Smash @ Xanadu feat. Super Smash Bros. for Wii U Streaming Live

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The folks over at VG BootCamp 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, with tonight’s stream focusing entirely on Super Smash Bros. for Wii U.

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: VG BootCamp

Press Start Gaming Center Looking Pre-Evo Tournament

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Will you be traveling to Las Vegas for Evo this year? Happen to get in a little earlier and possibly looking for a local event to visit? Well, you’re in luck, because the folks Press Start Gaming Center are set to hold a special two-day tournament the week before Evo 2015 that’s sure to gain a lot of attention.

Starting on Wednesday, July 15, the Second Annual PSG Classic will focus entirely on Smash during its opening day, with tournaments for both Super Smash Bros. Melee and popular Super Smash Bros. Brawl mod Project M. If more traditional fighters are more your speed, however, the following day will include competition in Ultra Street Fighter IV, Ultimate Marvel vs. Capcom 3, and Mortal Kombat X.

Whether you’re looking to fill your time in Las Vegas with more video games or just want to make sure you keep up your training regimen while on vacation, this event should prove to be a great way to do either. More details can be found by following the links below.

Source: Press Start Gaming Center (1, 2)

Mortal Kombat X’s Legacy Controller Functionality Improved in Latest Balance Patch

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After a series of hotfixes were released to fix issues on the fly, the folks at NetherRealm Studios have busted out a major patch for Mortal Kombat X that includes numerous changes. Arguably, the most important has to do with an improvement to their legacy controller support, but there are also a ton of adjustments to the playable cast competitors will want to take note of moving forward.

First off, legacy controller functionality. As some of you probably know, the way in which NetherRealm implemented Lab Zero Games’ PlayStation 3 driver for PlayStation 4 was…less than optimal. Players were forced to keep the console’s native controllers connected in order to use their older arcade sticks, meaning there needed to be two DualShocks available in order to play with a friend even if they weren’t going to be used. Now, Mortal Kombat X uses the driver as it was originally intended, allowing users to shut off the respective DualShock controllers after syncing their older peripherals.

Apart from that, there are also new brutalities to discover, so start doing weird shit in your matches to find out what they are! A full list of character adjustments can be found below.

