Guilty Gear Xrd -SIGN- Now Available on PlayStation Network in North America, Leo Whitefang Coming December 23

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While many fans in North America have been playing Guilty Gear Xrd -SIGN- thanks to a street date lifting at GameStop, the title can now be purchased on PlayStation Network for both PlayStation 3 and PlayStation 4. The former will run players $49.99 while the latter’s price is a little higher at $59.99.

This official release also means a variety of downloadable content is also available, including playable characters Sin Kiske (who can also be unlocked through normal gameplay) and Elphelt Valentine (who will be free until January 5).

Furthermore, publisher Aksys Games has provided a look ahead at future additions, announcing that Leo Whitefang will be downloadable on December 23.

If you waited until today to grab Guilty Gear Xrd -SIGN-, feel free to let us know what you think in the comments.

Source: Aksys Games

Go Wild with Ultra Street Fighter IV’s Latest Costume Packs

As of today, you can now spruce up your Ultra Street Fighter IV characters with a brand new set of animal-themed costumes.

Ever wondered what Gen would look like as a goat? You got it.

Want to deck your Poison in some fancy peacock feathers? No problem.

Wish Hakan had a ton of creepy tentacles to go along with his oily fighting style? Uh, sure, that’s here too, I guess.

These Wild packs are now available across PlayStation 3, Xbox 360, and PC. Much like earlier costume bundles, you can choose to buy them in packs or all at once–no singles here, sorry. We’ve provided links for each platform below, and feel free to check out our previous gallery if you’ve yet to see what this new downloadable content has to offer.

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Shoryuken (Ryu, Ken, Akuma, Gouken, Dan) – PlayStation Network | Xbox Live | Steam

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Brawler (Zangief, E. Honda, Rufus, Abel, El Fuerte) – PlayStation NetworkXbox Live | Steam

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Shadaloo (M. Bison, Sagat, Vega, Balrog, Seth) – PlayStation Network | Xbox Live | Steam

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Classic (Guile, Blanka, Dhalsim, Gen, Fei Long) – PlayStation Network | Xbox Live | Steam

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Femme Fatale (Chun-Li, C. Viper, Sakura, Rose, Cammy) – PlayStation Network | Xbox Live | Steam

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Challengers 1 (Hakan, Makoto, Guy, Dudley, Dee Jay) – PlayStation Network | Xbox Live | Steam

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Challengers 2 (Juri, Ibuki, Cody, Adon, T. Hawk) – PlayStation Network | Xbox Live | Steam

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Arcade Challengers (Yun, Yang, Evil Ryu, Oni) – PlayStation Network | Xbox Live | Steam

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2014 Challengers (Rolento, Elena, Poison, Hugo, Decapre) – PlayStation Network | Xbox Live | Steam

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Complete Pack – PlayStation Network | Xbox Live

Sources: Street Fighter (tip via NightmareSteam), PlayStation Network, Xbox Live, Steam

Super Arcade Changing Locations, Owner Mike Watson Provides Details

Earlier this morning, Super Arcade owner Mike Watson made the very sudden announcement that this week will constitute their final days at their current location. While not leaving the town of Walnut, California altogether, they will be leaving behind a venue that has housed them throughout the four years of Watson has been a part of the operation and many more before that.

As one of the last remaining arcades in the United States, Super Arcade stands as a final testament to the game centers that nurtured our scene during its infancy, making it an important piece of the fighting game community both in Southern California and across North America. Add to that the recent conclusion of a major remodeling project that was funded through a successful Kickstarter campaign, and it’s easy to see why folks were left with a ton of questions.

We recently caught up with Watson to discuss their decision to move, what brought it about in the first place, where he sees the arcade going in the coming days, and, most importantly, what’s going to happen with that new toilet.

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Shoryuken: First off, what prompted the move?

Mike Watson: The main thing that prompted the move was being forced into signing a long-term lease. I was very fortunate to sign a month-to-month lease when I first took over two years ago, but since we remodeled I’m guessing the landlord figured he could “hold us hostage” in a sense and alter our agreement.

SRK: Where will you be setting up shop next?

MW: The new Super Arcade will be showing up again in the City of Walnut and very near our current location. This is due to business licensing and just the fact that keeping our location between Los Angeles and Orange County would continue to make sense.

SRK: How long have you known that Super Arcade’s location needed to change?

MW: I honestly wanted to keep the arcade in the same location for a few reasons aside from the obvious hassles of moving and nostalgia. The lease here is very high and the landlord was not willing to reduce our rent at all. I am positive that the surrounding stores have benefited greatly from all our foot traffic and never once complained, yet the landlord still wouldn’t budge, so we were left at a standoff.

As far as it needing a change…I think from a financial standpoint it probably needed a change a long time ago.

SRK: You just finished a huge remodeling effort with help from the community. How much of the refurbished equipment will be transferred to the new venue?

MW: All the equipment can and definitely will be moved. Does it suck that I wasted so much time and effort overhauling the current spot? Of course, but in the long run this is obviously for the better for myself and hopefully for the community. We will be moving the new toilet and amenities from the restroom, so not all is lost!

