Northwest Majors: Drop Zone feat. Super Smash Bros. Streaming Live

The folks behind Northwest Majors are ready to put on a Smash-centric event this weekend at Highline Community College in Des Moines, Washington. Northwest Majors: Drop Zone will feature competition in every Super Smash Bros. title to date, with appearances by TSM|ZeRo, GC|SilentWolf, [62-bit] Bladewise, FatGoku, Eggz, CACAW|Big D, and more.

You’ll find every tournament stream and a detailed schedule below, so be sure to tune in and see what this region has to offer in terms of Smash competition. It’s sure to be a crazy weekend!

Team Khaos

Watch live video from TeamKhaos on www.twitch.tv

Zodiac Smash

Watch live video from ZodiacSmash on www.twitch.tv

BNB Games

Watch live video from BreadnButterGames on www.twitch.tv

Epeen Gaming

Schedule

Event PST (Local) EST GMT Stream(s)
SSBM Doubles Pools (Sat) 10:00 AM 1:00 PM 6:00 PM Team Khaos
Zodiac Smash
SSB4 Pools (Sat) 10:00 AM 1:00 PM 6:00 PM BNB Games
SSBM Doubles Top 8 (Sat) 12:00 PM 3:00 PM 8:00 PM Team Khaos
Zodiac Smash
SSBM Pools (Sat) 2:00 PM 5:00 PM 10:00 PM Zodiac Smash
SSB4 Top 16 (Sat) 2:00 PM 5:00 PM 10:00 PM Team Khaos
BNB Games
SSB4 Doubles Pools (Sat) 4:00 PM 7:00 PM 12:00 AM (Sun) Team Khaos
BNB Games
SSB4 Doubles Top 4 (Sat) 6:00 PM 9:00 PM 2:00 AM (Sun) Team Khaos
BNB Games
SSB64 Pools (Sat) 6:00 PM 9:00 PM 2:00 AM (Sun) Epeen Gaming
SSBM Top 32 (Sat) 8:00 PM 11:00 PM 4:00 AM (Sun) Team Khaos
Zodiac Smash
SSBB Pools (Sat) 8:00 PM 11:00 PM 4:00 AM (Sun) Epeen Gaming
SSB64 Top 4 (Sun) 10:00 AM 1:00 PM 6:00 PM Team Khaos
SSBB Top 4 (Sun) 11:00 AM 2:00 PM 7:00 PM Team Khaos
SSBM Top 16 (Sun) 12:30 PM 3:30 PM 8:30 PM Team Khaos
Zodiac Smash
SSBM Analyst Panel (Sun) 2:30 PM 5:30 PM 10:30 PM Team Khaos
SSB4 Top 8 (Sun) 4:30 PM 7:30 PM 12:30 AM (Mon) Team Khaos
SSBM Top 8 (Sun) 7:00 PM 10:00 PM 3:00 AM (Mon) Team Khaos

Team St1ckbug feat. Guilty Gear Xrd -SIGN-, BlazBlue: Chronophantasma EXTEND, and More Streaming Live

The folks over at Team St1ckbug return this weekend with a brand new tournament for the local New York City community. Today’s event will feature some of the best local players, taking part in competition for Guilty Gear Xrd -SIGN-, BlazBlue: Chronophantasma EXTEND, and Under Night In-Birth Exe:Late.

If you’re interested in checking out this event but can’t make it in person, Team Spooky’s Arturo Sanchez has got you covered with a live broadcast. You can tune in live below or over on Twitch if you prefer to chat. Full brackets have also been provided on Challonge to help folks at home follow along.

Watch live video from nycfurby on www.twitch.tv

Sources: Dustloop, Arturo Sanchez

Street Grand Battle 2K15 Streaming Live from Lyon, France

This weekend France is getting into Street Fighter action with Street Grand Battle 2K15. The tournament includes Ultra Street Fighter IV singles and team tournaments as well as a Street Fighter V invitational. In addition to familiar European faces like MD|Luffy, FA|Prodigal Son, BX3|Phenom, Melty|Will2pac, RIZE|Infexious and Packz, several players from Asia will also be participating, including RZR|Xian, AVM|GamerBee and CCG|Humanbomb.

You can tune into the event on Versus Fighting TV on Hitbox and follow the brackets on Challonge.

Source: Versus Fighting TV

Take Guilty Gear Xrd -SIGN-‘s Frame Data on the Road with the GunFrame iOS App

Earlier this year, community member AnBi2199 released GunFrame, a Guilty Gear Xrd -SIGN- frame data app for Android devices. While Apple users were originally left out of the loop, this useful resource is now available for iOS.

