Smash @ Xanadu 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

Vitamin ZK Visualizes Super Smash Bros. for Wii U’s ver.1.1.3 Changes

Super Smash Bros. for Wii U patches, while addressing important issues with game balance, have been the cause of more than a couple of headaches within the Smash community thanks to the secrecy surrounding their contents. And while datamining has relieved a good deal of the stress involved in parsing out the changes that patches bring, there’s still plenty of work that goes into confirming everything, which the community over at Smash Boards has continued to do.

And even with all of that confirmed information, there’s still something to be said about seeing these tweaks in action. As they’ve done in the past, Vitamin ZK took on that burden and created a set of three videos, which you can find below, detailing everything the version 1.1.3 update brought to the game.

If you prefer your patch-related information in text form, you can still find the datamined notes on the Smash Boards forums.

Source: Vitamin ZK via Smash Boards

Zangief, T. Hawk, and Hugo Hug It Out in Grappler-Centric Ultra Street Fighter IV Combo Video

Combo video mastermind cjbqulix made a triumphant return to the scene this week with a grappler-focused reel featuring three of the best huggers in all of Ultra Street Fighter IV: Zangief, T. Hawk, and Hugo.

In the footage below, you’ll see a handful of practical options, but once things get rolling, the combos become less and less likely to appear in a proper match. Thanks to plenty of Dhalsim limb abuse and just enough Psycho Stream manipulation, these lab-only offerings are sure to entertain.

Source: cjbqulix

Bafael Discusses Street Fighter V System Mechanics in Latest Primer Video

Street Fighter V, like any fighting game, brings with it a host of unique mechanics. While some of these mechanics exist in other games, they may not be treated exactly the same as you’d expect within the upcoming title’s engine. With this in mind, Bafael, the creator of the Street Fighter IV Primer series, recently released a video describing everything that players will need to know before stepping into the game and selecting their character.

In the footage below, you’ll learn about meter building, V-Skills and V-Triggers, cancel options, stun meters, and plenty more. All of the footage included comes from the third beta phase, so it’s as up-to-date as anything else out there. But, as with anything Street Fighter V, we can’t be certain that all of this information will remain true through to release, so keep that in mind as you watch.

For a closer look at some of these mechanics, as well as plenty of other information surrounding Street Fighter V, take a look at Bafael’s complete tutorial playlist.

Source: Bafael

Capcom Devs Talk Street Fighter V’s Depth, Plans for 2016, and More

With Street Fighter V closing in on its February 16 release date, 4Gamer’s Hameko sat down with producer Koichi Sugiyama, director Takayuki Nakayama and battle planner Ryuichi Shigeno (better known in the Guilty Gear scene as Woshige) at PlayStation Experience to discuss F.A.N.G, the six announced post-launch characters, plans for next year’s Capcom Pro Tour, and what makes the “depth” of Street Fighter V difficult to perceive.

Editor’s note: In an effort to provide our readers with the clearest possible picture of this conversation, we’ve translated 4Gamer’s entire interview and included it below.

4Gamer Street Fighter V interview

The story behind the creation of the poison-using F.A.N.G., the latest member of the Four Heavenly Kings, and the six additional characters

4Gamer: Thank you for taking time out of your busy schedule today. 16 characters are planned for the launch of Street Fighter V (below, SFV), and at PSX the 16th one F.A.N.G was finally announced. As the final launch character, I imagine that he has an especially important role in the game.

Koichi Sugiyama (below, Sugiyama): That’s right. F.A.N.G is newest member of the Four Heavenly Kings and the self-proclaimed #2 of Shadaloo. He’s also the most deeply involved character in an important event in the story of SFV.

Takayuki Nakayama (below, Nakayama): If you watch the trailer closely, in the background of the stage are massive reliefs of the Four Kings, and F.A.N.G’s face is at the far right. To put it in words, he’s one of the bosses in the game.

