Street Fighter V Server Disconnect Interrupts Local Grand Finals Match

It’s no secret that Street Fighter V shipped with a multitude of unacceptable issues, from lackluster matchmaking to routine server disconnects. While these issues have typically only affected players leveling up in the comfort of their own homes, a local Southern California tournament saw them pop up during arguably the most inopportune time of all: a grand finals match.

After battling their way through a solid bracket all night, finalists Iansanity (love the name, by the way) and Mike were primed to close out Toasty Tuesdays with one final bout. Both players found themselves in the winners finals just a few matches prior, but Mike would need to take two separate sets to avenge his loss. And as their fight came to its final rounds, the unthinkable happened.

See, the Street Fighter V servers are still pretty unstable. But instead displaying a simple notification when a disconnect occurs, the game completely shuts down and kicks players out of whatever mode is currently being used, even if it’s an offline mode like versus. As you can see, this has the potential to utterly disrupt tournaments, as shown by the confusion it caused at Toasty Tuesdays.

While some may argue that the tournament organizers shouldn’t have been connected to the internet in the first place, this isn’t something we should be worried about as competitors. Like the other issues that continue to plague Street Fighter V, we hope that Capcom takes steps to correct it. If you run a tournament, please do whatever you can to avoid this possibility, and stay vigilant of your station’s connectivity if you’re a competitor.

A full archive of this incident can be found by following the link below.

Source: Epic Gamer Productions via Mike Zaimont

Mortal Kombat XL’s Extensive Balance Changes Detailed

Alongside new characters and improved network play, Mortal Kombat XL brings with it a host of system and balance changes. While some were already reported during the recent beta, the developers recently provided a complete look at what has been adjusted.

Some of the more notable changes include reduced chip damage and meter gain across the board, a more realistic game timer, breakers draining both players’ stamina, and a number of balance changes to the existing cast. The entire list has been included below.

Mortal Kombat XL Patch Notes

General Gameplay Fixes

  • New rollback based enhanced online multiplayer is now active
  • Reduced chipdamage from most normals
  • Reduced metergain from having most normals blocked
  • Round timer now operates in real time seconds
  • Neutral jumping attacks are more negative on block on the way up
  • After a breaker or block breaker stamina is removed from both players
  • Stamina now starts to refill 2 secs after a breaker (down from 2.5 secs) at a 50% faster rate
  • Lowered the trade priority of most jumping attacks and increased hurt regions after their startup frames
  • Reduced the meter gain on most multi-hitting strings and some multi-hitting special moves
  • Grab background interactions now function as true command grabs which can combo from a hit
  • Most projectile background interactions can now have their trajectory lowered by holding Down which can make them harder to low profile
  • Adjusted the background collision at the ends of some arenas which would cancel out some profiles sooner than desired
  • Added  2 more recovery frames after a blocked or missed attack while jumping backwards
  • Adjusted the throw immunity of most special moves
  • Increased combo damage scaling after a throw tech
  • Combos do not end after a meter burned throw at the end of a match
  • Some hit sparks are now red when the move connects during an opponent’s recovery frames
  • Fixed some incorrect framedata in the movelist
  • Adjusted many combos which were inconsistent if the player and opponent were not both chest to screen or chest away from screen
  • Added 3 more frames to the throw tech window
  • A teched throw at the beginning of a match will no longer grant first hit bonus

Character Specific Fixes

Cassie Cage

  • Flip Kick now has 7 startup frames (up from 6)
  • Flip KickEx no longer has armor
  • Down+FP is now -6 on block (up from -8)
  • Away+BK has increased pushback and is now -4 on block (up from -9)
  • Change the last input of the Cage Raged combo from Away+BP, FP, BP, Down+FP+BP to Down+BP+BK
  • Reduced the cancel advantage of the 4th hit of the Away+BP, FP, BP, Down+BP+BK combo
  • Away+BP, FP, BP is now -14 on block with less pushback (down from -4)
  • (Hollywood) – The hit advantage of Nut Buster and Nut Kracker are now more consistent regardless of the height it connects at
  • (Brawler) – Added Haymaker (enhanced version of Take Down) which is armored and does more damage
  • (Brawler) – Added Bone Breaker (enhanced version of Bow Breaker) which is armored, does more damage, and can combo from a hit

