Horror Costumes Now Available for Ultra Street Fighter IV

With all the excitement surrounding Street Fighter V yesterday, news regarding its predecessor got lost in the shuffle. But now that things have calmed down a bit, let’s get to it: Ultra Street Fighter IV’s horror costumes are now available for download.

Just in time for Halloween, this new round of downloadable content outfits the entire cast with special costumes. The video below, which stretches from iconic world warrior Ryu to newcomer Decapre, offers up a pretty good look at each of these spooky alternates in motion.

Ultra Street Fighter IV’s horror costumes are available through PlayStation Network (PlayStation 3 and PlayStation 4), Xbox Live, and Steam. Individual packages can be purchased for $3.99, and the full set is priced at $19.99.

Source: Street Fighter

Street Fighter V Data Exploration Uncovers Story and Survival Modes

The word of the week is datamining. We’ve gotten plenty of Street Fighter V news from official sources lately, but just as much has come from people poking around in the beta files on their PCs. As with most information found through this kind of searching, none of these details have been confirmed by Capcom, and could very well be serving as red herrings to throw us off the trail of things they’d prefer we not find. Anything is possible.

With that caveat out of the way, recent discoveries point to Street Fighter V including two modes that have made their way into plenty of fighting games in the past: story and survival. Neither of these modes come as a surprise, but we don’t currently have any idea how involved either will be.

Story mode, for example, could be something as simple as what we got in Street Fighter IV’s arcade mode–an introduction for the character, a specific rival battle, and an ending scene to (sort of) wrap everything up. But with the praise that Mortal Kombat X received for its involved, B-movie-inspired narrative, it’s hard to speculate that Capcom would stick to the easier route in the upcoming title. That isn’t to say that the developers have to do exactly what NetherRealm Studios did, but they could. If they do, let’s hope they at least skip on the quicktime events.

Survival mode is a different beast entirely. Sure, we could see something pretty plain: pick your Ryu or your Ken and get your one health bar, punch the bad guys until they’ve punched you too much, fall down, game over, enter your initials for the scoreboard. That would work, but it would be boring. What about item pickups? What about RPG elements? In a game mode (likely) designed to have the player face off entirely against AI opponents, there’d be no need to worry about the player becoming too strong, so they could go nuts. Give us Rainbow Edition moves. Give us tag partners. Let us fight seven R. Mikas at once and win.

Okay, so, maybe not seven R. Mikas at once, but you get the idea.

As it stands, Street Fighter V is already making strides in the right direction with beta tests to make sure everything works once February 16 rolls around and the addition of cross-platform play (they’re not the first to do it, but it’s an excellent, modern feature). There’s so much more they could do to make the single-player elements just as inviting as the competitive elements to perhaps draw in more players and help grow the scene, so let’s hope these tiny details add up to something great.

Source: Namr2000, tip from Neoxon

Final Round Cancels West Coast Paradise Qualifiers

Final Round has canceled plans to hold west coast qualifiers for next year’s event due to a lack of interest, according to new details from organizer Larry “Shin Blanka” Dixon. Paradise was scheduled for late November in San Diego, California, and would have given players the opportunity to compete for trips to Final Round 19.

“I had high hopes for this event, but it I guess I was out of pocket to think I could do a big west coast event as a southeast organizer,” Dixon explained in his official statement. “I want to thank EVERYONE that registered for the event and giving the event a chance in your mind.”

Refunds are currently being processed for those who already registered for the tournament.

I’m in the process of refunding everyone that pre registered for this event. I didn’t want any shady vibe coming off about the event, so I started refunding people before I made the announcement. Obviously the people i’ve already refunding started to talk about it.

“There’s been other events throughout the [fighting game community’s] history that has promised things and knew they couldn’t follow through with payments/trips and still had the event while leaving the players hanging at the end of the event,” Dixon continued. “I refuse to a shady event like that so it’s better that I take the ‘L’ on my head than to try to steal from the community I help grow for so long!”

In closing, the east coast organizer reassured the community that Final Round isn’t going anywhere, and apologized specifically to players in San Diego and the surrounding areas who were planning to attend.

