Get into Koihime Enbu with this definitive video guide

If historical figures from the Romance of the Three Kingdoms era reimagined as girls is your thing, you probably already own Koihime Enbu. If fighting games are your thing… you might find something unique in this game, which has an anime aesthetic but plays very differently from similarly-looking titles. This new, official Koihime Enbu tutorial nails the essence of the game to give you an immediate upper hand, along with a great grasp on the game’s philosophy.

Far from an archetypical air-dasher, Koihime is much more grounded; jumping is pretty bad and easily countered. Rather, the focus is on ground footsies and understanding that most attacks, when blocked, are disadvantageous, and successfully hitting the opponent keeps them on defense. Combos don’t really knock down, and you don’t really have to study much to compete — the bread and butter of most characters is one button with a special move.

Throws are a good way to mix-up the opponent and create a knockdown situation. EX Moves, which cost 25 percent meter, are actually very good as defensive options. The video covers the basics, the neutral game, and using resources.

And if you’re on the fence about buying the game, know that it just went on sale on Steam. The Koihime Enbu Steam sale lasts until November 11th and marks the game down by 20 percent, giving it a $15.99 price tag.

Source: Degica Games

“Punch Planet” is now available on Steam Early Access

punch planet

Indie fighter Punch Planet‘s Early Access is now available for the Steam Client.

Created by US-Based Sector-K Games, Punch Planet is a competitive Sci-Fi 2D fighter with a rich and immersive universe, spanning exotic planets, advanced cities, and alien races. Punch Planet‘s early access will be launching with its 4 characters, Training Mode, and Versus Modes (both local and online).

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punch planet

Developer Sector-K Games is comprised of 3 longtime competitors in the fighting game community, and they’ve designed Punch Planet with a solid foundation of competitive mechanics while also introducing a new depth of story, humor, and design.

Punch Planet‘s final release will feature:

  • 8 Playable Characters & Unique Stages
  • Classic Versus
  • Online Multiplayer
  • Competitive Play
  • Arcade and Training Modes

Punch Planet is currently in the Alpha stages, and its final release date is TBD. You can check out the Steam Store page here.

Source: Steam

Here are the dates for the Marvel vs. Capcom: Infinite “Battle for the Stones” Online Qualifiers

With the Stone events all wrapped up for Marvel vs. Capcom: Infinite‘s Battle for the Stones circuit, all that remains are the final three Online Qualifiers — ahead of the main event at PlayStation Experience this December. The winner of each event will be granted a spot in the final 16 player bracket, and matched up against a Stone bearer or a former Evo champion.

The dates of the three Online Qualifiers are as follows:

  • Europe – November 18th
  • Latin America – November 25th
  • North America – December 2nd

Expect information on registration and Online Qualifier rules during this week’s episode of Wakeup Wednesdays, direct from Capcom USA. In the meantime, make sure to check out the official Battle for the Stones website for all the details regarding the tournament’s structure, what each Infinity Stone does, and the currently-qualified players.

MvCI Battle for the Stones

Source: Capcom

Tension Pulse West Coast edition: Foo vs. daymendou and Hursh vs. Kyoku in Guilty Gear Xrd REV 2

We’re back to a more regular schedule with Tension Pulse, an online exhibition series highlighting quality Guilty Gear Xrd REV 2 gameplay. This time, we have a little bit of a West Coast vibe. Most of the fighters in the group are on the West Coast, so we’re going to see some NorCal and SoCal pride.

On deck, we have some returning warriors along new blood. We’re going to witness CATPION|daymendou show off his infamous Slayer against an equally well-known Kum from Foo. It’s going to be a great match! Before them, we’ll see a very interesting match-up: Venom vs. Faust. Hursh will face off against FFN|Kyoku in an FT7.


CATPION|daymendou

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Do you think regional pride is important? “I don’t have much experience with regional pride, but I think it can be motivating as a player. At Anime Ascension, it was definitely a huge boost to have much of Norcal there in the audience. For the most part, though, I feel most motivated by trying to beat specific players rather than trying to beat a region. Of course, Japan is a major exception, and I see it as a matter of national pride to beat Japanese players in American tournaments.”

