Capcom reveals Street Fighter V “30th Anniversary” premium outfits for Karin, Ibuki, Guile, and M. Bison

Some classy new threads for a selected few of the Street Fighter V roster.

Capcom has announced that four new premium costumes will be available in about two weeks, this time to mark Street Fighter’s 30th anniversary. In this batch, Guile and M. Bison don their dress uniforms, while Ibuki and Karin slip into some high-class traditional Japanese garb.

SFV Bison dictator 30th costume
SFV Guile 30th costume
SFV Ibuki 30th costume
SFV Karin 30th costume

These four new outfits will be available to purchase on PlayStation 4 and Steam for $3.99/€3.99 each on August 29, “just in time for Street Fighter’s 30th anniversary celebration!” according to Capcom. While it’s nice to see Bison finally get some costume love, it seems like even more classic characters should be getting a 30th anniversary treatment — and certainly, more outfits aren’t really what Street Fighter fans are hoping for to mark the anniversary!

sfv_street_fighter_v_logo_fancy

Source: Capcom-Unity

Shoryuken review: Nidhogg II is a bizarre, hilarious, and fun indie fighter

Return to a world of glory, sacrifice, and divekicks.

Full disclosure: the original Nidhogg is one of my favorite games. The blend of simplicity, accessibility, and technical play, with the stark old-school visuals and moody soundtrack — it won me over immediately. So, while I have some positive bias toward the game’s concept as a result, that also means I had pretty high expectations for the sequel. It just hit Steam and PlayStation 4 today… Does Nidhogg II from MESSHOF prove to be worthy of sacrifice to the great wurm?

An all-new Nidhogg?

Nidhogg_20170815121952This game is essentially the core gameplay mechanics of the original Nidhogg, transplanted into a completely new, vibrant world. As a reminder to those unfamiliar with the original: Nidhogg‘s gameplay is based on one-on-one fencing combat. The levels are comprised of multiple screens, mirroring each level’s terrain from the center point. It utilizes only directional inputs and two buttons — attack and jump. You fight using a number of attack options (thrusting, guarding, throwing your sword, melee attacks) and movement options (walking/running/crouching/crawling/jumping/divekicking), and your attack/guard system is based on holding your sword at one of three different heights — attacks at the same height are guarded, while sword interactions at different heights result in disarming, or death. All sword attacks are one-hit lethal, and killing the opponent allows you to run forward along your side of the level to get closer to the end goal — until they respawn in front of you, to fight again. This tug-of-war continues until a fencer has reached their end screen, proving their worth to be sacrificed to the glorious Nidhogg.

This gameplay system is retained almost to the letter in Nidhogg II, with some slight adjustments that I’ll go into more detail about below. The biggest change is the visual presentation, leaving behind the bare-bones retro aesthetic for a much more colorful and richly-detailed look. If Nidhogg‘s look was Atari 2600, then Nidhogg II is Super NES.

Nidhogg 2_20170815122740
Nidhogg 2_20170815122828

With the simpler pixel art left behind for this bright new gooey and comical look, some fans will be immediately put off — I was too, to a degree. But once you get into the game, see it in motion, and start exploring the new levels, you quickly see that the original’s grim sense of humor remains — now even weirder and more surreal than before. An incredible amount of detail is stuffed into every screen — and where the original retained a medieval theme throughout, Nidhogg II exists in some bizarre timeless world of cruelty and wurm-worship. Surreal is a fitting word for it: it’s a cartoony, gory, bright and shiny — but dark and twisted — mess that somehow comes together to form its own weirdly coherent universe.

Nidhogg 2_20170815123031
Nidhogg 2_20170815123204
Nidhogg 2_20170815123915
Nidhogg 2_20170815123709

Nidhogg 2_20170815123052
Evolution of the wurm.

Aside from the graphical facelift, the gameplay in Nidhogg II still feels like the original: easy to pick up and play, but precise and technical as you get more familiar with it. The new graphics and background make the combat feel more frenetic, as there’s so many on-screen distractions now that it can make it more difficult to stay focused on the fight. But mechanically, the heart of the Nidhogg is unchanged — although perhaps slightly improved with some new mechanics.

Basic movement options have been tweaked — you can now run and slide into your opponent to surprise and disarm them. The ledge grasping-climbing mechanics are more forgiving. The jump and divekick are a little more floaty, making them easier to control but easier to dodge as well.

