Ready to Brawl? Early Impressions of Brawlout from EGX 2016

Editor’s note: Interview responses were shortened and reworded in places for clarity. The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Between getting utterly destroyed at the Tekken 7 booth and queuing for big games like Battlefield 1, most of my time at EGX 2016 was spent playing Brawlout, a new contender in the race to be the next big platform fighter. Nestled in the Rezzed area of EGX alongside other indie games, this  fighter is trying to go up against the likes of Rivals of Aether, Brawlhalla and Wavedash Games’ unnamed platform fighter as the alternative to Smash. Based off the couple of hours I spent with the game at the booth and some lab time with the build they showed off at EGX, I have to say that while showing some promise, Brawlout has to go through some substantial changes and soul-searching if it really wants to challenge other contenders to the throne.

But, how much like Smash is it? Well, talking to the CEO of Angry Mob Games Bodgan Illesiu–who was helping exhibit the game to passing punters–the team deliberately did not play a lot of Smash while developing Brawlout. “We tried to look at the most iconic fighting games outside of Smash for inspiration,” Bodgan stated, when talking about what inspired Brawlout. “We looked at games like Street Fighter, Mortal Kombat, Tekken, Pokkén Tournament, and even Rising Thunder to help drive design of certain moves… We tried to stay away from playing too much Smash or Rivals as subconsciously, you’ll end up taking elements from those games and putting them in without thinking.”

This became evident when playing characters like Sephi’ra, who has an up-tilt similar to Sonya’s Vault Kick from Mortal Kombat, but there are still some platform fighter influences in the mix. Beefy walrus brawler Olaf Tyson has an up-special which summons an ice pillar to help aid recovery, very similar to Kragg’s from Rivals of Aether and Chief Feathers’ up-special has him bursting into flames and soaring upward, much like Fox or Falco in Smash. In terms of combat flow, it is more like Rivals than it is Smash, with its lack of ledges for players to grab, no shields and a focus on faster grounded combat than long edgeguarding sequences.

This move away from edgeguarding was a conscious decision by the design team as, according to Bogdan, while watching “the finals from Smash events like at Evo and see[ing] people off stage and edgedguarding a lot… it gets pretty boring” for the average spectator. Instead they chose to stick primarily with making on-stage play very fast and furious. Recoveries are not fantastic in the current build, so if you mistime your spike on an incoming player or flub your up special back to stage, you are straight up dead. This is somewhat counteracted by the huge side blastzones, which meant that I was surviving to 200+% with good DI and making it back to stage fairly easily. This creates something of a catch-22 in the current build as you want to go offstage to edgeguard someone and secure the kill, but doing so will probably result in you killing yourself, rather than finishing your opponent off.

While edgeguarding may be left by the wayside, Brawlout is keeping certain aspects of the platform fighter playbook in its mechanics. Mobility is still king, with wavedashing being present in the demo (in an albeit early stage of development), as well as platform cancelled normals like Sephi’ra’s dive and vault kick, along with reverse aerial rushes and acting out of air dodges. Haters of air dodge spammers in Smash 4 will be happy to know that you only get one air dodge in Brawlout, so no need to deal with that one player running the way all the time and just hammering the shield button. “There is going to be something like a Combo Breaker which will use your half your Rage Meter,” Bogdan added when talking about other fighting game mechanics that are present in Brawlout, meaning there will be a way to escape massive combo strings if you are being overwhelmed by an opponent. As for the Rage meter, it builds as you get hit, similar to X-Factor, “increasing knockback you deal while decreasing the knockback you take, as well as making smash attacks quicker to charge.” Unfortunately in the current build, Rage seems quite ineffectual when used, with Rage activation lacking a clear audio cue and simply surrounding your character with a red aura. I would like to see Rage be renamed to something like Fury, as Rage already exists in Smash 4 and Tekken and in its current state, it is almost identical in function. If it was something like V-trigger or Instinct, where each character had their own unique Fury trait, it would go a long way in differentiating the gameplan of specific fighters.

brawlout-chief-feathers-vs-sephira

Beware Sephi’ra in this build, she’s deadly.

