Guilty Gear Xrd -REVELATOR- Updated, Check Out Early Jam Gameplay Live from Japan

Today, Arc System Works updated Guilty Gear Xrd -REVELATOR- to ver.1.02 in Japanese arcades. While it brought a few small changes to the overall game, the largest addition comes in the form of franchise veteran Jam Kuradoberi, who joins the playable cast.

While that’s tremendous news for folks able to get their hands on the game, it leaves many people worldwide looking from the outside in. Fortunately, Jonio recently went live with another great broadcast straight from Mikado in Tokyo. If you’re interested in what Jam brings to the table in this new title, do yourself a favor and check out the stream below.

Editor’s note: There’s not much action going on right now, but things are sure to pick up momentarily.

Watch live video from Joniosan on www.twitch.tv

Source: Jonio

Wednesday Night Fights Online Edition 3.8 feat. Ultra Street Fighter IV, Mortal Kombat X, and Killer Instinct Streaming Live

Level|Up Series returns tonight with another installment of Wednesday Night Fights Online Edition’s third season. Moving from the world of offline competition to netplay is sure to provide a look at players who don’t often get enough attention, so tune in below for some great Ultra Street Fighter IV, Mortal Kombat X, and Killer Instinct action.

Watch live video from Level|Up Live on www.twitch.tv

Source: Level|Up Live

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

Next Level Battle Circuit #139 feat. Ultra Street Fighter IV and Mortal Kombat X 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 and Mortal Kombat X, 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

Rising Thunder’s Training Mode Improved in Latest Patch

The folks over at Radiant Entertainment have continued their long string of Rising Thunder updates today with a patch that, in addition to providing additional content, also improves the title’s training mode.

Now, players can customize the practice dummy with a number of behaviors and blocking options. While these are pretty traditional options, it’s nice to see finally see them make an appearance in the alpha build.

As far as gameplay goes, Chel has received a new special move variant, Crow sees a more consistent anti-air command join its movelist, and Dauntless players can now take advantage of safer max range Cold Drills and Diesel Strikes thanks to their added pushback. Full details on all this and more can be found in the box below.

Rising Thunder 09/23 Patch Notes

Game Modes

  • Training Mode now supports opponent behavior states: Stand, Crouch, Jump, Record, and Playback.

Dev Notes: To record an input sequence for the training dummy, select Record from the drop-down menu, then click Reset Level. The opponent will become controllable for 20 seconds. After you’re done recording, select Playback from the drop-down menu and click Reset Level to play back the recorded inputs on loop.

  • Training Mode now supports opponent blocking options: Don’t Block, Auto Block, and Always Block.

Dev Notes: Don’t Block is clear, but Auto Block will cause the dummy to take your first hit, and then try to block afterwards. This is useful for discovering interesting ways to follow up a combo, and more. Always block will make the dummy block every single thing you throw at it.

Chel

  • New S1 variant! Solar Flare is slightly quicker than Night Sun, travels faster, and knocks down opponents – at the cost of shorter range and longer cooldown.

Dev Notes: Solar Flare’s startup is 1 frame shorter than Night Sun, making it a true block string when canceled from medium attacks at close range. It’s designed to be a better pressure tool for close-quarters offense.

  • Reduced F+H recovery by 2 frames (on whiff only).

Crow

  • New normal move: Back+Medium performs a closer-range three-hit disc attack.

Dev Notes: Crow’s new B+M provides a more consistent anti-air command, without the worry of accidentally performing close s.M when far s.M was intended. Far s.M also received a new animation to help distinguish it from the new attack.

Edge

  • Adjusted Judgment hit volumes to function more consistently against air specials, but reduced its horizontal range by roughly 3%.

Dev Notes: Judgment is meant to be a strong anti-air option compared to Reckless Lightning’s anti-ground superiority. This change reinforces those roles, by making it harder to avoid Judgment using air specials.

Dauntless

  • Increased Cold Drill and Diesel Strike pushback on block, making them safer at max range.

Dev Notes: This change mainly affects Cold Drill, since Diesel Strike was already safe on block. Cold Drill is still punishable by most light attacks if performed up close, but can be made safe with perfect spacing.

  • Reduced (far s.M ->) H recovery by 2 frames.

Talos

  • Meteor Slam and Titan Wreck armor now activates on frame 3 rather than frame 1.

