Capcom Confirms Second Round of Post-Release Street Fighter V Characters

After revealing the return of Dhalsim in Street Fighter V at Paris Games Week, executive producer Yoshinori Ono joined brand director Matt Dahlgren in sitting down for an interview with GameSpot. While much of their discussion revolved around topics that have been brought up before, the Capcom representatives did stray into post-release territory to discuss additional characters.

Many fans will be happy to know that the next six characters Capcom has in store for Street Fighter V–most likely Alex, Guile, Ibuki, Balrog, Juri, and Urien–are still in development instead of being held aside for after the official launch. “They’re actually going to be released once they’re finished,” Dahlgren said of these characters. “What we’re working towards internally is about one character every two months. So we’ve been able to map out that we’re going to have six within the first year and plan to continue to build after that.”

Latching onto that last point, GameSpot’s Tamoor Hussain asked for clarification on the possibility of a second wave of characters after the first six, which Dahlgren confirmed. After that, however, the developers plan to see how things progress. “We don’t want to get too far ahead of ourselves. We do have very ambitious plans for Street Fighter V and a very long term strategy,” Dalhgren said. “We’d like to continue as long as we can, but we’ll have to see how the product does.”

For more on Street Fighter V’s in-game currency, Capcom’s character selection process, and more, be sure to check out GameSpot’s full interview here.

Street Fighter V will be available for PlayStation 4 and PC on February 16.

Source: GameSpot via NeoGAF

Rivals of Aether Patch Adds New Character, Developer Mode, and More

There really just isn’t enough room in the headline to mention everything that the most recent Rivals of Aether patch brings. First, those waiting to get their hands on the game’s second representative of the air element will be pleased to know that Absa the Storm Architect has made her way to the game’s playable roster. She will remain available to early access participants until the game’s official release next year.

Apart from the storm-toting goat, the patch also adds a number of holiday-themed color options for every character. These new offerings, which incorporate plenty of greens and reds, have replaced the previous Halloween colors. You can join me in silently mourning the loss of Fall Leaf Maypul. She will be missed.

Rivals of Aether Holiday Skins

Moving on, the patch also allows players to access a new Developer Mode, giving them the chance to directly alter the game as they see fit. Of course, these alterations are limited to the local versus mode, but they should provide some interesting opportunities for players and developers alike.

And of course, a patch just wouldn’t be a patch without plenty of balancing and general system mechanic changes, including tweaks to the way various types of Directional Influence work. For a full list of what this update brings to the table, you can head over to Dan Fornace’s post on Reddit or check out the box below.

Rival of Aether ver.0.0.8 Patch Notes

General:

We have reworked the DI in Rivals of Aether in hopes to make the defensive game more obvious while keeping some of the leniency that Rivals has in terms of competitive play requiring tight timing. We have also fixed many engine bugs across the board and have changed our order of operations on attacks.

  • The Holiday Color Palette has been updated from the spooky Halloween options to jolly Xmas colors. Show your holiday cheer in style while playing Rivals of Aether!
  • Rivals of Aether has had three types of DI since its inception Here are the types of DI in 0.0.7:
    • Traditional DI: 18 degree max angle change when hitpause is over.
    • Automatic Smash DI: Similar to the smash series but you actually have to press the input during hitpause for the single hit. That means you cannot hold a direction to get the ASDI.
    • Drift DI: This was an idea new to Rivals to make combos a bit more escapable. During Hitstun (knockback) all characters can slightly influence their trajectory by holding directions.
  • Drift DI ended up being far more powerful than we intended. So powerful that holding down during and after an upward attack was actually better than holding left or right. In 0.0.8 here are our three types of DI:
    • Traditional DI: No changes.
    • Automatic Smash DI: Moved to direction hold at the halfway point of hitpause, becoming truly automatic for multi-hit moves.
    • Drift DI: Only affects Horizontal DI now. Hold left or right during hitstun to slow down or speed up your horizontal trajectory. Also weakened slightly in its power.
  • These changes were made to simplify the defense game and reward players for good survival DI while Drift DI helps get out of certain combos even if your DI is not perfect.
  • Traditional DI has been increased on attacks that cause “Tumble Hitstun”. The max DI angle from tumble attacks is now 28 degrees instead of 18 degrees. Examples of Tumble Hitstun are Kragg’s Down Special and Wrastor’s Down Special.
  • Vertical Knockback Scaling has been reduced and knockback angles more accurately represent in-engine angles. To keep vertical attacks KOing around the same percent, many have had their scaling increased.
  • The Grounded Hitstun State (Knockdown) has been increased from 11 frames to 13 frames. This is prevent Jab 2 -> Jab 3 from being parryable when Jab 2 is Crouch Cancelled.
  • Techs are now invincible on the first frame of making contact with the ground.
  • The minimum horizontal speed to be able to air dodge after hitstun has been increased from 4 > 5.
  • Adjusted the logic for dropping through platforms to make them easier and more reliable. The drop is now immediately after triggering and the Hard Down Press has a 6 frame buffer instead of a 3 Frame Buffer.
  • Player 1 and Player 2 Start Points have been moved farther away from each other horizontally on stages where they were too close.
  • Bug Fix: Players can now jump toward the left when facing right from a neutral jump squat.
  • Bug Fix: Hitboxes are now active on the first frame they are out instead of the second. This makes startup time for attacks accurate now. This also speeds up all attacks by 1 frame so we will be watching the balance to make sure that faster characters are not too difficult to handle now.

