Yatagarasu Attack on Cataclysm – A Modern Take on Classic Mechanics

There have been a lot of fighting game launches in the past year or two, and every time a new one comes out I load it up, go to training mode, and start hammering in long combos and trying out various setups that I’ll need to start playing the game. This week, a copy of Yatagarasu Attack on Cataclysm ended up in my lap, and I was greeted with a bread and butter combo of crouching short twice into a dragon punch. When it came time to play a friend, the game quickly broke down into tense segments of walking back and forth mixing in normals in attempts to punish whiffed moves or gain ground. Then I baited a bad jump-in attempt, parried it, brought down the most unholy of punishes, and holy crap I want to keep fighting towards those moments until my fingers stop working.

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Yatagarasu is not a new name on the fighting game scene, and many players have been looking forward to update Attack on Cataclysm since the successful Indiegogo campaign closed some time ago. Developed by a team of three ex-SNK staff members, the title borrows much of its own design from the late 90s and early 2000s, the most obvious influence being Street Fighter III: 3rd Strike. I’ve been playing and diving into the game over the past week, and I’m here to talk about what to expect from the full PC release of the game, as well as my own personal takeaways. As such, I’m going to be diving head first into the meat of how the game plays, then we’ll talk about the features of the game enthusiasts are likely to care about, primarily how the online is handled.

As I said before, the obvious comparison most Yatagarasu players will make are to 3rd Strike. The game has a similar art style, is focused more on the ground game, and features a familiar parry mechanic. However, reducing the game to just those aspects would be a huge disservice. Yatagarasu has clearly learned from more modern design since 3rd Strike’s release, and has formed its own strong, unique identity alongside its inspirations. The devs have even retooled the parry mechanic to fall more in line with their own ideas of how the mechanic should play into the overall risk vs. reward structure of the game.

Yatagarasu’s parry system, or Button Locking, functions much like you’d expect; you parry a move with a slight screen freeze, then can instantly perform an action in an attempt to counter the move you parried. You can even parry out of blockstun in a similar fashion to Red Parry. The big difference between the way the mechanic is used here and in other titles is that in Yatagarasu, Button Locking has been assigned to two separate buttons alongside the four others used for attacks: one to parry highs and one to parry lows. An icon under your character’s health bar lights up denoting parry attempts, showing which you chose. This slightly alters the mechanic’s use when compared to to simply tapping a direction on the joystick, but the differences don’t stop there.

yata-review-5Obviously, there are consequences for guessing incorrectly. If you are wrong when selecting your parry type, your character will enter a special counterhit state known as BL Counter. When getting BL Countered on the ground, a character will take additional damage as well as incurring more hitstun from attacks, opening them up to a large punish. Since there’s no air blocking in Yatagarasu, people will attempt to parry while in the air to avoid getting anti-aired. If you fail a parry attempt while airborne and are BL Countered, you won’t take bonus damage but will instead enter a juggle state where similarly massive punish combos can be dealt out. Every time you input a parry, no matter what, you are taking on extra risk against the reward of successfully negating an attack.

That’s a long-winded explanation, but it shows the clear distinction the devs intended with their version of the parry mechanic, and it’s present throughout the entire game. Superjumping forward resembles a King of Fighters hyperhop: it’s low, quick, and hard to anti-air at some ranges. Characters also take double damage from normal moves and 1.5x damage from supers while superjumping. Backdashes are fast and build space, but are only invulnerable to throws and not strikes. If a move is invulnerable and can be used as a reversal, you can bet you won’t find a way to make it safe. The game has delay wakeup, quick rise, and incredibly few instances of hard knockdowns in order to limit set ups that create zero risk situations.

