Brook’s Universal Fighting Board Broadens Arcade Stick Compatibility Horizons

One of the big issues fighting game players face when coming to current consoles is the fact that the newer systems aren’t generally compatible with arcade sticks from the previous generation. To help these players, a small company known as Brook has come up with a solution: their new Universal Fighting Board. The Universal Fighting Board is a custom PCB that replaces the existing electronics of any arcade stick to allow it to work on the newer Xbox One and PlayStation 4, as well as the previous generation’s Xbox 360 and PlayStation 3.

In addition to this, the Universal Fighting Board features a turbo function, built in SOCD cleaning to prevent opposing directional inputs, and XInput support for PC games. Basic installation requires no soldering thanks to the built-in screw terminals, allowing anyone who’s handy with a screwdriver to install the board themselves.

Those leery of picking up a Universal Fighting Board will find comfort in the fact that Jasen’s Custom Creations thoroughly tested the PCB, putting it through rigorous latency, compatibility and functionality tests. The board passed these tests, of course.

Pre-orders for the Brook Universal Fighting Board are now open at Arcade Shock and Paradise Arcade Shop. The boards are expected to start shipping between February 3 and 6.

Source: Arcade Shock

Tekken 7 Fated Retribution Location Tests Scheduled for February

Earlier today, Bandai Namco Entertainment announced an upcoming set of Japanese location tests for Tekken 7 Fated Retribution. Thanks to translations from Avoiding the Puddle’s Flying Wonky, we’re able to pass along information surrounding these events.

The tests are set to take place from Friday, February 12 until Sunday, February 14 at various Japanese arcades including Tokyo’s Namco Sugamo, Osaka’s Round One Stadium Sennichimae Arcade and Namco’s Hakata Bus Terminal Arcade in Fukuoka.

Since this is the only information currently available, we’re still not certain whether or not Akuma will be playable during this testing period. Expect more specific details surrounding the testing period as the chosen dates draw nearer.

Source: Tekken Official via Avoiding the Puddle

Tekken 7 Fated Retribution Location Tests Scheduled for February

Earlier today, Bandai Namco Entertainment announced an upcoming set of Japanese location tests for Tekken 7 Fated Retribution. Thanks to translations from Avoiding the Puddle’s Flying Wonky, we’re able to pass along information surrounding these events.

The tests are set to take place from Friday, February 12 until Sunday, February 14 at various Japanese arcades including Tokyo’s Namco Sugamo, Osaka’s Round One Stadium Sennichimae Arcade and Namco’s Hakata Bus Terminal Arcade in Fukuoka.

Since this is the only information currently available, we’re still not certain whether or not Akuma will be playable during this testing period. Expect more specific details surrounding the testing period as the chosen dates draw nearer.

Source: Tekken Official via Avoiding the Puddle

Nitroplus Blasterz: Heroines Infinite Duel Coming to North America on February 2

Some months ago, XSEED announced that they would be bringing EXAMU’s Nitroplus-based fighting game, Nitroplus Blasterz: Heroines Infinite Duel, to North America in the winter. Now, we finally know exactly when in the winter that release will be.

XSEED recently announced that we can expect to see Nitroplus Blasterz: Heroines Infinite Duel on North American PlayStation 4 and PlayStation 3 systems on February 2. The PlayStation 4 version will retail for $39.99, while the PlayStation 3 version will go for $29.99.

In addition to this, those who grab the game early will be able to download Homura Senran Kagura’s Homura and Arcana Heart’s Aino Heart for free up until February 29. After that time, both DLC characters will be available for $5.99 each or $9.99 as a bundle.

In the meantime, this new gameplay footage and selection of screenshots should tide you over.

Click to view slideshow.

Source: Gematsu via Bill307

Pokkén Tournament Global Release Set for March 18

This week has been full of excitement for those eager to get their hands on Bandai Namco Entertainment’s Pokkén Tournament. On top of learning about Braixen, Mewtwo, Garchomp and Chandelure making their way on to the game’s roster, we’ve now received word on exactly when we can expect to get in our first sessions with the game; mark your calendars for March 18, 2016.