Mortal Kombat X Changes
  • D’Vorah – reduced the cancel advantage after Pterothorax combo (Towards + FP, FP, BP) by 2
  • D’Vorah (Swarm Queen) – must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it
  • Cassie – Single Shot is +2 on hit (up from -9)
  • Ermac – adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
  • Ermac – increased Soul Burst damage by 4
  • Ermac – increased Soul Blast damage by 10
  • Erron Black – increased the cancel advantage of Down + FK by 3 (no longer connects into Tackle on hit)
  • Ferra/Torr – increased damage on Grab ‘n’ Stab by 3
  • Ferra/Torr – increased damage on Deep Stab by 4
  • Goro – increased hit advantage on Shokan Grab & Shokan Slam to 28 (up from 8)
  • Goro (Kuatan Warrior) – increased hit advantage on Chest Lunge to 20 (up from 5)
  • Goro (Kuatan Warrior) – increased hit advantage on Chest Charge to 23 (up from 5)
  • Goro (Dragon Fangs) – increased hit advantage on Shokan Stabs to 22 (up from 7)
  • Goro (Dragon Fangs) – increased hit advantage on Shokan Massacre to 23 (up from 5)
  • Goro (Tigrar Fury) – decreased combo damage scaling after Ground Scorch
  • Jacqui – Stanky Leg (BK ~up BK) is now listed in the movelist
  • Jason – increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile
  • Jason (Relentless) – reduced the recovery frames on Dark Pursuit (enhanced) to 54 (down from 106)
  • Jax – opponent can no longer techroll after x-ray
  • Johnny Cage (Fisticuffs) – Away + FP now has 10 startup frames (up from 9)
  • Johnny Cage (Fisticuffs) – all Speed Bag hits are now always -3 on block instead of every 4th one being 0
  • Kano – Black Dragon Ball (enhanced) damage increased by 4
  • Kano – Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)
  • Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)
  • Kenshi – Down + BK can no longer be high parried
  • Kenshi – it is now easier to juggle combo after Sword Dance
  • Kenshi – several moves were not combo damage scaling correctly on hit
  • Kenshi (possessed) – Sickle Lift reaction is now consistent (no longer more or less hit advantage depending on height)
    Kenshi (Kenjutsu) – removed armor from Tele-Strike
  • Kitana – now pokes out with a fan in Punishing Poke (Down + FP)
  • Kitana – Rising Blades can now be special move 2in1’d out of on hit
  • Kitana – 2nd fan in enhanced Fan Toss is now a mid block
  • Kitana – Back Slash (Towards + FP) is now -9 on block (down from -34) +5 on hit (up from -20) and has 25 less recovery frames
  • Kitana – Learn Respect combo (Towards + FP, FP) is now -2 on block (down from -1FP) +6 on hit (up from -3) and has 9 less recovery frames
  • Kitana – Fake Out combo (BP, FP) is now +2 on block (down from -12)
  • Kitana – increased damage on Fan-Tastic combo (BP, FP, BP) by 4 and is now -3 on block (down from -10)
  • Kitana – Fan Swipe (Towards + BP) is now -6 on block (down from -18) +8 on hit (up from -14) and has 12 less recovery frames
  • Kitana – Gut Gash combo (Towards + BP, BP) -6 on block (down from -17) and has 9 less recovery frames
  • Kitana – increased combo damage scaling after Rightful Heir combo (Towards + BK, FK)
  • Kitana (Royal Storm) – Square Boost & Square Wave are now a hard knockdown
  • Kitana (Assassin) – reduced meter gain from parry
  • Kitana (Assassin) – Princess Parry startup is now 7 (down from 18)
  • Kitana (Mournful) – easier to juggle combo after Air Glaive Throw and Air Glaive Return
  • Kitana (Mournful) – Shadow Kick & Eclipse Kick startup is 12 (down from 14)
  • Kotal Kahn – Towards + FK can no longer be high parried
  • Kotal Kahn (Sun God) – improved hitbox on Sun God Choke
  • Kung Jin (Ancestral) – now goes into a ducking state during Low Shot
  • Kung Lao – no longer gains a bar of meter when doing a wakeup Hat Toss or Teleport
  • Kung Lao (Tempest) – Hat Spin & Orbiting Hat now correctly combo damage scale on hit
  • Kung Lao (Hat Trick) – Hat Call Back is now a mid block
  • Kung Lao (Hat Trick) – Hat Call Back of a Low Hat Trap is now a low block
  • Kung Lao (Hat Trick) – slightly easier to juggle combo after Hat Call Back
  • Kung Lao (Hat Trick) – reduced High Hat Trap recovery by 25 frames
  • Kung Lao (Hat Trick) – reduced Hat Trap & Low Hat Trap recovery by 15 frames
  • Liu Kang – adjusted several hitboxes to hit more consistently
  • Liu Kang – 3 more active frames on down BP
  • Liu Kang – now goes into a ducking state during low fireballs