On his opponent: “Foo is a strong player and Haehyun suits his playstyle very well. We’ve played each quite a bit, usually when he and Julian (ITS|BeautifulDude) come up to our Norcal local or the few times I’ve gone to SoCal. In tournament, I’ve beaten him every time up until Anime Ascension this year, but he beat me in the Combo Breaker team exhibition and he won our local over Xcel|Bears and me last time he visited. There are two things I find interesting about this match. First, I went to Super TSB in March and got 2nd; Foo will be going to TSB Yabai this weekend, and I think he can definitely win the whole thing. Second, I’ll avenge NorCal by beating Foo. This set will be my blessing for Foo to win TSB and I’ll give him an L to pass on to them.

On changes he would like to see in the game: “I think a lot of people expected REV 2 to change more characters’ combos and add interesting moves, so I hope we’ll see that in the next Xrd. I would like to see air tech height and Blitz adjusted, but it also feels like characters are balanced around these mechanics being strong, so it wouldn’t be an easy change to add.”

Foo

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On the match: “I’m excited to be on it, and it’s nice that I’m matched up with somebody closer in location over netplay. I think it’s going to be a good match and a fun one to watch in particular.”

On his opponent: “daymendou is a cool guy whom I saw grow into a powerful opponent from his earlier beginnings. I remember being surprised when he told me Xrd was his first fighting game! His Slayer is explosive, and he is a very knowledgeable player with great awareness and tech.”

On his style: “I have a pretty dynamic style, and I’m familiar with the whole cast minus a few, so I’m able to recognize situations my opponents will want to be in or particular patterns in their offense. I like playing characters that are exciting to look at and give me a lot of options or flexibility while being able to land a big hit or a high reward of a correct read. Defense and having good reads are some of my strong points.”


Hursh

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On the match: “I’m a bit nervous, as I haven’t done anything like this before, but I’m looking forward to it and hope to represent the SoCal GG scene well. Outside of our top players like Kizzie Kay, Foo, Toki, and Beautifuldude, SoCal has been seen as kind of weak in general for GG, so one of my motivations for wanting to do well in the exhibition is to show that we have good players in SoCal besides just those guys and that our regular tournament players are capable as well.”

On his opponent: “I don’t know much about him as I’ve only seen him play a few matches at SCR recently and haven’t really been able to find much of him playing. From what I’ve seen he seems like he has solid neutral with Faust. He’s also good at pressing offense once he gets the advantage, so those are some things I’ve taken note of.”

On his own playstyle: “I would definitely say I’m a more aggressive Venom player than others. I try to focus on keeping up the pressure as long as I can to open people up. I also like to focus on chip damage and make my opponents decide whether they want to spend their meter to Faultless Defense or take the large amount of chip damage. I’m also very confident in my confirms and ability to convert most hits into full combos.”

FFN|Kyoku

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On the match: “I’m excited for the exhibition! I think the Venom vs. Faust match is interesting.”
On his opponent: “Hursh is a strong player, but I honestly wasn’t very familiar with him until this most recent SCR where he did really well. I haven’t kept up that well with the scene all that well, to be honest.”
On his own playstyle: “I think my playstyle is interesting, haha. I try to play a very neutral/reactionary game but at the same time, I tend play so heavily by feel that I may take some big risks and tend to get told, “Why would you do that there?” I try to be unpredictable with my options in reoccurring situations, so I think it’ll be interesting to see how that unfolds in a long set.”

tensionpulse9hurshkyoku

Catch this upcoming episode of Tension Pulse live on Silva_hime’s Twitch channel. The first FT7 takes place between Hursh and FFN|Kyoku. That starts at 9:30 PM ET/8:30 PM CT/6:30 PM PT tonight (November 8th). Foo and daymendou are on after that. OkaySway and PepperySplash will grace the mic stations to discuss the action.