4Gamer: That leaves me wondering about the whereabouts of Sagat, who’s now out of the Four Kings… But wait a second. That means that SFV has a story mode?

Nakayama: You bring up an excellent point! But we can’t get into the details of that yet. We think it’s very fitting for Street Fighter, in that “Where is the champion, where is Ryu!?” sort of way (laughs).

(All laugh)

4Gamer: In any case, F.A.N.G seems like more of an oddball than the conventional bad guy.

Nakayama: Right. He loves the number “2” so much that it’s listed in his profile. He’s a very a strange one.

4Gamer: His moves in-game seem quite annoying. Can you tell me about his battle concept?

Ryuichi Shigeno (below, Woshige): I’ll tell you his battle design. A late introduction, but I’m the battle planner for SFV, Ryuichi… well, I’m Woshige. Thanks to Evolution 2015, before I was known as a part of the SFV team, the whole world saw me embarrass myself on stage (strained laugh).

(All laugh)

4Gamer: You were wearing an SFV T-shirt then (laughs). To jump in quickly, how does F.A.N.G fight?

Woshige: F.A.N.G fights using poison, a type of character that’s new to Street Fighter. When the opponent comes into contact with his V-Skill the unblockable projectile Nishodoku, or is hit by his special moves, they become poisoned.

4Gamer: What happens when they become poisoned, do they slowly lose life?

Woshige: Yes, that’s right. However, the moment F.A.N.G himself takes damage, the poison state is removed. Because of that, his primary way of fighting is to keep the opponent poisoned while buying time using his long reach.

4Gamer: He seems like a quite unique long-range character, different from standard projectile characters and even Dhalsim. But when I saw his monk clothing, I thought that he might use hidden weapons like Hsien-Ko…

Nakayama: Hsien-Ko isn’t that ugly!

(All laugh)

4Gamer: Well his sleeves are extremely wide.

Sugiyama: Actually, during the design stage, a hidden weapon style was one of the ideas we considered. However in Street Fighter, there’s already Vega who uses a claw.

Nakayama: To tell the story of how he became a poison user, we heard from an senior member in the company that during the development of Street Fighter III: 3rd Strike (below, 3rd Strike), that there was debate between including Remy or a different, poison-using character.

4Gamer: Ah.

Nakayama: As you know, Remy was chosen for 3rd Strike, but in SFV we wanted to take on the challenge, so that’s how we decided on poison. He has a play feel that’s new to the Street Fighter series, so we hope that players who like oddball characters look forward to him.

4Gamer: Now, let me ask about the six characters who will be added within the first year after launch: Alex, Guile, Balrog, Ibuki, Juri, and Urien.

Sugiyama: For the default 16 characters, we decided from the very beginning that eight would be from Street Fighter II, four from Street Fighter Alpha and four completely new characters. From there we narrowed down the characters based on thinks like battle concepts and country of origin to arrive at the current line-up. For the additional characters however, we didn’t use those restrictions.

4Gamer: In other words, the additional characters were selected on popularity, fighting style, and the like.

Sugiyama: Yes. Take Alex for example. In Japan he might be thought of as a maniac character, but in North America he’s very popular.

4Gamer: He’s a character that frequently ranks high in popularity polls overseas.

Nakayama: From there, we wanted to include a character who made their first appearance in the Street Fighter IV series. There we selected Juri. There’s never was a female character with as intense a personality as her (laughs).

4Gamer: What about Guile? This is the first time in the series since Street Fighter Alpha 3 Upper that Nash and Guile have appeared in the same game.

Nakayama: From the beginning of the SFV project we decided to have both Nash and Guile appear. That said, both characters use Sonic Boom and Flash Kick, so there’s no point if their battle concepts overlap. So we took the previously dead Nash and give him life again as a character with a new battle concept.

Sugiyama: While it’s not necessarily a link between story and battle concept, we wanted to send the message that this isn’t the Nash from before, in multiple ways.

Nakayama: We also changed his name. In Street Fighter V he goes by Charlie Nash.