The way weapons are handled in Nidhogg II is the biggest change to gameplay. There are now four different weapons: the rapier, the broadsword, the dagger, and the bow. Arcade mode introduces them to you gradually as you progress, but versus modes let you use all (or none) of them immediately, cycling through in that order as you get killed and respawn. Each has different properties that require you to adjust your gameplay to attack and defend with them.

Nidhogg 2_20170815125922

Nidhogg 2_20170815122908
Nidhogg 2_20170815123355
Nidhogg 2_20170815124316
Nidhogg 2_20170815124935

The rapier is the same as the sword from the original game, and is the “default” weapon. It has three guard/thrust heights, and can be thrown. The broadsword is slower, and is swung in an upward/downward arc. It has only two guard heights, making it tricky to defend lighter weapons with it — but it crushes opponents, always disarming or smashing them on contact. The dagger is similar to the rapier in controls, but is very quick with short range.

The bow is the most interesting new addition — I didn’t like it at first (and the CPU can be wicked with it) but I came to appreciate it after more practice. It can’t guard (unless your loosed arrow intercepts an attack), and is very vulnerable at close range, but your arrows provide unlimited ranged attacks, at two heights. You need to press the attack button to nock your arrow, and release to fire. But arrows can be deflected back at you by your opponent’s attacks — even other arrows! Throwing the bow is also non-lethal, working as a melee attack on contact.

Nidhogg 2_20170815125002

On losing your weapon, you have to rely on unarmed combat techniques until you can retrieve one (dropped weapons remained on the stage to be picked up at will by either player, one of the interesting back-and-forth aspects of Nidhogg‘s gameplay!) or die and respawn. All melee attacks cause a disarm effect if they hit in Nidhogg II; and the arrival of new weapons comes with weapon “continuity” between screens. In the original, even if you lost your sword, it would return when you ran forward to your next screen. Now, you keep whatever weapon you’re carrying — and if you have none, you don’t get a new one automatically. All melee attacks have also been changed from the original game; rather than desperate punches and a neck-break if you manage to knock down the opponent, all fighters in Nidhogg II have become Taekwondo experts. Melee attacks are now a flurry of super-fast kicks, and they will knock weapons right out of your opponent’s grasp at certain heights. Score a knockdown, and you’ll be stomping your opponent into a fine pulp.

Nidhogg 2_20170815124053
Nidhogg 2_20170815124240

The mix of new weapons — and the changes to melee attacks — add an extra dimension to the combat, and accommodating them into your game plan provides an extra challenge. As a result, Nidhogg II‘s gameplay feels more interesting overall, though less tightly-focused as the original.

The fencer is no longer a generic pixel person — now you can customize your fighter’s color, outfit, and gender before the fight. The options are fairly varied, and allow a little bit of extra self-expression.

Nidhogg 2_20170815125106

Back to the gorgeous (and bizarre, and sometimes rather gross) stages, Nidhogg II has a total of ten locales, over the original’s four. Some are updated versions of the originals, but most are all-new forays into madness.

Nidhogg 2_20170815125130

The game offers a few different playable modes; Arcade mode is a straight run through all ten stages; it isn’t tough to beat, so the goal is shaving down your completion time, like in the original. You can play local versus of course, and adjust the fight rules to your liking. The original game’s eight-player tournament mode also returns. Online versus consists of one-on-one lobbies by invitation, or a new Ranked mode. I found the online play generally stable (only one unexpected disconnect), and without any noticeable lag.

A different kind of monster.

There is something lost in the transition to Nidhogg II from the original; the simplicity of the gameplay and the visuals (which were still actually quite detailed, in its own style), combined with Daedalus’ spooky electronic soundtrack, created an otherworldly atmosphere unique to Nidhogg. The revamped dark-comedy visuals take center stage in setting the mood for the sequel, with a much more subdued (but still enjoyable) soundtrack to compliment the new tone. This is not really a bad thing — another game that stayed fast the original’s formula in all respects would have made for a less-compelling follow-up. To warrant a sequel, changes had to happen. And as dramatic as the atmospheric changes appear at first, they are a natural extension of the first game’s creative concepts, at heart.

This game has the chops to carry forward its refined version of the Nidhogg gameplay formula, and deliver it to both returning and new players. While the original’s simple “purity” is lost, the gameplay in Nidhogg II is fast-paced and fun, with a bit of extra freshness. I’ll still be going back to the original now and then, but this new wurm has chewed its way into my heart as well. All glory to the Nidhogg.

