Rid the world of Saiyans with Maximilian’s breakdown of Cooler in Dragon Ball FighterZ

As he has done several times in the past, Maximilian was flown out to the offices of Namco Bandai Entertainment America to get some pre-release footage and playtime with the next Dragon Ball FigherZ DLC character, Cooler. In addition to being able to enjoy the increased range of tail attacks — like his younger brother Frieza and Android 21 — Cooler also boasts a pair of unique command normals in 6H, a low-hitting stomp, and a 3H lunging strike that will go through Ki Blasts and projectiles. Though his 2L is not a low, the eldest son of the Cold family still has a trio of them with his 2M, 6H and his Death Shaker special, that hits fullscreen. Death Breaker is a Dragon Punch-style knee strike, with the medium version having complete Body invincibility, giving him a meterless reversal option that can go through certain Supers, and also serves as his Assist.

Moving on to his Super Special Moves, Death Crasher is a rushing attack with some invincibility after the start, but will force a side switch on hit — which is a unique theme with many of his attacks. The Death Drop does low damage, but is perfect for setting up Ultimate Z-Changes. Finally, his Level 3, Atomic Supernova, is unique in that it is a counter on the ground, but a command grab in the air, though it will whiff on crouching foes if Tiger Kneed. You can see the full video below — along with a second breakdown from Max and Hellpockets, and some casual matches with Max taking him for a spin alongside Hit and Goku Black, below.

For more insight on Cooler, you can check out rooflemonger’s breakdown of Japanese stream footage. Cooler — and a second, unrevealed, character — are expected for late September.

Sources: Maximilian DoodBandai Namco Entertainment America

Jump into Blade Strangers with these optimized Solange combos

When jumping into a new fighting game, particularly a new IP like Blade Strangers, it’s typically good advice to start out with the game’s on-the-box character. They usually serve as the game’s balance point and, more often than not, show off all aspects of the game’s engine.

In this game’s case it’s Code of Princess‘s Solange. A shoto archetype, Solange properly zones and hits hard when she wins in footsies. End Gang‘s optimized combo video is an excellent start for anyone choosing Solange to get the basics of Blade Strangers down quickly.

Source: End Gang

Jump into Blade Strangers with these optimized Solange combos

When jumping into a new fighting game, particularly a new IP like Blade Strangers, it’s typically good advice to start out with the game’s on-the-box character. They usually serve as the game’s balance point and, more often than not, show off all aspects of the game’s engine.

In this game’s case it’s Code of Princess‘s Solange. A shoto archetype, Solange properly zones and hits hard when she wins in footsies. End Gang‘s optimized combo video is an excellent start for anyone choosing Solange to get the basics of Blade Strangers down quickly.

Source: End Gang

Qanba responds to heightened security at SCR 2018: Sticks opened as part of the mandatory security check won’t get their warranties voided

After the shooting at the GLHF Game Bar, a number of organizers have responded by increasing the security plans at their events. One such event is SoCal Regionals 2018, where players must now have their arcade sticks opened for inspection. Inconvenience aside, this has some players worried about the warranties on their arcade sticks being voided by such an inspection.

In response to the this, arcade stick producer Qanba has released a statement on Twitter that any of their sticks opened for inspection at SoCal Regionals 2018 will not have their warranties voided. All players who have their Qanba arcade sticks opened as part of the mandatory inspection will have their name and contact information logged. This will allow Qanba to keep track of them and make sure that their warranties are honored.

This solution was agreed upon by Qanba and SCR 2018 organizers Level|Up Series to make sure that the security of the attendees at the event is prioritized. This way, players can have their Qanba arcade sticks inspected without without forcing them to void their warranties.

SoCal Regionals 2018 will take place from September 14 to 16 at the Ontario Convention Center, Ontario, CA.

Source: Qanba USA

Final Round confirmed to be returning in March 2019

Get ready to go another round in Atlanta next year!

A perennial early stop for the Capcom Pro Tour and one of the most popular FGC destinations in the USA, Final Round has been confirmed to be coming back for another run in Atlanta, Georgia in 2019! The event will be held March 15-17.

More details on 2019’s Final Round event are still to come.

Source: Final Round (Twitter)

Pullum Purna, Vulcano Rosso, and a plethora of changes are now live for Fighting EX Layer

The 2 free DLC characters for this excellent game are now live, along with a some balance changes and bug fixes.

Fighting EX Layer has just received a new patch. In addition to adding Pullum Purna and Vulcano Rosso, version 1.1.0 of the game (labeled 1.04 in the PlayStation 4’s dashboard) is making some changes to anti-airs, and a couple of Gougi decks.

