Add some extra spring to your inputs with these new pushbuttons from Seimitsu!
Seimitsu is pushing the envelope once again, this time seeking to provide a 30mm pushbutton that returns to neutral faster than the usual design that relies on being pushed back up from the tension of the switch alone.
By adding one of two spring options to the mix, the PS-14-K now can have 2 additional tension levels: 1.0N (standard, no extra spring), 1.25N (medium), and 1.50N (heavy) — with stronger tension giving the button a faster “bounceback” for quicker response. This results in a button that will snap back up into neutral position more quickly, allowing the player to execute tricky single-frame link combos or similar inputs with more precision.
In advance of their official release, a limited supply of these extra-bouncy buttons are available to pre-order now from Arcade Shock, in nine different clear colors.
It seems we just can’t escape from Crossing Fate as the release of BlazBlue: Cross Tag Battle continues to rapidly approach. The game’s Japanese website was recently updated, confirming that the next Arc Nama stream — which will reveal the three newest fighters who will be entering the Phantom Field in Cross Character Pack 2 — will happen on Friday, March 16th.
While new BlazBlue and Under Night fighters could be anyone’s guess, the members of the Investigation Team have been revealed in the order in which they each awakened to their Personas, meaning next in line would be “The Scandalous Superstar Idol” Rise Kujikawa, who would mark the roster’s first addition from Persona 4 Arena Ultimax, and BBTAG is using the Junes stage added in that sequel. Though if they’re choosing to stick to characters form the original Arena, we’ll likely be seeing “The Beast in Heat,” Teddie, step into the ring.
The game was also recently announced to be playable at the upcoming Anime Ascention tournament on March 31 – April 1 at the campus of UC Irvine in Irvine, California, so we’ll hopefully have some footage and gameplay impressions emerge in about a month’s time.
Lastly, while a full English dub was already confirmed, many of the voice actors we know and love — such as David Vincent (voice of Jin Kisaragi), Christina Vee (voice of Noel Vermillion and Nu-13), D.C. Douglas (voice of Azrael), and Patrick Seitz (voice of Ragna The Bloodedge) have recently tweeted confirmation that they will be reprising their roles for BBTAG, which is no doubt welcome news to a great many fans.
You can tune into the Arc Nama stream on Friday, March 16th, at the usual time of 8:00 PM JST, (3:00 AM PT) at twitch.tv/arcsystemworks.
Who would you like to step into the Phantom Field next? Give us your predictions in the comments section below.
BlazBlue: Cross Tag Battle will be released in Japan for the PlayStation 4, Nintendo Switch and PC on Thursday, May 31st, with a North American release following on the same platforms on Tuesday, June 5th. Details on a European release date have not been revealed.
Our own Tournament of Power still has a lot of time left! Keep practicing!
We’ve seen a lot of tech videos for Dragon Ball FighterZ come through our tipline, covering everything from team-building strategy, fundamental game mechanics, and combo after combo after combo, from throughout the game’s cast! Since the roundups were put together based on what came in when, not sorted by character, we’re re-compiling them by fighter to make it easier to find something for your individual team members.
This time, let’s look at what we’ve seen so far for Piccolo!
playergodaines starts us off with some incredibly strong Piccolo combos, some breaking 6K with only one meter.
Brian Kasugano has a new and extensive combo video featuring stuff for SSJ Vegeta, Krillin, Frieza, Ginyu, SSGSS Goku, and Piccolo.
Y. Xiao shows off some on-point Piccolo combos, including Hell Zone loops and a few 100% combos.
If that wasn’t enough Namekian for you, Adriano Lopes has his own takes on Hell Zone usage.
@ApologyMan‘s uses Hellzone Grenade to set up an invisible which-way mix-up (which is less effective currently, after the new patch).
French Bread, in collaboration with Aksys Games and Arc System Works, has finally brought the Late[st] version of their Under Night In-Birth Exe games to Western audiences. While the successor to Melty Blood has enjoyed a niche following for quite some time, it has indeed been a long wait since for Late[st], as it cultivated its arcade scene for about two years.
Shoryuken has had a unique opportunity to speak to the developers of French Bread to learn more about their design philosophy and some of the decision-making that went into making the consumer version of UNIST. Their newest title comes with extensive Tutorial and Mission Modes that allow anyone to self-learn the game, two console newcomers Wagner and Enkidu, and a Chronicle Mode that tells the origin of the fighters. We asked as many questions as we could — it’s hard to overstate what a rare opportunity this is. The questions were answered by French Bread’s battle designer and planner, Kamone Serizawa.
The interview has been translated from Japanese as a courtesy of Aksys Games. It has been edited for clarity and length.
Woocash: The console version is much bigger in size with an addition of tutorials as well as scenarios, especially in comparison to the previous game. What was the thought process in planning the console port of the Late[st] version?
