UDON Releases ‘Capcom Fighting Tribute’ Art Collection

After first releasing it at San Diego Comic Con, UDON Entertainment’s Capcom Fighting Tribute is now available for purchase online. A collection inspired by franchises like Street Fighter, Darkstalkers, Rival Schools, and more, this book highlights the global art community doing what they do best: putting out beautiful illustrations.

You’ll find a few previews in the gallery below, featuring work from artists like James Franzen, Aki Li, Adam Hoppus, Andrea Cofrancesco, and even Skullgirls creator Alex Ahad.

Click to view slideshow.

Similar, individual collections for Street Fighter and Darkstalkers are planned to release next month.

Capcom Fighting Tribute is priced at $59.99. Details on where to purchase this book, through both physical and online retailers, can be found here.

Source: UDON Entertainment via Game Informer

King of Fighters XIV Playable at PlayStation Experience in December

Last month, Sony revealed a first look at King of Fighters XIV during their presentation at Tokyo Game show. While it came as a surprise that SNK Playmore was readying a follow-up to 2010’s King of Fighters XIII, the biggest shock was likely the title’s moving away from sprites to 3D models.

The footage shown in the teaser was incredibly brief, but players will be able to learn more about King of Fighters XIV and even get their hands on a playable demo at PlayStation Experience. Between this and Capcom Cup’s Street Fighter competition, the convention is quickly turning out to be a rather enticing visit for fighting game fans.

And, as the rather unpolished look of the trailer gave many members of the community pause, this could be just the thing King of Fighters XIV needs to establish a more promising foothold in the genre before its release on PlayStation 4 next year.

PlayStation Experience is scheduled for December 5-6 in San Francisco, California. More details can be found here.

Source: PlayStation Blog via IPLAYWINNER, tip via NightmareSteam

Street Fighter V Beta Footage Provides More R. Mika Than You Can Shake a Championship Belt At

The second Street Fighter V beta went live late last night–or early this morning, depending on what sort of circadian rhythm you’re working with–and there has been more than enough time for ambitious combo and technology enthusiasts to uncover all sorts of madness within the game. We’ve encapsulated some of that madness and lined it up below for your viewing pleasure.

RnK Clan’s xOver gets us started today with a full four minutes framing Necalli’s bestial fury. The featured combos have been broken up into appropriate sections based on whether or not Necalli has activated his V-Trigger, and some of the V-Trigger combos involve entering wacky hair mode mid-string for added flare.

Next up, YMB 9 Shinzou equips their claw and shows off some fun ways to take advantage of Vega’s impressive mobility. It looks as though the fighter’s speed, in conjunction with his specials, allow for some reset situations that will almost certainly catch opponents off guard at least a handful of times. And if the reset options themselves don’t impress, Shinzou ends the video with an overhead combo into Critical Art for some nice, practical numbers.

This next Vega video will answer many questions that you may have regarding the resident Spaniard’s juggle potential, as well as some of his setup options following various situations. THE COOL KID93 has also mixed in a handful of combos to keep things interesting.

And who could forget Ken Masters? Set to the anthem of the 09er Ken, this combo video from HeartOfBattle shows more than a couple of ways to get opponents fired up as the master of the Shoryuken.

Twitter has been abuzz with concern for Ken’s current state, and while HeartOfBattle doesn’t address potential safety issues surrounding step kicks and run cancels, they do show that Ken’s crossup Tatsumaki, among other things, can still lead into respectable–sometimes even scary–damage.

Burnout Fighter has long been on the forefront of Street Fighter V technology, so it comes as no surprise that he’d have plenty to show off now that we’ve made our way back into beta land. It seems only appropriate that this combo video featuring the brightly-colored brawler lead the way into the largest section of videos, all of which show off some of the stuff that R. Mika can do.

If you’re into lengthy combo compilations, grab some coffee and get ready for this next set of footage from Fighters Generation, which clocks in at just shy of nine minutes. There’s not much filler to be found, either; the video covers the full range of combo options at Mika’s disposal, starting off simple and working up to strings worthy of ending with a mic drop.

Want some more Rainbow Mika? We’ve got you covered. This compilation from ElChakotay Andrich offers a quick look at some of Mika’s combo paths and makes heavy use of her V-Trigger to tack on additional hits.

