SRK Forums will be offline temporarily during final steps of migration to Discourse system

The move to a new home for the SRK Forums is nearing completion.

Regular users of the existing SRK Forum system have undoubtedly noticed that they have gone offline for the moment; this is to facilitate the final stages of the migration process to the new host on the Discourse platform. Tom Cannon provided this update:

We’re migrating the forums to a new platform, Discourse! (https://www.discourse.org/). This will be a huge cost savings for us, allowing us to continue to host the forums long into the future. Discourse also has some cool new features, which you can check out on their site.

Because of the sheer size of the SRK database (15 years of posts!), the migration is taking a little longer than we had planned for. We’ve successfully moved the data over, and right now we’re ironing out some bugs like text formatting, fixing all the internal forum links to work with Discourse’s URL structure, etc. We hope to turn the forums back on late this week, or sometime next week. Thanks for your patience while we hammer this thing into shape.

So, sit tight — the Forums will be back up and running very soon, and we’ll be working to make them better than ever on the new system.

Negate Field Phase mix-ups with Pokkén Tournament DX’s Homing Cancel and Perfect Block techniques

Now that Pokkén Tournament DX is returning to Wednesday Night Fights, it’s a great time to brush up on some of the highest-level techniques found in tournament play. If there’s one set of defensive techniques that you can nail down to get ahead of the field, it’s the combination of Perfect Block and Homing Cancels.

By combining these two in Field Phase, you can negate the throw/homing mix-up many characters will run once they frame trap you. The homing cancel itself protects you from the throw, and the perfect block technique will often times give you a punish opportunity after your successful block.

Source: 21 Hits

NitroNoodlez goes over Baiken’s changes in the 2.1 version of Guilty Gear Xrd REV 2

As the 2.1 patch recently landed on consoles, Guilty Gear Xrd REV 2 enthusiasts have been busy studying the changes, and figuring out new attacks and possibilities for every fighter. Baiken is certainly a popular character, who had a rather weak entrance in her Xrd itineration.

Baiken received several welcome buffs in the 2.1 Guilty Gear patch, and Baiken community mod NitroNoodlez, recently streamed an overview of the changes. After setting up a bit, he starts by going over a few pokes and mentions the increased defense modifier at about 18:00 or so (which is 1.12 right now). At about 22:00, he starts to talk about 5HS, which has had its hitbox increased. It can lead to more damage because it hits airborne opponents. He shows some examples combos with it. NitroNoodlez then goes over her anti-air, the 6P. Her jS (jump Slash) also comes out faster. Another big buff is that Youzansen allows comboing on counter hit without spending Tension.

Check out the full video below:

If you prefer to see a more focused selection of combos, I would highly recommend checking out Kellen’s Twitter timeline, where he posts combos regularly.

Sources: NitroNoodlez; Kellen

SNK Heroines: Tag Team Frenzy — SNK talks character selection, traditional controls, competitive potential, and more

There are a number of things about SNK Heroines: Tag Team Frenzy that more than a few players are wondering about. When SNK first gave out the details of the game, it was pretty obvious that the title wasn’t going to be your typical 2-on-2 tag team fighter. In a recent interview with Gematsu, SNK Heroines: Tag Team Frenzy producer Yasuyuki Oda and designer Kaito Soranaka — as well as NIS America producer Toshi Beppu and senior product marketing manager Travis Shrodes — talk about this.

Now, regarding whether or not the “SNK” in the game’s title means that it’s going to go beyond characters from The King of Fighters series alone, NIS’s Beppu confirmed that that there would be characters from “non-King of Fighters” games. However, for obvious reason, they could not reveal who they were at this time. In addition to this, Gematsu also threw out the question of whether or not the character customization system would allow for completely new custom characters. To this, Soranaka stated “there will be no making custom characters.”

Regarding the game’s simplified control scheme, specifically whether or not there would be a way to use a more traditional control scheme, producer Oda stated that “At this moment, there are no plans to add a traditional command control system.” Despite this however, Oda does think that the game has the potential to be played competitively. “We do see potential in this game being played on the competitive scene,” he states, “Ultimately it depends on how the users receive the game, and while the game may seem really simple at first, once you start to play it and see all the complexity it offers, we hope that the users see that side as well and hopefully the game has a presence in the competitive scene.”

Of course, this is just part of the interview. Head on over to Gematsu to read more!

Source: Gematsu

After teasing the update on Twitter, the ARMS 5.2 patch is live with bug fixes, some new features

ARMS has been given a new update, to version 5.2. Nintendo previously announced that the game would no longer get content updates; however, the game’s official Twitter account teased the addition of… something.

In the official tweet, Biff (the in-game ARMS League commentator) states a couple of things. First he mentions that information about new content is restricted due to the security of their PR office having been tightened. Then, he mentions that a friend from the ARMS Laboratory told him that “their experiments were a success.”

