Push The King of Fighters XIV’s Mai juggle damage to the limit with Persona Entertainment

Sometimes, the real challenge of putting together a combo video is just to find something fresh. In The King of Fighters XIV, Mai Shiranui has less flashy potential than average: most extended setups, for example, rely on tired-and-true combo video methods of extensions, such as delayed fireballs.

Persona Entertainment‘s goal has always been to push out interesting conversions for every character in KOFXIV, and despite Mai’s limitations, they still manage to find ways to squeeze out stun combos and cross-under juggles. Check out the video above to see his Mai creations, or check out the rest of his series on his YouTube channel.

Source: Persona Entertainment

Japan’s finest in action at Super Street Fighter II Turbo East v. West team tournament

One of the most powerful testaments to the strength of a game is its scene’s desire to continue playing long past the expiration date of “main stage” status. This is one of the reasons why Super Street Fighter II Turbo will never die, and why the players over at GameSpot Versus will always be a threat in their beloved classic fighter.

GameSpot Versus regularly hosts East vs. West team tournaments with  nearly 50 players showing up to represent their scenes. If the game play of this massive event impressed you, be sure to check out their twitch channels for even more high level action across a range of legacy titles.

Source: Super Street Fighter II Turbo

VesperArcade considers how to fine-tune Abigail for a Season 4 of Street Fighter V: Arcade Edition

“Despite being a brawler, he’s one of the best grapplers in the game…” summarizes the plight of balancing Street Fighter V: Arcade Edition‘s Abigail well. Almost no other character has had the strange journey of unnecessary (then quickly reverted) buffs and miscalculated design as the car-crazed Canadian.

While balancing Abigail for a potential Season 4 probably necessitates making other grapplers better comparatively, the minds over at VesperArcade have some ideas on how to keep him strong without making him absurd. It’s probably not a surprise, but a bulk of the conversation centers around his 2-bar VT1, and the overwhelming synergy it has with his large health pool and robbery mechanics.

Source: VesperArcade

Shoryuken review: Lethal League Blaze surpasses the original in every way possible, and then some

The hip-hoppin’ king of swing is back with everything that made the original great, and cranks it to 11.

The highly-hyped, one of a kind, grand slam of a brawler Lethal League Blaze has finally released on PC through Steam, and it delivers a powerful experience worthy of succeeding the original in every way. There’s a lot to love about this jam-packed sequel, from a new fully-realized art direction to extraordinarily refined gameplay, and an incredible score that will leave you dreaming in funky beats.

Lethal League Blaze Logo

Presentation:

Those familiar with the original entry will notice Lethal League Blaze shakes things up in a big way by replacing its 2D sprites with robust 3D models. Team Reptile didn’t stop by simply adapting the original character designs, most fighters have dynamically updated visuals, taking a simple character like Raptor, and threading him together like a baseball. New characters feel right at home with the rest of the roster. Doombox, Jet, Grid, and Nitro all have something unique to offer the universe of bomb-tastic baseball.

One of the coolest visual additions to the title is the dynamic turn that occurs at the final strike of each round. Time stops and the camera pans around the characters showcasing the final decisive hit. No matter how silly of a win it might have been, it’ll look dazzling thanks to this new feature.

Lethal League Blaze‘s soundtrack does not disappoint fans of the original’s impressive score. Legendary composer Hideki Naganuma lends his talents which is a match made in stylized hoodlum heaven. While you can listen to the songs individually after unlocking them, it would be great to have a playlist setting to just kick back and let the banging beats fill your soul.

Stages are more filled with life than ever, there’s so much happening at any given time, but there’s a balance between the hectic gameplay and the energetic backgrounds. Stages are no longer flat or without depth. There are a number of layers, some with moving parts, other characters, and giant backdrops. The train stage is presented at an angle which begs players to wonder what it would be like to play Lethal League in real life, on a bullet train, with passengers thinking it ain’t no big thang.

