Marvel LIVE Now Streaming – SoCal Regionals, CEOtaku, and More with Special Guest Chris G

The Marvelous Essentials team is back with another episode in their biweekly Ultimate Marvel vs. Capcom 3 round table discussion podcast. This is the second episode to come from their partnership with Team Spooky, and they’ve got quite a show lined up.

Tonight, the team will be recapping last weekend’s SoCal Regionals and CEOtaku events, previewing the upcoming Youmacon and Defend the North tournaments as well as delving into the topic of what it means to be an EVO champion. In addition to the usual crew, the team will be joined by special guest Tempo|Chris G.

We’ve embedded the stream below for convenience, or you can head over to Twitch to join the chat.

Watch live video from Teamspooky on www.twitch.tv

Source: Team Spooky

Rivals of Aether Patch Brings Balance Changes, Halloween Character Colors

Rivals of Aether has received a few small batches of bug fixes since the last official patch, but none of those were quite so sizable as the update that went live earlier today. Appropriately dubbed “The Pumpkin Patch,” this update boasts system changes as well as balance adjustments for each character, from reductions to Maypul’s camping ability to more tweaks to Kragg’s pillar and a even a massive list of changes to Forsburn. Each character has seen adjustment in this update, so be sure to check out the full patch notes below to see how your favorite Rival was affected.

Rival of Aether ver.0.0.7 Patch Notes

General:

  • One additional Halloween themed color palette available for each Rival.
  • You can no longer immediately air dodge when exiting a hitstun state to halt your momentum. Your character must return to a slow air speed before you can air dodge again.
  • Players can perform a neutral jump out of dash by quickly hitting the opposite direction during the jump squat frames.
  • Threshold for Down Hard Lowered slightly. It should be a bit easier to get Fast Falling and Dropping through platforms to trigger.

Zetterburn:

We are not changing much about Zetterburn. His Neutral Special was a little too disjointed considering it is meant to be a combo extender or close range punish. It is not meant to stuff approaches like it can currently.

  • Zetterburn’s Uncharged Neutral Special Hitbox size reduced from 85 diameter to 75 diameter.
  • Bug Fix: Fixed a Bug where Zetterburn’s Up Special would sometimes block projectiles during the startup when it was never meant to.
  • Reflecting a Zetterburn’s projectile no longer changes the flame color to default.

Kragg:

Now that Kragg is a big pumpkin, he is definitely more lovable, but we still have some issues with his Pillar. We are making the pillar a bit more punishable by melee attacks while simultaneously making it less punishable by projectiles. This should weaken its on-stage presence slightly.

  • Destroying a Pillar while Kragg is still in Up Special animation will cause Kragg to enter fall state now.
  • Kragg’s Pillar can no longer be destroyed by projectiles while Kragg is still in his Up Special Animation.
  • Bug Fix: Kragg’s Pillar will no longer go down or be destroyed when a player pivots away from a wall on the left side of them.
  • Bug Fix: Kragg’s Rock should no longer loop between destroyed and falling which would cause infinite damage on a spinning Kragg.
  • Bug Fix: Kragg can no longer Jump out of Maypul’s wrapped state when he is caught while using his Defense Ball.
  • Bug Fix: Fixed a bug where two rocks descending on a pillar caused the higher rock to become a hitbox over and over.

Forsburn:

Our spooky friend Forsburn has a few changes in store. His gameplay was becoming too reliant on his Down Special and getting early KOs with it. We have stripped back some base knockback on the Down Special and gave him some reliability on his Forward and Up Strongs to level him out. We also looked at some degenerate strategies including Smoke Stalling and Clone Camping and put in some fixes to limit his camping potential.

