New Dragon Ball FighterZ and Xenoverse 2 content to be revealed tomorrow

The Japanese website for Dragon Ball FighterZ recently revealed that a special stream will be taking place tomorrow, Wednesday, November 1st, at 9:00 PM Japan Time (5:00 AM PT). During the broadcast, brand new content and gameplay footage for Dragon Ball FighterZ will be shown, likely in the form of new characters. DLC and update news for Xenoverse 2’s 5th DLC pack (which will include Demon King Dabura, Super Buu (Gohan Absorbed), as well as movie characters Tapion and Android 13, the free “Hero Colosseum” mode, and more) and even Dragon Ball Heroes: Ultimate Mission X, will also be revealed.

You can catch the stream on YouTube LIVE, streamed on the 876TV Channel, NicoNico or ABEMA FRESH!

Bandai-Namco-Dragon-Ball-Games-Stream

Keep your browser locked to Shoryuken for more updates as they’re available.

Source: ShonenGames

New Dragon Ball FighterZ and Xenoverse 2 content to be revealed tomorrow

The Japanese website for Dragon Ball FighterZ recently revealed that a special stream will be taking place tomorrow, Wednesday, November 1st, at 9:00 PM Japan Time (5:00 AM PT). During the broadcast, brand new content and gameplay footage for Dragon Ball FighterZ will be shown, likely in the form of new characters. DLC and update news for Xenoverse 2’s 5th DLC pack (which will include Demon King Dabura, Super Buu (Gohan Absorbed), as well as movie characters Tapion and Android 13, the free “Hero Colosseum” mode, and more) and even Dragon Ball Heroes: Ultimate Mission X, will also be revealed.

You can catch the stream on YouTube LIVE, streamed on the 876TV Channel, NicoNico or ABEMA FRESH!

Bandai-Namco-Dragon-Ball-Games-Stream

Keep your browser locked to Shoryuken for more updates as they’re available.

Source: ShonenGames

It never ends: A brief history of infinites in competitive Marvel vs. Capcom

Ever since X-Men vs. Street Fighter hit arcades in the fall of 1996, Capcom’s Versus franchise has been defined by high-speed gameplay, flashy combos, and extreme finishing moves meant to reflect its comic book origins. With flexible mechanics focused more on creating dynamic characters than balanced rosters, infinite combos and glitches have become ubiquitous with the series, and an unavoidable reality for its players.

When talking balance in fighting games, there are few subjects more polarizing than infinite combos. Whether placed in a game by design or discovered through exploits, the ability to eliminate a character in single combo will always be a powerful tool.

At a time where the competitive fighting game scene was just beginning to solidify behind Super Street Fighter II: Turbo and Street Fighter Alpha 2, X-Men vs. Street Fighter was a game where every character had an infinite. Outside of infinites, the game was regarded as “cheap” in the classic sense, due to easy high-damage combos, and struggled to be taken seriously in the small arcade tournament landscape.

However, even as players argued about the fairness and legitimacy of infinite combos, they embraced them as a part of the game and spared no effort in pushing the combo system to its limits. David “GuntherJPN” Dial and James Chen, two of the players most involved in documenting the infinites and intricacies of X-Men vs. Street Fighter, also spared no critique while blasting the game’s balance.

As 2-player fighting games, the VS series in general is a JOKE. As puzzle games, where the object is to find the infinite, they rule (well, XvSF does… the other two games are trash because they try to be something they aren’t — quality fighting games).
     – David “GuntherJPN” Dial on alt.games.sf2, Aug. 1998.

For the most part, the less skill used in playing this game, the more effective your strategy seems to be.
– James Chen’s X-Men vs. Street Fighter combo guide, circa ’99.

Ironically enough, X-Men vs. Street Fighter remains a niche favorite for players and combo makers alike, because of the relative strength of the roster. When everyone has access to strong tools the resulting craziness can be more entertaining than when high-level play is restricted to a certain group of characters.

Marvel vs. Capcom 2 – A decade of destruction

By the time Marvel vs. Capcom 2 became the first Versus game added to the lineup of the B5 Championships (Evo’s predecessor) in 2001, players had come to fully embrace the chaos that was Marvel vs. Capcom, infinites and all. The existence of infinite combos did not immediately define how the game was played at a high level; MvC2’s scaling and infinite prevention system made resets much more valuable. Some characters did have true infinites, but zoning strategies from lesser known characters like Blackheart and Spiral remained relevant until players learned to dominate those match-ups with high-mobility characters like Storm, Magneto, Sentinel, and Iron Man.

With a much smaller fighting game community restricted to learning the game offline, MvC2’s fast and unforgiving gameplay again earned a reputation for being “cheap” and riddled with infinites, pushing players away from the competitive scene as the skill gap increased. However, MvC2’s huge roster and stylish gameplay, the same factors that lead to infinites, made the game a cult classic among casual fans. Even as high-level play was whittling the roster down to just a handful of relevant teams, the speed and intensity of those match-ups fueled the game’s continued growth.

