Hands-on experience with SoulCalibur VI at Texas Showdown 2018 — Part 1: Mechanics

At this time of this writing, I have arrived home from a day-and-a-half of SoulCalibur VI grinding at Texas Showdown 2018. I’m exhausted for all the reasons one usually is from a big trip, but the mental fatigue is entirely Bandai Namco’s fault. They are to be blamed for making a promising new entry into my favorite fighting game series — Thank you, Namco, and how dare you.

To give you a comprehensive rundown of my experience at TX Showdown requires gathering a lot of different thoughts — for this reason alone, we will be breaking up this editorial into two parts: today, we are covering the game’s mechanics in the current build.


As I sat down to share the details rattling around in my brain-pan, a strange thought bubbled up — I’ve been here before. 

It was hard not to compare and contrast the experience of playing SCVI for the first time with that of playing Tekken 7 at Wizard World prior to its release. Despite being the same company, the SCVI setup was much more modest and thrown-together. You could only use Xbox pads, there were fewer setups, and to my surprise, fewer players willing to jump in the fray. Maybe it’s because Calibur seems impenetrable to the 2D crowd, or maybe it’s just because there’s been less press for SCVI then Tekken 7, but it was much easier for me to get games in then I really thought it’d be. Part of me is happy about that — part of me is worried about Namco not making a bigger deal out of these public events like they did with Tekken.


Game Speed

sc6_sophitia_750

The Calibur series has been slowing down impact frames and movement speed for the past several iterations, to its detriment. This is almost certainly the thing most people are concerned about, and I’m pleased to say that the game speed feels great. Step is improved — I won’t say it’s back to SCII levels (here’s an example: in SCII, Xianghua can step Nightmare BB in both directions. In SCVI, she can only step it to her left.) but it’s so far beyond the stilted movement of SCV that it feels like you’re blazing around the arena comparatively. That generic AAs and BBs seem to have their oppressive speed and poke potential back certainly doesn’t hurt anything.

I can’t mention step without mentioning this, however: backdashing is terrible. I know that SCV players will probably raise their hands and say how much worse their version of backdash is, and they are not wrong. But if Namco wants to say that movement in SCVI is supposed to be “like SCII”, which they very clearly have, then this needs to be acknowledged. Stepping is ultimately the safer movement option.

Is this good? Is this bad? I don’t know. It does make it hard for some footsie situations, and I think it somewhat unfairly targets characters (like Sophitia) that are built around whiff punishes, but it also keeps the action a little more compact. Which was fun! I think only time will tell how this will play out in tournament matches, but I do predict a lot of SCII heads will have some habits to break in this area (myself included).


Performance

The game is beautiful, no questions asked. However, there’s a lot of optimization still left to be done — the game’s FPS frequently chugged, and noticeably would stall awkwardly at round ends. The game feels in a much worse state overall finishing-wise then Tekken 7 did at it’s preview event — not a surprise, since Tekken 7 was in arcades prior, but when I consider that there’s a 2018 release date tagged to this project, it fills me with enough concern to point out.


BBBs

One of the oddest changes to SCVI is the decision to give everyone a third hit on AA/BB strings. These are safe, too, and often times have very deceptive animations that make it look like it’s not a string, but two separate attacks. In the case of BBBs you can often step the third hit, so it does create an interesting mix-up situation where you are forced to try and guess step/GI, or try to take advantage of the frame disadvantage of BB.

I didn’t like this change at first for fairly shallow reasons — I initially saw BBB in a Sophitia trailer and thought it was a new move they gave just to her, only to learn they gave it to everyone as a generic tool. After a days worth of playing I have to say I greatly enjoy the way it forces players to think — button-happy opponents will find themselves, more often then not, eating the third hit. This will probably happen a lot at the beginning of the game’s lifespan, and it’s only going to get more interesting when you can start calling out their step/GI attempts to escape from this.


Tech Crouching

This is a change carried over from newer SCs — 2As and 2Ks tech crouch very late, and it’s just a frustrating experience to see either of these tools that are classically designed to beat highs, well, not do that. After stubbornly trying to make these work as anti-high tools, I just gave up and started doing while-rising attacks. While this worked, I’d rather the attacks that have crouching animations actually duck things. Perhaps I’m being picky.