D’Vorah

  • Increased the damage of Ovipositor Charge & Ovipositor Rush by 2
  • Ovipositor Rush now has 14 startup frames (down from 20)
  • Ovipositor Rush is now -17 on block (down from -12)
  • Away+FK is now a high block and +11 on block (up from +2 and a mid)
  • Away+BK has increased pushback and is now -11 on block (down from -15)
  • (Swarm Queen) – increased combo damage scaling after dash cancelling out of Wasp Grenade
  • (Brood Mother) – reduced the cooldown on Krawler to 3 seconds (down from 4)
  • (Venomous) – Bug Spray &Bug Burst is now max -23 on block and +12 on hit (down from -20 on block and +15 on hit)

Ermac

  • Away+FP is now a high block and has 9 startup frames and 3 active frames (down from 11 start and up from 2 active)
  • Down+FP is now -6 on block (down from -10)
  • Increased the block advantage of Away+BP by 1 and it is now more plus on block the longer it is charged
  • Towards+FK now has 11 startup frames and is -4 on block (down from 13 startup and -3 on block)
  • Towards+FK, BK is now -1 on block (up from -6)
  • Towards+BK, FK is now -6 on block (up from -11)
  • Away+BK has increased pushback and is now -10 on block (up from -16)
  • Changed the command input of Hover to Down, Up+Block (from Down, Down, Up)
  • (Mystic) – Levitate (Tele-Choke) is now -6 on block and has 9 startup frames (up from -14 on block and down from 11 startup frames)
  • (Spectral) – Changed the command input of Soul Ascension to Down, Up+Block (from Down, Down, Up)

Erron Black

  • Increased pushback on block for Sand Shot and it is now +6 on block (down from +7)
  • Increased range on Sand Trap Tackle and it now has13 startup frames (down from16)
  • Quick Sand Tackle will now combo from a hit
  • Increased the hit advantage of Quick Sand Tackle &Sand Trap Tackle by 10
  • Down+FP now has 7 startup frames (down from 8)
  • Towards+BK is now -12 on block and +17 on hit (down from -21 on block and up +7 on hit)
  • Away+BK has increased pushback and is now -7 on block (up from -12)
  • Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings

Ferra/Torr

  • Added Little One Slide (enhanced Bowl Girl) special move which can allow for a combo afterwards
  • Added Ferra Throw (enhanced Ferra Toss) special move which can allow for a combo afterwards
  • BP, Towards+BK is now -5 on block (up from -8), does 1 less damage, and can now be special canceled
  • Down+BP is now +4 on block (up from -11)
  • Away+BK has increased pushback and is now -9 on block (down from -18)
  • Down+FP (sans Ferra) is now -6 on block (down from -3)
  • Away+BK (sans Ferra) is now -6 on block (up from -17)
  •  Towards+BP can no longer be used twice to extend the same combo
  • Grab ‘n’ Stab can now combo from a hit
  • Away+2 can now be special canceled into X-Ray or background interactions
  • Increased hit advantage and hit cancel advantage by 2-4 on most normals and strings
  • (Vicious) – Added Boss Launch (enhanced Boss Toss) which goes farther
  • (Vicious) – Slightly reduced the range of Boss Toss
  • (Vicious) – Gut Ripper can now combo from a hit
  • (Lackey) – Boulder Roll&Double Boulder Roll are now -10 and -6 on block (down from -12 and -9)
  • (Lackey) – Increased combo damage scaling on Boulder Roll&Double Boulder Roll
  • (Lackey) – Colossal Crush can now combo from a hit

Goro

  • Increased the active frames on jumping FP
  • Shokan Slam can now combo from a hit
  • armor on X-Ray now lasts until the active frames
  • Towards+BK is now +4 on block (up from +2)
  • Away+BK has increased pushback and is now -9 on block (down from -13)
  • Reduced run startup frames and increased it distance traveled
  • Slightly sped up his step forward
  • (Kuatan Warrior) – Tremor will be combo damage scaled after combo when used in an unavoidable off the ground situation
  • (Dragon Fangs) – Shokan Massacre can now combo from a hit

