Fulgore and Thunder nerfs are on the way in Killer Instinct patch 3.8

To prepare Killer Instinct players ahead of Eagle’s release on Tuesday, Iron Galaxy have released the 3.8 patch notes for KI. No major system changes to report in this patch, outside of a bug fix which stops certain characters cancelling normals into specials from too far away. The main targets of the nerf bat in this patch are Thunder and Fulgore, with Jago, Shadow Jago and Rash getting a smattering of frame data changes.

The Thunder changes are meant to make his wakeup options less scary, so players can better threaten the chief on wakeup. As such, Hornbreaker no longer deals chip damage and its counter-hit damage has been reduced by 50%. All versions of Sammamish are now throw vulnerable on the first eight frames, while all versions of Ankle Slicer are throw vulnerable. Ankle Slicer is also vulnerable for its first two frames, meaning Thunder players now have to wary of meaty throws and lows. Thunder’s Murder of Crows forward dash is throw vulnerable, with MoC only being special cancellable if he is in Instinct.

As for Ultratech’s killer robot, Fulgore can no longer pip cancel while an opponent is Shadow-Countering. According to the developer notes, everyone knew “this ability was too strong” so this change should make it so Fulgore players have to respect the threat of a Shadow Counter. Along with making his crouching light and heavy kick less safe on block, Fulgore’s medium laser has received some frame data changes so it is a little more dangerous to whiff. Medium and heavy Cyber Uppercut are now vulnerable to lows on frame one, meaning characters with armor can now contest this move at close range. While it isn’t a permanent fix, Fulgore’s teleport VFX now ends four frames faster, which should make it a little easier to see on certain stages.

For all the character changes and bug fixes, check out the usual patch post over on Ultra Combo and watch the breakdown video below to see a sneak peak at Aganos’ Ultimate.

Sources: Killer Instinct; Ultra-Combo

Unlock a special skin for your favorite esports team with Rivals of Aether’s icon contest

With the second season of Ranked play being underway for Rivals of Aether, the development team are pitting fans of major esports organizations against each other in a special contest. With the addition of the new profile icons, players can now equip an icon which corresponds to one of six esports teams. Whenever you win a game on Ranked while wearing one of these icons, you’ll gain a point for that specific team. The team with the most points by July 13th will gain a special skin to commemorate their victory.

The six teams are:

  • Tempo Storm
  • FlySociety
  • Panda Global
  • VexX Gaming
  • Fable Esports
  • Burrito Esports

Every game you win in Rivals of Aether Ranked play will earn a point for your specific team, so you are still contributing to your team even if you lose 2-1. At time of writing, FlySociety is ahead, with Burrito Esports trailing behind them. You can check the status of your chosen team over on the Rivals of Aether website and remember, the contest ends on July 13th.

Source: Rivals of Aether

You cannot escape the Raging Demon! desk unleashes Akuma’s power in both Street Fighter and Tekken

The Satsui no Hado cannot be stopped! In a grand montage which spans Street Fighter 4, Street Fighter V and Tekken 7, desk has shown off the true power of the Raging Demon Akuma. In desk’s usual flashy style, this montage cuts between the three different games in rapid succession, as Akuma tears through his foes in search of a worthy opponent.

Some of the edits are super creative, with a Focus Attack in Street Fighter 4 leading to a combo in Tekken 7. desk even shows Akuma doing select combos in each game at the same time. No matter if he is in 3D or 2D, the Master of the Fist will strike his opponents down with great vengeance and furious anger.

I wonder which game Akuma will pop up in next?

Source: desk

Sub-Zero joins the Injustice 2 roster on July 11th

Winter’s coming early this year, as the frosty grand-master of the Lin Kuei Sub-Zero is joining the Injustice 2 roster on July 11th. Announced by Ed Boon via Twitter, the Mortal Kombat guest character will act as the second character of Fighter Pack 1.

Due to his release being so close to Evo, the icy ninja will not be legal at the tournament. If there is a balance patch to coincide with his release, expect an official ruling as to whether setups at Evo will or will not use the latest version of Injustice 2.

Starfire is the next character to come in Fighter Pack 1 and based on the current trend with character releases, she will probably join the fight in August. If I were a betting man, I’d imagine we may see a trailer for the alien princess during the Injustice 2 finals at Evo.

