Next Level Battle Circuit’s Final Ultra Street Fighter IV Tournament Streaming Live

This week’s installment of Next Level Battle Circuit is now streaming live courtesy of proprietor Henry Cen. As usual, the event is being broadcast from its namesake, Next Level Arcade, in New York City. Tonight, however, things are a little different, as this will be the last Ultra Street Fighter IV tournament the event hosts as they prepare for the release of Street Fighter V.

If you would like to check out these weekly gatherings, be sure to head on over to Next Level Arcade and take part every Wednesday. The address has been included below.

4013 8th Avenue
Brooklyn, NY 11232

The stream is currently live below, but you can also visit Twitch to join the chat. Full brackets will be made available through Challonge.

Watch live video from goldencen on www.twitch.tv

Sources: Henry Cen

Frame Trapped to Bring Hitbox Viewer, Combo Training, and Accessibility Features to Street Fighter V

There’s no questioning the fact that being able to break apart every piece of information on the screen can help fighting game players level up their game, but accessing all of it isn’t always as easy as we would like it to be. Features like hitbox viewers rarely find their way into the games we love; however, the community boasts plenty of people capable of using their technical know-how to bring these useful details out of hiding.

If you’ve had a chance to use Frame Trapped with Ultra Street Fighter IV, you know that the program was built to do just that: help players explore the game through hitbox viewing, combo training, and more. With Street Fighter V coming next week, creator Tom Piddock was pleased to announce earlier today that Frame Trapped will be making its way to the new title.

When we spoke to Piddock, he told us users can expect to see the program launch with a fully-functional hitbox viewer. He and his team, which includes Camera Man developer Lullius, are currently working to equip Street Fighter V players with the Combo Trainer tool found in the Ultra Street Fighter IV version of the program as well, and plan to add more features down the road.

Perhaps the most exciting of these future additions comes in the form of what Piddock calls a “Game-to-Speech” accessibility feature, which will provide blind players with on-screen information they may otherwise be missing.

Players can expect to get their hands on the program “as soon as possible after [Street Fighter V’s] release.” For now, tide yourself over with these images of the work in progress.

Click to view slideshow.

Source: Tom Piddock

Guilty Gear Xrd -REVELATOR- Heading to Europe on June 10

Although our friends in Europe usually have to wait an inordinate amount of time to get new Arc System Works titles or, even worse, overlooked altogether, that won’t be the case with Guilty Gear Xrd -REVELATOR-. According to Rice Digital, the upcoming title will be available in the region on June 10 courtesy of UK publisher PQube, who also handled various releases for Guilty Gear, BlazBlue, Persona, and Arcana Heart.

Not only is an actual release good news for Europe, but the timing means Europe will receive -REVELATOR- in the same week as North America, which is just shy of two weeks after Japan. Similar to those regions, it will be available for both PlayStation 3 and PlayStation 4.

Guilty Gear Xrd -REVELATOR- introduces a slew of updated mechanics and characters, including Johnny, Jam Kuradoberi, Jack-O, and Kum Haehyun. Series veteran Dizzy is expected to join the game at some point thanks to her popularity in a recent poll, and the announcement also makes reference to a mysterious sixth character that has yet to be revealed.

Feel free to check out the trailer and handful of screenshots below, one of which provides a glimpse of -REVELATOR-‘s new online lobby.

Click to view slideshow.

Source: Rice Digital, tips via Tony, Philip B.

Skullgirls Artist Mariel Cartwright Discusses Animation in Fighting Games

We’ve all been there: our fresh paycheck now sixty bucks lighter, we slip the cellophane from a Brand New Game, pop it into our Current-Generation Gaming Machine’s disc tray, and poke the power button. As our pressing of start force-fades the title screen to black, we find our digital feet atop a vast field and marvel at the promise of open-world combat laid out before us–a blank page to pound out our fist-fueled poetry. We smirk when we catch a glimpse of our first target standing safely distant, seemingly enraptured by its own idle poses. We rush toward it with abandon, hoist our hands to the sky, and, upon entering striking distance, deliver what we expect to be a devastating blow.