  • Liu Kang (Flame Fist) – Windmill Punch & Windmill Flurry can now be 2in1 special cancelled on block/hit
  • Liu Kang (Flame Fist) – Shaolin Flame can now be 2in1 special cancelled out of
  • Liu Kang (Dualist) – Low Soul Sphere is now a low block
  • Mileena – adjusted several hitboxes to hit more consistently
  • Mileena – Low Slash (down FP) no longer pushes opponents away before the active frames
  • Mileena – increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)
  • Mileena (Piercing) – now goes into a ducking state during Low Sai
  • Mileena (Ravenous) – increased hit advantage on grab specials
  • Mileena (Ravenous) – doing the Quick Taste combo (Away + FP, BP, throw) will no heal her a small amount as she bites
  • Quan Chi – opponent can no longer techroll after x-ray
  • Quan Chi (Warlock) – victim is no longer throw immune after being hit by Portal Stab
  • Raiden – Supernatural combo (Away + FK, BK) can now be 2in1 cancelled out of
  • Raiden – reduced the hitbox of Electric Fly & Thunder Fly
  • Raiden (Thunder God) – slightly less chip damage on charged normals
  • Raiden (Master of Storms/Displacer) – now has a God’s Rage combo (Towards + FP, BP, Away + BP)
  • Reptile – adjusted several hitboxes to hit more consistently
  • Reptile – can no longer repeatedly stack the damage nullification from Stealth & Invisibility
  • Reptile – Slithering Slaps (Away + BP) increased damage by 2
  • Reptile – increased damage of Slink combo (FP, BP, FP) by 4
  • Reptile – increased damage on Deadly Venom combo (FP, BK) by 4
  • Reptile – decreased damage of Dragon Kick (FK) by 2
  • Reptile – increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2
  • Reptile – increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20
  • Reptile – increased damage Toxic combo (Towards + FK, Away + BK) by 2
  • Reptile – Low Heel (Down + FK) now has 7 startup frames (down from 9) and is -3 on block (up from -2)
  • Scorpion – Eternal Vengeance combo (BP, FP, BK) has 4 less cancel advantage and no longer resets the block stun when it’s 2in1 cancelled out of
  • Scorpion (Ninjutsu) – increased damage on Affliction combo (Away + FP, BP, FP) by 2
  • Scorpion (Ninjutsu) – increased damage on Doom Slice (Away + BP) by 4
  • Scorpion (Ninjutsu) – increased damage on Doom Blade (Towards + BP) by 4
  • Scorpion (Ninjutsu) – increased damage on Dead End combo (BP, FP, BP) by 2
  • Scorpion (Ninjutsu) – Downfall (Away + BK) now hits twice
  • Scorpion (Ninjutsu) – increased damage on Cataclysm combo (Towards + BK, BP) by 4
  • Shinnok – adjusted several hitboxes to hit more consistently
  • Shinnok (Necromancer) – adjusted tracking of Devil’s Flick, Devil’s Backhand, Summoned Fiend, & Summoned Slam
  • Shinnok (Necromancer) – increased damage on Judgment Fist & Judgment Smash by 3
  • Shinnok (Necromancer) – Devil’s Flick is no -8 on block (up from -4)
  • Shinnok (Bone Shaper) – Dark Beam is now a high block and +8 on hit (up from -14)
  • Shinnok (Bone Shaper) – opponent can no longer techroll after Scepter Slam
  • Shinnok (Bone Shaper) – Deity combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit
  • Sonya – adjusted several hitboxes to hit more consistently
  • Sonya – added 5 more recovery frames on Air Drop when missed
  • Sonya – Energy Blast is a mid block and -5 on block (up from -15)
  • Sonya – increased damage of Flying Kick (enhanced) by 4
  • Sonya – increased damage of Leg Slam by 5
  • Sonya (Covert Ops) – Garrote Parry is no longer throw immune
  • Sonya (Demolition) – increased cancel advantage on Boomer combo (FP, FP, BP)
  • Sonya (Demolition) – adjusted the damage & hit stun of the grenade attacks
  • Takeda (Shirai Ryu) – the last hit of Air Spear & Spear Ryu will now combo damage scale correctly
  • Takeda (Lasher) – Whip Thrash & Whip Strike now hits on both sides
  • Tanya – last hit of throw will now combo damage scale correctly
  • Tanya – adjusted several hitboxes to hit more consistently
  • Tanya – can’t attack for 10 frames after a blocked Quick Teleport
  • Tanya – removed armor from Quick Teleport
  • Tanya (Kubu Jutsu) – Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
  • Tanya (Kubu Jutsu) – 2nd and 3rd hits of Tonfa Swipe will have less block recovery frames the longer you delay the previous attack
  • Tanya (Pyromancer) – slightly increased pushback on blocked fireballs