Lethal League Blaze Grid and Candyman Resize

Gameplay:

The goal of the Lethal League Blaze‘s main mode is to hit the ball into your opponent without being hit first. Those who have played Lethal League before will be greeted with the familiar mechanics established in the previous title. That being said, Lethal League Blaze adds a few key elements that make this title truly feel like the next evolution of the niche its created. Now, players have a health bar, no longer being knocked out from a single hit. The health bar will flash whenever a single hit is a guaranteed knockout and this is based on the overall speed of the ball.

Players can still bunt the ball to stop it in its tracks whenever things start to speed too far out of control. After the ball is bunted it’s no longer under any single player’s control. It loses momentum until hit a second time and all of the speed it held before being bunted is unleashed. Another move added to the player’s arsenal is the catching and throwing mechanic. Whenever a ball is hurtling towards the player, it can be caught and thrown forward with all of the speed it’s been building.

Another new feature that players will either love or hate is the new special item system that activates after a match has lasted a specific amount of time. Whoever hits the ball into the item machine will access a one of a kind boost that varies immensely depending on the item. One item rockets the ball towards the opponent, almost guaranteeing a knockout, another allows the player to control the ball with a remote to follow the opponent. Not every item grants a positive effect, however. One item turns the ball invisible, which can make things difficult for both players, another splits the ball in two which a more skilled opponent can turn to their advantage. Giving the items both positive and negative effects can attempt to balance the gameplay, but in the end, the better player is more likely to get the item and if it grants a beneficial ability, that player will remain in the lead.

Lethal League Blaze Rex Item Victory Resize

The game’s tutorial does a good job explaining most of these mechanics, but there are a few that are a few that still remain puzzling. In some instances, while a ball is flying it will immediately stop and hover near a player, giving them a free hit. There are also instances when the player is knocked down and they flash red, perhaps giving them one more bit of fight before they are down for the count. In my experience, whenever I’ve been knocked down in the amount of time it takes for me to get back up, the opposing player has already hit the ball to my location, causing for another knockdown. It’s not a common occurrence, but it happened enough to cause some concern.

For all of these moves, it’s important to pay attention to the volume bar at the bottom of the screen that depletes and refills after each hit. Think of it as a kind of loading bar that lets the player know when the ball is going to smash towards you. With proper timing, you can parry nearly any hit, becoming a true Lethal League pro.

All of the new characters offer unique gameplay elements and gimmicks, with older characters being retooled to match the newcomers’ outrageous abilities. My personal favorite characters this time around are Raptor from the original cast and Nitro from the new bunch. Raptor is a solid performer with all-around performance. Nitro is a bit more complex, with his character trait that hits the ball with his giant handcuff then retracts itself to hit the ball again for a massive swing boost. There’s a character for every playstyle and the roster feels incredibly balanced. Even Doombox, who was the previous title’s final boss, feels like a fair opponent. Until a certain something happens in the story mode — but that’s for you to find out!

Lethal League Blaze Jet and Sonata Resize

Offline:

There are a variety of modes available in Lethal League Blaze that players are sure to find appealing, including a good amount of single player content.

For the first time in Lethal League history, there is finally a story mode. Something I highly requested during my review of the original. While the story it tells isn’t exactly groundbreaking, it is wonderful to learn about the many characters, their backstories, and the world they inhabit. The story itself is quite short and it doesn’t feel like much gets resolved by it.

Story mode is a little bit more overdramatic than preferred, for as much charm as the characters have in gameplay, their story mode interpretations felt a little flat. The only character that seems to stay true to form is Candyman, and that might be just because he’s crazy. There was no voicework done for story mode either, so that might have detracted to my overall experience.

The overall Story mode is fairly easy, aside from a couple encounters, usually with Sonata, my worst match-up for some reason, the chapters can be completed within their first try without breaking a sweat. The game introduces one of its separate play modes, Strikers, in story mode, but it’s just for one mission.