Developer Mode:

Thanks to some awesome work by Trevor, we are allowing fans to experiment with the balance of the game during Early Access. We have introduced a new versus setting called Developer Mode. This setting allows players to customize the balance in their local versus or practice modes.

  • To change character stats, navigate to your local app data folder and find Rivals of Aether. For most players the path will be:
  • C:Users~yourusernameAppDataLocalRivalsofAetherdev_mode
  • In each ini file, you can adjust the attacks and character data in Rivals of Aether, including startup frames, active frames, recovery frames, knockback, damage and more.
  • After you have made your changes and saved the files, you can enable Developer Mode in the Versus Settings. Your changes will be grabbed each new match.
  • If you are in the middle of a match and would like to implement changes, then press the F3 and the game will load the latest changes.

Zetterburn:

Zetterburn is doing quite well right now in online multiplayer, but we feel that he is falling into a role where he dominates low level play and is much harder to be effective at high level play. To help balance him out, we are taking away some of his reliance on Fire Strongs and giving him a longer dash dance.

  • Forward Strong Knockback: 8 Base .6 Scaling > 8 Base .7 Scaling.
  • Forward Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.05 Scaling
  • Down Strong Knockback: 6 Base .7 Scaling > 6 Base .8 Scaling.
  • Down Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.05 Scaling
  • Up Strong Knockback: 6 Base .7 Scaling > 7 Base 1.1 Scaling. (Higher because of Vertical Scaling changes)
  • Up Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.3 Scaling. (Vertical Knockback Scaling changes actually lower this slightly)
  • Forward Tilt Startup increased from 7 > 8 Frames. Wavedash forward tilt is a real terror thanks to the surprising range this attack has. We are bringing the startup in line with the reward.
  • Up Special Travel Hitbox Knockback Scaling reduced from .6 to .5. It kills an edgeguarding opponent a bit too early. Does not feel great to die across the screen when missing an edgeguard on Zetterburn.
  • Zetterburn’s initial dash time is increased from 10 > 14 frames to improve his dash dance.

Kragg:

Kragg is in a better place regarding his pillar and overall balance but we still find his campy style to be slightly too safe while being quite rewarding. We are adjusting some of the time around pulling and throwing rocks to open up more punish areas.

  • Defense Ball Counter: Kragg’s Side Special has only one counter – Parry. Now it has two. Kragg retains some of his horizontal knockback while in Defense Ball. At high percents, a powerful disjointed attack can knock him back enough that he cannot follow up.
  • Kragg Rock Pull Time increased from 27 > 29 Frames.
  • Kragg Rock Throw Times increased from 4 > 6 frames in every direction. This allows some characters to combo Kragg with a rock more easily.
  • Bug Fix: Moving Rocks that break no longer create a solid rock for 1 frame. This should fix many of the bugs with Kragg causing players to disappear. This also prevents Kragg from regaining his double jump by breaking his own falling rock beneath him.

Forsburn:

Forsburn is doing extremely well right now and his combo game has been at the forefront of his development. However, the change to the Forward Strong is making some of his kills feel unearned which when coupled with his incredible combo game, makes for an overwhelming opponent.

  • Slightly Less Reliable Cape: The Cape Hit of Forward strong is still untechable but we are reinstating the scaling Hitstun. It scales from .5 normal to 1.5 normal depending on how long you charge the Strong. Half charged should be enough to guarantee the Dagger when spaced correctly.
  • Up Strong now also scales from 1.0 hitstun to 2.0. Fully charging the Cape should improve follow ups after the bounce. If they DI away then follow up with a back air.
  • Both Forward Strong and Up Strong have had their Startup Reduced from 14 to 12.
  • Forward Air Recovery increased from 6 > 8 Frames.
  • Up Air Knockback Scaling increased from .25 > .3.
  • Forsburn’s Initial Dash Time increased from 10 > 16 to improve his Dash Dance.
  • Combust Power Comeback: Combust Scaling was powerful because of its vertical KO power. Now that we have adjusted vertical scaling, Combust’s scaling has been increased from .85 > 1.0. This improves the horizontal knockback for the attack as well.
  • Bug Fix: Forsburn can no longer Down Special immediately after Neutral Special causing no clouds to spawn.