  • Reliable Capes: The Cape hits of Forsburn’s Up Strong and Forward Strong can no longer be teched and the base hitstun has been increased so opponents cannot air dodge out.
  • Forsburn’s Up Strong Second Hit: Base Knockback decreased from 8 – 6. Knockback Scaling decreased from 1.1 to 1.0.
  • Forsburn’s Forward Strong Second Hit: Base Knockback decreased from 8 – 7. Knockback Scaling decreased from 1.1 to 1.0.
  • Forsburn Up Strong and Forward Strong: Startup increased from 12 -> 14. Recovery (End Lag) on Knife attack increased from 28 -> 32.
  • Forsburn’s Down Special: Base Knockback decreased from 7 -> 4. Knockback Scaling increased from .75 -> .85.
  • Forsburn Cape hitstun no longer scales with Strong Charge. This was causing issues with Cape getting opponents locked into hitstun after bouncing off a wall.
  • Smoke Stalling: Forsburn can no longer Smoke Stall indefinitely. He can now teleport into two clouds before touching the ground. When attempting to teleport into the third, it will be destroyed as Forsburn reappears.
  • Clone Max: The clone can now perform 10 attacks before it bursts on its own.
  • Clone Deception: Getting a third smoke charge will burst your clone as you are giving up deception for your powerful combustion technique.
  • Teleport Control: Forsburn teleport now takes your input when you disappear instead of right before you re-appear.

Orcane:

Orcane is a spooky ghost now. Best character in the game no doubt.

  • Orcane’s Up Strong Hitbox Active time increased from 5 to 8 frames.

Wrastor:

Wrastor changes are to get his aerials a little more in line with the rest of the roster. This one percent increase won’t change his style as it does not affect knockback but it will allow him to get to kill percents slightly faster which should help in some of his harder matchups.

  • Wrastor’s Forward Air: Damage increased from 5, 4 sour to 6, 5 sour.
  • Wrastor’s Back Air: Damage increased from 4 to 5.
  • Wrastor’s Neutral Air: Damage increased from 4 to 5.
  • Wrastor’s Up Air: Damage increased from 6, 6 sour to 7, 6 sour.
  • Down Special Visual Update.

Maypul:

The defender of the forest has some upgrades coming her way. Her parry is now the same as the rest of the roster and her Neutral Air can now help her get out of some aerial combos. We also looked at some degenerate strategies on Maypul including Plant Camping and Up Special > Down Special Spam. Both of these strategies are not enjoyable to go up against and can slow the pace of the match down at multiple skill levels. We want to keep Maypul fast and fun without having her rely on camping to win close sets.

  • Plant Camping: Maypul’s Fat Plant now goes away after 15 seconds. You can not extend this time by feeding or taunting.
  • Maypul Fat Plant only takes 3 seeds to be fully fed now.
  • Maypul Down Special (Plant) Recovery reduced from 16 – 14 frames.
  • Maypul’s Strong Wrap base time increased from 24 frames to 30 frames.
  • Maypul’s Back Air Damage increased from 4,6 to 5,6.
  • Maypul’s Neutral Air Startup Decreased from 8 frames to 6 frames.
  • Maypul’s Parry active increased from 6 to 8 frames. Now all Rivals with the exception of Forsburn have the same Parry data.
  • Maypul’s Sling Shot Recovery (5 Frames long) can only be cancelled when Maypul is in the air. You must wait 5 frames before doing a ground attack now.
  • Maypul’s Aerial Down Special Startup increased from 10 – 13 Frames.
  • Maypul’s Up Tilt hitboxes adjusted to match the visuals.
  • Opponent Invincibility at the start of a Wrapped State removed.
  • Bug Fix: Maypul should no longer teleport when Sling Shotting toward an opponent that dies.
  • Bug Fix: Maypul should no longer go further during hitpause of Side Special.

Practice Mode:

  • CPU controlled players will no longer spawn on an invincibility platform or have invincibility.
  • B Button will unpause training mode.

Online:

  • The timer should no longer count down in a dead lobby even if you are ready.
  • We have made some adjustments to hopefully time out dead lobbies in the hopes of removing them going forward.
  • Bug Fix: Leaving while your opponent disconnects should no longer cause the main menu to be unresponsive.
  • Added a filter for tags online. Tags that do not meet the filter will not be displayed to opponents but will be displayed to players.
  • During any three consecutive online matches, you can no longer get the same random stage.