Source: Ed Boon

Marvel vs. Capcom: Infinite producers vow to fix Chun-Li’s face for the full release

Since E3 and the reveal of more Marvel vs. Capcom: Infinite footage, the discussion has been quite heated concerning the latest entry in the Vs. series. From questions of gameplay depth, the quality of in-game models and accusations of players “shilling” for Capcom, there has been quite the storm surrounding MvC:I. Hoping to answer questions and put fan fears to rest, producers Michael Evans and Peter “ComboFiend” Rosas sat down with GameSpot to discuss the game’s Story Mode, the game’s initial roster, the issue of Chun-Li’s face and more.

mvcisc25

Christened “Ug-Li” by certain members of the community, Chun-Li’s character model has become a major flashpoint for those discussing Marvel vs. Capcom: Infinite. Many see it as a symbol of Capcom’s slapdash approach to this latest edition of the Vs. Series, with it showing how the company has fallen since the days of UMvC3 and USFIV. Evans understands and seems to agree with the fan revulsion, calling Chun-Li’s new model “disgusting” and vowing that Capcom “will look at it again.” Contrary to popular belief, Evans states that Capcom is not “an evil overlord company, despite the rumors” and that it will do its best to improve the character models of some fighters before launch.

As for the Story Mode, Evans stated that it was written in-house by Capcom, with writer Paul Gardner working closely with current Marvel creative director Bill Roseman on the overall narrative. Rather than going through the long process of introducing all the characters, the Story Mode is written as if “the heroes are already familiar with each other,” so players can jump straight into the action.

Rocket Raccoon MVCI

Questions about the leaked roster were raised, but Evans declined to comment on whether characters like Jedah will appear in the final game. He and Rosas did confirm that six additional characters will come out this year via the Character Pass, so expect to see fighters like Sigma and Black Panther on the roster before 2017 is over. When mentioning X-Men characters like Sentinel and Magneto, Rosas is keen to focus on how elements of these characters — like Magneto’s eight-way dash — have been preserved in MvC:I even though the character may not make an appearance. If “a legacy character doesn’t happen to make the roster this time, that play style would still be represented” in different fighters like Ultron, Nova, or Captain Marvel.

The whole interview is worth a read, as it dives into how Capcom are approaching veteran character reworks and making the game accessible for new players, while adding enough depth for veterans. Interviewer Tamoor Hussain also makes a stellar case for Skullomania’s addition to the MvC:I roster, which is something I think we can all get behind.

Source: GameSpot

Street Fighter V is getting more school costumes — for Ibuki, Nash, & R. Mika — on June 27th

While we’ve still got a few more weeks ’til school’s out, Capcom has decided to add a few more school-themed costumes to Street Fighter V. First shown at E3 and coming next week on June 27th, Ibuki, Nash, and R. Mika are all getting new uniforms. Ibuki’s outfit looks the most familiar, wearing her traditional fuka school uniform. Her red scarf is apparently an homage to fellow Capcom ninja Strider Hiryu, according to the blog post.

SFV Ibuki School Costume

With his hall monitor sash and pristine white gakuran uniform, I bet Nash was a right pain to deal with in high school. You can just imagine him appearing out of the shadows and dragging you to detention. His white uniform may be familiar to Rival Schools fans, with Nash looking a little like Kyosuke Kagami.

SFV Nash School Costume

As for R. Mika, she’s chosen the sensible option for her school uniform. Instead of a leotard and pigtails, Mika’s let her hair down and is wearing your standard sailor fuku. With thick glasses and loads of friendship bracelets on her arms, Mika looks like she’s leading the school pep rally when she uses her V-Skill.

SFV R Mika School Costume

These outfits will go on sale on June 27th, each going for $3.99 USD. R. Mika, Nash, and Ibuki join Ryu, Chun-Li, and Juri in Capcom’s school of hard knocks. It’s probably the closest we’re going to get to a new Rival Schools game.

Source: Capcom-Unity

Future Trunks joining the Dragon Ball FighterZ roster

Shown off in the latest issue of Weekly Jump, Arc System Works and Bandai Namco have revealed that the half-human, half-Saiyan time-traveler Trunks will be joining the Dragon Ball FighterZ roster. Much like the other heroes seen so far in Dragon Ball FighterZ, Trunks is sporting his look from the Android Saga back in Dragon Ball Z, rather than his new design in Dragon Ball Super. Based on the single image from Weekly Jump, we see Trunks doing what looks like his Heat Dome Attack — which he uses to kill Future Imperfect Cell. The dramatic camera angle in the screenshot probably means that this move will be his Level 3 super.

At the moment, all of the fighters on DBF’s roster are from Dragon Ball Z, with there being very little reference to the original Dragon Ball or current series Dragon Ball Super, outside of the Golden Freeza transformation. Do keep in mind that Dragon Ball FighterZ is only 20% complete, so we can still expect more characters from across all of the Dragon Ball mythos to appear in the full game. Seeing as Dragon Ball FighterZ will not be filled with multiple versions of the same character in their different transformations, I imagine the roster will be quite the eclectic one. With the Tournament of Power just about to start in the Dragon Ball Super anime, I wouldn’t be surprised if we see characters like Toppo, Jiren, Hit, and fighters from other universes in the final product.