This philosophy of design even finds it’s way into the throw tech system. The game uses two button throws, and if a player techs a throw during the later frames of the throw tech window, they will be left at disadvantage. This directly limits option selects based on delay teching, which strengthens throws and ups the pace of matches. Crouch teching does exist in Yatagarasu, but the game actually forces out jab in that situation. All crouching jabs can be parried high or low, meaning all parry attempts beat this basic option select. Additionally, every character has a universal overhead that rewards a combo on crouching opponents. Those overheads are a small hop that can go over low moves, beating those options as well. Offense is strong in this game, and if you want to make an attempt to get out you will need to actually commit or incur some risk. In all my attempts to find option selects to cover this, I couldn’t find any way to not incur some type of additional risk enforced by the mechanics.

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The end result of this design is that every interaction in the game feels intensely rewarding. Over the course of my matches, I felt like I was being rewarded more for understanding my opponent rather than by doing better combos or setups. Footsies are a huge focus and feel great, combos are short and not overly damaging unless you eat a big counterhit, and most pressure and okizeme attempts involve reading defensive options rather than catch all setups. That’s not to say the game is without dishonesty, though. Eating Kotaro kunai or Azure covered fireball setups is still bullshit, but again, the reward on those scenarios still falls in line with the rest of the game.

But none of this would really matter if Yatagarasu didn’t have a fun cast. The game ships with eleven characters (no need to unlock anything!) and they manage to be pretty diverse by catering to numerous playstyles. The two shoto-esque characters resemble Yatagarasu’s closest equivalent to clones in other games, but they have their own strengths and weaknesses while still playing similarly. The two sword girls are also sprite swaps, but play vastly differently. One is a charge character who resembles an offensive Balrog, while the other has a command sprint that can be used for run-stop pressure and an aerial move that’s like a toned down version of C. Viper’s Burn Kick in Street Fighter IV.

The roster covers returning archetypes as well, with designs that I will say are pretty obviously derived from 3rd Strike. I mean let’s be real, Jet is an altered version of Dudley with Genei Jin and Chadha is a newer spin on Hugo. The new additions to the cast feel fresh, Kotaro in particular, and I’m confident most players will be able to find a character they enjoy despite the relatively limited selction.

yata-review-4So now that I’ve spent entirely too much time going over how the game plays, let’s talk about what you actually get in this $15 package. Yatagarasu Attack on Cataclysm ships with a good amount of stages, brought to life by lovely artwork and high energy rock tracks. The commentator system is neat, as it adds gameplay descriptions from notable Japanese and American personalities, but I chose to play with them off most of the time to avoid screen clutter. That being said, I did select Unlimited James Chen once and was assaulted with a barrage of puns, so if you’re into that sort of thing, this system will definitely deliver.

Attack on Cataclysm also comes with an arcade mode, but it’s really standard fare most players will have experienced in other games. The requisite training mode, however, is one of the best  I’ve used in awhile. The different options for controlling the dummy are great, and the game feeds a huge wealth of information back to the player. You can also set an input delay in order to simulate online play if you are practicing with that in mind. Past that though, features are definitely where the game falls short.

When I first launched Yatagarasu, I was greeted by a launcher that resembles most Japanese doujin releases. The game features a native 4:3 resolution, but I can’t seem to find options that allow for that resolution while in fullscreen mode on my desktop. The NESiCA release runs at 4:3 with character art filling the sides of a widescreen display, a common practice for games of this nature, but this feature is missing from the PC version. It almost feels like accessibility and presentation options were an afterthought to getting the game out the door now that it’s finished and working. I didn’t run into any performance or stick compatibility issues, but I’m still troubled by the lack of options to make the game be presentable on my system.

This also carries over into netplay. There are some neat social media features, but other than that it is barebones. Yatagarasu uses an IP based system that will be confusing for the average user at first, and asks players to manually set things like delay. Fortunately, it does feature full public lobbies and displays ping, so you can easily avoid the more advanced options, hop into a lobby with friends, and get going. You’ll still need to manually set delay, but the game allows you to do this at character select.