Additional costumes can be unlocked in Story mode after completing certain levels, but they will then need to be purchased afterward, which kind of takes away from the whole “unlocking” experience. It’s not hard to unlock in-game currency, pretty much everything you do adds to your wallet, but it feels less like a reward and more like another grind when offered through this method. There are also plenty of items without unlock requirements, leaving players in the dark on how to actually access the content. Its a nod to the older days of gaming that made unlocking items special and rewarding, but having to use in-game currency on top of not knowing how to unlock the item is a little overboard.

Lethal League Blaze Candyman Straight Jacket Resize

In a strange development move that was surely done to add playability, most additional modes are locked behind the in-game currency. Even training mode, albeit at a much lower cost compared to other modes like Strikers and Volley, must be purchased before use. Even the second tutorial needs to be purchased with in-game currency. Sure the asking price isn’t very high, but it certainly is a strange decision.

In Strikers mode instead of trying to hit each other, players must direct the ball into a target on their opponent’s side of the stage. It adds an entirely different mindset to the game, especially considering hitting your opponent with the ball doesn’t do any actual damage. Volley plays just like a game of volleyball and players must hit the ball onto their opponents’ side of the stage without it hitting the ground on their half. Players are allotted three strikes before needing to slam it on their opponent’s side of the stage. These are nice new modes to offer extra longevity to the title, but the main attraction will probably always be the standard Lethal League match. Especially considering the online modes do not have the option to play with either of these rules.

Showcase mode allows players to view and unlock additional colors, costumes, modes, songs, and stages. The character colors and costumes all add plenty of variety to the character’s already stellar designs. It would have been nice to have additional costumes for the entire cast, but understandably the new characters introduced in this title did not receive any alternative threads.

Everything feels like it costs too much in-game currency to unlock, at least at the beginning. When faced with unlocking either a new character or a new game mode, odds are players will go for the former whenever their costs are nearly the same. Some songs and stages cost almost the same as a new character and this is additionally strange. Through this method of unlocking, nothing feels special whenever it’s your choice to unlock the item. It’s a tactic to make the game last longer which is strange because the overall gameplay is so solid, that alone will bring most players back to the entertaining title. If unlocks were more specific it would be more rewarding.

Lethal League Blaze Candyman Rex and Grid Resize

Online:

My experience online has been a little mixed. There are two separate modes, Quick Match and Ranked Match, and both work as you would expect.

My first Quick Match took about a minute to locate, which was fine, but once the pairing was made the connection was dropped. After searching again the same problem occurred, but the search time lessened. The third time was the charm thankfully, and once the match connected it, was smooth sailing. There were no issues with the netcode, lag was nonexistent, and rematches were easy to continue. Once you left a lobby, however, it was back to the drawing board. Quick Match can go up to four players in the standard Lethal League match with no other options for customization.

I had the same experience in Ranked Matches as well. I found more consistent matches very quickly but once the game loaded the match dropped. The gameplay itself was smooth whenever I had the chance to actually play against an opponent. Surely the folks at Team Reptile are hard at work to ensure the dropping issues are lessened, but only time will tell if that’s the case. Also, there’s no option to replay an opponent in ranked mode, which is most likely done to prevent boosting, but it would be nice to have the option to continue playing against a tough combatant for a best two out of three at least.

The online offering is a little barebones, especially considering its the headlining feature in the main menu. Hopefully, there will eventually be the option to play Volley or Strikers online to give them more time to shine.

Lethal League Blaze Rex and Doombox Resize

Conclusion:

Lethal League Blaze is a worthy successor to the original title in every way. With new and interesting characters, improved visuals and gameplay mechanics, and a banging new soundtrack, it’s definitely a title worthy of your time. There’s no other game like it, and it’s certainly an experience you need to have if you’re looking for something that’s truly exceptional at what it does.

