Street Fighter V: Ken can blow up Cammy’s V-Reversal in an abundance of ways

Cammy’s V-Reversal has long been problematic for Street Fighter V players. While there was a nerf to it in Season 2 that didn’t allow it to knock down, characters that don’t have a parry — so mostly everyone except Alex, Ryu, and Akuma — had problems dealing with the side switch and white health that Cammy was allowed off one bar of V-meter.

However, Shaquille has found some options with Ken that deal with her V-Reversal quite handily. Ranging from normals, specials, Critical Art, and V-Trigger, Ken can deal hefty damage if he predicts Cammy will V-Reversal, making Cammy players scared to use it again.

With this discovery, there will likely be more with other characters down the line.

Source: Shaquille (沙奎尔)‏ (Twitter)

LAN Story Cup results

While there were numerous Capcom Pro Tour events all over the world this past weekend, another battle was waged that had nothing to do with the Tour, but still ensured some downright fierce Street Fighter V competition.

The LAN Story Cup took place in Shanghai, China, featuring 8 of the world’s best gathered through special invitation, as well as another 8 warriors who qualified from within China. This 16-player all-star double elimination bracket also had $50,000 in prize money on the line, providing a great financial incentive for all participants to bring their best to the battlefield. Matches were best-of-3 up until top 8, where the rules shifted to a best-of-5 format. The invited players included:

  • Evo 2017 Champion Echo Fox|Tokido
  • Capcom Cup 2016 Champion Liquid|NuckleDu
  • RZR|Xian
  • AW|Nemo
  • BX3|Phenom
  • DouyuTV|Xiao Hai
  • RB|Bonchan
  • DNG|Itabashi Zangief

Results

Street Fighter V

sfv-tournament

1. RZR|Xian (Ibuki)
2. FOX|Tokido (Akuma)
3. ZW|OilKing (Rashid)
4. BX3|Phenom (Necalli)
5. AW|Nemo (Urien)
5. RB|Bonchan (Nash, Karin)
7. DouyouTV|Xiao Hai (Cammy)
7. DNG|Itabashi Zangief (Zangief)
9. Liquid|NuckleDu (Guile)
9. HuomaoTV|HuanJing (Laura)
9. BF|Yoro (Karin)
9. Qanba|Abao (Ryu)
13. FightClub|UD (Cammy)
13. HuomaoTV|LiJun (Akuma)
13. FightClub|ZongShiFan (Rashid)
13. HuoMaoTV|QiuQiu (Urien)
17. PandaTV|Weili (Ryu, Laura)

Source: Zhanqi TV

Team Hazama vs. Susano’o and Team Bullet vs. Naoto face off in BlazBlue Central Fiction sets

Exceed Assault (originally named CrossXBattle) is an online exhibition series celebrating various BlazBlue: Central Fiction match-ups. In a first-to-10-set format, a team of the same characters battles another one. There’s also usually a special FT10 between two skilled players. We have footage of the latest Exceed Assault available for perusal.

We see some rather “rare” characters in these batches. First up was Team Bullet battling Team Naoto. At first, it seemed like Bullet had no chance. Naotos pulled ahead 3-0, obliterating the close-ranged grapplers. But over time, slowly but surely, Team Bullet started to pick up their game and catch the Naoto players off-guard. It was an incredibly close set that came down to the last deciding round.

Next up is Dolfy Valkenyahn versus Myoro Relius. The long set provides good study material for this rather rare match-up. Again, it’s a fairly close set, but one of them does emerge as more dominant. The commentators discuss the situations and share their insight during it.

Lastly, Team Susano’o fought Team Hazama. Susano’o is a newcomer to BBCF, and both characters are considered somewhat weak in 1.0. The challenge for Susano’o is unlocking special moves during combat with his Drive ability. It’s a tricky match-up thanks to Hazama’s good mobility.

View all the footage below, contained in a playlist.

Stay tuned, as we know that more episodes of Exceed Assault are coming. We’ve been hearing the next one is a husband-wife battle! Read more about how Exceed Assault started on Shoryuken.

Source: LogicHoleStudios

Rashid has some new V-Trigger setups in Street Fighter V to blow you away

Rashid has been one of the more creative characters with his mixups and setups in Street Fighter V. However, too much of the same old setups can turn the Turbulent Wind into stale air.