Jacqui Briggs

  • Bionic Dash & Bionic Blast are now -9 and 0 on block (down from -19 and -21) with increased pushback on block
  • BP, FK is now a low block
  • Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings
  • added 5 more frames to buffer the Stanky Leg input from BK
  • Away+BK has increased pushback and is now -6 on block (up from -10)
  • (Shotgun) – Single Barrel is now +17 on hit (up from +1)

Jason Vorhees

  • added 5 recovery frames to Back Breaker & Spine Shatter
  • Choke & Choke Slam now have 12 startup frames (down from 15)
  • You can now throw the opponent forward by holding Towards after Spine Shatter connects
  • Down+FP now has 6 startup frames (down from 8)
  • Down+BP now has 6 startup frames (down from 9)
  • Away+FK now has 9 startup frames and is -11 on block (down from 12 startup and -9 on block)
  • Away+FK, FP+FK is now a command throw
  • Added Away+FK, Up+FP combo string
  • Added Away+FK, Down+FP combo string
  • Towards+FK is now +7 on block (up from -1)
  • Down+FK now has 10 startup frames and is -3 on block  (down from 11 startup and up -8 on block)
  • Away+BK has increased pushback and is now -3 on block (up from -14)
  • Down+BK now has 13 startup frames and is -2 on block  (down from 16 startup and up -3 on block)
  • (Slasher) – removed 9 recovery frames from Machete Toss & Machete Throw
  • (Slasher) – Away+FP now has 9 startup frames and is -11 on block (down from 11 startup and -10 on block)
  • (Relentless) – Increased the scaling damage boost from Damned to 1.1x / 1.25x / 1.45x / 1.75x (from 1.1x / 1.2x / 1.33x / 1.5x)
  • (Unstoppable) – removed 12 recovery frames from Corpse Walk
  • (Unstoppable) – slightly increased the health gain from Rise & Corpse Walk
  • (Unstoppable) – Rise & Corpse Walk now also gain meter while active
  • (Unstoppable) – while Punishment & Rampant are active most of your attacks will break through opponents armor
  • (Unstoppable) – Punishment & Rampant now lasts 7 seconds (up from 5 seconds)
  • (Unstoppable) – Rampant now lasts 10 seconds (up from 5 seconds)

Jax Briggs

  • Reduced the hit region of Towards+FK
  • Down+FP, Down+BP is now -2 on block (up from -7)
  • Increased combo damage scaling after Gotcha Beatdown, Downward Dash Punch, &Downward Dash Fist
  • Away+BP is now -13 on block (down from -8)
  • Down+FK is now -2 on block (down from 0)
  • Away+BK has increased pushback and is now -13 on block (up from -17)
  • Ground Shake will be combo damage scaled after combo when used in an unavoidable off the ground situation
  • (Pumped Up) – Air Drill Punch &Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
  • (Wrestler) – Added 8 recovery frames to Quad Grab&Quad Grapple
  • (Wrestler) – increased hit advantage after Back Breaker by 10
  • (Wrestler) -Quad Grapple can now combo from a hit

Johnny Cage

  • Increased the active frames on jumping BP
  • Nutcracker is now -14 on block (down from -12)
  • Down+FK now has 7 startup frames and is -9 on block (down from 10 startup and -4 on block)
  • Away+BK has increased pushback and is now -12 on block (up from -22)
  • Down+BK now has 5 more recovery frames and is-6 on block (down from -1)
  • Increased damage of throw when Red Shadow is active
  • (Fisticuffs) – Fist Bump now recovers 4 frames faster and lasts for 9 seconds (up from 8 seconds)
  • (Fisticuffs) – Away+1 now has 10 startup frames (down from 11)
  • (Fisticuffs) – Hits of Speed Bag string do additional damage on hit and block if Fist Bump is active
  • (Fisticuffs) – does the increased damage throw while Fist Bump is active
  • (A-List) – Nut Breaker is now -21 on block (down from -11)
  • (A-List) – Nut Breaker when meter burned is now -14 on block (down from -12)

