Ultra Street Fighter IV’s Halloween Costumes Drop on October 28

The cast of Ultra Street Fighter IV will be receiving their spooky costumes just before Halloween, according to new details reported by 4Gamer.

As was previously reported, players who log into the second Street Fighter V beta will receive these horror-themed outfits on October 28, but they will also be available for purchase on the same day. Costumes will be priced at ¥411 (~$3.44 USD) apiece or ¥2468 (~$20.66) for the complete package.

4Gamer was also able to share some new images, highlighting the ways Cody, Poison, Gen, Chun-Li, Yun, and others plan to celebrate the holiday. You’ll find them in the gallery below.

Click to view slideshow.

An official announcement has yet to be made for regions outside of Japan, so stay tuned for more information.

Source: 4Gamer

Ultra Hyakkishu Cup Streaming Live from Tokyo, Japan

This Saturday is Ultra Hyakkishu Cup, the second of Japan’s two Ultra Street Fighter IV Capcom Pro Tour premier events. Hosted by TAITO, this official tournament comes with cash prizes, with first place taking one million yen (~8370 USD). Ultra Hyakkishu Cup will be played on the arcade version of USFIV, making it unique among the Capcom Pro Tour events.

The 128-player bracket for the event is absolutely packed with powerhouses. One player will endure this grueling bracket and come out on top with a spot in the Capcom Cup finals in December.

A BlockB BlockC BlockD BlockE BlockF BlockG BlockH Block

Harumii
Score
FGC|Dunhill
1260-tan
Nakahara
Very Good Tanaka
Torimeshi
Twiggy
Shinto~
Shunshun
Ojisan
FGC|Pugera
RZR|Fuudo
Usami Mushiko
Izumi Kouta
Narudo

tuna
YBK|KichijojiKEN
Gonzalez
Initial Kyouso
YBK|SANTAROU
Hame Na Geru Shogun
Ushijima
hydeBUFFY
Flat
Matsuri
Sasa
Rokkun
FGC|Prit Bean
Charisma
Tarezou
Kawaguchi

EBI
FGC|Sekiganryu
Moto
YBK|-R-
Re:
1P
stormKUBO
Koyasu
MF|TONPY
White Fang
Kuroda
Onigiri Bison
Oni.
Harideshi
TTL|SHINBA
RZR|Xian

Tekateka
EG|Choco
Oitajin
NISHIKIN
YOSSAN
Meisai Ningyo
YBK|Shin
YK
Kisaran
YBK|Dashio
Hanamaruki
Kyoku
Mohamedo
POONGKO
Rokotsu
MDR

MAST
Kindo
EG|Momochi
NINOMAE
Super Uriajjo
foolycooly2
Zenny
Eita
Nyanshi
Ponzaman
6
Reiketsu
Jeppa~
Meu
G.Y.R.O
SPANKY

Noriyasu
dath
hishow Rabbit
Hagejin
wao
Electribe
RB|Bonchan
aiai
Misse
inco
Kenzo
HYDE
Y
Koichi
Across
666

Mizoguchi Akikimi
Shougai Adashi-ku Min
Shimauta
BE|NEMO
Nashi
YBK|Shiro
MOV
Kindevu
koji KOG
Oppoi
KeijiN
Okkun
Dawgtanian
Kyabetsu
kai
Hame-tamu

Skunk
Sabo☆Hani
Naio
Kaara
Okome Man
Jay
Asunyan
Dogura
Chanson
Jinzou
Kitasenju DJ
Sasaki
Haitani
Unsu
Ryutarou
Ikari no K Bison

Two streams will be covering Ultra Hyakkishu Cup. If you’re interested in English, head over to the Capcom Fighters Twitch channel. If you’d like to hear Japanese commentary from R and Yoshiwo, check out the official Hyakkishu stream on Twitch.

CapcomFighters (English)

Watch live video from CapcomFighters on www.twitch.tv

Ultra_Hyakkishuhai (Japanese)

Watch live video from http://www.twitch.tv/ultra_hyakkishuhai on www.twitch.tv

Sources: TAITO, CapcomFighters, Ultra_Hyakkishuhai

Get the Lowdown on Lucas’ Low Percentage Combo Options in Super Smash Bros. for Wii U

Lucas mains looking to pick up some massive damage options in the low percent range have reason to be excited thanks to this new Super Smash Bros. for Wii U video from fyazko. After opening with a brief breakdown of some important frame data tied to the Mother 3 protagonist’s moveset, they demonstrate an incredible amount of ways to stringing his attacks together.

On top of these basic string options, fyazko also discusses ways to deal with directional influence, some options to keep Lucas at a safe distance after they conclude, and plenty more.

If you’re a newer Lucas player or just looking to brush up on some of his non-combo options, be sure to check out Fyazko’s previous video for more tips.

Source: fyazkoSSB

Nemo Leaves Team Black Eye

Naoki “Nemo” Nemoto has announced that he will be parting ways with sponsor The Black Eye by the end of this month, a move the team says is motivated by personal reasons.