The attack connects, the enemy loses health, our fists recede back to our sides allowing for a second strike, but something doesn’t feel quite right. We swing again. The raw-meat-to-pavement sound of digital skin connecting with digital skin and the pad vibrating in our palms assure us our fists have, yet again, met their mark, but something still feels off. There’s a disconnect we may not be able to explain.

We may be quick to shrug off this odd feeling, assuring ourselves there’s so much more canvas to work with–so many more heads to crack–certainly this one incident was an anomaly. We may continue our adventure through several more play sessions, or we may soon shelf the Brand New Game, though perhaps not entirely sure why.

Ms.FortuneFierceOr maybe we pick up on the general issue right away, knowing something isn’t right about the animation. Maybe the collision is bad. Maybe our fists look as if they exert the force of tyrannosaur arms. Maybe it’s something else entirely.

As with any art form, successful video game animation evokes emotions in those who witness it. While any who peruse the artistic musings of others may not necessarily be able to explain the feeling they’re experiencing while doing so, they can certainly confirm that the feeling exists, or, in the case of our hypothetical Brand New Game, doesn’t.

While many titles have other positive factors to fall back on, the more combat-focused a game, the more important meaningful animations become. How can we be expected to sink hours into a release providing us with nothing but head-to-head combat if there’s no fist-to-the-gut feeling–like when Makoto connects with a Hayate in Street Fighter III: 3rd Strike–tied to the attacks?

A couple of years ago, Mariel Cartwright, the lead animator for Skullgirls, spoke at the Game Developers Conference, and the archive recently made its way to YouTube. Her talk, “Fluid and Powerful Animation within Frame Restrictions,” addresses this topic at length while offering samples from, you guessed it, Skullgirls.

In the example at the start of this article, the fabricated game represents an open world with sandbox-style roaming and a focus on combat—something like Grand Theft Auto, Metal Gear Solid V, or The Elder Scrolls V: Skyrim. While games of this variety may occasionally fail to provide players with the visceral animations they need in order to leave their play session truly satisfied, they offer animators markedly more leeway to help assure players get what they came for, thanks in part to the inherent differences between animating player and non-player characters. In her talk, Cartwright acknowledges that enemy characters often necessitate larger tells for their attacks, affording adventurers time to tuck and roll, attack a weak spot, or employ any number of other tactics before the force of the blow can be felt.

But fighting game animators face a unique challenge in this regard, as every character–save very specific bosses along the lines of Marvel vs. Capcom 3’s Galactus–must be treated as player characters and, therefore, must be brought to life with much shorter animations overall. Were player character attacks as slow as those given to non-player characters, Cartwright notes, users would likely find the game unresponsive.

ValentineFierceTo give an idea of just how tiny these animation windows actually are, Cartwright explains that a common light attack in Skullgirls takes up, on average, only six frames. Since these animations come from the successful merging of multiple drawings, this leaves the average light attack with a paltry six images to create the illusion of movement. While this task may sound impossible, animators have found plenty of tricks to help even a jab have some heft behind it.

In the case of animating 2D attacks, as Cartwright has done for Skullgirls, some of the most important aspects revolve around deciding on a few key moments within an attack. Once picked, those moments provide anchor points to which various illusory tactics tie in. Things like anticipation, smears, and follow-through don’t necessarily make these in-between frames into works we’d want to hang from our walls, but they do serve as links between the pieces we would. When it comes to offering insight into what these specific techniques directly add to any given animation, she often says something to the effect of, “you don’t really see it, but you feel it.”

Which brings us back to the beginning example. In that fictitious game, everything appeared to line up: the user interface, the sound, tactile feedback from the controller, even the animation seemed correct–we swung our fists and the enemy eventually fell–but the combat still lacked intangibles. Soul, heart, whatever you want to call it. But fighting games, more common than not, pack in more than enough of these intangibles, these feelings of satisfaction when fist meets face, and we have teams of talented artists to thank for that.