Similar to its predecessor, the GunFrame app for iOS features handy tables full of frame data for every Guilty Gear Xrd -SIGN- character and, best of all, it’s completely free of charge.

While some portions of this tool still require work (trying to access the app’s additional wakeup and attack tables causes it to crash), this should be handy for anyone looking to quickly research a character and their moves before a tournament match. Pick it up on iTunes and let us know what you think.

Source: iTunes

Here’s How Skullgirls’ Annie Looks in Indivisible

Lab Zero Games certainly left their mark on the fighting game community with the release of Skullgirls, but they’re taking a different approach with their next title. With a battle system reminiscent of Valkyrie Profile, Indivisible gives this talented team the ability to carry over their knowledge of combo-heavy gameplay to the roleplaying genre.

But that doesn’t mean they’re ready to give up on Skullgirls just yet. As part of their planned lineup of indie cameos, the developers will be transporting Annie of the Stars over from the world of the Skull Heart. This will finally give fans heartbroken by her loss in the Encore character poll the chance to see her become playable.

Over the past few weeks, Lab Zero has been providing glimpses of their takes on these indie characters, and they recently took some time to show how Annie has transitioned to the Indivisible style. The gallery below includes her official artwork as well as comparisons to her Skullgirls concept, main character Ajna, and the rest of the guest roster.

Click to view slideshow.

Thanks to a fortunate deadline extension, Indivisible is still collecting crowdfunding contributions. They currently sit at $1,057,455 of their $1,500,000 goal, so be sure to visit Indiegogo for more details on how you can help their vision become a reality. And if you’ve yet to play their prototype, you can try it out on PlayStation 4 and PC.

Source: Indiegogo

Capcom’s Yoshinori Ono Hopes to Support Street Fighter V for At Least Five Years

Continuing the recent trend of Street Fighter V interviews from Paris Games Week, the folks at Eurogamer today published the full transcript of their conversation with Capcom’s Yoshinori Ono and Matt Dahlgren. Again, their discussion covers most of the ground you’d expect by touching on microtransactions and beta testing, but things get a little more interesting when Ono dives into the topic of post-release support.

As many of you know, Street Fighter V is set to launch with sixteen playable characters, a number that will boosted throughout the following year with additional downloadable content. Dahlgren recently confirmed that there will be a second helping of roster expansions after that, but what comes next?

“A lot of it will depend on once the game’s out in the wild, and if the model we make comes to fruition and I can be proven right about it being the right choice. Simple maths suggests it’d take five years to get to the roster of Street Fighter IV, and we want to keep the game going for that amount of time,” Ono explained. “We want to support it as long as we can, we honestly will have to see – we don’t know anymore than anyone else does how it’s going to turn out next February, once we do this completely new way of doing things.”

Five years is pretty generous in the grand scheme of things, seeing as the developers supported Street Fighter IV for the same amount of time. Furthermore, Ono’s “simple math” seems to imply Capcom is planning to have six characters ready a year, but it really just depends on how successful Street Fighter V ends up being.

Street Fighter V is set to launch for PlayStation 4 and PC on February 16. Eurogamer’s full interview can be found by following the link below.

Source: Eurogamer via NeoGAF

Mad Catz’ Chun-Li Tournament Edition 2 Arcade Sticks Shipping Soon, Improved Base Models Restocked

Paying homage to their previous Chun-Li arcade stick, the folks at Mad Catz are just about ready to launch a brand new Tournament Edition 2 variant that hearkens back to the early days of Street Fighter IV.

Similar to that earlier product, this arcade stick pops with the iconic blue and yellow attributed to the world’s strongest woman, complemented by her official Street Fighter V artwork. Apart from its aesthetics, players can expect the same high quality seen in other TE2 products, including premium Sanwa Denshi parts, a sturdy metal base, and an overall design that makes customization a snap. And, of course, it’s compatible with both PlayStation 3 and PlayStation 4.

Pre-orders are currently open through Mad Catz and Amazon for $229.99, but only the former will net you a bonus shoulder strap. Shipments for North America, Europe, and Japan are expected to begin shortly, making this the kind of global affair that’s rarely seen in the world of arcade sticks.

Additionally, stocks of the base Tournament Edition 2 have been replenished, so be sure to check out Mad Catz’ online store if you’re still interested in picking it up. They’ve apparently seen some improvement in the top clear panel and artwork, so it might be worth looking into even if you already own one.