Clashing

Horizontals and verticals can clash. I don’t even know what else to say other then that this has led to the most clashes I have ever seen in a Calibur game, and it’s kind of annoying. There also may be a priority system of some kind, as I have seen verticals knock away horizontals but not actually hit the opponent — for example, an odd interaction where Kilik 66B knocked away Sophitia 2A and put her in a reeling animation, but the 66B itself passed through her model without hitting her.

SoulCalibur III, incidentally, had a tiered priority system with its clashes as well, but more often then not it just resulted in trades or moves blatantly beating out others when they hit on the same frame. This feels like the inverse of that, in a way, but it’s entirely possible this is just a system still being worked out.


Critical Edge

sc6_xianghua_super_closeup

The change to make CEs one button is much bigger game-changer then I think most players understand right now. Unlike the much-slower Rage Arts of Tekken 7, CEs are quite fast and useful in punishment situations. Now that they are completely free from execution, it is brainlessly easy to turtle up and whiff punish virtually anything once you have the footsie range down. Goodbye stance transitions, too, unless your stance has an option to somehow avoid, block, or beat the CE.

This is going to be one of those things that will probably be fun for the person in control, and incredibly boring for the opponent and the audience. As someone that has listened to crowds of people complain about watching run away X in SCII, I have a feeling this could be a huge problem down the line, as it is. I hope it’s not, though — there is something special about a player finding a way to overcome the pressure this mechanic summons. I just don’t know if Namco intended it this way, since some CEs are much better than others at this.


Soul Charge

I wish I could go into more detail about Soul Charging, but the truth is that it’s mostly impossible to explore its options in this type of setting. There was no move-list available, no training mode, and no information posted anywhere around the setup about Soul Charging, so I’ll keep this short with what I do know.

The Soul Charge mechanic powers up your character at the cost of one meter. It’s activation pushes the opponent away from you with a damageless hitbox, exactly the same way Pokkén Tournament‘s Burst Mode does. Each character gets some new moves during this state, but the state itself lasts for a relatively short amount of time. It does not activate on frame 1, so it is not necessarily a get-out-of-jail-for-free card.

We will go into more SC detail in Part 2.


Guard Impact

This is the strongest Guard Impact I’ve ever seen in the SC series. It guard impacts everything — highs, lows, throws, you name it. Everything except Guard Breaks and Reversal Edges. I accidentally Guard Impacted Nightmare’s CE once. Yeah.

This is also, by far, the largest GI window I’ve ever seen. You know how you can GI someone, then immediately do a slow move to prey on their twitch reactions? Well, while that’s still possible, it’s a lot harder to do now because the GI window is so big it’s likely to catch even very slow lows. It looks visually odd, as the green spark from the GI will be gone from the screen but the GI will still catch the attack. It is still possible to punish early GIs, but this particular gimmick is a lot harder to do now. What frame speed you need to use to beat early GI will need to be discovered once the game is released.

I don’t know if it’s just the thrill of having it back at all, but I was able to hand-wave things that I thought would be real problems with having a GI this strong. Fundamentally, it’s still the same — you can still bait out GIs and whiff punish, you can still beat GIs straight up (only now you use Guard Breaks instead of high/low mix-ups), and you can still mess with people’s timing. GI is wild and strong and, right now, that feels great. I just hope that feeling remains  after I get used to it, instead of just being annoyed at how it shuts down mid/low mix-ups completely.


Reversal Edge

soulcalibur_vi_sophitia_mitsurugi_clash

Okay. Sip of coffee. Time to make myself unpopular with… probably everyone. I love my job.

The Reversal Edge is SCVI’s answer to Tekken 7’s Power Crush and Slow-Mo systems. It is an attack that automatically parries anything other then guard break attacks, and upon successful hit, launches into a cinematic Rock-Paper-Scissors mini-game. Correct guesses from this mini-game result in a (frequently powerful) hit, and different characters get different rewards for winning the mini-game. Some have combo starters, like Groh. Some get tricky low attack string followups, like Xianghua. It is the big dramatic exclamation point that SoulCalibur VI is attempting to hang its future on.

And it is, in its current state, a dismal failure of a mechanic.

It solves a problem that didn’t exist (“how do I actively break up my opponent’s offense?”) with a tool that isn’t useful in high or mid-level play. It is completely redundant in a game with Guard Impact, particularly now that GI has been buffed to the heavens.