For those interested in all the changes coming to Fighting EX Layer, ARIKA has released the official patch notes for the update. Aside from the already known changes, the patch is adding in two new stages and making adjustments to some of the game’s characters. In addition to this, it’s also fixing a number of bugs and glitches with the game, including an issue with the CPU being able to pull off attacks when it shouldn’t, as well as a memory leak in the main menu.

We’ve shared the English patch notes below. Take note that some of these don’t give the specifics of what was changed for some moves, so there’s still some things that we’ll need to test in game to figure out what exactly the changes are.

Fighting EX Layer ver. 1.1.0 patch notes

The following Gougi were adjusted:

  • Aggro
  • Desperation
  • Meter Power
  • Heads or Tails
  • EX Arrow

The makeup of the Babel Deck was changed.

The Corner system was fixed.

The range on Cross-ups was fixed.

The following Normals were adjusted

  • Shirase (stMP)
  • Kairi (stHP, crHP)
  • Garuda (stMP, crHP)
  • Skullomania (crHP)
  • Doctrine Dark (crHP)
  • Blaire (crHP)
  • Jack (crHP)
  • Shadowgeist (crHP)
  • Hayate (crHP)
  • Sanane (stMP, stHP, crHP)
  • Hokuto (stMP)

The follow Characters had certain Special Moves adjusted:

  • Kairi
  • Garuda
  • Allen
  • Skullomania
  • Shirase
  • Hokuto

Shirase, Hokuto

  • The move [Shin] had its invincibility time altered and it is now Throwable.

Garuda

  •  Kienbu’s hitbox has been adjusted.

Darun

  • [Darun Catch] was adjusted.
  • His hurtbox while in a blowback state was adjusted.
  • [Twilight Lariat] was adjusted.

Doctrine Dark

  • MP, MK, HP, HK all had their damage adjusted.
  • His hurtbox while in a blowback state was adjusted.
  • [EX Prominence] had its hit property adjusted.

Skullomania

  • [Skullohead] had its Damage adjusted.
  • [Skullodive] had its Damage adjusted.

Blaire

  • MP, MK, HP, HK all had their damage adjusted.
  • crHP was adjusted on hit.
  • [Sliding Arrow] will now work on opponents who have Hades activated.

Jack

  • [Crazy Jack Upper] was adjusted on hit.

Sanane

  • Along with the new changes to the corner system, [Kasumi-Oroshi] has been adjusted.

Hayate

  • LP and MP versions of [Kamaitachi] had their startup frames adjusted.
  • HP version of [Kamaitachi] had its damage adjusted.
  • [Oborozuki] had its damage adjusted.
  • [Tsumujikagerou: Kyoku] had its damage adjusted.
  • [Kamaitachi] also had its animation corrected.

The situations after the following Throws were adjusted.

  • Kairi: Forward Throw
  • Shirase: Forward Throw, Back Throw
  • Allen: Forward Throw
  • Jack: Command Throw
  • Blaire: Forward Throw, Back Throw
  • Sanane: Forward Throw, Back Throw
  • Hokuto: Forward Throw, Back Throw

An error where one would end up behind their opponent after Throwing them in the corner was fixed.


Text Messages were added to Arcade Mode.

2 additional Characters (Rosso, Pullum) were added.

The voice actors for Pullum and Rossi have been added to the Credits.

Expert Missions were added for Rosso and Pullum.

Color Type A for Rosso and Pullum has been added. *Color Type: Gold has not been added.

CPU versions of Rosso and Pullum were added.

2 additional Stages were added. (There are variations of these Stages, so 4 were added in total.)

The appearance conditions for certain CPU opponents in Arcade Mode have been changed.

Sanane’s move [YAYOI TOUGONGI] was difficult to see on some stages, so the shading has been fixed.

The Player Information display has been fixed when entering a Casual Match.

Fixes to 1-Bar Connections: As a test in Ver1.1.0, 1-Bar Connections will be able to match with others and appear on search results so long as they meet their opponent’s search criteria.


Fixes to the Fighting Game Engine

  • Invincibility was added to the recovery period after teching a Throw.
  • Fixed an issue where Garuda’s [KIENBU] would slow down when moving forward.
  • Fixed an issue where D.Dark’s [Dark Shackle] would grab opponents who were not supposed to be able to be grabbed.
  • Fixed an issue where Hard Attack (Guard Break) was not being affected by the Gougi [Critical].
  • Fixed an issue where the effect of Critical would reset the moment a Command Throw was used.
  • The effect of Disrupt was fixed so [Throws are not affected by increases to Attack Power. They will only consume 1 bar of Super Meter.]
  • Fixed an issue where Easy Combos would come out after inputting Command Normals from a Dash.

