Ante up with this high-damage Oswald combo video for The King of Fighters XIV

When doling out damage in The King of Fighters XIV, sometimes you need the luck of the Irish. With Oswald, you get that in spades, and his damage goes hand-in-hand with some of the juggernauts of the title.

In this combo video, we witness some amazing meter usage, including doubling-up on Max Modes, and going all-in on level three supers. You can expect to see as many ideas on how to chip away at your opponent’s health bar as there are gambling puns in this preamble.

Source: Persona Entertainment

Capcom updates Street Fighter V: Arcade Edition patch notes for Season 3.5 and the version 3.030 update

Some updates from Capcom Fighters Network detail additional balance tweaks to Street Fighter V.

Dataminers soon noticed that some new balance changes had crept into Street Fighter V: Arcade Edition, along with the version 3.030 update that brought us Falke on Tuesday. Thankfully, Capcom has not remained silent for long on these changes, and tonight revealed additional change lists that cover what balance adjustments followed in the Guardian Hawk’s wake — and a number of changes in the extensive Season 3.5 update that were apparently left off the initial patch notes, and corrections.

Here are the new notes/corrections from Capcom Fighters Network:


The following items were left off the original publication of the adjustment list. [Season 3.5]

RYU

・Crouching MP (V-Trigger)
Increased the advantage on block from +2F to +3F.

M. BISON

・H Psycho Inferno
Changed the cancel timing window from 29F – 30F to 32F – 33F.
・Ultimate Psycho Crusher
Eased the combo count.

CAMMY

・Reverse Edge
⑥Increased the downwards hurtbox.

VEGA

・Flash Arch – Granate
Changed the damage distribution from 40+80 to 60+60.

R. MIKA

・Fightin’ Dirty
①Reduced Nadeshiko’s downward collision box.
②Changed so that it will cause actual damage and not gray damage on block.

RASHID

・Spinning Mixer (Dash Version)
Increased the block stun between the 3rd and 4th hits by 4F.
・EX Whirlwind Shot (Normal)
①Reduced the recovery from 38F to 35F.
②Changed the overall frames from 61F to 58F.
③Increased the advantage on block from +6F to +9F.
・Altair
②Increased the hit properties, recovery, and pushback on hit for the first hit.
・Wall Jump (Jump-Off)
②Expanded the downward hurtbox.

DHALSIM

・Yoga Burner
③Eased the combo count.

JURI

・Standing MP (V-Trigger)
Increased the forward hitbox.

KOLIN

・Inside Slash (V-Trigger)
③Increased the recovery from 20F to 21F.

ABIGAIL

・Standing LK
③Increased the advantage from V-Trigger cancel on hit from +10F to +11F.
④Increased the advantage from V-Trigger cancel on block from +7F to +8F.
・Vroom Vroom
②Increased the pushback on block.

ZEKU

・[Old] Toushi
④Changed the attack and projectile invincibility from 1F – 21F to 1F – 16F.
・[Old] Shukumyo
②Can be canceled into from EX Bushin Gram – Koku/Teki on block.
・[Young] Toushi
④Changed the attack and projectile invincibility from 1F – 21F to 1F – 16F.

BLANKA

・Quick Rolling (V-Reversal)
③Changed so that he moves forward slightly on whiff.
・Electric Thunder
②Reduced the recovery from 18F to 17F.

The following are corrections for items that were mistakenly listed on the adjustment list.

AKUMA

・EX Goshoryuken
Mistaken: move versions not specified
Corrected: Added: (Normal/Shiretsu Hasshi Ver.)

ZEKU

・[Old] Shukumyo
Mistaken: Can be canceled into from Bushin Gram – Koku/Ban/Teki on hit only.
Corrected: ①Can cancel into Shukumyo from Bushin Gram – Koku/Ban/Teki (regular and EX versions) on hit.

SAKURA

・Sakura Otoshi
Mistaken: ①Changed the stun distribution, from 240 (80 × 3) to 220 (40 + 80 + 120).
Corrected: ①Changed the stun distribution, from 240 (80 × 3) to 240 (40 + 80 + 120).


<2018-04-26 Additional notes>
■Ryu
There was a mistake in the combo counter settings for Jodan Nirengeki and Jodan Sanrengeki on mid-air hit.
>> The combo counter values for Jodan Nirengeki and Jodan Sanrengeki have been fixed to their appropriate values.