If I, in my old age, am able to see this move once, on my first day playing, and then properly step-punish it on reaction with a launcher, this mechanic will not survive five months down the road. Period. And even when the RE successfully intercepts something, it’s possible to outlast it with an active-enough attack string. That Bandai Namco spokespeople continue to try and sing its praises during exhibitions not only baffles me, but indicates to me that they are, to some degree, tone deaf as to what’s actually happening in the matches real players are playing.

The general argument is that a RE gives you meter, and for that alone you should choose it over GI. It appears to be a gain of a little over 33% in the current build (a significant chunk, to be sure) but what’s left out of this argument are two important facts: 1) Your opponent still gets some meter for just participating in the RPS game whether or not they win it. And, perhaps more importantly, 2) You can still get murdered for being the person that successfully goes into RE.

soulcalibur6trailer

Here’s a real world example I experienced in a match I had with TX Showdown commentator and Calibur OG OmegaXCN: I had magic-pixel health, and his lifebar sat at, what appeared to me, around 25%. I AA’d, he successfully RE’d me, RPS cutscene happens. I facerolled because I absolutely don’t care about this mechanic or know what any of my or my opponent’s options are on day one. OmegaXCN loses the RPS mini-game and dies because, whoops, turns out the damage for this one giant hit from RE is hilariously high and avoids Guts-Scaling. Cool. I win the round — though I absolutely didn’t earn it.

I get it, Namco — you want your big cool cinematic cut-scene experience to sell copies of the game. No one blames you for that, and considering how much I enjoy your games, I want that for you too. You want to catch the lightning-in-a-bottle you had with Tekken 7’s Slow-Mo — but the thing that I think is missing here is that Tekken’s Slow-Mo still functions within the context of the game at all levels of play. A thinking player that is trying to win would (almost) never attempt a RE, especially when the series’s strongest version of GI is sitting there in the exact same game. And because of how heavy-handed and limited it’s designed, I really don’t think you’ll get the same wild reactions that the organic Slow-Mo of Tekken yields.

And unfortunately, I don’t entirely know how you fix this. If it’s really supposed to be about meter, I don’t think both parties should get it once the cut-scene triggers. The reward should absolutely be high for how risky RE is, but the way your lifebar can evaporate over this is an insane gamble far beyond the realm of rationality. A possible solution is to go all-in on the meter aspect — remove or reduce damage dramatically, then make correct RPS guesses within the system reward even more giant amounts of meter, and heavily scaling combo extensions. Make it actually about meter instead of just playing lip service to the idea. But even if you do that, it doesn’t change how absurdly risky the RE attack itself is, which is a good portion of the problem — and if you make RE too good, it risks invalidating GI, which also builds meter  to a much smaller extent. There isn’t enough difference between the two functionally, so just from a design standpoint, it might not even be worth it to balance RE.

Whatever they choose to do, I can say — with 100% certainty despite the fact I did not once use this mechanic intentionally in a sea of players that did — I never felt far enough behind in meter to warrant its risk. 

Moving on.


Glitches

There were a few odd glitches, which is to expected of any game in development. More then once I saw players get up backwards and attack in the wrong direction. Throw-attacker and throw-defender animations would go in the wrong directions, similar to SCIII VC glitches. This happened post-KO and I was, sadly, unable to recreate it.

But none of this compares to my favorite glitch of the night: I was rung out, but then landed unceremoniously on the stage during the replay. This possibly resulted from an error with the way the game re-positioned the models during the replay, but it had me in a fit of laughter when I saw my body clearly on stage while the announcer yelled about my “Ring Out!” loss.

I was not able to recreate anything too game-breaking à la Step-G/G2/VC aside from the lone instance mentioned above, which is for the best. I think it’s a good sign that all of the above mentioned problems are fixable and certainly common problems with development-in-progress.


That is it for SoulCalibur VI‘s mechanics, for now. Stay tuned, though — in Part 2, we’re jumping into the characters available at the TX Showdown build.

Forger Esports signs Johnny “HumanBomb” Cheng

Another top Street Fighter player has found a home with a professional esports team. Johnny “HumanBomb” Cheng recently announced on Twitter that he would be joining Chinese esports team Forger Esports.

