Earlier this month, the team behind Street Fighter IV Remix put out the full release version of their mod to the game we’ve all been playing for the better part of a decade. It’s fast, it’s goofy, and it’s a whole lot of fun, but even though the team had no intention of further updates, it seems that some of the “broken” combos the mod brings were just a touch too broken for comfort. Long combos are cool, infinites aren’t. That said, the team released a small patch late last week which addresses these infinites as well as a handful of other minor issues.
We’ve included a breakdown below.
Street Fighter Remix 1.1 Patch Notes and Trailer
Akuma
Changes to cancels off 9hk/9hp/9mk to prevent certain loops
Evil Ryu
Minor bug fix
Fei Long
Minor bug fix
Guile
Added visual effect to EX followup to 236236P super to indicate meter usage.
It’s not an infinite unless you have infinite meter in training, stop reporting it as such, please.
Ken
Yeah!
Makoto
Fixed pushbox during dash (thanks Eternal)
Yang
Yang default stance infinite: 5LP x[N] 5HP xx heavy elbow > light command dash fixed ( HP elbow was not supposed to combo from 5HPF)
c.hp > heavy elbow inf gone
Hakan
Throw tech isn’t physics. Fixed (meant hakan went into neutral after throw tech further away)
Poison
cr.HP (20jp) xx HP FB (127jp) loop Fixed (jp on cr.HP limited to 2 jp, same with 5HK)
Juri
HK now hits a crouching chun properly
Cody
Can’t EX cancel Zonk or EX Criminal upper on 2nd hit Fixed
Knife cr.MP gains no meter Fixed
Guy
LK Overhead gains no meter Fixed
LK airtatsu gravity Fixed
Dash is now finite, also can cancel into backdash, and cancel out of the run stop
Deejay
j. 214 LK is now gone (It wasn’t supposed to be in still)
Cammy
Fixed a VFX bug with TK Air Spiral Arrow
TK Spiral Arrow in the corner wasn’t an infinite but juggled 6 times, should now only juggle up to 3 times
Honda
Still had a hit/projectile absorb entry on his st.HK Fixed
Ryu
Removed an old move remnant from first and second tatsu rekka
If you’ve still not experienced the insanity for yourself, or if you’re on the fence about whether it’s worth your time to bother with such an over the top mod, the dev team sent us some video footage of matches that they played among themselves and against local players to help give a better idea of what the mod looks like in action.
If you’re just craving more combos action, Venom47 puts those taco meters to excellent use in their recent combo compilation for the mod.
This weekend, the Street Fighter V beta opened up to include the PC-based community, allowing us to get our first glimpses at how cross-platform play will go down once the game launches. This larger pool of players meant a massive amount of people slugging it out at all hours of the day, and when that many fists are flying, people are bound to discover a thing or two. If you’re already itching for some more Street Fighter V action, we’ve got you covered with this final roundup of beta footage.
Our last roundup brimmed with the fury of Ken’s dragon punch, but today the general focus seems to have shifted over to Karin, and Burnout Fighter gets us started with two videos featuring the heiress.
The first shows off the different versions of Karin’s Tenko follow-up, which depend on the timing in which the second button input occurs. If performed within a specific window, the following attack comes out faster, is safer and is generally stronger as it allows for new combo opportunities. The second video brings about combos of every variety including juggles into her v-skill, options following counter-hit jabs and shorts as well as a quick demonstration of the spacing requirements to properly use her v-skill both defensively and offensively when facing plasma.
Up next, Mohammad F. of the Middle Eastern fighting game community FightingMachineVS brings us their take on Karin’s combo potential. These options include a wide variety of openings and meter expenditure to guarantee damage regardless of how much meter you have stocked.
LGrinta shows off some powerful Karin reset technology in this next video. The reset itself is fairly simple, and a slight shift in timing will allow Karin players to decide which side of their opponent they want to end up on, making it a headache to deal with on the defensive end. And if defenders guess incorrectly, they’ll end up stunned.
Series newcomer, Rashid, has been attracting plenty of attention, too–maybe it’s because of his setup options, or maybe it’s because of the tornadoes trapped in his feet. Our first video of the wind weaving warrior comes from Meno Jazz and includes a handful of setups on top of a small collection of combos. Meno Jazz also includes a few ways to follow-up Rashid’s projectile to net some additional damage while reminding opponents that the guy shooting tornadoes out of his sandals probably has decent control of the sky.