Looking to catch up on the last episode of Tension Pulse? Catch up below:

Sources: interviews; Silva

Peru’s Crespo forced to drop out of TWT Finals due to denied visa, replaced by P.Ling

When Org BA|Crespo’s aggressive Akuma bested both Xcel|Spero Gin and Circa|Joey Fury at TXT Chile 2017, it was the start of a great Cinderella story: a fresh face on the Tekken Tour showing off the strength of his region, and in one single event, earning the chance to compete on the world’s stage.

Unfortunately, we may never know how Crespo’s style would have fared in the incredibly-stacked TWT Finals event:

While Tekken’s official twitter offered a more diplomatic account, replies to the news revealed the true cause for Crespo’s fate:

It’s a really unfortunate end for Crespo’s TWT tour, and we hope he continues playing and battling for Peru.

With only four points behind on the leaderboards, Crespo’s replacement with be America’s most famous Ling, UYU|P.Ling. It should be interesting to see what P.Ling is able to do with this second wind.

Source: TEKKEN

In-development prototype “Gravity Breakers” brings its zero-gravity combat to tonight’s Wednesday Night Fights

Are you a fan of games like Psychic Force 2012 or Acceleration of Suguri X? If you are (or if you’ve even heard of them), then you have a picture of what in-development indie fighter (and tentatively-titled) Gravity Breakers is trying to bring to our genre.

“Gravity Breakers” is a shmup/fighting game hybrid filled with Superheroes, Robots, and Aliens in bright, neon-colored arenas. If you like zoning and free-roaming, then you’ll want to tune in to Wednesday Night Fights tonight when “Gravity Breakers” will get a chance to shine in the California FGC’s hands! This is actually the second time this game has appeared at WNF — as you can see in the clip above, Alex Valle was starting to find his poking game on-the-fly.

The currently planned roster. I’m going to need a hat to complete my Hunter S. Thompson bot.

As it stands right now, this is a five-button game: two normal attacks, special attack, shield (which has a shield meter that depletes as you use it, and recharges when you don’t), and dash. Shield + Light attack Grabs, and Shield + Special preforms a Super. The game is still very early in development and likely to be reshaped as time goes on, so now is a great time to give feedback to the developers. Be sure to tune in to WNF to see the prototype game in action!

Source: Gremlin_Ent

Challenge opponents to (virtual) money matches with Rivals of Aether’s 1.2.2 update

Beefing with some random player you found in Exhibition Match? Well, Rivals of Aether‘s 1.2.2 update now allows players to place wagers on matches, so you can bet your hard-earned Aether coins on bodying that scrubby Zetterburn who keeps taunting after every stock.

During a friendly or exhibition match, you can challenge your opponent to throw down anywhere between 100 to 9,999 Aether coins on a set. These money match sets can be anything between a best-of-one to a best-of-nine, so please gamble your fake money responsibly.

As for the rest of the patch, its main goal is to nerf some of the stronger aspects of new characters Ranno and Clairen. Ranno’s hitboxes stayed out for a little too long and his knockback was a bit too much, so most of his aerials and the active hitbox on his tongue have received a touch-up. For Clairen, she received damage reductions on some of her non-tipper attacks, landing lag increases on choice aerials as well as reducing the active frames on moves like jab, down tilt and forward smash. She has received one mini-buff — Clairen can now cancel her aerial side-special with a double jump.

For all the full patch breakdown, check out the official Rivals of Aether website.

Source: Rivals of Aether

Tekken 7: Fated Retribution’s ver. Q update brings console stages to the arcade

The console versions having additional content has been something of a staple for the Tekken series, ever since the days of the original PlayStation. However, today’s modern, internet-connected arcades mean that the original arcade versions can now easily keep up with that content: such is the case with Tekken 7: Fated Retribution‘s upcoming ver. Q update.

