Makoto Slows Time to Show Off Various Ultra Street Fighter IV Super Combo Animations

What happens when you give Makoto unlimited super meter and have her spam her Tanden Renki? Aside from kicking up an alarming amount of dust and likely straining her vocal cords, Makoto manages to slow time to a crawl. Of course, this sort of slow down happens with any super flash, (or, more appropriately, super freeze) but since Makoto’s animation plays out the way that it does, some fun visual effects can take place.

In the clips below, Snooootch takes advantage of Makoto’s animation slowing ability to show off Poison, Decapre, and Elena’s supers in slow motion. While we’ve all seen these supers plenty of times before, it’s interesting to see how many different poses the fighters rotate through during their duration–something we’d likely not notice at regular speed.

Snoooootch also experiments with Ibuki’s ability to contribute to the making of these sorts of videos, so be on the lookout for her!

Source: Snoooootch

E mc Shares Universal Hitbox, Hurtbox, and Frame Data for Ultimate Marvel vs. Capcom 3

The importance of knowing the various minutiae associated with the buttons and special moves of your favorite characters can’t be stressed enough. In order to make your way to higher level play, a deep understanding of these concepts will take you far; knowledge is indeed power.

But what about knowing this information when it comes to general game mechanics? E mc has set out to enlighten the masses on the hidden details of X-Factor activation, TACs, and character incoming animations in Ultimate Marvel vs. Capcom 3. Obviously, many of the shapes of the hitboxes and hurtboxes shown are tied to the characters used in the demonstrations, but the fact that it takes an incoming character’s hurtbox roughly ten frames to appear, for example, applies across the board.

If you watch closely, you’ll also notice that performing a Team Aerial Counter results in a screen-wide hitbox. Pretty interesting stuff.

Source: e mc

E mc Shares Universal Hitbox, Hurtbox, and Frame Data for Ultimate Marvel vs. Capcom 3

The importance of knowing the various minutiae associated with the buttons and special moves of your favorite characters can’t be stressed enough. In order to make your way to higher level play, a deep understanding of these concepts will take you far; knowledge is indeed power.

But what about knowing this information when it comes to general game mechanics? E mc has set out to enlighten the masses on the hidden details of X-Factor activation, TACs, and character incoming animations in Ultimate Marvel vs. Capcom 3. Obviously, many of the shapes of the hitboxes and hurtboxes shown are tied to the characters used in the demonstrations, but the fact that it takes an incoming character’s hurtbox roughly ten frames to appear, for example, applies across the board.

If you watch closely, you’ll also notice that performing a Team Aerial Counter results in a screen-wide hitbox. Pretty interesting stuff.

Source: e mc

New Virtua Fighter Possibly in Development

akira_yuki_final_showdown_622_crop

For those who are into the culture and community around video games, the NeoGAF forum is a familiar source for leaks and hints from folks with connections inside the industry. In the latest round of such leaks, known insider Verendus dropped a ton of info regarding a good number of games, including one that should be of interest for fighting game fans – a possible new Virtua Fighter from Sega.

Traditionally, a new installment has accompanied the start of each console generation, with the first iteration of Virtua Fighter 5 launching in 2006. This latest round of consoles, however, has been the first time that this hasn’t been the case. Since then, fans have had to make do with Virtua Fighter characters making guest appearances in games such as Team NINJA’s Dead or Alive 5 and  Sega’s own Dengeki Bunko FIGHTING CLIMAX.

If this leak is true, then it will be tremendous news for the competitive community, as not only would it mean a new Virtua Fighter game, but that Sega hasn’t just given up and decided to save the series’ character for guest appearances only.

Source: NeoGAF

Smash and Grab Puts Guilty Gear Xrd -SIGN-‘s Elphelt Valenine Under the Microscope

If you recently found yourself in possession of a copy of Guilty Gear Xrd -SIGN- and are looking for the perfect tutorial to help you get started, this Elphelt Valenine breakdown from Smash and Grab has everything you’ll need to know to pick up one of the series newcomers.

While this video does offer some basic combo options, its focus is to explore Elphelt’s entire moveset. You’ll find frame data, damage output, and various uses for every attack that she brings to the fight. If you’d like a nice collection of combos to go with this information, you can start by checking out our previous roundup dedicated to the shotgun-wielding fighter.