This isn’t the first time that HumanBomb is playing for an esports team. During Season 1 of Street Fighter V, he was signed with Huomao TV while achieving notable finishes in a number of tournaments. Prior to that, he was playing under the Canada Cup Gaming banner while competing in Street Fighter IV.

Forger Esports fields a number of teams in DoTA, Counter-Strike: Global OpsPUBG, as well a number of mobile games. HumanBomb represents the first fighting game player on their roster!

Source: HumanBomb (Twitter)

(image c/o Forger Esports)

Catch some Blake footage and full movelist rundown from the BlazBlue: Cross Tag Battle tournaments at KSB 2018

KSB (KVO x TSB) 2018 took place in Japan last weekend, a fusion of Japanese and American efforts in the fighting game scene, and one of the main attractions was the latest build of BlazBlue: Cross Tag Battle. It featured a few fighters from one of the Character Packs — Kanji, Platinum, and Orie, along with the RWBY member Blake.

Although we’ve seen a gameplay overview of Blake, we haven’t really had a chance to get many impressions of her. Thankfully, KSB attendee, Rurouni, was there to experiment with the character. Their BBTAG Blake overview is a fairly in-depth guide of her abilities and normal attacks. She has some very good pokes, and her jC attack is very interesting: it’s a type of a teleport, blink-strike (which, story-wise, is consistent with her skills, which also include shadow clones). Some of her special attacks, translated as “Shadow Kick,” “Shadow Pounce,” and “Shadow Trick,” have multiple follow-ups which can be done even on whiff. She can also make three types of clones, Stone, Shadow, and Fire. The first one blocks an attack, the second masks her movements a little (some properties may not be discovered yet) and the last one is an explosive EX version of the move.

Check out a picture captured by St1ckBuG of Blake’s movelist, and review the action below from KSB to see Blake as well as other fighters in action. The BBTAG beta starts on Wednesday for those who pre-order the game from PSN.

blakemovelist


Watch KSB2018 BLAZBLUE CROSS TAG BATTLE from kvojapan2018 on www.twitch.tv
Sources: KSB 2018; St1ckBuG; Rurouni (Google Docs)

Director Toshinobu Kondo talks about upcoming crossover fighter Blade Strangers with Nintendo Everything

Among this year’s crop of upcoming fighting games, Blade Strangers for Nintendo Switch may be the one that most fighting game fans are least familiar with. This crossover fighter, featuring characters from a number of Studio Saizensen and Nicalis’s games, pretty much came out of nowhere when it was announced last year.

In a recent interview, the game’s director Toshinobu Kondo got a chance to talk to Nintendo Everything about all things Blade Strangers. The interview covers a lot of ground, from basic development questions — such as character choice — to questions of why they decided to make the game in the first place. In fact, the question of why Studio Saizensen and Nicalis decided to make a fighting game is one of the first questions asked. The answer is simply that this came from the idea that fighting games are competitions based on all-stars that represent different fighting styles or countries.

In addition to this, he also talks about the game’s approach to art assets. Similar to a few other games, Blade Strangers starts with 3D models that are then rotoscoped into traditional sprites, albeit Studio Saizensen’s work with this technique tends to involve more automation and manual tweaking by artists. In fact, Kondo states that their work on Blade Strangers is the culmination of this technique, with the sprites requiring very little touch up from artists at all.

As for the game’s simplified execution requirements (special attacks are done with dedicated button presses), he states that they did this based on feedback from their previous games, where there was complaint about how the commands made the games more difficult to play. The concept then, according to Kondo, was to make a fighting game that more advanced players would still enjoy, without alienating beginners. Speaking of which, they do still care about high level play, at least when it comes to the game’s balance. Kondo stated that they have had the game tested by high-level players in Japan and are tweaking the balance based on their feedback.

Of course, this is just part of what they talk about in the interview. They also talk about the game’s cast, the features they’re adding to it, post launch support, and much more. You can check out the full interview over at Nintendo Everything.

Source: Nintendo Everything

Rising Up: Season 3.5 — Important changes for Kolin, Ed, Abigail, Menat, Zeku, Sakura, & Blanka

Street Fighter V: Arcade Edition has only been out for a few months, but the community has been voicing strong opinions about various characters’ Season 3 changes; in light of this, Capcom released a mid-season balance patch which sought to address some of the most common complaints about the game’s engine and the characters in question. This patch also includes various small balance changes to every character. Because of this, I’ve prepared a series of videos on ShoryukenTube showing off the most important gameplay adjustments on a per-character basis.