Nidhogg 2_20170815123759

Score: 8/10


Nidhogg II is available today on Steam and the PlayStation Store. This review is based on the PlayStation 4 version.

Additional source: messhof

Shoryuken review: HORI Real Arcade Pro.N Hayabusa arcade stick for PlayStation 3 & 4

HORI unleashes an updated version of their new Noir fightstick design.

Following up on the release of the Real Arcade Pro TEKKEN 7 Edition for PlayStation 4 and Xbox One, HORI has created a new version of that fightstick, but without the Tekken branding. The HORI Real Arcade Pro.N Hayabusa for PlayStation 3, PlayStation 4, and PC (via XInput) updates the prior model with a new look. HORI provided us with an “advance production prototype” to try it out prior to release.

Our advance model differs slightly from the version being released in the West, but only in the panel art — the metallic elements are much brighter in the retail release model than the one we tested.

HORI PS4-092U (main)
HORI RAP N 03
HORI RAP N 02

Package

As this stick is almost identical to the Real Arcade Pro TEKKEN 7 Edition, much of what follows is a retread of our prior review; if you read that review, or already own a Tekken 7 edition stick, you can just skip ahead to the “What’s changed?” section near the end!

All that glitters…

Much like the prior Tekken stick — or any fightstick, really — the first thing you’ll notice on a new stick is the panel artwork. The striking black and gold color scheme on the RAP.N definitely grabs the eye and holds on, especially thanks to the art’s metallic sheen.

hori rap n 2
hori rap n 3
hori rap n 1
hori rap n logo

Classic and updated design elements.

This new RAP’s case is based on older models, but only on the outside, really. It has naturally been updated with HORI’s current components.

The Hayabusa buttons and lever are the usual fare on all HORI sticks lately, and this stick is no exception. As usual, I’m generally very happy with how these components perform. As I’ve said before in several prior HORI reviews, I really enjoy playing on the matte-surfaced, short-throw Hayabusa buttons. They feel quick and “snappy,” providing the sensation of rapid response due to the shallower depth. I’m not quite as fond of the Hayabusa lever; these levers are on the looser end of the resistance scale, and can become “clicky” in the corners if your input is too forceful, so I still hold a slight preference for the Sanwa Denshi JLF in comparison. I’m still comfortable on a Hayabusa lever, however, but I definitely like the Hayabusa pushbuttons more than Sanwa’s, presently.

hori rap n buttons

The “Noir” button configuration is what makes the RAP.N what it is: so as with the Tekken model, this button layout may be a little different than you’re used to playing on. Variations on the Taito Vewlix layout have become pretty much industry-standard across the board, but HORI is mixing it up with a switch to the Noir layout. Nearly identical to Sega’s “Astro City” layout (as you can see below), the buttons curve downward and away from your fingers more sharply than in the Vewlix configuration.

Taito Vewlix button layout
Sega "Astro City" button layout (similar to Namco Noir)

These diagrams aren’t quite mm-perfect representations of what we see on all sticks now, but should still give you a good idea of how different these layouts are. Extended play with the Hayabusa lever and buttons in the Noir configuration proved both fun and effective for me. I think I actually prefer the Noir layout now, as it better suits the shape of my hand and length of my fingers. What will make or break Noir comfort for you will depend on your input method: whether you shift your fingers to hit HP/HK inputs, or if you hit the third-column button with your ring finger, as I do. If you shift, Noir will be a bigger adjustment; while the only difference between Vewlix/Noir for the ring finger is the angle of the wrist, really. I played Tekken 7 and Street Fighter V with this fightstick, and found it very comfortable throughout.

Intended as such or not, players that tend to carry their RAP Pros in that handle-like area under the front edge of the case will be lost for a handhold on the RAP.N, as the ornamental side-shaping on this case doesn’t offer enough room to get a solid grip. This stick does have some good weight to it, so being shaped as essentially a solid rectangular block, they would actually benefit from an added handle, somewhere. But that didn’t prove a significant concern for me.

The control panels that were placed on the right side of prior RAP models are now positioned in the upper left of the top panel, similar to competing fightsticks from other manufacturers. The controls to activate turbo and reassign buttons are all still here, as RAP standard features.

hori rap n controls
hori rap n 4
hori rap n headphone jack

You’ll find the PlayStation 4 touchpad in the usual area for HORI models — back of the case, just above the pushbuttons and thus easy to reach and use. The type of cover used on this cable compartment seems to fit more snugly than on prior RAP models — a good thing.