■Abigail
There was an unintended change to the advantage/disadvantage for crouching LP on hit and block.
>> The advantage/disadvantage for crouching LP on hit and block was reset to the Ver. 3.001 values.

■Alex
The recovery for Power Bomb and EX Power Bomb on whiff was different from that of the command throw special moves for other characters.
>> The recovery for Power Bomb and EX Power Bomb on whiff was unified to 60F.

■Laura
The recovery for Shock Choke on whiff was different from that of the command throw special moves for other characters.
>> The recovery for Shock Choke on whiff was unified to 60F.

■Sakura
Sakura Rain: For combo purposes the collision box during the move was expanded in the forward direction, however the collision box remained after the move ended, which lead to reduced risk for Sakura.
>> The collision box during Sakura Rain was reduced.

■Akuma
Sekia Kuretsuha: For combo purposes the collision box during the move was expanded in the forward direction, however the collision box remained after the move ended, which lead to reduced risk for Akuma.
>> The collision box during Sekia Kuretsuha was reduced.

■Blanka
When performing Rolling Cannon from EX Vertical Rolling, Back Step Rolling, and EX Back Step Rolling, the Rolling Cannon would come out in the opposite direction from the inputs.
>> When performing Rolling Cannon from EX Vertical Rolling, Back Step Rolling, and EX Back Step Rolling, fixed so that the direction recognition confirms to the direction at the time of the command input.

■Zeku
Upon activation, his V-Trigger Karura Tenzan would not hit opponents who were behind Zeku in mid-air.
>> Fixed so that upon activation, the V-Trigger Karura Tenzan will hit opponents who are behind Zeku in mid-ar.

When performed while the V-Timer is active against an airborne opponent, all of the hits of Karura Tenzan would not connect.
>> Addressed the phenomenon where all of the hits of Karura Tenzan performed while the V-Timer is active would not connect upon hitting an airborne opponent.


With any luck, these lists bring us fully up-to-date with the actual playable state of SFVAE.

SFV AE Splash Art

Source: Capcom Fighters Network via Street Fighter (Twitter)

Learn how Yun and Yang changed from 2nd Impact to 3rd Strike in this new Street Fighter III combo video

Yun and Yang, everyone’s favorite custom combo twins, are characters that tend to be associated a lot with Street Fighter III: 3rd Strike. However, 3rd Strike wasn’t the first game where the two were treated as separate characters. Indeed, it was in Street Fighter III: 2nd Impact where the twins were first made separate characters, and given distinct movesets.

Now, with the impending release of the Street Fighter 30th Anniversary Collection, PM has created a combo video that demonstrates the differences between the 2nd Impact and 3rd Strike incarnations of the twins. In the former, the twins shared even more moves before Capcom differentiated them further in the latter; for example Yun still using the Senkuytai roll into rising kick, before gaining his Nishou Kyaku up kicks in 3rd Strike.

Check out the video below to see how these changes differentiate both versions of the twins.

Source: PM

The final members of the Skull Cross Gang assemble in the latest character profiles from the CFN Portal

The remainder of the Skull Cross Gang takes the stage in the latest set of CFN Profiles!

After beginning coverage on the underlings of Final Fight 3’s Skull Cross Gang, the Shadaloo Combat Research Institute returns to its records on the 1995 title to conclude their reports on these violent individuals. Once again, Low-Ranking Shadaloo Soldier Private Nakagawa is resuming his duties of relaying all of Shadaloo’s collected information.

First up, we have Arby’s partner Fat Jack!

Private Nakagawa: “Jack is a gang underling who doesn’t do much of anything, but he’s terrible when angered. He’s part of Callman’s team.”

Fat-Jack-SFV

Basic Info:

Name: Fat Jack
Height: 197cm
Weight: 181kg
Blood Type: B
Birthday: June 1st
Country of Origin: USA
Likes: Ramen
Dislikes: Mornings (he’s a night owl)

Private Nakagawa: “A giant active in Metro City’s downtown. He takes care of the destruction work, relying primarily upon his great strength. He often fights against Metro City’s policemen. Recently, he got into the habit of tirelessly frequenting a new Japanese ramen restaurant.”

Next up is Dirk.

Private Nakagawa: “A close friend of Rick, who uses metal claws like him. A silent worker who came from Mexico to the U.S.”