Dev Notes: Meteor Slam and Titan Wreck were simply too effective as reversal options, especially against beginner-level players. While Meteor Slam is no longer armored during the first 2 frames, it’s still throw invulnerable during frames 1-6. Talos players will be forced to be more creative in wakeup situations, which may prove to be a blessing in disguise. This is an experimental change, but we feel it’s a good direction for the overall metagame.

Bug Fixes

  • Fixed a bug that prevented Vlad’s round loss audio from playing every round.
  • Fixed a memory leak that occurred after resetting in Training Mode.
  • Patches Industries announces their own ZPE Flea Collar. Could it be a coincidence? Could Zib’s old friend really be behind such a nefarious plot?

Visual Improvements

  • New Talos textures, made for the people!

Audio Improvements

  • Characters now voice their displeasure when getting hit by attacks after the round ends.

Source: Rising Thunder

James Chen Provides English Commentary for X-MANIA XVI’s Super Turbo Competition

Last month, the Tokyo-based X-MANIA XVI brought out more than thirty teams for a three-on-three throwdown in Super Street Fighter II Turbom the game that has maintained a vital presence in the scene since its launch more than 20 years ago.

In the footage we’ve included below, James Chen takes the mic and offers insight over nearly seven hours of competition, which includes the teams tournament in its entirety as well as a large chunk of casual play. If you’ve been looking to get your Super Turbo fix, this is sure to scratch that itch.

The tournament proper begins around 1:05:10.

Source: UltraChen TV

Kill! Kill! Kill! Dispose of Opponents with This M.O.D.O.K. Touch of Death Combo in Ultimate Marvel vs. Capcom 3

There’s rarely a shortage of new M.O.D.O.K. material to help those who main the biggest head in Ultimate Marvel vs. Capcom 3 keep their opponents at bay. Thanks to this combo option from Punisher, purveyors of the Jamming Bomb can now put down all who oppose them by landing a single throw.

The combo does burn three bars and also gets a couple of assist characters involved–Hawkeye and Rocket Raccoon in the example below–but being able to confirm a kill off this sort of situation without having to burn X-Factor to do so is certainly worth picking up.

Source: Punisher

Every Rose Has Its Thorns – Anton “Filipinoman” Herrera Discusses His Climb in the Fighting Game Community

The release of Ultra Street Fighter IV before Evo 2014 produced a tidal wave of uncertainty. Veterans were scrambling to find the right character, rookies appeared on the radar and hungry for the throne. But the waves have relatively calmed in the past year, and only a few fresh faces still stand among the community’s top players.

One such face is Anton “Filipinoman” Herrera, a Chemistry junior from the University of California at Riverside. This 20-year-old’s mastery of Rose earned him notable finishes at Evo 2014, Westcoast Warzone 4, and Evo 2015. And if his consistent placing isn’t noticeable on paper, it turns him as one the hot topics in r/Kappa. We recently had the chance to speak to Anton about his climb to the top and other various topics.

Editor’s note: Some of the responses below have been edited for clarity. All photographs courtesy of Robert Paul.

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

Anton “Filipinoman” Herrera: I always loved fighting games since I was a kid. I’m absolutely terrible at other games. I lived in the Super Arcade area for years. So even before I knew about the fighting game community at all, I went to Super Arcade.

But what started me in fighting games was a place called Shuffle N’ Cut at Rancho Cucamonga. Mando, one of the Wednesday Night Fight streamers, hosted Inland Empire. That’s where my real competitive fighting game career started, going to those locals even though I was 14 or 15. I discovered the competitive scene around 2008 when I played Dead or Alive 4, and shifted to Street Fighter IV when it came out in 2009.

JY: What was your reaction when you first discovered the Dead or Alive community?

AH: The Dead or Alive community was very different from today’s fighting game community. Dead or Alive was a common online game. When I watched Dead or Alive, it was broadcast on networks, so I practiced because I wanted to be on TV. I don’t know if that’s what I want [us] to strive for at his point, being in the community as long as I have now, but back then that’s what I got me into the competitive fighting game scene.

sfiv-rose-tallJY: Can you expand on that last point a bit?

AH: Nowadays, the fighting game community is very grassroots. There’s a lot of hype behind it because of the pure passion that players bring to the table. In comparison other eSports professional events, there are a lot of things that limit what [we’re] all about. The fighting game community is an open tournament that anyone can enter. That’s the raw nature of the fighting game community: anyone can enter and win and get better and continue to challenge themselves to win, rather than playing for the money and fame.

