See how both Capcom and SNK adapted each other’s art styles for their “Vs.” crossover projects

Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.

The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.

Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.

All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.

As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.

Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.

Source: VCDECIDE

See how both Capcom and SNK adapted each other’s art styles for their “Vs.” crossover projects

Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.

The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.

Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.

All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.

As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.

Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.

Source: VCDECIDE

See how both Capcom and SNK adapted each other’s art styles for their “Vs.” crossover projects

Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.

The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.

Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.

All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.

As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.

Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.

Source: VCDECIDE

The King of Fighters ’97 Global Match updated with rollback netcode on Steam

Recently, SNK and Code Mystics pushed an update onto the Steam version of The King of Fighters ’97 Global Match. Alongside features such as Chinese language support, this update added one big change to the game’s online multiplayer: rollback netcode. This update marks the first time that any The King of Fighters title has used modern, rollback netcode, with prior releases — including The King of Fighters XIV — still using variable input netcode.

Of course, this isn’t the first time Code Mystics has implemented rollback netcode in a fighting game. Prior to this, they also used it for Killer Instinct Classic. This experience can be seen in how robust the implementation here seems. Like the rollback implementation in the old GGPO client, as well as in Lab Zero’s SkullgirlsThe King of Fighters ’97 Global Match‘s system allows players to set their input delay prior to the start of an online match.  This is quite notable, when bigger releases with rollback netcode, such as Street Fighter V, have yet to implement such a feature.

Additionally, the implementation here also provides the player the option to have the system lower the delay, should the connection quality improve mid-match. As for the PlayStation 4 and PlayStation Vita versions of The King of Fighters ’97 Global Match, no word yet has been released on when — or even if — they’ll be receive the rollback netcode patch.

Sources: SNK (Twitter)Code Mystics (Steam)

Two costume bundles are on sale for Street Fighter V on both PlayStation 4 and Steam

For any players who missed out on some of the older costumes released for Street Fighter V, now may be a great time to pick them up. Capcom has a couple of costume packs on sale on both PlayStation 4 and Steam, until May 22.

The discounted bundles are the “2016 Summer Costume Bundle” and the “Original Characters Battle Costume Pack”. The former features swimsuits for season 1 characters Chun-Li, Cammy, Laura, R. Mika, Karin, and Ibuki. It’s currently subject to a 50% discount on both PlayStation 4 and Steam, bringing the price down from $11.99 to $5.99.

The latter features Battle Costumes for the original 16 characters. Some folks may remember some of these as the retailer exclusive pre-order bonus costumes for select characters. For those who missed out on these, the pack is currently subject to a 70% discount on both PlayStation 4 and Steam, bringing the price down from $29.99 to just $8.99.

Anyone interested in picking either bundle up should do so quickly, however, as the sale will last only until May 22!

Source: Street Fighter V (Twitter)

Vegito (SSGSS) and Zamasu (Fused) clash in Dragon Ball FighterZ on May 31

Witness the next Battle of Gods — to the second power!

The official profiles for both Vegito (SSGSS) and Zamasu (Fused) are now available on the Dragon Ball FighterZ official site. Alongside their profiles and stats, the characters’ pages also give us some more important information — their release date.

Both Vegito (SSGSS) and Zamasu (Fused) are listed as being available for purchase and download on May 31, 2018. Each character will be available individually for ¥500 ($4.99) or included in the game’s FighterZ Pass.

As for the profiles, Vegito is described as a versatile character with a variety of deadly techniques, including his trademark “Final Kamehameha” attack. Zamasu (Fused), on the other hand, is described as a technical fighter who overwhelms his opponent with his unique movement (in reference to his 8-way airdash, among other abilities).

Both characters have similar combat ratings with very high rated traits. Where they differ most is in their ease of use, with Vegito (SSGSS) rated as SS, and Zamasu (Fused) with a B.

Now that their release date has been announced, the true countdown for the next two fighters finally begins!

Source: Dragon Ball FighterZ

See GO1 follow his Canada Cup Masters Series victories with some Dragon Ball Z and One Punch Man karaoke!

GO1 demonstrates his fighting spirit, through song!

After decisive Dragon Ball FighterZ victories over Teemo in the FT10 exhibition match and EG|NYChrisG in the DBFZ grand finals at Canada Cup Masters Series 2018, CO|GO1 followed up with a bit of fun. As promised by a stretch goal being met on the event’s Matcherino fundraiser, GO1 took to the main stage to sing karaoke for two very thematically appropriate songs: Dragon Ball Z‘s original theme song Cha-La Head Cha-La and THE HERO!!, the opening theme to ONE PUNCH MAN.