Anyone can pick up the game and feel like a champ as long as they’ve got a dream and a well-timed swing! Currently, Lethal League Blaze is available on PC through Steam, and will soon be released on PlayStation 4, Xbox One, and Nintendo Switch — in early 2019.


Technical Info:

My PC specs:

Intel Core i7 Processor 6500U 2.5 GHz 2.59 GHz

16 GB RAM

2 GB Dedicated Nvidia 940MX graphics

Overall I had a pretty solid experience on my computer playing Lethal League Blaze with my specifications. I will note there were multiple times where loading screens got stuck and I had to close the game and reopen it, but it was never a severe problem. I was able to play with four local players without slowdown as well.


Team Reptile provided Shoryuken with a review copy of Lethal League Blaze on PC.


RELATED POSTS

Lethal League Blaze is out now on Steam

Team Reptile shares first footage of Lethal League Blaze’s online gameplay

Lethal League Blaze is coming to PC on October 24 and to consoles Spring 2019

Arcade UFO Weekly streaming Tekken 7 live from Austin, Texas

Arcade UFO has served as the stomping grounds for the Austin, TX FGC for a decade now. First formed in 2008, it has produced top players in a wide range of games and hosted events for SBO QualifiersNamco’s Tekken Tag 2 location tests, and more.

With a growing scene for Tekken 7 that has drawn top players from surrounding cities like San Antonio and Houston, Arcade UFO has now moved into regular streaming for its growing weeklies. Every Saturday at 8:30 PM CT/ 6:30 PM PT is Tekken, and you can watch right now:

Watch live video from TekkenATX on www.twitch.tv

If you want to see more game streams from UFO, this Austin arcade also hosts monthlies for Street Fighter III: 3rd Strike over at its ArcadeUFO Twitch channel here. These tournaments are part of the 3S Jazzy Circuit.

Sources: TekkenATXArcade UFO

Chris Tatarian talks about his storied history with Ken with BornFree

Chris Tatarian has been a die-hard Ken main, through thick and thin. While he has lodged many a complaint about the character’s balance and the overall game balance of Street Fighter V, he has consistently stuck to his guns and found his way into Capcom Cup with his favorite character.

In a recent interview, he sat down with BornFree to talk about how it was due to his older brother that he started playing the character. He also talks about his initial drive to be the best Ken in the world, and his motivation to continue to compete on the tour.

Source: BornFree


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ARCREVO Japan 2018 results

This weekend, the ArcREVO World Tour made its third stop in the form of ARCREVO Japan 2018 from Tokyo. Over 100 entrants assembled for each of the main three Arc System Works titles: BlazBlue: Central Fiction, Guilty Gear XRD REV2, and BlazBlue: Cross Tag Battle, including the three Champions of Revolution 2018, as well as the highest-placing American players at last August’s Evo 2018 for each title. This guaranteed quality action, especially with Ranking points and qualification for ARCREVO America 2019 on the line.

Results

blazblue-cross-tag-battle-bbtag-tournament

BlazBlue: Cross Tag Battle

1. LeGaime|GOUDA (Gordeau/Nu-13, Nu-13/Gordeau) – 550 Points (Qualifies for ARCREVO America 2019)
2. KoujiKOG (Waldstein/Iron Tager) – 250 Points
3. LeGaime|Ryota (Ruby Rose/Weiss Schnee, Ruby Rose/Gordeau) – 190 P0ints
4. 24bann (Hakumen/Akihiko Sanada) – 160 Points
5. Mekasuke (Orie Ballardiae/Ruby Rose) – 130 Points
5. Sh (Weiss Schnee/Ruby Rose) – 130 Points
7. Mabushin (Ruby Rose/Gordeau) – 100 Points
7. KYONOentremete (Mitsuru Kirijo/Yuzuriha Sougetsu) – 100 Points