Kano

  • Up Ball&Uprise Ball will hit more consistently after 7 startup frames
  • Away+FP is now -8 on block (down -2)
  • Away+FP, FK is now -2 on block (down from -1)
  • Down+FP is now -7 on block (down from -9)
  • Down+FK now has 7 startup frames (down from 8)
  • Away+BK has increased pushback and is now -6 on block (up from -10)
  • Down+BK is now -12 on block (up from -7)
  • Air Ball now hits overhead
  • (Cutthroat) – Blade Slice is now -5 on block (up from -8)
  • (Cutthroat) – Bloody Slice is now -15 on block (down from -8)
  • (Cutthroat) – Away+FP has slightly increased range
  • (Cybernetic) – Upward Laser now has 6 startup frames and 21 recovery frames (down from 10 startup and up from 18 recovery)
  • (Commando) – Added 8 recovery frames to Rib Strike &Rib Breaker
  • (Commando) – Choke &Strangle are now +15 and +23 on hit (up from -5 and +5)
  • (Commando) – Gains a new BP, BP combo string
  • (Commando) – Gains a new Away+FP, FK, FP+FK string
  • (Commando) – Rib Breaker&Power Bomb can now combo from a hit

Kenshi

  • Blade Reflect & Blade Absorb now have 7 startup frames (down from 10)
  • Blade Reflect & Blade Absorb can now parry most non low attacks
  • After a successful parry from Blade Reflect &Blade Absorb you can special cancel into another special move
  • Away+FP now has 13 startup frames and is -1 on block (down from 17 startup and up from -6 on block)
  • Down+FP now has 7 startup frames (down from 8)
  • BP now has 9 startup frames and is -14 on block (down from 11 and -9 on block)
  • BP, BP can now be meter burned to reset the combo string
  • Added Towards+BP, FP, FP / BK combo strings
  • Away+BK has increased pushback and is now -9 on block (up from -13)
  • Away+BP is now -4 on block (up from -18)
  • adjusted the reaction of BP, FP, FP, BP+BK to make comboing afterwards easier
  • Increased the damage of BK by 2 and decreased the damage of BK, FP by 2
  • Towards+BK is now a high block, has extended range, and has 16 startup frames (down from 18)
  • BP, FP, BP is now -2 on block (up from -5)
  • (Possessed) – After Demon Port & Demon Beam you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
  • (Possessed) – Increased damage of Soul Push & Soul Charge by 2 and 5
  • (Kenjutsu) – FK, BP, BP is now -4 on block (up from -8)
  • (Kenjutsu) – Away+BP is now -4 on block (up from -18)

Kitana

  • Down+FK now has 6 startup frames and is -3 on block (down from 9 startup and up from -5 on block)
  • BK is now +11 on block (up from +2)
  • Away+BK has increased pushback and is now -2 on block (up from -6)
  • (Assassin) – Sharpen &Razor Blade now has 54 and 30 recovery frames (down from 73 & 55)
  • (Assassin) – Increased armor frames on Assassin Impale
  • (Mournful) – reduced block stun frames on the first hit of Glaive Return

Kotal Kahn

  • Away+BK has increased pushback and is now -8 on block (up from -13)
  • Sunstone & Burning Sunstone now breaks through Ice Klone
  • Towards+BK now has 23 startup frames and is now +9 on block (up from 20 startup frames and -2)
  • (War God) – Sword Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
  • (Sun God) – Moon God Choke can now combo from a hit

Kung Lao

  • Reduced the hit region of Jumping BP
  • (Tempest) – Orbiting Hat is now +7 on block (down from +12)
  • (Tempest) – Orbiting Hat is now +40 on hit (up from +17)
  • (Tempest) – Cyclone pulls the opponent closer when blocked

Kung Jin

  • Towards+BK is now +4 on block (up from -1)
  • Away+BK has increased pushback and is now -8 on block (up from -12)

Liu Kang

  • Away+BK has increased pushback and is now -9 on block (up from -13)
  • (Dragon Fire) – Flip Kick from Bicycle Kick is now 0 on block (down from +2)
  • (Dualist) – Yang damage buff no longer goes away when you get hit