Source: Larry Dixon via IPLAYWINNER

More Support Characters Announced for Dengeki Bunko FIGHTING CLIMAX IGNITION

Dengeki Bunko FIGHTING CLIMAX IGNITION, the follow-up to last year’s Dengeki Bunko FIGHTING CLIMAX, already features a good number of characters from the various light novel franchises. However, it seems that someone at Sega has decided that they aren’t quite at maximum capacity yet; their latest announcement reveals another trio of support characters

Iriya Kana from Iriya no Sora and UFO no Natsu, Horizon in the Middle of Nowhere’s Tomo Asama, and Zero of Re:Zero kara Hajimeru Mahou no Sho will be added to the game to backup the main cast, joining fellow newcomers that include Heavy Object’s Quensar Barbotage from Heavy Objects, Shirai Kuroko from A Certain Magical Index, and more.

Dengeki Online has provided artwork and screenshots of the new characters in action, which you’ll find in the gallery below.

Click to view slideshow.

Dengeki Bunko FIGHTING CLIMAX IGNITION is currently available in Japanese arcades, and will be released for PlayStation 4  on December 17.

Source: Dengeki Online via Gematsu

Former Street Fighter IV Battle Designer Directing King of Fighters XIV

After being initially announced at Tokyo Game Show, we haven’t really heard much about King of Fighters XIV, but a recent interview has revealed a bit about the minds behind this upcoming title.

During a visit to SNK Playmore headquarters, the developers behind King of Fighters ’98 Online were able to sit down with King of Fighters XIV director Yasuyuki Oda. While the interview was brief and short on details, Dream Cancel did some digging and learned Oda has quite a history in the genre.

For those unfamiliar with the name, Oda is perhaps best known for his work at Dimps, starting as Street Fighter IV’s battle designer before moving up to game designer on the Super update and finally acting as the director for Arcade Edition. He also contributed to crossover tag-team fighter Street Fighter x Tekken.

This apparently makes King of Fighters XIV Oda’s first major release outside of the Capcom franchise. What this means for the series is as of yet unknown, though it’s likely that SNK Playmore has brought him on board due to his past work at the company before joining Dimps and general experience developing fighters.

King of Fighters XIV is scheduled to launch on PlayStation 4 sometime next year.

Source: Dream Cancel

UltraChen TV Streaming Live – Street Fighter V, Dhalsim, Tournament Recaps, and More

UltraChen TV is back with yet another broadcast of their Tuesday show. Tonight, UltraDavid and James Chen will be touching on a variety of topics, including Dhalsim’s return in Street Fighter V, tournament results from this past weekend, and more.

The stream will be live in this article, but you can also visit Twitch to join the chat.

Watch live video from ultrachentv on www.twitch.tv

Source: UltraChen TV, featured image courtesy of Kara “Karaface” Leung

Super Smash Bros. Melee Gods Discuss Their Shared History, Competitive Downtime, and More

When a game has been around as long as Super Smash Bros. Melee, rivalries–a well as long-term friendships–are bound to spring up between players of all skill levels sooner or later. In a new series, the folks at HTC eSports spend some time talking to top Smashers about their history not only with the game, but with each other. The first episode follows three of Melee’s big six–Juan “Hungrybox” Debiedma of Team Liquid, Team SoloMid’s William “Leffen” Hjelte, and Joseph “Mango” Marquez of Cloud 9–with thoughts from other top players and commentators throughout.

Beyond the player relationships, the video explores how the lack of seasons affects the competitive Smash scene. In most professional sports–both traditional and electronic–there’s an off-season. With such a boom in not only Super Smash Bros. Melee, but fighting games as a whole over the last several years, there are tournaments (often majors) happening nearly every other weekend. The lack of downtime can weigh on players heavily, causing poor performance or even burnout.

Is this something that the fighting game community as a whole needs to address? Or should players be more choosy about the tournaments that they attend? It’s hard to say, but definitely something worth considering. Check out the full discussion below and let us know what you think.

Source: HTC eSports via Smash Boards

Super Smash Bros. Melee Gods Discuss Their Shared History, Competitive Downtime, and More

When a game has been around as long as Super Smash Bros. Melee, rivalries–a well as long-term friendships–are bound to spring up between players of all skill levels sooner or later. In a new series, the folks at HTC eSports spend some time talking to top Smashers about their history not only with the game, but with each other. The first episode follows three of Melee’s big six–Juan “Hungrybox” Debiedma of Team Liquid, Team SoloMid’s William “Leffen” Hjelte, and Joseph “Mango” Marquez of Cloud 9–with thoughts from other top players and commentators throughout.

Beyond the player relationships, the video explores how the lack of seasons affects the competitive Smash scene. In most professional sports–both traditional and electronic–there’s an off-season. With such a boom in not only Super Smash Bros. Melee, but fighting games as a whole over the last several years, there are tournaments (often majors) happening nearly every other weekend. The lack of downtime can weigh on players heavily, causing poor performance or even burnout.