4Gamer: In the overseas versions, he was already known as Charlie. Anyway, going by the conversation up until now, does that mean that Guile is the same Guile as before?

Sugiyama: To speak plainly, the six additional characters are still in the planning stages. The goal of the “World’s Best Creators” recruitment campaign we announced at the Capcom Cup 2015 Finals is to find creators who want to develop them with us (laughs).

Woshige: However, we’re considering a variety of things. Balrog for example we think that we can make into a character that has a different type of fun from his previous versions. Look forward to the new characters.

sfv-vega-8-750

Battle planner Woshige answers: What is the “depth” of SFV?

4Gamer: Since we have both Nakayama and Woshige here, let me ask a bit more about SFV’s battle design. In the game there’s been an overall trend of significantly reducing the number of charge moves, like with Nash whom we discussed before. Generally charge moves are the easiest to perform… or rather they’re thought to be aimed at beginners. Why have you gone with the direction of removing them.

Sugiyama: Certainly in the past charge moves were said to be simpler. However, input precision has risen with the users of today, and with the improvements to game pads diagonal inputs are easier to perform. Because of that there’s been an increase in the opinion that command moves are easier to execute.

Nakayama: From the battle design perspective, since characters can’t consecutively use special moves, you give those characters powerful moves. On the other hand, there’s the design problem of not being able to actively attack themselves.

4Gamer: Daigo Umehara said something similar to that before.

Nakayama: Take SFIV Vega for example, a charge character with almost no invincible moves. Because of that, his movements become stiff and he can’t help but revolve around being defensive. But Vega was originally was a more speedy character.

4Gamer: He is the Spanish ninja after all.

Nakayama: By changing his special moves to motion commands, SFV Vega can move in more of an original Vega-esque way. In order to bring out the personality of the characters we did a reset for the characters, including their play feel, which is why we reduced the number of charge moves.

4Gamer: I’m looking forward to what Guile will become. Another point, when I interviewed ComboFiend of Capcom USA, he said SFV was aimed at being “easy to play, difficult to master.” For example, combos in SFV have become very simple.

Woshige: Right. SFV has a longer buffered input reception window, so if you remember the parts of your combo and practice a little, anyone can do them.

4Gamer: But because of that the existing core players have said that they want combos that better allow them to display their own skill. Until now, that’s been part of “difficult to master”– part of the so-called depth. What’s your thoughts on that?

Woshige: Anyone can do the combos themselves, but in turn, always choosing the most optimal combo is necessary in SFV. Depending on the situation the optimal recipe changes. Researching that and implementing it is what creates a gap between the other players.

Sugiyama: In similar discussions, a lot of users thought that in the previous beta test that invincible moves were too strong. But in SFV, invincible moves like Shoryuken are now treated as having counter-hit recovery. In other words, if you make the right read and block the move, you can land a damaging Crush Counter combo.

Woshige: On top of that there are factors like the EX Gauge, V-Gauge, and Stun Gauge, so to always pick the most optimal combo, you’ll have to play quite a bit.

4Gamer: One’s ability to judge the situation is connected to the player’s personality?

Woshige: Right. You can say the same about anti-airing. Even with the jump attacks that look strong at a glance, before the attack becomes active the hurtbox expands. If you take into account the distance and timing appropriately, you can knock any character out of the air. We’re intricately creating the game down to things like that you can’t see.

4Gamer: When I was playing in the beta test, I was having trouble stopping the opponent’s jumps… I guess that means “play more!” (laughs)

Woshige: To be able to feel the “depth” you have to play quite a bit, so I can understand users who feel uneasy about that. But we also think that it’s important that spectators can watch high-level play and feel, “I think I can do that too!” That becomes a gateway for spectators to become players themselves.

Nakayama: That’s what SFIV’s so-called “FADC Ultra” was. General players can have a match by mashing on the joystick, expert players being able to express themselves through their play. In SFV we want to have both coexist.

