30th Anniversary infographic provides some insight into the history of Street Fighter

Follow the franchise across thirty years with this infographic!

Today marks the day that Street Fighter was first released, kicking off the long and vibrant life of the Street Fighter franchise. To mark this occasion, IGDB.com has prepared the following infographic detailing the storied history of Street Fighter from its point of origin to the present day. Check it out below!

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For more Street Fighter info from IGDB, have a look at their lists of all the games for each of these iterations:

And: for another fan tribute to Street Fighter’s 30th Anniversary, be sure to check out @streetfighterlegacy’s massive digital fan art collection!

Source: IGDB.com

More BlazBlue Cross Tag Battle characters to be revealed in September

Earlier today, Arc System Works streamed a segment online. They teased that they would have some news regarding the highly anticipated BlazBlue Cross Tag Battle game, which was announced at Evolution 2017.

On the stream embedded below, the company began with a BlazBlue: Central Fiction tournament that prominently featured Jubei. At close to the two-hour mark, the company showed the reveal trailer to the BBXTAG game. There wasn’t any new info in it, however, after showing key character art for the four protagonists, they displayed a screen (the feature image of this article, above) that says more character reveals are coming in September.

It’s a teaser of a teaser, but Arc System Works has committed themselves to streaming at least once a month for the fans. Since Toshimichi Mori already revealed that the cast is mostly set. It looks like we can expect many announcements over the next coming months, especially since there will be numerous characters in the game.

Stay tuned to SRK as we find out more about BlazBlue Cross Tag Battle.

Watch live video from ArcSystemWorks on www.twitch.tv

Source: Arc System Works (Twitch)

Loops, juggles, and even an unblockable: Menat day one video roundup for Street Fighter V

Menat just hit Street Fighter V, and already people are figuring out way to create nasty combos with her. Her floating crystal ball mechanic and her unique V-Trigger seem to allow her to be quite creative in her attack sequences.

Her sphere-generating V-Trigger, the Wisdom of Thoth, seems to be the most obvious source of unique combos. Players have been experimenting with ways to use the six spheres it generates for extra damage, as you can see in the videos below from AaronMan Pazzo, Blackguy500, Jedi P, and Clasico.

Meanwhile, Olaf Redland has taken some time away from analyzing Marvel vs. Capcom: Infinite pre-release gameplay to demonstrate how jumping against Menat is a bad idea.

On a slightly different note, Asaad Nahar demonstrates how to use her V-Trigger to punish certain V-Reversal attempts.

Sonic Flash Kick offers a combo video for her that goes over a number of options, including meterless bread and butter combos, the usual flashy V-Trigger ones, and a few more in between.

For those looking for something meatier, TrueUnderDawgGaming has put out the following combo guide that covers her known combos in order of difficulty.

As expected, combo video wizard desk has also shared his take on V-Trigger combos for Menat. He uses it to set up some interesting and ridiculous-looking combos — including a couple of loops — in the videos below.

Team Razer’s Xian has demonstrated a different loop, this time using multiple jump-ins. More importantly, it works mid stage, and doesn’t need V-Trigger active at the start.

Meanwhile, EchoFox’s Momochi has put together his own impressive combo on his stream.

He also, demonstrated an unblockable set up for her Critical Art, as captured in this tweet. The unblockable apparently works the same way as Ed’s unblockable does.

Finally, Evo Japan’s Hameko demonstrates this sequence that can drain an entire lifebar — if Menat gets the throw reset after the first combo.

Sources: AaronMan Pazzo; Blackguy500; Jedi P; Clasico; Olaf Redland; Asaad Nahar; Sonic Flash Kick; TrueUnderDawgGaming; desk; RZR|Xian; EchoFox|Momochi (via Kobra_47); Hameko

History Behind the Warrior explains Black Manta’s beef with Aquaman in Injustice 2 and beyond

For players of Injustice 2 who are slightly unfamiliar with DC comics characters and their lore, there are bound to be lots of questions about the mysterious mariner Black Manta, who was recently revealed to be part of Injustice 2‘s 2nd fighter pack. While his exact intentions in the Injustice 2 storyline are still unknown, there is one thing that we can always count on with Black Manta: He really, really hates Aquaman.

For those who would like a little background on the deep-sea assassin’s feud with the king of Atlantis, History Behind the Warrior has got you covered. Check out his video below, to hear why this bad blood runs deeper than the ocean.

Source: History Behind the Warrior

Punch through brick walls with this Paul Phoenix combo guide for Tekken 7

Before Bob came along in Tekken 6, Paul had been the resident American karate man since the beginning of the Tekken franchise. Though there is certainly room on the roster for two USA users of hybrid martial arts, Paul’s straightforward, powerhouse approach certainly earned him his longevity in the 3D fighting game series.