Is this something that the fighting game community as a whole needs to address? Or should players be more choosy about the tournaments that they attend? It’s hard to say, but definitely something worth considering. Check out the full discussion below and let us know what you think.

Source: HTC eSports via Smash Boards

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 and its recent patch.

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

LordKnight Explains: Looking at the Screen

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 @LordKnightBBPrevious articles in this series can be found here.

If you’re familiar with me or have peeped my YouTube channel, you’ll know a common piece of advice I’ve given to players at events is, “Look at the screen.”

I’m a big fan of compressing a large topic into a couple of sentences. In my opinion, being able to do so is an example of a thorough understanding of the idea.

This relatively simple piece of advice refers to screen awareness.

When most people think of screen awareness, they think of the interactions between the two characters and, to be honest, this isn’t totally wrong. I remember when I was playing Super Smash Bros. Melee, an older player told me to get used to looking at the opponent’s character instead of my own. That piece of advice changed the way I looked at the game. Of course, I always knew what I was doing, but how was I supposed to know what my opponent was doing if I wasn’t paying attention to them?

I find that most newer players today know this little nugget. But I like to take it a step further – you have to look at the free information the game gives you. This information can have an effect on both players’ decision making, and I really think a basic understanding of these details can be a quick win for beginners.

Timer

Think about how many rounds you lost because you weren’t paying attention to the clock. That could easily be avoided just by occasionally glancing at the top of the screen. In addition, you can potentially weigh your opponent’s options depending on how much time is remaining.

Meter

Meter determines both offensive and defensive options. This is a staple of fighting games, but I find that people don’t totally pay attention to meter all the time. Of course, “obvious” usage of meter, such as supers, tend to alert you to the fact that the opponent had meter in the first place. However, the way a character plays can change quite a bit when they have meter in neutral, offense, and defense.

Consider Guard Cancels. All characters, even characters without reversals, have access to Guard Cancels (if it’s available in the game, that is). So, against characters without reversals, you might end up getting tunnel vision during your offense because you have no reversal to worry about. Guard Cancels are considered “get out of jail free” cards, so if you aren’t looking for them, the opponent can reverse the situation quickly.

ggxrd-zatomillia

Character-specific gauges

This is pretty important, especially if you play anime fighters. Some characters are heavily reliant on their unique mechanics, and the amount of meter they have will affect their decision=making.

On-screen information and player intent

With all those in mind, you can consider the intent behind the opponent’s decision-making. Using the above examples:

  • Timer

It’s pretty obvious that an opponent might be more cautious when they are running low on health, but on top of that, some games don’t alert you when you’re running out of time. Even at high-level play, sometimes people don’t pay attention to the timer due to the intensity of the match. You can take advantage of the opponent’s ignorance and play more passively, before they get surprised when the time runs out.

  • Meter

Furthermore, if you notice the opponent is ignoring certain resources, you can catch them off-guard. Think of a time you’ve done a reversal super and the opponent didn’t know you had the meter, so they didn’t bait it. If you have meter and your opponent is not paying attention, there can be points in neutral where you can catch them sleeping with a tool that uses meter.

  • Character-specific gauges

If an opponent isn’t paying attention to one of your character-specific mechanics, you can get away with playing passively until that resource recovers. For example, when fighting Zato-1s in Guilty Gear Xrd -SIGN-, they tend to play very passively and abuse his float when he’s low on his shadow meter. If you aren’t paying attention to that, you’re giving him license to regain meter and another chance to enforce his gameplan on you. Usually, that should be your chance to try to push him to the corner, and if you don’t you’re indirectly giving him an advantage in neutral.

Recommendations

My personal recommendation for any of the above examples is to take a quick second during a situation where a direct interaction between you and your opponent can’t happen. For example:

  • Combos
  • Slow moves/moves with a long total duration
  • When you get knocked down/when you knock down your opponent
  • When both you and your opponent are being extra passive

An easier way to summarize this is whenever something is happening that doesn’t take a lot of focus or “removes” one of the players away from the game, you have a little time to glance around at resources and data the game gives you.

Action Steps

When have you lost because you weren’t paying attention to the timer, didn’t look at the opponent’s meter, or, even worse, baited a burst when the opponent didn’t have one? Let us know in the comments.

(Featured image courtesy of FGC: Rise of the Fighting Game Community)