Pick Up Some Important Robin Tactics in Smash and Grab’s Latest Super Smash Bros. for 3DS Character Breakdown

After aiming their sights at Lucina and Zero Suit Samus, the folks behind the new Smash and Grab channel are back with a Super Smash Bros. for 3DS character breakdown for Fire Emblem Awakening protagonist Robin.

A thoroughly unique fighter, this tactician incorporates the durability mechanic used extensively in their original franchise, which causes the weapons and tomes used in their attacks to degrade the more they are used. Each attack has a set number of times they can be performed before the item associated with them breaks, after which Robin must wait for it to regenerate in order to utilize its full potential once more.

Similar to Smash and Grab’s previous tutorials, the video below runs through Robin’s tools, providing insight into each move’s usefulness before moving onto sample combos that beginners would do well to add to their own gameplans.

Source: Smash and Grab

Mike Z Appears at Rebel Up! with More Updates for Skullgirls Encore’s Beowulf

Lab Zero Games’ Mike Zaimont once again showed up at Rebel Up! this past weekend with some more updates for Skullgirls Encore. This time however, he brought with him a PlayStation 4 build of the game, which allowed him to demonstrate the game’s new ability to recognize PlayStation 3 controllers.

Additionally, Mike showed off a few of the latest beta changes, specifically a handful of buffs for Valentine, and work that has been completed for upcoming downloadable character Beowulf. Moves now in the wrestler’s arsenal include his new jumping roundhouse, jumping fierce, a Captain America-esque launcher, and more routes for his grab mode.

Please note that the archive below is available in 60fps, so be sure to bump up your video quality to 720p to take advantage of this.

Source: Super Arcade

Adam “Armada” Lindgren Joins Alliance as First Smash Competitor

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After long being tied to Empire Arcadia, Adam “Armada” Lindgren announced earlier this week that he had left the “development company” to pursue other interests, teasing further details in regards to his future. Fortunately, we haven’t had to wait long to learn exactly where he will land.

Just this morning, Swedish organization Alliance announced that Lindgren will be joining their roster as the group’s very first Smash Bros. player. And, looking at his history, it would appear as if they made a pretty solid choice: over the years, this Peach main has carried the iconic princess to victory in a multitude of large Super Smash Bros. Melee events, including Apex 2013, Community Effort Orlando 2014, Shadowloo Showdown V, and many more.

Lindgren is the latest in a long line of Smashers that have been picked up by prominent institutions in the competitive gaming world, a string of signings that include two-time Evo champion Joseph “Mang0″ Marquez joining up with Cloud9 and Evil Geniuses snagging Kevin “PPMD” Nanney.

Alliance, which was formed last year by Evil Geniuses CEO Alex Garfield, also sports teams for League of Legends, DOTA 2, and FIFA.

Source: Alliance via Andrew Tai Vo, special thanks to MrKingFunk.

So, what’s Under Night In-Birth Exe:Late like, anyway?

[Deciding to pick up a new fighting game can be a daunting prospect, especially if you’re not sure whether it’s the kind of game you’ll enjoy once you’re competent at it. If you’re comfortable with Capcom fighting games but intimidated by the thought of trying to learn something off the beaten path, Aevee Bee wrote this article to help you figure out if French-Bread and Ecole Software’s Under Night In-Birth Exe:Late might be up your alley. This is a new thing we’re trying out, so please leave feedback in the comments! –patrick]

What the heck is Under Night In-Birth: EXE Late?

David “Dacidbro” Broweleit calls it “a thoughtful game, combining subtle (yet vital) meter management with classic fighting game fundamentals for a fresh experience.”

Mike “Muscles” Murphy says, “Under Night In-Birth Exe:Late is attracting players from Capcom fighting games, ‘anime’, and newbies, and rightfully so. It’s a solid and fun game and it’s proving it.”

Chris “Hellpockets” Fields thinks being hard to describe is one of its good points. “Describing UNIB’s feel has been something we’ve been trying to do for a while now…which is fine. If UNIB straight up feels like UNIB I think that’s awesome, that a game would be so fresh and unique simply because it exists and you can’t make any deep comparisons/contrasts to other games, it’s a like a totally new experience.”

