Perfect Legend, RG|SonicFox, and TSC|CDjr Keep Mortal Kombat Alive at The Fall Classic 2014

While it wasn’t one of the main games at the event, The Fall Classic 2014’s Mortal Kombat competition still brought a ton of intensity to last weekend. After all was said and done, multiple Evolution champion Carl “Perfect Legend” White found himself facing some pretty tough competition in the finals.

First up, he had to face The Steam Co.’s CD Jr, a well-known Mortal Kombat champion in his own right, to advance to the grand finals match, where he would then face off against multi-game specialist Sonic Fox from Revolution Gaming during the grand finals.

If you missed out on Kombat Network’s live broadcast during the event, you’ll find archives below courtesy of Perfect Legend himself. With Mortal Kombat X on the horizon, this may be one of the last times we see its predecessor on display at a large tournament, so soak it up.

Source: Kombat Network via Perfect Legend

Dead or Alive 5 Ultimate Celebrates Halloween with Fan-Made Costumes

Last year, Team NINJA marked Halloween with a bunch of appropriately-themed costumes for Dead or Alive 5 Ultimate. This year, they’re doing it again, but this time around the costumes are special in that they’re based on fan submissions from a designer challenge they held last summer. That means that each one of the new costumes that they’re adding comes straight from the community’s imagination.

The selected costumes are less traditional than last year and includes some more Japanese-style costumes, such as a sumo wrestler outfit for Bass. This new round of downloadable content also makes it so that characters like Marie Rose, Phase-4, and Nyotengu, who weren’t around for Halloween last year, have special alternates of their own.

Feel free to check out the trailer and screenshot gallery below, and let us know which of these costumes are your favorites.

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These costumes are available now for PlayStation 3 and XBox 360 in Japan. Stay tuned for more details on other regions.

Source: Team NINJA via Siliconera, images via Xechs

Chuck That Plasma! Bafael Focuses on Fireballs in Latest Ultra Street Fighter IV Exhibition

Earlier today, dedicated content creator Bafael sent in his latest Ultra Street Fighter IV video. But, instead of focusing on exploring a useful aspect of the title’s gameplay mechanics, this offering demonstrates the variety of ways players can use fireballs to combo their opponents.

Bafael’s exhibition focuses almost entirely on projectiles, from your standard Hadouken to more flashy fare like Poison’s Aeolus Edge. While not always the most damaging (or even practical, for that matter) the combos shown here definitely make for an entertaining watch. And, who knows, maybe your play sessions are calling for something flashy to amaze your friends with at the opportune moment.

Source: Bafael

Killer Instinct Season 2 Launch Trailer Teases Possible Appearances by Riptor and Cinder

With the second season of Microsoft Studios’ Killer Instinct reboot just around the corner, fans are eager to learn who will be joining the cast after returning fighters TJ Combo and Maya. Well, a special launch trailer just dropped this morning and, in addition to some interesting music, includes teasers for characters who will be making the scene down the line courtesy of new developers Iron Galaxy Studios.

While they shouldn’t be taken as concrete fact of their inclusion, two of the outlines depicted at the :56 mark in the above trailer should be very familiar to longtime fans of the series as veterans Riptor and Cinder, the latter of which has been hinted at since TJ Combo was first revealed. Additionally, the trailer further teases the very mummy-esque newcomer as well as the UltraTech boss hinted at in season one’s storyline.

Much like the opening round of content, season two characters will be doled out in pieces rather than all at once, so stay tuned for more information as it becomes available.

Killer Instinct season two officially launches tomorrow.

Source: IGN via NeoGAF

Ultra Street Fighter IV Patch Coming October 15; Fixes Unintentional Character Changes, Updates PC Netplay, and More

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While we were only recently made aware of an upcoming patch for Ultra Street Fighter IV, it appears as if fans won’t have to wait long to see the title updated. According to Neidel “Haunts” Crisan, an upgrade to ver.1.03 is scheduled to be applied to Capcom’s flagship fighter later this week, bringing with it a host of character updates, fixes to the PC netcode, and more.

First up, players will finally be able to set the training mode dummy to delay their wakeup, expanding the amount of strategy they can plan out in the lab before taking their findings into real competition. Crisan notes that there will be a bug where a select few computer opponents will use delayed wakeup in situations where they shouldn’t be able to, and that it should be fixed in the next patch.

The meat of the update will involve fixing inconsistencies in character attacks that arose during previous patches, such as Decapre’s charge timing and the juggle potential of Rolento’s standing strong. You’ll find the full list of changes being made in ver.1.03 below.

Ultra Street Fighter IV ver.1.03 Changes

Decapre

  • Psycho Sting and DCM (Anti-Air) – Charge time reduced from 52F → 42F.

Rolento

  • Close Standing Medium Punch – Increased juggle potential so that EX Stinger (3 Hits) → Close Standing Medium Punch now combos.

Abel

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.

Chun-Li

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

Cody

  • Light Ruffian Kick – Knockdown adjusted from soft to hard against airborne opponents.

Dhalsim

  • Far Standing Medium Kick – Counter hit now yields proper hit advantage.
  • Back + Medium Kick – Crouching opponents now get properly pushed back on hit.
  • Yoga Catastrophe – Adjusted so that only one Yoga Catastrophe can be on the screen at a time.

Dudley

  • Victory Rose – Counter hit now yields proper hit advantage.

E.Honda

  • Far Standing Heavy Punch – Adjusted the damage from 100 → 113 if the front part hits.

Fei Long

  • Crouching Medium Punch – Adjusted damage on counter hit from 78 → 82.

