editions, which effectively rapid-cancelled much of the hype for the seemingly already-outdated version.

Shortly after the series’ inception, home console versions of BlazBlue started to feel like TV show reruns, mainly because the astute western fans, always on the prowl for the latest Japanese videos, started to see newer versions of the game in overseas arcades faster than they could learn all the combos for one or two characters at home. Calamity Trigger, the first game, was backed by great marketing; it stood out with English voice-acting and a packaged combo video for every character. BlazBlue made its mark on the market.

While Calamity Trigger released in the US on June 30th, 2009 (just five days after the Japanese console version), Continuum Shift–the second game–released barely four months later, first hitting the arcades on November 20th that year. Looking at arcade releases alone, the time between Calamity Trigger and Continuum Shift is longer. But when new characters, like Hazama and Tsubaki, changed combos and rebalancing information shows up on YouTube and forums, the latest game overshadows the current one–even if it’s a continent and 100-yen-per-game away.

blazbluect

Continuum Shift distinctly felt like an “era” because it was so overdrawn. In the US at least, when coupling “Continuum Shift II” and the Extend version, CS’s nearly four-year tenure takes the credit for the majority of the groans and predictions about Extend expansions. Speaking from my own experience, and having talked to many players in the scene, the players usually conveyed a typical sentiment: “I got tired by Extend,” or dropped off to different games.

For me, the problem with Extend versions wasn’t as much on principle. They weren’t priced as high as a typical video game release, and the desire to stay up-to-date was always motivating. The issue was more in practice–having to learn new combo routes, taking in all the balance changes and relearning match-ups became more and more problematic–and tiring–over time. Arc System Works pumping out new BlazBlue versions wasn’t as much of a problem for the wallet, but having to re-learn the game every year or so contributed strongly to an overall fatigue of the series, which had detrimental effects to the community. As a side note, enticing fans to buy DLC characters (Platinum, Makoto, Valkenhayn) and then including them for free a few months later with Extend was not the most consumer-friendly tactic.

arcsyscycle

Sure, Arc System Works occasionally patched the game, for free, to 1.1 versions, or the “II,” as seen with Continuum Shift. But in the past, releasing patches for the PlayStation 3 and Xbox 360 involved paying Sony and Microsoft as well as navigating a complex certification process. Seeing as the game used to be on both platforms, this could have been part of the reason ASW dropped Microsoft’s console (not to mention the typically poor sales of the device in Japan). As the arcades are a big part of the income pie, it’s obvious why reinventing the game is a priority. Patching was expensive, so it’s a better move to sell a new game with changes and new content. Now, Sony no longer charges for patching (possibly part of the reason why you see 50 GB day one patches on AAA game releases). But Arc System Works can’t just patch all the time for free, either. What can Arc System Works do to rectify this cycle?

As Toshimichi Mori, the creator and producer of the series, explained in an interview, there won’t be a BlazBlue: Central Fiction Extend–though he would like to do a balance patch. While Mori is known for occasionally misleading his fans, this would be definite step in the right direction. Abandoning the concept of Extend saves headaches and confusion from customers, and if the balance patch doesn’t bring major combo changes, it’s likely going to have a positive effect on the lifespan of Central Fiction. Those who stick with it from the beginning should feel more rewarded for learning its robust 35-character cast. Street Fighter V’s plan for keeping the same version as a “content platform” makes more sense, even if that content was bare early on–a problem not shared by Central Fiction.

Another helpful measure, introduced with Guilty Gear Xrd -REVELATOR-, is an early-access demo available to those who pre-order a PS4 version. Even if it’s just a month or two before the release date, a demo with Versus and Training mode made an enormous difference for the international scene. For instance, CEOtaku ran their entire BlazBlue tournament on Central Fiction instead of Chronophantasma Extend, a game mostly abandoned by some scenes. A demo is pro-consumer and it rewards people for pre-ordering while also tending to the competitive scene, which is the lifeline of any major fighting game now.

As the era of BlazBlue is possibly coming to an end, at least in the mainline fighting games, let’s hope it ends on a better note than its past titles. Fighting games are a riskier business than some other genres since they rely a lot on the community. The line between angering it and keeping it alive can be very thin. Central Fiction has good chances of winning back a strong following, and let’s hope that Guilty Gear Xrd continues to hit its stride, to resonate better and better with its audience.

Source: Metacritic