SRK: Will there be changes to the weekly events you currently hold?

MW: We will be keeping the same schedule for our new location. In addition, we will also be trying to schedule things for Mondays and Tuesdays.

SRK: What are you looking for in a new location?

MW: We have a few options currently and a decision needs to be made soon. The main goal in the new location is to provide enough space for everyone and also have ample parking for all our customers. One issue that we are currently running into though is that we run events till 4am on weekdays and that is frowned upon by some locations I have looked at, so those places are obviously out of the question.

SRK: The arcade business is tough as it is, so do you see this harming the future of Super Arcade?

MW: I actually see this as an improvement, and with the lower cost of rent we will be able to have the flexibility to expand and create a greater venue that will benefit everyone.

SRK: Anything else you’d like to relay to community members about this development?

In closing, I want to make a few statements. Although we did spend money remodeling our current location, it wasn’t all for nothing. Granted, we are not going to be able to bring the new paint job or flooring with us, but the new location will be fully renovated already and not out of our budget. We will also have a chance to pretty much start fresh and not have any issues, such as power outages and faulty wiring, which does hinder us at our current location.

I can’t make it any more clear, and I do see a bunch of negative comments already in regards to our moving, but we are not closing! We are moving to save money on rent and also because I do not want to sign a new long-term lease with the current location (which charges over $6000 per month).

If people have any questions, feel free to come chat with me this week at the arcade. Come out and have some fun for our last week at this current location! We are running things as usual, including:

  • Wednesday, December 17 – Wednesday Night Fizz Zights (USFIV, TTT2)
  • Thursday, December 18 – The Run Bizzzack (UMvC3, KI, MvC2)
  • Friday, December 19 – Friday Night Console Casuals
  • Saturday, December 20 – Super Smash Weekends (SSB4 Wii U)
  • Sunday, December 21 – Super Smash Sundays (SSBM)

Thank you all and see you soon!

Super Arcade is currently located at 1211 N. Grand Avenue in Walnut, California. We will be sure to relay their new location as soon as they settle in.

Feel the Chemical Love and Learn Some Basics for Guilty Gear Xrd -SIGN-‘s I-No

Upon bringing her into Guilty Gear Xrd -SIGN-, Arc System Works toned down some of the execution barriers that existed for playing I-No at a higher level in previous games. That said, she still remains a rather technical character who requires some time and dedication to get good with.

Naotolololol recently put together a comprehensive, hour-long tutorial video for the rocking witch. The guide below covers most of the basics that players will need to play I-No, and includes helpful information on her normals, hit-confirms, and combos.

Source: Naotolololol

Celebrate Tuesday in Style with These Red Focus Combos for Ultra Street Fighter IV’s M. Bison

Indo Imran recently added M. Bison, a third charge character, to their growing list of Red Focus combo tutorial videos for Ultra Street Fighter IV. The combos featured in the video below are mostly built around the dictator’s ability to cancel his Scissor Kick to keep combos going.

Though it sounds like that would be rather limiting, Imran proves just the opposite to be true, as Bison has a bunch of options both leading up to and out of this classic special move.

As with any Red Focus combo video, there are options that could make their way into any match as well as ones that should be used only if styling of the highest degree is necessary to seal a particularly triumphant victory–which is a long way of saying that sometimes damage scaling seriously kicks in.

Imran has also incorporated some interesting green screen effects to allow Bison to fight in iconic stages from classic Street Fighter titles as well as in front of his own face from the title’s big screen 90s adaptation.

If you enjoyed this style of video, Imran previously produced two others that show off the Red Focus potential of Blanka and Chun-Li, which you can check out by following their respective links.

Source: Indo Imran

Bandai Namco Games Announces JoJo’s Bizarre Adventure: Eyes of Heaven

jjba-eyesofheaven-scanThe latest issue of V-Jump has revealed details on a brand new JoJo’s Bizarre Adventure title currently in development by Bandai Namco Games. Subtitled Eyes of Heaven, this tag-team action game once again brings together characters from the popular manga and anime franchise in a sort of crossover battle royale.

At this point in time, very little details are available regarding gameplay, but the tiny pieces of information that have been released pin the title down as more of a 3D arena fighter akin to J-Stars Victory Vs or the Naruto: Ultimate Ninja series, forgoing the traditional one-on-one aspects seen in predecessor All Star Battle.

So far, six characters have been announced, with newcomers like Steel Ball Run’s Diego Brando and Battle Tendency’s Rudol Von Stroheim joining perennial standbys Jotaro Kujo, Josuke Higashikata (of Diamond is Unbreakable), Joseph Joestar, and Caeser Zeppeli.

More details are sure to surface at this weekend’s Jump Festa, where a playable demo will be on display.

A release date has yet to be announced, but we do know that JoJo’s Bizarre Adventure: Eyes of Heaven will land on PlayStation 4 and PlayStation 3 at launch. A demo is also scheduled to drop for consoles sometime in the future, so stay tuned.