Orcane:

Orcane is performing well in the hands of players who have put the time in. The only part of Orcane that concerns us is his reliance on bubbles. To help balance him out while keeping him fun, we are stripping some of his damage from bubbles and redistributing it across the rest of his moveset.

  • Orcane’s Bubble Damage per hit decreased from 3 > 2.
  • Orcane Back Air Damage increased from 4 sour 7 sweet > 5 sour 8 sweet.
  • Orcane Down Tilt Damage increased from 6 > 7.
  • Orcane Down Strong and Forward Strong Base Damage increased from 8 > 9.
  • Orcane Up Strong Base Damage increased from 8 > 10.

Wrastor:

Wrastor is a real terror in the air. While he will remain that way, we wanted to address a couple of problem areas. With the Tumble State change affecting his Down Special, we also wanted to look at his Strong Attacks and Down Tilt.

  • Wrastor’s Forward Strong and Up Strong Aerial Recovery increased from 21 > 33 Frames. The Landing Lag on both attacks now scales with the amount of time left on his aerial recovery instead of being a flat number. This removes the ability to charge the Strong attack to remove landing lag.
  • Wrastor’s Down Tilt hitbox has been reduced to match the visual.
  • Wrastor’s Knockback Factor reduced from 1.2 > 1.15. He was a bit too high compared to the rest of the cast which affects when he is KOed and how hard it is to combo him.

Maypul:

Maypul is a very fun character with a few mechanics that are very unfun to play against. Her camping is still an issue for us and her Sling Shot to Up Air true combos a bit too early. We looked at both.

  • Plant Camping II: Maypul’s Plant, Lily, no longer wraps a marked opponent. Now it wraps opponents who are both marked and in hitstun. Maypul must knock her opponents into Lily into order to trigger a wrap. We are trying to stop Maypul’s ability to slow a tight match down to a crawl. Now she actively has to combo into Lily or fight close to her.
  • Fat Lily has permanence again. It will last until it wraps or a new one is planted.
  • Skinny Lily Base Wrap Time increased from 30 > 50 Frames.
  • Fat Lily Base Wrap Time increased from 60 > 70 Frames.
  • Maypul’s Sling Shot has between 0 and 8 more frames of Travel Time on the way up depending on distance. It’s harder to sling upward! This is to make Sling Shot to Up Air true combo at higher percents than it does currently.
  • Maypul’s Down Tilt Damage increased from 7 > 9. This gives her some reason to use it as opposed to Forward Tilt which is faster and has more range.
  • Maypul’s Forward Special Scaling increased from .35 > .4. This is to address Forward Special spam at low percents.

Menus and UI:

  • Added a Blastzone Data Display to the Stage Select. This will display information regarding the blastzones based on the ground level of each stage (the lowest solid ground). You can turn it off and on by pressing RB on stage select.
  • Added a “Local FPS Catchup” option the Graphics Option Menu. When on, this will have the game run faster in Local games even if your FPS cannot reach 60. This happens automatically in online matches now.
  • Added Full Hop, Short Hop and Off options to the Controller Customization options.
  • Bug Fix: Pressing Back and Start at the same time in Practice Mode no longer causes a freeze.

Online:

  • Gameplay Slowdown due to GPU related issues has been addressed. Now if you cannot run at 60 FPS, then the logic will update more often to keep the game running the same speed. This should prevent many players from causing terrible input lag when they play online. If you were getting slowdown for CPU related reasons, then you may still have issues.
  • If there is a disconnect mid-match, then the game will no longer restart but rather will return to you the Main Menu.
  • Timing out of the choosing to rematch timer causes a rematch instead of a disconnect now.

Source: Rivals of Aether via Dan Fornace

Awesome Dad Reenacts Street Fighter II Victory Poses

Here’s further proof that love for Street Fighter, and video games in general, transcends the generation gap.

Some time back, Nick Luciano produced a humorous video of his father performing various Super Smash Bros. taunts, and now they’re back with a similar take on Street Fighter II’s victory poses. While some are less than 100% accurate–Nick’s dad can’t exactly levitate off the ground like Dhalsim–they’re good enough to bring a smile to the face of anyone who tried them as a kid. Let us know what you think.

Source: Nick Luciano

Awesome Dad Reenacts Street Fighter II Victory Poses

Here’s further proof that love for Street Fighter, and video games in general, transcends the generation gap.

Some time back, Nick Luciano produced a humorous video of his father performing various Super Smash Bros. taunts, and now they’re back with a similar take on Street Fighter II’s victory poses. While some are less than 100% accurate–Nick’s dad can’t exactly levitate off the ground like Dhalsim–they’re good enough to bring a smile to the face of anyone who tried them as a kid. Let us know what you think.