Next, we’ve got a combo reel from Elchakotay Andrich, which includes some simple confirm options as well as a healthy portion of crush counter follow-ups for the scouter-equipped fighter.
Okay, there’s still plenty of Ken action to go around today, too. First, Burnout Fighter brings us some more combos, this time as Mr. Masters. In the video’s description, Burnout Fighters says the video is just “Ken being Ken,” and anyone who has clocked some hours against the fiery fighter knows exactly what that means: Shoryukens, and lots of them.
Anthony Ardelli brings us the next batch of Ken combos in these two videos. The first is dedicated to the power of Ken landing a crush counter as an anti-air. Due to the nature of crush counters, Ken can tack on more dragon punches than should be allowed in a single combo. Anthony’s second video brings some more crush counter combos–this time against grounded opponents–and ends with a section dedicated to the shoto’s reset and mix-up potential.
Most of the combos we’ve been seeing have (understandably) relied heavily on canceling into specials in order to secure damage. Sometimes this leaves plenty of room for hit-confirming, but not always. This next video from Shano offers ways to safely confirm into reliable damage as Ken through the use of some simple links, because sometimes the safest option is the best option.
Anyone who spent some time playing the beta this weekend knows that the word “popular” doesn’t really even come close to a good description of Rainbow Mika. The brightly-colored wrestler drew all sorts of attention, and it’s easy to see why: she’s fast, she’s interesting, her damage potential is massive and she’s got all sorts of mix-up options, like these V-Skill setups from ArtificialStar.
Vega has always had his share of nasty tricks to open up opponents, and Street Fighter V looks to be no different. In this latest video from Shinzou, we get to see just how tricky the Spanish ninja can be.
Flashy combos are great for wowing the crowd, but sometimes it’s nice to just get some quick, safe damage without having to worry about dropping the combo. These Necalli strings from Tanner Calder manage to achieve respectable damage without requiring anything too fancy when it comes to execution, so they’re great to pick up when you’re getting started with the fighter.
Dragoomba figured out a way to use Necalli’s EX command grab to score a reset similar to what we saw in the Karin video above. After the throw, Necalli can stick out a button, then decide which side of his opponent he’d like to continue his assault from once they hit the ground.
The folks at Smash and Grab also had some fun with the Street Fighter V beta, and demonstrate some of what they’ve discovered in this multi-character combo video featuring R. Mika, Karin and Ken.
Wrapping things up today, we’ve got a fun little compilation of Ryu parrying all sorts of different attacks. Supers, combos, v-triggers, the wandering warrior has no issue shrugging off any blow that comes his way thanks to his V-Skill. And, of course, it wouldn’t be a parry video without an homage to Evo Moment #37, so be sure to check that out as well.
It just wouldn’t be a PC beta without datamining, and we’ve had no shortage of uncovered Street Fighter V information because of this sort of creative file browsing. So far, we’ve seen the potential count for characters and stages at launch, heard some previously hidden tracks, and now it seems dataminers could have uncovered information surrounding who we can soon expect to make it on to the game’s roster.
According to a post on NeoGAF, we could be seeing Urien, Alex, Ibuki, Juri, Dhalsim, Balrog and the previously unknown characters referred to simply as “FAN” and “TUT” in the future. We’ve included some images of the code in question in a gallery below so you can take a look for yourself and draw your own conclusions. Click to view slideshow.
When looking at this information, it’s important to note that Alex is confirmed to be a part of the background in the game’s New York City stage, and his bit of code could very well be referencing that background rendering. From there, we can infer that the rest of these characters may also be nothing more than props on some stage or another. There’s just no way to be sure at the moment.
Even though none of this is certain, it’s still fun to consider that these characters, both old and more recent, may soon see their way into the fight.
Source: NeoGAF, thanks to Breedo and Neoxon for pointing us to these discoveries
We got our first earful of Street Fighter V’s remixed character themes back in July. Even so, anyone who played the beta over the weekend will be quick to tell you that all the matches were backed by the game’s stage themes with nary a character-inspired song to be found. Those of us hoping to hear themes for the new additions to the roster were sadly out of luck, or so it seemed.
Intrepid data miners from the Street Fighter subreddit did some digging around in the beta files and unearthed some of the songs we’ve been wanting to hear. Specifically, they found the themes for everyone available in the beta with the exception of Rashid and R. Mika, including jams for series newcomer Necalli, as well as the previously released music for Ryu, Ken, Nash, and M. Bison.