Kamone Serizawa (French Bread’s Battle Designer): As this game is the first console version in a long time, it was a great opportunity for us to capture the attention of new players. For that reason, we put the utmost importance on offering a substantial amount of gameplay and the feel of a new game. We are fortunate enough to have many fans outside Japan, so we wanted to make this game something special to hype up the series both domestically and internationally.
Woocash: The tutorial mode is quite extensive, and it actually teaches many advanced mechanics (like options selects, etc.) Can you talk about creating this mode? Did you source any help from competitive players?
Serizawa: We did not have competitive players go over it or ask for advice from them while working on the Tutorial Mode. A team of two planners created it themselves by cramming all of their knowledge they can muster on fighting games into it. Our planner team has been actively battling it out with real players at arcades which must have helped them see things from the players’ standpoint to make the Tutorial Mode they would want to see. So, in that sense, yes, you could say we sourced help from competitive players indirectly by battling them.
Woocash: Similarly, there’s also Mission Mode that teaches combos. How did you go about creating it?
Serizawa: Our initial goal for the Mission Mode was to have practical tips available in the game that can replace Wiki pages or online walk-throughs. As the game has had several updates, we suspect it’d be difficult for players to find up-to-date information online, which we thought new players would find challenging if they want to try out the game. To alleviate that, we came up with a list of tips and information we would want to see if we were new players.
As for the combos, we focused on common parts of available combo recipes; we wanted to try and make the recipes easy to remember, so we had certain parts of combos shared among them, even if that meant the amount of damage they can deal would diminish a little bit [there are many similar combos made from different starters, like Assault C or 2A — Woocash]. That might have made the majority of combo parts feel redundant, but we honestly think being able to practice useful combo parts would help them the most in actual matches.
Woocash: Can you talk about your process for balancing the game? Additionally, how do you decide which characters have a reversal move and which ones don’t? Assault attacks have been made faster, why is that?
Serizawa: When balancing the game, we normally try and make it so that it would give depth to how the players can enjoy the game by making changes the players would be happy with regardless of whether they use a weak or strong character. For relatively big updates, we also take into account all players’ battle results, etc., from the arcade version. For a pair where one player may have significantly big advantages over the other, we often find out in most cases it stems from incompatibility between the characters at the priority/concept level, so we often end up making detailed modifications on hitboxes to alleviate this gap.
As for reversal moves, we kept the numbers of the characters who have them handy at a minimum in this game, as reversal moves that omit guarding don’t go very well with the GRD system where guarding is the key. However, reversal moves are one of the most crucial elements in fighting games which can make the gameplay significantly more enjoyable, so we decided that only the characters such as the protagonist that new players will most likely choose should have reversal moves while more technical characters don’t.
Assault attacks were made faster to help bridge a gap in skill level between experienced and novice players, as one of the highlights of this game is reading each others’ Assault, Throws and Shield. The more experienced players are, more skilled they are at defense techniques and as a result, Assault attacks are no longer very effective at breaking guards, so we didn’t want to create a situation where players (especially new ones) lose matches without enjoying the game how it’s intended just because they didn’t know how to use Assault attacks to break guards.
Woocash: Tell us about the new characters, Enkidu and Wagner. How did you come up with their battle concepts? What kind of archetypes were you looking to fill, if any?
Serizawa: The concept of Enkidu is to make a character where “reads” and “footsies” will play important roles. We wanted him to be a character where the old school fighting techniques such as distance management during the ground game can be utilized.
Wagner’s development started from making the image concept of “advance and crush.” We expressed her persona in combat by allowing her to forcefully overcome the issue of her situationally predictable attack due to its straightforwardness through strong priority of her attack.
Woocash: How do you gather feedback about the game? For example, if US players wanted to reach you or give feedback, what is a good way to go about it?
Serizawa: For the console version, we mostly rely on the questionnaires we collect through our official website. For example, the specifics of this game, such as game modes, etc. are based on the responses we received in our questionnaire on the previous game, Exe:Late. When it comes to the game balance, we normally learn from what we observe at arcades as well as from the feedback available on the internet. We investigate exactly what the users are unhappy about first, then try and modify the battle balance from that point of view for all characters. There is a handy contact form (http://inbirth.info/contactform) available on the portal site, so if you can send your feedback to us that way, it’d be great!
Woocash: A lot of players are curious about the PC version of the game. Is that planned? And any time frame on that?
Serizawa: We understand there’s a demand from all over the world for PC version in general, so if we get enough support/requests on that for this game as well, we would definitely love to try and make it happen. I personally want the PC version myself as well which would allow me to enjoy the game more casually.
Woocash: Can we expect any more patches or support for UNIST? Any more characters?