Menu / UI:

  • Added a Large Damage Option to the “HUD Damage” option in the Graphics Menu.
  • Added a Display Tags Option as “HUD Names” to the Graphics Menu. You can use this to turn all tag display on or off.
  • The last color you use for each character is saved to your profile save file.
  • Turning on Simple Effects turns off Wrastor’s current transparency while the current is active.

Bug Fixes:

  • Fixed a bug that only allowed players to fastfall once per air time.
  • Tap Jump was updated on the keyboard controls to jump earlier.
  • Fixed a bug with the default stage setting.
  • Fixed a bug where Orcane and Maypul’s hurtbox was a pixel lower than the other characters.
  • Fixed some lingering hitbox issues including Maypul Neutral Air and Forsburn Back Air.

As a seasonal treat, the update also includes some great color swaps for the existing members of the cast. These are Halloween-inspired, so there’s plenty of black and orange to go around as well as a great ghost costume for Orcane.

Rivals of Aether Halloween

Now these weren’t the only announcements to come today, but the rest relates to an upcoming addition to the cast. Since Dan Fornace has chosen to keep most information surrounding this character beneath (a very easy-to-open) lock and key system, we’ve decided to keep it hidden in a spoiler box ourselves. If you’d prefer to be surprised, you can skip on by this box and wait to see them in the game.

Super Secret Character Stuff

 

Source: Dan Fornace, Rivals of Aether

Samantha “Persia” Hancock Talks Marvel, Balancing Her Numerous Projects, and More

Despite the strides that have been made in recent years, competitive gaming communities continue to uphold a few antiquated opinions regarding women in their spaces. Fortunately, Brokentier’s Samantha “Persia” Hancock is a constant reminder that these misconceptions are entirely bunk.

Female gamers can’t play as well as their counterparts? Ask the dudes Persia’s defeated in majors. Women can only contribute to the scene with their looks? Persia releases Marvel podcasts and match analysis after her 9-5 as a baker. Commentating is only for men? Persia has quickly risen through the ranks of Marvel play-by-play, and recently commentated the Ultimate Marvel vs. Capcom 3 finals at Evo 2015. This 24-year-old San Antonio native’s fastballs of accomplishment strike out any ill-informed and/or hateful opinions folks may have.

We recently chatted Persia up about her early years in the fighting game community, Marvel, and the numerous projects she contributes to on a regular basis. Here’s what she had to say.

Persia commentating at Evo 2015 with fiancé Michael "IFC Yipes" Mendoza (photo c/o Robert Paul)

Persia commentating at Evo 2015 with fiancé Michael “IFC Yipes” Mendoza (photo c/o Robert Paul)

Jason Yang: How did you discover the fighting game community?

Samantha “Persia” Hancock: When I lived in San Antonio, I didn’t play fighting games at all. I only competed and played first-person shooters like Halo, [Call of Duty], Gears of War, etc. And I was struggling with [shooters] because, in those types of games, you need a solid team to do well in tournaments. Back then. no one took me seriously, so I wanted to switch to a genre that didn’t require me to have a team to compete. I figured if I switched to a genre that’s all on me, then I didn’t have to feel like I can pass the blame off to anyone else. So I took the leap and joined Empire Arcadia in New York five years ago.

JY: So you moved to New York strictly for fighting game?

SH: Yeah, strictly to join the team and learn fighting games. I was so focused, and I knew I wanted to do something with gaming in my career. At the time, competing was just everything to me. So I was ready to take the jump, and I was crazy looking back. But it worked out. I’m really happy. I’m glad I ended up doing it.

JY: Did you play any fighting game before making the switch?

SH: It was strictly shooters. My first fighting game was Super Street Fighter IV. I remember when I was stuck in Philadelphia for 24 hours right in the middle of a blizzard and all anybody talked about was Street Fighter IV. When I got to [New York] and got involved with the game, I realized why.

JY: How did your family react to your sudden decision?

SH:  I had to move out of my parents’ house a year and a half prior to that. So it wasn’t like I got up and left. I already moved out, so it was my own decision. But when they found out, they weren’t too happy about it. They didn’t understand. It’s very hard for any parents to understand that something can come of video games. Now they see what I’m doing and they are super proud of me. But it took me showing them that this can go somewhere for them to be on board.

