Daniel Lindholm’s version of Sagat’s classic theme shows how cool it can be to be King

Another hard night on the mean streets of Shadaloo.

Sagat, the boss of the original Street Fighter and the penultimate boss of the Street Fighter II series, has one of the most iconic musical themes in all of Street Fighter (or, at least his Thailand stage does, but it’s pretty much the same thing post-SFII). When Sagat’s Street Fighter V trailer was first shown at Evo 2018, we heard the music before we saw the fighter, and we immediately knew what we were in for from just the first few bars. He’s right: “Your words are not needed.”

Daniel Lindholm — composer of many fan-favorite character themes in SFV including Ed, Menat, Zeku, and the recently-released G — has uploaded his own version of Sagat’s classic theme… and it definitely has a different feel than the in-game versions, including the recent SFV takes. This one drips with a streetwise cool that sounds more like something from Sagat’s Shadaloo enforcer days, with a reminiscent hint of the martial artist that seeks to surpass Ryu. As Lindholm states in the description: “What if Sagat was made into the style of Mezzoforte and keeping the funk up? Enjoy this fusion between Thai/Balinese gamelan and western Funk!”

For something very different, try a fan remix of Lindholm’s own theme for G.

Source: Daniel Lindholm

Fight for a flawless victory in Jasco Games’ Mortal Kombat X card game, compatible with other UFS CCG sets

The Universal Fighting System has added another brutal franchise to its ever-expanding universe.

You can now play out your own version of “Street Fighter vs. Mortal Kombat” — and throw Darkstalkers, Mega Man, and other properties into the fray as well. The Mortal Kombat X card game is currently available from Jasco Games, publishers of the Street Fighter card game that debuted last year. Both Street Fighter and Mortal Kombat X games are part of Jasco’s UFS (Universal Fighting System) family of collectible card games, meaning that you can play them on their own, or mix the worlds together in weird and wild combinations.

Check out Jasco Games’ official website for more information. You’ll find the UFS Mortal Kombat X card game — and the Street Fighter UFS game as well — where collectible card games are sold.

Sources: JascoGames; Jasco Games

r/StreetFighter sponsoring Mahreen & MonoPR to compete at Canada Cup 2018; Sponsorship t-shirts now available

You can help send these fighters to Canada Cup with your support!

sfv_laura_ready
sfv_fang_victory

The community voting has completed, and two competitors have been selected to be sponsored by the r/StreetFighter subreddit to join the fight in Street Fighter V at Canada Cup 2018. Both Mahreen and MonoPR will take on the challenge!

r/StreetFighter is now looking at raising the required funds to send these fighters to the tournament in Toronto. If you’d like to show your own support for these players (and their Street Fighter V mains, Laura and F.A.N.G respectively), t-shirts are now available to purchase online via Teespring.

Mahreen sponsorship t-shirt
MonoPR sponsorship t-shirt

Sponsorship details can all be found on the r/SF thread. Canada Cup 2018 takes place at EGLX in Toronto, Ontario on October 26-29.

Canada-Cup-Logo

Source: r/StreetFighter

Prepare for Cooler’s arrival in Dragon Ball FighterZ with this developer stream breakdown from rooflemonger

A closer look at what Cooler will be capable of.

Anticipation is still rising for the next warrior to step into the battle in Dragon Ball FighterZ: Cooler! And we’re only just starting to get closer looks at how he’ll play in-game, after his Evo 2018 reveal. rooflemonger caught the recent developer stream featuring the character, and in the video below he breaks down what we can determine about Cooler’s gameplay from the footage shown.

Bandai Namco recently dropped a new trailer to keep you hyped up for this chilling fighter’s impending arrival. We don’t know when that will be yet — or have any confirmation of who will be entering the fray alongside him, since Dragon Ball FighterZ DLC characters have always been released in pairs so far. Stay tuned!

Source: rooflemonger

BornFree praises the “Begin Training with this Character” feature, recently added to Street Fighter V

A small addition that can make a big difference to those looking to improve their game.

sfv menard birdie 6

Back at the beginning of August, a new feature snuck its way into the online functions of Street Fighter V: Arcade Edition — when using fight request in Training Mode, after your match is over a new option now appears: “Begin Training with this Character”. Selecting this will return you right to Training, while replacing your CPU dummy with the character you just fought online. This allows you to immediately begin working on something that you may have encountered when fighting that character moments before.