This model of RAP includes a headset jack, in the front lower left — definitely a nice feature to have handy. As I stated in my prior review, HORI’s means to avoid accidentally pressing the START/OPTIONS button is hilarious and awesome at the same time. Rather than a toggle switch to just turn the button on or off for tournament play, they instead provide an actual sliding cover to safely block off the dangerous button when needed — like some sort of deadly, game-destroying ICBM launch control button.

hori rap n button cover 1
hori rap n button cover 2
hori rap n button cover 3
hori rap n button cover 4

The cover works great; it’s quick and easy to open and close when desired. This is both a simple and silly solution, and I love it.

What’s on the inside?

RAPs are generally quite simple to get into and pull apart for modding, and the RAP.N is no different. The hex nuts on the top panel are only for holding the top panel in place; if you want to get at the joystick, buttons, or board, you need to remove the bottom panel. However: on both the Tekken edition and the RAP.N, I found the top-panel nuts did need a bit of tightening up; they may loosen during production/shipping, so keep an eye on those.

hori rap n inside 1
hori rap n inside 2
hori rap n inside 3
hori rap n inside 4

The lever and buttons can be swapped out easily. I liked this stick enough that I decided to make it my usual weapon of choice — which meant adding a Sanwa JLF and Phreakmod’s The Link to make packing the stick for transport easier.

hori rap n link 1
hori rap n link 2
hori rap n link 3
hori rap n link 4
hori rap n link 5
hori rap n link 6

What’s changed?

Aside from the slick new panel art, the only notable change between this fightstick and the Real Arcade Pro TEKKEN 7 Edition is the removal of the rubber feet used on the Tekken release, and addition of rubbery pads of the same type used on prior RAP models:

hori rap n base
hori rap n 4 no feet

This addresses my complaint about the Tekken model slipping around on your lap, making this version much better for that type of play. The plate sections on the base that were used for the rubber feet are still drilled out — now just filled with a placeholder screw — so you could add rubber feet to this model as well, if you really wanted to.

Setting a new “gold” standard.

I was quite impressed by this new take on the Real Arcade Pro when it came out as the Real Arcade Pro TEKKEN 7 Edition, and I’m still impressed with it now. As I said before: it might not be enough to draw you over to HORI if you’re comfortable with a stick from another manufacturer, but it’s a strong offering for the price if you’re shopping for something new. The price on the RAP.N is still a touch more than previous RAPs: at $169.99 USD on Amazon.com and at Arcade Shock, for example. Dropping the Tekken-licensed artwork shaved a bit off the cost, while you’re still paying for newer goodies like the headset jack, Hayabusa buttons, and the START/OPTIONS button cover.

Longtime HORI fans won’t be disappointed; as for new buyers, I would personally consider this the best RAP design yet. The Noir layout is something to seriously consider before purchase, either as a pro or a con, based on your own preferences.

Pros:

  • Stylish, eye-catching new panel art design.
  • Solid, sturdy, and comfortable case.
  • Hayabusa pushbuttons are quick, responsive, and feel great.
  • Cost is still slightly lower than many competing fightsticks.
  • Added padding on the base corrects the design flaw of the Tekken 7 edition.

Cons:

  • Hayabusa lever too loose and not as “solid” in the corners as a Sanwa JLF, for my personal taste.
  • Less-common Noir panel layout may not suit your preferences.

Additional source: slagcoin.com [for control panel layouts]

Brook’s PlayStation 3/4 & Xbox 360/One to Nintendo Switch converters now available to pre-order at Arcade Shock

Another control option is now available for Nintendo Switch players.

Brook converters are a popular low-cost alternative to players that don’t want to dual mod their arcade sticks, and don’t want to haul around multiple controllers to events! Converters are also handy if you want to use your favorite controllers on a different platform, of course. Brook has Nintendo Switch players covered for both possibilities with the reveal of these PlayStation 3/PlayStation 4 and Xbox 360/Xbox One to Nintendo Switch controller converters.

Designed specifically for the Nintendo Switch, these converters offer plug-and-play full button compatibility.

image1(1)
ps3ps4_to_switch
xbox_to_switch

Pre-orders are open now at Arcade Shock for both converters. Both the PS3/PS4 converter and Xbox 360/One converter cost $34.95 USD each, and are expected to ship at the end of August.