Dirk-FF3

Basic Info:

Name: Dirk
Height: 195cm
Weight: 94kg
Blood Type: A
Birthday: May 11th
Country of Origin: Mexico
Likes: Omelettes (with cheese)
Dislikes: Alcohol

Private Nakagawa: “Rick maintains his beloved metal claws. Apparently, he sends all his allowances to his family. He hates alcohol, because he remembers his father caused an accident while drunk.”

We now move on to the sole female member of the Skull Cross Gang: May.

Private Nakagawa: “No one expects such a cool beauty to be a violent gang member. Her specialties are knife attacks and the Frankensteiner.”

May-FF3

Basic Info:

Name: May
Height: 170cm
Weight: It’s a secret
Blood Type: 0
Birthday: January 28th
Country of Origin: France
Likes: Holidays, Baths
Dislikes: Haggar

Private Nakagawa: “She ostensibly works as a dancer, but is also an assassin, specialized in knives. They say that her favorite pastime is blissfully washing away the blood of her victims during a bath. She never actually learnt wresting techniques, but uses her skills and trained muscular strength as a dancer to compensate and is somehow able to do some moves.”

Finally, we close out the Skull Cross Gang, and Final Fight 3 profiles, with Ray!

Private Nakagawa: “And finally, the last FF3 character! He loves ‘Big B. and the Bullheads.’” [The punk band in the background of Union Station. We already know that Schot is a former member. Brilliancy is the girl drummer.] “He’s a big fan of Brilliancy. (Brilliancy is in Union Station.)”

Big-B-&-The-Bullheads-Brilliancy

Ray-FF3

Basic Info:

Name: Ray
Height: 180cm
Weight: 72kg
Blood Type: AB
Birthday: April 6th
Country of Origin: USA
Likes: Live Concerts
Dislikes: Annoying Landlords

Private Nakagawa: “A man who doesn’t care about the future, enjoying his present, everyday, life, along with a friend who came from the U.K. He can’t play instruments, but loves hearing music and making ruckus. He earns his daily income by working for a gang.”

And with that, we end the chapter on the Skull Cross Gang and close the book on Final Fight 3. Given her recent release, a CFN profile for Falke is likely coming soon, which should give us some more biographical information on the “Guardian Hawk.” But afterwards: what CFN profiles would you like to see next? Share your thoughts and ideas on the matter with us in the comments.

Source: CFN Portal

BoxeR-King demonstrates how to use Tekken 7’s Sidestep Guard technique

When you start your Tekken 7 journey, you can glean a simple understanding of how its step system works by just playing around. Simply put, you can step around non-homing moves, and you can’t step homing moves. Easy enough, right?

As you progress, however, you begin to learn that some non-homing moves can track quite well, and sometimes these moves are also a part of your opponent’s main offense. (Hello, Dragunov D+2, you disgustingly versatile tool, you.) This is the squishy middle ground of Tekken’s step system that can become very confusing to understand without guidance — and that’s where BoxeR-King‘s Step Guard tutorial comes in.

Since step is cancelable into guard, you can option-select many offensive options and remain safe. This is even true of many homing moves, since they tend to be on the slower side. However, it takes an understanding of how your step interacts with your opponent’s movelist. The tutorial above can help you approach learning about — and manipulating — these complex situations.

Source: BoxeR-King

GO1 to face Teemo in a Dragon Ball FighterZ FT10 exhibition match at Canada Cup Masters Series, May 11-13

GO1 faces a new challenger in Calgary this May!

After defeating Sonic Fox — widely considered the best Dragon Ball FighterZ player in the USA — GO1’s now ready to tackle the Great White North. At Canada Cup Masters Series 2018 in Calgary, Alberta next month, GO1 will face Teemo in a first-to-ten DBFZ exhibition match.

GO1 vs Teemo Canada Cup Masters Series 2018 FT10

The winner of the Battle for the Stones Marvel vs. Capcom: Infinite event at last year’s Canada Cup, Teemo is generally thought to be Canada’s top fighter in DBFZ at this time. (Check out some 2017 interviews with Teemo from BornFree, FGC Philosophy, and SRK.) It’s sure to be an exciting match!

Registration is still open for Canada Cup Masters Series 2018 — heading to Calgary on May 11-13 — via smash.gg.

what does canada cup mean to you thumb

Source: Lap Chi Duong (Twitter)

Virtua Fighter 5 Final Showdown will have a side tournament at Evo 2018, hosted by VFDC

Virtua Fighter will be at Evo! Are you ready?