Marvel vs. Capcom 3 – Optimization vs. Infinites

When Marvel vs. Capcom 3 arrived in 2011, a decade of competitive MvC2 had led the fighting game community to understand infinites as just another part of the game, a tool to be utilized or neutralized on the way to winning. With the introduction of the comeback mechanic X-Factor, 100% combos went from being “cheap” to a basic part of the game’s high-level strategy.

Still, when players began discovering true infinites for different characters just weeks before Evo 2012, some felt the game would devolve into players looking for optimal infinite setups. While some advocated for the infinite loops to be banned, Evo opted to keep everything legal, remaining consistent with a long tradition of legalizing any tactic that is not game-halting.

TAC infinites became an important part of the game as players tried to squeeze every ounce of damage and efficiency out of their team, but in many cases they were simply risky alternatives to spending meter. In other cases, weaker characters found new utility through TAC infinites: if a player could consistently perform a combo with a high-execution barrier, they were rewarded with the damage their character lacked normally.

In the end, during the game’s final appearance at Evo this year, a team based around mobility and the ability to perform infinites to maximize damage won the tournament. Chun-Li, the point character on that team, saw almost no attention throughout the MvC3’s lifespan, despite being the first character to have an infinite discovered in MvC3. It wasn’t until RyanLV dedicated the time and execution to Chun-Li that a cohesive strategy could be built around the infinite combo.

However, through the eight matches in Winners Finals and Grand Finals, only a single infinite was done to completion. When the opportunity to kill key characters on his opponent’s team came up, RyanLV chose to perform easier combos by spending meter rather than going for higher-risk infinites.

Marvel vs. Capcom: Infinite – Marvel in the era of esports

Marvel vs. Capcom: Infinite is in many ways a return to the roots of the series. The new combo system normalizes the difference in damage between high-execution combos and simple chain attacks into super, making it easier for players without a ton of experience to score damage and stay in the game. The system gradually reduces hitstun as combos do more damage, making it difficult to extend combos beyond 60~% without specific tools that experienced players can learn to take advantage of.

Like all Marvel games, the developer’s intentions havn’t prevented players from swiftly bucking design and developing 100% combos and infinite loops, the most infamous of which involves Spider-Man looping two attacks, Web Ball and Reality Stone. Earlier this month Capcom took the rather unprecedented step of banning Spider-Man’s Web Ball + Reality Stone loop from tournaments, calling the combo “an unintended effect that circumvents the gameplay mechanics.” The loop was then removed via a patch, less than a month after the release of the game.

Though the relative ease of the infinite and the ability to ignore counter switch probably had a lot to do with it being banned and removed, Capcom’s response doesn’t specifically answer the question of what sorts of combos “circumvent the gameplay mechanics” enough to warrant a patch. The irony is that by time the Web Ball patch was implemented, other infinite loops had already been discovered in the game using the freshly-discovered hitstun deterioration glitch.

Competitive players still need to be prepared for a combo that can do 100% damage from a stray hit, especially in a tournament that plans to give a player an opportunity to score a free combo using rules outside of the game. Furthermore, as debates over the fairness and legitimacy of infinites are reignited, some argue on behalf of spectators rather than competitors, attaching a lack of skill and imagination to performing infinite loops.

In an era where fighting game competition is becoming synonymous with esports and games develop faster than ever, some see MvC:I’s infinites as a black mark that could damage the growth of the game. If history tells us anything, the process of finding and overcoming infinites is a part of the Marvel versus Capcom puzzle, and pushing the boundaries of the game will help push the limits of competitive play.

Sources: alt.games.sf2; The complete X-Men versus Street Fighter Combo FAQ by James Chen; LevelUpSeries; Tinshi; Brett H123; Abegen; Justin Wong; Evo

Frabisaur describes an untapped fighting game training resource in the latest The Fighter’s Dojo Mini

Is real-time online coaching underused by those trying to improve in fighting games?

In the latest episode of The Fighter’s Dojo, Frabisaur talks about a training mechanic that seems to get little use or discussion, despite its potential value: screen-sharing.

As useful as reviewing replays and playing against others in a controlled coaching environment can be, decision-making “in the moment” while under pressure is hard to replicate! With screen-sharing apps on PC and the PlayStation 4’s built-in Share Play option, it’s quite easy to sit in on another’s game session as they take on other online opponents live, allowing the viewer to provide observations and advice in real-time. Frabisaur recommends we all take advantage of this as much as possible, and intends to offer it as a service to Twitch subscribers in the future, in addition to his weekly streaming sessions.

Source: Frabisaur

TEKKEN TRAINING: Electric Wind God Vids — Beating the Dragunov D+2 post-hit mix-up

Electric Wind God Vids returns to match-up specific discussion today, with a dissection of one Tekken 7‘s more notorious lows: Dragunov’s D+2.