There were four playable characters in the playable build, which is roughly half of the planned cast of around 10 characters that will be in the final release. It is still in development so it is understandable that there are still quirks and elements to be improved but bar one character, each character’s kit feels disjointed and lacking utility. Take Olaf Tyson, the walrus mob boss who seems like the designated heavy character. His movement speed is good, along with his jump height so he doesn’t feel that heavy in motion. His moves are all centered around ice, with his main gimmick being his ability to freeze opponents in place for a follow up. However, most of his moves have so much knockback that you can’t effectively follow up after a freeze as you whack your opponents so far away. He has a wind up punch similar to Donkey Kong, which seems perfect to use after a freeze but not only are you unable to store a charge of this punch, but you can also overcook the punch and cause you to fall over and suffer tons of recovery. The two elements simply do not work together and as a result the wind up punch has no utility outside of using it as an occasional kill move.

This fault also applies to eagle warrior Chief Feathers and whip wielding monkey King Apu, who have no real sense of combo flow or utility. Chief Feathers has a throwable lava ball as his neutral special, but it is awkward in play thanks to a weird throwing arc. His down-special throws this lava ball straight down but again, it has no real application outside of an incredibly situational edgeguard. He does have multiple jumps which make his recovery better than the majority of the cast, but his aerials and up special don’t link into a kill very well. His kit is the most disjointed and as a result, there is absolutely no reason to play him. His down-air is pitiful too, with him having over a second of recovery if he hits the floor while using it. Why would anyone use the move?

King Apu fares a bit better, with his whip allowing him to mix up long range keep away with close quarters combat. However, you’d think due to the spiked appendage on the end of his whip, there would be some sort of tipper effect but that’s not the case–yet. His side special was also not working as a command grab similar to Scorpion from Mortal Kombat, so most of his specials involve him just cracking the whip. As with Chief Feathers, there is no sense of combo flow with his kit, as he cannot use the whip to knock out projectiles or be rewarded for spacing his specials correctly. His up-special also looks really odd, as he just kind of flails the whip around and gains height from doing so. His down special is an interesting overhead swipe which can spike opponents coming back to stage but it is so slow and telegraphed, that you can easily air dodge through it. I spent most of my time with King Apu and besides his godlike up-air, nothing about the character stood out in his current state.

The most developed and thus most interesting character to play out of all four was Sephi’ra, a humanoid cat with control over sand. According to Bogdan, “at Smash Con in particular, the top Smash players were using Sephi’ra, as she’s the combo character.” This was evident after spending about 15 minutes with her. She takes some elements of a zoning character like Kan-Ra from Killer Instinct, with sand traps to lock enemies in place, multi hit tilts, dive kicks and a teleport similar to Zelda’s from Smash. Unlike the others, her kit does flow together, as you can use her side special sand ball to knock someone into the air, chase them down with her superior mobility, combo them with forward air and then kill them off the top with her sand teleport. Her smashes are also different as rather than adding raw damage, they add additional hits to her tilts; combined with her neutral special sand trap which forces opponents to jump out to escape, she is borderline broken in this build. Her sand trap highlights how powerful jabs currently are in Brawlout, with everyone’s jab doing a flat 5%. Combine that with the sand trap which locks someone in place and assuming they don’t know that you have to jump out, you can rack up 50% just off jabs. That is insane.

Enough about characters, let’s talk stages. Brawlout’s stage system is going to be pleasing for anyone who worries about legal stages. Every character will have their own stage, with Bodgan adding that there will be three versions of these stages, “a dynamic one, a standard platform one and a flat level, similar to Omega mode in Smash 4.” In the demo, we saw the standard and flat level sample, with Olaf’s ice stage having a standard four platform variant and a flat variant with walk offs which was primarily designed for combo testing. In this case, the dynamic variant would have players breaking the ice to create new platforms, which would be more suited for casual play.

Online is planned to be an integral part of Brawlout with “online tournaments [being] there day one, using stuff like Xbox Arena and PlayStation Tournaments,” with players levelling up their characters and “unlocking new moves” when playing by themselves. Bogdan did say that in tournament mode, these new moves would all be unlocked but “if you go to a friend’s house and just want to mess around, you’ll be unlocking everything as you go.” This does sound worrying, as having to unlock a core part of a character’s kit by playing continuously does put a massive advantage on players who have played longer than others and meaning you have to grind out moves in order to unlock the full potential of your character. This is not set in stone as a feature but alarm bells did go off in my head, similar to how they did when NetherRealm announced the Gear system for Injustice 2. Brawlout will have a closed beta “but only once we have good networking and AI working,” so that people aren’t becoming frustrated when they go online for the first time. This will apparently take another month or so, so expect the closed beta to begin in November sometime, with the full release being scheduled for late March/early April at this point.

