Imhotep and Adam revealed for Omen of Sorrow

Over the weekend of Evo 2018, indie developers AOne Games revealed two new characters for thier horror-tinged fighter Omen of Sorrow.

First, there’s “Imhotep, The Secret Prophet”, who takes the same mythological cues and inspirations that Killer Instinct‘s Kan-Ra did. Equipped with the ability to separate his own body and produce stagnant projectiles, Imhotep looks to be a proper and powerful zoner.

Then we have “Adam, Son of Man”. He might be named after the biblical Adam, but this patchwork-powerhouse is clearly closer to Frankenstein than someone from the Garden of Eden. Command grabs and charging rushes fill his electrically-charged toolkit, and will likely appeal to fans of the grappler archetype.

Omen of Sorrow is tentatively scheduled for a late 2018 release.

Source:  PlayStation

Sector-K Games shares top 8 footage from Punch Planet’s Evo 2018 side tournament

Frequent visitors of SRK will know we’ve followed the work of indie company Sector-K Games closely during the development of their early access sci-fi fighter Punch Planet. It’s no surprise, then, that the FGC-focused fighter showed up at Evo 2018‘s showroom floor. There, Sector-K games put on a great tournament that showed off its unique style, grounded footsies, and some of the earliest footage of the newly released charge-grappler, Maxx.

The winner of this tournament received a Punch Planet themed Panzer stick courtesy of Jansen’s Customs.

Top 8

Semi-Finals

 

Grand Finals

Punch Planet is in early access on Steam, and is currently 25% off until August 15th.

Source: PUNCH PLANET

Check out these new screenshots of Seung Mi-na and Astaroth in SoulCalibur VI

At Evo 2018Bandai Namco revealed that Seung Mi-na and Astaroth would be returning in SoulCalibur VI. Now, they’ve followed that announcement up with a bunch of fantastic new screenshots of these characters.

The screenshots below give us a look at how these characters have been updated coming into SoulCalibur VI (which retreads the time around the first couple of SoulCalibur games). The redesigns of both characters are mostly subtle. Seung Mi-na’s outfit is similar to her look from that period, with the addition of a shawl of sorts over her top which should show off the game’s cloth physics when she’s in motion. What may be a bigger change however is her color scheme: she’s now sporting pink and purple instead of the red and gold she used to wear.

Click to view slideshow.

Astaroth, on the other hand, wears a bit more armor than he used to. Specifically, he’s now sporting a pair of massive, horned shoulder pauldrons. Interestingly enough, as people may have already noticed, Astaroth now has green skin instead of the dark tan skin he had in this period in time in the previous games.

Click to view slideshow.

SoulCalibur VI is set to launch on PlayStation 4, Xbox One, and PC on October 19, 2018.

Source: SoulCalibur (Twitter)

Dragon Ball FighterZ: Base Goku and Vegeta have arrived, translated patch notes posted

Give your energy to the new build of Dragon Ball FighterZ!

Dragon Ball FighterZ updated last night, bringing new fighters base Goku and base Vegeta into the battle, alongside the promised — and dreaded? — new balance patch. Players are still finding new changes, but @GREATFERNMAN has posted a translation of the Japanese Bandai Namco patch notes to hold us over until we see official notes in English. Check them out below.


Training Mode
  • Added the ability to change your online match team from within training mode
  • Added the ability to choose your character colors from within training mode
  • Added the ability to set your Ki Gauge to regenerate
  • Added new reset positions: Middle (Post KO) and Middle (Post Stage Transition)
  • Added the ability to change player sides, additionally, hitting reset while holding up will reset position and change player sides
  • Added the ability to select Gohan (Adult) levels
  • Added the ability to select Ginyu Force members
  • Training mode now has 8 recording slots in total
  • Added random playback for the 8 recording slots, and added the ability to adjust the probability of each slot
  • Reversal options added to the dummy; the dummy will perform set attacks as soon as possible after blockstun and hitstun
  • Added the ability to reset the damage information
World Match
  • Added the ability to show your own player information
  • Added the ability to select “Same rank”, “Similar rank” and “Challenge” during the Ranked Match set up
  • No longer shows the network color on a matched opponent during Ranked Match
  • Added the ability to select “Same color”, “Similar color”, “Anything” during the Casual Match set up
Others
  • Added “Sorry” and “Don’t worry” messages to Party Match
  • Added the ability to set input delay for Local Versus
  • During the VS screen in a Local Match, holding Assist 1 or Assist 2 allows you to swap that character with your first character
  • The cursor on character select moves faster
  • Followed players now have different colored names
  • Pressing the OPTIONS button during button setting saves the button settings and closes the menu
  • Added the ability to post Z stamps during the rematch menu for online matches

GAMEPLAY

System Mechanics
The recovery frames of a successful reflect are no longer counter hit state.