Dragunov’s D+2 is unseeable, nearly impossible to step, and it forces you to crouch on hit. Those attributes alone frustrate many a player, but it’s important to look at this, and similarly unseeable pressure lows, in a different way in order to triumph over them.

For more TEKKEN TRAINING, be sure to subscribe to ShoryukenTube! And if you have any specific questions about Tekken gameplay you’d like covered in a future video, let us know in the comments!

Dante shows some Bold Moves in this new Marvel vs. Capcom: Infinite combo video

Back in Ultimate Marvel vs. Capcom 3, Dante’s “Bold Move” was an important part of his moveset due to it being the means for him to special cancel out of his “Stinger” command normal. In Marvel vs. Capcom: Infinite however, the move is less prominent due to him being able to do specials out of “Stinger” and its follow-ups.

That said, that doesn’t mean that Bold Move isn’t useful anymore. In his latest Dante combo video, Andrew Silver demonstrates a number of combos for the character in Marvel vs. Capcom: Infinite that utilize Bold Move. In addition to this, he also gets some good mileage out of his “Devil Trigger” install hyper. Of course, most of these aren’t really practical, especially not with how the game’s damage-based hitstun decay works, but it’s still nice to see some flashy combos beyond what we usually see in tournament play.

Source: Andrew Silver

Rising Up: Zeku bread and butter combo guide — Punishes, confirm combos, juggles, & more

Zeku, founder of the Strider clan and teacher to Street Fighter and Final Fight veteran Guy, has just debuted last week in Street Fighter V. Like his fellow aged master martial artist, Gen, Zeku is two characters rolled into one, using his ninpo techniques to swap between his current and his youthful body. Unlike Gen, however, Zeku seems to be two fully complete characters rather than two halves of a character, perhaps owing to the fact that he cannot switch as freely between forms. The two styles have different walk speeds, dash speeds, normal moves, special moves, and combos in general. This presents a challenge to any prospective players, who must learn twice as many combos. I’ve just finished doing the legwork so that you all can quickly pick the character up without having to worry about your lab work. Here are your best bread and butter combos that I’ve found for every common scenario. This video features anti-airs, punishes, confirms, counter-hit combos, crush counter combos, juggles, and more.

This is not the full Zeku tutorial I’m working on, but rather simply a guide to his basic optimal combo routes. The combos are all my own findings, alongside a few things I’ve observed from other players. Unlike most characters in SFV, Zeku has a number of different combo routes he can take depending on the amount of meter he wants to spend and the difficulty of combos that he can tolerate, and I’ve chosen the combos that strike the best balance between optimal and consistent. I wholeheartedly encourage anyone watching to point out further optimizations in the comments, for both me and the other players, so that I can amend them into the final video when I release it.

Remember to subscribe to the Shoryuken channel, and keep an eye out for future videos!

Limited Run Games now shipping their limited-edition Skullgirls 2nd Encore packages for PlayStation 4

At last, Skullgirls fans will be receiving this long-awaited disc-based release of the game.

Last we heard from Limited Run Games on their physical releases of Skullgirls 2nd Encore, both versions were delayed, but the PlayStation 4 version was expected to ship in late September. Obviously that didn’t happen; however, late is better than never! The PlayStation 4 package is shipping now. If you ordered a copy of this “ultimate” edition of Skullgirls, you should have received a shipping confirmation already, or will soon. You can see all of the goodies this release contains below:

skullgirls limited run contents

The PS Vita version is still delayed, awaiting certification.

Find out more about what’s in store for the Skullgirls community according to Kai Kennedy, DaPurpleSharpie, and Mike Zaimont.

Source: Limited Run Games (Twitter)

The latest beta version of FightCade goes live, for accounts from 2015 and older

FightCade is a very popular online gaming emulator based heavily on the rollback netcode of GGPO. If you’re here at SRK, there’s a chance you already have an account on their site — and if it’s been around long enough, you have a surprise waiting for you.

Accounts from 2015 or older are now eligible to try out the beta of FightCade’s latest version, which you can obtain here. For any newer accounts, you’ll have to wait for your turn at the virtual machine: but FightCade promises that it’ll be soon.

Source: @FightCade

Punish foes with this complete, demonic Devil Jin video guide for Tekken 7

If you’ve been looking to learn a new character in Tekken 7, TheMainManSWE returns with an excellent guide to one of the Mishimas. This time, he’s taking an in-depth look at Devil Jin with a thorough character guide.

According to TheMainManSWE, Devil Jin is one of the more well-rounded Mishimas without any glaring weaknesses — very good at offense and defense. He starts by pointing out some trademark attacks of the character, discussing the frame data of certain moves. After showing why Devil Jin is a beast, the video moves on to combos.

The rest of the video sequences from combos onto strategy, then punishing, poking, throwing, his groundgame, and Rage techniques. Check it out below:

Source: TheMainManSWE