If you prefer combos that require exceptional execution to perform, this next R. Mika option from Rafalibe Makoto will certainly put a smile on your face (and possibly a cramp in your fingers). Following a Crush Counter, the wrestler can bop opponents with frame perfect follow-ups to tack on a respectable 397 damage.

And we’ve got a final Rainbow Mika combo option from FlipPryde707, which shows a simple way to tack a Critical Art on to the end of a combo to bring in some serious damage numbers.

To close out the roundup, we’ve got a strange video from KSabot which shows R. Mika connecting a Critical Art for a whopping zero damage. Obviously, this isn’t intended, and the exact nature of what causes the situation to occur isn’t entirely clear, but KSabot does offer some insight into what could be the cause, saying that “both the super and Nadeshiko hit on the same frame presumably, causing stun but still getting grabbed while the game thinks you are in stun knockdown.”

Find some sick stuff of your own so far in the beta? Be sure to drop us a line and your video could end up in our next Street Fighter V beta roundup!

Sources: RnK Clan (tip via nop), YMB 9 Shinzou via Brett Awesome, THE COOL KID93, HeartOfBattle, Burnout Fighter, Fighters Generation, ElChakotay Andrich, Rafalibe Makoto, FlipPryde707, KSabot

Next Level Battle Circuit Adds Guilty Gear Xrd -SIGN- Next Week

Next Level Battle Circuit’s lineup has been a constantly shifting entity since transitioning from Big Two back in January 2013. While Street Fighter has been a constant since the beginning, the weekly tournament has featured competition in Ultimate Marvel vs. Capcom 3, Mortal Kombat X, Under Night In-Birth Exe:Late, Injustice: Gods Among Us, King of Fighters XIII, Divekick, and Street Fighter x Tekken, with varying success.

With the rise of interest in Guilty Gear Xrd -SIGN-, the organizers are ready to add another title to that list. Starting next Wednesday, October 28, fans of the anime fighter will be able to join in on the fun and get some practice.

Of course, its spot in the lineup will likely rely on consistent attendance, so let’s hope the Guilty Gear heads show up in full force and make this a regular thing.

For more information on Next Level Arcade, feel free to visit their official website.

Source: Henry Cen, special thanks to Mynus for bringing this to our attention.

Capcom Hotfixes Street Fighter V’s Matchmaking Servers

Last night, Street Fighter V launched into its second beta with a bit of a problem. While opening itself didn’t provide any issues–folks were even able to get in early in some instances–Capcom ran into an unforeseen matchmaking error.

“Unfortunately, several new issues arose last night in regards to our matchmaking system and the rate at which matches were made,” associate producer Peter “Combofiend” Rosas relayed to the community, “and we are not confident that the matchmaking rate will improve significantly throughout the course of this beta period.”

That being said, things appear to be looking up. According to new details, Capcom applied a hotfix to the matchmaking servers this morning to address the situation. This update was used to improve connectivity between players, and early reports indicate that things have smoothed out since then.

If training mode has already lost its luster in your eyes and you’re looking for real-life competition, try hopping back into Street Fighter V to see what you can find. More details on what you can expect in the beta have been compiled here.

Source: SFV Server via 00000000

Get to Know YUBIKEN Balrog Master -R-

The fine folks at YUBIKEN have been doing some good things on their stream for some time. In addition to hosting great exhibitions between high-level players, they’ve more recently started conducting short interviews with some of the Japanese regulars during their “Get to Know a Player” segment.

In their latest interview, YUBIKEN interviews one of their own, -R-.  Here, the Balrog master answers questions regarding his background, like where he’s from and how long he’s been playing fighting games, to interesting bits of trivia, such as the fact that he used to be in a visual kei band.

Check out the video below and let us know what you learned about this player.

Source: YUBIKEN

Rising Thunder Patch to Bring New Edge Special, Better Defensive Options for Crow, and More

Earlier today, the folks at Radiant Entertainment released a preview of Rising Thunder’s upcoming patch, which will go live next Tuesday, October 27. This update brings about plenty of small, general tweaks, including alterations to how players gain both Overdrive and Kinetic meters as well as shifts in the scaling of juggle combos.