 

Piccolo
Homing Energy Blast (236S) + Assist:
  • Increased hitstop
  • Increased recovery
Teen Gohan
2S
  • Gohan can now use his air options after the move has recovered
  • Changed landing recovery to be the same as j.2S
  • The first hitbox has been increased in size
j.2S
  • The first hitbox has been increased in size
Assist
  • Gohan moves further forward while performing the uppercut
Frieza
5S
  • Startup decreased

Death Slash (236X) + Assist

  • Hitstop and untech time increased
L Death Slash
  • Startup decreased
Warp Smash (22S)
  • Frieza becomes invulnerable earlier
You Might Not Survive This Time (j.236S)
  • Landing recovery removed on whiff
Golden Frieza
  • Made it possible for Frieza to move immediately after the time freezing cinematic
  • If the opponent is not taking damage when you activate Golden Frieza, the startup before the cinematic is longer, but armor properties have been added to the startup.
  • During the install, the restrictions of the Z Combo system are removed (5L>5M>5L is possible) (reverse beats)
Ginyu
2H
  • Can cancel into 5S
5S (Jeice)
  • Hitstop and untech time increased
Assist
  • Hitstop and untech time increased
Strong Jersey (236X)
  • Blockstun decreased
M & H Strong Jersey
  • Increased untech time on cinematic hits (smash hits)
  • Launches enemy on hit
Air Strong Jersey (j.236X)
  • Startup decreased
Trunks
5S, j.S, Cyclone Buster (214X>S)
  • Made it possible to cancel into special moves when reflected
  • Fixed a bug where the move could not be cancelled when hitting on late active frames
Assist
  • Hitstop and untech time increased
H Shining Slash (236H)
  • Startup decreased
Cell
5L, 2L
  • Startup increased
Step In Low Kick (6H)
  • Added damage proration when used as the first hit of the combo
j.M
  • Startup increased
j.S
  • Damage proration increased
  • Ground bounces on the first hit
Ground M Rolling Crush (236M)
  • Added the ability to control the horizontal distance traveled while rolling by inputting 4/6
Ground H Rolling Crush (236H)
  • Startup decreased
  • Added the ability to control the horizontal distance traveled while rolling by inputting 4/6
Air L & M Rolling Crush (j.236L/M)
  • Does not hit opponents behind Cell
Android 18
5L, 2L
  • Added whiff cancels (use 4LL to whiff cancel into another 5L)
Support Attack (Barrier) (214S), Assist
  • Startup before invulnerability decreased
Barrier (22S)
  • Invulnerability starts up faster
  • When the barrier stops an attack, it can be cancelled into super with R1/R2, and into lvl3 with 4+R1/R2 (I don’t know why they used pad button notation)
L Back Grab (236L)
  • Startup decreased
  • Combos into super on hit
M & H Back Grab (236M/H)
  • Increased the distance 18 moves
Gotenks
5S
  • Normalized the cancel timing of the followups to be the same as other characters
Assist
  • No longer uses smash on hit
Galactic Donut (214S)
  • Fixed a bug where the smash on the next combo is removed when donut hits an assist
Ground M Miracle Spinning Punch (236M)
  • Increased recovery when the button is not held
Ground H Great Special Rolling Kick (214H)
  • Recovery increased
  • Gotenks can airdash and double jump after the move has recovered
Air H Great Special Rolling Kick (j.214H)
  • Recovery decreased
Vengeful Shout (236S)
  • Increase landing recovery of the feint
Krillin
5S
  • Increased untech time
  • Added the ability to curve only the ki blast closer to Krillin on the follow up by inputting 4S
j.S
  • Increased untech time
  • Added the ability to curve only the top ki blast on the follow up by inputting 8S
Senzu Bean (214L), Assist
  • The rock no longer can be broken by the opponent’s attacks
  • Damage proration decreased
Solar Flare (214S)
  • Added invulnerability to aerial attacks (like 2H)
Kid Buu
2/3M
  • Startup increased
  • Added damage proration when used as a combo starter
2S
  • Added landing recovery
  • Throws the ki blast towards the opponent when they are close to Kid Buu
j.S
  • Added landing recovery
Mystic Ball Attack (236X)
  • No longer can hit opponent’s behind Kid Buu
Fat Buu
5L
  • Hits close crouching opponents
5LL
  • Startup decreased
Assist
  • Untech time increased
Nappa
5L, 2M
  • Now hit low
2H
  • Hitbox in front of Nappa increased
Assist
  • Hitstop increased
Blazing Storm (236S), Assist
  • Startup decreased (frame data on block is worse)
Too Bad (214S)
  • Invulnerability startup decreased (armor)
  • Total duration decreased
Saibaman Spit (214X)
  • Made it possible for the opponent to guard cancel reflect and super dash after blocking this
Android 16
5LLL
  • Startup decreased (can no longer tick throw off 5LL)
Ground Flying Powerbomb (214X)
  • Added invulnerability to aerial attacks
Ground Dynamite Driver (236X)
  • Increased damage
Yamcha
Neo Wolf Fang Fist (236H)
  • Wall bounces on hit
Spirit ball (Lvl 1 super)
  • Minimum damage increased
Tien
Assist
  • Untech time increased
Ground Volleyball Fist (236X)
  • Fixed a bug where the followups were still usable when blocked