Now, while this wasn’t direct confirmation of new content coming in version 5.2, the tweet sure seemed to be hinting that something interesting was coming in the update. Well, the update is now live, and you can read the patch notes here. Aside from the addition of the Party Crash mode “Big Time ARMS” to regular battle and new gallery images, it looks like the patch primarily focuses on bug fixes and balance adjustments.

Sources: ARMS (Twitter) via Siliconera; Nintendo

Square Enix to reveal new Dissidia Final Fantasy NT character on March 13

Following up on the announcement of a new stage for the game, Square Enix is now set to announce another new character for Dissidia Final Fantasy NT.

The company will be hosting a special livestream for both the PlayStation 4 and arcade versions of the game on Tuesday, March 13 at 7:00 PM JST on YouTube. As part of the stream, they will be revealing a new character for Dissidia Final Fantasy NT.

Prior to this, Square Enix already gave out hints as to the who the DLC characters for Dissidia Final Fantasy NT would be. Aside from being from the latter half of the numbered Final Fantasy games, this one will also be a male character.

As for who this character may be, feel free to speculate in the comments below!

Source: Square Enix via Gematsu

UYU Beautifuldude explains how he succeeds at multiple fighting games

The worst part about Evo being as big as it is, is the fact that it’s impossible to catch all the action! At Evo 2017, one of the most shocking moments was the defeat of sponsored Japanese player Tanukana at the hands of relative newcomer Beautifuldude.

Even Beautifuldude candidly admits he didn’t see this in his future — Not in Tekken, at least. In his latest interview with That Blasted Salami, the multi-game pro talks about how he took his fundamentals from the anime sub-genre and transitioned successfully to Namco’s 3D arena.

Source: That Blasted Salami

 

Toshimichi Mori talks about BlazBlue: Cross Tag Battle netcode, and discusses GGPO technology in a GamesBeat interview

Arc System Works has given plenty of media interviews last month, during their visit to the United States. GamesBeat posted their lengthy interview with Toshimichi Mori, the producer of the BlazBlue series, and Daisuke Ishiwatari, director of the Guilty Gear games. The focus is on BlazBlue: Cross Tag Battle, and there are a couple of interesting questions about the game’s engine and netcode that should be of prime interest for fighting game aficionados.

After posing a few queries about differences in 2D and 3D design — including the use of Unreal engine in games like Guilty Gear Xrd REV 2 and Dragon Ball FighterZ — GamesBeat asks about networking technology. Mori states that it’s their in-house code. Ishiwatari continues by saying, “As much as we’re tired of hearing about GGPO, we are interested, and we’re researching that. But for this title, we used in-house technology.” Mori then expands on the answer:

With our in-house technology, if players are within a close distance, there’s no latency. However, with longer distances, we’re still testing, because there’s a possibility that players will experience some latency. But in any case, we do have the American and European audiences in mind. Latency is a problem we’re working hard to solve.

What we’re trying to do is, obviously we’re using our in-house technology, but we’d like to take some of the good stuff from GGPO and create a combination out of that.

The interview also talks at length about the complexity of game mechanics, and making BBTAG more accessible to a general audience. The auto-combo system is an evolution of the feature that appeared in previous games. Mori discusses some overall differences between Western and Japanese players, noting that Asian players tend to be more dexterous than US gamers.

Read up on the rest of the interview over at GamesBeat — and in case you missed it, also check out our BlazBlue: Cross Tag Battle developer interview as well.

Source: GamesBeat

Boxer-King shares some okizeme and traps for Tekken 7’s King

There’s a multitude of ways to “trap” someone in Tekken 7. While you can typically glean a lot of basic setups from frame data, there’s more complex and frustrating ways to trick your opponent once you start manipulating the get-up system and various on-hit states.

For aspiring King players, BoxeR-King is a great player to scope out for such traps. And he’s made it easy by sharing some particularly nasty setups in his latest video. He goes into detail about why these traps work, too, if you are the creative type looking to mould some tricks of your own.

Source: BoxeR-King

Arlieth breaks down Blanka’s hitboxes in Street Fighter V: Arcade Edition

One of the most important things to know about a character is the nature of their hitboxes. Knowing exactly how far a character’s move hits — and where the character can be hit — can change the way they are played as and against.

With Blanka having returned to Street Fighter V: Arcade Edition, more than a few players are trying to figure out what his hitboxes are like. For those players, Arlieth has posted a new video showing them and breaking these down.

The video above was made using ToolAssisted’s hitbox viewer for the game. Not only does he show the hitboxes, but he also lists the frame data — counting the startup, active, and recovery frames for each. This also includes when a Blanka player can interrupt their animation and perform a move (listed as “Interrupts As Soon As”, or IASA in the video), though this does mean hitboxes and positioning of it may not be the same as if they were done from a neutral stance.

Source: Arlieth