However, there’s still room to explore Rashid, and this recent video proves such. Rashid has decent options off of a crush-counter sweep, and they can result in some devastating V-Trigger setups. Not only do they make the opponents guess, but they take away Dragon Punches as an option, as you can convert even after a connected Dragon Punch if you quick rise.

Source: Mighty_Malc (/r/StreetFighter)

Yamcha’s voice actor hints at his possible appearance in Dragon Ball FighterZ

One of the first hints that Android 17 would be making an appearance (albeit as an assist for Android 18) was the fact that his voice actor made some allusions to it. Now, yet another voice actor is hinting that their character may make it into the game.

This time, none other than legendary voice actor Tohru Furuya has mentioned that he has done recording work for his character Yamcha for Dragon Ball FighterZ.  Specifically, about three months back, Furuya tweeted about some recording work for that he did for Yamcha, but he’s only now confirmed that it’s for the game.

Now, this doesn’t mean for sure that Yamcha will be a playable character in the game. Android 17’s appearance was hinted at in a similar manner, and he turned out to be an assist for Android 18. It could be that he also comes in as someone else’s assist, or that he makes an appearance in the game’s story mode.

Will Yamcha be one of the characters we’ll be playing when the game launches in February? Stay locked on to Shoryuken for more on this and other Dragon Ball FighterZ news.

Source: Tohru Furuya (Twitter)

Body dynamics, hip position, and making your move: Shoryuken talks to Sloclap about Absolver

In Absolver, you are constantly presented with decisions. What fighting style do you want to adopt? What sort of moves do you want to use? Do you want to take on students, or do you want to be the best fighter of them all?

Pierre Tarno, creative director of Sloclap, took time out of his busy schedule at Gamescom for an international call, and answered some of those questions for us — and we at SRK had a fair few!

Combat Is a Dance

The goal with Absolver, according to Tarno, was to create a combat experience that was accessible but had “enough interesting mechanics to make it deep enough for competitive PVP.” Sloclap took inspiration from Tarno’s own fighting history rather than other fighting games, resulting in a unique take on combat.

With partner Jordan Layani, Tarno drew from his time as a Ninjitsu practitioner to build a combat system that is designed to feel natural — and thus make sense even to those new to the genre. The pair spent hours discussing “the importance of positioning and of orientation.” The most important take away from this, says Tarno, was their discussion of body dynamics, and how they changed depending on the position of your hips in relation to the opponent.

Absolver - Screen 2

They settled into three design mantras, which they followed throughout development: combat is a dance, movement is your weapon, and make your move, which ended up becoming the official tagline of Absolver. Movement is the main focus of Absolver — a deliberate decision that coalesced as a system built around four stances, with moves that flow between. “The stances system is very body-centric. It’s about how you position yourself relative to your opponent, and what possibilities emerge from that. You can start a combo in one stance, and by picking your moves carefully, finish in another.”

In a bid to encourage creativity while keeping hold of that accessibility goal, each player will have a “combat deck” — a collection of moves that they have assigned to each stance. As they progress through the single player campaign, moves for the combat decks will become unlocked, allowing players to pick the moves that they like best. Tarno says that Sloclap wanted a system “where players could choose for themselves what attacks would be in which stances, and create their own unique playstyle based on that.”

“We wanted to make something that reflected both the depth and the beauty of martial arts.”

Movement Is Your Weapon

Just as Absolver is bringing a new perspective on the way it is approaching combat design, footsies in the world of Adal will be approached differently.

“It’s maybe a bit fuzzier than those pure fighting games, partially because of the [over the shoulder] perspective. At the beginning of development, we were slightly worried about the fact that in a traditional 2D fighting game you see the characters from side-on, and you can really gauge the distance very precisely. What we ended up realizing was that even if it is just playing on perspective, you can actually judge pretty accurately the distance that your opponent is at.”