After starting as a simple space to get in some fighting game practice, The Black Eye has grown considerably in Japan. Though not as large as professional gaming organizations like Evil Geniuses, their competitive team has secured a number of impressive wins over the years, and Nemo is a big part of their success.

Though initially a Guilty Gear player with a handful of Tougeki placings, Nemo made a huge splash in the United States thanks to his penchant for defeating Marvel gods and now sits as, arguably, one of the best Street Fighter players in the world. He most recently placed fourth at both Evo 2015 and Tokyo Game Show.

Fortunately, this isn’t the last we’ll see of Nemo. He says he will continue his fighting game career, though no word was provided concerning future support.

Sources: Nemo (via NeoGAF), Black Eye, image courtesy of Red Bull

Cosplayers Bring Street Fighter V’s Laura Matsuda to Life

Street Fighter V’s Laura Matsuda was only revealed a couple of weeks ago, but the cosplay community seems to have already taken quite a liking to her. While we’re sure there’s a number of cosplayers out there working on Laura outfits at the moment, two in particular recently caught our eye.

AnaLu Sauceda and Vanessa Wedge have both put together excellent Laura outfits, right down to her unique hairstyle and accessories. They were gracious enough to allow us to highlight their takes on the Brazilian newcomer, so we’ve included galleries of their work below for you to check out.

AnaLu Sauceda

Click to view slideshow.

Vanessa Wedge

Click to view slideshow.

You can find more of Sauceda’s work on Facebook and Deviantart, while Wedge has a number of costumes and prints available for purchase through her webstore. Let us know what you think of their early Laura cosplays in the comments below.

Sources: AnaLu Sauceda via Cross Counter, Vanessa Wedge

LordKnight Explains: How to Learn a New Character

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 @LordKnightBB.

I get this question quite often. Going back through my play history, I’ve not only switched characters several times, but I’ve played different types of characters as well (by “types”, I mean grappler, setplay, etc.).

I want to start by saying that learning a character is a continuing process. As in, no matter what your level, you’ll always have something to learn.

Identifying the character’s goal

I usually start by stepping back and looking at the character’s design. What kind of character are they? For reference, I’ve played:

  • Grapplers – characters relying on poke/throw mixup. Includes Zangief, Tager, Potemkin, etc.
  • Setplay – also known as vortex characters. This is like Cammy, Millia, etc.
  • Poking/Mid-Range Neutral – Generally try to control space around them. Think Ryu, Mitsuru, Ky, etc.
  • Zoner – A defensive character that wants to control a large amount of space on the screen, like Dhalsim, Nu-13, Yukiko, etc.
  • Item Throw – Heavy neutral, and the items usually act independently of the character. Think Teddie, Faust, etc.
  • Mode Change – This category is a little vague, but these characters usually have two different styles that you have to break down. Think Gen, Litchi, Aigis, etc.
  • Puppet Characters – A character that can control a small shadow or assist. This is like Zato-1, Ken Amada, Ice Climbers (sort of), etc.
  • Combinations of the above – Simpler puppet characters, fast grapplers, etc.

Once you identify what type of character you want to play, you need to look at the character’s specific toolset. Usually, a character has a strong situation or goal that you’ll be aiming for. In Millia’s case, my goal is to knock the opponent down in the corner, where she’s at her strongest. A zoner will want to effectively keep an opponent out, a grappler wants to be in poke/throw range, and so on. While this sounds basic, you want to keep this in mind, because this “goal” will continue to be refined as you improve.

Getting familiar with tools, bread and butter combos, and common situations

This is actually a bit hard, since you’ll be trying to process a lot of information quickly.

The first thing I do is go into training mode and get comfortable with the character’s normals. Generally I look at:

  • Ground pokes
  • Anti-airs
  • Air vs. air
  • Fast attacks

This shouldn’t take too long – you aren’t trying to examine how your moveset interacts with the rest of the cast just yet; it’s just about getting familiar with the general ranges of your attacks.

ggxrd-millia-750

After that, I practice converting off these common tools as well as conversions that I assume I’ll hit with in my early games. This can vary by character; for reference, when I picked up Millia, I learned how to combo from:

  • Her 6K overhead
  • High/low with H disc
  • Basic 50 meter conversion
  • Random j.P conversion

Basically, you want to not only have an idea of your neutral toolset, but you also want to be able to get used to converting specifc and random hits.

Your first matches

Exactly what it sounds like: play some matches. Play a good amount and get adjusted to your character. The nice thing about these early games is that it’s easy to see what you need to work on. You’ll definitely run into situations you aren’t familiar with, or get a hit you don’t know how to convert into a combo. There are going to be matchups you don’t understand, and you won’t be able to maximize the use of your tools against the opponent. Take note of what you’re having problems with (it should be a good amount) and circle back to training mode.

Personally, I write down what I have problems with, which helps me focus on the things I’m having problems with immediately.