Mileena

  • Removed 5 recovery frames from Double Sai Blast
  • Removed 3 recovery frames from Sai Blast
  • Removed 3 recovery frames from Air Sai Blast
  • Down+FP now has 6 startup frames and is -5 on block (down from 9 startup and -4 on block)
  • Down+FK now has 8 startup frames and is -6 on block (down from 10 startup and -1 on block)
  • Away+BK has increased pushback and is now -4 on block (up from -8)
  • Towards+BK now has 15 startup frames and is -8 on block (down from 17 startup and -31 on block)
  • (Piercing) – Removed 5 recovery frames from Low Sai & Double Low Sai
  • (Piercing) – Away+FP is now -2 on block (down from -5)
  • (Piercing) – Away+FP, BP is now -1 on block (down from +2)
  • (Ravenous) – High Pounce now has 12 startup frames, is -3 on block, and has 9 less recovery frames (down from 15 startup and -7 on block) and has increased range
  • (Ravenous) – Low Pounce now has 8 startup frames and has 8 less recovery frames (down from 13 startup)

Predator

  • Down+FP now has 8 startup frames and is -6 on block (down from 9 startup and -3 on block)
  • Down+FK is now -6 on block (down from -3)
  • Away+BK has increased pushback and is now -10 on block (up from -15)
  • (Warrior) – Dread Slam now has 13 startup frames and is -4 on block (down from 29 startup and up from -9 on block)
  • (Warrior) – Dread Launch now has 13 startup frames and is -14 on block (down from 29 startup and down from -9 on block)
  • (Warrior) – removed 3 recovery frames from Self-Detonate & Self-Destruct
  • (Hish-Qu-Ten) – lowered damage of all Plasma Shots by 1
  • (Hish-Qu-Ten) – added 3 recovery frames with Cancel from Plasma Shot when the opponent is in block stun

Quan Chi

  • Trance is now +46 on hit (down from 80)
  • Removed 9 startup frames from Sky Crush
  • removed 5 startup frames from Sky Drop
  • Ground Burst meter burn is now -1 on block (down from +14) but it can now be delayed to increase the block advantage
  • Increased combo damage scaling after Ground Burst
  • Away+BK has increased pushback and is now -8 on block (up from -12)
  • (Sorcerer) – Black Magic now activates in 29 frames and has 30 recovery frames (down from activates in 53 frames and 70 recovery frames)
  • (Sorcerer) – Final Hex now activates in 31 frames and has 53 recovery frames (down from activates in 47 frames and 55 recovery frames)
  • (Sorcerer) – Dark Curse now activates in 36 frames and has 59 recovery frames (down from activates in 45 frames and 62 recovery frames)
  • (Summoner) – Increased combo damage scaling after Bat attacks

Raiden

  • Towards+FP, BP is now 0 on block (up from -3)
  • Down+FP is now -7 on block (down from -9)
  • Away+BK has increased pushback and is now -3 on block (up from -17)
  • Towards+BK is now +6 on block (up from -3)
  • Increased the cancel advantage of Towards+FP, BP
  • (Master of Storms) – Static Traps now last 20 seconds (up from 10 seconds)

Reptile

  • Increased active frames on jumping FP
  • Away+BK has increased pushback and is now -9 on block (up from -13)
  • (Deceptive) – added 5 recovery frames with Stealth & Invisibility when the opponent is in block stun
  • (Nimble) – Basilisk now recovers in 31 frames (down from 36)
  • (Nimble) – Basilisk Runner now recovers in 61 frames (down from 71)

Scorpion

  • Takedown & Takeout are now +15 on hit (up from -5)
  • FP, FP is now +1 on block (up from -4)
  • FP, BP is now -6 on block (up from -11)
  • Down+FP is now -7 on block (up from -9)
  • BP, FP is now +2 on block (up from -7)
  • BP, FP, BK is now +2 on block (up from -14)
  • FK now has 7 startup frames and is +2 on block (down from 11 startup frames and down from -3 on block)
  • Away+BK has increased pushback and is now -9 on block (up from -18)
  • (Ninjutsu) – Away+BK has increased pushback and is now -4 on block (up from -16)
  • (Ninjutsu) – The 2nd hit of Towards+BP is now an overhead block
  • (Ninjutsu) – Away+BK can now be special canceled before the 2nd hit
  • (Hellfire) – Hell-Ferno will be combo damage scaled after combo when used in an unavoidable off the ground situation