Absolver - Screen 6

Like traditional games, footsies will be vital in Absolver, despite the differences in the style of the combat. In the words of Tarno, “The distance to your opponent is super important to manage.” Because the combat is built around stances, there’s even more to keep in mind when playing neutral. “You end up learning that hey, this guy has just gone into his back left stance and I know, because I’ve seen it, that the moves in his deck for that stance are quite long range. Maybe it’s not worth me moving out, and I should be offensive at that point.” Like in some of the most famous examples of high-level footsies, the best practitioners will find exactly the right space to be in. Tarno suggests that “finding that sweet spot where the enemy will attack, but you’ll be out of reach without having actively dashed, that puts you in a very interesting place in terms of counterattacking right away.”

And it’s at the highest levels that this is expected to pan out, Tarno explains, as the end goal for Absolver is providing a strong player-against-player environment.

“The structure of the game is that you’re free-roaming in our open world, where you could meet someone and have no idea what is about to happen. Are you going to fight, or are you going to teach each other?

“But then you have altars in specific spaces in the world, and from there you can search for one-on-one duels. This is more traditional matchmaking, based on your skill level, your character rating, and your latency.” This is the sort of matchmaking that is eminently familiar to every fighting game player, many of whom have found that finding matches with an equally matched opponent can be a tough task. Tarno hopes this won’t be the case with Absolver.

“When you’re actively searching for PvP, you’re matched with somebody on your level and skill rating, and you’re then sent to a dedicated PvP where the fight will take place. It’s just the two of you there. When you’re into the competitive PvP, instead of the freeform PvP you encounter in the open world, it’s totally encapsulated and it’s just about the combat.”

Absolver - Screen 1

Sloclap are actively considering the long term future of Absolver — a future that will hopefully include tournaments. But with so unique a style of character and combat, how will that translate into tournament play?

“The question is, whether we want players in tournaments to be playing their own combat decks, or to be playing preset combat decks. For the moment, we don’t know enough about how the game reacts. It’s one thing to run a beta test, it’s another to have thousands of players putting dozens of hours in. That’s the point at which new things emerge, that you can’t see before.”

Sloclap don’t plan to just see what happens. They plan to carefully keep track of what is happening during the first few months Absolver is out. “We’ve basically placed tracking tags everywhere in gameplay. So yeah, we’re storing loads and loads of data.” That’s how they plan to make sure that tournament play stays as balanced as possible — despite the appeal of showing off the total customization that their system allows. “I think at first we’ll try to keep things as open as possible, but if we realize that some elements are problematic and are creating lack of choice, or lack of viable strategies in competitive gameplay, then we’ll make decisions based on that, to have a level playing field that is interesting whatever your playstyle.”

They don’t want to lose some of the dynamic that Absolver brings to the table with its combat decks, however. “One of the challenges when you’re fighting someone is to understand as quickly as possible what his combat deck is, and how you can react to it efficiently. It’s not like working a matchup, where you know that Ryu against Chun-Li has this or that drawback. It’s about reacting to your opponent, each and every battle.”

“We wanted to make something that reflected both the depth and the beauty of martial arts.”

Make Your Move

Those tracking tags that Sloclap have placed throughout Absolver are also how they plan to keep the combat balanced and interesting. With such a variety of styles and moves, there is the risk that some combination of stances and moves that they’ve not yet seen could be overwhelmingly strong. “At some point, if you want to balance properly, you really need hard data coming from a lot of matches. That’s why it was really important for us to place all these tracking tags everywhere, so almost everything in the game is noticed and stored.”

Tarno says: “At the meta level, if everyone is using the same combat style and the same combat deck, it’s not interesting anymore. If we do come to the realization that a certain fighting style is a bit overpowered relatively to the others, we’ve built in enough levers to make a few tweaks here and there to ensure that they’re as balanced as possible. We’re really going to focus on making sure that these choices are still as relevant and interesting as possible, even for high-level players.”

Absolver - Screen 4

The problems with balancing extend to the online open-world environment that Sloclap have created. Tarno explains that the online aspect of Absolver actually influenced the design. “We wanted to make it fair and interesting, even in real network conditions. That influenced our designs in terms of timings for example. We don’t have build-ups that are faster than 0.35 seconds [around 35 frames], maybe 0.3 for the very fastest attacks.”

And that’s not all they have done to ensure that playing online doesn’t become a drag, having invested heavily in an online infrastructure so that, according to Tarno, they can “ensure that we synchronize the action as well as possible.”