Expect more information about Dragon Ball FighterZ soon, as the beta is coming up at the end of summer. Will Trunks appear in this version, or will it just be the E3 demo? We’ll find out soon enough.

Source: Gematsu via Weekly Jump

Method adds Luffy, Packz and Cobelcog to its roster for the Gfinity Elite Series

With the Gfinity Elite Series on the horizon, esports organization Method have picked up three major European players to swell their fighting game roster. Alongside current number one on the European Capcom Pro Tour leaderboard Hay “Luffy” Olivier, Method have also picked up top UK Karin Marcus “Packz” Parker and Ireland’s number one player Chris “Cobelcog” McEntee.

These signings should continue past the Gfinity Elite Series, with the three players hoping to represent Method at Evo and the rest of this year’s Capcom Pro Tour. Method have also brought on three extra players just for the Elite Series, being Guy “oldmangrump” Barlow, Jordan “Quiggy” Quigg and Kurtis “Dbk” Crowther. While their contracts are only temporary, these three British players could join Method in full, should they perform well at the Gfinity Elite Series.

These signings are not Method’s first foray into the FGC, as they signed Devon “Mikeand1ke” Petties, Giuseppe “REO” Grosso and Ryan “SylverRye” Amaechi back in May. The esports organization is mainly known for being the world’s best World of Warcraft raiding guild, but have recently branched into CS:GO and Rocket League, alongside the FGC.

Source: Method

Shoryuken review: ARMS reaches out to new players

After some early play tests and a special E3 invitational event, the stretchy-limbed fighter ARMS has finally made its way into the ring. While bigger names are battling to be the heavyweight champion of the FGC, ARMS acts as a great introduction to the world of fighting games for those who aren’t that interested in Hadokens and Wind God Fists. Don’t expect ARMS to be headlining next year’s Evo, but it may convince a swathe of new combatants to pick up a stick and try another game.

ARMS thumb

Like Nintendo’s efforts to simplify and rework elements of the shooter with Splatoon, ARMS strips back the fighting genre to its bare essentials. Gone are light, medium or heavy attacks; ARMS has a left punch, a right punch and a grab. Instead, players pick between light, medium and heavy gloves for each arm, with the heavier gloves being able to punch away lighter attacks. Rather than specific character supers, ARMS has a universal Rush combo, where players let off a flurry of charged-up blows. To replace special moves and command normal, fighters pick between special boxing gloves, which are also called ARMS. These range from electrified boxing gloves, to motorized missiles, to beam-firing dragons heads — and even giant balls of goop. Each character starts with a unique set of starter ARMS, but players can slowly unlock every ARM for every fighter. Much like shooter players finding the most powerful weapon and perk loadout, I feel the number of viable ARM combos will narrow quickly. At present, Electric ARMS seem the most effective, as a direct hit can disable your opponent’s ability to use either of their limbs, leaving them open to a free Rush combo or throw. As a result, the mobility and special ability of each character will become most important, with slower characters being left in the dust.

At its core, ARMS is all about whiff punishing. Stretchy limbs take a long time to retract, so a reckless punch leaves you wide open for a counter-attack. The average ARMS game therefore revolves around staking out your opponent, forcing them to throw out a risky punch or grab and thumping them while their guard is down. With ARMS utilizing the usual fighting game triangle of punches beating grabs, grabs beating guards, and guards beating punches, picking a character that can get around the area quickly and exploit an opponent’s blindspot is the key to victory. Expect plenty of triple-jumping Ribbon Girls and air-dashing Ninjaras during the first weeks of Ranked play, desperately throwing out grabs to catch you off-guard.

nintendo switch arms tornado

Despite these action shots, most Ranked games run out the clock.

This is where my first issue with ARMS arises: your average Ranked game is just too slow. While you do get your occasional grab spammer, most matches involve players dancing around the edge of the arena and waiting for the opponent to mess up. Movement is mostly dashing around to bait a punch and while there is an “Advancing Guard” style move that allows you to instantly dash after a successful block, expect most matches to be played at several arms’ length. The amount of rounds that go to time is massive compared to other fighters, with some stages actively promoting camping. The Ninja School is a dreadful stage, as the person who spawns on the top of the stairs gets a huge advantage on their opponent. Factor in a character like Byte and Barq, who has a little robo-dog helper that acts and attacks of its own accord, and you’ve got a recipe for Switches going through windows.

Party matches are a bit quicker, thanks to item pickups forcing players to approach if they want to regain health or fill up their Rush meter. ARMS may actually be a fighter that benefits from being played with items on, to force player interaction and stop matches going to time out. Luckily, ARMS’ netcode is solid, so it’s rare you have to deal with the double whammy of a slow match and a laggy connection. When it does lag, punches will phase through people and grabs will take about three seconds to register. As there is no rage quitting allowed, it forces salty opponents to fight through the pain until someone delivers the knockout blow.