ARCADESHOCK-2017-7-BANNER-BROOKSWITCH_PO

Source: Arcade Shock

Why Tokido’s win at Evolution 2017 is significant to the future of Street Fighter V

Regardless of who you were rooting for, Tokido’s win is a good thing for Capcom’s flagship fighter. Here’s why.

An elated Tokido celebrates his Evo 2017 victory. (Photo courtesy of Chris Bahn)

Las Vegas, Nevada — Sunday night, on July 16, 2017. It was the end of a long and hard struggle for over 2,600 competitors in Street Fighter V at Evo 2017: the final eight contenders now facing off in the finals at the Mandalay Bay Events Center. Panda Global’s Victor “Punk” Woodley has torn through the brackets undefeated to sit on the winners side of grand finals; meanwhile, Echo Fox’s Hajime “Tokido” Taniguchi, after falling to Punk once already in winners quarter-finals, has made it into top eight on the losers side — and survived to face Punk once again in grand finals. The expectation: Punk is going to take Tokido down one more time, and secure his first Evo championship. That was not the result.

Instead, we saw Tokido battle his way first to a bracket reset, and then take Punk down — definitively. This upset brought the Mandalay Bay audience to their feet in a mix of shock, admiration, and vindication. But what makes this particular victory for Tokido so significant to the game of Street Fighter V and its players?

Left behind

SFV-RMika_PortraitStreet Fighter competition has traditionally been dominated by longtime players from Asia; the West has been in the position of playing catch-up, for the most part — until Street Fighter V. As the first Street Fighter without an arcade release, and designed at its core to allow upsets and comebacks against practical odds. Many Japanese players have voiced their disappointment at the separation of SFV from the arcade culture, and at the game mechanics that, by their definition, are meant to level the playing field between experienced players and newcomers. Street Fighter V wants everyone to have a chance — and this game system that weighs heavily on guesswork, rather than purely rewarding skill, has been heavily criticized by many pro players trying to adapt, on both sides of the Pacific.

We’ve already seen how much this has shaken things up. Capcom Cup 2016 saw the first American Capcom Cup champion in Liquid|NuckleDu, in addition to the first-ever all-American grand finals, shared with Evil Geniuses’ Ricki Ortiz. Both NuckleDu, and later Punk, have been pummeling the legendary Japanese pros in their path over SFV’s last season; gaining massive popularity, and making them favorites to win in any event. We are seeing in the course of a season how SFV has indeed leveled that playing field, and how new champions are acting as gatekeepers to seasoned players, now struggling to get a handle on a game that is similar — but so different — from what they’ve played for years, maybe decades.

It was starting to look like the age of legends we had known had already passed. But — how is that a bad thing?

Not “Street Fighter,” anymore

sfv_street_fighter_v_logo_fancyStreet Fighter V is, presently, in a place of dangerously low esteem in the FGC. Ongoing disappointments, criticism and frustration with the game’s design, and erratic communication between Capcom and the fans, have deepened ongoing resentment toward the game.  Longtime fans and competitors are frustrated, and social media is essentially a critical mass of SFV hate. As much as we’re rallying behind both veteran and new competitors — and their victories are well-earned, and should be respected — the rise of prominent new champions in this current atmosphere, alongside the complaints from older players, only perpetuates the perception of Street Fighter V as an aberrant game in the franchise: a game that isn’t even really Street Fighter at all. A game so fundamentally flawed that the Street Fighter masters of old can’t keep up anymore.

As much as we want to see the champions challenged, the gods pulled down from their pedestals, negative perception of Street Fighter V has soured this natural process. A question nags the community’s conscience: are these players winning against their predecessors only because Street Fighter V is so broken that Street Fighter players can’t win at it?

Now, that perception is taken to an extreme, of course. While NuckleDu, Punk, and BX3|Phenom have been terrorizing the prior “gods” of the game, those so-called gods were still claiming a fair share of victories as well. But Capcom Cup and the Evolution Championship Series are the big ones — they are what we remember, above all others.

Defending the home turf

Fans get behind players for lots of different, personal reasons. For every player that wants the old masters to remain dominant, another is rooting for the new generation. This is right; this is natural. And Punk was fighting for not only his own victory, but for something of great significance: an American Street Fighter V Evo champion. Razer’s Infiltration completed his “download” and took it from us last year — and he took it from Fuudo, so America was out of luck either way in that grand final. But this year, the U.S.A. almost had it — it was practically expected to happen. Punk has been a nigh-unstoppable force, and the one opponent that endured to grand finals to meet him had been already beaten once already by Punk in the very same tournament.