Since North American, European and Japanese players will be able to pop the game into their Wii U systems on the same day, we’ll all be starting on equal ground. If you’re looking to be the very best (sorry, I had to) be sure to grab your copy early, hit the lab, and get ready to show the world just how powerful a magical floating light fixture can be.

Source: Pokemon and Official Pokkén Tournament Website

Chandelure Joins Pokkén Tournament Cast

Yesterday, we reported on the addition of Braixen, Mewtwo, and Garchomp to the Pokkén Tournament roster, but a mysterious fourth new character remained unannounced at that time.

Just moments ago, an image surfaced confirming the Ghost/Fire type Pokémon, Chandelure, will be making its way into the fight as well. With such a big list of potential candidates who could have taken the slot, it’s hard to say anyone could have guessed we’d be seeing Chandelure.

As of this posting, no gameplay footage exists for the new contender, but we’ll be sure to keep you updated. Pokkén Tournament is scheduled to launch for Wii U in Japan on March 18, with an expected spring release window planned for North America and Europe.

Source: Gematsu

The Beefy Smash Doods Share More Super Smash Bros. for Wii U Facts

Back in September, the Beefy Smash Doods put together a fun video packed with ten lesser-known Super Smash Bros. for Wii U facts. Earlier this week, they compiled a selection of ten more, which we’ve included below.

Many of these facts won’t apply on a match-to-match basis, but are the sorts of things that will occasionally wrinkle the foreheads of players who encounter them. There are, of course, exceptions. For example, knowing the effect that damage percentage has on stun time after a shield break will help ensure punishes don’t whiff, while the way fast falling interacts with aerials will help players maximize their mobility.

Check out the video below and let us know what you learned!

Source: Beefy Smash Doods

LordKnight Explains: Reads and Risk/Return

Hi everyone!

If you’ve followed me on Twitter, you know that I’ve been posting long reads on Tuesdays about fighting games. They’ve ranged from how-to guides to strategy and philosophy. This column is a continuation of that.

I want to share my experiences with both new and intermediate players who might be stuck. If you read one of these and think, “Well, that was obvious,” then good! If you take something away from these articles, then that’s good too.

For those of you who have been following these, I’ll occasionally add a section for action items at the end of the article. These are a bit like homework – it’s something you can try immediately. Let me know what you think in the comments!

If you have any questions or suggestions for topics, feel free to ask me on Twitter at @LordKnightBB. Previous articles in this series can be found here.

If you’ve watched any major event, you’ve almost definitely heard commentators note an action from a player that, in that specific situation, seems to be looking for a specific action. Daigo Umehara’s fabled “Ume-Shoryu” is a well-known example of this – a dragon punch that, while seemingly random, is calculated to call out an opponent’s tendencies. In the scene, we call these reads.

A successful read can leave quite an impact on the opponent. A novice might feel like you know exactly what they are going to do, while a higher level player will keep that action in the back of their mind, and consider that you are willing to make a guess in a similar situation, thus potentially peeling off to less committal options. An unsuccessful read, of course, can leave you at a large disadvantage – usually in the form of taking damage and getting knocked down.

However, you can’t win a game on reads alone, and the majority of a high-level match doesn’t revolve around those types of decisions. There is a method that can help determine what’s generally risky and what’s not, which is referred to as risk/return. The implication of this is two-fold:

  • Within the game, you’re judging the risk of your action, against the return (usually damage or the situation that immediately follows) if you’re successful.
  • Between the players, you’re establishing your general decision making – whether or not they will account for that is up to you to figure out.

It’s worth noting that just because something is risky doesn’t mean that it’s completely off the table. Its importance depends on whether or not the option you’re considering can actually do something, which is usually dependent on the situation and the game you’re playing.

Let’s look at a couple of examples, centered around my Guilty Gear main Millia, in order to get a good idea on how to think about this.

ggxrd-sinmillia-750

Millia is focused on knocking the opponent down in the corner and following up with a high or low mixup. While the idea itself is simple, you need to be prepared to deal with varying defensive options when trying to apply this to the entirety of the Guilty Gear cast.