2GGC Arms Saga

This slow speed is not helped by ARMS’ control scheme, which is the victim of the development team’s compromise between traditional and motion controls. While ARMS has been mainly marketed with its motion controls, there are options for those who want to play in tablet mode or with a Pro Controller. Each mode has its bonuses and trade-offs: motion controls allow you to control the trajectory of both punches at the same time, while traditional control users have to wait for one punch to finish before they can individually aim the other. Traditional controls allow for greater control of your character with the Control Stick, while motion control players need to point the JoyCons either forward, backwards, left or right to move around.

Your mileage will vary with each control scheme, but the restriction for both is that you cannot move and punch at the same time. When playing with motion, this is fairly intuitive but when using the traditional controls, it means that aiming your punch and moving around is mapped to the same stick. It makes the phrase “stick and move” very literal, as your character is rooted to the spot until your punch has finished its journey outwards. With ARMS having different arcs and lengths, getting used to this control scheme is incredibly difficult at first. Years of playing console shooters have hard-wired my brain to move with the left stick and aim with the right, so switching to ARMS’ control scheme seems like a huge step back. What’s worse is that you cannot rebind your buttons to make blocking or dashing more comfortable. Get hand cramps by continually clicking in the left stick to block? Too bad. You either deal with it or switch to motion controls. For a game that’s hoping to be a fresh take on the fighting genre, its approach to controls is surprisingly backward.

If the controls do click with you, you then have to go through the trial of completing ARMS’ Grand Prix mode to unlock Ranked matches. Completing a fighting game’s Arcade ladder is usually a piece of cake, but ARMS will smack you silly even on its Normal difficulty mode. Any errant punch will be punished, the computer will read your inputs and insta-block/Rush combo you in certain situations, and on about level 6 difficulty and above, it’s like you’re going in the ring against an actual boxer. Luckily, you only have to complete Grand Prix once to play Ranked mode but it’s quite the humbling experience, especially if you haven’t yet gelled with ARMS’ controls.

Max Brass ARMS

You’ll learn to hate this guy’s sh*t-eating grin from playing Grand Prix.

Outside that, ARMS’ single-player modes are fairly limited. You’ve got Versus where you can play through ARMS’ novelty modes like V-Ball and Doubles, alongside a special survival mode where you have to fight off 100 fighters as fast as possible. There’s ARMS’ Test, where you compete in three rounds with randomly generated ARM setups, as well as a basic tutorial which has you fighting against bots with simple behaviors. There is very little meat outside of Party and Ranked mode once you’ve completed the Grand Prix, with the only single-player mode that you’ll regularly play is the shooting gallery to unlock more ARMS.

As seen with the recent ARMS Invitational, many are hyping up ARMS as another entry on the esports totem pole. Personally, I don’t see this happening, due to its glacial pace and frustrating control scheme. With the issue of most tournaments probably forcing players to use the default ARMS for each character, much of the strategy of mixing and matching new ARM combos will be left behind. If there is a bustling competitive scene still going in the next three months, I will be shocked.

But criticizing ARMS for not being the next big thing for the FGC is to do it a disservice. Its real success is how to introduce the basic concepts of fighting games in a unique way that will hopefully see more players picking up other games. While it didn’t click for me and I found it more frustrating than fun, I can see what Nintendo has tried to do and it has certainly resonated for many. Will ARMS be at the next Evo? Almost certainly not. Will it get more people to see the fun of fighting games? Absolutely, and that is a more admirable goal than simply making something for the esports circuit.

Score: 7/10

VSFighting 2017 registration is now live

Acting as the UK’s premier fighting game tournament, registration for VSFighting 2017 is now live. Along with being a Ranking event on the Capcom Pro Tour, this year’s event is also a Master event on the Tekken World Tour, as well as a Premier event on the Injustice 2 Pro Series. There will be plenty of points for various world circuits up for grabs, so best start booking your place for this year’s event post-haste.

The announced games for this year are:

  • Street Fighter V
  • Tekken 7
  • Injustice 2
  • Guilty Gear Xrd REV 2
  • Killer Instinct
  • Super Street Fighter II Turbo
  • BlazBlue: Central Fiction
  • Super Smash Bros. for Wii U

Registration is available over at smash.gg, with it taking place at Birmingham’s Millennium Point, which was the site of VSFighting 4. If you attend that event, you’ll know that Grand Finals took place on Millennium Point’s giant IMAX screen, which makes viewing the finals in person quite the experience. Registration is open until July 30th, so register now to avoid disappointment. The event takes place August 12-13, 2017.

Source: VSFighting