Under Night In-Birth is as ridiculous as it is honest, an undiscovered sweet spot between “anime” fighters and Street Fighters, with fast and risky movement and normal-heavy footsies. At first it seems a bit like an airdasher—it has fast movement and instant low jumps at aggressive angles, but you can only block air-to-air and there’s no defensive options off the ground, so footsies are much closer to Street Fighter. Execution barriers are low and the game is very generous about inputs, but it has a complicated and intricate subsystem called Grind Grid (GRD) that is absolutely vital to playing the game correctly at any level.

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What are the characters like?

The first thing you will notice about the characters in UNIB is how utterly ridiculous their normal attacks are. Footsies are very intense in UNIB because of this, as Hellpockets explains. “Speaking specifically, footsies in UNIB are different from other games simply because you’re poking from ranges that you don’t normally see in fighting games. I’m reminded of Hakumen’s j.C [in BlazBlue] because it had great range, but it was a jumping move. So it felt more like a zoning tool, you know, keep your opponent from moving freely. In UNIB, it feels like every character has a move like that, or multiple, and they’re also used as pokes.”

Long-range pokes and space control are a shared characteristic between three top tier characters. Waldstein, the grappler, has access to all the same movement options as the rest of the cast (though his forward dash is short) but has massive limbs that are able to control incredible amounts of space, reaching nearly across the screen—his forward C begins with a close range blockable grab and turns into an overhead that still reaches three-quarters of the screen at max range.

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Merkava, a flying elastic monster with a full screen blockable grab, is also quite a ludicrous character; SoCal player Alex Sanchez compares Merkava to Twelve of Street Fighter III fame since he doesn’t have moves that are punishable on hit. “What makes Merk stand out to a lot of people is his stretchy arm special. It’s a hit-grab that reaches full screen. Getting hit by that move is a ‘This is bullshit!’ moment. Hitting people with that move, especially the anti-air version, is extra satisfying.”

Rounding out the upper echelons is Gordeau, who may not look like a monster but has hitboxes and special moves that cover massive amounts of space. His Grim Reaper has already achieved meme-level infamy, as it hits in a massive radius in every direction and works painfully well as a way to start a round.

The rest of the cast is extremely different — and definitely competitive with the top tier. Linne and Hyde are the basic shoto-style characters; Linne combines quick, short-range tiger knee projectiles and special movement options like double jump and roll to make for a very rushdown-focused character, while Hyde is slower with longer range, and can detonate his projectiles to keep opponents in pressure. On the opposite end, you have Hilda, who has projectiles for nearly all her normals and feels like BlazBlue’s Nu-13.

This sort of design is characteristic of Under Night; Hilda’s very focused on her particular gameplan, setting up projectiles and preventing opponents from getting in, but neither she nor anyone else in the title is overloaded with gimmicks. Perhaps the highest execution barrier comes with Vatista, in that she’s a charge character with bizarre motions like up- and forward-charges, and while she seems like a zoner at first, all that garbage she throws out is actually how she sets up her much scarier rushdown. Byakuya combines rekkas and multidirectional normals with a huge number of options for traps and setups that, while very simple in premise, leads to a lot of options in practice, including an attack that starts out looking like a trap but is in fact a long range overhead. It’s clear what Byakuya is supposed to be doing: he has a core gimmick with multiple applications and options.

How does Under Night In-Birth handle? What does it feel like?

Under Night In-Birth is largely focused on ground-based gameplay, even though the anime aesthetic might lead you to initially expect otherwise. Only projectiles and air-to-air moves are blockable in the air. Its only resemblance to an airdasher is the Assault move, used by pressing forward+D. (D is a button used exclusively for performing system mechanic-based actions, which happens to make a lot of the execution requirements in the game very easy.)

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You can Assault on the ground to instantly go into an aggressive low-angle jump similar to a King of Fighters short hop, perfect for quick overheads. You can use it in air too, which lets you change the angle of the jump, but that’s it for air movement–no fancy movement options, not even an air backdash (except for the ninja Seth, who is granted much better mobility in exchange for shattering almost instantly on hit).

