Hear the Rest of Rainbow Mika’s Street Fighter V Monologues

We got a chance to sample some of R. Mika’s motivational monologues last month thanks to a video from Burnout Fighter. Even though Mika had plenty to say, that footage barely scratched the surface of what the wrestler has on her mind.

It appears that she has–at the moment–seven different speeches to regale crowds with while she sits comfortably behind her single hit of armor. In the video below, Burnout Fighter returns to provide an opportunity to hear the rest of Mika’s talks.

For the most part, her words come as little surprise. There’s plenty of mention of rainbows, nods to how swell professional wrestling is, all that stuff. But her last offering is a little bit strange. It likely alludes to some story element that remains unseen at the moment, and involves pursuing an unknown target, a chase that she seems to believe requires the construction of a rainbow bridge.

There’s little chance that this is a nod to Norse mythology, but if anyone in the Street Fighter roster were to have something to do with Bifröst, I suppose the one named Rainbow would be the most appropriate.

Source: Burnout Fighter

Pick Up Some Hit Confirming Basics in Guilty Gear Xrd -SIGN-

Novril and the Chemical Lovers team are back with another set of tips and tricks for budding Guilty Gear Xrd -SIGN- players. Last week’s tutorial covered attack ranges and suggested that a good way to get started in the world of comboing is to figure out how to chain attacks together at a few different distances with your character of choice. With that tidbit out of the way, the team can move on to one of the most important, and most fun parts of the game: hit confirming.

In this week’s episode, the team suggests keeping your optimal chain ranges in mind, and then using the time during which your first few attacks connect to figure out what the best option for ending the combo will be based not only on range, but also on the current state of your opponent–standing, crouching, etc.

Check back next week for the team’s next video, and if you missed previous entries you can find information relating to basic offense, basic defense, ground movement, and aerial movement by following their respective links.

Source: Novril

Frame Counting Tool Provides a Deeper Understanding of Dead or Alive 5 Last Round

Frame data is one of the most important things for any player who wishes to be competitive at fighting games. This is especially true for 3D fighters, since they put a much higher premium on that kind of information when compared to their 2D counterparts.

Now while modern games, such as Dead or Alive 5 Last Round already display their frame data in-game, sometimes that’s not enough. Enter WAZAAAA and their new frame counting tool for the title’s PC port.

This tool displays the current animation frame for each player, while also allowing them to run the game frame-by-frame. Using this, you can gain a further understanding of certain moves, such as counting a character’s sidestep frames, finding the exact timing window for combo throws, and more.

If you’re interested in checking this out for yourself, head on over to Free Step Dodge to download the tool.

Source: Free Step Dodge

Frame Counting Tool Provides a Deeper Understanding of Dead or Alive 5 Last Round

Frame data is one of the most important things for any player who wishes to be competitive at fighting games. This is especially true for 3D fighters, since they put a much higher premium on that kind of information when compared to their 2D counterparts.

Now while modern games, such as Dead or Alive 5 Last Round already display their frame data in-game, sometimes that’s not enough. Enter WAZAAAA and their new frame counting tool for the title’s PC port.

This tool displays the current animation frame for each player, while also allowing them to run the game frame-by-frame. Using this, you can gain a further understanding of certain moves, such as counting a character’s sidestep frames, finding the exact timing window for combo throws, and more.

If you’re interested in checking this out for yourself, head on over to Free Step Dodge to download the tool.

Source: Free Step Dodge

Smash Summit Day 1 Streaming Live from Los Angeles, California

Beyond the Summit is kicking the weekend off early with Smash Summit, a unique Super Smash Bros. Melee tournament that will see invited players face off against others that were voted in by the community.

Apart from the main tournament, the Los Angeles-based organization will be hosting four days of competition and interviews, complete with various challenges (detailed in the graphic below) that will force players to use strategy outside of the game in order to succeed.

smashsummit-challenges

The players you can expect to see in attendance this weekend include a|Armada, C9|Mango, COG|Mew2King, EG|PPMD, PG|Plup, MH|Lucky, TMP|Axe, WFX|Shroomed, CLG|PewPewU, TMP|Westballz, S2J, SFAT, Alex19, SP|Zhu, MH|Kage the Warrior, and BERT|Swedish Delight.

The live broadcast can be found below or on Twitch if you prefer to chat. If you can’t tune in for the full event, Melee it on Me’s Tafo will be tracking all the challenges here.