M Ground Volleyball Fist (236M)
  • Armor starts up faster
H Ground Volleyball Fist Followups 2 & 3 (236HHH)
  • Added clones of Tien to aid in the attack
Tribeam (Lvl 1 super)
  • Increased the Z change window
Tribeam, Neo Tribeam (Lvl 1 and Lvl 3)
  • Reduced the amount of self damage while Tien is in sparking
Hit
5LLL
  • Hitbox above Hit increased in size
2L
  • Can cancel into 2L from 5LL
H Tides of Time (236H)
  • Invulnerability starts up faster
Death Blow (Lvl 3 super)
  • Cinematic hits will not play for the rest of the combo (it’s phrased weirdly in japanese too, I believe it just means it consumes the smash but I’m leaving it as a direct translation just in case my assumption is incorrect)
Beerus
5L
  • Startup decreased
  • Hitbox increased in the front
2L
  • Startup decreased
Assist
  • Distance traveled increased
Sphere of Destruction (236X), Assist
  • Increased the untech time when it hits while the sphere is being set
  • Launches opponent on hit
Sphere of Destruction (236X)
  • When hit by a normal, that normal can be canceled into Specials, Z changes and Sparking.
H Ground Sphere of Destruction (236H)
  • Beerus floats upwards a little if 2 is inputted
Goku (SSGSS)
Super God Shock Flash (214X)
  • Startup decreased
  • Launches opponent on hit
L & H Super God Shock Flash (214L/H)
  • Damage on the punch when the grab whiffs increased
  • Damage proration added when used as a combo starter
Instant Transmission (214/236S)
  • Goku faces the opponent when the move ends
Extreme Speed Kamehameha (Lvl 1 super)
  • Increased the Z change window
Vegeta (SSGSS)
Big Bang Attack (236S), Assist
  • Damage increased
  • Hitstop and Blockstun increased
  • Launches opponent on hit
L Super Dash Kick Followup 2 (236XXL)
  • Startup increased when Vegeta is in front of the opponent
Ground Super Dash Kick (236X)
  • No longer counts as an aerial move (no more head property, 2Hs cannot invul through the attack)
Ground Super Dash Kick Followup 1 & 2 (236XXX)
  • Made frame advantage uniform
Galick Gun (236HS)
  • Damage increased
Niagara Pummel (236LM)
  • Increased distance travelled
  • Startup decreased
  • Damage proration decreased
Hold Niagara Pummel (236[LM])
  • Cinematic hits will not play for the rest of the combo  (it’s phrased weirdly in japanese too, I believe it just means it consumes the smash but I’m leaving it as a direct translation just in case my assumption is incorrect)
Android 21
2M
  • Reduced forward hitbox
3M
  • Added damage proration when used as the initial hit in a combo
  • Increased the hitbox on the inside of the tail (closer to 21)
Assist
  • Hitstop and untech time increased
  • Damage decreased
  • Recovery increased
Total Detonation Ball (236X)
  • Hitstop increased
  • 21 transitions into the move finishing animation when the ball explodes (this probably means the move is always the same on block and hit regardless of distance)
L & M Total Detonation Ball (236L/M)
  • Recovery increased
Homing Energy Blast (Purple 236S)
  • Hitstop increased
  • Recovery increased
Barrier (Green 214S)
  • Invulnerability starts up faster
  • When the barrier stops an attack, it can be cancelled into super with R1/R2, and into lvl3 with 4+R1/R2
Ground Aerial Connoisseur Cut (214S)
  • Added invulnerability to aerial attacks
Connoisseur Cut, Aerial Connoisseur Cut (236S/214S)
  • 21 turns towards the opponent after a whiffed grab
Bardock
L Rebellion Spear (236L)
  • Blockstun decreased
Ground M Rebellion Spear (236M)
  • Added invulnerability to aerial attacks
  • Landing recovery added
H Rebellion Spear (236H)
  • Active frames on the first attack increased
  • Damage on the followup increased
Saiyan Spirit (236HS)
  • Once Saiyan Spirit hits, cinematic hits will not play for the rest of the combo (it’s phrased weirdly in japanese too, I believe it just means it consumes the smash but I’m leaving it as a direct translation just in case my assumption is incorrect)
Broly
Armor
  • The opponent’s vanish breaks Broly’s armor now
Assist
  • Initial hitbox increased
  • Untech time increased
Eraser Blow (236S)
  • Initial hitbox increased
Gigantic Strike (j.214X)
  • Made connecting vanish after this move easier
Vegito (SSGSS)
Barrier (214S)
  • Invulnerability starts up faster
Ground Atomic Buster (214X)
  • Added invulnerability to aerial attacks
Spiral Heel Shot (236X)
  • Blockstun on last hit decreased
  • Recovery decreased
Air Spiral Heel Shot (j.236X)
  • Reduced untech time on non-smash hit
Air L & M Spiral Heel Shot (j.236L/M)
  • Increased the distance Vegito travels
Zamasu (Fused)
j.L
  • Hitbox above Zamasu increased in size
Assist
  • Hurtbox decreased in the front
  • Startup decreased
  • Projectile speed increased
L & H Ground Eternal Justice (236L/H)
  • Startup decreased
H Air Eternal Justice (j.236H)
  • Startup decreased
Divine Order (236S)
  • Hurtbox decreased in the front
Held Divine Order (236[S])
  • Startup decreased
  • Projectile speed increased