Virtua Fighter 5 Final Showdown (logo)

Virtua Fighter fans, get ready to throw down in Las Vegas this summer — it might not be on the main stage, but thanks to VFDC there will be a Virtua Fighter 5 Final Showdown side tournament at Evo 2018 this August!

For scheduling and registration information, keep an eye on VFDC on Twitter and virtuafighter.com!

Evo 2018 comes to the Mandalay Bay Resort and Casino in Las Vegas on August 3-5.

evo_dark_no_text

Sources: VFDC via Evo (Twitter); Kori-Maru (Twitter)

Street Fighter V version 3.030 patch datamining reveals unlisted balance changes for multiple characters [UPDATED]

Some surprise balance tweaks were seemingly snuck in with the new DLC fighter, Falke.

When the new patch that brought Season 3 fighter Falke into Street Fighter V: Arcade Edition started making the rounds yesterday, it was discovered via datamining that Falke wasn’t the only thing added to the game. “Stealth” balance changes have apparently also found their way into this update.

While seeking data on the Neo Shadaloo newcomer in the version 3.030 patch, datamining revealed that Capcom also snuck in some adjustments for Ryu, Laura, Akuma, Abigail, Zeku, Sakura, and Blanka. You can see a list of these changes (and some links to resources, as well as Falke-specific data) in the tweets below:

On the official Capcom Fighters Network version 3.030 update info page, there is no mention of any balance changes being made to SFVAE in this patch; they do, however, reference a minor change to Extra Battle and a fix for the reported login issues that have arisen since a prior update:

Following server maintenance on April 25, 2018, Street Fighter V has been updated to version 03.030.

● The following DLC is now available.
— Character: Falke
— Additional Costume (Story): Falke
— Additional Costume (Battle Outfit 1): Falke

● Other
— Added the difficulty to the Extra Battle explanation text.
— Addressed the problem that you can not log in under some environment.

We hope you continue to enjoy playing Street Fighter V.

Be they buffs or nerfs, it certainly isn’t a good practice to make additional balance changes mid-season without official word to the players — but it unfortunately isn’t a new practice, either. Hopefully Capcom openly clarifies what exactly it has altered in the 3.030 patch soon.

UPDATE: … And Capcom has done exactly that, by releasing updated patch notes on the Capcom Fighters Network.

SFV AE Splash Art

Sources: @OminousGames; @WydD; Capcom Fighters Network

Tension Pulse: ZotBuster tackles Dekline while autodidact fights Maadhum in Guilty Gear Xrd REV 2

Tension Pulse, the online Guilty Gear Xrd REV 2 exhibition series, is going strong. After resuming last week, we have more fighters on deck for this Thursday. Make sure to tune in for some exciting FT7 matches with skilled players and witty, insightful commentary. It’s a great event to watch for newcomers and veterans alike.

We’re seeing lots of new faces, with one returning participant. Dekline will once again show off his skills with Sin against… wait, Potemkin? Has ZotBuster been thrown to the wolves? Or will his iron will show that he can win the match-up despite a disadvantage? Before them, Maadhum and autodidact will warm up the stage with a showdown between the two Valentine sisters, Elphelt and Ramlethal. It’s bound to get explosive!


Dekline

ggxrd-revelator-sin-portrait

On his growth since participating a year ago: “I think I’ve gotten a lot more match-up knowledge since the last time I played, though there are definitely still some characters I rarely play against (Answer, Jam, etc). I’ve also moved away from always going for character-specific or max damage combos in favor of more consistent confirms that still get the job done.”

On his opponent: “I don’t think I’ve ever met or played against ZotBuster, but he has solid placements, so I’m expecting some difficulty. Although the match-up is notoriously bad for Potemkin, I feel like it requires a lot of patience from the Sin player or it can fall apart very quickly.”

On his individual style: “I tend to be more of a reactive player. I usually try to feel my opponent out and then exploit their playstyle, as opposed to going in with a specific gameplan in mind.”

ZotBuster

ggxrd-revelator-potemkin-portrait

 

On the match: “I’m excited to be part of it, there aren’t a lot of Potemkin players out there, so I’m happy to represent my character as well. I’m not usually one for netplay, but given how the US is distance-wise, it’s pretty tough to do exhibitions regularly any other way. I rely a lot on Instant Block, so I’m a bit worried about changing the timings for netplay.”

