CFN Portal Reveals Concept Art for Superhero Costumes in Street Fighter V

Someone at the CFN Portal must have put out the Hadouken symbol, as the latest offering of concept art shows off various Street Fighter characters dressed up as tokusatsu-style superheroes. These designs look like something out of Viewtiful Joe or the Wonderful 101, with characters sporting colourful spandex and glowing appendages to make them look that little bit more spectacular, compared to the last batch of rejected costumes.

In the gallery below, you’ll see: Ryu wearing special gauntlets and visor, similar to Cyclops from X-Men; Atomic Hurricane Guile, complete with Sonic Boom logo; a hooded R. Mika, complete with bright pink pigtails; Karin wearing a suit similar to that of Iron Man; M. Bison doing his best Black Shadow impression; Star Captain Birdie and finally, Dhalsim wearing a UFO as a skirt, complete with aliens grasping his body.

Click to view slideshow.

You can learn more about each individual costume over on the CFN Portal, with more rejected costumes to be revealed in the near future.

Source: CFN Portal

King of Fighters World Premiere Tokyo Footage: Nemo vs. Kindevu, Development Team Interview

SNK recently held a series of “world premiere” events for The King of Fighters XIV in Osaka and Tokyo, Japan. The events were the first time many players would be able to experience the full release build of The King of Fighters XIV, complete with the balance changes that are coming to the game via a release day patch.

For those who missed the live stream of the events, Gato Ray has uploaded the archive from the Tokyo event’s stream onto his YouTube channel. Highlights include a special guest match between Nemo and Kindevu. While both players are more known for other games, both are also veterans of The King of Fighters series.

In addition to this, the footage also contains an interview with some members of the development team, specifically artist Eisuke Ogura, and battle designer Hidetoshi “Neo_G” Ishizawa.

For those looking for specific parts of the stream, the Nemo versus Kindevu match starts at 28 minutes, meanwhile more event matches start at 1 hour and 3 minutes. Finally, the interview with Ogura and Ishizawa starts at 1 hour and 41 minutes.

Source: Gato Ray

King of Fighters World Premiere Tokyo Footage: Nemo vs. Kindevu, Development Team Interview

SNK recently held a series of “world premiere” events for The King of Fighters XIV in Osaka and Tokyo, Japan. The events were the first time many players would be able to experience the full release build of The King of Fighters XIV, complete with the balance changes that are coming to the game via a release day patch.

For those who missed the live stream of the events, Gato Ray has uploaded the archive from the Tokyo event’s stream onto his YouTube channel. Highlights include a special guest match between Nemo and Kindevu. While both players are more known for other games, both are also veterans of The King of Fighters series.

In addition to this, the footage also contains an interview with some members of the development team, specifically artist Eisuke Ogura, and battle designer Hidetoshi “Neo_G” Ishizawa.

For those looking for specific parts of the stream, the Nemo versus Kindevu match starts at 28 minutes, meanwhile more event matches start at 1 hour and 3 minutes. Finally, the interview with Ogura and Ishizawa starts at 1 hour and 41 minutes.

Source: Gato Ray

Check Out This Perfectly Stunning Ken Rushdown Montage for Street Fighter V

In his latest montage, XusesGB demonstrates the punishing potential of Ken’s rushdown game. Most of the matches in the video end with either stun combos or perfects, and the ones that don’t still show why Mr. Masters is practically the embodiment of rushdown. Another great thing this video highlights is the importance of fundamentals: though Ken’s style is flashy on the surface, most of the damage acquired in these online matches seem to come from hard reads, good footsies and sharp reactions.

Check out these clips that make even the spectator fear Ken’s flaming fists:

Source: XusesGB

 

Learn the Differences between Analog and Digital Shielding in the Latest Wavedash Dev Vlog

After a brief break for Super Smash Con, Jason from Wavedash Games is back with another developer vlog. This week’s topic is discussing whether their platform fighter will have an analog shielding system, like the system in Melee, or a digital system similar to holding the block button in a fighter like Mortal Kombat.

With an analog shielding mechanic, players can choose the strength of their shield with a light shield or a full shield. Thanks to the Gamecube controller’s analog shoulder buttons, the controller can detect variances in your button press and give you either a full shield or light shield based on the force applied. This makes the shielding system very easy to understand at first–push button, defend yourself from attacks–but provides added depth once players have mastered the initial system by varying up the strength of pressing that shield button, depending on the situation. This mechanic is consigned to a single button press, making the concept of shielding easy to grasp for a brand new player.

However, with modern controllers dispensing with analog buttons and using digital buttons where your input is either on or off, you lose this extra degree of control. With a digital shielding system, there would be a designated block button, alongside extra inputs like pressing two buttons at once if you wanted a different shield type as the controller cannot read variable inputs via that single button press. As Jason says in the video, this minor input change drastically increases the barrier to entry as the once easily understandable single shield button has to have a bunch of caveats lumped on it for different scenarios.