So, what is my gut feeling after playing Brawlout for a while now? While it has potential to become something great and the team are certainly open to suggestions and community feedback, there is nothing currently in Brawlout that would take my attention away from Rivals of Aether or Smash. It has no unique selling point, no unique mechanic that places it ahead of other platform fighters out there. The character design, both in terms of gameplay and visuals, is uninspiring at this stage and the combat really lacks the weight and polish that even Rivals had when it was in Early Access. There is a major problem with determining attack size and strength as well, with down-tilts lacking obvious markers to determine their hitbox size, while smash-attacks have no obvious visual tell beside a small cloud of dust kicking up behind the charging character. I feel in their desire to not copy Smash too much, Brawlout has missed what makes Smash so appealing to play, and failed to add mechanics which make its combat system equally as engaging.

The team is still hard at work though, as more characters are to be added and tweaks will be made. There will be “between 8-10” characters on launch by current estimate by Bogdan, and we know the details on six of them so far. “We going to have stuff like a sword fighter in there as you kind of have to have that in but expect some other surprises in there,” so don’t be completely put off by the small character slice from this early alpha impression. Angry Mob are receptive to feedback as well, as seen when top Smashers got to play Brawlout at other events. According to Bodgan, “we had Ice play the game for about an hour and he came back to say “Chief Feathers is really boring, all the others are better.” At the moment, Chief Feathers is one of the slowest characters in the game so we’re probably going to change that up but we want to be careful that all the characters don’t move the same way.” As I say, this is still the early days of development and Angry Mob Games are actively taking on criticism and tuning Brawlout to make it a proper competitive platform fighter. Hopefully, with a few more months of polish and a mass of good feedback from their first closed beta, it will shape up to be a proper standout of the genre.

Square Enix Release an Extended Battle Trailer for Ace in Final Fantasy Dissidia Arcade

Announced back in August as a brand new fighter for Final Fantasy Dissidia Arcade, Square Enix and Koei Temco have released an extended trailer showing Ace in action. He throws out magic cards for his basic attacks, either as normal projectiles or slow moving orbs which track enemies in motion. Ace’s main mechanic is queuing up certain colored cards–grey, red, blue or yellow–and then expending them all at once to cast a specific spell.

Throughout the trailer, you can see this happen; near the start, Ace expends three grey cards and one red card to cast Stop on an enemy Onion Knight, while he later uses three yellows and a red to cast some kind of buff to all of his team mates within a certain area. He also has some kind of warp strike ability, which seems to use up a grey card charge based on the grey explosion that happens when he exits the warp. Ace looks like an effective support/ranged attacker who can deal damage from afar, buff friendly fighters while debuffing opponents to lead into large team attacks.

Ace is set to be added to Final Fantasy Dissidia Arcade in an update on the 28th of September so expect more information on this card-wielding fighter very soon.

Source: Square Enix Channel

King of the Riptors Fiyah Liger Talks Character Choice, Killer Instinct History and Mastering Matchups in the Latest Behind the Sticks Interview

In their regular ‘Behind the Sticks’ interview series, Ultra Combo chatted to Selfless Gaming’s Fiyah Liger to talk about his development as a player, how he came to play Riptor and his personal history with Killer Instinct as a franchise. While he did play KI as a kid with his dad and brother in arcades, Fiyah Liger actually started in the FGC playing Marvel 3. It was after seeing Killer Instinct top 8 at CEO 2014 that he really considered playing the game, and he only got stuck into the actual competitive scene after watching ChrisG mess about with Riptor on her release.

While Sabrewulf did seem like a suitable pick for his playstyle, Fiyah (as his name suggests) always had an affinity for flame-based characters so playing a fire-spewing, genetically engineered raptor seemed like the perfect fit. After training for about four months and attending tournaments like Texas Showdown, Fiyah deems his placing at last year’s Combo Breaker as his breakout performance, where he made top 16 and had to fight his Riptor mentor, PaulB, in his first match. From that initial experience, it has been a matter of grinding online, competing in tournaments like 8BitBeatdown and attending offline events wherever possible in order to get where he is today.

The whole interview is a good read, as it goes through how to improve as KI player, as well as his thoughts on what helped him smash through that mental block in his play, and allowed him to place consistently in top 8 at the majority of tournaments.

Source: Ultra Combo

Warner Bros Interactive and NetherRealm Studios Add $10,000 to the SCR2016 Pot for Mortal Kombat X

To sweeten the deal for any Mortal Kombat players thinking of attending this year’s SoCal Regionals event, NetherRealm Studios and Warner Bros have added a $10,000 pot bonus to the Mortal Kombat X prize pool. This cash injection should help entice any players who were on the fence about attending SCR to start planning where they are going to be staying during that October weekend.