The ver. Q update to Tekken 7: Fated Retribution will give the arcade version the stages that were added to the home console version. Specifically, these are G.CORP Helipad (Day), Violet Systems, and Infinite Azure.  Now, while this isn’t all of the console-exclusive stages, Bandai Namco has mentioned that there are plans to eventually add even more to the arcade version in future updates. Aside from these, the update doesn’t seem to add much else — specifically, no balance changes have been mentioned.

Tekken 7: Fated Retribution‘s ver. Q update hits arcades on November 14.

Source: Tekken-Official via Avoiding the Puddle

Injustice 2 November Update released, removes unblockable stage interactions

NetherRealm Studios has released their November updateforInjustice 2 on Xbox One, with the PlayStation 4 version of the patch soon to follow. While one of the main things changed within the game itself were to ensure compatibility on the Xbox One X, a lot has changed, including the removal of unblockable stage interactions. To account for their blockable status, base damage on the interactions have been increased.

Here are the full patch notes:

General Gameplay fixes

  • Patch is live on Xbox will arrive on PS4 early next week.
  • General and Online stability improvements
  • Added support for Xbox One X (including improved shadow quality, enhanced motion blur, better depth of field, overall higher quality post-processing, increased character detail, higher resolution, and HDR support)
  • Improved rewards for completing Guild Multiverse Tiers
  • Various Movelist corrections and improvements to AI logic
  • Legendary Multiverse Portals are now available for Captain Cold, Cyborg, Dr. Fate, Firestorm, Green Arrow, Poison Ivy, and Robin
  • Fixed some Credits / Mother Box / Multiverse exploits
  • The Meta Challenge “Don’t spend any meter during the match” is no longer affected by an opponent’s meter draining attacks
  • Multiverse Sidekicks now have a 3 ⅔ second cooldown (was 7 seconds)
  • Fixed many instances of the indicator incorrectly displaying “Counter” instead of “Punish”
  • Fixed a bug which was causing Down + Medium attacks to not be invulnerable to High Attacks during some of their recovery frames when continuing to hold Down
  • Background Bounce Environmental Interactions are now more consistent for all character regardless of facing and stance
  • Fixed an issue with Alternate Controls that allowed some special moves to be executed with shortcuts during pre-jump frames while Input Shortcuts option was turned off
  • Acrobat & Gadget Character’s Bomb Environmental Interactions now Jump/Plant the bombs 6 frames faster, have 14 fewer startup frames, hit mid (was unblockable), and the Jumps travel a shorter distance
  • New Nth Metal shaders are available for some characters.
Stage Specific Fixes
  • Arkham Asylum – Bench Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
  • Atlantis – Big Globe Throw & Globe Cluster Throw Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
  • Atlantis – Aquarium Bomb Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
  • Brainiac’s Ship – Drone Throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Fortress of Solitude – Ice Wall Punch Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Gorilla City – Dinosaur Skull Throw Environmental Interaction & Kudu Slam Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
  • Gotham City – Anubis Statue Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Joker’s Playground – Fortune Teller throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Joker’s Playground – Barrel Throw & Barrel Roll Environmental Interactions now hit mid (was unblockable), and do 15 base damage (up from 10)
  • Kahndaq – Gargoyle Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (from 10%)
  • Kahndaq – Tablet Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (from 10%)
  • Kahndaq – Pyramid Punch Environmental Interaction starts up 4 frames slower, had its hit region adjusted and can no longer hit opponents in the air
  • Metropolis – Hitting opponent with the Diving Helmet Environmental Interaction causes a different reaction