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Once delay is set, though, this game feels great. As of this writing, GGPO hasn’t been implemented, but Yatagarasu’s stock rollback code honestly works just as well. Online matches feel fantastic, I can actually perform most actions and play footsies similarly to how I would offline. I was playing with connections up to 100 or more ping across North America, and as long as the delay was set right, everything worked smoothly. To be blunt, I would rather play this game online than the embarrassing attempts at netcode by major publishers in recent releases. That being said, until this game gets into the wild, I have no idea how the overall online features will ultimately pan out. There are few people playing online at this point in time, and the system could fall apart under stress, but I’m confident that on a one-to-one connection basis, the netcode will hold up and perform very well.

Let’s recap; for $15 you get an enjoyable and competent fighting game, a modestly sized but diverse roster, and the basic modes you’d expect from any other out there. Yatagarasu doesn’t have a lot of fluff tacked on, but for the price tag you’re not going to be getting much else. What is in the package is definitely worth the price of admission, as everything is fine-tuned and works incredibly well. Again, the only major complaint I have is that the launch interface could stand to be more user-friendly, and for there to be proper resolution options. If this were to be addressed in the future, I would have no complaints overall about the contents of this release.

In conclusion, I want to really commend the Yatagarasu team for putting together a truly remarkable fighting game in the current market. Attack on Cataclysm takes a lot of design themes and inspirations from a bygone era, and applies them without conceding to the design pitfalls that plagued games from that time period. It plays out with a strong emphasis on player decision, and keeps things simple while leaving tons of room for depth to emerge. If you’ve been looking for a game to really flex your fighting game muscles, this is something you’ll definitely enjoy playing.

Yatagarasu Attack on Cataclysm is currently available to backers of the game’s crowdfunding campaign, and will be publicly released on July 7. Special thanks to Eric “Juicebox” Albino for lending his expertise during the writing of this article.

Pokkén Tournament Launches in Japanese Arcades on July 16, Weavile and Charizard Revealed

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The arcade Pokémon battle is just two weeks away! On today’s pre-release special, Bandai Namco announced that their collaboration fighter with Nintendo, Pokkén Tournament, will be hitting Japanese arcades on Thursday, July 16. Along with the release date, two new Pokémon were revealed to be joining the fray: the claw-slashing Dark/Ice-type Weavile and the familiar Fire/Flying-type Charizard.

After the launch of the game, a bonus special event will run in arcades until the end of the month. Players who play using their BanaPassport card during this time period will receive the Jirachi/Whimsicott Support Pokémon set.

Weavile, Charizard, and the previously announced Gengar were each shown in playable form for the first time. Below is a brief breakdown of each character.

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Gengar

Gengar is tricky Pokémon with moves that make it difficult to read what it will do next. Shadow Punch (Back + Pokémon Move) summons two fists in the air that slam the opponent. Hypnosis (Forward + Pokémon Move) is a close-range move that puts the opponent in a trance as Gengar appears behind them and attacks, opening a chance for a combo. Pressing Guard while jumping briefly turns the Pokémon invisible, after which it can attack for some deceptive tactics. Gengar is completely invincible any time it disappears from screen, allowing you to frustrate your opponent with confusing attacks.

Gengar’s Burst transforms the Pokemon into Mega Gengar. Its Burst Attack is a throw attack that can be avoided by jumping.

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Charizard

Charizard uses its power and flame attacks to overwhelm the opponent. Flame Punch (Forward + Pokémon Move) is a powerful rush move with armor to withstand enemy attacks. Charizard also has a number of fire-breathing attacks, including Flamethrower (Neutral + Pokémon Move), which aptly launches flames from the ground, and Inferno (Back + Pokémon Move), which does so from the air. With Flare Dive (Jump + Pokémon Move) Charizard quickly charges at the opponent from the sky, sending them flying into the sky.

Activating Burst Mega Evolves the Pokémon into Mega Charizard X. With its Burst Attack, Charizard flies into the air and blazes the opponent with a devastating beam of fire.