Of course, it’s always exciting when characters receive new special moves. This patch will add a new third special variant to Edge, replacing his Guy-style run. Merciful Gust, as the move has been named, promises to allow Edge a way to create space between himself and his opponents and should offer synergy with Tranquil Thunder.

Additionally, Crow players will be pleased to know that the Korean bot has seen improvements to his defensive options across the board, including better invulnerability frames on Riposte follow-ups as well as his back dash. These aren’t quite as handy as an attack with full invulnerability, but they’ll definitely give him more of an edge when facing overwhelming pressure.

For a full list of changes, check out the box below.

Rising Thunder 10/27/15 Patch Notes Preview

System Changes

  • Overdrive meter gain has been increased by 10%.
  • Kinetic Advance meter gain has been reduced by 20%.
  • Starting a combo with an instantly invincible or armored attack now applies 50% damage/dizzy/meter reduction to the rest of the combo.
  • Instantly invincible and armored attacks now generate much less meter.

Dev Notes: The ability to make invincible reversals safe using Kinetic Advance is an extremely powerful tactic, which can feel fair if properly costed. However, Kinetic Advance meter wasn’t precious enough at the previous build rate. Also, the utility of kinetic-canceled invincible and armored attacks is simply too high for them to function as full-damage combo starters. Therefore, the damage output of combos starting from instantly invincible and armored attacks has been greatly reduced. We’ll continue to refine these systems as necessary.

  • Juggle combo reduction now drops as low as 15%, rather than stopping at the 20% minimum.
  • The following attacks have been marked as power hits, increasing their minimum damage reduction to 33.33% and ignoring the juggle damage penalty, similar to Overdrives:
    • Dauntless’ Dust Breaker, charged Piston Tremor, Revolving Hook, and Vandal Hook
    • Chel’s Crush Breeze ender and Soaring Wind
    • Crow’s charged Devil’s Halo and Soul Cleaver
    • Edge’s Judgment ender, Reckless Lightning ender, and Relentless Tempest
    • Talos’ Titan Smash and Titan Wreck
    • Vlad’s Revolutionary Rocket and charged Cosmonaut Liftoff.

Dev Notes: Several of our variant designs are based on the tradeoff of increased damage at the expense of reduced utility. However, Rising Thunder’s steep damage reduction curve makes it difficult for high-damage attacks to stand out during even slightly long combos. Introducing power hits gives us a way to highlight the damage potential of these attacks, without increasing their base damage.

  • Kinetic Deflect meter gain is now tied to lifebar percentage loss, rather than hit point loss.
  • Pre-match UI timing is more consistently timed, especially in rollback situations.

Crow

  • Riposte forward dash is now invulnerable during the first 6 frames.
  • Riposte backdash invincibility has been increased from 8 frames to 12 frames.

Dev Notes: While Crow players have been finding lots of uses for the neutral jump version of Riposte, the forward dash and backdash versions still haven’t seen much play. Adding a little invincibility to Riposte forward dash should open up some new avenues for innovative tricks, and extending Riposte backdash invincibility should get Crow out of some nasty situations.

  • Backdash invincibility has been increased from 8 frames to 10 frames.

Dev Notes: Crow’s normal backdash invincibility has been increased slightly, since he struggles on defense without an instantly invincible attack. This should make it a little easier for Crow players to evade pressure and bait other characters’ invincible reversals.

  • Charged Devil’s Halo discs no longer hit crouching opponents during their first 6 active frames.

Dev Notes: Crow players found a particularly nasty corner trap involving Crow’s c.H canceled into charged Devil’s Halo. It was especially effective against characters without invincible reversal attacks, such as Talos and Crow himself. This change preserves the intended usage of Crow’s c.H -> S1, while eliminating that loop.

  • Aerial Core Slicer now has three different forward impulses, one for each jump type: forward, neutral, and back.
  • Aerial Core Slicer forward reach has been reduced slightly.

Dev Notes: The forward jump version still travels far enough to retain all of Crow’s old Devil’s Halo kinetic-cancel combos. The neutral jump version stays in front of opponents more consistently at close range, so it whiffs over opponents less often. The backward jump version still travels forward, but not quite as far, because it simply covered too many options before.