Serizawa: There’s nothing concrete we can talk about right now, but we’re constantly on the lookout for how we can improve the game better and we think adding new characters would be a very important update as well; some characters have been added to the roster thanks to their popularity from the previous games, such as Wagner. We’re grateful to see fan art, as it helps the fans stay hyped up about the game as well!
Woocash: There’s a glitch in the game with Assault attacks. If done quickly enough, Assault combos do not scale damage (as in, their damage becomes the same as that of regular combos, this is a known bug). It hasn’t been fixed though, any plans for that?
Serizawa: Fixing this particular bug will put the game rules back to how they’re supposed to be, so we’d definitely like to have this issue addressed when the timing is right, but we also need to keep in mind that the fix may not necessarily improve the game balance and there would be less things that can be done (e.g. combos) as a result. Also, from the perspective of expanding the community, we feel we should be responsible for the updates we release once they go out, so we did not take immediate actions to get it resolved. We would definitely make the fix after taking into account the overall balance of the game as well as how we can offer new ways to enjoy the game.
Woocash: Mika doesn’t have a Vorpal Trait, why is that [a character specific buff during Vorpal]?
Serizawa: Vorpal traits are originally intended as characters’ hidden elements to be explored, so for a character like Mika who doesn’t like to keep secrets, it’s natural to not have a Vorpal Traits… we’re just kidding! They’re just simply not ready for Mika yet. We’re definitely making Vorpal Traits available for Mika in the future.
Woocash: What exactly is Kuu? [Linne’s familiar/dragon]
Serizawa: It’s something sent by her older brother, Kuon, that is responsible for watching Linne closely. Kuu certainly doesn’t pose any immediate danger or restriction on Linne, but it finds her no matter where she may run and positions itself right next to her at all times.
Woocash: What’s next on the deck? Will we see any more additions to this series?
Serizawa: We are not able to make any immediate announcements at this time, but we’d very much like to keep this series going. Now that the backbone of the characters has been revealed in the Chronicles Mode, we’re finally able to proceed with the scenario.
There are no big announcements we can make at the moment, but we’d appreciate your continuous support and love for the series!
Big thanks to Aksys Games for making this interview possible. Be sure to read our Under Night In-Birth Exe:Late[st]review to learn more about the game.
During the last video roundup, we asked if the DBFZ community could really maintain the insane level of video submissions we’ve received continually since the game’s launch. The FGC responded by spirit bombing another wave of videos into the inbox. Fair enough! Let’s see what you’ve been working on lately, FGC:
GLHFtv starts us off with a detailed breakdown on the usefulness of auto-combos in DBFZ.
Y. Xiao shows us an assortment of Teen Gohan combos, varying in practicality and flashiness.
And speaking of Teen Gohan, Sword has a touch-of-death combo for the young Saiyan. It costs Sparking, but with only one assist and tremendous meter-building possibilities, it’s fairly inexpensive.
sikshot gaming is back to show us the optimal on-block responses to SS Goku & SSB Goku’s movesets.
rooflemonger gives us 5 tips to maximize your time in training mode.
Is there anyone putting more work into Krillin than @NYoption? Here’s a side-switch combo for setting up corner positioning, and a new high-damage combo for sparking.
KRILLIN CORNER EXCHANGE allows for a corner carry anywhere on the screen. WORKS ON ALL CHARACTERS. If you are closer to the corner behind you, utilize the j.M/j.L side switch. If you are closer to the corner in front of you, continue the combo as normal. pic.twitter.com/JNLB8RIWaW
Krillin's current max damage findings (no spark , no dhc) #Day3 7493 DMG – using only the meter from the combo 8960 DMG – using 6 bars pic.twitter.com/sW4QwldJ5V
It’s finally here, folks! The premier tournament league series, NorCal Fight Club, has returned for its third iteration this time featuring Street Fighter V: Arcade Edition. This event will be taking place at AFK Gamer Lounge in San Jose, CA this Friday to Sunday with the top eight finale next Thursday at the Folsom Street Foundry in San Francisco.
15 players from various parts of northern California will be competing against each other in three round-robin style events (with a twist) and will conclude with a regular double-elimination tournament between the top eight. Pandora House released a hype trailer yesterday showcasing NorCal’s veteran (and upcoming) talent who were invited and qualified for NCF3.
All the #NCFC3 players and their characters are locked in. Tune in starting tomorrow at https://t.co/zO91qwMy0Z or watch LIVE at @AFKggLounge as some of NorCal's strongest competitors fight this weekend!
The format for this round-robin style tournament series is not your typical one. Pandora House project and social media manager, Rose Sylvestre, outlines how this unorthodox format will out between the competitors:
Rules
Round Robin Format: All 15 players will be playing against one another within a course of three days.