HurtboxTV’s combo guide for Paul Phoenix in Tekken 7 shows us that there is more to playing him than just landing heavy blows, though that is most of what you’d be doing as a Paul main. You don’t need a lot of hits to pull most of the strings in this video, but you will need to keep a forward dash at the ready as Paul’s hard knocks tend to send the opponent flying more often than not.

Check out the guide below to add these essential Paul Combos to your Tekken 7 repotoire, and find more of HurtboxTV’s combo guides here.

Source: HurtboxTV

See the entire cast’s Level 3 Hypers in the Gamescom build of Marvel vs. Capcom: Infinite with footage from UM Tyrant

As we’ve previously reported, Unequalled Media’s Tyrant was recently invited to the offices of Capcom UK to try out the Gamescom build of the upcoming Marvel vs. Capcom: Infinite. After recently providing us a healthy amount of gameplay footage involving several under-used characters, his next upload focuses on showcasing the entire cast’s Level 3 Hyper Combos, starting with the Marvel side before moving on to Capcom.

While the returning veterans (and Jedah, who utilizes his Provia=Di=Servo from Darkstalkers 3) retain the same Hypers from Ultimate Marvel vs. Capcom 3, characters like Nova, Frank West and Spencer have finally been given Level 3s, as this is a luxury that is now afforded to the entire cast. Spencer’s Level 3 even serves as a reference to how he finished off Groeder in the Bionic Commnado reboot, by shoving a stick grenade in his foe’s mouth before zipping away while they explode. Keep in mind that this is still an unfinished build of a game in development, so some of these animations could see some slight tweaks before release.

Which of these Level 3 Hypers was your favorite? Did you prefer the reimagining of classic attacks from the veterans, or the new attacks afforded to the newcomers, Frank, Nova and Spencer? Let us know in the comments.

Marvel vs. Capcom: Infinite is scheduled for a September 19th release on PlayStation 4, Xbox One and PC in North America and Europe, with a Japanese release on the same platforms coming on September 21st.

Source: UM Tyrant

Upgrade your Feng Shui with this V-Trigger combo guide for Juri in Street Fighter V

Juri’s V-Trigger runs on a meter that depletes with every attack executed; JusticeSoulTuna has made a great video that shows you how to circumvent the scale to get the most out of Juri’s V-Trigger combos in Street Fighter V. The trick, JST explains, is to make the starting attack of the combo the most powerful one, rather than racking up a high number of hits, since the aim is to make the meter last as long as possible.

The combos are performed with attack and damage data on screen for you to observe, and a walkthrough is provided via more on-screen text. Check out the video below and check out more of JusticeSoulTuna’s Juri tech tutorials.

Source: JusticeSoulTuna

Shoryuken review: HORI Fighting Commander pad for PlayStation 4/Xbox One

Is the Fighting Commander the best choice for pad-preferring warriors?

I had the dual experience of growing up playing fighting games on both arcade sticks (in their “natural habitat”) and on pads, when they started making their way onto home consoles — starting with Street Fighter II: The World Warrior on the SNES, of course. That said, once arcade sticks made their big comeback to home consoles via MadCatz and Street Fighter IV, I was happy to switch back to the “original” way to play fighters.

But there are many players — and many at the highest levels of professional competition — that prefer a pad to the fightstick. For those players, and those thinking of sampling the other side, HORI sent us the latest models of their Fighting Commander pads to try out. You’ll typically see pad players using a Dual Shock 4 for Street Fighter V — Method|Luffy’s preferences aside — so how do HORI’s alternatives compare?

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The pads feature compatibility with the most recent consoles in their respective families: PlayStation 3 and PlayStation 4, or Xbox 360 and Xbox One. That’s certainly handy for some cross-compatibility at events, or at home. Both pads are PC compatible through XInput as well.

Between the two platforms, the shape and functions are mostly identical; the only cosmetic differences are button shape/markings and color schemes to match their respective consoles. Functionally, the PlayStation model allows switching the directional pad input between digital and either analog stick, while the Xbox version can only switch between digital and the left analog. Curiously, the PlayStation model has a turbo feature, while the Xbox version has button reassignment instead. The PlayStation pad also allows you to switch the top shoulder buttons between two configurations, allowing access to the the L3/R3 buttons if desired.

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A nice inclusion on the Xbox model — and missing from the PlayStation pad — is a breakaway plug on the USB cord. I think this should be included on all HORI controllers, I think it’s a great feature.