Stream

Watch live video from BeyondTheSummit on www.twitch.tv

Schedule

Event PST (Local) EST GMT
Challenges (Thu) 12:00 PM 3:00 PM 8:00 PM
Crew Battle (Thu) 5:30 PM 8:30 PM 1:30 AM (Fri)
Challenges (Fri) 12:00 PM 3:00 PM 8:00 PM
Iron Man (Fri) 5:30 PM 8:30 PM 1:30 AM (Sat)
Fan Exhibition Doubles (Fri) 8:00 PM 11:00 PM 4:00 AM (Sat)
Doubles (Sat) 11:30 AM 2:30 PM 7:30 PM
Singles (Sat) 3:00 PM 6:00 PM 11:00 PM
Doubles (Sun) 12:30 PM 3:30 PM 8:30 PM
Doubles Finals (Sun) 2:15 PM 5:15 PM 10:15 PM
Singles (Sun) 3:30 PM 6:30 PM 11:30 PM
Singles Finals (Sun) 7:00 PM 10:00 PM 3:00 AM (Mon)

Sources: Beyond the Summit, Tafo

Final Round 19 Scheduled for March 18-20, Online Registration Now Open

One of the United States’ largest fighting game tournaments, Final Round, is ready to set up shop in Atlanta, Georgia again early next year. The nineteenth installment of this community mainstay will return in March with a sizable lineup comprised of new titles and old standbys alike, including Capcom’s forthcoming Street Fighter V.

Online registration opened just today with an early bird special in effect. Prices are scheduled to rise come November 30, and you’ll have a pretty hefty fee on your hands if you wait until the day of the tournament to register, so don’t procrastinate!

The full tournament lineup will look something like this:

  • Street Fighter V
  • Ultra Street Fighter IV
  • Ultimate Marvel vs. Capcom 3
  • Guilty Gear Xrd -SIGN-
  • Mortal Kombat X
  • Killer Instinct
  • Super Smash Bros. Melee
  • Super Smash Bros. for Wii U
  • Under Night In-Birth Exe:Late
  • Tekken Tag Tournament 2
  • Dead or Alive 5 Last Round
  • Soulcalibur V

Final Round 19 is scheduled for March 18-20. More details can be found through their official website.

Source: Final Round

Killer Instinct Patch Applies Bug Fixes Galore

The team behind Killer Instinct recently rolled out a sizable update, focused mainly on fixing the few lingering bugs in season two. If you take a look at the patch notes, you’ll be quick to notice that actual changes to system mechanics, game modes, and characters are scarce, which isn’t unexpected.

While mainly for polish, the update does unlock the ability to purchase XP boosters from the store, which may or may not appeal to your style, as well as Cinder and ARIA shadows in the Shadow Lab. At any rate, those who enjoy popping out Ultra Combos can now do so with even fewer bugs stepping in the way.

We’ve included the full list of changes below, courtesy of the original post on Ultra Combo.

Killer Instinct ver.2.11 Patch Notes

New Features

  • You can new purchase the long-awaited XP Boosters from the Store!
  • Shadow Lab – Added ability to watch Shadow Match replays in Shadow Activity!
  • Shadow Lab – Added Cinder and ARIA Shadows
  • Added HUD Meter Volume slider to Audio Options

Shadow Lab Fixes

  • Fixed an issue where Bounties were not deleted when the list reached its limit
  • Fixed an issue where signing out during Shadow Activity rewards process caused a softlock
  • Fixed an issue where Command Throws impacted the “Throw Tech” stat in Shadow Brain
  • Fixed an issue where loading into a 100 SP tier Shadow Survival match actually loaded into a 50 SP tier match
  • Various other system intelligence and performance improvements

Miscellaneous Fixes

  • Renamed Kyle difficulty to “Ultimate (Kyle)”
  • Fixed an issue that caused Alchemical Lab to appear washed out after playing in Crash Site
  • Fixed an issue where Spinal’s Viking Boots appeared overly dark
  • Fixed an issue where Riptor clip through her Dino Armor accessories
  • Fixed an issue where Riptor’s Feathered Limbs had missing pieces
  • Fixed an issue where Jago’s intro can be heard during Omen’s intro when vs Jago

System Changes

  • Fixed a bug that would eat a player’s special cancel input if their opponent performed a Shadow Counter during the blockstop from the attack.
  • Fixed an issue that allowed several characters to perform Auto Doubles and Linkers after Instinct Activation following a Wall Splat. All characters must now perform a manual in order to combo after a Wall Splat.
  • Fixed an issue preventing certain Shadow moves that were breakable after a Wall Splat from being Counter Breakable.
  • Fixed a bug where some Enders could become counter breakable on whiff. Enders now only become breakable if the opponent is in a hit reaction.

Jago

  • Fixed a bug that could cause two crouching light kicks to come out in one button press if performed late after a standing light kick.
  • Fixed a bug that caused Shadow Tiger Fury to be Counter Breakable on block.

Sabrewulf

  • Fixed a bug that could cause Linker Shadow Leaping Slash to be bluffable and blocked after certain attacks.

Thunder

  • Fixed a bug that could cause Linker Shadow Ankle Slicer and Linker Shadow Triplax to be bluffable and blocked after certain attacks.

Sadira

  • Fixed a bug that could cause Linker Shadow Blade Demon and Linker Shadow Widow’s Bite to be bluffable and blocked after certain attacks or jump cancels.

Orchid

  • Fixed a bug preventing Orchid’s Firecats in instinct from being destroyable by normals that destroy projectiles.