JY: What was it like transitioning from Dead or Alive to Street Fighter?

AH: Street Fighter was my first 2D game and the first game that I studied and kept up to date with the tech. The mentality of online warriors is they think they are already the best. I wanted to prove I was as good as the top players. The transition went well because when I was able to attend tournaments, Street Fighter IV was a new game for everyone.

JY: So has Rose always been your character of choice?

AH: I wanted to use Viper but dropped her after a day. Then I switched to Zangief because you can mash to victory. That tech stopped working in Super so I started using Rose, easy and efficient.

JY: You describe her as easy and efficient. How would you describe your playstyle? Is it similar?

AH: She’s very rushdown and I abuse her good moves, such as her close range medium kicks, far roundhouse, and slides. People have described my style as disrespectful, but whatever works is what works for me.

JY: What was it like growing up in the fighting game community?

AH: It’s cool because people think that because of your age, you are better than what you are at doing what you do. But [age isn’t] a factor in terms of playing. Daigo said [being] older means you have more experience, but I disagree. I think it’s the way you practice and your knowledge in the game. As long as you have your own style, you can do well. Age doesn’t matter. Maybe we have better reactions, but I wouldn’t even say that because I’ve seen older players have the reactions that I wouldn’t have at any age.

JY: You’ve been in an arcade setting since you were a kid. What are your thoughts on the importance of arcades for the younger generation?

AH: Super Arcade teaches you about the arcade culture: if you lose, you have to stand up, walk to the back of the line, and hold that for a minute. That experience teaches you the importance of playing the game seriously. If you lose three points in an online match, who cares?

It also gives us a place to play. That’s why we have such a strong community. When Super Arcade was closed for renovations, there was no place to play. We had to go to Alex Valle’s house to play every Wednesday, which isn’t as convenient or as big as Super Arcade, where [we’ve seen] 100 entrants for three straight weeks.

That’s why arcades are such a big deal with the fighting game community, but that’s also why they hinder, because it’s such an open playing field. You need places like these, but it isn’t like League of Legend where its competitive gamers can hone their skills online. For fighting games, it’s hard to access competitive games with no lag at all.

JY: Can you comment on the current Super Arcade situation?

AH: The Super Arcade situation is unfortunate, but SoCal, even without the presence of a weekly local that everyone attends, still collectively outperformed most American regions at Evo with five players from SoCal in top 32. I hope for the best and Watson should know he has my full support!

JY: Now that Ultra has been out for more than year, how have you witnessed it change the scene?

AH: I feel that Ultra Street Fighter IV is the most balanced game in the series, and objectively it is also the “endgame” for the series. This is both a good thing and a bad thing. The scene has undeniably grown with this game, possibly because people feel they can use whichever character they want or even because they see success [with] characters they like. This past year has been the pinnacle of Ultra Street Fighter IV, and gameplay level isn’t going to be higher than what it has been. This is it, and people are either motivated by that or at the very least excited for the new Street Fighter game that is soon to arrive.

Herrera with Team Wednesday Night Fights at Evo 2014

Herrera with Team Wednesday Night Fights at Evo 2014

JY: What do you think the community and developers need to do to push fighting games to the mainstream level?

AH: The players are doing fine, but I feel like companies such as Capcom and Namco need to invest similarly to how League of Legend invests into their competitive scene. Capcom needs to put more money into prizes and pot bonuses to encourage expansion. Money is a petty thing, but it’s still what people play for. And knowing a lot of money is on the line makes the matches more exciting.

JY: Can you talk a bit on how you prepared for Evo 2015?

AH: I actually didn’t practice that much for Evo. My only true practice was the Thursday before Evo. I was stuck in the League of Legends vortex. Before that, I was actually in crunch time, raising all my grades to maintain my GPA, so I didn’t practice during the school year. With the hiatus of Super Arcade, I had nowhere to go that was nearby, and no motivation to practice, so I barely practiced for Evo!

JY: Did you expect to go as far as you did?

AH: Absolutely not. I expected to lose to sako, actually. Instead, I underestimated and lost to Damdai in pools. But I somehow pulled it off versus Snafoo in one of the most sloppy fighting game matches in my gaming career. [Due to] lack of practice, and tilt, I didn’t think I was gonna go far. But I surprised myself and even though ninth place hurts, I was very happy with my performance.

JY: In terms of overall strength, where would you place Rose in Ultra Street Fighter IV? Which characters are above her?

