Mobile Fighter G Gundam combatants are coming to Gundam Versus

Let’s get things started! Gundam fight, all set, ready, GO!

Mobile Fighter G Gundam is finally being represented in the Bandai Namco Gundam arena fighter, Gundam Versus  thanks to upcoming DLC. Burning Gundam (Known outside the West as God Gundam) and Master Gundam will be available in Japan in late January. The units will be available for 602 yen each.

I am personally very excited about the upcoming Mobile Fighter G Gundam DLC — for a Gundam fighting game with a seemingly never-ending roster of pilots and Gundam, it seemed odd to leave out the one franchise that was based solely on actual Gundam fighting.

Hopefully, this DLC is released outside of Japan so I can finally get into the game as the current and former Kings of Hearts! Other playable suits have seen Western releases following the their Japanese debut, so it’s a safe bet these will, too.

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Gundam Versus offers some free wisdom.

In other news: Gundam Versus will be offering a free Battle Navi Set DLC that includes Mobile Suit Gundam: Iron-Blooded Orphans’ Orga Itsuka, Fumitan Admoss, and Atra Mixta. The DLC will go live in Japan on December 22.

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Sources: Gematsu; Siliconera

The Icons: Combat Arena closed beta begins this month, with additional invites rolling out in January 2018

Since its official title reveal back at this year’s Evo, people have been clamoring to get into the closed beta for Icons: Combat Arena. You won’t have to wait too much longer, as the closed beta is starting later this month for those who have play-tested the game at events like Genesis 4, Super Smash Con and Twitchcon.

500 invites will be sent out later this month, with the first wave of sign-up invites going out in January 2018. Wavedash Games are planning to release a steady flow of invites from January onward, gradually increasing the size of the closed beta test pool. This first round of beta testing is limited to North America for now — Wavedash will expand the Icons closed beta to Europe and beyond later in 2018.

So far, five of Icons’ starting eight characters have been shown off — the Duo, the Floaty and the Weapon Fighter have yet to be officially revealed. According to the dev vlog linked below, the Duo character is the next fighter to be revealed, with their name being Afi and Galu. Based on some of the concept art seen in this 2017 recap video, the Weapon Fighter looks to wield a glaive/halberd-style weapon.

Source: Wavedash Games

Tidus, Vaan, Lightning, and Y’shtola take center stage in the latest Dissidia Final Fantasy NT character trailers

Square Enix has released yet another set of character trailer for Dissidia Final Fantasy NT. These videos focus on the heroes in the more recent installments of the storied franchise; the characters trailers start at Final Fantasy X with Tidus, then to Final Fantasy XII with Vaan, Final Fantasy XIII with Lightning, and finally Final Fantasy XIV with Y’shtola.

As with the previous trailers, these show a bit of the game’s story mode before showing of some gameplay of the character in question.

Dissidia Final Fantasy NT launches on PlayStation 4 in the West on January 30, following its Japanese launch on January 11. Prior to this, interested players can join in on one of the game’s open betas: this weekend in Japan, and next month in the West.

Source: Square Enix

GEICO sends the superstars of Marvel vs. Capcom: Infinite into war in the GEICO Invitational

If you thought Battle for the Stones was the peak of high-level Marvel vs. Capcom: Infinite play in 2017, think again. GEICO has given the top players one more event to show off the best they can do in the game, with the GEICO Invitational.

Featuring a bracket of 8 players and happening on December 21st, they will be battling it out on Twitch on GEICO’s channel. Featured in the bracket are:

  • PG|Punk
  • Flash
  • Splyce|Filipino Champ
  • Cloud805
  • Echo Fox|Justin Wong
  • RISE|Marn
  • EG|NYChrisG
  • EG|K-Brad

GEICO Invitational slide

Tune in tomorrow at 12:00 PM PT to find out who wins!

Source: MarvelLives

Thinking in three dimensions: Core-A Gaming analyzes how 3D fighters like Tekken utilizes the extra dimension

Thanks to Tekken 7‘s runaway success, many new players are discovering the joy and complexity of 3D fighters. For those moving from 2D to 3D, there is quite the adjustment period as you adapt to the extra dimension that you can now play with. In his latest analysis video, Gerald from Core-A Gaming compares how 2D and 3D fighters tackle issues like character stances, the layout of fighting stages and more.