TJ Combo

  • Fixed a bug that could cause Linker Shadow Flying Knee to be bluffable and blocked after certain attacks.

Kan-Ra

  • Fixed a bug that could cause Antilion to teleport Kan-Ra as if the hit was successful even if it missed, so long as the opponent was in hitstun from a swarm or another move.
  • Fixed a very rare issue that could cause his Ultra Combo to drop the opponent.

Riptor

  • Fix a bug that would cause Primal Linkers to come out on Heavy Buttons instead of Heavy Auto Doubles if you performed an opener special move right after a flame attack.

Omen

  • Fixed a bug we accidentally introduced in 2.10 that prevented Omen from canceling the later half of his throw into Instinct.

Aganos

  • Fixed a bug causing Peacemaker Command Grab to whiff if the opponent was armored.
  • Fixed a bug causing Aganos to be throwable during the ground ‘face slam’ version of recapture.
  • Fixed a bug that allowed Aganos to get a fresh Peacemaker in certain Grab->WallCrash situations even though it should have been destroyed.
  • Fixed a bug where an opponent would still impact an Aganos wall after successfully performing a Combo Breaker.

Hisako

  • Fixed an issue causing the recapture stun to be much shorter on the Medium and Heavy versions of Air On Ryo Zan.
  • Fixed a bug that could cause Linker Shadow On Ryo Zan to be bluffable and blocked after certain attacks.
  • Fixed a bug preventing Possession from grabbing characters who were performing attacks labeled Unblockable (such as Glacius Shatter).

Cinder

  • Fixed a bug causing Heavy Fission to be very negative instead of very positive.
  • Redid the bugged Inferno frame data to make it more useful in combat.
  • Fixed a bug where Fission Linker hitboxes could be retriggered after a blowout.

Aria

  • Fixed a bug that caused Explosive Arc to turn on projectile hitstop while a drone was hitting the opponent.

Source: Ultra Combo

Newcomer Fan’s Voice Discovered in Street Fighter V Audio Files

Some time back, we reported that voice files were found in the Street Fighter V beta that hinted at the full roster and possible Capcom Pro Tour locations. While these were merely an announcer’s voice, new audio has been sent our way that may further unveil another newcomer

One generous benefactor, who wishes to remain anonymous, has shared with us a number of audio clips that were discovered in Street Fighter V after a recent update. Among these voices is one spoken by a character that identifies himself as “the great Fan,” or “Fan-sama” in Japanese.

This lines up with previous findings that mentioned a character with the same name both in the code and the aforementioned announcer audio. We’re hesitant to say this is concrete proof, but the hints are certainly starting to stack up.

The other files feature Cammy and Birdie in what may be back-and-forth dialogue with Fan from the story mode, giving us a small indication of what they will be up to in Street Fighter V. With that in mind, please note that this audio may contain spoilers, so listen at your own risk.

Street Fighter V is coming to PlayStation 4 and PC on February 16.

Street Fighter V’s Story Mode Takes a Trip Down Memory Lane

UPDATE – Apparently, this story/tutorial mode was opened up in the Street Fighter V beta with a recent update, and is currently playable on PlayStation 4.

With all the exploration folks have been doing through Street Fighter V’s inner workings, it was only a matter of time before a diligent fan pieced together enough content to provide a full look at parts of the game that have yet to see the light of day. Such is the case with this new video from Mubariz, which demonstrates an early portion of the story mode.

In the clip below, Ryu and Ken can be seen training with their master Gouken, both sporting old-school designs instead of their updated Street Fighter V aesthetics. There isn’t much here in terms of the overall narrative, but it does show that the game will do what it can to teach gameplay concepts like movement, offense, and defense with a bit of intermediate knowledge sprinkled in for good measure.

Like other recent content, this was discovered within Street Fighter V’s beta files and is prone to change before the official release on February 16. At the very least, those who disliked Ken’s new look will have something to look forward to.

Source: Mubariz via NeoGAF

Karin’s Just Frame EX Tenko Doesn’t Cost Any Meter in Street Fighter V

Burnout Fighter released a video shortly after Street Fighter V’s second beta ended demonstrating Karin’s ability to perform a just-frame version of her EX Tenko. He showed that, activated this way, the move is safer, faster, and provides more combo options–pretty good, right? Well, on top of all that, it seems that the just-frame special also doesn’t cost any meter.

That’s right. Pandora House’s LPN recently showed this concept in action with a brand new video. From what we can tell, this technique looks to be just as good in practice as it is on paper. There’s one minor restriction that at least sort of puts a damper on the tactic, and that’s the fact that it’s only free if it isn’t canceled into from a normal. As you can see from the rest of the highlight reel, that isn’t much of an issue.

It’s important to note that there has been no official word on whether this effect is intended or not. We’ve still got a few months left before we get our hands on the final product, and things like this could change entirely before that time. For now, and until we hear otherwise, be afraid of Karin.

Source: Pandora House