ggxrdr2-tournament

Guilty Gear XRD REV2

1. Omito (Johnny) – 550 Points (Qualifies for ARCREVO America 2019)
2. WG|Samitto (Chipp Zanuff) – 250 Points
3. Nage (Faust) – 190 Points
4. Zadi (Raven) – 160 Points
5. Doren2k (Jam Kuradoberi) – 130 Points
5. Azesuke (May) – 130 Points
7. Roi (Sol Badguy) – 100 Points
7. FAB (Potemkin) – 100 Points

bbcf-tournament

BlazBlue: Central Fiction

1. Yamashita (YMST) (Hades Izanami) – 550 Points (Qualifies for ARCREVO America 2019 and receives a BBCF Pro License)
2. Konan (Tsubaki Yayoi) – 250 Points
3. Fumi (Nine The Phantom, Litchi Faye-Ling) – 190 Points
4. Ittuu (Ragna The Bloodedge) – 160 Points
5. Sadie (Iron Tager, Hades Izanami) – 130 Points
5. OJA|Rikutoxue (Hades Izanami) – 130 Points
7. Yoshiki (Nu-13) – 100 Points
7. LeGaime|Monster (Hades Izanami, Nine The Phantom) – 100 Points

The next stop on the ARCREVO World Tour will be Evo Japan 2019 in Fukuoka, Japan, running from February 15th-17th, 2019, where we’ll see three more players qualify for the ARCREVO America World Tour Finals in Fall 2019.

Source: arcsystemworks; arcsystemworksu (English Commentary)

Shoryuken review: My Hero One’s Justice is a fun first bout into the franchise — with a few noticeable quirks

A little bit more polish, and this game would ace its Licensing Exam.

My Hero Academia is one of the most popular Shonen titles as of late, and as is the tradition with all mainstream Shonen Jump franchises, it needs to become a fighting game of some sort. My Hero One’s Justice fills the role of the ever popular arena fighter, set with explosive characters, destructible environments, and tons of character customization.

It’s a fun brawler that expands upon the creative superpowers found throughout the early parts of the series to create some truly dynamic battles, thanks to its adaptive combat system that can take the fight to the skies as well as on walls.

My Hero One's Justice LogoPresentation:

My Hero One’s Justice looks great. The character models are all on point and have transitioned well from their 2D designs. Overall, the attention to detail is incredible. Characters move exactly how you’d imagine they would, with characters like Bakugo flying with his explosions as seen in the show. The special effects are amazing, with particle and environmental effects throughout all aspects of the game. Nothing is more appreciated than the large sound effects that pop out during battle. All this being said, character animations can be a little quirky at times, making it difficult to read when a proper time to counterattack might be.

Super moves are impressively choreographed and designed. Every character feels all-powerful, utilizing their quirk in new and interesting ways that might not have been expanded upon in the source material, which is a nice touch. There are three different tiers of Plus Ultra attacks, Level 1, Level 2, and Level 3. Level 1s are of course basic super moves, but still have nice cutscenes and special effects. The Level 2s are the most visually intensive and climactic, dealing devastating damage. The Level 3s are actually just a combined assault of Level 1s from your entire team, which can take out nearly half a health bar. While not as visually impressive as the Level 2s, the damage output could make it worth saving your gauge — something that doesn’t build up quickly, however.

What is sure to disappoint a large number of fans of the anime is that there is no English dub available for the game. This decision is strange, considering the series’ large popularity in America and the strong support the dub has gotten through Funimation by performing a simultaneous launch of English episodes (for the most part) with the Japanese release. While the Japanese voices are certainly extraordinary — and some would prefer to play with them even if a dub was provided — this oversight seems to be incredibly inconsiderate of both the fans and the voice actors of the English release.