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Weavile

Weavile is a quick character with slashing attacks. Agility (Pokémon Move repeatedly) is a dash move that can be used to close in on the opponent. With Knock Off, Weavile leaps into the air and slashes, knocking the opponent into the air. Weavile’s other moves include Ice Punch, which can only be performed in Duel Phase.

Though Weavile doesn’t have a Mega Evolution, as usual activating Burst cause the Pokémon to enter a powered-up form. Its Burst Attack launches the opponent before finishing them with a flying slash attack.

What do you think of the new Pokémon? Tell us in the comments below!

Upcoming Throwback Costumes, Tremor Previews Added to Mortal Kombat X

In addition to some notable gameplay adjustments, today’s Mortal Kombat X patch included data for upcoming content that’s sure to please all of you longtime Mortal Kombat fans out there.

Apparently, four fighters will be given classic costumes at some point in the near future; Ermac reverts to his original ninja clone design, Jax Briggs and Kung Lao’s skins nod to the popular Mortal Kombat 3, and Quan Chi resurrects his appearance from Mortal Kombat 4.

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But that’s not all! This update also brought bits and pieces of Tremor info to Mortal Kombat X. Check out the gallery below for a quick biography and a preview of one of his fatalities.

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It’s very likely that Tremor and the throwback costumes will be released together somewhere down the line. Stay tuned for more details.

Source: Test Your Might, special thanks to NightmareSteam for bringing this to our attention.

IFC Yipes Announces Curleh Mustache West Vol. 4

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After four years of putting on both singles and team tournaments, The Steam Co.’s Michael “IFC Yipes” Mendoza is set to take his popular Curleh Mustache invitational series back to California for yet another round of competition. This time around, however, it’s going to be even more exclusive.

Curleh Mustache West Vol. 4 will bring together 32 of the west’s strongest Ultimate Marvel vs. Capcom 3 players to once again prove they have what it takes to be called the best. Always the careful observer, Yipes will be selecting participants based on their performances at past Curleh Mustache West events. The tentative lineup is already looking mighty impressive, with names like PG|Filipino Champ, EG|Justin Wong, BT|Clockwork, BT|Angelic, and TMP|NYChrisG scheduled to be in attendance.

A full look at the current player selection can be found below.

Southern California

BT|Clockwork
BT|Viscant
Paradigm
KiT|Cloud805
Rusty Shackleford
TMP|NYChrisG
KillerKai
EG|Justin Wong
Miniboss
CorkyJay
BT|NerdJosh
Dr. Snaketits
j2jin

Seattle

Kyle P
Darryn
Rattana

Arizona

BT|Angelic
FizzyKupz

Las Vegas

HB|Buttons
RyanLV
HB|Dustin
I Heart Justice
HB|Sora
Quackbot

Northern California

Shorty
PG|Filipino Champ
ApologyMan
CJ Showstopper
EG|PR Balrog
jeopardy
MC|GCYoshi13
Taekua

Central California

Chris Schmidt
XSK Samurai

 

Curleh Mustache West Vol. 4 is scheduled for July 11 at Ultimate Gaming Center in Panorama City, California. More details can be found through IFC Yipes’ official website or Facebook.

Sources: IFC YipesFacebook

Sorry Tanya Players, Mortal Kombat X Has Been Patched Again

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If you’re a fan of NetherRealm Studios fighters, you’ve grown to accept the fact that your games will be patched and updated on a regular basis. It’s just the way of the world–the sky is blue (mostly), grass is green (except in California), and the competitive Mortal Kombat X landscape is constantly shifting.

That being said, it’s easy to see why some would welcome today’s patch with open arms. Community Effort Orlando 2015’s Mortal Kombat X finals this past weekend featured a Tanya player in nearly every top eight match save one, attesting to the relative strength of the newly-released downloadable character. No joke, go and check the match log in our coverage hub; it was ridiculous.