JY: What was the New York scene like back then?

SH: It was amazing. [2009] was the perfect time to join the scene. People want to complain about 09ers, but I feel like if I came in at the tail end of Street Fighter IV, it would have been harder for me to transition into the newer games. For instance, Yipes always talks about how [Marvel vs. Capcom 2] transitioning into [Marvel vs. Capcom 3] was difficult, because even though it’s the same sequence of games, the actual gameplay was completely different. They had to train themselves to forget and relearn. It was easier for me to catch onto the game because I came in right at a fresh start when the game was changing and more user-friendly.

I was also surrounded by all these amazing players. As much as everybody wants talk about Empire Arcadia, I’m glad I came into this scene with them because I gained such crazy friendships with everybody. We are all like family now. They took the time to really help me with the games and they didn’t treat me differently. It was a great training ground; I learned quickly and got to learn with the best. I don’t think I would’ve been this far along by now without them. So it’s super dope.

JY: What was the transition from vanilla Marvel vs. Capcom 3 to Ultimate like?

SH: People thought they figured out vanilla. Then Ultimate threw a wrench in everyone’s plans and completely changed the game. It gave vanilla a breath of fresh air and kept players interested. That’s why people now want to see another patch, but it’s probably not going to happen. One thing I can be thankful for is not constantly getting patches like Mortal Kombat X. Their characters will be good this week and bad the next week.

That’s the thing with Marvel. It has been the same for so long now that we are able to get to the point where we can really see who the true competitors are, who is fundamentally sound.

JY: Now, you focus on analysis with Marvel Minds and host a podcast in addition to playing in tournaments. Tell us a little bit about those projects as well as anything else you may be working on.

SH: Recently, I joined up with the Marvelous Central Crew. They go to majors and record pool play that isn’t on stream but always trending on Twitter. Along with them, Kinderparty, and SBK, we are all doing Marvel Lives podcasts. We are here to show that this game still has bite and deserves to be seen. The things we’ve been working on in the background are coming together and growing into something awesome.

So I have a lot of things going on, but I have a good time doing it. I do have a Monday to Friday, 9-5 job. That’s when it gets a little crazy, going to work every day and working on these projects after, because they are what my heart is invested into. It’s an interesting balance with that and going to events and commentating. I really appreciate the opportunity and everyone has been super supportive. I’m just glad I can share it with everybody else, and everybody is down with it.

JY: How do you balance everything?

SH: It’s definitely not easy. I work at a bakery, so luckily it’s slow throughout the summer. Everybody is trying to get their beach body, no one wants cake. Winter gets really tough because that’s the holidays; therefore my tournament attendance is very low. I’m trying to balance that with producing more content. But at the same time it’s going to be harder because I’ll be more drained during the winter. It’s going to be me staying motivated and surrounding myself with people who push me.

That’s why I’m glad to team up with the Marvel Central guys because it puts more motivation on me. No one is slacking. That’s just the person I am; I don’t want to fall behind. The support I always get online is crazy. I never expected to turn into something like this. But I’m really happy that it did. That alone keeps me motivated and on track. So I just try my best not to be bogged down by my job. It’s tough but I feel like it’s worth the grind. I feel like the community is worth this effort.

JY: With all of that on your plate, are you still looking to commentate?

SH: Yeah, I want to commentate more. I’m transitioning more into that type of role. Actually, at Summer Jam, I commentated most of Marvel and didn’t enter because of lack of practice due to work. So I decided to at least contribute somehow by doing some commentary instead of being a spectator – which isn’t a bad thing either. But I just want to contribute.

JY: Ultimately, where do you want to take this?

SH: Ultimately, I’d like a good job with the gaming industry. I actually graduated high school when I was 16, and I started going to the little college near my house when I was 17 for game design, so I knew I definitely wanted to do something game related. I’ve been having such an awesome time doing the podcast and producing content and commentating that I’d love to somehow get an opportunity to do some type of hosting or getting into voice acting.