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So, how do they perform? The controller feels comfortable to hold, and the directional pad is a single cross segment with some concave curvature, making the up/down/left/right points feel slightly more prominent. It’s fairly stiff, and I found it very responsive to the touch — the thumb slides a little more easily on this d-pad than on a DS4’s, in my opinion. I found some inputs, like SPD or double-SPD, a little easier on the HORI. I found it very responsive to DPs; shoto players should do just fine. Multi-tapping for dashes, etc., was a breeze.

The buttons are fairly large and flat — considering there’s six of ’em crammed into the face of the controller, taking the Street Fighter six-button system off of the shoulders. This six-button placement is certainly a selling feature for the Fighting Commander, and if Street Fighters are your games, it makes a difference. The positioning of the buttons makes dual-pressing buttons with your thumb (for SFV’s V-Skills and V-Triggers, for example) very easy. However, the buttons are quite shallow and “soft” — only light presses are needed, which is great for quick inputs, but also increases the likelihood of input errors as you brush against the wrong button. This will be a concern for some, considering how close together the buttons are. Practice with the pad should mitigate that issue, and I found I could reliably get what I wanted out of it using either my thumb, or by flipping and using my fingertips fightstick-style.

Even if you don’t really hate using the shoulder buttons in Street Fighter, there are a few more significant pluses to this pad over your console’s pack-in controller. Being a wired pad, it eliminates issues related to battery life, or having to pair/unpair the pad from a console — both big advantages for a tournament environment! A side benefit to lacking a battery (or vibration functions, for that matter) is that the controller is considerably lighter than a standard pad, thus more comfortable to use for extended play, and a bit easier to lug around. The pad is also much less expensive than a standard Xbox or PlayStation controller, at $39.99 for the PS4 pad and $41.75 for the XB1 version (according to Amazon‘s current pricing).

Taking those advantages into consideration, this is definitely a controller pad players will want to consider trying out. Players that use the Hit Box, and those that have sworn their loyalty to arcade sticks, however… I don’t see this converting them to the other side.

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Pros:

  • Six-button configuration may suit Street Fighter players more than other pads
  • Comfortable grip
  • Comfortable and responsive d-pad and buttons
  • Wired connection means no battery/wireless pairing issues, and lighter to hold/carry
  • Lower cost to purchase than consoles’ regular controllers

Cons:

  • Six-button layout may be too cramped for some hands/thumbs
  • No vibration feature
  • No breakaway cable or button assignment on the PlayStation-compatible model
  • No turbo feature on the Xbox-compatible model

Double trouble: Hellpockets and Bandai Namco breakdown Android 18’s special moves in Dragon Ball FighterZ

In the midst of the mounting hype surrounding the arrival of the androids in Dragon Ball FighterZ, Bandai Namco has released a breakdown video for the atomic blonde Android 18. The video features GameGoons and Super Delayed Radio personality Hellpockets, who lends a hand in explaining an important aspect of 18’s playstyle.

As many are sure to have realized by now, Android 17 isn’t officially a playable character in Dragon Ball Fighter Z. Instead he acts as sort of a partner-in-crime for Android 18 and is brought out on screen to deliver her special moves. Since specials are obviously a crucial part of any fighting game, it’s not exactly like 18 is the main character and 17 is her accessory. It’s more like you get two androids for the price of one, with the duo displaying the high-powered, ill-willed teamwork that made them popular in the anime and manga series.

Hellpockets explains it in more detail in the video below, and if you find it helpful, you should check out Bandai Namco’s Piccolo breakdown featuring Rhymestyle.

Source: Bandai Namco

Phantom Gundam and Nightingale coming to Gundam Versus as DLC

With over 2 decades worth of anime to pull from, Gundam Versus is one game that’s very open to expansion via downloadable content. The game itself already has a substantial amount of downloadable mobile suits, not two more are set to join in next month.

During the recent team battle tournament for the game at C3AFA Tokyo 2017, Bandai Namco Games announced the next 2 DLC mobile suits coming to the game. Coming in late September will be both the EMS-TC02 Phantom Gundam and the MSN-04II Nightingale. The former comes from the Mobile Suit Crossbone Gundam: Ghost spinoff manga, meanwhile the latter comes from series creator Yoshiyuki Tomino’s novelization of the movie Mobile Suit Gundam: Char’s Counterattack, called Beltorchika’s Children.

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Both mobile suits will be available for purchase for ¥602 plus tax in Japan in late September. No word yet on when they’ll be released and how much they will cost when the Gundam Versus hits the rest of the world on September 29th. You can check out Bandai’s announcement of the Phantom Gundam at 55:29 in the video below.

In addition to the two new mobile suits, this September’s 1.05 update will also bring with it 1-on-1 player matches online, as well as new Extra Battle option in the Ultimate Battle mode. More on this is expected to be revealed at a later date.

Source: Bandai Namco via Siliconera