While the latest update touches on other characters as well, many of the changes come at Tanya’s expense, more specifically her teleports. The invulnerability frames that were so prominently display at Community Effort Orlando? Gone. The general safety she enjoyed on landing? Mostly gone. Same with her follow-up airborne Fire Blasts.

Of course, there is something to be said for allowing a game to grow and evolve without heavy developer involvement. It’s likely competitors would have found a specific character’s tools were more than capable of shutting down Tanya on their own or even a general gameplay strategy that moved high-level play away from that technique entirely. But NetherRealm isn’t that developer and Mortal Kombat X isn’t that game, so feel free to check out the changes below and let us know what you think.

Mortal Kombat X 07/02 Patch Notes
  • D’Vorah (Swarm Queen) – Added 2 buffer frames on Bug Bomb dash cancel combos if the opponent is in hit stun
  • Ferra/Torr – Deep Stab now does full damage when thrown backwards
  • Ferra/Torr (Lackey) – Back Breaker now does full damage when thrown backwards
  • Jacqui – Added 7 damage to Bionic Blast in all variations
  • Kitana (Royal Storm) – Bounce Back has 14 frame startup (down from 23 frames)
  • Kitana (Assassin) – Punishing Poke now correctly gets a damage buff from Sharpen / Razor Blade
  • Kitana (Mournful) – Reduced the block stun on the first Glaive of the Enhanced Glaive Throw by 8 (no longer jails from up close at min range)
  • Kung Lao (Tempest) – Hat Dance is +12 on block (down from +27)
  • Liu Kang (Flame Fist) – Fixed a bug where the recovery on Shaolin Flame (24) and Shaolin-ferno (15) using the other’s value
  • Shinnok – Hell Sparks / Hell Blast when enhanced is +14 on block (down from +24)
  • Tanya – Slight damage scaling adjustments
  • Tanya – Removed the invulnerability frames on her Teleports
  • Tanya – Added 10 recovery frames after landing from a Teleport naturally
  • Tanya – Added 10 recovery frames after landing from a Teleport after a missed or blocked normal attack
  • Tanya – You can no longer chain into ground attacks or 2in1 special cancel after landing from a Teleport after a blocked jump attack
  • Tanya (Pyromancer) – Added 5 recovery frames to Air Fire Blasts after a Teleport

This patch should be in effect for PlayStation 4 owners in North America and is scheduled to arrive in Europe soon. Xbox One players will also need to wait a bit to see their game updated.

Source: WB Games, tip via NightmareSteam

Angelic and Kane Blueriver Face Off in Massive Ultimate Marvel vs. Capcom 3 Exhibition

The fighting game community is no stranger to super long exhibitions, so a brand new video released by BROKENTIER’s Angelic showcasing his first-to-fifty set against Kane Blueriver of The Black Eye didn’t come as a huge surprise…until you realize which characters they are playing.

Instead of rocking their regular teams, these high-level competitors jumped into this exhibition with two slightly different teams. Forgoing the strong zoning capabilities of Dormammu, Angelic instead adds Vergil to his regular pairing of Wolverine and Shuma-Gorath, while Kane switches his team of big bodies for one composed of Wolverine, Doctor Doom, and Vergil, which he previously pulled out against UA|Terry Bogard at Community Effort Orlando 2015.

What follows, as you’ll see below, is quite an undertaking. Even without the grind of playing games until one person wins fifty times, there’s also the wear and tear constant Wolverine beatings can place on a competitor to take into account. In the end, Angelic and Kane’s exhibition lasts just shy of three hours.

Give their footage a watch and let us know what you think of their play.

Source: Angelic

Predator Coming to Mortal Kombat X Next Week

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After its arrival in Mortal Kombat X’s Tower mode earlier this week, players will finally be able to get their hands on Predator starting July 7. This news comes courtesy of NetherRealm Studios creative director Ed Boon, who referred to a Kombat Kast planned for the day before as “Predator-Eve.”