Continuing from my last three posts, this week covers the second season of DLC: Kolin, Ed, Abigail, Menat, and Zeku, as well as the season 3 characters who changed in the 3.5 patch: Sakura and Blanka. Many of these characters saw very little revision in the season 3 patch — probably because they were still very new — and thus this is their first serious rebalance. Abigail was notably significantly buffed in the Season 3 changes, and has now seen significant adjustments; calls for his debuffs probably justified the 3.5 patch in the first place.

If you missed the previous videos, check them out here:

Rising Up: Season 3.5 — Overview and important changes for Ryu, Ken, Chun-Li, Cammy, M. Bison, Vega, Dhalsim, & Zangief

Rising Up: Season 3.5 — Important changes for Nash, Karin, R. Mika, Birdie, Necalli, Rashid, Laura, & F.A.N.G

Rising Up: Season 3.5 — Important changes for Alex, Guile, Ibuki, Balrog, Juri, Urien, & Akuma

That’s all for this update series; I’ll start it again at the next significant balance patch. Until then, I’ve got something special coming up on the horizon, so stay tuned.

Dragon Ball FighterZ: New features and balance patch coming May 9th, patch notes released

Is Dragon Ball FighterZ about to surpass its limits?

dbfz may patch graphic

We knew the balance patch was on the way — and Bandai Namco have now verified when we’ll see the patch go live, and what it will contain. The update rolls out on May 9, on all three platforms (PlayStation 4/Xbox One/PC). The changelist has been posted to Bandai Namco’s Facebook page; the new features to be added are:

FIGHTERZ CUP: a monthly competition where players can fight and collect points for their respective Z-Union
PARTY BATTLE: Co-op fights where 3 players can join forces to defeat fearsome bosses
(More information will be revealed soon for the events linked to these new features)

And here is the full list of balance changes they have posted. Check to see how it will affect your team members!

MODES:

REPLAY CHANNEL: To enable implementation of the below gameplay adjustments (see “GAMEPLAY” section), recorded data from Replay Channel will be erased
COMBO CHALLENGE: Fixed an issue where there was a gap between when the timer starts counting and the game starts allowing some inputs when performing position reset in a combo challenge

TRAINING MODE:
• Fixed an issue where the training dummy doesn’t guard/unguard properly with Enemy Settings set to Guard First Only
• Fixed an issue where the training dummy doesn’t properly playback movements that are recorded in advance when using Ginyu’s Body Change after performing Dragon Rush (Forced Switch) and not resetting the positions in-between these two actions.
• Fixed an issue where the combo damage is not displayed when an attack is counteracted by an armor move . An adjustment has also been made to prevent immediate health recovery when an attack is counteracted by an armor move.
• Fixed an issue where “OK!” is displayed on the Assist character icons even when they are crossed out with Assist Cooldown Setting set to Quick Recovery
• Fixed an issue where the training dummy fails to recover its health with some specific unconnected strings of moves
• Fixed an issue where the training dummy fails to guard in some cases even when the Guard Follow-ups option is selected
• Self-damaging moves will no longer affect the Combo Damage displayed
• Fixed an issue where the training dummy fails to guard attacks with some specific strings when the Guard Settings is set to Guard Follow-ups

STORY MODE:
• Fixed an issue where the defense-up skills are taking effects only the half of what they are supposed to

GAMEPLAY:

GOKU (Super Saiyan):
• Fixed an issue where the dust effect displayed for Goku (Super Saiyan)’s Kamehameha and Warp Kamehameha continues to be displayed while the game is paused by an opponent’s Super Attack

VEGETA (SSGSS):
• Fixed an issue where the Vegeta (SSGSS)’s Big Bang Attack does not explode when blocked by a Z Assist with an armor property (such as Android 18’s Z Assist)
• Fixed an issue where player cannot perform Vanish move when Vegeta (SSGSS)’s Big Bang Attack hits armor property objects (such as Broly’s Powered Shell)
• Modified the damage scaling of Vegeta(SSGSS) several Ki-Blast moves to match with a normal Ki Blast
• Modified the amount of the damage that’s done with the first attack of Vegeta(SSGSS)’s Niagara Pummel
• Adjusted Vegeta (SSGSS)’s On a Scale of One to Ten, I’ll Give You a Three! so that it’s easier now to grab an opponent and follow up with Z assists
• Fixed an issue where the move sometimes hits an opponent even after they’re K.O.-ed
• Fixed an issue where Vegeta (SSGSS)’s invincibility is disabled at the wrong timing when executing Final Flash Attack