We’ve included Cartwright’s talk below, so be sure to give it a watch for a full breakdown.

If you’re considering a career in game development, or have already started down that road, be sure to check out the Game Developers Conference YouTube channel; it’s got plenty of resources much like this talk from Cartwright.

Source: GDC

REO, Sonic Fox Explore Balance Changes in Mortal Kombat X’s Online Beta

NetherRealm Studio’s online beta test for Mortal Kombat X’s new netcode recently got an update, adding even more characters to the playable roster. But like those that came before them, they’re a little different than before.

To highlight these changes, YOMI Gaming’s REO has teamed up with none other Critical Reaction’s SonicFox on a series of videos exploring adjustments to Erron Black, Ferra and Torr, D’Vorah, Ermac, Reptile, Kotal Kahn, Sonya, and Quan Chi.

REO has also listed some changes that they missed in these videos in the corresponding thread at Test Your Might, so be sure to click through for more details.

Source: YOMI|REO via Test Your Might

Perfect Legend Wants to Cement His Spot in Fighting Game History

A villain who really loves the game and loves bodying his or her opponents can bring a lot of hype and increase the competition.Core-A Gaming

In professional wrestling, heels (or villains) give babyfaces (or heroes) a reason to exist. Similarly, heels in competitive environments inject excitement into tournaments outside of results on a page. They are, for the most part, where storylines begin and end.

People like Filipino Champ. Justin Wong. Leffen.

Though his pseudonym can come off as ostentatious, Carl “Perfect Legend” White has never seemed particularly “villainous” to me apart from the fact that he, at one time, was considered by many to be the best Mortal Kombat player on the planet. That’s likely because I’m not as engrained in the communities he calls home, but it’s this opinion that pushed me to reach out.

“All I really wanted to do at the end of the day is have someone to play with,” White explained in response to my surprise that he crafted his first tournament experience himself: Ohio Fighting Game Classics, a cooperative effort with friend Tim Fields. “I reached out to whoever I could to come. I wasn’t known back then, but people actually came.”

This “build it and they will come” moment was just one of White’s numerous fighting game milestones, a long list that stretches back to some of the earliest moments of his life.

“I got my first taste […] when I was four years old,” White said, describing his earliest experience with Mortal Kombat and the genre in general. “I was going to the arcade every day for a couple years. My dad would take me right after kindergarten and again after he got home from work. Sometimes we would go three times a day and I would just play. That’s when I knew, right off the bat, that it doesn’t matter how old you are. That was before competing or anything. I just loved fighting games.”

It’s this sentiment that forms the basis of our discussion. White, for all that he’s achieved, is still that kid who grew up adoring fighters. He has never given up that love, borne from a childhood, enriched in video games and kung-fu flicks, that preceded any notion of competition or community.

“Honestly, I shouldn’t be seen as a Mortal Kombat player or a Dead or Alive player or a Street Fighter player,” White confessed. “I should be seen as a fighting game player because I play a lot of these games. Tekken, Virtua Fighter. I just love fighting games.”

Still, it’s hard to ignore what games for which he’s known. Before there was Mortal Kombat for Perfect Legend, there was Dead or Alive, more specifically Tecmo Koei’s sophomore effort. While grinding Dead or Alive 2 online, he was directed to check out DOA Central, which at one point was the premier destination for the competitive community. From there, he stumbled on Shoryuken and results for Evo 2003 and 2004. The rest was history.

“I started looking through everything I could find, like Seth Killian’s Domination 101 series, everything,” White said. “Everything I would read, I would translate it to relate to me. I would habitually practice Tekken, Marvel vs. Capcom 2, Street Fighter III: 3rd Strike, and Super Turbo instead of practicing Dead or Alive. Just playing those games helped me transcend in the games I was playing.”