Watch GO1 SINGS KARAOKE CHA-LA-HEAD-CHA-LA @Canada Master Series 2018 from CanadaCup on www.twitch.tv

Watch GO1 KARAOKE ONE PUNCH MAN @Canada Cup Master Series 2018 from CanadaCup on www.twitch.tv

Source: Canada Cup Gaming (Twitch)

ShazKaraz adds a bit of life to Street Fighter II win quotes via animation in this fan video

Some work really well — some are a bit “odd”…

3D fighters have long taken advantage of their game engines to keep their characters moving during their post-victory gloating. And while technology has improved from the good ol’ days of 2D arcade fighters, it seems a staple of that style to retain the static portrait and text win quote presentation, as opposed to fully taking on the 3D style.

Street Fighter fan and content creator ShazKaraz tries a bit of a middle ground in this fan video, by providing mouth animation and voice to the classic Street Fighter II win quotes. The resulting character quotes sometimes work remarkably well, while some don’t quite work out — E. Honda’s wide grimace becomes a bit disturbing when put in motion!

Could this style work in a future 2D fighter? Sound off in the comments.

Source: ShazKarazVidz

Check out the action from Canada Cup Masters Series 2018: Street Fighter V FT5s, Dragon Ball FighterZ domination by GO1, and more!

A lot of great play took place at Canada Cup’s throwdown in Calgary earlier in May.

Canada Cup Masters Series — which took place a couple of weeks ago in Calgary, Alberta — saw some spectacular gameplay from some of the best competitors in two of the top titles today; American killers came up to challenge the Canadian locals in Street Fighter V: Arcade Edition, and CO|GO1 showed up to face Canada’s Teemo in a Dragon Ball FighterZ FT10, then going on to dominate the DBFZ brackets until a grand final against EG|NYChrisG.

Team Sp00ky’s Sabin was on site to offer streaming services, and much of the action made it to Canada Cup Gaming’s YouTube channel for our enjoyment. If you’re into seeing a lot of high-level Street Fighter V gameplay, Masters Series really delivered by switching the top 8 to a round-robin format, resulting in Echo Fox’s Punk and Justin Wong, Evil Geniuses’ Ricki Ortiz and NYChrisG, Ghost|KBrad, LPN, CYG BST|PR_Balrog, and Canada’s own CeroBlast facing off in FT5 sets against each other for literally hours of grueling SFVAE battle. We got to see Wong’s impressive Falke, Ortiz’s solid Chun-Li, and PR_Balrog’s deadly Akuma — and much more. Check out a selection below, and head to CCG’s channel to see them all!

One of the highlights of the weekend was of course the FT10 between GO1 and Teemo in Dragon Ball FighterZ:

Teemo took his loss in stride, and could be seen working on his DBFZ game by playing GO1 in casuals throughout the event; they faced each other again in DBFZ top 8, along with NYChrisG and Punk — and there’s some very impressive showings from local players in marvtronic, MegaMikeX, and Espard, too! Here again is a sampling of the action:

There are many more videos from the event posted on YouTube by CCG, including team battles, and some from the Ultra Street Fighter IV event as well. Check out the playlists below, or head over to CanadaCupGaming on YouTube to see the entire selection.

Source: CanadaCupGaming

Maximilian discusses Marvel vs. Capcom: Infinite’s recent patch and what it could mean for the future

Is a new age of heroes on the horizon, or is this just the final nail in the coffin?

Last Tuesday, following months of complete radio silence from both companies, Marvel vs. Capcom: Infinite received its first patch since last January, which curiously weighed in at a whopping 16GB for the Xbox One version, 10GB for Steam, and only 421MB for PlayStation 4. This brings the game up to version 1.07.

The Japanese MVC:I website simply noted that “some system changes were made,” while making sure to emphasize that it was nothing that would alter the game’s current balance. There were also a series of release candidate branches, with the first happening 29 days ago, that have now been made public, indicating that some form of development has been happening with the title.

Taking all of that into account, Maximilian has made a recent video discussing what exactly this updates means for the game, based on the information that we have, and what it could mean for the future of the franchise. Most notably, the Denuvo digital rights management (DRM) anti-piracy software — that is used to encrypt the code of Unreal Engine 4 titles like Tekken 7, Injustice 2, and Dragon Ball FighterZ, in order to make them more difficult to crack and/or pirate — has been completely removed. (The previous “Incorporates 3rd-party DRM: Denuvo Anti-tamper” notice has also been completely removed from the title’s Steam page.) This appears to have made booting and loading times faster across the entire trio of platforms, though there’s a chance it could be a placebo effect.

You can hear more about why Capcom may no longer need anti-piracy software for the game, how its removal on PC could have a trickle-down effect to the console versions, as well as Max’s personal hopes and predictions for Infinite’s future below.

Source: Marvel vs. Capcom: Infinite Steam page; MVC:I Japanese website; Maximilian Dood