BROLY:
• Fixed an issue where the energy ball goes up in the air when Broly’s Gigantic Meteor is clash canceled
• Fixed an issue where Broly’s Jumping Heavy Attack doesn’t clash cancel
• Fixed an issue where the Powered Shell effect appears for a split second when Broly gets K.O-ed
• Fixed an issue where an opponent wall bounces when a player hits the opponent with Broly’s Gigantic Strike with corner on the back
• Fixed an issue where hit count doesn’t increase when hitting an opponent with Broly’s Jump Heavy Attack, the medium and the heavy versions of Lariat Express
• Matched the number of times Broly’s Jumping Down Heavy attack can endure hits with other moves to allow an opponent to counter it with a Crouching Heavy attack
• Fixed an issue where Broly’s Powered Shell disappears when hit by certain ranged Special Moves
• Fixed an issue where Broly is able to cancel into his Super Attack at the moment he catches an opponent with his Eraser Blow the medium and the heavy versions of the Lariat Express, Gigantic Claw and Gigantic Strike
• Fixed an issue where Broly’s barrier effect is out of sync when canceling into Sparking Blast 1 frame after the start of a Super Dash

BEERUS:
• Fixed an issue where Beerus’ Standing Unique Attack, Jumping Unique Attack and Sphere of Destruction disappear before they destroy what is in the background when reflected
• Fixed an issue where the lower energy ball of the two created by Beerus’s heavy version of Sphere of Destruction cannot be repelled by Beerus’ attacks when it bounced back without hitting an opponent
• Fixed an issue where Beerus is able to keep shooting Ki-blasts without an end after hitting an opponent with his Beerus Ball in a certain way
• Fixed an issue where Sphere of Destruction keeps flashing and making sounds when it takes hits during a pause
• Reduced the recovery frame of Beerus’ down medium attack to match with other moves

TIEN:
• Fixed an issue with character displays that’s observed when Tien hits an opponent who is positioned at the backside of Tien

KRILLIN:
• Now Krillin’s Z assist will always throw a rock unless a player is inputting left when he appears on the screen
• Increased the duration of hit stun and the time an opponent isn’t able to recover for Krillin’s Z Assist

NAPPA:
• Adjusted the knock back distance of an opponent so that Nappa’s Jumping Down Heavy attack is more likely to hit twice
• Mitigated the damage scaling of Nappa’s Too Bad to balance out with other invincible moves
• Adjusted damage scaling of Saibaman’s explosive attacks

YAMCHA:
• Fixed an issue with appearances when a player defeats the last character of an opponent with Yamcha’s Ultimate Wolf Fang Fist

CAPTAIN GINYU:
• Fixed an issue where the Z Assist Character is displayed while performing Ginyu’s Body Change
• Fixed an issue where Ginyu’s Jumping Heavy attack can put an opponent in the sliding knockdown state in a different timing than other characters

HIT:
• Fixed an issue where Z assist characters remain on the screen in the case Hit’s I Keep Improving hits an opponent while the characters are in their hit stun

FRIEZA:
• Fixed an issue where Frieza’s Death Saucer doesn’t vanish after clashing with Broly’s Powered Shell
• Extended the inner part of the hit box for Frieza’s Crouching Heavy
• Fixed an issue where damage scaling isn’t properly processed when executing Frieza’s You might not survive this time and connecting it with following Death Ball.
• Fixed an issue where Frieza’s Death Saucer flies in a wrong path when clashed once
• Fixed an issue where Frieza’s You must Die by my Hand! cannot be executed when getting a hard knock-down by certain moves (Nappa’s Arm Break, etc.)
• Adjusted the damage and the damage scaling for Frieza’s You might not Survive this Time

PICCOLO:
• Fixed an issue where Piccolo’s Z Assist doesn’t fire the energy blast when used right after a Super Attack
• Fixed an issue where a player can’t block Piccolo’s Z Assist unless the player is inputting the direction away from an opponent when the opponent switches the positioning of the player’s main character and the opponent’s main character while Piccolo’s Z Assist Homing Energy Blast is still on the screen