Shinnok

  • Amulet Curse has increased pushback on block
  • Down+FP is now -7 on block (up from -9)
  • Down+BP is now a high block
  • Away+BK has increased pushback and is now -8 on block (up from -19)
  • (Impostor) – After Air Tricky Portal you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
  • (Necromancer) – Judgment Fist & Judgment Smash now has 52 startup frames and is +2 on hit (down from 58 startup and -3 on hit)

Sonya Blade

  • Away+BK has increased pushback and is now -10 on block (up from -14)
  • (Demolition) – Grenades no longer bounce when they hit the ground
  • (Demolition) – Drone Drop now reloads 5 frames faster and recovers 3 frames faster
  • (Demolition) – Increased combo damage scaling on Stun Grenade
  • (Demolition) – Drone Drop now adds combo damage scaling

Sub-Zero

  • Down+FP is now -4 on block (up from -6)
  • Away+BK has increased pushback and is now -5 on block (up from -16)
  • (Unbreakable) – Icy Slide will now leave the opponent frozen if it connects while Frozen Aura or Ice Aura is active
  • (Grand Master) – Klone Toss can now have its trajectory lowered by holding Down

Takeda

  • Down+FP now has 7 startup frames (up from 8)
  • Away+BK has increased pushback and is now -5 on block (up from -9)
  • Towards+BK is now +9 on block (up from +2)
  • (Ronin) – Blade Kall and Blade Summon is now -13 on block and only hits once on block or armor (down from -5)
  • (Ronin) – Away+BP now has 15 startup frames (up from 12)

Tanya

  • Away+BK has increased pushback and is now -7 on block (up from -12)
  • FK, BK can no longer be canceled on the first active frame
  • (Kobu Jutsu) – reduced the blockstun on Tonfa Throw
  • (Kobu Jutsu) – Away+FP now has 10 startup frames (up from 9)
  • (Kobu Jutsu) – Reduced the pushback on block from the last hit of Tonfa Swipe
  • (Kobu Jutsu) – Away+FP, BP+BK is now -10 on block (down from -4)
  • (Dragon Naginata) – Increased damage of Away+BP by 2
  • (Dragon Naginata) – Increased damage of Down+Away+BP by 2
  • (Pyromancer) – removed 5 recovery frames from Low Fireball & High Fireball
  • (Pyromancer) – removed 2 recovery frames from Air Far Fire Blast & Air Close Fire Blast

Tremor

  • Rock Shower now activates 6 frames later and has 6 more recovery frames
  • Rock Drop now activates 6 frames later and has 10 more recovery frames
  • Down+FK is now -2 on block (down from +1)
  • Down+BK is now -11 on block (down from -8)
  • Ground Pulse & Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
  • (Crystalline) – Krystal Blast Down Shatter is now -5 on block (down from 0)

Mortal Kombat XL and its accompanying Kombat Pack 2 content are now available for PlayStation 4 and XBox One.

Source: Warner Bros.

Tempo Storm Parts Ways with ChrisG

After a year of supporting Christopher “ChrisG” Gonzalez under their banner, Tempo Storm has decided to part ways with the fighting game competitor as his contract expires. Gonzalez himself repeated these sentiments in a follow-up tweet, both of which paint the split as an amicable agreement.

Gonzalez has long been thought of as one of the three strongest Ultimate Marvel vs. Capcom 3 players in the world alongside Panda Global’s Ryan “Filipino Champ” Ramirez and Evil Geniuses’ Justin Wong, but he has also found success in titles like Street Fighter IV, King of Fighters XIII, Killer Instinct, and Mortal Kombat X. He recently began his career in Street Fighter V with a fifth-place finish at Undefeated 2016, where he also took home first in Marvel.

In addition to squads for Hearthstone, Heroes of the Storm, and Counter-Strike: Global Offensive, Tempo Storm will continue on with a fighting game roster comprised of Jeffrey “Axe” Williamson, Weston “Westballz” Dennis, and Reepal “Rip” Parbhoo, all of whom regularly find success in their own arenas.