Edge

  • New S3 variant! Merciful Gust is an advancing strike which deals good damage and knocks opponents away, clearing some breathing room for Edge.

Dev Notes: Merciful Gust synergizes well with Tranquil Thunder, creating separation after basic combos without putting S2 on cooldown. S3v2 also synergizes with Kinetic Deflect, since it cancels directly into Overdrive without requiring a dash-cancel.

  • S3v1 slide recovery has been increased by 2 frames, S3v1 overhead recovery has been increased by 1 frame, and S3v1 wallbounce recovery has been increased by 1 frame.

Dev Notes: S3v1 simply didn’t have enough drawbacks to compensate for having a built-in high/low mixup that led to significant damage. Making S3v1 slide unsafe adds more compelling risk management to the equation, and Edge still has ways to make it safe. Also, the new S3v2 is (just barely) safe on block and leaves Edge close to opponents, so he can still play the same pressure guessing game using S2 if he wants – just without the high/low mixup. These changes may finally cause Edge to surrender his title as the strongest character in the game, but we don’t expect him to drop very far – and he’ll be more interesting to play as and against!

  • F+M recovery has been increased by 1 frame.

Dev Notes: Increasing Relentless Cyclone recovery necessitated this change, to retain distinct risk/reward roles for both overheads. Otherwise, F+M would be strictly better than S3v1 overhead. Anyway this move is so useful that it would remain strong even with 5 additional recovery frames.

  • Standardized c.H dizzy to 150 (previously 125).

Talos

  • Close s.H damage and dizzy have been increased, and pushback has been reduced slightly.

Dev Notes: Since F+H range was reduced in a previous patch, it began whiffing after close s.H -> close s.H from certain distances. This change restores Clap-Clap-Boot consistency, and gives Talos a few extra pressure options. The other upgrades are meant to improve his damage output, specifically from combos involving close s.H – because finding an opening to land such a slow attack typically requires skillful play, which should be rewarded.

  • F+H damage has been increased slightly, and active area has been extended downward to reach low profile attacks such as Edge’s S3v1 slide consistently.
  • Backdash invincibility has been increased from 8 frames to 10 frames.

Dev Notes: Talos’ backdash is meant to support his close-range throw mixups, by evading invincible reversals and staying close enough to capitalize with full combos. This change should make it slightly easier to execute that gameplan, without going too far overboard and making it the dominant option.

Vlad

  • Revolutionary Rocket dizzy amount has been increased from 100 to 125.

GGPO Performance

  • Ping calculation is a more accurate representation of actual ping during a match.
  • Improved correction when the rift between two clients is high.

Bug Fixes

  • Dauntless’ charged Piston Tremor now applies block stun properly.
  • Spectating should no longer be desynced when joining a match that is past the first game.
  • Spectating dialogs have been updated to reflect the current state of the game, and where it will send you.
  • Loading screen now provides a bit more information after loads are complete.

Crash Fixes

  • Received an update from Unreal to potentially fix XAudio crash that happens occasionally during gameplay.
  • Dev Notes: We’ve been unable to consistently reproduce this crash, so we can’t verify that it’s fixed. We’ll be monitoring crash reports and player feedback to see if it resurfaces.
  • Fixed crash that would occasionally happen when doing a ping test with potential opponents.
  • Fixed crash in the UI when the escape menu was slow to come up and was brought up again.

Visual Improvements

  • Corrected Crow’s disc rotation in several animations.
  • Slight recovery pose improvements for Crow’s Devil’s Halo.

Source: Rising Thunder via Patrick Miller

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

Tonight, Wednesday Night Fights returns to live competition at a new home: 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, Guilty Gear Xrd -SIGN-, BlazBlue: Chronophantasma EXTEND, Persona 4 Arena Ultimax, Under Night In-Birth Exe:Late, and more.

All three streams have been included below, but feel free to follow their respective links should you want to join chat. More details on eSports Arena can be here.

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

Jyosua (Guilty Gear, BlazBlue, Persona, Under Night In-Birth)

Watch live video from Jyosua on www.twitch.tv

Kevin Ha (Marvel)

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

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

Next Level Battle Circuit #142 feat. Ultra Street Fighter IV 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, 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

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