ANDROID 18:
• Modified the light version of Android 18’s Back Grapple’s so that the hit count increases when an opponent is smashed into the ground
• Also modified the damage value and the damage scaling in accordance with the above modification

ANDROID 16:
• Now players will be able to recover from the ground when hit by Android 16’s Dynamite Driver
• Removed the invincibility to ranged attacks from Android 16’s Standing Heavy, Jumping Heavy and Crouching Heavy

VEGETA (Super Saiyan):
• Reduced the duration of block stun for Vegeta (Super Saiyan)’s Z assist

GOHAN (Adult):
• Modified the property of Gohan (Adult)’s down light attack to match with other light attacks
• Modified Gohan (Adult)’s heavy version of mid-air Ultimate Back Attack so that opponents are now able to ground recover when hit
• Reduced the frame advantage of Gohan (Adult)’s heavy version of Machine Gun Kick when it’s blocked by an opponent

KID BUU:
• Fixed an issue where Kid Buu’s Candy Beam sometimes hits an opponent for several times
• Made a modification to Kid Buu’s Pearl Flash so that the damage scaling of Super Attacks is now applied

ANDROID 21:
• Fixed an issue where the move property of Android 21’s Solar Flare which becomes available after absorbing an opponent isn’t ranged attack
• Android 21’s Total Detonation Ball has been adjusted so that it now disappears when hit by Broly’s Powered Shell
• Fixed an issue where a sound effect isn’t played when Android 21 executes a mid-air version of her special move Sticky Energy Blast
• Fixed an issue where Android 21’s hurt box isn’t consistent depending on which mid-air damaged motion is triggered

GOHAN (Teen):
• Fixed an issue where wrong down state is applied to a character when getting hit by the medium version of Gohan (Teen)’s Flying Kick high up in the air
• Fixed the timing when Gohan (Teen)’s 5-Hit Combo disappears
• Fixed an issue where the effect was out of synch during Son Gohan (Adult)’s Jet Upper and Z Assist
• Fixed an issue where characters’ appearances become strange while they’re falling when Son Gohan (Adult) hits an opponent high up in the air with his ground version of the Ultimate Back Attack (after Potential Unleashed)

GOTENKS:
• Fixed an issue where the hitbox of Gotenks’ Z Assist remains even after he has left the screen
• Fixed an issue where Gotenks’ Jumping Heavy can put an opponent in the sliding knockdown state in a different timing than other characters
• Fixed an issue where Gotenks’ Z Assist can forcibly put an already mid-air opponent’s position back to the ground

CELL:
• Cell’s Psychokinesis Crash has been adjusted so that the attack no longer appears behind an opponent character

TRUNKS:
• Fixed an issue where Trunks sometimes doesn’t execute follow up attacks after hitting an opponent with his Shining Slash

GOKU BLACK:
• Made an adjustment so that Goku Black’s medium and heavy versions of the Fierce God Kick no longer locks down even a knocked out opponent

OTHERS:
• Fixed an issue where some characters don’t instantly transition to their down motion but keeps performing their super armor moves until the end in the case the character loses all its health by an opponent’s move that has a property to lock down an enemy
• Fixed an issue where a character reacts and turns back to an opponent after the Vanish attack while they are performing certain Special Moves or Super Attacks such as Goku (Super Saiyan)’s Kamehameha
• Fixed an issue where a character floats in the air for a short period when getting a sliding knock down by particular moves such as Goku Black’s Holy Light Grenade
• Fixed an issue where Z Assist characters fly high up in the air when they are forced to leave the screen by certain moves such as Goku Black’s God Slicer Dance
• Fixed an issue where a player’s character loses its ability to move properly when the player performs Z reflect against some specific moves such as Android 16’s Hell Flash
• Fixed an issue where a player’s normal Jumping Heavy Attack works in the same way as an auto combo finisher when an opponent’s Z Assist character leaves the screen while the player is performing a combo
• Fixed an issue where scaling that should have been applied to non-recovery frame to prevent a combo loop isn’t applied when starting a combo with certain moves
• Fixed an issue where a character slides horizontally with facing downward when triggering Super Dash under specific conditions
• Fixed an issue where certain voices aren’t played in certain situations
• Fixed KO voices so that the appropriate voices that are corresponding to certain characters will be played
• Increased the duration of throw invincibility for both air and ground back dash
• Made some adjustments to make it harder to execute the Z reflect for the second time in succession
• Fixed an issue where the invincibility of Z assist characters aren’t properly disabled when leaving the screen due to the main character getting a hit
• Fixed an issue where a player’s main character is able to cancel moves to an another move even when they are whiffing in the case the player team’s fireballs got reflected by an opponent’s Z-reflect or Super dash.