Broweleit says that this makes air movement in UNIB extremely aggressive and not at all safe. “In games like Persona, BlazBlue, and Guilty Gear,” he explains, “you have extreme freedom to move in the air, boasting both numerous safe air options like super jump, double jump, and strong character-specific air-only actions, and defense systems which work against most or all ground-to-air or air-to-air choices. For this reason, matches in those games play out largely in the air compared to many other fighting games.”

Ground movement in similarly aggressive. Every character enjoys a backdash (though the GRD system penalizes it–I’ll explain this later) and most characters have a forward run that’s cancelable at any time. Unlike Street Fighter, where characters are planted exactly where they are, in UNIB moving just a touch closer for a poke can be done very quickly, especially considering some of the ridiculous normals in this game. The strength of grounded footsies leads pretty nicely into using Assault to catch an opponent overcommitting and, as you’ll see with much of the title’s design, forces good reads in this little rock-paper-scissors triangle of assault, anti-air, and grounded pokes. The result is a game that is fast and aggressive, but with limited options that are also risky. UNIB remains slower than true airdash fighters simply because you’ve got to be more cautious.

What special systems should I know about?

Many of Under Night In-Birth’s special systems are centered around the aforementioned GRD gauge. If there is only one thing you take away from this article, please let it be to never ever call this unique resource a guard meter. It is not a guard meter. It’s kind of like the opposite of a guard meter, actually.

Broweleit describes GRD as “‘Donkey Kong bananas for fighting games” as “it incentivizes taking control of the match, which is a great guidance for new players–it’s a guiding hand towards everything in the game. It says, ‘Discover where you can fit all of these tools because they give GRD,’ and implies, ‘Discover where you can fit all of these tools because they will win when used right.’”

If you’ve watched UNIB, you’ve probably noticed the little squares that look kind of like the Evo logo at the bottom of the screen. In the center is a little ring that makes a full loop every seventeen seconds, at the end of which the player with the most complete blocks gains “Vorpal” status. Vorpal grants the player a 10% damage bonus and the ability to use Chain Shift, which pauses time for 40 frames and instantly cancels whatever you were doing. You can use Chain Shift to make pressure safe, do longer Chain Shift-only combos, or simply pause the action to check out what your opponent is doing and respond accordingly. It also grants a large amount of super meter and allows players to use Guard Thrust (an alpha counter-style move) without penalty.

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From a game design perspective, GRD is pretty slick, because the rewards aren’t anything guaranteed, but special tech that the player needs to know how to use. It’s not a comeback system in the conventional sense–in fact, it’s not a “comeback” system in any sense, as players are granted GRD for so many things, some of which seem contradictory. You get it for using Assault, but lose it if the Assault is blocked; you lose it for backdashing and gain it for moving forward, but you also get it for blocking; you can even stand and charge it if your opponent isn’t pressuring you.

GRD is confusing, especially at first. Fields, who has been following the game since the early days, shared his initial impressions. “At first, I was honestly afraid the GRD system was going to be clunky and take me out of the game,” he divulges. “I mean, Chain Shift is just so strong a tool to have…but as it evolved, and to the point where I finally got to play the game, GRD really feels like it has its own place in the game but at the same time does not overwhelmingly shift the tides of battle. Your character matchups are still extremely important; knowing what to do and when to do it, being able to sharply execute on command, all of these still matter and GRD is just a visual cue to let you know, ‘Hey guy, good job! Here, have the advantage!’ It’s really cool…that’s the best way I can put it. The GRD bar can show us who’s in control of the match at any given moment, and that control can be taken away in an instant.”

In practice, this changes a lot of other neat things about the game too; remember when I said GRD was like the opposite of a guard gauge? Well, that’s because a guard gauge penalizes you for blocking too much, breaking your guard when you’re caught in pressure that goes on forever, as a way of preventing players from blocking forever. And in this circumstance, the GRD gauge fulfills the same function–but it’s the defender that is rewarded with more resources. “It makes offense choose to go for mixups that do well against shield, like high, low, or grab, instead of being able to easily reset pressure again and again until you flinch and get hit or you’re so asleep you can’t see the grab coming,” says Broweleit.