Guy

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Guy was still possible after the active frames of the attack already ended.

Rose

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.
  • EX Soul Spiral – Fixed damage on counter hit from 160 → 163.

Sagat

  • EX Tiger Knee – Fixed the issue where Sagat gained SC meter on the first hit.

Seth

  • HP and Stun – HP and Stun values adjusted from (800/900) → (750/750) for SFIV Seth.

Vega

  • Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.
  • Flying Barcelona Special
    • Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same.
    • Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up.
    • Modified invincibility from Projectile/Throw Invincibility à Total Invincibility when he jumps off the wall after activation.
    • Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.

Yun

  • Zenpo Tenshin
    • Adjusted throw range during Genei-Jin to match normal version.
    • Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.

System

  • Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.

And finally, further adjustments will be made to Ultra’s netcode on PC to improve the experience for all the netplay warriors out there. First, users will not be able to join a lobby if the room’s host is in a fight, which will keep new arrivals from pinging them during a match. Second, Capcom will be limited the amount of connections a player can keep open after canceling their game search, reducing the number of competitors being pinged. Lastly, the acceptable delay limit has been changed from 15 frames to 35, making it so that, as Crisan puts it, “even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.”

Ultra Street Fighter IV’s ver.1.03 patch will be live across all platforms on Wednesday, October 15, though at different times; PlayStation 3 and Xbox 360 users will see their game updated around 2 PM PDT, 5 PM EDT, while the Steam players will have to wait until around 8 PM PDT, 11 PM EDT. We’ll be sure to let you know as soon as each platform is ready.

Source: Capcom-Unity

Dragon Ranshiin Explores Some Wesker Technology in Ultimate Marvel vs. Capcom 3

While Wesker terrorized many a player back in the early days of Marvel vs. Capcom 3, he’s not considered as much of a thread as he used to be since the Ultimate update. That being said, he’s still able to pull off some impressive stuff, as this recent combo video from Dragon Ranshiin demonstrates.

Give the video below a spin and share your thoughts on it in the comments.

Source: Dragon Ranshiin

There’s No Escaping from These High-Execution Balrog Combos in Ultra Street Fighter IV

Balrog has some of the craziest corner carry in Ultra Street Fighter IV thanks to his ability to combo from a headbutt into his Ultra 1. But the Boxer, much like Sakura, can also push opponents all the way across the screen if he chooses to keep combos going the old-fashioned way with plenty of one frame links. Who needs an Ultra when you’ve got style and execution on your side?

Execution is definitely on Balrog’s side in this new video from cjbqulix. The combo creator even claims that the footage you’re about to see holds some of the highest execution combos that they’ve ever created, and it’s easy to see why when there seems to be no end to the punches.

Source: cjbqulix

Nintendo Shares Previews of Unlockable Super Smash Bros. Characters on Wii U

One quick word of warning before we move into the meat of this article: if you are waiting to grab the latest installment of Super Smash Bros. on Wii U and have kept away from the spoilers provided by the handheld release, do not read any further, as this will just be one big pile of secret characters you may not want to know about before you’re able to get your hands on the game.

You have been warned.

For those of you that are still here, welcome! Nintendo recently released a handful of new images depicting unlockable characters Ness, Falco, Wario, Dr. Mario, and Dark Pit as they appear in Super Smash Bros. upcoming home console release. While we’ve seen all of these characters in their beautiful low-resolution glory on 3DS, the galleries below allow us a quick glimpse of how they will look on Wii U when the game is released next month.

Feel free to check them out and let us know which screenshots are your favorites.

Ness

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Falco

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Wario

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Dr. Mario

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Dark Pit

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Super Smash Bros. for Wii U is scheduled to land in North America on November 21, with releases in Europe and Japan set for December 5 and 6, respectively.

Source: Smash Bros. via Siliconera

Did You Know Gaming Drops Some Obscure Killer Instinct Knowledge

Did You Know Gaming has been sharing lesser-known information about some of the best gaming franchises for quite some time now. In the last year, they’ve embraced classic titles that we at Shoryuken, as well as our readers, hold near and dear to our hearts, including Street Fighter and Final Fight.

In their most recent upload, the folks behind this series are joined by Maximilian to add Killer Instinct to the channel’s growing list of fighting game history lessons. Max discusses the franchise’s humble beginnings as a punk-themed fighter with characters based in reality. Lead designer Chris Tilston noted a basketball player among these “normal fighters,” which were quickly discarded for the robotic ninjas, werewolves, and anthropomorphic snow cones that we associate with the series today.

Fans of the original Killer Instinct likely recall the glitch that allowed Cinder to perform an unbreakable infinite combo, and Max discusses this too. Perhaps more interesting than the glitch itself is the action that Nintendo took to make sure that it was removed from the staggering number of cabinets filling arcades.

What’s your favorite Killer Instinct fact? Let us know in the comments.

Source: Did You Know Gaming

Up Your Detective Game with This Persona 4 Arena Ultimax Tutorial for Tohru Adachi

With Persona 4 Arena Ultimax now available in both Japan and North America, a wide variety of players are now able to get their hands on the sequel to Atlus and Arc System Works’ first fighting game collaboration. Fortunately, a ton of resources are already available for folks who are jumping into it later than others, especially for downloadable character Tohru Adachi, who was previously featured in a combo video by pet.

Unlike pet’s video, however, today’s offering is much more practical, providing detailed information on the detective’s combo routes and other strategies players would do well to incorporate into their own gameplay. While it’s entirely in Japanese, the visual aids should be more than enough to help English speakers follow along.

Source: あすら via Chickzama