A guest character from the franchise of the same name, Predator comes equipped with the wrist gauntlets, shoulder-mounted turret, and other weaponry its species has come to be known for over the years. This influence will also be spread to other members of the cast by way of special costumes, the most notable of which turns Jax Briggs into the spitting image of actor Carl Weathers (pictured above), who starred in the original 1987 film.

Similar to previous post-launch cast members Jason Voorhees and Tanya, we expect Predator to run $4.99 separately or $7.99 as part of a bundle with the aforementioned alternate skins. Be sure to tune into NetherRealm Studios’ Kombat Kast on Monday, July 6, for a look at what this iconic movie monster brings to the table in Mortal Kombat X.

Source: Ed Boon, tip via NightmareSteam

Street Fighter, Marvel, Smash (Melee!), Mortal Kombat, and Guilty Gear Chosen for Evo 2015’s Sunday Finals

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Every year, one of the biggest questions surrounding the Evolution Championship Series is which titles will have their finals play out on Sunday. As the last day of the tournament, time slots on Sunday are regarded as more prestigious as their Friday and Saturday counterparts and generally give the games chosen greater visibility than if they were placed earlier in the weekend.

In addition to opening up tentative pools for review, event organizer Joey “Mr. Wizard” Cuellar recently made it known how Evo 2015’s Sunday finals will play out. Guilty Gear Xrd -SIGN- will occupy the “anime slot” by opening up the day’s competition, followed by fellow newcomer Mortal Kombat X. After that, Super Smash Bros. Melee’s wide array of talent will pave the way for Ultimate Marvel vs. Capcom 3 and the three gods potentially poised to take home the gold. And finally, Ultra Street Fighter IV is scheduled to once again close out the day.

Of course, you’re never going to satisfy everyone, and Cuellar was inundated with replies as soon as the announcement was made. One in particular regarding the possibility of switching Ultimate Marvel vs. Capcom 3 and Super Smash Bros. Melee drew a reply from the series’ co-founder, who said Marvel has consistently provided the highest viewing numbers over the past four years. In terms of participation numbers, the title ranks in as the fourth-lowest.

Evo 2015 is scheduled for July 17-19 in Las Vegas, Nevada. For more information, be sure to head on over to the event’s official website.

Source: Joey Cuellar

Umehara Ga! Daigo Returns to Guilty Gear Competition at Toshin-Gekitotsu

While many may look upon Mad Catz’ Daigo Umehara as a pure Street Fighter player (apart from a brief departure into Marvel vs. Capcom 3 a few years back), his lengthy history in the fighting game community also includes some notable Guilty Gear success. Much like with Street Fighter IV, the Beast was a two-time Evo champion in Guilty Gear XX in 2003 and 2004, and was also part of the team that placed third at Tougeki 2003.

As you know, Umehara would go on to compete almost exclusively in Street Fighter titles, but he’s planning to make a grand return to Guilty Gear at Toshin-Gekitotsu, a Sony-organized Guilty Gear Xrd -SIGN- event scheduled for August.

Umehara is set to head up a team of other professional fighting game players against Guilty Gear gods like FAB and Nage. Their ranks will be filled by specially-chosen but as of yet undisclosed competitors as well as the winners of online qualifiers scheduled for the next few weeks. The champions of the respective Guilty Gear Xrd -SIGN- tournaments at ARC REVOLUTION CUP 2015 and Evo 2015 will also be invited to participate, rounding out each team with ten players apiece.

Despite only three players having been revealed so far, Toshin-Gekitotsu is shaping up to be a ridiculous event for the Guilty Gear community. Will Daigo be able to jump back into the series and find the same success as he did in his youth, or has the Beast been away too long to make a difference? You’ll have to tune in to find out!

Toshin-Gekitotsu is scheduled for August 22 in Tokyo, Japan. Keep an eye on the event’s official website for further announcements.

Source: Toshin-Gekitotsu via Dengeki Online