DBFZ Shenron

Source: Bandai Namco (Facebook) via Bandai Namco US (Twitter)

Should you play Bullet, BlazBlue: Central Fiction’s rushdown grappler?

BlazBlue: Central Fiction‘s Bullet hasn’t had an easy road in the game. She was never considered a strong character, and for some reason, she seemed even weaker than usual in 1.0 Central Fiction. However, the 2.0 patch tuned her quite a bit, and if you haven’t considered playing her before, or just don’t know much about her, Apolo’s latest video should help out.

Apolo made a video before about Bullet 2.0 patch changes, which included significant buffs. If you’re really interested in her as a character, don’t be discouraged by tier lists, especially now. Though Bullet does struggle with many characters in the game, in particularly zoners who can keep her out, she can dish out pretty intense pressure, particularly when she has a chance to get fired up. She also has some good normal attacks, particularly jump C, which is commonly used to set up safe jump pressure.

Check out the instructional video below that lays out her strengths and weaknesses; if you’d rather switch gears, the creator also recently covered Dizzy’s pros and cons in Guilty Gear Xrd REV 2.

Source: Apolo Loussalier

PepperBeef2Spicy teaches the art of throws and throw breaks in Tekken 7

Depending upon what stage of the Tekken journey you’re on, you will like have a very strong opinion of how strong — or weak — throws are. To new players, the three break options and reflex check initially seems impossible to defend against — to a more intermediate player, throws seem too weak due to their unique visual indicators.

The truth is, both camps are right. Though seasoned players will break throws on sight more often then not, no one breaks correctly forever. And thanks to the unique animations of some throw breaks, sometimes you’ll intentionally want your opponent to break throws to change your stage positioning. There’s always something new to learn with throws in Tekken — and PepperBeef2Spicy‘s lecture above is an excellent place to start.

Source: PepperBeef2Spicy

Core-A Gaming tackles the intricacies of salt and fairness in their latest video

Everyone knows the feeling of being salty at a fighting game. This genre, which takes winning and losing to their most basic video game expression, can have some of the the highest levels of stress, frustration, and dejection involved in those losses.

Gerald Lee from Core-A Gaming delves straight into one of the toughest subjects to break down in the FGC in his latest video. Discussing the science behind frustration and feelings of unfairness, he discusses how developers look to try to prevent these types of situations in games, while still allowing both sides to play.

He closes with a game catching popularity that flies seemingly against all modern definitions of fairness in fighting games — Sailor Moon S.

Source: Core-A Gaming

BlazBlue: Cross Tag Battle Collector’s Edition is now available to pre-order exclusively through Arc System Works

If you’re set on BlazBlue: Cross Tag Battle, get your wallets ready. For those who appreciate physical goodies, the Collector’s Edition of the game is now officially available to pre-order. This special edition is available exclusively through Arc System Works’ store for now, and later it will also be available through the Rooster Teeth store.

Here’s what this PlayStation 4 special edition of BBTAG comes with:

  • 4 acrylic figures featuring BlazBlue’s Ragna, Persona’s Yu, Under Night In-Birth’s Hyde, and RWBY‘s Ruby.
  • Full color, 52-page art book
  • 15 song soundtrack
  • BlazBlue: Cross Tag Battle steel game case
  • Collector’s Edition Box

Note: The Collector’s Edition does not include additional DLC or characters packs that will be available later.

This edition stands at $99.99, and it’s not available at other stores such as Amazon. This edition is available for pre-ordering only (unless somehow ASW doesn’t sell their full stock). Unfortunately, this version doesn’t count as a PSN pre-order, so that means that the BBTAG beta will start for these players on May 12th and the demo will be a more limited version post the beta period.

The Nintendo Switch version of BBTAG is also available for pre-order; both Collector’s Editions are the same. The game is still on track to release on June 5th in America and May 29th in Japan.

Source: Arc System Works store