His first major competition was Tournament in Texas, an event hosted by Eddy Pistons that predominantly catered to the Tekken community. He took second in three different games.

After that, White made his first trip to Evo in 2006, where he placed first in Dead or Alive 4 over Emmanuel “MASTER” Rodriguez, who was something of a legend himself in those days. But all the drama surrounding his win is the furthest thing from his mind during our conversation.

“I was at Evo not just as a player but also as a spectator. I read about this tournament so much, I just wanted to show up. My goal wasn’t to win Evo, it was to be highlighted in one of James Chen’s trailers. I was like, ‘I wanna be highlighted like this, I wanna just be [messing] people up.’ And every part of the Dead or Alive section in the 2006 trailer was me [messing] somebody up. I loved every second.”

Despite all his success, numerous factors led to White’s transition from Dead or Alive to Mortal Kombat. Issues between creator Tomonobu Itagaki and Tecmo saw the franchise take a lengthy hiatus from 2006 to 2012, and many of the competitive leagues subsequently fizzled out. After a brief flirtation with Street Fighter IV (“If it wasn’t for [Wolfkrone] and Bananaken, I would have probably been seen as the top guy in the midwest,” White said), an old friend from the Dead or Alive era would reintroduce him to the world of fatalities.

“Tom Brady got me into playing [Mortal Kombat 9] at a high level. I took all the information he gave me and ran with it,” White continued. “I became obsessed. I just loved studying games.”

But that doesn’t mean things went smoothly. White explains that, at first, he thought the game was garbage. “At the time, there was no movement. I was tired of getting hit by random supermans, random shadow kicks. I just started block dashing so we couldn’t do that anymore. I started whiffing dive kicks and teleporting. I made up this entire way of playing Kung Lao that I hadn’t seen before.”

With a main character and improved movement, White was in the zone, even if his mind wasn’t on being the best. He was, again, having fun, and that mindset brought him two more Evo championships: first in 2011 and then again in 2012. He would close out Mortal Kombat 9’s tenure with a fifth place finish in 2013.

“A lot of people gave me shit for not going to every tournament, but for the first year I went to every tournament I could get to, and then after that I went to the ones that mattered more, the MLGs and the Evos,” White explained. “My thing is, if I beat you at Evo, I don’t need to beat you again. We’ll play again at the next Evo.”

This echoes some of the criticism leveled at Nicolas “Kane Blueriver” Gonzalez, who has become something of a villain himself after winning Ultimate Marvel vs. Capcom 3 at Evo 2015. After not participating at SoCal Regionals, he was labeled as a champion not willing to defend his title. I was curious what that kind of attention is like, and White was more than happy to share insight from his time on the throne.

“It comes with a lot of pressure. When you become good at anything in life, people expect you to be a certain way or they already think of you a certain way. Everyone thinks I’m an asshole, have a big ego, etc. Yeah, sometimes I feel myself, but sometimes I have to. ‘Oh you suck, you ain’t shit, you got lucky.’ [Hearing] that every day, sometimes I have to look back and see where I’ve come from and what I’ve done up until this point. It’s more for me, for my own self-esteem. People forget that me and other players are human.”

evo-2011-perfectlegend-tall

White at Evo 2011 (photo c/o Karaface)

The road through Mortal Kombat X, however, has a few more obstacles.

“I knew as soon as the game came out that it was going to be hard for me to practice,” White said. “This is how I learn games: I find a character, figure out strategy, and take it online, even if there’s lag. It’s hard for me to do that now. When I go to ranked match, everybody’s like, ‘Oh it’s Perfect Legend! Let me put this shit on Youtube!’ I’m not allowed to lose, I’m not allowed to learn the game. I have to, out the gate, know everything, be dominant. That’s very unrealistic and it’s never been like that. It may look like that, but I put a lot of time into Mortal Kombat 9!”