UNIB’s defensive options build on this dynamic. By pressing D while blocking, you can shield, which allows you to recover from blockstun faster, and if you press it at just the right time you can also push the opponent back at the cost of a little meter. It’s not objectively better than just blocking though; shielding is more like a higher risk/reward version of blocking. If you block wrong while shielding–that is, shield high and are hit with a low (or thrown!)–your Grid breaks and you lose access to the D button and everything associated with it for about five seconds. You can’t gain GRD, can’t assault, and can’t shield for several seconds.

Can beginners get into Under Night In-Birth?

There is no such thing as a beginner-friendly fighting game. Every game pretending to be is a liar. But Under Night In-Birth, unlike other games, is not actively hostile or needlessly complex–it’s both very generous with execution and has a system that, while complicated, indicates very clearly who is in control of the match, and that’s something new players have a hard time reading. It really changes competitive play too–when the ring is about to complete a rotation, the lure of Vorpal will absolutely change how matches play out. So while might seem initially to be more complicated than other fighting games, I think it’s really equally complicated, but a bit more honest about it.

Under Night In-Birth Exe:Late is currently available for PlayStation 3 in Japan, and will be officially making its way to North America on March 31.

Twitch Sending FGC|Pepeday and Poongko to Canada Cup 2014

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This weekend, Canada Cup Gaming will be putting on yet another installment of their popular Canada Cup tournament series. Previous events have been known to attract a large number of foreign competitors, sometimes to the detriment of its organizer, and this year’s looks to be no different thanks to a very different benefactor.

Canada Cup Gaming has announced over the past few days that Twitch will be flying in two very special competitors to take part in Canada Cup 2014. Recent upstart Pepeday, who represents Japan’s Fukuoka Gamers Club, is set to show off his smothering El Fuerte yet again, and alongside him will be South Korean competitor Poongko, whose Seth play has also been known to pressure some high-level talent in his time.

This will give both players the opportunity to qualify for next year’s Master Series, which will see previous Canada Cup champions, special invites, and others return to the northern country to compete in Ultra Street Fighter IV for a $20,000 CDN prize pool.

Canada Cup 2014 is scheduled to take place this weekend, November 7-9, in Calagary, Alberta, Canada.

Source: Canada Cup Gaming

Street Fighter III: 3rd Strike Makes Its Return to Japanese Arcades Today

Some time ago, we reported that Capcom would be bringing some of its classic games back to arcades via Taito’s NESiCAxLive network. Today, the first of those games is finally out on the service – Street Fighter III: 3rd Strike.

This arcade re-release is an important event for fans of the game. Prior to this, 3rd Strike was available only on Capcom’s CPS-III board, which was notorious for eventually refusing to work due to how its security was tied to a battery that would eventually die after years of use. This effectively extends the game’s life in the arcade by allowing it to run on newer hardware.

In transitioning to the widescreen monitors of newer arcade cabinets, the game’s classic 4:3 aspect ratio is still maintained. The extra space is instead filled with the movelists for the selected characters – a touch that should help newcomers get into the classic title.

Other games such as Vampire Savior (Darkstalkers 3 in the west), Hyper Street Fighter II, and Street Fighter Zero 3 (Street Fighter Alpha 3) are expected to be released before the end of the year. In the meantime, check out how 3rd Strike looks on NESiCAxLive in the gallery below.

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Source: Siliconera

Lab Zero Games Selling Limited Quantity of Custom Character Palettes for Skullgirls Encore

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Back during Lab Zero Games’ gocrowdfunding campaign for Skullgirls Encore, one of the featured reward tiers was a limited number of slots for custom color palettes. As it turns out, even after the successful campaign, not all of these slots were claimed.

Due to feedback from fans who have expressed interest in acquiring these unclaimed palette slots, the developers are now making them available for purchase. As it stands, Painwheel, Double, and Robo-Fortune each have two slots up for sale, while Peacock and Beowulf are down to one apiece.