The themes themselves show a wide array of styles, from Ken’s guitar heavy theme, Cammy’s dubstep inspired mix, to Karin’s jazzy, horn-driven theme.
For those who want to get a quick listen of all these themes, Jordanm4344 has put them together in the video below.
If you haven’t had enough of the Ultra Street Fighter IV Capcom Pro Tour this weekend, there’s more! True Challengers Costa Rica is the opportunity for players of Central America to grab points at this ranking tournament. A few foreign invaders are participating as well: EG|PR Balrog and WFX|801 Strider of the US and Itabashi Zangief of Japan.
With Street Fighter V’s second beta phase in full swing, Capcom recently announced that they will be providing a special gift to folks throwing down in the upcoming title: more characters!
Over the next few hours, the developers will be adding cast members from the previous beta test to the current one. That means those of you who missed out on playing Ryu, Chun-Li, Nash, M. Bison, Cammy, and Birdie now have an extra chance to see what they’re made of.
So far, only Nash has been made playable, but M. Bison should appear momentarily. For updates on when characters have rejoined the roster, be sure to follow SFV Server by following the link below.
Main the garrisons, because the North is in need of defending this weekend. Defend the North is bringing together a wide variety of games, including BlazBlue Chronophantasma EXTEND, Capcom vs. SNK 2, Dead or Alive 5 Last Round, Guilty Gear Xrd -SIGN-, Injustice: Gods Among Us, Killer Instinct, The King of Fighters XIII Marvel vs. Capcom 2, Mortal Kombat, Persona 4 Arena Ultimax, Skullgirls Encore, SoulCalibur V, Super Smash Bros. Melee, Super Smash Bros. for Wii U, Street Fighter III 3rd Strike, Super Street Fighter II Turbo, Tekken Tag Tournament 2, Ultimate Marvel vs. Capcom 3, Ultra Street Fighter IV, Under Night In-Birth Exe:Late and Vampire Savior. That’s a lot to defend!
Defend the North is an Ultra Street Fighter IV Capcom Pro Tour ranking tournament. As the final Pro Tour event in the US, plenty of players are attending hungry for ranking points.
The Ultra Street Fighter IV Capcom Pro Tour is winding down. A few Pro Tour events will be taking place this weekend, the most prominent being the premier tournament going down at Milan Games Week in Milan, Italy. While it’s not the last Pro Tour event in Europe (that’s DreamHack Winter in late November, the final premier event), it is the final European event with ranking points attached, bringing the points board ever so close to its final standings.
Perhaps bigger than the points however is the qualifier spot. One player will earn directly claim a spot in the Capcom Cup finals, regardless of their current standing in points.
The event is pulling in quite a few names, including those from Europe like MD|Luffy, YP|Valmaster, FA|Ryan Hart aka Prodigal Son, BT.UM|instilldadaddy, KIG|Problem X, RIZE|Infexious and BX3|Phenom. There are also plenty of international names too, like RZR|Fuudo, MF|TONPY, Haitani, Eita, Gonzalez, Kindevu, MOV, Reiketsu, YBK|Shiro, Arika, Ponzaman and VX from Japan; Jiewa of China; RZR|Xian of Singapore; and EG|K-BRAD from the US.
If you’re into USFIV, you won’t want to miss the action. Tune into Capcom Fighters on Twitch this Saturday and Sunday and watch the show go down.
It’s an exciting time to be a part of the competitive fighting game scene. In recent years, we’ve seen growth not only in the number of players showing up to throw down at tournaments both small and large, but also in the number of teams picking up players to bring home that fight money.
Earlier today, Tyrell “NAKAT” Coleman, who made himself known in Super Smash Bros. Brawl and has since continued to impress in Super Smash Bros. for Wii U, signed on with Counter Logic Gaming. In addition to the press release, NAKAT recorded a short video discussing his history with the Smash series leading up to where he is today.
If you want to catch NAKAT in action, you can look for him this weekend in Florida at Smash the Record, a charity gaming event.
Now four episodes in, Novril and the Chemical Lovers team have finally begun the lengthy discussion on aerial options in Guilty Gear Xrd -SIGN-. While there are plenty of things that set the aptly named airdasher subgenre apart from other fighting games, it’s hard to argue against aerial mobility being one of the biggest.
That said, this is a basics video that introduces the concepts behind air superiority. The team touches on things like super jumps, double jumps, how running affects jumping, and how to go about successfully attacking out of the air once you find an opening.
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, and ground movement by following their respective links.