This patch is currently available on PlayStation 4 and will make its way to Xbox One within the next few hours. Due to the proximity of this release to Community Effort Orlando 2015 this weekend, organizer Alex Jebailey is currently gathering feedback from the community on whether or not it should be in place when the tournament rolls around. Stay tuned for more details when a decision is made.

Source: Warner Bros. via CEO Gaming

Momochi Steals a Timeout Victory, ItaZan’s Got Reads, and More – Capcom Lists Their Favorite South East Asia Majors 2015 Moments

Thanks to its status as a premier tournament on the Capcom Pro Tour and relative closeness to a number of strong competitive regions, South East Asia Majors 2015 hosted a huge contingent of high-level Street Fighter players in this past weekend. While Mad Catz’ Mago would pull off a stunning grand finals win at the end of the day, he was far from the only attendee to make magic happen in Thailand.

Much like they’ve done with past Capcom Pro Tour events, Capcom has put together a list of their five favorite moments from South East Asia Majors, and it’s probably one of the best we’ve seen so far. In the video below, you’ll see some truly incredible finishes, including a last-second timeout finish from Momochi of Evil Geniuses, Mago’s excellent use of Yang’s high chip damage output, and a brilliant read on the part of Razer’s Itabashi Zangief.

Give Capcom’s highlight reel some of your attention and feel free to let us know your top plays from the tournament.

Full South East Asia Majors 2015 results can be found in our coverage hub.

Source: Capcom Fighters

Tekken 7 Location Tests Planned for the United States in Early July

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American players who are planning to take part in Evo 2015’s Tekken 7 tournament will luckily have a bit of extra time to practice for the event thanks to upcoming location tests at venues across the country. According to Steve Scott, early July will see various Round 1 centers outfitted with the currently arcade-exclusive title, giving fans the opportunity to try out Tekken 7 for themselves.

At this point in time, three specific locations have been confirmed: Puente Hills Mall in City of Industry, California; Stratford Square Mall in Bloomingdale, Illinois; and Southcenter Mall in Seattle, Washington.

If you happen to live in or near any of these cities, be sure to make the trip and spend some time with Tekken 7. This round of location tests should also serve as a great way for Bandai Namco to gauge the series’ popularity in the United States, so don’t miss out on learning more about the game and showing your dedication.

Stay tuned for more details as we near July.

Source: Steve Scott

Pac-Man Glitch Drops Opponents Through Stages in Super Smash Bros. for Wii U

It’s no secret that newcomer Pac-Man is capable of some extraordinary stuff in Super Smash Bros. for Wii U, but a recently discovered glitch may just push him towards broken territory.

While a previous bug allowed the video game icon to shoot his hydrant through platforms and even the stage to score surprise hits, this new oddity involving Pac-Man’s trampoline makes it so opponents pass right through solid ground, leaving them falling to their deaths should they not have an appropriate recovery at their disposal.

In the video below, StylesX2 shows just how devastating this glitch can be in the right hands. Sure, setting up these situations could be difficult against players who know about it, but those unaware of Pac-Jump’s game-breaking properties are in for a rude awakening if they happen to run into a Pac-Man with few scruples about how they win. Check it out and let us know what you think.

Source: StylesX2 via Smashboards

BROKENTIER’s Persia Breaks Down Ultimate Marvel vs. Capcom 3 Matches from SoCal Regionals and East Coast Throwdown

Following up on her analysis of the grand finals match from NorCal Regionals 2015, BROKENTIER team manager Samantha “Persia” Hancock recently returned with two more Ultimate Marvel vs. Capcom 3 breakdowns for her Marvel Minds series.

The first match she takes a close look at is a battle between BROKENTIER’s own Daniel “Clockw0rk” Maniago and Evolution 2012 champion Ryan “Filipino Champ” Ramirez during the winners finals of the tournament at SoCal Regionals: Prelude I.

One of the most interesting things about this match is how Champ went with Magneto, Doctor Doom, Phoenix instead of the Magneto, Dormammu, Doctor Doom team that he usually uses against Clockw0rk in order to push back on a comment the SoCal veteran made about Champ’s reliance on Dormammu. This, plus Clockw0rk’s follow-up statement about how Phoenix is less than effective against his team of Vergil, Doctor Doom, and Strider, highlights the fact that both players have something more to prove in this match, making it that much more exciting from a spectator’s point of view.

The second match she looks at is between CTRL|Flux and KPB|Scamby from the winners side of East Coast Throwdown 2015’s top eight bracket. Persia picked this match for two reasons; Scamby was showing some impressive play with Wesker and Chris during the entire event and was able to take Flux down to the wire during their set.

While the matchup is in Zero’s favor according to Flux himself, a well-played Wesker can frustrate Zero by putting himself in awkward angles for the fighting robot to protect. This is something you can see Scamby use in the match alongside Chris’ projectiles to keep the match close.

Source: Persia

Dragon Ball Z: Extreme Butoden Heading West in October

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Bandai Namco took to Twitter earlier this morning to announce their most recent Dragon Ball Z fighter, Extreme Butoden, will be available in Europe and the Americas starting October 16 and October 20, respectively. This confirms rumors concerning a western release that sprung up after the title was rated by the Australian Classification Board.