The winner of the Mortal Kombat X tournament at SCR2016 will be going away with at least $5,000, not including the actual money generated from signups so quite a lot of cash is on the line for this year’s event. Mortal Kombat is not the only game with a sizeable pot bonus though, as Street Fighter V has a $15,000 pot bonus as it is the last US Premier event before Capcom Cup, while Tekken 7 is getting $3,000 for being part of the road to the North American King of the Iron Fist Finals.

There will also be tournaments for Killer Instinct, King of Fighter XIV, Super Smash Bros. Melee, Super Smash Bros. for Wii U, Ultimate Marvel vs Capcom 3 and Guilty Gear Xrd -REVELATOR- so get signed up at the official SCR2016 smash.gg page to ensure your spot at one of the biggest tournaments of this year. SCR2016 will be held at the Esports Arena from October 14-16th and it is not one to be missed.

Sources: smash.gg; SoCal Regionals 2016

The Saga Curse Strikes Again at 2GGT: Abadango Saga

The cycle remains unbroken. With Abadango Saga coming to a close last night, the Saga curse still persists. Not a single one of the nine players who have had sagas named after them have succeeded in winning their eponymous event. Many people were betting on Abadango to finally break the streak but unfortunately, fate and the Mario brothers conspired to send him out at 13th place, after losing to B7Games’ Dr Mario and eM|Elegant’s Luigi. Abadango’s brother in arms Komorikiri did place higher, achieving 5th place but failing to take a saga title home for Japan. It may be up to Kamemushi in a future Kamemushi Saga to finally break the curse and bring the a title back to Japan.

Top 12 of Abadango Saga was a nest of vipers, with big names like Team eLevate’s Larry Lurr, IMT|ANTi, CLG|VoiD and C9|Ally sitting in Losers’, while TSM|Zero, Komorikiri, NRG|Nairo and Rich Brown remained in Winners’, making the struggle for those final positions an absolute bloodbath. In Winners’, ZeRo started to pick up steam in his journey to Grand Finals, taking out Rich Brown with a swift 3-0, before edging out Nairo with a 3-1 victory. ZeRo only dropped three games in his path through top 48 and he seems to be returning to his 2015 state with every passing tournament.

Elsewhere in the bracket, Larry Lurr was putting on the Losers’ run to end all Losers’ runs. After being sent into the lower bracket in pools, Larry began to smash his way through everyone that stood in his way. The man looked unstoppable, racking up successive wins against Komorikiri, K9 and WaDi before cruising into Losers’ side of Grand Finals with back to back 3-0s against Ally and Nairo. Larry’s Fox was moving at near enough the speed of light when heading into Grands, resetting the bracket 3-1 against ZeRo for a final showdown between the two, reminiscent of their set at 2GGT: Mexico Saga. Unfortunately, this legendary run was not to be completed, as ZeRo regained his composure and won 3-1 in the bracket reset, claiming first place at Abadango Saga.

Alongside the blistering action on stage, congratulations must go to the 2GG team for holding a 500+ man major with singles and doubles event in a single day, without any major holdups. The TO team is running with military efficiency at this stage so major kudos to all of the behind the scenes staff who made this event happen within 24 hours. All of the VODs are available on the 2GGaming YouTube channel and check out Losers’, Winners’ and Grand Finals below.

RESULTS:

1. TSM|ZeRo (Diddy Kong)
2. eLv|Larry Lurr (Fox)
3. NRG|Nairo (Zero Suit Samus, Lucina)
4. C9|Ally (Mario)
5. Komorikiri (Cloud, Sonic)
5. Rich Brown (Mewtwo)
7. eM|Elegant (Luigi)
7. SS|WaDi (Mewtwo)

Sources: 2GGaming; smash.gg

Learn the Ins and Outs of the Marth Matchup as Falco with this Guide from SSBM Tutorials

Adding to their “How to Beat” videos, SSBM Tutorials have started a new series which details how to conquer difficult matchups as certain characters. In this inaugural video, Kira goes through the things Falco players should be looking out for when going up against the graceful swordsman, Marth.

It breaks down each part of the match up, starting with what you should be doing in neutral, how to combo Marth and what to do to get out of Marth’s own combos. The video finishes off by detailing Falco’s best methods of recovery, in order to avoid getting tipper forward smashed at the edge. If you are struggling to edgeguard Marth, Kira recommends checking out their two videos on exactly how to edgeguard him.