Ideally, because the goal in this situation is to land a hit in order to repeat the situation, it makes sense to select low risk options that are difficult for the opponent to deal with. For example, if an opponent has a reversal and 50 meter, it makes sense to choose a mixup that can both hit an opponent who blocks and makes the reversal whiff. In short, it is quite risky for the opponent to try to get out, but the return is high if they are correct since they escape the setup.

As mentioned above, Millia’s knockdown game is extremely good, but she’s quite weak on defense due to her lack of meterless reversals and low health. With that in mind, my defensive decisions tend to be more on the cautious side. If my opponent converts a hit, I’ll take a good chunk of damage. Because of this, outside of guaranteed punishes, I aim for resetting to neutral on defense rather than trying to fight my way out by counter-attacking.

The pace of neutral varies in every fighting game, but Guilty Gear has a good balance of playing on the ground and in the air. All characters usually have a couple of good ground normals (be it because of speed, recovery, range, or whatever).

At the same time, a character can have moves that are somewhat slow or have a lot of recovery. From Millia’s perspective specifically, her best ground poke is probably her far Slash attack. The pros and cons at a glance include:

Far Slash

Pros

  • Fast.
  • Decent range.
  • Good for whiff punishing.
  • Low recovery.

Cons

  • You can’t convert from max range without meter.

I would say that, in general, far Slash is low risk, low reward. It’s not too risky to throw it out, and you don’t really lose out if it whiffs.

On the other hand, Millia’s forward H is quite different. At a glance:

Forward H

Pros

  • Launches the opponent on counter-hit.
  • Long range.
  • Almost always trades in Millia’s favor.

Cons

  • Slow.
  • High recovery.
  • The second hit is only special-cancelable.

If you get a counter-hit, you get a great combo, but if it whiffs, you’ll almost certainly be punished hard. Just based on its long recovery alone, this attack is high risk, high reward.

When you look at characters moves and what they are able to do with them, you can start weighing the risk of using X move against Y character.

Above, I described Millia’s far Slash as being a low risk, low return attack – and generally, this is true. One of the reasons that it was low return is that she can’t convert at maximum range without meter. However, if you put her against Sin, who can convert pretty much any hit into a knockdown, her far Slash seems much riskier.

If you can break down an interaction between you and your opponent in this way, then you can reduce the chances of the opponent escaping your offense and hitting you with a rewarding attack in neutral, then establish your defense. Also, it really helps in judging how people make decisions in different situations. Combining this sort of evaluation with matchup knowledge is a crucial step towards refining your game plan.

(Featured image c/o FGC: Rise of the Fighting Game Community)

SSBM Tutorials Team Talks Bad Habits and How to Address Them

In their most recent video, the SSBM Tutorials team discuss how to be good at Super Smash Bros. While this may sound like a rather broad topic to consider in a single video, the advice provided raises an important point about issues affecting plenty of titles beyond Melee, and even the fighting genre.

It’s easy to fall into predictable patterns and one of the marks of a top player, regardless of the game they’re playing, is the ability to avoid doing just that. To illustrate this point, and just how much of a negative impact a habitual approach to fighting games can have, Kira demonstrates the nearly countless options available at any single moment in Super Smash Bros. Melee.

So whether you like to go full-on autopilot as Ibuki, or take the same path back to the stage in Final Destination every time, be sure to give the video a look.

Source: SSBM Tutorials

Ogawa Offers Tips for Aspiring Guilty Gear Xrd -SIGN- Zato-1 Players

If you’re in the market for a new main in Guilty Gear Xrd -SIGN-, Ogawa’s recent Zato-1 tutorial may be just what you’re looking for. Clocking in at just under half an hour, the tutorial covers everything you’ll need to know: strengths and weaknesses, important buttons, Eddie upkeep, combos and more.

Since these strategies come directly from Ogawa himself, the video’s commentary is in Japanese. Not to worry, though, as greatfernman has taken the time to translate the information provided. While not a word for word translation, greatfernman’s notes, when paired with Ogawa’s footage, offer more than enough information to help get players on the right track to keeping pressure high and nailing opponents with unblockables.

To get started, you can follow this link to Ogawa’s tutorial and this link to greatfernman’s translation.

Source: Ogawa and greatfernman via IPLAYWINNER