BornFree is very happy to see this addition to the online SFV system, not only because it’s very useful, but because it’s a notable quality-of-life upgrade to the game that we didn’t even ask for. This is a feature that solely improves the experience for the player, and that could indicate that developers are indeed taking the player’s enjoyment of SFV seriously. Check out his thoughts in the video below!

If you’re enjoying BornFree’s content, check out his channel on YouTube!

Source: BornFree

On the importance of “freshness” — and why we all love Under Night In-Birth Exe:Late[st]

Everybody has preferences. I, for one, can’t stand NetherRealm games — while I think they’re incredibly polished and deserve the following they have, I just flat out can’t get into them. Maybe its a weeaboo complex of mine, or I’ve just grown up with different fighters — but no matter how it is, I’ve chosen my side on the matter. Everybody does: it’s impossible for a single game to appeal to the whole world. Each game has its own pros and cons that appeal to different players, and that’s just how the industry works.

So why, then, can everybody seem to agree on Under Night In-Birth Exe:Late[st]?

UNDER NIGHT IN-BIRTH Exe:Late[st]_20180829173256

I know not everybody plays it primarily, but I don’t think I’ve ever seen someone actually dislike UNIST. It’s definitely likely that there’s an anti-UNIST community out there, but gosh — are they outnumbered. Something about that game has such a wide appeal. No matter how nichely “anime” the audio-visual presentation is, I see Street Fighter players, Guilty Gear players, Marvel vs. Capcom players and more, all singing “kumbaya” under the Hollow Night. So, what did French Bread do so differently?

I’d like to say that UNIST is just that much of a good game, but I think there’s a clearer phenomena at the hands of its success. After years of diving headfirst into different fighting games, I’ve come to conclude that the ability for a game to be fresh (and stay fresh) is the most key factor for its long term success, as the global response to “freshness” is what shapes a fighter’s shelf-life.

ON THE TRUE MEANING OF FRESH

It’s difficult to define what freshness means when discussing games; put simply, a fresh game is something new, different, and exciting. With this in mind, freshness can be quantified in how uniquely a game is played and presented, along with how much there is to be discovered. Freshness is attractive — fighting game players (new and old) are naturally drawn towards new ideas, and developers reflect that in their design and marketing.

UNDER NIGHT IN-BIRTH Exe:Late[st]_20180829173332

What makes things complicated, though, is the balance within freshness. If a fighting game is so different in its conventions that it feels like something else entirely, then players may separate said game from the fighting genre, minimizing its appeal as a “fresh fighting experience.” All-new experiences — such as titles like ARMS — or games built on older models that share fighting game principles — such as Gundam Versus or For Honor — may break into the fighting game genre temporarily or gain some side-attention from fighting game players, but are often too different for the FGC to fully adopt, feeling foreign rather than fresh. The universally “fresh” experience is one that still finds itself in the formula of its genre, deviating just enough to feel like a new game.

Deviations can be found in almost every modern fighting game, being the factors often remembered the most. For example, when I think of the Street Fighter IV line of releases, one of my very first thoughts is the Focus Attack. Because of it, each exchange in that game has an added layer, all because there’s that extra option. A Focus Attack could be the answer to a safe-on-block maneuver, turn risky positioning into a powerful call-out, or even open up frame-data-savvy defense. More than any aesthetic glamour could, the Focus Attack made Street Fighter IV unique from any other fighting game, outlining the appeals of the game it defines. The mechanics that make games fresh are what give them identity, and that strong identity is what players will gravitate to.

THE SINGLE-PLAYER OF MULTIPLAYER

To divulge a little, I’ve spent lots of time playing Under Night. I have roughly 300+ hours logged across all home versions, heralding it as my favorite series since the PS3 release of exe:late. Though, as hard as it is to admit to all of SRK’s readers… I’ve actually never played UNIST in a bracket. There just isn’t a large enough scene in my own area to frequently get matches, and my academic-focused budget doesn’t exactly accommodate trips to SoCal yet. So why, despite my geography and bank account begging me to steer clear of this game, am I still so enamored?