AH: Rose is probably number 10-15 in the game, with good matchups [against] a lot of the top tier, but she loses to a lot of random characters and goes even with key characters. Top three is easily Evil Ryu, Akuma and Ken, probably followed by Ibuki, Seth, and Elena. Other characters that are probably better than her include Cammy, Yun, Juri, and Rolento. That’s just off the top of my head.

JY: You’ve become known for emotional responses to certain wins, such as at Evo. Where do these emotions come from?

AH: It depends on the context of the emotion. I’m never really “popping off” at another person or the person that I just beat, it’s just that, when I play Street Fighter, I actually feel like I’m not as good as I perform, so I surprise myself a lot. I feel Street Fighter as a community has a very difficult time telling each other that they’re good at the game. They’re very good at pulling out the negatives of a person’s gameplay and personality rather than pulling out the positives. This is why I feel a majority of Street Fighter players aren’t sponsored, because we spend a lot of time trying to tell each other, “You aren’t fundamentally good at the game,” rather than telling each other that we played a good set and that we are good at the game. The Smash community does this very well, which is why they have a lot of support from large sponsors.

sfiv-rose-tall-2JY: How do you feel about being seen as an antagonist on r/Kappa?

AH: I feel like I’m less and less of an antagonist to r/Kappa. I personally may view the game different, but for the most part, I haven’t really done anything to provoke Kappa into trying to expose me as of late. This interview may spark something, but otherwise, I’ve actually posted on Kappa a few times and mostly had positive responses.

Most people on Kappa watch the fighting game community because they’re interested in the personalities and gameplay that the games have to offer, and they found r/Kappa because they actually do enjoy playing and watching fighting games. But I feel that there are a few nuts in there that seriously encompass about 100 of the Kappa members on alt accounts.

r/Kappa is actually kind of fun to read, the things anonymity can do. I’ve never had someone actually come up to me and say the things they would say on Kappa for sure though. I have, however, had people come up to me and apologize on behalf of Kappa to say that not all Kappa members are bad, and I agree.

I want to apologize to r/Kappa for popping off on the entirety of their community and the really cool foreign players that they sent to Final Round for that one popoff–it was pretty unwarranted to say a big, “Fuck you!” to the entire community that actually just wants to make the community hype. But to the selected few that make dozens of alternate accounts, what I said was definitely warranted; the popoff should have been much more specific in target. And thanks to Kazunoko, KitasenjuDJ, and Infiltration for understanding that what I said was definitely not geared towards them.

JY: What does your future look like?

AH: I plan to play a lot more and go to every local now instead of picking and choosing. I need to travel more and win majors. With the SoCal scene becoming bigger and bigger, there will be more majors. The fact SoCal is more unified in a larger region is impressive. So it’s just play and play, to unify all the SoCal communities.

JY: Any advice for the fighting game community’s next generation?

AH: Just play. Learn and play and look up the proper techniques. Study your character, apply what you read, and create your own style. If you can’t go to tournaments, play online. If you have the ability to travel, do that as well.

For more, you can follow Filipinoman on Twitter.

Wednesday Night Fights Returns to Live Competition This Fall

Level|Up Series’ Wednesday Night Fights is one of the most well known weekly tournaments for fighting games. Formerly held at Super Arcade, it attracted some of Southern California’s best players in multiple games, and was also known for bringing in out-of-state talent on a regular basis.

After parting with Super Arcade late last year, however, the series moved to online competition. While this has allowed additional players to take part in the tournaments, more than a few folks have mourned the loss of a local venue and the arcade-style feel that it brought to the area.

Well, those in mourning need not mourn much longer, as Level|Up just announced that Wednesday Night Fights will be returning to live competition this fall. In the video below, Alex Valle takes viewers on a walking tour of the eSports Arena in Santa Ana, California, which will house the upcoming competitive season when it begins in October. As you’ll see, there should be no shortage of setups or the comforts of home in this new venue.

Wednesday Night Fight’s 2015 fall season is set to run from October 21 to December 16. Stay tuned for further details on its return to live competition.

Source: Level|Up Series

UltraChen TV Streaming Live – Street Fighter V, Rashid, Karin, The Fall Classic, Tokyo Game Show, and More

After missing their regularly scheduled time yesterday, UltraChen TV have returned with a special Wednesday night broadcast. Tonight, UltraDavid and James Chen will be discussing a variety of topics, including Street Fighter V newcomers Rashid and Karin, results from The Fall Classic and Tokyo Game Show, 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