4Gamer: I see. Going back in the conversation a bit, over what span will the six additional characters mentioned before be released?

Sugiyama: Right now, we’re planning to space them out at one character every one or two months.

4Gamer: One thing I’m curious about is the Capcom Pro Tour 2016, which has been announced to use SFV. The later the tour gets into the schedule, the more the number of playable characters will have increased. For the players, you can think that learning character matchups will be tough.

Sugiyama: That’s right. When we added Decapre to Street Fighter IV, that kind of confusion did happen. We apologize for that. However, this is a difficult issue. Of course, for the players, being insured to have enough time to practice is important, and we acknowledge that. For the general players, however, there’s a natural demand to be able to quickly get their hands on the new characters.

Nakayama: The top players who have driven the scene are important, but to bring fighting games to an even higher level, it’s important that the general players and new players enjoy themselves as well.

4Gamer: Exactly.

Sugiyama: Therefore, to satisfy all of the players, we’re considering proposing a compromise. It’s still in the concept stages, but for example with the big premium tournaments, deciding early in the regulations which characters will be allowed. It takes the cooperation of the organizing staff and the participants, but we hope you understand.

4Gamer: This is from the perspective of the competitive scene, but all of SFV’s updates are free. With that in mind, at what timings do you plan to adjust the game balance?

Nakayama: At the very earliest, until the end of next year’s Capcom Cup Finals 2016, we don’t plan to make any major changes. Throughout one year large tournaments are continuously held, so if you frequently change the characters’ strength, you’re just bringing worry to the players.

Woshige: Even if we do update, it will be primarily for fixing bugs.

4Gamer: So the game will be at a level of balance you’re confident to ship?

Nakayama: We’re already there. We played all day yesterday with the Capcom USA members, but plotting each character’s win rate on a diagram, the results were quite even. Of course there will still be characters that you might be able to say are strong (laughs).

Woshige: It’s a fighting game, so making it completely even is incredibly difficult, but we’ve tuned the game to a level where any character can fight when utilizing their strengths. So please, rest assured.

4Gamer: Understood. Do you have a message to the Japanese fans eagerly awaiting the release?

Woshige: We’ve poured our heart into making SFV a game that let’s you understand the fun of fighting games. So we not only want the users who’ve been playing the Street Fighter series up until now, but also the users who’ve never touched a fighting game to play.

Nakayama: We want the enjoyment of SFV to not end with the release date, but to keep growing, like with the announcement of the additional characters. We’ve including a variety of content to satisfy both the core audience aiming for tournaments as well as the casual audience playing the game alone at home. We hope you play for years to come.

sfv-cammy-reveal-tall-24Gamer: Speaking of years to come, 2017 is the 30th anniversary of the Street Fighter series. It makes me anticipate there will be some sort of event…

Sugiyama & Nakayama: You bring up a good point! There might be something (laugh)!

4Gamer: I see, l’ll look forward to it (laughs). Finally Sugiyama, your closing words.

Sugiyama: I want to to convey to the Street Fighter II generation, “It’s okay to come home now.” I went to the “Japan’s Manga, Anime, Games” exhibit at the Hyogo Prefectural Museum of Art the other day, and there I saw a parent and child playing SFII. That father was a part of the SFII generation, in about his late 30s… He was a total turtle Guile (laughs).

(All laugh)

Sugiyama: The daughter was using Blanka and asked, “Dad, teach me this game!” Those words left a strong impression on me. If Dad can be the hero, then Street Fight can become the communication tool between parent and child.

SFV is something that the SFII generation who practiced landing Fierce into Dragon Punch back in the day can play. We hope that turtle Guile dad who said, “I can’t move my hands anymore,” will play. We hope that everyone sees that Street Fighter is still alive and well.

4Gamer: Thank you for today!