The user interface is incredibly well detailed, with different music, backgrounds, and icons that pop, and show there was a lot of care in making them. Every mode has a host character which is a nice touch, but without subtitles or English voice-overs, it doesn’t really add up to much. There are also no subtitles for the character’s introductions or super moves, leaving a lot of context out of the game for non-Japanese speakers. This should have been an easy feature to implement. Especially considering during certain battles in story mode, dialogue does indeed have subtitles.

My Hero One's Justice Izuku Midoriya, Bakugo, Ochaco Resize

Gameplay:

My Hero One’s Justice is truly a lot of fun to play. The characters all have creative and unique abilities that fill matches with variety. Gameplay consists of regular attacks, quirk attacks, charge attacks, unblockable attacks, and moves with invincibility (characters flash green when charging, red when unblockable, and yellow when invincible). There are two different Quirk buttons that activate special moves when pressed on their own, and have other variations when performed with a direction press or in the air.

There are also two different ways to play the game with Normal and Manual settings. Normal mode chains attacks together for you, taking away some of the difficulty in creating combos. Manual mode puts the player in control of connecting the combos, allowing for more control and creativity. While the prospect of having two different play modes is a nice addition, it doesn’t make a whole lot of sense for a game like this. Its the reverse aspect found in games like Marvel vs. Capcom 3 which included a play mode that made combos easier to pull off for the more casual player. My Hero One’s Justice does the opposite, adding a more competitive aspect to a very casual game. Its a strange choice for a game that probably wouldn’t be getting too many new players because of the manual playstyle. But nitpicks aside, it adds more choice and that’s always a good thing.

The combo system can become easily exploitable thanks to lengthy combos, aerial attacks, and overly-helpful assists. I’ve seen multiple instances of players continuing the same combo over and over, and with the game having no mechanic to break free from infinite combos, the player becomes trapped, waiting for their health or the timer to go down to zero. You won’t see any high-ranking victory screens by playing this way, but in the grand scheme of things, it won’t make much a difference whenever they come out with the victory. All it takes is two or three well-timed combos and the match is over. Anticipating your opponent’s moves will cancel their tactics and show your skills are on top.

The game also tends to reward players who are on the defensive. Unlike most fighting games where a super move can clip through an enemy’s attack, taking advantage of their opening, you get punished in My Hero One’s Justice. Rushing into a fight won’t get you a victory unless you’re as gifted a fighter as Bakugo. Timing is everything and there are a lot of variables to take into account, like elemental attacks that cause burn damage, paralysis, and levitation.

The assist system feels a little strange, with some assists doing ludicrous damage and others doing next to nothing. Certain characters like Muscular do nearly the same amount as a super move as just an assist. The assist gauge itself is a little perplexing because not every character loads up at the same speed. This might be done for balancing’s sake, but the game isn’t very explicit for the reasoning.

On certain stages, players can knock each other into a wall and begin combat while alongside it. It looks like something you’d expect from Naruto unless I missed an episode where everyone learned how to stick to walls like a certain wall-crawling superhero. There’s also an insane amount of airtime during combos that make characters look like they can fly, which for almost everyone on the roster is not the case. Visual and canonical quirks aside, it is a ton of fun to actually utilize these mechanics. The destructible stages are sure to please, with small areas like Gran Torino’s apartment opening up to an open vertical playspace. Some areas also have ring out potential, so be sure to use your quirks tactically to get back on the stage unless you want an automatic loss.

There are a few neat mechanics I wasn’t aware of until they happened in-game, like a kind of quirk clash that occurs whenever two special moves make contact. The player who hits the designated button the most wins the clash and does a nice bit of damage. This immediately reminds me of the beam struggles found in the Dragon Ball Z Budokai Tenkaichi series. It’s a pretty static exchange visually, but its a lot of fun to bring each player’s focus onto performing a single action faster than the other, and the nostalgia makes it even better.