The gaming industry spreads to many different things you can be interested in, and it’ll all be related whether it’s storytelling or gaming design and things like that. I want to have something within the industry so I never have to stop playing videogames. And I feel like I have what it takes, but I never knew the right way to make it happen, so I just try my best to focus on little things that’ll build to that point.

thenewmeta-panelists-750

Persia with fellow ‘The New Meta: Women in eSports’ panelists (photo c/o Robert Paul)

JY: With all your experience in the fighting game community, what are some of the things you think we can improve on?

SH: The community can be more open-minded about the characters and the game. Being open-minded to learn and not so defensive all the time. A lot of players now get top eight or they win and they feel like their work is God. That’s unfair to other players. I don’t want players to feel like it’s impossible to beat a 9-1 matchup.

I also don’t think the top players understand the community. People can be very impressionable, so [they should do what they can not to deter growth with their opinions]. That’s why I [discuss matchups], because I feel like players are spoiled now; if a character can’t have everything like 100% damage, teleport, or safe moves and strings then they are ass and no one cares. And that’s a spoiled thing to think. You can’t expect the character to be bad because they don’t have one thing.

JY: Any misconceptions you want to clear up?

SH: I think, especially after Absolute Battle, the fighting game community can be something high quality and appealing. On television, they still choose fighting game clips and moments. Even though we don’t have tournaments turnouts like League of Legends, they are still interesting because our passion is stronger. There are strong misconceptions about the fighting game community growing like other big names, which I think is possible if everyone is willing to put in the work.

JY: Want to add anything else before we end?

SH: Shout outs to my sponsor, Brokentier!

For more Persia, be sure to follow her on Twitter, YouTube, and Twitch.

SpabRog Explains How to Take Down El Fuerte as Cammy in Ultra Street Fighter IV

If there’s one thing we can all agree on, it’s that El Fuerte is one of the most annoying characters to face in Ultra Street Fighter IV. His numerous options have likely left your head spinning, especially when he makes a ton of reads in a row, but SpabRog is here to help.

A strong El Fuerte player in his own right, Spab has taken to producing a series of videos that demonstrate how various members of the Street Fighter IV cast can safely match up against the luchador. His latest tutorial, released just yesterday, focuses on Cammy.

Like previous installments, Spab touches on each of Fuerte’s tools and how to counter them. While some of these things may be known to high-level Cammy players, the extensive knowledge shared here is sure to be valuable to many of our readers, so check it out and let us know what you think.

Fighting Fuerte sessions dedicated to Chun-Li and Ryu can be found by following their respective links.

Source: Spab Rog

BlazBlue: Central Fiction Heading to Arcades in Late November

BlazBlue: Central Fiction will arrive in Japanese arcades sometime in late November, according to new details provided by Famitsu. In addition to the usual modes, this version will also feature the first three acts of the upcoming title’s story.

Central Fiction introduces Naoto Kurogane and Hibiki Kohaku, both of whom are making their playable debuts, and a handful of new gameplay mechanics. Players can expect to take advantage of Exceed Accel, an Overdrive-exclusive super move, and Active Flow, a powered-up state activated by continual offensive maneuvers, when the game launches next month.

Famitsu also provided a tiny glimpse of Central Fiction’s main visual, which they plan to fully unveil in their next issue. While it’s hard to make out much, you will likely notice that legendary hero Nine is featured prominently alongside the aforementioned newcomers. She was previously teased in an earlier trailer, and this image definitely lends further credence to the theory that she will be playable in Central Fiction.

bbcf-mainvisual-famitsu

We can expect more details when Famitsu drops on October 22. Until then, feel free to check out Central Fiction’s newly-launched website.

Source: Famitsu via Siliconera

BlazBlue: Central Fiction Heading to Arcades in Late November

BlazBlue: Central Fiction will arrive in Japanese arcades sometime in late November, according to new details provided by Famitsu. In addition to the usual modes, this version will also feature the first three acts of the upcoming title’s story.

Central Fiction introduces Naoto Kurogane and Hibiki Kohaku, both of whom are making their playable debuts, and a handful of new gameplay mechanics. Players can expect to take advantage of Exceed Accel, an Overdrive-exclusive super move, and Active Flow, a powered-up state activated by continual offensive maneuvers, when the game launches next month.