I think fighting games allow a single person to play out versus scenarios more than any other genre of game could. All across the internet are combo videos, tech discoveries, and even comical glitches — the results of hours spent playing against a training dummy. Despite the goal of preparing for real battles, nobody would spend that much effort playing a two-player game by themselves if the process was as boring as it sounds.

UNDER NIGHT IN-BIRTH Exe:Late[st]_20180829173845

Labbing UNIST is really fun. Particularly, 300+ hours of fun. There’s such a volume of cool things to learn — I could work on Carmine pressure for hours, placing subliminal mix-ups in the rhythm of his specials, then jump over to Vatista and wrack my brain over her insane input-execution. I could grind out tightly stretched Linne conversions, trying to somehow cash out at least 2500 damage from each of her moves at midscreen — then remember that Yuzuriha has fullscreen rekkas with teleport stance and start all over again. The satisfaction of exploration has been enjoyable enough to validate my time and money, allowing UNIST to remain my favorite game, despite spending a majority of my time with it in solitude.

So long as a game can keep itself fresh, then something new can always be done, learned, or found, tacking on to the player’s repertoire of knowledge and skills. Players can grind out new possibilities for hours, attempting to master every piece of what the game gives them, driven by the gratifying experience of growth. Self-development is a major part of the fun of fighting others, occurring before you even take the time to fight them. In the fighting genre, training has become a core piece of the package, and its because they present new ideas that this is possible — put poetically, freshness creates the single-player aspect of multiplayer.

CHOOSING TO DIVIDE

While freshness definitely enhances time spent training, it would be nonsensical to gloss over the multiplayer experience. After all, competitive multiplayer is why people take fighting games so seriously, and the conversational exchange of versus definitely feeds off of freshness. I mentioned the possibilities related to Focus Attacks earlier, but that only scratches the surface of what fresh mechanics can do to a fight. Sometimes, all a game has to do is make something impossible possible.

UNDER NIGHT IN-BIRTH Exe:Late[st]_20180829174449

For those of you who haven’t played UNIST, there’s a universal movement technique that changes the way the entire game is played: the Assault. By pressing 6D, players can initiate an arced airdash-like motion with minimal effort — in the air, or on the ground. Because a grounded Assault is possible, every character has a significant increase in footsies-range, changing the way players observe their opponents, as well as their own possible actions. Have other developers considered this possibility? Maybe, but I’m sure it seemed redundant compared to the pre-existing Instant Airdash. Because UNIST retooled a familiar motion into something else entirely, a healthy dose freshness is present in just its movement alone.

UNIST has a lot more than just good movement, too — I’d like to put the spotlight on a confusingly simple meter at the bottom-middle of the screen: GRD. When playing a fighting game, its very easy to play “lame” and simply wait for good opportunities, but the GRD system encourages otherwise. By finding active success, either in dashing, Assaulting, attacking, or even blocking, players are given amounts of GRD, and whoever has more in 16.5 seconds is rewarded. The prize for the GRD war is Vorpal State: a buff for additional damage with access to a single Chain Shift, a move similar to Guilty Gear‘s Roman Canceling (with the added benefit of giving meter.)

UNDER NIGHT IN-BIRTH Exe:Late[st]_20180829174726

Not only is the Chain Shift a dangerously potent tool for the user, but fighting for access to it adds a layer of depth only UNIST has to offer. Fighting an overall battle while managing an underlying struggle isn’t just tough, but incredibly fun. With GRD, Assault, and even more to offer, the versus landscape of UNIST gives its players an accessible platform of fighting, while setting itself at a far distance from other styles of play — it’s attractive on both of the ends of “classic” and “innovative.” It’s because UNIST gives out so much for the player that it’s such a fresh game, and it’s stayed fresh for so long that it’s still alive and thriving to this day.

GOING FORWARD

I implore all reading this to at least look into UNIST. Enjoying the Under Night series has really made me appreciate what’s fresh about the other games I play, and with the current climate of wildly different options, I’m glad they’ve all found their own fresh flavor when put side-by-side. Fighting games are a genre that will never stop changing, adding more and more to experiences we know and love — that’s why they’re so darn great.