Source: @GREATFERNMAN via Dragon Ball FighterZ (Japan)

The Crown City of Insomnia is the newest stage coming to Dissidia Final Fantasy NT

Square Enix has revealed a new stage that will be coming to Dissidia Final Fantasy NT. The Crown City of Insomnia from Final Fantasy XV will be coming to the game on both PlayStation 4 and in arcades.

The stage itself specifically represents the square outside the Citadel, Insomnia’s seat of power, where a number of important battles in Final Fantasy XV take place. The stage itself in Dissidia Final Fantasy NT has a day and night version. The day version should be familiar to anyone who’s played the Platinum Demo – Final Fantasy XV; the night version, on the other hand, gets some extra detail with the 13 Lucii (previous kings of Insomnia) watching over the arena.

Insomnia will be available for Dissidia Final Fantasy NT on PlayStation 4 in late October, 2018. The arcade version of Dissidia Final Fantasy will get it earlier on August 10, 2018.

Source: Square Enix

Super Smash Bros. Ultimate X Castlevania, King K. Rool, new features, Assist Trophies, and much more revealed for Super Smash Bros. Ultimate

Nintendo unpacks a ton of new goodies coming to Super Smash Bros. Ultimate!

ssbu x castlevania logo

Nintendo did not hold back on the reveals this morning in their Super Smash Bros. Ultimate Direct. They showed off a lot of new content heading to their upcoming platform fighter:

  • Super Smash Bros. Ultimate X Castlevania! Simon Belmont revealed as a playable character, with Richter Belmont as an Echo Fighter; Dracula’s Castle stage (complete with Dracula); as well as new items based on the Castlevania series and Alucard as an Assist Trophy. There will be 34 tracks of Castlevania music included!

simon & richter ssbu
simon belmont ssbu

  • New Echo Fighters: Dark Samus from Metroid Prime 2 and Chrom from Fire Emblem: Awakening have joined the roster.

ssbu dark samus
ssbu chrom

  • King K. Rool from the Donkey Kong Country series revealed as a playable fighter!

ssbu king k rool donkey diddy kong

  • Lots of new Assist Trophies including Metal Gear Solid‘s Gray Fox, Knuckles, Zero from the Mega Man X series, Shovel Knight, and many new Pokémon.
  • Rathalos from Capcom’s Monster Hunter series appears as both a boss and an Assist Trophy!

ssbu rathalos

  • The stage count has reached 103, with over 800 music tracks!
  • New features for rules settings, and a new mode that is yet to be revealed.

There is a lot to see, so check out the full half-hour Direct below.

Super Smash Bros. Ultimate will arrive on the Nintendo Switch on December 7!

Source: Nintendo

Mastermind breaks down the changes to Anna and Lei based on the Tekken 7 reveal trailers

Information is somewhat scarce right now for the new season of Tekken 7 — we know who some of the new incoming characters are, and we have an idea of some of the new mechanics in store for the series, but specifics on how exactly this new content works has yet to be revealed.