Source: Mad Catz

LordKnight Explains: Five Things to Think About If You Want to Do Well at Tournaments

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’ve added a section called 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.

I want to take a short break from the tutorials to discuss some tournament time topics.

I want to stress that you can play fighting games for whatever reason you want to – to show off, for fun, for a challenge, whatever. However, competition is a big part of it, so this time, I want to speak specifically to people who are a little deeper in it. If your goal is to perform well at events, this article is for you.

1. Aim for consistency

More than anything, you should aim for consistency. This would make sense in any pursuit, but I find that it’s mostly ignored in our community. Consistency isn’t just your goal, but it’s also something you can lean on. It sucks when you’re losing consistently, but you have to identify that when you’re losing like that, the other person is doing something right.

2. Play to learn (properly)

Of course, it’s common knowledge that playing to win one hundred percent of the time is detrimental. Playing to learn and improve is an important part of your growing experience, but recognize that this takes some focus. I’ve ran into people who have just tried to do something “to see if it works” – which is fine, but there are better ways to explore situations and how to deal with different characters.

I’ve mentioned before, but fundamentally, fighting games are about solving problems. A more effecient way of playing to learn is by identifying what you’re struggling with. Keep track of the situations that are giving you a hard time and review them later. Even better, if possible, record your matches! Everyone can benefit from watching their matches, as the majority of people can’t remember every detail of every match.

3. Treat casuals and tournament matches the same

It’s somewhat common for people to hide tactics for tournaments. This should be expected – this is a competitive environment, and having information that your opponent doesn’t is a huge advantage. That being said, you need to understand that there are different sets of information connected to a match.

In general, there’s no real point in sandbagging or pretending you don’t know how to play a matchup, and I feel that it’s detrimental to practice. I prefer to always use my general strategy against everyone, so I can work out any kinks and refine my play.

Of course, there are definitely things you can keep secret to use as a trump card in a tournament. My general thought is that you shouldn’t hide your general strategy, but I usually have a couple of tricky mixups up my sleeve for a big event.

lordknight-hands

4. Play sets during casuals

Occasionally, play a set during a session. Set a hard line for how long you’re going to play: for example, set up a quick 2 out of 3, 3 out of 5, first to 5, or whatever you’re in the mood for. When you’re done with that, stop and chat with whoever you went up against.

Playing sets accents a few points:

  • If you’re running a 2/3 or 3/5 set, this replicates potential tournament situations. It goes without saying that tournament sets are different from casual matches, and paying attention to the win count can make you play more seriously.
  • If you do this against enough people, you can build extra experience if you can’t frequent events often.
  • Some people play “serious matches” (sets, money matches, tournaments, etc.) differently than casuals. Asking to play a set might make them suddenly shift their play.
  • Sets can be used as a benchmark of progress. Going back to an earlier point, you would want to record these if possible as well.

5. Be open to playing any opponent

If your goal is to perform consistently, then you should be able to take on many types of opponents. While this sounds obvious, I’ve run into players who only want to play strong players. There is certainly nothing wrong with that, but you should be open to playing any opponent.

  • First off, a player that’s weaker than you will (hopefully) appreciate you playing them.
  • Secondly, you can try out new tactics or build in-match muscle memory comfortably. Personally, I find it hard to try brand new things against strong players – I usually try to implement new tactics against weaker players, then once I get used to doing it in matches, I’ll try it against a stronger player.
  • Third, the more experience you have, the better. Being open to playing everyone gives you room to run into more situations and refine your play further. (Note: if you’re playing online and it’s too laggy, it’s fine if you skip out). This information can help you classify new opponents easier and adapt faster – which I’ve covered previously.

Action Steps

Do you do any of the above? Give it a try at your next session. If you have to do it online, that’s fine.

(Images courtesy of FGC: Rise of the Fighting Game Community)

UltraDavid and James Chen Talk Infiltration in Second ‘World Warriors of Capcom Cup’ Episode

Razer’s Lee “Infiltration” Seon-woo has been a fan favorite in the Street Fighter IV community for some time now, a status which he has wholly embraced through efforts in constant streaming, and even going so far as to learn a new language to better communicate with friend and foe alike. Oh, and he also wins tournaments. He wins lots of tournaments.