Under Night In-Birth Exe:Late[st] just released on Steam, and is also available on the PlayStation Store. Just play UNIST. You’ll understand why everyone loves it as soon as you do.

Slice, Dice, and Rice now available for Nintendo Switch in Japan

The one-hit-one-kill indie fighter is gaining ground on even more platforms.

Arc System Works has published the Bushido Blade-inspired samurai fighter Slice, Dice, and Rice on the Nintendo Switch eShop — that is: in Japan, at least for now. A new trailer accompanied the launch. The game features a strategic weapons-based fighting system where a single hit can kill.

We don’t have a set date yet, but we can expect this title to become available in all likelihood on the NA Nintendo eShop as well at some point in the future. Arc System Works has already brought Slice, Dice, and Rice to PlayStation 4. You can also read our review of the PC version.

Sources: arcsystemworks; Nintendo Everything

Final Showdown demonstrates more of what Piccolo and Frieza can do in Dragon Ball FighterZ, post patch

Thanks to its patch earlier this month, players are now trying out a lot of new things in Dragon Ball FighterZ. One such player is veteran combo video maker Clayton “Final Showdown” Chapman, who’s already put out a large number of videos exploring the game.

One of the characters that Final Showdown has done a lot of research on in Dragon Ball FighterZ‘s latest patch is Piccolo. The changes made to the Namek have allowed him to do a lot with his orbs. The videos below from Final Showdown show more of he can do with the orbs, as well as explore Piccolo’s maximum damage potential of a bread-and-butter combo.

Now, one of the characters who’s received a lot of attention post patch is Frieza. The character got a number of changes, including — but not limited to — a buffed Golden Frieza mode, that has opened new doors to damage for the character.

Source: Final Showdown

Catch Kill la Kill: The Game in action with this new footage from IGN

One of the more interesting fighting games in development right now is Arc System Works and APlus Games’s Kill la Kill: The Game. Based on the hit anime series from Studio Trigger, the game is an arena fighter, something that’s quite different from ArcSys’s usual 2D fighting fare.

We’ve already learned quite a bit about of Kill la Kill: The Game, including details about the “Ketsui Hyoumei Enzetsu” speech combat system. Now, we get to see this in action thanks to this new video from IGN.

In addition to showing off the aforementioned gameplay systems, the video below also showcases how ArcSys and APlus have taken a lot of inspiration from the anime, similar to the former’s work on Dragon Ball FighterZ.

Kill la Kill: The Game is coming to PlayStation 4, and PC sometime in 2019.

Source: IGN

Easter egg found for Cammy’s “Fiona Belli” Crossover Costume in Street Fighter V — and it’s also a Haunting Ground reference

Cammy finally wears pants in another tribute to the cult classic horror game.

Many costumes in Street Fighter V include special variations as “Easter eggs” that transform them (accessible by holding LP+MP+HP+LK+⇑ before a fight or between rounds). Now, the next costume to receive this treatment is none other than the upcoming “Fiona Belli” costume for Cammy, arriving soon via Extra Battle mode.

The costume is a reference to the 2005 survival horror game Haunting Ground with Cammy dressing up as Fiona Belli, the lead character from that game. While it isn’t officially available yet, Phtm_Miria over on r/StreetFighter has seemingly already discovered the Easter egg for it via datamining.

Interestingly enough, the costume isn’t just a slightly altered version of the original — rather, it’s a different costume altogether: specifically, the “Texas Cowgirl” alternate costume for Fiona that players received for getting Ending A in Haunting Grounds.

cammy_fiona_belli_easter_egg_Phtm_Miria

This is an interesting change of pace, considering that the “Fiona B” costume, which simply changes some details of the default outfit, would seem more in line with the usual costume Easter eggs. Could Capcom be making a joke about how Cammy, normally loathe to wear pants, gets an outfit that now has pants, but no shirt…?

For those interested in acquiring said costume, the first piece of it can be earned in Extra Battle mode starting later today.

Source: r/StreetFighter