Power made flesh

What we saw instead was the Wrath of the Raging Demon. Tokido rose up and took Punk apart — and while we watched Woodley break down and lose control of the match, we saw the Murderface glare, merciless, as he executed his enemy over and over. After stunning Punk’s Karin, we saw Tokido use the time not to teabag, but to style on Punk in ways both fitting and exclusive to SFV’s Master of the Fist — a taunt-combo, and of course the Shun Goku Satsu. We were ourselves stunned to see Punk’s dominance so harshly checked, as it became clearer that Tokido had beaten Punk’s spirit before Akuma dealt the final blows to Karin on the big screen.

Echo Fox|Tokido vs. PG|Punk at Evo 2017, Street Fighter V grand finals

The return of Street Fighter

“Tokido has saved Street Fighter!” some professed, in the post-finals excitement. As the hype spilled over into the Red Bull after-party, spectators and players alike came up to me to proclaim what an awesome finals it had been to watch, and how happy they were that Tokido took the championship spot. Why?

There are two notable aspects to Tokido’s win at Evo that bode well for the future of Street Fighter V. First, as much as Punk’s skill is to be respected and admired — and naturally, how much it would have meant to fans for an American to take the Evo championship — the fact that one of Street Fighter’s classic heavyweights managed to secure a win at Evo once again acts as a reassurance that yes, this is still Street Fighter. This is, while for better or worse, still the game we love in some form. Despite the Crush Counters, despite the input lag, despite the netcode, despite Season 2, the greats can still play this game, and win.

But that’s not all. It’s how Taniguchi played during the grand finals that really cinches it. One of the most glaring criticisms of SFV from professional or longtime players is a lack of depth, of options, of variety. Players can’t express themselves in the game, they can’t be “creative.” Daigo Umehara reiterated this sentiment clearly in our interview at Evo itself.

Tokido had played Ryu in Season 1, because the main he wanted wasn’t in the game yet. He immediately took Akuma as his main once again, as soon as Akuma was added to the roster. Now, in those grand finals, we saw the results of a Street Fighter V character in the hands of a veteran master and character specialist. Tokido’s play was fluid, varied, and evocative of both Akuma and Tokido himself. The way he applied his pressure, his neutral, his mix-ups and mind-games, the occasional parry and command throw — Tokido made full use of what Akuma is capable of in SFV, and while it may not be as “deep” as prior games allowed, he demonstrated what can be accomplished when a dedicated player is in sync with a character, limitations of the moveset and game engine be damned.

sfv_akuma_shun_goku_satsu

East and West

While Tokido basked in his hard-fought victory, Punk was visibly distraught at his loss; it was almost as if “Da God” had gotten a taste of what a “real” god of the game could do. Tokido had become the gatekeeper this time, holding the West at bay once again. The Alpha had met his Omega, so to speak.

Tokido and Punk after the climatic battle. (Photo courtesy of Chris Bahn)

The East had proven itself still mighty — but Tokido didn’t exactly win easily, of course. He talked about specifically training for the Karin matchup with Mago. He’s had to re-tune his Akuma playstyle to best utilize what the Demon can do in his SFV incarnation. Tokido earned victory through the incredible amount of hard work that all competitors must take on to fight at that level — and this is significant as well, because it confirms that veteran players can adapt to this strange thing called Street Fighter V. Shortly afterwards, Daigo Umehara claimed the top spot at two Capcom Pro Tour events in a row (Abuget Cup, and then Fight Club NRW), raising the question if he himself has now found his own “groove” with Street Fighter V.

sfv karin ready poseThrough the same kind of hard work, dedication, and talent, Punk has already come so close to the top, in so little time — and he hasn’t slowed down either after his Evo defeat, earning a win at DreamHack Atlanta soon afterward, and still holding fast to his first-place position on the CPT global leaderboard. He, and others, will rise to challenge the “gods” again, and likely sooner than later. This is how it goes in any competition. NuckleDu is still Capcom Cup champion, and there’s every chance he may be again — or Punk may take his place, or someone else, old or new. We will have new masters, new veterans to come, and Evo 2017’s finals helped to remind us that they still may come from both the East and the West.

Unfortunately, not every playable character –maybe very few, by some accounts — in Street Fighter V allows for as much variety as Akuma does; other longtime character loyalists are instead still frustrated with their mains in SFV. Capcom needs to take heed of this, and continue to build their “service” into the game we all deserve. There’s still a lot of work to be done. We’ve seen glimmers of hope, and that might be enough — for a while longer.