Source: Nick Luciano

Dead or Alive 5 Last Round Receives Transforming School Girl Strikers Costumes

Dead or Alive 5 Last Round is no stranger to special cross promotional costume packs. Its latest, however, brings something new to the table that hasn’t been seen in previous downloadable content.

Based on Square Enix’s School Girl Strikers mobile card collecting RPG, these new costumes reflect the cast’s ability to change into special costumes for battle. While they start out as mundane looking school uniforms, actions like executing a Power Blow, initiating a cliffhanger, or simply taunting will cause these characters to switch into their battle forms.

To help demonstrate how these outfits work, Team NINJA released the following trailer that shows their transformations in action.

This content are now available for both PlayStation 4 and Xbox One. The full package can be purchased for $31.99, and individual costumes will run you $2.99 apiece.

Source: Team NINJA, thanks to Great Dark Hero for the tip.

Wednesday Night Fights 4.5 feat. Street Fighter, Mortal Kombat, Smash, and More Streaming Live

Tonight, Wednesday Night Fights returns with more live competition from their new home at eSports Arena in Santa Ana, California. After a brief foray into online tournaments, Level|Up Series is back to doing what they do best, and is set to kick off the fall season with brackets for Ultra Street Fighter IV, Mortal Kombat X, Super Smash Bros. for Wii U, and Super Smash Bros. Melee.

But that’s not all! While the four titles above are being considered the event’s main attractions, the larger venue has give Level|Up the opportunity to invite a number of other communities to take part. Some of the other games being featured tonight include Ultimate Marvel vs. Capcom 3, Killer Instinct, and more.

Every stream has been included below, but feel free to follow their respective links should you want to join chat. To attend these events in person, be sure to check out eSports Arena here.

[hr]

Level|Up Live (Street Fighter, Mortal Kombat)

Watch live video from Level|Up Live on www.twitch.tv

Nick Tanella (Street Fighter)

Watch live video from NickTanella on www.twitch.tv

2G Gaming (Smash)

Watch live video from 2GGaming on www.twitch.tv

Kevin Ha (Marvel)

Watch live video from Kevin_Ha Live on www.twitch.tv

[hr]

Sources: Level|Up Series (1, 2), Level|Up Live, Nick Tanella, 2G Gaming, Kevin Ha

Smash @ Xanadu feat. Super Smash Bros. Melee Streaming Live

After taking last week off, 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, and tonight’s installment will feature competition in Super Smash Bros. Melee.

If you’re interested in some Smash Bros. action, be sure to tune in. 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

Next Level Battle Circuit #147 feat. Ultra Street Fighter IV, Guilty Gear Xrd -SIGN- Streaming Live

This week’s installment of Next Level Battle Circuit is now streaming live courtesy of Team Spooky’s Arturo Sanchez. As usual, the event is being broadcast from its namesake, Next Level Arcade, in New York City. Tonight, they’ll be running Ultra Street Fighter IV and Guilty Gear Xrd -SIGN-, featuring some of the best players on the east coast.

If you would like to check out these weekly tournaments, 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 nycfurby on www.twitch.tv

Sources: Arturo Sanchez

BlazBlue: Central Fiction Playable at Round 1 in Southern California

Over the past few months, Round 1 in Southern California has had to opportunity to host a number location tests for arcade-exclusive titles like Tekken 7 and Pokken Tournament, and now the NESiCAxLive cabs they received this summer are paying dividends by giving folks a chance to play BlazBlue: Central Fiction on release day.

Typically confined to Japan, Taito’s NESiCA is a shared network that allows arcade operators to access a number of titles through a single cab and receive updates on the fly. The unit at Round 1 debuted with just Ultra Street Fighter IV and BlazBlue: Chronophantasma EXTEND unlocked, but now players can jump into Central Fiction and learn its new systems and characters alongside their counterparts in the east.

Round 1 is located in City of Industry’s Puente Hills Mall. More details on this location can be found here.

Source: Matthew Legesse

Learn More About Cloud’s Possible Abilities in Super Smash Bros. for Wii U and 3DS

As some of you may have heard, Nintendo recently announced that Final Fantasy VII lead Cloud Strife will be coming to Super Smash Bros. for Wii U and 3DS. Now, with fan’s appetites whetted by the trailer, many are wondering just how Cloud will play.

Enter DireOnFire, who recently tried his hand at addressing this in his latest video. Below, he pores over trailer footage to break down all the bits of Cloud’s moveset they are able to suss out. While still speculation at this point, he does a great job of pointing out bits of footage that may have been lost in the excitement, so check it out and let us know what you think.

Source: DireOnFire via Bum