  • Metropolis – Fixed visual issue with some super moves showing floating kegs during their cinematics
  • Red Sun Prison – Hanging Core Swing Environmental Interaction hit reaction has been changed, is now mid (was unblockable), and recovers faster
Character Specific Fixes
  • Aquaman – Fixed an issue where Aquaman’s trident could disappear if From The Deep Gear Ability was interrupted
  • Bane – Fixed a bug causing Legendary Straight Damage Augment to use the default cooldown timer instead of its own (1 second at level 1, 2 seconds at level 2, and 3 seconds at level 3)
  • Batman – Greatly reduced meter build when executing Batarang Toss & Up Batarang Toss
  • Batman – Release Bat, Bat Spin, and Bat Spawn Gear Ability no longer build meter on use
  • Batman – Fixed lingering visual effect on 122 if practice mode reset is performed at a specific time
  • Batman – Straight Kick (Jump + Medium) has it’s hit region slightly adjusted and has 5 less hit advantage
  • Batman – The hit advantage on Straight Grapple on an airborne opponent now more closely matches the hit advantage of hitting a grounded opponent
  • Batman – The cooldown on Mechanical Bats has been increased to 12 secs (up from 9 secs)
  • Black Canary – Low Parry and High Parry are now available in Practice Mode Reversal and Wakeup options
  • Black Manta – Victim region near the head slightly adjusted
  • Black Manta – The 2nd hit of Speared And Seared (Super move) will no longer sometimes cross up the opponent if the first hit is blocked while standing in the corner
  • Blue Beetle – Adjusted hit regions on several normal attacks
  • Blue Beetle – Slightly reduced combo damage scaling on Seeking Reach (Towards + Medium, Hard) & Flying Scarab
  • Blue Beetle – Reduced combo damage scaling on Blade Stab Meter Burn & Blade Barrage Meter Burn
  • Blue Beetle – Shield Slam has 17 less recovery frames on miss & Mandible Strike has 6 less recovery frames on miss
  • Blue Beetle – Blue Beetle’s wings no longer sometimes appear during moves while the Alien Cloak Gear Ability is active
  • Blue Beetle – Fixed view being obstructed when performing Mandible Strike Meter Burn in the left corner of Arkham Asylum Cell Blocks
  • Blue Beetle – Fixed a bug causing Legendary Character Power meter to sometimes stop recharging after an Arena Transition occurs
  • Captain Cold – Big Freeze Meter Burn duration reduced to 3 seconds (down from 5)
  • Captain Cold – Fixed a bug causing Glacier Grenade’s 14 recovery animation frames to be skipped
  • Captain Cold – Glacier Grenade duration reduced to 5 ⅓ seconds (down from 6 ⅔)
  • Captain Cold – Greatly reduced combo damage scaling on Cryogenic Blast
  • Captain Cold – Fixed bug which could cause Darkseid’s Punishment (Medium, Light) combo to sometimes destroy the Glacier Grenade’s collision
  • Catwoman – Slightly reduced forward walk speed
  • Catwoman – Low Evade is now much easier to execute with Input Shortcuts off
  • Catwoman – Fixed a bug that prevented Cat Dash from being able to be parried
  • Catwoman – The airborne 2nd and 3rd hit of Rising Claw can no longer be parried
  • Cheetah – Legendary Claws of Death now appears in Practice Mode reversal/wakeup options
  • Cyborg – Added new Cybernetic Sweep special move (Down, Away + Hard Attack)
  • Cyborg – Cyber Attack (Medium, Hard) now attacks with the weaponized big arm, has its hit region adjusted, has 2 more active frames, 1 less recovery frame on miss, and 1 more recovery frame on hit / block
  • Cyborg – Power Fist has 10 more block stun frames, 10 more block recovery frames, and can now be Meter Burned on block / miss
  • Cyborg – Power Fist Meter Burn now has increased pushback on block, 15 more block stun frames, 15 more block recovery frames, and recovers 5 frames faster on miss
  • Cyborg – Increased base damage of Techno Tackle and Techno Tackle Meter Burn by 2
  • Darkseid – Fixed a bug which could cause the Character Power Demon Blast to be pre-maturely destroyed when used on the right side of Slaughter Swamp
  • Deadshot – Reduced the meter gain when executing all Wrist Shot and Rifle special moves