On his opponent: “I’ve heard of Dekline, but I’ve never gotten the chance to see him play. I fight Kizzie Kay a lot, but he definitely plays Sin in a really specific way, so I’m curious how Dekline will approach the match-up. It’s easily one of the worst in the game, probably around 7-3 in Sin’s favor? That being said, if I get in, he has to guess like everyone else. Nothing will be as bad as Kanji vs. Margaret in Persona, so at this point, I mostly just grit my teeth and try my best.”

On his individual style: “I’m not one for labbing, so I mostly just play on gut feelings. I kind of just try things that I feel will work, and if they do, I laugh about it, and if they don’t, I also laugh about it, just slightly less. A lot of the time I’ll try to find a gap in my opponent’s flow I can exploit since my character is strong at doing so.”


autodidact

ggxrd-revelator-elphelt-portrait

On the match: “I’m excited to be a part of this exhibition! Thanks to Silva for inviting me on. I always enjoy an opportunity to take place in tournaments; but, I tend to get quite anxious when it’s time to play. Hopefully, this experience will help me, as I’m attending Texas Showdown and Combo Breaker in the upcoming weeks, and I’ll be able to draw from this when keeping calm. I hope my practice and improvement can be shown off Thursday!”

On his opponent: “I actually have not played or seen any footage of Maadhum, so his expertise and playstyle will be a mystery to me going in. This might help give him an edge; however, I am quite comfortable with the Ramlethal match-up as I have a couple friends in Texas that grind it with me. As long as I don’t overcommit and get caught being greedy, I think I have a great chance!”

On his individual style: “My playstyle from the moment I picked up Guilty Gear was crazy and aggressive; however, this has proven to be a fault of mine as I have strived to improve. Learning to reel myself in and play more calculated neutral and defense (as well as adapting to opponents’ tendencies) has been my focus these past few months. Still, sometimes I can be an absolute nut if I fall into autopilot… Elphelt as a character can definitely lend a hand in that.”

Maadhum

ggxrd-revelator-ramlethal-portrait

On the match: “I’m excited to be able to play in an exhibition, as I’ve never had an opportunity like this before. I’m definitely nervous, but this is a great opportunity for me to work on keeping my composure in a high-tension setting, something I’m usually pretty bad at.”
On his opponent: “I’m unfamiliar with autodidact, and we haven’t played at all, so it will definitely be an interesting match. I think Ram has a pretty good match-up against Elphelt. Ram has good answers to her grounded game and can also chase pretty well. I also feel like Elphelt’s anti-airs aren’t that great at dealing with Ram’s neutral game, which is great because Ram is a lot stronger in the air. Despite all that, Elphelt’s strong ability to consistently convert and deal damage and knockdowns off stray hits will be tough to deal with. I’m looking forward to it.”
On his individual style: “I think my style is pretty interesting as Ram. I like to focus on low commitment options, staying mobile, and building meter to make a big move. Even though Ram can run a very strong offense game in the corner, I always try to keep my options simple and safe. Because I hate being wrong.”

tensionpulse2audodidact

Help keep the Guilty Gear community going strong by supporting, sharing, and watching the stream on Silva_hime’s Twitch channel. Ryyudo and BxA|dot_Nova will play hosts on Thursday, commentating the action at 9:30 PM ET/8:30 PM CT/6:30 PM PT. In case you missed last week’s Tension Pulse, here’s a video:

Sources: interviews; Silva

More Mobile Suit Gundam Extreme Vs. 2 details revealed, location test announcement soon

At the 2018 Japan Amusement Expo earlier this year, Bandai Namco Games announced Mobile Suit Gundam Extreme Vs. 2. Aside from the announcement itself, however, nothing much about the upcoming arcade game was revealed.

Now, we’ve come up on a few more details thanks to Japanese blog Ryokutya, who was able to get a look at a build of the game. Among the information revealed was for some of the mobile suits that will be appearing in the game as well as their corresponding resource cost.

  • Gundam Barbatos Lupus Rex (cost 3000)
  • Tri Burning Gundam (cost 2500)
  • Gundam Maxter (cost 2000)

In addition to these, they were also able to confirm that Extreme Gundam would be returning, including Extreme Gundam Type Leos and all of the others. Meanwhile, Stethias will return as Navi characters.

Aside from these, Ryokutya offered praise for the game’s graphics. Sadly, no screenshots of the game were shared — though it looks like people won’t have to wait long to see the game in action, as Bandai Namco is set hold a location test soon. Details of this location test will be revealed on May 2.

Source: Ryokutya2089 via Siliconera