These slots will go for the same price as the $400 reward tier in which they were previously offered them during the campaign, and will come bundled with everything else that level entailed, including a Steam code for the game itself, a copy of the soundtrack, the digital sketchbook, a character poster, and much more.

Previous donors who wish to upgrade can do so through Indiegogo and pay the difference. If you’re interested, be sure to contact render over at the official Skullgirls forum before the November 21 deadline.

These custom palettes will be added to the Steam version of the game as soon as they are completed before eventually finding their way to consoles.

Source: Skullheart

Wednesday Night Fights 2014 4.3 feat. Ultra Street Fighter IV, Tekken Tag Tournament 2, Injustice: Gods Among Us, and Mortal Kombat Streaming Live from Super Arcade

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The folks over at Level|Up Series have just gone live with the beginning of Wednesday Night Fights’ fourth 2014 season, broadcasting from the newly-renovated Super Arcade in Walnut, California. Some of SoCal’s top talent will be in attendance to compete in Ultra Street Fighter IV, Tekken Tag Tournament 2, and Injustice: Gods Among Us.

In addition to the tournaments, Wednesday Night Fights will also feature another intense Ultra Street Fighter IV grudge match, this time between BROKENTIER’s Jay “Viscant” Snyder and Low Tier God.

Feel free to visit the venue tonight or in the future if you’d like spectate or participate in any of the games available. The address has been included below.

Super Arcade

1211 N Grand Avenue
Walnut, CA 91789

The stream is currently live below, but feel free to visit Twitch if you prefer to chat. Full online brackets will be made available through Challonge.

Level|Up Live

Watch live video from Level|Up Live on www.twitch.tv

Super Dojo

Watch live video from SuperDojo on www.twitch.tv

Sources: Level|Up Live, Super Dojo

Nintendo’s Latest Batch of Super Smash Bros. Screenshots Includes a Very Important Picture of Jigglypuff and Captain Falcon

As part of their campaign to show off the unlockable characters available in Super Smash Bros. for Wii U and 3DS, Nintendo recently released another batch of screenshots. This time around, they focus on both the pairing of the infamous dog and titular fowl from Duck Hunt and returning Pokémon fighter Jigglypuff.

While there’s not a whole lot to see here if you’ve been keeping up with news on these titles, the images display some very (ahem) interesting interactions between these two characters and the rest of the cast. Check them all out below, along with a brand new trailer for the Duck Hunt representatives, and let us know what you think.

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Source: Smash Bros., special thanks to TheRedKirby.

Team NINJA Explains Dead or Alive 5 Last Round’s Differences on Last- and Current-Generation Consoles

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Those of you following the upcoming Dead or Alive 5 Last Round may have noticed that there are some differences between the way Team NINJA is handling the last- and current-generation versions. Aside from the fact that PlayStation 3 and Xbox 360 owners will only be able to purchase the game digitally, both of the older consoles also lack Last Round’s new stages and hair options.

“The reason why we can not make last gen retail version is that retailers in the west can not take them and make them in stock. They are not supporting last gen game any more,” Team NINJA explained on Facebook. “Some of the developers like [Ubisoft], Bethesda, [Warner Bros.] will rapidly shift their production line from last gen to new gen console as you may know.”

Of course, this only applies to newcomers, as those who already have Dead or Alive 5 Ultimate will be able to patch the older title to Last Round for free, though additional downloadable characters will still have to be purchased separately.

As for why the new arenas and hairstyles won’t be available on older hardware, it seems as if their absence is due to the developers focusing mainly on PlayStation 4 and Xbox One. Devoting resources to previous platforms would cause newer versions to suffer in the process.

While some may still be upset with this news, it does make some sense considering that the current-gen versions will feature the team’s new Soft Engine, which they say will more accurately portray the human form.

Dead or Alive 5 Last Round will be available in North America on February 17 and Japan on February 19. In addition to gameplay balance changes and other additions, two as of yet unrevealed characters are set to join the cast.

Source: Team NINJA via Siliconera