Fixes to the System

  • Fixed an issue in Training Mode where setting a CPU opponent without meter to perform a reversal Super Combo would cause them to perform the action the moment they built up enough meter.
  • Fixed an issue where CPU opponents were able to block moves on landing that they should not have been able to block.
  • Fixed an issue where the Reversal message wasn’t shown after performing repeated Reversal attacks.
  • Fixed an issue where continuing to search above your own rank on the Leaderboard would cause an connection error.
  • Fixed an issue where both players would get desynced at the start of a Ranked Match.
  • Fixed a rare issue where players would proceed to the game even after receiving a time-out error in an Online Match.

Other

  • Fixed an issue where a small memory leak would occur when going to different screens from the Main Menu.
  • Fixed an issue where the effects in the Intro would disappear 1F before the Intro ended.
  • Fixed an issue where your character would slide across the screen during their intro against Shadowgeist.
  • Fixed an issue where the game wouldn’t proceed to the Victory Screen after KO’ing an opponent with D.Dark’s back throw.
  • Fixed an issue where the cursor would disappear from the Option menu in Training Mode.
  • Fixed an issue where the tabs would go dark in the Option menu in Training Mode.
  • Fixed an issue where holding down a button and closing the Pause menu would make that button not work in game.
  • Fixed an issue where holding down a button and closing the Pause menu would make it so that button would register as being pressed.
  • Fixed an issue where accepting a Casual Match invitation from the Expert Mode ending screen would cause you Matching Status to disappear on returning to the Main Menu.
  • Fixed an issue where the Sound Effects would repeat upon building a bar of Super Meter.
  • Fixed an issue where the playback wouldn’t be centered when changing the Character Voice volume in the Options menu.

Source: ARIKA

GameSpot Versus shows off unique character choices in their recent Super Street Fighter II Turbo team battle

GameSpot versus is a perennial favorite event to watch for Super Street Fighter II Turbo enthusiasts, with good reason. The team battles that occur at the arcade always brings out amazing players with exciting new tech and unique character choices.

This episode is no exception, as we have quite a mix of characters involved. With characters like O. Fei-Long — who loses his Super and Chicken Wing in order to cancel low forward into Rekka — and O. E. Honda — who loses his Super and command grab for mobile Hand Slaps — you’ll see some interesting play that you don’t often get elsewhere.

Source: Super Street Fighter II Turbo

GimR discusses the combo potential from R.O.B.’s down throw in Super Smash Bros. Ultimate

R.O.B. has yet to be seen in playable form in any of the preview builds of Super Smash Bros. Ultimate, so what little can be guessed about the character can only be found in the official trailer. However, one bit of the trailer that caught the eye of people was R.O.B.’s down throw, which has a different grounded animation than in Super Smash Bros. for Wii U.

Using theory crafting, GimR has discussed the potential of the move in combos, and that it could potentially hold some dangerous and deadly chain grabs that could go from 0% to a lost stock very quickly.

Source: GimR’s Lab

EgyptianDarknessTeam presents Tekken 7 Season 1 finale combo video for Yoshimitsu

On the eve of Tekken 7 Season 2’s release, combo creators EgyptianDarknessTeam punctuate Season 1’s eclipse with one last sword-slinging hurrah.

As the combo collective is known for, this Yoshimitsu finale is chock full of creative, postion-specific interactions, odd gimmicks, and difficult execution. Considering they found a combo that uses two power crushes AND includes a NSS-to-Sword transition mid combo, this is an excellent bookend to a successful space octopus year. Here’s hoping that Yoshimitsu’s new wall bounce and adjustments in Season 2 allow stuff as flashy as this!

Tekken 7 Season 2 drops on September 6.

Source: EgyptianDarknessTeam

Catch high-level Street Fighter Alpha 3 action from a-cho’s recent tournament

Go for broke!

Since the release of Street Fighter 30th Anniversary Collection, more eyes have been focused on legacy titles within the Street Fighter series. Thankfully, that appreciation of older titles has never died in Japan, as Kyoto’s a-cho Game Center frequently plays host to tournaments and ranking battles in decades-old games!

Their most recent upload is that of a Street Fighter Zero 3 tournament (Street Fighter Alpha 3, outside of Japan), which features some high-level play with a mix of some interesting characters — including Sodom, Gen, Karin, Rolento, and E. Honda.

Source: GAMEacho