My Hero One's Justice Bakugo and Todoroki Resize

Offline:

My Hero One’s Justice‘s story mode is severely lackluster. The opening cutscene puts players in medias res of the climactic battle between All Might and All For One but without any of the gravitas seen in the anime. All Might appears to be in his regular powered-up state without any damage, while those familiar with the battle will know All Might was at the literal end of his rope. After the initial video, the gameplay starts midway through the second season of the anime where the series’ protagonist, Izuku Midoriya, begins his internship with the retired pro, Gran Torino. It’s a good introduction for learning the buttons but it skips much of the series’ high points that were early on.

The game assumes you are already familiar with the characters and their relationships with one another. Story beats are told through comic-style panels that are really just images cut and pasted in from the anime which is a shame for how good the character models look. Sure there are a couple of cutscenes but everything appears so static, like action figures flying through a well-detailed world with extravagant special effects.

Its impossible for me to discuss the story mode of My Hero One’s Justice without comparing it to the ones found in the Naruto Ultimate Ninja Storm franchise, which remains as one of the best video game adaptations for an anime. The cutscenes found within Ninja Storm, while terribly lipsynced, (at least it had a dub) were choreographed and expanded upon in such a way that certain scenes, like the battle between Jiraiya and Pain, were done even better than they were in their anime counterparts.

This, unfortunately, is not the case with My Hero One’s Justice. The climactic battle between All Might and All For One should have evoked a similar emotion to the one found in Ninja Storm 2, a title that released in 2010 on last generation hardware. Its one of the most powerful sequences of recent Shonen anime, with the no longer all-powerful hero on his last leg (and arm) against a seemingly unbeatable villain. Instead of faithfully recreating this epic moment of despair and triumph, it feels lazy and uninspired like two action figures being smashed together. I will say I got chills whenever Izuku said the name of the game before the credits rolled, a very solid decision from the developers.

The story mode does succeed in certain areas, however. There are side missions that expand upon the plot side characters experience during the main action. You also unlock the villain’s storyline after completing the main quest, which is appreciated in giving an alternate perspective on the events of the main plot. There are also plenty of cosmetic items to unlock for those wanting to dress their superhero to the nines.

Oddly enough, the mindless enemies found in the earlier parts of the series, Nomu, are available to fight against in Story mode but are not available as a playable character. While there are already a couple of super strength-focused characters on the roster, it seemed a little silly not to put Nomu in the regular game since he was fully modeled and animated, without special moves of course. Also, All for One is practically a clone of All Might moveset wise, which is certain to disappoint those looking forward to seeing the quirk thief’s combined abilities expanded upon.

My Hero One's Justice All for One and Izuku Midoriya Shoot Style Resize

Arcade mode, which was added through a free day one update, is pretty standard but the character dialogue between battles is actually quite entertaining. Especially when playing as characters like All Might who don’t always have one-on-one moments with other characters aside from Izuku and Bakugo. Its a traditional experience but a pleasant addition, especially since it was available on day one.

My Hero One’s Justice makes an effort into the character customization, but in the end its only skin deep. Most options are only color swaps, at exorbitant prices, and are not exclusive to the character. Every character has a monochrome, hero (AKA All Might), and villain (AKA Purple) color palette which makes things less interesting than expected. The fourth color option is pretty awesome though, and mixes things up quite nicely, being unique to the chosen character. While its cool that players can make characters wear each other’s accessories, most of the time these options clash and don’t fit well when not used with their respective fighters. Some of the accessories are from characters that aren’t in the game, which on one hand is a nice touch to make reference to a character that wasn’t able to make the cut, and on the other hand a reminder of the disappointing variety of the kinds of characters on the roster (mostly heroes).

Mission mode is a nice challenge that tasks players with completing battles with specific effects, like taking additional damage, blocking being less effective and so forth. This is where you will unlock most of the customization items. You carry over your health from mission to mission, earning recovery items to help along the way, like a full heal or an item that starts the match with a full Plus Ultra gauge for those especially difficult matches. Mission mode offers a good level of difficulty not found within the title’s story mode and is different enough from arcade mode to keep players coming back for more. Players can also purchase additional mission maps based on additional DLC characters to unlock their clothing options for customization.