Source: SSBM Tutorials

Kenny Omega Talks His Street Fighter History, Balancing Time in the Ring with Time on the Sticks and Attending Events in this FloKO TV Interview

When not suplexing opponents in the ring, pro wrestler Kenny Omega is known to do some damage on the sticks in Street Fighter V. During the chaos of Tokyo Games Show last week, FloKO TV were able to grab some time with the 2016 Climax G1 Champion to talk about his history with fighting games, balancing playing Street Fighter with training for matches as well what events he is hoping to attend for the rest of the year.

While he doesn’t get much time to actually relax and play Street Fighter V as he only gets one day off a month, Kenny is hankering for a run back with Mike Ross, after playing a first to 30 set with him after CEO 2016. While Kenny did not tell FloKO the results of this legendary hotel room set, one can only guess he wants to gain redemption based on his desire to run it back. The whole interview is worth a watch so go over to FloKO TV’s website to listen to the whole thing.

If you want to see Kenny’s proficiency in Street Fighter V, make sure to check out his dramatic set with fellow wrestler Xavier Woods at CEO 2016, which played out like something from a pay per view event.

Sources: FloKO TV; Capcom Fighters. Featured image c/o FloKO TV

The Spirit of Marvel Comes to Super Smash Bros. for Wii U with These Ghost Rider and Iron Fist Skins

The skin maker extraordinaire Demonslayerx8 is back at it again, this time bringing some familiar faces from Ultimate Marvel vs Capcom 3 over to Smash 4. These skins for Ryu and Captain Falcon turn the Street Fighter into fellow karate master Iron Fist, while the futuristic race car driver turns into the Spirit of Vengeance, Ghost Rider.

Don’t expect the Penance Stare to replace the Falcon Punch but these skins do look very good in motion, especially when paired with the Training Stage mod as seen in the video below. Demonslayerx8 is also working on a Nova skin for Captain Falcon, along with a redone version of the Shadow Moses Island stage from Brawl. You can download the Iron Fist and Ghost Rider skins from Gamebanana now, and expect Nova and Shadow Moses to release within the next week or so.

Sources: Demonslayerx8; Gamebanana

Bandai Namco Release Details on the Finals for The North American King of the Iron Fist Tournament 2016

Just as details have emerged on more qualifiers for the Asia finals of the King of the Iron Fist Tournament and a European tour for Tekken 7, Bandai Namco Entertainment USA has revealed more information on the North American finals for Tekken 7: Fated Retribution’s pre-release tournament. Tournaments have been happening at events all throughout the year, with regular competitions at Wizard World events, as well as at big tournaments like Combo Breaker and CEO. There are five qualifiers left on the North American circuit, but fret not Tekken fans, as there is a still a chance to qualify.

On the 9th of November–the day before the NA King of the Iron Fist finals–Bandai Namco are holding a “Last Chance” qualifier at the Hilton Union Square in San Francisco, which will have 256 open slots to decide who will fill the remaining places for the 20-player final. If there are an odd number of slots remaining in the final 20 man bracket, tiebreakers will be played to determine those last entrants.

The actual finals will have an initial round robin stage, with two entrants from each of the four pools going through to create one final top 8. The winner of this bracket will then walk away with a cool $10,000. This event will be held on the 10th of November at the Ruby Skye in San Francisco, with tickets going on sale on October 3rd at 10am PDT, so set your alarms to guarantee a ticket. More information on the remaining North American qualifiers and finals can be found on the official Tekken 7 site.

Source: Tekken (Twitter)

Qualify for the King of the Iron Fist Tournament 2016 with This South East Asia Qualifier Series

To help build hype for the console release of Tekken 7: Fated Retribution next year, Bandai Namco Entertainment Asia is holding a series of qualifying events throughout South East Asia for players to gain a spot in the King of the Iron Fist Tournament Finals in Japan on December 10th. Qualifiers will be held at Game Start 2016 and South East Asia Major between October 7-9th in Singapore, at E-sports Gaming Summit between October 28-29th in the Philippines, and at an event to be confirmed in Thailand on November 5th.

These tournaments will have a 64-player cap, so get yourselves to these events and sign up quickly if you want a chance at winning that all-expenses-paid trip to Japan for the King of the Iron Fist Finals. Do note that these qualifiers are only open to residents of Thailand, Singapore, the Philippines, Indonesia, and Malaysia–so don’t go catching a sneaky flight to one of these tournaments if you are not a national of one of these countries.

Sources: Bandai Namco Entertainment Asia via AvoidingThePuddle; Beastapac