Source: 4Gamer

Genesis 3 Will Float Top Smashers Through First Round of Competition

Though only in its third year, Genesis is already destined for greatness. As of this writing, Super Smash Bros. Melee and Super Smash Bros. for Wii U both have over 1,000 registrants, a feat only Evo 2015 has accomplished thus far. In fact, Genesis 3 is just under 100 players shy of surpassing Evo as the largest Melee tournament of all time. This is great! Amazing even! Unfortunately, the organizers are set to waste this opportunity with a costly experiment that stands to diminish the validity of their eventual champions.

As it was explained to us by a source close to the tournament that wishes to remain anonymous, pool play at Genesis 3 is broken up into three phases. The top 64 players attending the tournament included in Melee It On Me’s year-end Melee rankings will automatically be placed in the second phase, bypassing the first because of their competitive status. The same will be done for a group of 32 Super Smash Bros. for Wii U players, the selection process of which has yet to be divulged.

Since this terminology neatly obfuscates what’s actually going on, this basically boils down to Smashers being floated through an entire round of competition due to their status as “top players.” Obviously, discussion exploded regarding this decision, both in the Smash scene and the fighting game community at large, with many decrying the format as a departure from what makes our tournaments great: the ability to step into the bracket on equal footing with the best of the best and make a name for yourself.

While they do good work, Melee It On Me is far from an official governing body in the Smash community. Though frequently an accurate representation of the competitive landscape, their lists are, at the end of the day, based entirely on the opinions of the panelists selected that given year. But even that is streets ahead of trying to determine the 32 best Super Smash Bros. for Wii U players, as the breadth of the talent in that game is much too wide to narrow it down that far, especially taking its relative youth and constant updating into account.

This problem intensifies when you start looking for more detailed information. While a mention of the floating was first made in a post on Reddit last month, many overlooked this information because it was attached to an announcement for a crew battle. In fact, if you visit any of Genesis 3’s three information hubs (Smash.gg, Genesis.gg, and Facebook) for a ruleset two weeks out, you’ll be greeted by absolutely nothing but some ‘Coming Soon!’ text.

genesis-3-rules

That’s…helpful?

To close things out, we want to put forth two real-world scenarios that would likely have not occurred if rules like this were in place at their respective tournaments.

The first, put forth by DC on r/SmashBros, involves a Super Smash Bros. for Wii U match at The Big House 5. While MVD is a current player who ranks among the best in Florida, he was defeated by a lesser-known (and apparently inactive) player by the name of Coco in the first round. While perhaps not the most intense of upsets, MVD’s regional ranking could have been used as an excuse to move him past that round automatically, totally erasing Coco’s chances of playing spoiler.

And if that’s not good enough, let’s look at the Ultra Street Fighter IV match between Alex Valle and Bonchan at Evo 2015. While Bonchan was all but certain to move past Valle in the quarter-finals, a surprise character choice and some amazing reads were enough to move the veteran past the Japanese competitor in what was perhaps the most exciting match in Las Vegas that weekend. If the organizers were to look at our Street Fighter rankings (shameless plug) and think, “Well, Bonchan deserves to move forward a round without playing,” the landscape that resulted in that tremendous upset could have been washed away in favor of a more sterilized environment.

When pressed for more information, Genesis co-organizer Sheridan Zalewski stood behind their decision. “I did not know whether the Wii U community would find it acceptable. Therefore I approached a group composed of top players and community leaders,” Zalewski said on Facebook. “After explaining why we were doing it for Melee and what effect it might have on the bracket, I let them decide whether they thought this would be good for Wii U as well. They seemed to think it would work. So I feel I’ve done my due diligence as the director of tournament operations.”

“I’m not stressing over missing 1 or 2 upsets. You guys will have a chance to find out how right or wrong we are by comparing the bracket results after [Genesis 3],”Zalewski continued. “Nothing is changing. If shit does go wrong, then we will learn a lesson. If it doesn’t, cool.”

Attempts to reach out to Zalewski and other Genesis 3 staff members remain unanswered, but we will update this article with further details should they respond.