“Even if you’ve got 150 ms of lag against an opponent, the game is still interesting and fair. Beyond that, there’s nothing we can do.”

And all that data that Sloclap have been collecting? They plan to be open and transparent about the changes that they are making from it. Tarno explains: “We plan to have very detailed patch notes saying ‘we’ve added three new attacks,’ or say the curled-up uppercut has been rebalanced so that, for example, it costs a little more stamina.”

They also plan to be open about things like frame data, or the amount of stamina a certain move might use. The move data itself? Tarno has yet to decide. “Even though it’s not there in the game, we’re going to release the frame data. If we don’t release it, some players will just analyze their gameplay and learn the frame data of the different attacks. But if enough players feel that they really need more detailed information to more finely tune their combat deck, then yes, we may consider releasing it.”

Absolver - Screen 5

Throughout our conversation, there is a very clear sense that the plan for Absolver is that becomes a living, breathing experience. Tarno doesn’t seem the sort to sit on his heels if he sees a problem, and there are already plans in the works for the addition of three on three team battles and a spectator feature.

Certainly, they’re saying all the right things, and the unique outlook they’ve taken in creating the game is genuinely fascinating. Only time itself will tell whether Absolver delivers. There’s just one last question to ask. Who’s the best player in the office?

“That would be [gameplay designer] Jordan. He built the system from the ground up, and he’s also the one who is constantly tweaking and retweaking and polishing the parameters of every attack. He knows these attacks intimately, and he’s got hundreds of hours testing and trying these different attacks and knowing how they work and how they’ve evolved. He can read them just from the first three frames. It’s like boom, he knows what is coming up.”


Absolver is arriving on Steam and PlayStation 4 on August 29, 2017. Look out for SRK’s review later this week.


[All images courtesy of Devolver Digital.]

Learn the basics of Dissidia Final Fantasy NT with these guides from UM Tyrant and PrimaGames

The closed beta test for Dissidia Final Fantasy NT has been underway this weekend, and many players are liking stepping into the world of Square Enix’s RPG-based arena fighting game for the very first time.

In order to help newer players, Unequalled Media’s Tyrant was recently invited to the UK offices of Square Enix to record some footage of the game — which will include some match footage that will be posted at a later date. Being that this is Tyrant’s first time playing a Dissidia game, he provides a great perspective of being a newcomer to the series, while also being a veteran of traditional fighting games.

After going over the character Classes: Vangaurds, Assassins, Marksmen, and Specialists, he then discusses EX Skills and the two available Battle Sets for each character that are chosen before a match begins. Next, he covers the game’s unique HUD, which features a three-tiered life bar that all three Team members share during the game’s 3v3 battles, as well as the Summon bar and the Bravery Gauge, which governs the amount of damage that your character’s HP Attacks will do once you hit one of your three opponents.

Finally, Tyrant covers Summon Crystals, which he likens to Smash Balls in the Super Smash Bros. series, as once shattered they will provide a large boost to your team’s Summon bar, which can be used to call forth a powerful summoned monster that will aid your group in battle. You can see the full video below.

PrimaGamesVideo also released a detailed video going over the game’s controls and how to play.

Let us know if either of these two guides were helpful to you, either as a newbie or veteran player of Dissidia, and feel free to share your experiences of the closed beta test so far in the comments section below.

Dissidia Final Fantasy NT will be released for PlayStation 4 in Japan on January 11th, 2018, with a worldwide release following on January 30th. The closed beta test is currently ongoing and will last until September 3rd at 9:00 PM PST.

Sources: UM Tyrant; PrimaGamesVideo

The Eyes of the Future reveals some of her secrets: Menat gameplay/costume details for Street Fighter V

The mystical Menat’s V-System and Critical Art, explained!

sfv season 2 banner menat

As revealed at E-sports Festival in Hong Kong, the fortune teller Menat is on her way to Street Fighter V as the fourth all-new character in Season 2. And she’s almost here: she’ll be joining the cast tomorrow, August 29th.

sfv menat promo art official

As usual, Capcom-Unity has posted some details about Menat:

Menat is an apprentice of a famous fortune teller that lives in Italy. The techniques she was taught revolve around her crystal sphere, which she controls with her soul power. This power lets her extend the base of her attacks, giving her a fortunate advantage at longer ranges. She is also able to send it out at the opponent to disrupt attacks, where she can later call it back. While the crystal sphere is out, she can cancel any normal attack and her V-Skill into Soul Sphere: Ankh, calling the crystal ball back to her, greatly increasing her combo potential.