White is far from the conqueror he once was, relegated to again being the hungry competitor nipping at the heels of a better opponent. In this case, instead of MASTER, it’s young Dominique “Sonic Fox” McLean. With two Evo medals of his own as well as a pair of championship victories at the ESL Pro League, it’s hard to argue anyone is more dominant than McLean, and no one understands that better than the former reigning champ.

“When Sonic Fox first came on the scene, everyone called him Perfect Legend Junior. they called him that for like two years because we looked so much alike, he was so good, etc. I was like, ‘This kid’s gonna be good when he gets older.’”

A high-profile match between the two at Summer Jam 9 would cement Sonic Fox’s dominance. “I’m always one to play the high-profile exhibition. It’s not about the money, it’s about the prestige behind it,” White said of the match. “The clashing of two eras–everyone likes that.” Unfortunately, the lack of training, both from constant travel and Mortal Kombat X’s poor netcode, would catch up with him.

It wouldn’t be a stretch to say White’s mindset was entirely backwards, something he freely admits to. He stuck with Kung Lao to, in effect, “own” the character, but the blinders kept him from picking up reliable counters. “I let peoples’ perception of me control how I felt about myself, how I felt about my play, everything. I felt like my intentions were in the right place, as far as wanting to help people learn the game, but then it became all about Perfect Legend vs. Sonic Fox.”

But even with all of that clouding their history, White has nothing but respect for the young player. When I made comparisons between Sonic Fox and past opponents like MASTER, White was quick to dismiss the notion. Where his Dead or Alive rival was a thorn in his side, he doesn’t hold the same animosity towards Sonix Fox.

“I actually like the kid. He reminds me of me a lot when it comes to picking characters. He has no shame, and I used to be like that,” White explained. “Sonic Fox is the player you want to be as far as not having any kind of pride in your characters. Pick what you need to win. If you gotta counterpick, counterpick. That’s why no one is beating him right now.” More than that, though, White is impressed with Sonic Fox’s pure skill and the work ethic the young player has established to remain on top.

mkx-kunglao-tallOf course, that doesn’t mean White is done competing for that crown. Looking up to Daigo Umehara and Justin Wong means he wants to attain the same consistency, and that starts with getting his head back in a healthy place. Now that ESL has finished up and he has more time on his hands, it’s time for White to get back into the lab and grind. Thankfully, where he once had to offer to pay for players’ internet in order to get decent matchup knowledge, the upcoming netcode improvements mean Mortal Kombat X will be easier to practice than ever. White admits to “coasting” a bit in Mortal Kombat 9, but now he’s ready to return to the level of dedication he showed during his days of Dead or Alive competition.

These statements echo those made earlier in the conversation. “No one is going to care about how you did during the season if you don’t win the championship,” White explained, making clear the importance he places on history. “I feel like I have a much bigger will and determination than other people. I do my best at [tournaments like Evo, ESL, etc.] because I prepare better for them, I care more about them.”

Other than that, White is hesitant to look too far into the future.

“These last five years alone have been life-changing. I want to just live in the moment,” White said. Ten years ago, he was preparing for a Dead or Alive 4 competition in Virginia. Evo, world championships, and sponsorships weren’t even part of the equation. Just five years ago he was playing in Evo’s online Super Street Fighter IV tournament, where he placed third behind Wolfkrone and iPeru. “I will work harder than ever before to bring Team Razer as many championships as I can.”

The immediate goal is, naturally, Evo, but White’s reasons mirror those of his very first visit. Where it was once making it into one of James Chen’s trailers, now it’s stepping foot on one of the biggest stages the fighting game community has ever seen.

“I need to play on the Mandalay Bay stage. I would like to win [Evo], look back at the crowd, look at the titantron in the air. That entire image is what I’ve been dreaming about my entire career,” White said. “I need to be a part of history. I have to play on that stage. It doesn’t matter who my opponent is, I’m doing whatever it takes to play on that stage.”