There’s also a player card section where you can unlock themes, icons, and quotes for your Hero’s License. This is just another way the developers to utilize the little things that make a nice impact. It’s not a huge aspect of the game, but it’s memorable to say the least.

My Hero One's Justice Bakugo Customization Resize

Online:

If there’s one thing I can say about My Hero One’s Justice its that the online aspect is at least well-presented. I’ve had no issue finding matches on either ranked or casual settings. To be honest, its one of the best online experiences I’ve had in a fighting game for a while. Time and time again I found match after match with next to no lag.

Casual matches don’t hold any ranking to them, of course, and were honestly where I had the most trouble with people exploiting the combo system. Ranked matches were filled with more folks wanting to play the game “legitimately”. (One could argue it shouldn’t matter how you win as long as you win, but only villains do that!) Player’s have a separate rank that isn’t entirely based on their wins or losses. After each match, you can “Like” your opponent to boost a separate meter that makes them seem like favorable folks. It’s a nice feature to show your appreciation towards your opponent for giving you a fun match.

You can also create a room to play against the same folks over and over again. A nice addition for friends wanting to see who’s got the best handle on their quirks. Aside from that, there’s not much else to the online modes. No other game modes exist aside from standard Vs. modes. When its all said and done, the online works well and that’s all you can really ask for.

Conclusion:

My Hero One's Justice Story Mode Resize

My Hero One’s Justice reminds me of the earlier days of the “anime game”. Back in the PS2 era where it was okay for a game to not be groundbreaking, balanced, or competitively focused. As long as you could play as your favorite characters and pull off over the top super moves, it was a great experience for you and your friends. My Hero One’s Justice establishes a strong foundation for its future (which it hopefully has with future installments) thanks to its solid gameplay, stellar presentation, and attention to the little details that make it all a worthy starting point for My Hero Academia.

My Hero One’s Justice is available on PlayStation 4, Xbox One, Nintendo Switch, and PC with three DLC characters, the free Shoot Style Deku, the pre-order bonus (which can be purchased separately) Endeavor, and the newest hero from Shiketsu High School, Inasa Yoarashi.


Bandai Namco Entertainment provided Shoryuken with a review copy of My Hero One’s Justice on PlayStation 4.


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Jeanne is SNK Heroines: Tag Team Frenzy’s next DLC character

This classic World Heroes character returns in SNK’s experimental tag team fighter

SNK is digging deep into the history for the next DLC character for SNK Heroines: Tag Team Frenzy. Joining the cast is Jeanne d’Arc from ADK’s World Heroes.

As the trailer below demonstrates, Jeanne (not Janne, as it was apparently misspelled in her home series) brings her classic whip-sword — a weapon she wielded well before SoulCalibur‘s Ivy. In addition to her default armored costume, Jeanne also wears a Samurai themed two piece bikini, and an even fancier set of armor as her alternate outfits.

Jeanne arrives in SNK Heroines: Tag Team Frenzy for Switch and PlayStation 4 on December 13.

Source: Nintendo

Ragyo Kiryuin, Nui Harime, Switch version confirmed for Kill la Kill the Game: IF

The worst mom ever and her psychotic lackey are coming to the Switch!

Arc System Works has released some new information regarding Kill la Kill the Game: IF at ArcRevo Japan. Two new characters have appeared — Ragyo Kiryuin and Nui Harime. Fans of the show will recall these two as the main antagonists of the series: With that in mind, their confirmation shouldn’t come as a surprise.

Arc System Works also announced that Kill la Kill the Game: IF would also be coming to the Switch. No other details regarding this version were released.

Kill la Kill the Game: IF is coming to PlayStation 4 and Switch in 2019.

Click to view slideshow.

Source: Anime FGC News, Famitsu