These facts combine to make him the perfect pick for David “UltraDavid” Graham and James Chen of UltraChen TV’s second World Warriors of Capcom Cup episode. In the video below, the two discuss Seon-woo’s tendency to expertly hop from character to character as he sees fit, always playing whoever his cursor lands on in a nearly immaculate fashion. Though it has been jokingly stated that the man mains 44 characters, his Decapre is high on the list of his best.

To give viewers a taste of what they can expect from Seon-woo at this year’s Capcom Cup, Graham and Chen take footage from the grand finals of the Hong Kong Capcom Pro Tour Asia qualifiers, a set that saw him take his Decapre against MOV’s Ibuki and M. Bison.

2012 is often remembered as the Year of Infiltration, but Seon-woo stands to rewrite history this December.

If you missed the introductory video to this series, or the first player spotlight featuring MCZ|Daigo Umehara, you can check those out by following their respective links.

Source: Capcom Fighters

Battle Planners from Arc System Works, Atlus, and French-Bread Discuss Their Craft in Lengthy Roundtable

Editor’s note: While we think we’ve done a good job summarizing two of the points discussed in this roundtable, we want to, again, encourage our readers to visit the original article for the full conversation. It’s dense and incredibly hard to boil down to bulletpoints, so please check it out!

Balancing fighting games can be tricky, and it generally falls to a select few on a developer’s respective team to make the final call. These battle planners have the responsibility of providing players, both casual and competitive, with an environment conducive to their varied interests, and the pressure only grows as they begin to iterate within the same franchise.

To get an idea of what the job is like, 4Gamer recently gathered together a number of notable Japanese developers for a very special roundtable discussion. Arc System Works’ Kazuto “”Pachi” Sekine, Ryohei Endo, and Mysterious Masked Man No.1 joined Atlas’ Masked Man No. 2 and French-Bread’s Kamone Serizawa to describe what work was like on their various projects.

While their histories with the genre range from being lifted out of the tournament scene to simply applying for a job out of a love for video games, one thing is made certain during their conversations: each one shares a love for fighting games that compels them to put out products they are proud of. The interview is way too long to adequately boil down to a few paragraphs, but some portions stood out as more interesting than others, especially those targeted directly at players outside of Japan.

There’s been much debate over the use of “anime” and “airdasher” when referring to games made by these developers, and they provide great insight into why those terms can be used interchangeably more often than not.

MM1: The reason why anime visuals allow mid air dashes is probably because of the visual affinity, right? Actually there was a prototype of [BlazBlue: Calamity Trigger] during development that didn’t allow mid-air dashes nor high jumps. We wanted to make something different from Guilty Gear series. However, that version of the game was not fun at all.

 

Kamone: Ah, [Under Night In-Birth Exe:Late], in its prototype phase, was also a game which focused heavily on the ground game footsies. However, this didn’t really match with the visual character design. If your battle component is very stoic, the motions and abilities have many restrictions. It’s entirely possible that the game’s universe would completely be called into question along the lines of “Uhhh..the people in the ‘hollowed night’ seem so weak, right?”

 

MM1: Conversely, if [Street Fighter II] Ryu had an air dash, it would seem a bit odd, right? They did it right it [Ultimate Marvel vs. Capcom 3], but even then it feels a bit awkward. A fighting game with a stoic battle design must also have a stoic in-game world.

 

4Gamer: I see. Just as battle concepts are decided by character designs, presumably so too is the entire battle design dictated by the in-game world.

 

Pachi: Simply put, fighting games are basically action games, so it’s more fun to move around according to your wishes. Of course, there’s enjoyment in the older games, as your stoic patience piles up. There’s definitely other fighting games like this, so I want to make something different….when this happens I just want to fly freely in the air in the game.

They were also asked to comment on the notion that downloadable characters are designed to be stronger than their counterparts, and offered up different takes on why that may be. French-Bread’s Kamone, for example, noted that they typically focus on making post-release characters easier to use than the original cast as a way to better ease them into a cast that’s already had time to become established. “However, it is unthinkable for us to automatically make DLC characters strong,” he concluded.

ArcSys’ Pachi, on the other hand, looked at the issue from another angle. “To create a special characteristic that both grabs the attention of current players and is enjoyable to play, perhaps you could say that the DLC character is often powerful,” he explained. “It’s possible that as a result, this concept was strong by itself when you look at the outcome.”

These two points are only a small portion of the overall discussion, which also touches on each developer’s history with the genre, balancing at different roster sizes, utilizing location test feedback, and much more. Be sure to check out the full interview here; it’s in English!

Source: 4Gamer via Kurushii