V-Skill: Soul Reflect – Kamal

Menat can reflect “average” projectiles (probably meaning non-EX or CA, but we’ll see), or absorb them to fill her V-gauge if her crystal ball has been sent out.

V-Trigger: Wisdom of Thoth

Menat calls six additional spheres, which become linked to her normal attacks. They can also be thrown at the opponent.

Critical Art: The Nefertem

Menat binds her crystal ball to the opponent to deal massive damage to them through her dance.

According to Capcom, success with Menat will be determined by learning how to utilize her crystal ball — either to keep opponents at range, or sending it out for mix-up options.

Menat, like prior characters, will launch with a Story Mode outfit and Battle Costume:

Menat [Story Mode]
Menat [Battle Costume]

Season pass holders will immediately get Menat, her Battle Costume, and default/Battle colors 3-10 unlocked (as usual), and an exclusive PlayStation 4 theme as well. Capcom has also confirmed that logging into CFN between August 29 and September 5 will grant a free 30,000 Fight Money.

sfv menat soul sphere

The 30th Anniversary premium costumes for Karin, Ibuki, M. Bison and Guile will also be arriving tomorrow.

Source: Capcom-Unity

VesperArcade examines how Menat will play in Street Fighter V

What does the “Eyes of the Future” have for a toolset in Street Fighter V?

Finally revealed — or more accurately, in light of past leaks, confirmed — at E-sports Festival in Hong Kong, Menat is on her way to Street Fighter V as the second-last DLC fighter for Season 2.

Prior to a full official breakdown from Capcom-Unity, VesperArcade examines the reveal trailer in close detail to delve deeper into Menat’s tools. What is revealed is that while she naturally shares some similarity to her mentor Rose, she also borrows some aspects of Dhalsim’s gameplay — her orb grants her normal attack ranges comparable to the Yoga master, and she shares an aerial drill kick and an under-fireball slide with him as well. Perhaps most notable is that Menat appears to possess an overhead split-kick that is outright special move-cancelable.

VesperArcade also discusses what we can see of her special moves and V-System in the video below.

For comparison, here’s Menat’s official reveal trailer that VesperArcade is working from:

Menat joins the Street Fighter V cast tomorrow, August 29th.

Sources: VesperArcade, Street Fighter

Jedah, Hulk, Chris Redfield, Rocket Raccoon and more face off in this Marvel vs. Capcom: Infinite Gamescom footage

Unequalled Media’s Tyrant has been a great source of Marvel vs. Capcom: Infinite action from across the pond, as many UK players have had the chance to try out various builds of the game at several different events. Like Maximilian, Tyrant was recently invited to the Capcom UK offices to try out the Gamescom build of Infinite, which features the entire 30-character launch roster — including the recently-announced Jedah, Firebrand, Ghost Rider, and Dormammu. Willing to take requests from fans to display characters we haven’t such as much gameplay of in these pre-release days — such as Hulk, Rocket Raccoon, Chris Redfield, Iron Man, and Captain America — there are a large variety of heroes and villains represented in these videos, sure to provide something for everyone as we inch ever closer to the title’s release in less than a month.

Jedah/Dante vs. Dormammu/Ghost Rider

Dormammu/Hulk vs. Thor/Doctor Strange

Iron Man/Captain America vs. Ryu/Ghost Rider

Rocket Raccoon/Chris Redfield vs. a CPU-controlled Thanos/Haggar

Though Tyrant admits to being unexperienced with a few of these characters, he does his best to put on an entertaining show and to try and demonstrate what some of these lesser-seen fighters are capable of with their new moves, as well as Infinite’s new mechanics.

What are your thoughts on this gameplay? Did it give you some new ideas for your own teams as we enter the home stretch towards this game’s release? Let us know your thoughts in the comments section.

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

Source: UM Tyrant