Additional sources: Capcom Fighters; smash.gg


Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

The SRK Rollback: Best of August 4-10, 2017

Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news — and our favorite SRK articles — from August 4 to August 10, 2017!


Zavian “mushin_Z” Sildra, Editor-in-Chief:

Frame 1:
smashboxWe need to talk about Melee banning the B0XX

Features editor Interrobang!? pulls no punches in calling out the questionable reasoning behind the blind loyalty to the GameCube controller in competitive Super Smash Bros. Melee.

Frame 2:
sai logo black with date
Roll the dice: Results, on-site report, and thoughts from Hameko on 賽 [sài], the pre-Evo Japan tournament

Jazz gives us an in-person look at Evo Japan’s miniature test run event, and discusses the challenges Evo Japan may have to face.

Frame 3:
Kusumondo 2O2F Feature
More than nostalgia: 2 Old 2 Furious commands respect for classic fighters

The dedication from both the players and the organizers to keep the classics alive at events such as this is inspiring to me! We’ve got lots of great games to play now, but never forget where we came from.


Sam “Trilby” Foxall, Assistant Editor:

Frame 1:
Android 17 DBFZAndroid 17 may be coming to DragonBall FighterZ, according to comments from their English voice actor

Based on statement from Android 17’s voice actor Chuck Huber, not only is the artificial human coming to DBFZ, but the game will feature an English voice dub from Funimation. With Gamescom on the horizon, we’re bound to get more info!

Frame 2:
mvci internal title card esportsLeaked video may hint at Marvel vs. Capcom: Infinite’s future in esports

After a video was accidentally made public, Marvel fans got a peek behind the curtain at what Capcom are planning for the esports future of MvC:I. While clearly not designed for public consumption, it’s a insight into how companies actually put on events like the CPT.

Frame 3:
Burrito KraggBurrito Esports come out on top in Rivals of Aether’s icon contest

After a hard-fought battle between rival esports teams, Burrito Esports have won the coveted prize of their own skin in Rivals of Aether. It turns rock beetle Kragg into a burrito fiend, with many of his moves now being themed around the Mexican wrap.


Keegan “Interrobang!?” Spindler, Features Editor:

Frame 1:
Gundam Versus Release DatewGundam Versus gets an open beta, running from September 2nd-4th

Great news for all fans of giant robots — you’ll get the chance to try out the upcoming Gundam Versus game before it arrives on these shores at the end of September. There’s a variety of modes and bots to get hands-on with, too.

Frame 2:
Deadshot-Injustice2See eight of Injustice 2’s voice actors compete in a special tournament at Body Count Fighting

It’s fun to get a peek behind the scenes, and this a peek behind the scenes in the best possible way, as eight Injustice 2 voice actors battle it out against each other. It’s a real joy watching them interact, and seeing the faces behind some very familiar voices.

Frame 3:
espn8ESPN will feature Evo 2017’s Street Fighter V finals as a special presentation on… ESPN 8: The Ocho?

It’s a bold move Cotton, but it’s always exciting to see Street Fighter on TV. The Ocho is a special one-off event, and having Street Fighter involved is great to see.


Extra Frame:
sfv guile nuckledu cpt skull
Reminder: Capcom has included costume Easter eggs in Street Fighter V’s newest premium outfits

Last year it was well-known that the premium outfits in Street Fighter V could be altered with the “SFV costume code,” but it was easy to miss that this code was carried forward for every premium outfit since. Try it out on your favorite costumes!

Fantasy Strike returns for a second free weekend, August 11-13, 2017

Once again, you can try out Sirlin Games’ in-development fighter for free this weekend.

David Sirlin’s fighting game project Fantasy Strike held a free access weekend a couple of weeks ago, letting players get some hands-on time with the in-development title. This weekend, we get another chance: a second free weekend will be held, starting at 11:00 AM PDT on August 11th, and ending at 11:59 PM August 14th.

The pre-alpha build you can try out this weekend will feature eight playable fighters, and four stages. Online quick match play will be supported, including cross-play between PC and Mac gamers. A local versus mode, a full-featured training mode, and an arcade mode will also all be available in this preview. It includes several changes since the last free weekend event, including faster pacing, a dedicated button for throwing, smoother online play (using GGPO networking), balance changes, and graphical improvements. You can download your free weekend build here!