Check Out Footage from America’s First BlazBlue: Central Fiction Tournament

Last Sunday marked the first BlazBlue: Central Fiction tournament to take place on American soil. Thanks to the new NESiCA cabinets at City of Industry, California’s Round 1, eager players from around the states (or just around Southern California) were able to get their hands on this most recent addition to the BlazBlue series.

Below, we’ve embedded footage provided by Jyosua, who handled streaming for the event. Clocking in at over six hours, there’s plenty of action to see from this 42-person tournament.

If you’re looking to take a swing at Central Fiction yourself, the cabinets for the game won’t be going anywhere any time soon, so be sure to head out to Round 1 and give them a go.

Source: Jyosua

Evo 2015 Guilty Gear Finalist Woshige Working as Street Fighter V Battle Planner

A brand new Street Fighter V interview conducted by 4Gamer has revealed that Ryuichi “Woshige” Shigeno (pictured above, center) is working on the upcoming title as battle planner.

While most fighting game fans today may know him from his embarrassing “What are you standing up for?!” moment at Evo 2015, Shigeno has long been a force to be reckoned with in the Guilty Gear community. His third-place Evo finish in Guilty Gear Xrd -SIGN- is just the latest accomplishment in a long competitive career, and the past few years have seen Shigeno use that fighting game knowledge to transition to the role of developer.

Rumors of Shigeno’s involvement with Street Fighter V began back at Evo, where he sported a shirt featuring the game’s logo on the main stage, but concrete details first came together at PlayStation Experience. He was introduced as one of the best Street Fighter V players within the company, and showcased his skills against equally talented associate producer Peter “Combofiend” Rosas in a quick exhibition. Only now has Shigeno’s title been mentioned in an official capacity.

Of course, he didn’t just fall into this position. A quick scan of the Moby Games database reveals that Shigeno previously worked as a tester on Tatsunoko vs. Capcom, both versions of Marvel vs. Capcom 3, Street Fighter x Tekken, and early iterations of Street Fighter IV. He most recently worked as part of Ultra Street Fighter IV content analysis team.

In general, battle planners have a hand in developing a fighting game’s various systems and mechanics as well as talking with the community about overall balance. While we are still working on translating the full interview, it’s likely Shigeno’s responsibilities fall under the same umbrella, and it should be interesting to see how his experience with Guilty Gear translates to Street Fighter V when it launches early next year. Stay tuned for more details.

Source: 4Gamer

LiangHuBBB Sends Off 2015 with Street Fighter V Highlight Reel

LiangHuBBB already released their final Funny & Cool Moments entry–which contains a massive selection of games–for the year back in November, so their most recent reel comes as a pleasant (and certainly welcome) surprise. This end-of-year gift to the fighting game community contains nothing but recent footage from Street Fighter V, so it’s sure to contain some things that you’ve not seen before.

As LiangHuBBB notes, and as you’ll certainly see for yourself, the skill level in the highlighted segments shows a definite upward momentum. The game won’t even exist in full for another couple of months and we’re already seeing insane reaction times, pressure strings that border on frustrating to watch (seriously), and plenty of unexpected mixups. It’s exciting to think of what the future will hold for the title.

Source: LiangHuBBB via EventHubs

Pick Up Some Practical Birdie Damage in Street Fighter V

If you’re into vests several sizes too small, sweet spiked hair, and massive donuts, you’ll not want to miss TeaMandem’s most recent Street Fighter V combo video. In the footage below, the group aims to provide viewers with a range of combos, moving from the basics to some of the more advanced offerings Birdie brings to the table.

On top of combos, you’ll also see some setups into command grabs and pick up some tips on how to properly use the returning fighter’s V-Skill.

If you enjoyed this video, TeaMandem has also made similar reels for Nash, Cammy, R. Mika and Karin, which you can check out by following their respective links. Do note, however, that many of these older videos were created with early beta builds, so some of the combos present may not work once you get your hands on the game in February. If nothing else, they will give you some ideas of where to get started once the game releases.

Source: TeaMandem