Developed by Arc System Works, Dragon Ball Z: Extreme Butoden brings together a massive cast from the popular anime and manga franchise, allowing players to construct unique teams and unleash each character’s most iconic attacks. It has been available in Japan since June 11 and received slightly above average reviews from Famitsu.

For more details on this upcoming Nintendo 3DS title, be sure to check out previous content surrounding the basic gameplay mechanics and team-building system.

Sources: Bandai Namco US via Siliconera, Bandai Namco UK

Take a Look at Alex Valle’s Impressive Street Fighter V Win Streak at E3 2015

Street Fighter V was at E3 2015 last week, giving a good number of people, including some top Street Fighter players, a chance to try out the game.

One of those players was none other than SoCal legend Alex “Calipower” Valle himself. During his time at the convention, Valle racked up an amazing win streak with his trademark Ryu. Thankfully, Vesper Arcade was on hand to record the proceedings, albeit off-screen, for those who weren’t able to make it out to the event in person.

Check the video out below and share your thoughts on it and Street Fighter V in the comments.

Source: Vesper Arcade

OverClocked ReMix Releases Community Effort Orlando 2015 Tribute Album

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This year’s Community Effort Orlando looms just over the horizon, and the event has grown so large that tournament organizer Alex Jebailey barely has enough room to contain all of the hype. To add to the excitement for this year’s event, the folks at OverClocked ReMix have put together a tribute album dedicated to the games that make Florida’s biggest fighting game event possible.

As you’ll see in the track list at the bottom of the article, the album draws inspiration from a wide variety of games including Killer Instinct (the 1994 version), Tekken Tag Tournament 2, and even Persona 4 Arena.

You can download a free digital copy of the CEO Champion album by heading over to OverClocked ReMix.

Full Track List
1. O_Super x Mag.Lo – “CEO Champion”
Main Theme of CEO 2015

2. Jeff Matthews – “The Last Kill”
Sources: Killer Instinct (1994) – “The Instinct” (Title), “Controlling Transmission” (Glacius), “K.I. Feeling” (Orchid), “Tooth & Claw” (Sabrewulf), “Trailblazer” (Cinder)
Original Composers: Robin Beanland, Graeme Norgate

3. DarkeSword – “Kuro Yuki”
Source: Persona 4 Arena – “Princess Amagi-ya”
Original Composer: Atsushi Kitajoh

4. DjjD – “Prodigious Blitz”
Source: Tekken Tag Tournament 2 – “Tekken Tag Tournament Piano Intro -Massive Mix-”
Original Composer: Akitaka Tohyama

5. Richie Branson – “Iron Fist”
Tekken Theme of CEO 2015

6. Flexstyle – “It’s Okay, I Still Made Money”
Source: Divekick – “JEO”
Original Composer: Harrison Pretat

7. zykO – “#unanimous #undisputed”
Sources: Super Smash Bros. for Wii U (from Punch-Out!!) – “Minor Circuit”, Ninja Gaiden II – “Tower of Lahja ~ Heart of the Fortress”
Original Composers: Kenji Yamamoto, Ryuichi Nitta, Mayuko Okamura

8. Benjamin Briggs – “FALCON PUNCH”
Super Smash Bros. Theme of CEO 2015

9. Neblix – “Together, We Fly”
Source: Super Smash Bros. Melee – “Fire Emblem” (from Fire Emblem)
Original Composer: Yuka Tsujiyoko

10. DarkeSword – “Fatalistic”
Source: Mortal Kombat (Sega CD) – “Techno Syndrome”
Original Composer: Oliver Adams

11. Richie Branson – “Finish Him”
Mortal Kombat Theme of CEO 2015

12. DarkeSword – “U JELLY?!”
Source: Guilty Gear X – “Blue Water Blue Sky <May’s Theme>”
Original Composer: Daisuke Ishiwatari

13. Nutritious – “Dash Cancel”
Source: Ultra Street Fighter IV – “Theme of Decapre”
Original Composer: Hideyuki Fukasawa

14. Ivan Hakštok, Sixto Sounds – “What’s Your Poison?”
Source: Ultimate Marvel vs. Capcom 3 – “Character Select Screen for UMVC3″
Original Composer: Hideyuki Fukasawa

Source: OverClocked ReMix