Famitsu also provided a tiny glimpse of Central Fiction’s main visual, which they plan to fully unveil in their next issue. While it’s hard to make out much, you will likely notice that legendary hero Nine is featured prominently alongside the aforementioned newcomers. She was previously teased in an earlier trailer, and this image definitely lends further credence to the theory that she will be playable in Central Fiction.

bbcf-mainvisual-famitsu

We can expect more details when Famitsu drops on October 22. Until then, feel free to check out Central Fiction’s newly-launched website.

Source: Famitsu via Siliconera

Safely Fish for Evil Ryu’s Shoryuken with This Ultra Street Fighter IV Option Select

Two things that some would say define high level Ultra Street Fighter IV play are the usage of option selects as well as focus attack dash cancels. While useful on their own, these two will occasionally come together to form something quite dangerous in the right hands.

In this latest video, Rush & Kill Clan’s Mastik demonstrates how Evil Ryu can employ an option select that uses a focus attack dash canceled light Shoryuken to try to land his Metsu Hadouken ultra or safely back dash out if the attempt is blocked.

The option select works by following a light Shoryuken with a buffered half-circle backwards motion ending with a focus attack input after a slight delay and then closing out with a backdash. If the initial Shoryuken is blocked, then the succeeding motion inputs are ignored and the only thing that comes out is the FADC backdash. And when it connects, you can follow it up with his ultra.

Source: Rush & Kill Clan

Learn to Survive Powerful Kill Moves in Super Smash Bros. for Wii U

Combo options against opponents of every weight class at exact percentage ranges and pristine kill setups are only worth having if you survive long enough to use them against your opponent. In their latest video, the Beefy Smash Doods discuss some of the most common and powerful kill moves in Super Smash Bros. for Wii U, and the best way to make it back to the stage after falling victim to one of them so you can show off those sweet, sweet combos.

These tips come in the form of suggested Directional Influence, which, by now, needs little explanation. Under some of the circumstances presented by these moves, a DI option that seems to make sense on paper may not be the best way to go about keeping your stock. You’ll learn to deal with various back throws and down throws, Zero Suit Samus’ up special, and plenty more.

If youre looking to live just a little longer in your Smash matches, be sure to check out this video.

Source: Beefy Smash Doods

Destroy Guilty Gear Xrd -SIGN- Opponents with These Ramlethal Valentine Instant Kill Combos

Flashy and exciting as they may be, fighting game instant kills aren’t something you’ll typically see used during competition. But while that’s also the case for Guilty Gear Xrd -SIGN-, the developers built in some interesting mechanics that allow players to combo into these round-ending attacks should certain conditions to be met.

Pain recently dropped a brand new video demonstrating paths Ramlethal Valentine can utilize to land an instant kill. All of the combos performed below require Hellfire mode, a low-health state that grants the opponent additional Overdrive damage but also gives you an easier way to combo into your instant kill, so keep that in mind as you check these out.

For more character-specific details, be sure to follow the link below and read the video’s description.

Source: Pain

Marvel Live: After Hours Coming to Youmacon 2015

One of the tournaments set to close out the month of October is Detroit’s Youmacon 2015. The convention will be hosting several tournaments outside of our sphere, but will also feature brackets for pretty much any fighter you could want to see played in a tournament setting. This includes old favorites like Street Fighter Alpha 3 and indie titles like Rivals of Aether as well as some of the expected games like Ultra Street Fighter IV and Ultimate Marvel vs. Capcom 3.

Once Street Fighter pools come to a close on Saturday, BROKENTIER’s Persia and Kinderparty are scheduled to present a special installment of their Marvel Live podcast. They’ll be joined by CORN’s Footwurk for some match analysis as well as a preview of Marvel’s top eight bracket, which is set to take place the following day.

In addition to the standard fare, viewers can expect to see a three-on-three Marvel exhibition, the details of which have yet to be announced.

For more information surrounding Youmacon, you can head over to their official website. And don’t forget to tune in to Marvel Live every first and third Tuesday for your regularly scheduled dose of Ultimate Marvel vs. Capcom 3 news and discussion.

Source: BGCallisto