Refinement

As I said before, this step doesn’t really “end.” There are two aspects to refinement:

  • One player refinement
  • Two player refinement

What do I mean?

Anything that’s “one player” are things that you can practice on your own. This includes aspects like perfecting and optimizing your conversions, practicing and developing knockdown setups and rushdown, developing new tech for your character, and more.

You can’t refine anything that’s “two player” alone. This includes defense, neutral, and developing and perfecting matchup strategy.

I want to stress that, early on, it’s very important to perfect things that are one player, mainly because it’s easier. You can do it alone, so it’s really on you. A lot of lower level players can get a quick personal win (as far as improvement) by cleaning up their execution, offense, and knockdown. Later on, you’ll be greatly focused on refining more high-level topics for your character.

Also, you should note that even though I split them up, they aren’t mutually exclusive. The main thing you should understand is what it takes to improve in each of these aspects.

Finally, I want to mention that this is just my approach to this, and you don’t have to do it exactly the same way. The great thing about fighting games is that there are multiple approaches you can take to accomplish the same final goal. This is the way that works for me, but I can guarantee that there’s some other strong player out there that has a different approach. Use what works for you.

Conclusion

Essentially, these are the steps I take when learning a new character:

  • Identifying the character’s goal
  • Normals, general tools, bread and butter combos, and common situations
  • Early Games
  • Refinement

Action Steps

How do you go about learning a character? Is your approach similar to mine, or do you have your own way? Let me know on Twitter through @LordKnightBB or in the comments below.

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

Pick Up Some Basic Movement Tips in This Week’s Guilty Gear Crash Course

Novril and the Chemical Lovers team have provided us with the third installment of Guilty Gear Crash Course, a series dedicated to bringing players up to speed in Guilty Gear Xrd -SIGN-. This entry features a short discussion on ground-based movement. Since new players of any game often spend more time making airborne approaches than grounded ones, this is a great topic for an early video.

On top of briefly discussing how the game’s run mechanic works, the team also breaks down the uses and benefits of back dashing, both for spacing and for the inherent invulnerability frames tied to the maneuver.

Be sure to check back next week for the next video, and if you missed previous entries you can find information relating to basic offense and basic defense by following their respective links.

Source: Novril

Combofiend Shows Off Street Fighter V Newcomers at Brazil Game Show

As a former competitive player, Street Fighter V associate producer Peter “Combofiend” Rosas is one of the best people in the world to showcase Capcom’s upcoming game. As such, it’s always a treat when he grabs an arcade stick to show off what they have in store.

TecMundo’s Guilherme Sarda was recently able to get one such session in with Combofiend during the recently concluded Brazil Game Show. During the set, Combofiend showcases newcomers Laura, Rashid, and Necalli, as well a returning characters Ryu and R. Mika, discussing how these cast members play as well as how they might have changed from previous builds.

Source: TecMundo

Combofiend Shows Off Street Fighter V Newcomers at Brazil Game Show

As a former competitive player, Street Fighter V associate producer Peter “Combofiend” Rosas is one of the best people in the world to showcase Capcom’s upcoming game. As such, it’s always a treat when he grabs an arcade stick to show off what they have in store.

TecMundo’s Guilherme Sarda was recently able to get one such session in with Combofiend during the recently concluded Brazil Game Show. During the set, Combofiend showcases newcomers Laura, Rashid, and Necalli, as well a returning characters Ryu and R. Mika, discussing how these cast members play as well as how they might have changed from previous builds.

Source: TecMundo

Dizzy Voted to Become Playable in Guilty Gear Xrd -REVELATOR-

The (Japanese arcade) players have spoken! After three weeks of in-game ballot casting, the Guilty Gear Xrd -REVELATOR- Playable Character General Election came to an end a few days ago. On today’s Arc System Works official stream on Niconico Live, the results of that vote were announced. The character with the most votes will join the Guilty Gear Xrd cast in a future update. And the results…

177,681 total Votes

Rank Character Votes
1 Dizzy 32990
2 Bridget 32639
3 Baiken 31281
4 Hol Order Sol 28977
5 Anji Mito 13758
6 Testament 7578
7 Robo-Ky 5633
8 Izuna 5064
9 A.B.A 3731
10 Zappa 3404
11 Valentine 3274
12 Raven 2665
13 Fanny 2160
14 Dr. Paradigm 2070
15 Justice 1628
16 Kliff Undersn 829

If you’re a Dizzy fan, you’re in luck! The Gear, wife and mother narrowly beat out Bridget and Baiken for the highest number of votes. While Dizzy’s involvement in the GGXrd story makes her an ideal choice to integrate into the game, work on the character is starting from scratch. Look forward to seeing more of her in the future!

In addition to the vote results, Arc System Works announced that they would be hosting a Halloween party at the Ikebukuro GiGO game center in Tokyo. The October 31 event consists of a ladies tournament, a cosplayer tournament and open tournament.

Source: Arc System Works