Fans of Smash and Grab’s Super Smash Bros. 4 tutorials need not fear; the duo is merely expanding their horizons when it comes to tutorials and they intend to continue their previous series of Smash character tutorials.

Source: Smash and Grab

Nice Burst – Domy the Party feat. Persona 4 Arena Ultimax Streaming Live from Shinjuku, Tokyo

Domy, known for the best bursts in Japan, is putting on a year-end Persona 4 The Ultimax Ultra Suplex Hold (Persona 4 Arena Ultimax) tournament. Not only does the tournament have some of the best P4U2ers in Japan, like JEO, Tahichi, JEO, Souji and JEO (did we forget to mention JEO?), the event has a special set of rules. If any player pulls off a Domy Burst (i.e. a poorly timed, easily punished panic Burst) on-stream, they’ll have to take a drink of whatever their opponent designates. You can watch the dirty fireworks on Jame Xie’s Twitch channel.

Watch live video from Xiei on www.twitch.tv

It’s Dangerous to Go Alone! Take These Combos for Super Smash Bros. for Wii U’s Link and Toon Link

Link and Toon Link in Super Smash Bros. for Wii U and 3DS are known for their projectile-heavy play styles. While this infatuation with item tossing may not be the best for combos in other engines, LordWilliam1234 demonstrates in this quick bit of footage that the two green garbed fighters can thrive in the Smash environment.

Many of the combos shown aren’t the most practical options available for the characters, as they typically involve well-timed bombs and boomerangs, but when the stars align, these two Hylians are able to drop jaws with the best of them. There’s something truly magical about bombs leading into down-air spikes.

Source: LordWilliam1234

Dead or Alive 2: Hardcore Possibly Heading to PlayStation Network

DOA2H_Tina_v_Bass_622x320

When the PlayStation 2 first hit North America back in 2000, one of the first fighting games available for the system was Team NINJA’s Dead or Alive 2: Hardcore. Now, those with fond memories of the game can relieve them again, at least if this latest bit of news is correct.

According to an ESRB listing, Dead or Alive 2: Hardcore will be coming to PlayStation 3 in North America. The interesting bit, however, is that SCEA is listed as the publisher, indicating that this the game will be released as a PlayStation 2 Classic via the PlayStation Network.

Like previous classic rereleses, this means that the game will be the exact same PlayStation 2 game that people played over a decade ago, just emulated on the PlayStation 3.

No official word has been released on this title, so stay tuned for more details in the future.

Source: ESRB via Siliconera

See How Perfect Pivoting Affects Every Move in Super Smash Bros. for Wii U and 3DS

We recently shared a video from My Smash Corner that demonstrated how to effectively perform and make use of Super Smash Bros. for Wii U and 3DS’ perfect pivot. While it’s not quite as powerful as wavedashing in Melee, few can argue that the tactic stands to change how many characters achieve ideal spacing and even how effective some moves can be.

Since then, Izaw has put together a video that demonstrates how the technique affects every move in the game–those that it does affect, anyway. It seems that the maneuver doesn’t add momentum to every button on every character, but the applications are still vast, as is indicated by the sheer length of the nearly twenty minutes of footage you’re about to consume.

Since the name for the technique is still up in the air, I’d like to suggest that it be dubbed “Tarnot Presents: Tactical Momentum Canceling.” Has a nice ring to it. But in all seriousness, “Perfect Pivoting” seems like one of the best names that the technique is going to get; it may be a little bit boring, but it’s descriptive without being deceptive.

Do you have any better ideas for what to call it? Hit up the comment section and share your thoughts.

Source: Izaw via Smash Boards

Enhance Your Ultra Street Fighter IV Skills with EG|Momochi’s Advanced Technique Videos

Momochi of Evil Geniuses didn’t let the holidays slow him down; while many of us were enjoying time with family (and stuffing ourselves with cookies), he continued to release more entries in his new series of videos dedicated to helping Ultra Street Fighter IV players up their skills enough to pass beyond the realm of the beginner. As anyone who has plateaued at the intermediate level will tell you, getting out of the rut can prove quite difficult.

Below, you’ll find the Capcom Cup champion’s two newest videos, which focus on different ways to add throw techs to new parts of your game. While throw teching itself is far from an advanced tactic, these option selects demonstrate how the defensive measure can permeate many more parts of game play than some may realize.

Source: Momochi & ChocoBlanka TV