Game Point Differential: Each game point will factor into your total score. The objective is to win as many games possible while losing as little as possible [i.e 3-0 score is worth more than 3-1 score because you gave up one game]
Introducing some brand new elements to the NCFC League:
Tower of Power: There will be three towers in total dividing the 15 competitors. Each tower will contain five competitors per day. The two competitors who score the most points that day for each tower will be deemed as “Leaders” and will stay in their respective towers, while the bottom three will shift to the neighboring tower to the right side.
Game Breaker System: In conjunction with the “Tower of Power,” we are implementing the “Game Breaker System.” Each individual tower will declare two Leaders after the end of Round 1. From Round 2 to Round 3, a player is able to obtain an additional (+3) points whenever they defeat a leader of their respective tower by defeating them in a first-to-three set. This means that not only are non-leaders able to get two chances against their leaders to obtain points, but the leaders themselves are eligible to gain points from one another in their tower as well. This will make the battle of power an interesting one.
Below is the first round bracket of players that will be playing against each other in each tower. The groups of players in each tower will change throughout the weekend as the series progresses.
For more info and updates on NorCal Fight Club 3, be sure to check out the Facebook event invites and Pandora House’s social media pages in the source links below.
Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news — and our favorite SRK articles — from February 23 to March 1, 2018!
NIS America has announced that they were recently hit with a security breach. The attack, which occurred between January 23 and February 26, affects the online stores that they operate — including the newly-opened SNK Online Store.
News of the breach first came from an email that NIS America has been sending to their customers, that was eventually shared on the ResetEra forum. The email, which NIS America confirmed as legitimate, warns their customers that sensitive data, including email addresses — and more importantly, payment information — has been affected by the breach.
The attack came from a malicious process that attached itself to their checkout page. The process was in use as far back as January 23, 2018 and as such, any customers who made transactions in from then up until February 26, 2018 are at risk. Any transactions prior to then are not affected.
The affected data includes customers name, address, credit card number, expiration date and CVV security code, and email address. PayPal login information, however, was not included in the breach.
Once the breach was discovered, NIS America took appropriate steps to address it, including taking their store offline to remove the offending process and make sure that it’s secure again before putting it back up. For those who may be at risk, NIS America recommends getting in touch with your credit card provider and checking for any suspicious activity tied to your credit cards.
In addition to this, NIS America will be sending out codes for a $5 discount for the next purchase of anyone whose data has been impacted by this breach. As for those with accounts on their European store, NIS has stated that, as far as they know, only the North American store has been affected.
While known for for releasing quirky Japanese RPGs, NIS recently stepped into the fighting game space by partnering with SNK to publish SNK Heroines: Tag Team Frenzy for PlayStation 4 and Switch, as well as running the latter’s online store.
Our own Tournament of Power still has a lot of time left! Keep practicing!
We’ve seen a lot of tech videos for Dragon Ball FighterZ come through our tipline, covering everything from team-building strategy, fundamental game mechanics, and combo after combo after combo, from throughout the game’s cast! Since the roundups were put together based on what came in when, not sorted by character, we’re re-compiling them by fighter to make it easier to find something for your individual team members.
This time, let’s look at what we’ve seen so far for Android 18!
Bubby’s combo features the unlikely pair of Trunks and Android 18:
Kosless shows off this touch-of-death combo for Android 18.
Love Android 18? If you want to learn her robotic ways, FightersLegend‘s video is a great primer. Once you have an understanding of how she (and her pseudo-assist, 17!) works, check out Glideadon‘s snapback setup!
As always, thanks to all content creators out there, and everyone that sent in tip! Keep an eye on Shoryuken for future DBFZ roundups!
LiangHuBBB is back with Episode 106 of his long-running “Funny & Cool Moments” series — featuring clips from Street Fighter V Arcade Edition, Ultra Street Fighter IV, Dragon Ball FighterZ, Capcom vs. SNK 2, Injustice 2, Tekken 7, Virtua Fighter 5 Final Showdown, Guilty Gear Xrd REV 2, Dead or Alive 5 Last Round and more, spanning about 15 minutes.
We’ve got XYZZY ending a Birdie mirror in an extremely entertaining fashion; Ixion in sheer disbelief at one of his victories; Team Spooky’s Arturo Sanchez making a comeback against Fourwude’s Akuma; StormKubo’s and GamerBee’s Plushie Blanka shenanigans; and even some Teenage Mutant Ninja Turtles action from Winter Brawl 12. But the best part of the video is undoubtedly Team Razer’s Xian providing some “product placement” for the company’s new gaming phone, while he’s taking down a Ken player with his Ibuki one-handed, “because the phone detects the movements of Ken.” You can see the full video below.
If you missed last month’s episode, you can check it out here. Do you have a favorite moment from this latest video? Feel free to share it with us in the comments below.