  • Deadshot – Increased combo damage scaling on Assassin Knee
  • Deadshot – Wrist Cannon now has 14 startup frames (up from 11), 10 more recovery frames on block / miss, 6 less recovery frames on hit, and 6 less hit advantage
  • Deadshot – Deadly Assault Meter Burn can now be clashed.
  • Dr Fate – Can no longer Meter Burn Displacer Orb while Backdashing, during hit stun / block stun, knocked down, or performing a block escape
  • Dr Fate – Sharidum’s Lock Meter Burn is no longer immune to throws
  • Firestorm – Added new Heat Flux special move (Down, Away, Medium) which will gain Character Power meter while being charged
  • Firestorm – Atom Bomb gear ability input is now Down, Back, Hard and It now replaces Atomic Burst
  • Firestorm – Reduced the hit advantage of Molten Trap Meter Burn by 24 frames
  • Firestorm – Character Power fully charged time is now 12 secs (down from 12.5)
  • Firestorm – Eternal Flame now has 37 recovery frames (down from 58)
  • Firestorm – Heat Wave (Away + Hard) has 5 less hit recovery and can now be directed forward for increased range while adding 5 more recovery frames on block / miss
  • Firestorm – Vapor Jab (Jump + Light) now has 5 startup frames (down from 9)
  • Firestorm – Double Burst (Jump + Medium) had its hit region adjusted
  • Flash – Flip stance no longer slightly moves Flash forward or back and no longer causes visual issues when used repeatedly
  • Flash – Visual effects for Speed Zone Character Power no longer conflicts with “Unrivaled Speed” Epic Gear bonus when Quick Cooldown is active in practice mode
  • Flash – Fixed visual effects for Super move lingering on miss in certain circumstances
  • Flash – Fists of Fury’s follow up attacks have had their hit regions adjusted to hit more consistently
  • Gorilla Grodd – Straight Paw (Down + Light) has had its hit region adjusted
  • Green Lantern – Armor on Mechanized Assault (Super move) increased to 30 frames (up from 20)
  • Joker – Added new Death Spin special move (Down, Back + Hard)
  • Joker – Added new Stab-Aroo normal attack (Away + Medium)
  • Joker – The input for Chattering Teeth and Surprise Box Gear Ability is now Down, Down + Hard
  • Joker – Adjusted hit regions on several normal attacks
  • Joker – Crowbar Slam (Away + Hard) now recovers 5 frames faster on hit
  • Joker – BANG! has increased pushback on hit with +5 hit advantage (up from 0)
  • Joker – Side Order of Pie Gear Ability now has 20 frames of recovery on miss after the armor wears off and recovers 40 frames faster on block
  • Poison Ivy – Added New Chompy and Bitey Bash special move (Down, Towards + Medium)
  • Raiden – Victim region near the head adjusted slightly
  • Raiden – Fixed lingering FX from Power Bolt Gear Ability in certain situations
  • Raiden – Fixed Raiden’s victory cinematic blue dragon sometimes appearing one frame too early
  • Raiden – Character Power startup is now 1 frame faster, recovers 3 frames faster, has 1 sec longer duration, and the cooldown is 1 sec shorter
  • Raiden – Raiden’s throw now does additional damage if Character Power is active
  • Raiden – Raiden’s Lightning Trap Meter Burn Gear Ability no longer builds meter on block
  • Raiden – Fixed issue with the camera sometimes quickly moving when the Thunder Cloud (Light, Light, Medium, Away + Hard) combo is done in some corners
  • Red Hood – Victim region near the head adjusted slightly
  • Red Hood – Lethal Lunge Meter Burn base damage reduced by 1
  • Red Hood – Lethal Lunge has 5 more recovery frames on block and 5 less block stun frames
  • Red Hood – Lethal Lunge Meter Burn has its hit region adjusted, has 5 less recovery frames, 5 less block stun frames with reduced pushback, and 2 less hit advantage
  • Red Hood – Ground Mine base damage reduced by 2
  • Red Hood – Air Akimbo Blaze & Air Akimbo Blaze Meter Burn can now be clashed
  • Scarecrow – Character power base damage is increased to 1.5 (up from 1 per hit, with damage ticking every 90 frames (up from 60)
  • Scarecrow – Character power does reduced damage (2/3) while scarecrow is in hit stun