With a storied history behind him and a bright future ahead, we don’t expect Gonzalez to remain in free agency for long.

Sources Tempo Storm, ChrisG via Daily Dot eSports, featured image c/o Kara “Karaface” Leung

Touhou Project Fighter Urban Legend in Limbo Heading to PlayStation 4

While known more for its shoot ’em ups, Touhou Project is no stranger to the world of fighting games. The generally PC-exclusive franchise counts one-on-one affairs such as Immaterial and Missing Power and Hopeless Masquerade among its many installments, and now the latest will be making its way to PlayStation 4.

Urban Legend in Limbo, which is already available on PC, is supposed to play somewhat like its predecessors in that there is no ground-based combat. Reflecting the series’ bullet hell roots, all of the combat takes place in the air, with a heavy focus on projectiles. A bit of this can be seen in the trailer below.

Other details regarding Urban Legend in Limbo’s upcoming console release are set to be revealed in the near future, so stay tuned.

Source: Touhou Project on PlayStation via Gematsu

UltraChen TV Streaming Live – Filipino Champ vs. Kane Blueriver, Mortal Kombat XL, and More

UltraChen TV is back with another installment of their Tuesday talk show. Tonight, James Chen and UltraDavid will be discussing a variety of topics, including the PG|Filipino Champ vs. BE|Kane Blueriver exhibition at Winter Brawl X, the value of being a heel, paying for fighting game lessons, recent tournament results, Mortal Kombat XL, and more.

The stream will be live in this article, but you can also visit Twitch to join the chat.

Watch live video from ultrachentv on www.twitch.tv

Source: UltraChen TV, featured image courtesy of Kara “Karaface” Leung

Street Fighter V Roundup – Ken Tatsu Mixups, Nash Pressure Options, and More

It’s hard to believe Street Fighter V has already been out for two full weeks, but it’s true. To celebrate this momentous occasion, we’ve collected some of the best recent video offerings from around the web and put them here for your viewing pleasure.

To get us started today, Pan takes a look at Ken’s Tatsu. Thanks to the way the move functions, even the fighter’s grounded Tatsu can create a crossup hit on downed opponents in okizeme situations, leading into massive damage conversions. Pan takes the time to break this tactic apart to demonstrate how it’s done, the options the aggressor has in the event that their opponent gets a read, and options to beat the tactic.

Of course, Ken’s aerial Tatsu is still a threat in Street Fighter V, too, so Pan examines that as well.

Next, LordWilliam1234 highlights ways to maximize Ken’s damage off a meaty counter hit overhead. That’s quite a few stipulations, certainly, so the setups aren’t going to come into play all that often, but they’re definitely worth looking into to guarantee your Ken has as many options as possible.

To round out our Ken footage for the day, Vandylizer takes a look at just how far the fiery fighter can push his opponents after scoring a knockdown. We’ve also included a second video from Vandylizer, which looks at some of Zangief’s meaty options.

This next video, from SFO|Nargrull, is an extensive showcase of Nash’s pressure potential. Clocking in at just under 10 minutes, this exhibition is positively packed with important information for those looking to run over their opponents with this returning combatant.

If you’re a Karin player having difficulties with the Ryu matchup, this next video from ReikiKirei may have just what you need to put the wandering warrior in his place. Learn how to make the most of those punish opportunities!

It’s always exciting to see the creative ways players come up with to keep Dhalsim’s rubbery appendages in check, and Sebastian Rikk brought us a look into some fun ways to do just that in this next bit of footage.

We’ve received numerous combo videos today including R. Mika options from Johnny Bravo, unMaker’s look at Zangief, and a host of Vega combo potential from both Vexoid UK’s Indoimran and ClutchCombo.


We close things out tonight with a hilarious video from Burnout Fighter. This video is a supercut featuring the fear inspired by the lobbed balls of lava and other flame-based attacks at Dhalsim’s disposal. You can practically hear the defenders panicking to prevent themselves from being burned; some do it by wildly jumping, some do it by dashing, others still take to hunkering down with their hands over their heads in hopes the sky won’t come crashing down.