Fantasy Strike is currently running a crowdfunding effort on Fig; as the game in in a pre-alpha state, remember that content and features are still in development in the free weekend build.

grave_super
rook_throw
valerie_rainbow

Source: Sirlin Games

 

Brawlout is bound for Nintendo Switch, adds new guest character Hyper Light Drifter to the roster

Brawlout is now coming to the Nintendo Switch this holiday season.

Following the successful launch on Steam’s Early Access in April 2017, Angry Mob Games is now planning to release a Nintendo Switch version of their platform fighter Brawlout, expected to appear during this year’s holiday season. To celebrate the announcement, you can currently pick up Brawlout‘s Steam version for 50% off.

That isn’t the only Brawlout news Angry Mob has to share: a new playable character is being added to the lineup: Hyper Light Drifter, from the indie game of the same name. Developed by Heart Machine studio, the titular hero is now set to unsheathe his light sword against the competitors of Brawlout. From Bogdan Iliesiu, CEO of Angry Mob Games:

We love indie games; one of the first, and most iconic, characters that came to mind was Hyper Light Drifter. He fit into the Brawlout universe perfectly, as he is already built for the type of battle we see in the game. We collaborated closely with Heart Machine to make sure The Drifter remained true to the original, working in his iconic light sword and making his signature dash a character specific move. The Drifter brings a more technical style of combat to Brawlout, with tons of movement options and both defensive and offensive play, that we think he’s going to become a staple for those looking for a competitive edge.

Notable features of Brawlout: 

  • Choose from six original characters, each with unique combat styles, or try your hand at Hyper Light Drifter from the indie hit of the same name + more surprise fighters in the works
  • Host up to 4 players in online and local battles, with several modes including timed, stock or team matches
  • Fuel your Rage Meter to power up for hard-hitting Special Attacks and unleash your Rage Mode
  • Action is kept fast and fluid with advanced techniques like air dodging, wavedashes, directional influence on stun, ledge grabs or Rage Bursts.
  • Brawlout does away with shields and blocking, focusing heavily on the aggressive, fast-paced combat which has made platform fighters so fun to both play and watch.

brawlout promo

Brawlout is currently available on Steam for $9.99 USD. Nintendo Switch, Xbox One, and PlayStation 4 versions are coming soon.

Source: press release

Limited Run Games provides an update on Skullgirls 2nd Encore’s physical releases

Fans’ patience is soon to be rewarded.

Limited Run Games, as producer of the long-awaited limited-edition physical releases of Skullgirls 2nd Encore for PlayStation 4 and PS Vita, have provided an update to the game’s significantly delayed production status:

We wanted to give everyone a production update on our Skullgirls physical release for PlayStation 4 and PlayStation Vita. It’s been a bumpy ride getting here, but the finish line is finally in sight!

If you weren’t already familiar with the situation, Lab Zero Games has been toiling away on patching out all the remaining bugs in the game so that this physical release would be a definitive and archivable piece. It took a lot longer to get to that point than any of us expected, but the final patch has been completed and we’re now in the final steps for this!

The PlayStation 4 version has been blocked by heavy factory production of other titles on Sony’s side, but is finally in the manufacturing stage and is expected to be ready to ship out to the (hopefully) patient fans by late September 2017. The PS Vita version is still undergoing the certification process, and does not have an expected date for completion/shipping at this time.

As intended to be the ultimate version of Skullgirls, the wait for these releases should be worth it for the dedicated fans that pre-ordered them.

skullgirls 2nd encore new banner wide

Source: Limited Run Games

Japanese convenience store Daily Yamazaki to offer limited-edition Street Fighter II swag

Your corner store has some nice SFII goodies to grab — provided you’re in Japan, that is.

Japanese convenience store chain Daily Yamazaki is collaborating with Capcom to bring customers a number of limited-edition Street Fighter II items to collect. These goodies, available at Daily Yamazaki for the month of August, include clear files and memo pads that feature character art and classic special moves — straight from the original game’s pixel art.

daily yamazaki street fighter files 1
daily yamazaki street fighter files 2

There’s also a special pin set as a potential prize for customers spending more than ¥700, and Famitsu will be providing a special-edition “Streetsu” magazine as well:

daily yamazaki street fighter pins
daily yamazaki street fighter magazine cover famitsu streetsu

These items are only available in Japan for now; maybe we’ll see a version of this promotion come to a similar chain in North America in the future…? Or maybe not.

Source: Otakomu via Crunchyroll