That doesn’t mean there isn’t anything to talk about, though: for Anna and Lei fans around the world, their reveal trailers showed off an assortment of new and interesting moves.

mastermind broke down both trailers recently to comb over what we already know about the veteran Tekken fighters. Helpfully, he also compares variations to previous games, so we can see exactly how some combos have changed. Anna appears to have new cancels into her Chaos Judgement stance, a high knockdown power crush, and a high Rage Art — considering high rage arts and power crushes are typically safe on block, this is great news for people that love their panic buttons.

And speaking of “Rage”, Lei Wulong appears set to change the way we think about Rage Drives. If the trailer is to be taken at face value, Lei may launch into Tekken 7 with a unique Rage Drive from every stance. Regardless of how it’s activated or input, battling a Lei in Rage will be, if nothing else, a very different experience from anyone else.

Source: mastermind

Street Fighter V: Arcade Edition roundup: Sagat combos and kara-cancel guide, G shenanigans, and more!

Combos, cancels, speeches, stories, and more from the new members of the Street Fighter V cast!

sfv ae g sagat both

The King of Muay Thai and the President of the World are both out in the wild now, following their reveal at Evo 2018. So let’s see what the community is cooking up for these new additions to the Street Fighter V: Arcade Edition roster!

VesperArcade wasted no time compiling some Sagat combos to get you started:

Kara-cancelling is a big part of Sagat’s toolset in Street Fighter V, and World Warrior helps get you ready to exploit it with this video guide:

It’s truly Super Tuesday for Earth’s new President, as players are jumping into the lab to see what can be accomplished with Gaia’s power. A lot of it is searchable on Twitter under the hashtag #glab; here are some samples.

And Adam AJ Moore found that if left idle too long, G becomes especially deadly:

Remember that epic reveal at Evo? It ties directly into the game itself…

Bonchan has waited a long time for Sagat… Xuses has grabbed this online match footage of Bonchan taking the King for a spin against Dogura:

For those that want to chill out with the (excellent) remix of Sagat’s classic theme on the King’s Court stage, VesperArcade has provided an extended mix:

And Xuses has posted an extended mix of G’s great new theme (composed by Daniel Lindholm, like some other new fighters):

Want to sit back and watch the Character Story modes of these fighters for convenience? Xuses has you covered there, too.

Thanks to everyone that sent in tips!

Sources: World Warrior FGC; VesperArcade; Xuses; Adam AJ Moore (Twitter); Steven (Twitter); Cole Elegante (Twitter); 3 Piece Squad Member (Twitter); Alexander Rodionov (Twitter)

Episode 3 of “Think, Don’t Mash!” teaches punishment, planning, and risk vs. reward in Street Fighter V: Arcade Edition

“How do you even know what strategy you should be looking for in the first place?”

“Think, Don’t Mash!” is Press Button Win‘s excellent beginner series for building up fundamentals in ground-heavy 2D fighting games. With Evo 2018 having just finished and more than a few new hands jumping back into the game (more than likely, with tigers at their side), now is the perfect time to take the past lessons and solidify them into a game-plan. (This is episode 3 of the series: here’s episode one!)

In the process, Episode 3 teaches basic fundamentals of punishment, risk vs. reward, and common bad habits seen in lower level play. For further reading to accompany today’s episode, check out PBW’s excellent blog post here for theory on strategy at its most basic level.

Source: Press Button Win

NIS America possibly teasing new announcement for SNK Heroines: Tag Team Frenzy at PAX West

At Evo 2018, SNK and NIS America revealed the final cast member for SNK Heroines: Tag Team Frenzy. However, it seems that there may still be more surprises in store for the upcoming fighter.

SNK and NIS America will be at PAX West where they’ll be hosting a panel called “NISA & SNK Retro to Now”. What is interesting is that in the PAX website, the description for the panel seems to be teasing an announcement that may be related to SNK Heroines: Tag Team Frenzy stating “with SNK HEROINES Tag Team Frenzy about to release — we have a new announcement?!”

Now, as you can see, the wording itself is rather ambiguous. While it does mention SNK Heroines: Tag Team Frenzy, it could simply relate to the game’s release and their next project after it. Whatever it is, we’ll find out when PAX West rolls around this September.

PAX West will take place from August 31 to September 3, 2018 at the Washington State Convention Center in Seattle, WA. The panel itself is scheduled for Saturday, September 1 at 12:00 PM to 1:00 PM at the Wyvern Hall.

Source: PAX West, via Gematsu (Twitter)