Send us your discoveries; they may end up in our next Street Fighter V community roundup!

Sources: Pan, LordWilliam1234, Vandylizer, SFO|Nargrull via JLM, ReikiKirei, Sebastian Rikk, Johnny Bravo, unMaker, Indoimran, ClutchCombo, Burnout Fighter

Marvel LIVE! Now Streaming – Winter Brawl X, Undefeated 2016 Recaps with Special Guest Filipino Champ

The Marvelous Essentials team returns to Twitch tonight with another episode of their Ultimate Marvel vs. Capcom 3 roundtable discussion podcast. Joining the regular roster for tonight’s episode is Panda Global’s Ryan “Filipino Champ” Ramirez.

If you tuned in to Winter Brawl X this weekend–or had a look around the internet at all, really–you’re certainly aware of the exhibition set between Filipino Champ and BE|Kane Blueriver. Viewers can expect to hear Champ’s side of the story on this evening’s broadcast. The crew will also talk tournament results from Winter Brawl X and Undefeated 2016. As always, have your questions ready for the end of the podcast.

We’ve embedded the stream below for convenience, or you can head over to Twitch to join the chat.

Watch live video from TeamSp00ky on www.twitch.tv

Source: Team Spooky

Smash @ Xanadu #139 feat. Super Smash Bros. for Wii U Streaming Live

The folks over at VGBootCamp recently went live with another installment of Smash @ Xanadu from Xanadu Games in Baltimore, Maryland. These weekly broadcasts provide a great look at the region’s Smash community, with tonight’s stream focusing entirely on Super Smash Bros. for Wii U.

The stream is live below, but you can also head on over to Twitch to join the chat.

Watch live video from VGBootCamp on www.twitch.tv

Source: VGBootCamp

Mortal Kombat XL, Kombat Pack 2 Now Available on PlayStation 4, Xbox One

If you’ve been itching for additional Mortal Kombat X content, today has seen that wish granted with four new characters, a slew of premium skins, and more. Both the “game of the year” bundle Mortal Kombat XL and Kombat Pack 2 are now available for PlayStation 4 and Xbox One.

These packages add guest characters Leatherface and Alien to the playable lineup alongside returning veteran Bo’ Rai Cho and the reimagined Tri-Borg. Longtime fans will also be happy to learn that The Pit, which has made appearances in a number of previous installments, is back as well, complete with the gruesome stage fatality folks have come to know and love.

If you’re confused about which package you should grab, the handy infographic below should have all the details you need to make your decision.

mkxl-info

Finally, be sure to pick up the Krimson Ermac skin if you’d like to support the competitive community. A portion of the proceeds collected this way will be used as pot bonuses at tournaments throughout the year.

Have fun!

Sources: Mortal Kombat Community via Test Your Might

Use Pre-Jump Frames to Beat Meaty Throws in Street Fighter V

Meaty throws can be a powerful tool in Street Fighter V. Aside from the fact that the game does not have the same crouch tech option select as its predecessor, more than a few reversals also lack throw invulnerability on startup.

However, it seems that a way to beat meaty throws by making certain “reversals” invulnerable exists in the game, as Magus1234 demonstrates in the video below.

R.Mika’s EX Shooting Peach is normally not throw invulnerable, and you can see it get thrown when he tries to perform it normally. But later on, it comes out without being thrown. This is because Magus1234 is actually jumping on wakeup and then canceling the jump into EX Shooting Peach.

For those wondering how this works, Sleazoid has provided a detailed breakdown in our forums. This technique is based on the fact that most fighting games give their characters a certain number of pre-jump animation frames before they actually move. While characters are still grounded during these pre-jump frames, they system also counts them as already being in an airborne state, and characters in an airborne state cannot be thrown with grounded throws. By inputting the motion of the move, and then hitting up or up forward before hitting the attack button for it, characters will go into the pre-jump frames before the move comes out.

Combined with certain moves, this technique gives certain characters a very reliable way to beat meaty pressure. That said, these can still be beaten by the standing opponent simply baiting the reversal out and blocking it.

Sources: Magus1234, Shoryuken forums