  • Scarecrow – Panic-Port startup is now 14 frames (down from 21), has 27 recovery frames (down from 29) and becomes projectile invulnerable after 6 frames
  • Scarecrow – Fixed Panic-Port smoke visual effects sometimes being misaligned if performed immediately following a jump
  • Scarecrow – Panic-Port can now be special canceled into Death Bed (Super move) after he teleports
  • Scarecrow – Ground Shaker (Hard) now has 15 startup frames (down from 17) and 1 less active frame
  • Scarecrow – Fixed issue with the view becoming obstructed during a forward throw in the corner of some Arenas
  • Scarecrow – Legendary Traumatize Meter Burn attack is now unblockable
  • Scarecrow – Fully holding Toxin Breath while Black Adam hits Scarecrow with his Character Power no longer sometimes causes Scarecrow to become unresponsive in some instances
  • Sub-Zero – Max base stat attributes changed to Health – 1150, Defense – 1450, Strength – 1600, Ability – 1650 (from Health – 1050, Defense – 1500, Strength – 1700, Ability – 1600)
  • Supergirl – Legendary Kryptonian Laser cancels no longer auto correct her facing
  • Supergirl – Fixed a bug where Air Straight Laser could sometimes auto correct her facing as it completed
  • Supergirl – Fully holding Frost Breath while Black Adam hits Supergirl with his character power no longer sometimes causes Supergirl to become unresponsive in some instances
  • Starfire – Max base stat attributes changed to Health – 1100, Defense – 1450, Strength – 1600, Ability – 1700 (from Health – 1050, Defense – 1500, Strength – 1700, Ability – 1600)
  • Swamp Thing – Refoliation & Trunk Punch (Hard) now have armor when executed while Swamp Thing is standing in Abigail’s Garden Character Power
  • Swamp Thing – Refoliation startup is now 16 frames (down from 17), active frames increased to 8 frames (up from 4), 7 less miss recovery frames, 3 less hit / block recovery frames
  • Swamp Thing – Refoliation Meter Burn startup is now 5 frames (down from 12) and has 1 more hit recovery frame
  • Swamp Thing – Log Kick startup is now 20 frames (down from 22) and has 10 less miss / block recovery frames
  • Swamp Thing – Bayou Bash can now be held to increased its range, when then results in longer recovery on block /miss depending on held time up to an additional 7 frames
  • Wonder Woman – Fixed Lasso Grab and Lasso Grab Meter Burn visual placement on Starfire
  • Wonder Woman – Adjusted input buffer window for doing a jump attack from Hermes’ Blessing (Air) Dash
  • Wonder Woman – Fixed Wonder Woman sometimes being hit by Poison Ivy’s Up Rooted (Down + Medium) or Quick Bloom (Away + Hard) after successfully parrying them

Source: WB Games

History Behind The Warrior tackles a tale of souls and swords by looking at SoulCalibur’s Nightmare

Looking to dive into some new subject matter, History Behind The Warrior recently released their first video discussing the SoulCalibur franchise, by looking at series antagonist Nightmare.

Serving as “more of a title that has been passed down from person to person, instead of being one singular being,” Nightmare is the designation given to the weidler of the demonic blade Soul Edge, who will eventually be corrupted and transformed by its power. Originally a normal sword before being bathed in a large amount of blood from countless wars, it became sentient, corrupting its users to commit murder to fuel its power — until it was obtained by the Hero King Algol, who could use the weapon without being corrupted by it. The blade was then lost to time, during which Algol forged SoulCalibur to destroy it, until resurfacing around the 16th Century in the possession of Cervantes. Following his defeat, and the sword’s subsequent discovery by Siegfried, Soul Edge would possesses and transform him into the new Nightmare, beginning a war between them that would last for decades. You can get the whole story in the video below.

History Behind The Warrior also revealed that Pyrrah, who became the host of Soul Edge following Nightmare’s defeat in SoulCalibur V, will also be getting her own video at some point in the future.

Source: History Behind The Warrior