For 2D games like Street Fighter, characters will always revert to an open stance to ensure character readability. This means Vega swapping his claw hand so it can be seen by the player, Oro changing the arm he has hidden away and in Street Fighter II, Sagat’s eyepatch magically changing sides. In Tekken — where attacks are grouped as either left or right punches and kicks — retaining a character’s stance is important for establishing which way to sidestep attacks, whiff-punishing certain moves and so on.

Another major deviation between 2D and 3D fighters is how each genre approaches grounded movement. While 2D fighters like Guilty Gear and Marvel vs. Capcom have a heavy emphasis on aerial combat, games like Tekken sacrifice this aspect to deepen the complexity of their ground game. You need to keep track of which side of the body a move is coming from, which direction to side-step and so on, making the grounded spacing battles of SoulCalibur or Tekken super-important and thrilling to watch.

If you’re someone who wants to make the jump from 2D to 3D, or are just interested in seeing the main ways in which 2D and 3D fighters differ, this analysis is a great place to start.

Source: Core-A Gaming

BadIntent explains how to read and understand Pokkén Tournament DX’s frame data

Those that have followed BadIntent‘s Pokkén basics series now have an understanding of how to put together basic strategies in each phase. But to move beyond the simple framework of Pokkén Tournament DX‘s surface, you have no choice but to learn how frame data shapes the game.

That’s where BadIntent’s latest video comes in: if you’re new to frame data, you’ll be happy to know that Pokkén simplifies things by grouping most moves into speed categories. There’s very little to learn or memorize, but you will need to learn how different numbers will influence your decision-making.

Source: BadIntent

Bask in the glory of Lord Yamcha, thanks to this Dragon Ball FighterZ character breakdown from Hellpockets

Following up from a special preview event for Dragon Ball FighterZ, Bandai Namco are starting to release special character breakdowns for the majority of the game’s roster. We’ve already seen Adult Gohan detailed and now it’s time for the master of the Wolf Fang Fist and potential strongest character in the game, Yamcha.

Rather than being an utter weakling who gets trashed by Saibamen, the Yamcha in Dragon Ball FighterZ is a deadly rushdown character – capable of mixing his opponents up using his Wolf Fang Fist. Yamcha has several options from this move, so you’ll have to do some experimentation to find the best follow-up for your current situation.

He can throw in side switches, high/low mixups and even hard knockdown setups from Wolf Fang Fist, so you need to be on your toes if you get tagged by Yamcha. You can also EX-cancel the start of Wolf Fang Fist, turning it into a powerful dash strike that knocks your opponents into the air. When done in the corner, this EX Wolf Fang Fist allows Yamcha to go for an aerial combo or a ground mix-up, further developing his already terrifying rushdown.

Along with Universe 6’s assassin Hit, Dragon Ball FighterZ has plenty of options for players who like to stay in their opponent’s face.

Source: Bandai Namco Entertainment America

Wake Up Wednesdays recaps Capcom Cup 2017, features Alex Myers & moke interviews

Capcom Fighters’ recap show talks further about the conclusion of the 2017 Capcom Pro Tour.

In this week’s Wake Up Wednsdays from Capcom Fighters, host Michael Martin catches up with the buzz around Capcom Cup, discussing Nemo’s entry via the LCQ, sharing some highlights from the tournament itself — and topping it off with some interviews with Alex Myers and Ponos|moke. Watch it all below:

Check out last week’s Wake Up Wednesdays for a brief interview with the Capcom Cup champion RISE|MenaRD.

Source: Capcom Fighters

Will the real Street Fighter please stand up?

Over the past few weeks, there has been a lot of discussion on the internet and social media about certain games in the Street Fighter franchise, and whether or not they’re “real Street Fighter” games. This discussion started in part due to a poll by HiFight that James Chen then made a comment about. This discussion has been further fueled by RISE|MenaRD’s win at Capcom Cup 2017 over Echo Fox|Tokido — the latter considered to be a veteran of “real Street Fighter.”

sfv_birdie_chain_lick

The question is then, what exactly is “real Street Fighter.“ Well, simply put, it’s any fighting game that’s part of the Street Fighter franchise. As for why, the short answer is that’s because it’s what Capcom says it is. The longer, more concrete answer has to do with the series history, and the games that fall under the Street Fighter umbrella.