The team at Wavedash have not quite decided on their shield system just yet and are trying to design something that works whether you use analog or digital buttons, but this video provides a enlightening glimpse into the theory behind crafting control systems for fighting games. The game could end up having a push block system, a parry mechanic similar to 3rd Strike or it may dispense with shields all together, similar to Rivals of Aether.

Source: Wavedash Games

Early King of Fighters XIV Day One Balance Patch Impressions: Mai Nerfs, Dinosaur Buffs

As previously reported, The King of Fighters XIV will be receiving some balance changes alongside its release day patch. Now, while we don’t exactly know what these changes entail yet, some details have emerged from SNK’s recent “world premiere” events in Japan. A recent post by the Professor over at the MadMan’s Café shares some details regarding the changes to two of the game’s characters: Mai Shiranui and the King of Dinosaurs.

Mai Shiranui in KOFXIV is looking to be one of her strongest incarnations–too strong in fact, based on the changes to her. The nerfs mainly have to do with her fans as they have now been made somewhat easier to jump over. In addition to this, her grounded blowback attack (press C and D together) is now negative on block.

The King of Dinosaurs redesign of Tizoc has always been a popular one among fans of the series. However, some have stated that he felt a bit weak in the preview builds. To help address this, SNK is increasing his walk speed come launch day.

In addition to these, game designer Hidetoshi “Neo_G” Ishizawa addressed comments about other characters (such as Andy) being too strong by stating that the characters in the game have been balanced so that they all feel strong, and that he wants to see them in the hands of players before thinking about making any further balance changes.

Source: the MadMan’s Café via Shoryuken forums

Get That Power Stone Fix as Combat Core Releases on Steam Early Access

As the wait continues for Power Stone 3, MABManZ may have you covered if you are looking for an arena brawler to fill that hole in your heart. Releasing on Steam Early Access earlier this week, Combat Core is a brawler where up to four players can battle in futuristic arenas, slicing each other up with laser swords or blowing up the environment with grenade launchers – in between throwing energy blasts and slamming people into the ground with a suplex or an Izuna drop.

Customisation is at the heart of Combat Core, as players can equip special Cores which grant characters special bonuses and even new attacks, similar to the Gear system which is in Injustice 2. Players can also create their own fighter, taking normals and specials from pre-existing characters to fit their playstyle. With an Arcade mode, offline and online versus modes and even Oculus Rift support, there is plenty for those looking for a fun party brawler to sink their teeth into. As with any Early Access game, there is likely to be bugs, system changes and new mechanics added as development continues so don’t expect the full package just yet.

Sources: MABManZ, Steam

Get That Power Stone Fix as Combat Core Releases on Steam Early Access

As the wait continues for Power Stone 3, MABManZ may have you covered if you are looking for an arena brawler to fill that hole in your heart. Releasing on Steam Early Access earlier this week, Combat Core is a brawler where up to four players can battle in futuristic arenas, slicing each other up with laser swords or blowing up the environment with grenade launchers – in between throwing energy blasts and slamming people into the ground with a suplex or an Izuna drop.

Customisation is at the heart of Combat Core, as players can equip special Cores which grant characters special bonuses and even new attacks, similar to the Gear system which is in Injustice 2. Players can also create their own fighter, taking normals and specials from pre-existing characters to fit their playstyle. With an Arcade mode, offline and online versus modes and even Oculus Rift support, there is plenty for those looking for a fun party brawler to sink their teeth into. As with any Early Access game, there is likely to be bugs, system changes and new mechanics added as development continues so don’t expect the full package just yet.

Sources: MABManZ, Steam

The Brooklyn Bruiser Lets Loose in This Super Smash Bros. for Wii U Combo Video

In Smash 4, Little Mac is a character you’ll rarely see at the top levels of play. While his ground game and frame data is some of the best in the game, his lack of decent aerials and abysmal recovery make it that he won’t be climbing up tier lists very soon. Despite this, he is still a popular character at the casual level and whenever you do see a decent Little Mac, you should be very afraid.

Despite being very much the underdog in many matchups, Little Mac can pack a devastating punch in capable hands. One of the world’s best Mac mains Noble|Sol is one such player, pulling off brutal combos with the plucky pugilist as seen in the combo video below. Between fancy footwork, masterful usage of perfect pivots and Mac’s down tilt to combo into kills, you’d almost forget that Mac is considered a bad character by many.

Source: Sol

The Brooklyn Bruiser Lets Loose in This Super Smash Bros. for Wii U Combo Video

In Smash 4, Little Mac is a character you’ll rarely see at the top levels of play. While his ground game and frame data is some of the best in the game, his lack of decent aerials and abysmal recovery make it that he won’t be climbing up tier lists very soon. Despite this, he is still a popular character at the casual level and whenever you do see a decent Little Mac, you should be very afraid.

Despite being very much the underdog in many matchups, Little Mac can pack a devastating punch in capable hands. One of the world’s best Mac mains Noble|Sol is one such player, pulling off brutal combos with the plucky pugilist as seen in the combo video below. Between fancy footwork, masterful usage of perfect pivots and Mac’s down tilt to combo into kills, you’d almost forget that Mac is considered a bad character by many.

Source: Sol