Source: V-Jump via Gematsu and ShonenGameZ

You Won’t Like Fox When He’s Angry! Smash and Grab Discusses Super Smash Bros. for Wii U’s Rage Mechanic

The rage mechanic in Super Smash Bros. 4 isn’t a secret. Everyone who has gone so far as to watch streams of the game have likely heard it brought up from time to time in justification of an unusual kill percentage or some other in-game oddity. But while everyone knows it exists, no one really seems to know the specifics of exactly how it works.

With this in mind, Smash and Grab set out to determine the difference that rage can make when it comes to netting kills. The duo did something similar before on the 3DS version, but it seems that the rage mechanic doesn’t work in training mode for some reason or another. This resulted in them thinking the mechanic had little or no effect on the game, but once they set up some in-match tests, what they found was pretty alarming. So alarming, in fact, that they compared the mechanic to X-Factor in Marvel vs. Capcom 3.

It seems that the mechanic is in place from zero to eighty percent, but doesn’t become fully noticeable without side-by-side comparisons until after that point. Once you hit 100% and above, the knockback that your moves cause will allow kills at percentages so low that they border on being ridiculous.

For example, Fox’s up smash, which the duo shows to always kill another Fox at right around 120%, was able to do the same at 100% when the space animal performing the Smash was himself at 150% damage. Marth’s tip forward smash had even crazier results and was able to knock out Lucina at a shocking 36%.

Once players have figured out rage-based kill percentages on their characters of choice, this mechanic stands to change the way that the game is played. Could this mean an uprising in tankier characters who can handle being at high percentages longer than the speedier members of the cast? Only time will tell.

Source: Smash and Grab

BlazBlue: Chronophantasma EXTEND Coming to PlayStation 3, PlayStation 4, and Xbox One in April

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With all much of their focus placed on the recently released Guilty Gear Xrd -SIGN-, some may be forgiven for forgetting about Arc System Work’s other fighting franchise, BlazBlue. Fans of that series can take heart, however, as some great news is coming courtesy of this week’s issue of Famitsu.

The magazine is reporting that a new console version of the game, called BlazBlue: Chronophantasma EXTEND, is being developed for PlayStation 3 as well as current-generation platforms PlayStation 4 and Xbox One. This represents not only the series’ debut on the new consoles, but also its first appearance on a Microsoft platform since 2010’s BlazBlue: Continuum Shift EXTEND.

Recent arcade additions Celica A. Mercury and Lambda-11 will be playable in this new release, which will also feature additional story elements featuring Bullet, Kokonoe, and Kagura. Crossplay support will be available between PlayStation 3 and PlayStation 4.

BlazBlue: Chronophantasma EXTEND is scheduled to land in Japan on April 23.

Source: Famitsu via Siliconera, Sokuho@HokankoGematsu, tips via JJK and DeusXmachina

TJ Combo’s Outfit and Accessories Going Retro in Upcoming Killer Instinct Patch

In addition to making Riptor playable and updating the game with a variety of balance changes, Killer Instinct’s next patch will add a brand new retro costume for TJ Combo as well as some spiffy accessories. While the outfit itself is fairly standard, the other pieces give the boxer some truly historic looks that reflect how he may have dressed in the 70s and 90s.

Fortunately, the Microsoft Studios team showed these alternates off during today’s stream, so you won’t have to wait until Wednesday to check them out for yourself.

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70s Accessories
90s Accessories

The developers also mentioned that TJ will be given some 80s inspired accessories to go along with the pieces above, but they weren’t available in the build being used to demonstrate Riptor.

Killer Instinct’s 2.2 patch will be available this Wednesday, December 17.

Source: Killer Instinct

HORI Developing Analog- and Touchpad-Enabled Dead or Alive Arcade Stick for PlayStation 4

With the PlayStation 4’s fighting game roster slowly expanding, many current and prospective owners of the system are likely looking at compatible arcade sticks. In line with their upcoming release of Dead or Alive 5 Last Round, Team NINJA has partnered with peripheral maker HORI to release a new, and very unique, controller.

The arcade stick uses the updated Real Arcade Pro.V case used in the Xbox One version but adds a few unique features not seen on most other arcade sticks.

First up, it comes with dual analog sticks, mounted on what seems to be a removable hub, that attach to the space formed by the controller’s carrying handle. This has likely been added due to the fact that some of Last Round’s extra modes require analog controls. Additionally, the arcade stick also features a touchpad on the back of the stick, making it the first third-party peripheral for the PlayStation 4 to utilize the technology.

While few part details have been revealed, this peripheral most likely uses the same Hori Hayabusa lever and Kuro buttons seen in the most recent PlayStation 4 and Xbox One sticks.

HORI’s new Dead or Alive 5 Last Round arcade stick is expected to be released around February. Those interested can pre-order it for ¥15,300 (~$130 USD) from AmiAmi and Amazon Japan.

In the meantime, give the gallery below some of your attention and let us know what you think.

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Source: AmiAmi, Amazon Japan, thanks to blackraen for the tip