So, is Carl White a heel? I’m inclined to say no. Carl White is, like many of us, a kid who has spent his entire life with fighting games, growing and learning as the genre itself has evolved. His perception of the world has changed over the years, as have his views on competition and his place in the community.

Perfect Legend is an entirely different story. Perfect Legend is a competitor. Perfect Legend is a champion. Perfect Legend will not back down until he is the best.

And, honestly, what more can you ask for?

Perfect Legend would like to thank all of his sponsors (Razer, DXRacer, Netduma, Alienware, Design by Humans, and Elgato), and shout out some of his biggest influences in the scene, including Justin Wong, Daigo Umehara, Tom Brady, JOP, EP and the entire House of Goons crew in Dallas as well as honorary members, Jeff Schaefer, Alex Valle, David Sirlin, Wolfe Bros, Seth Killian, Jason Cole, Knee, Nin, Holeman, Qudans, Jang Iksu, Ryan Hart, Itabashi Zangief, Fuudo, Tokido, Jackie Tran, Jinkid, Jinmaster, and many more.

“It feels very good to be mentioned in the same breath as the many greats that have come before me.”

You can follow Perfect Legend on Twitter, Twitch, YouTube, and his official website.

Bandai Namco Showcases Tekken 7 Fated Retribution’s Rage Attacks

Bandai Namco Entertainment hasn’t been afraid to mix up the classic Tekken formula in Tekken 7, and now with the Fated Retribution update in the wings, things are changing even further.

In their latest trailer, the developers highlight Tekken 7 Fated Retribution’s new Rage Attacks, which are somewhat analogous to EX moves in other games in that they give new offensive options to each character. Instead of feeding off meter, however, these attacks are only available once a character has entered Rage mode.

Additionally, Street Fighter guest character Akuma does not have Rage Attacks, and instead utilizes a traditional meter for his EX moves.

Source: Tekken Channel via Avoiding the Puddle, thanks to MarkMan for the tip.

Street Fighter V’s Alex May Be Revealed Sooner Than You Think

With Street Fighter V’s release less than a week away, Capcom is ramping up their promotion. Case in point, this new extended trailer, which goes over each and every character with a ton of gameplay footage.

The video, which you can see below, is notable for a couple of things. First, it’s the first bit of promotional material to use the new theme song from Japanese band Man with a Mission. Second, it gives us what is likely a first glimpse of Alex’s finished in-game model…well, the boots, at least.

As Capcom is planning to go live with a special Street Fighter V broadcast later tonight, it’s entirely possible we’ll receive more information then.

Street Fighter V launches for PlayStation 4 and PC on February 16. Alex will be available sometime in March.

Source: Capcom Channel, tips via maxout, Montachen, Idsonor

Get a Handle on Street Fighter IV Remix’s Updated Mechanics

Last month, the folks behind Street Fighter IV Remix released another patch to the mod, squashing even more bugs that were unintended interactions in the already nutty environment it presents to players. If you’ve been leery of checking it out, now’s the perfect time to give it a chance.

To help get newcomers acquainted with what the Remix offers, DE Climax put together a quick primer on its basics. Below, you’ll learn about the mechanics added to–and taken away from–the engine, how the wakeup roll system works, how to perform Alpha Counters, and how to maximize juggles to create truly devastating combos.

As an added bonus, Anotak hopes to run a Remix tournament at this year’s Final Round. While we don’t have any concrete details at the moment, this may be enough to motivate new players into giving the mod a go. If you’re interested, head on over to the official site.

Source: DE Climax

East Coast Throwdown Returns in September

The organizers behind East Coast Throwdown today announced details for the eighth installment of their annual competition. Though normally a spring/summer event, they’ve decided to push their festivities back to September to alleviate some of the crowding that invariably happens in the event circuit.

The tournament will once again take in Morristown, New Jersey. Rooms at the Hyatt Morristown are currently available at a special rate.

East Coast Throwdown 2016 is scheduled for September 3-4. More details are forthcoming, so stay tuned.

Source: East Coast Throwdown