Now, I’m pretty sure that most competitive fighting game players can all agree that there is a “core” Street Fighter style of gameplay. This is in essence what was put forward and refined in the original Street Fighter II series. Ground-based combat, risky jumps, simple meter management, and a high emphasis on footsies and space control were first defined in Capcom’s iconic sequel. However, Street Fighter is more than just Street Fighter II. Even before Street Fighter V, Street Fighter has strayed widely from this.

sfiii 3rd strike ryu ken bump

When James Chen commented on the HiFight’s Twitter poll, he singled out one particular example: Street Fighter III: 3rd Strike. Now, as much as I love 3rd Strike, James does have a point here. The parry system alone changes the style of gameplay, swinging it away from “core” Street Fighter, changing the zoning and space control game. Instead, it makes 3rd Strike much more about making reads and guesses.

Now, if that last bit sounds familar, it’s likely because it’s also a criticism that has been made repeatedly about Street Fighter V. However, making such a comparison between these two understates just how much Street Fighter III‘s parry system changes the game’s fundamentals. Suffice to say, the Street Fighter III series, including 3rd Strike, is quite different from any other Street Fighter that has come before, or since.

Another popular installment of the franchise that strays from the series’ core is Street Fighter Alpha 3. While the Alpha series as a whole experiments with new mechanics, none stray so far as Alpha 3 did. While most will point to the game’s various “ISMs” and heavy reliance on custom combos as the main culprits of why this is the case, it goes much deeper than that.

A good part of the way Alpha 3 moves away quite a bit from “core” Street Fighter has to do with things under the hood. Most notably, normals and projectiles were toned down compared to its predecessor, Street Fighter Alpha 2. Now Alpha, despite all the Alpha series additions such as air-to-air blocking and custom combos, does not stray that far from Street Fighter‘s core gameplay. Indeed, with the right characters, a player can easily dominate Alpha 2 just by playing using fundamentals, using good normals at the right ranges.

Street_Fighter_Alpha_3_mika_codyWith Alpha 3, the hitboxes of many normals were changed to make them weaker than in Alpha 2 (likely in response to some characters in the latter having strong normals that could cover multiple situations). This meant that Alpha 3′s normals felt much stubbier (and less useful) than in its predecessor. In addition to this, fireballs now did less damage the further out they hit. It came to the point where getting hit by a fireball at max range was preferable to blocking. It did the same damage, but getting hit provided more meter! The result of all this is a game that plays at much closer range, and favors offense and aggression much more than Alpha 2 — and indeed the Street Fighter II games before it.

Now, as much as Street Fighter Alpha 3 and Street Fighter III: 3rd Strike stray from the core of Street Fighter‘s gameplay, you’d be hard pressed to find someone who’d say that either isn’t a “real Street Fighter.” Even someone like me who much prefers Street Fighter Alpha 2 over its sequel still doesn’t discount Alpha 3‘s place in the series’ competitive canon.

Then there’s the matter of non-Street Fighter games that play closer to the core of the series’ gameplay than the above examples. Games such as Karnov’s Revenge, Rising Thunder, or Sailor Moon S. Most people wouldn’t seriously call these “real Street Fighter” games.

rising thunder thumbs up
sailor moon s cast
karnov's revenge

The point I’m trying to make here: with so many games as part of the series’ history, Street Fighter has at multiple times experimented with moving away from the core gameplay established in Street Fighter II. Not only that, these games have done well enough to cement their places within the series’ competitive canon. In fact, many cite Street Fighter III: 3rd Strike as their favorite title in the series. As such, it’s pointless to try to judge games in the series on whether or not they count as “real Street Fighter” games.

USF4_Logo
sf 30th games
SFV Arcade Edition

At the end of the day, all these arguments about games being “real Street Fighter” only serve to fracture and divide the community. A community that got together because of our love for Street Fighter in all the various forms it’s taken throughout the years. Why not celebrate the differences instead?

Perfect Legend breaks down adult Gohan in this new Dragon Ball FighterZ video from Bandai Namco

One of the characters coming to Dragon Ball FighterZ is the grown-up version of Gohan. More than just being a taller version of his teen form with longer normals, adult Gohan comes with his own unique stuff: including the ability to “Mystic.”

In this new video from Bandai Namco, non other than Carl “Perfect Legend” White lends a hand by breaking down how adult Gohan plays. A good part of the video below is dedicated to his “Mystic” transformation, and how this power-up changes depending on the amount of meter Gohan has.

Dragon Ball FighterZ launches on PlayStation 4, XBox One, and PC in the West on January 26, 2017, followed by Japan on February 1.

Source: Bandai Namco Games