VesperArcade discusses Abigail–possibly the next DLC character for Street Fighter V

A likely candidate for Street Fighter V’s next new brawler.

The arrival of Ed in Street Fighter V, along with the presence of the Fortune Teller in his story mode–believed to be named Menat–has brought a fair amount of believability to the leaked Season 2 character roster that proclaimed the three remaining fighters to be Menat, Abigail, and Zeku.

In the video below, VesperArcade explores what we know about Abigail–a boss character from Final Fight. Multiple characters have already made the jump from Final Fight to Street Fighter in prior games: Guy, Cody, Sodom, Rolento, and Poison are all from the Final Fight franchise, so it’s quite reasonable that another could cross over. However, it’s the combination of the name and how closely Abigail’s big body matches the preview silhouette that lends the most credibility to the leak.

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sfv season 2 silhouettes ed

VesperArcade goes on to speculate how the towering Canadian monstrosity that is Abigail might play in Street Fighter V’s system. Check it out:

Additionally, have a look at Vesper’s prior video, where he breaks down what we know about Menat.

Source: VesperArcade

Try out Wishmere’s free demo ahead of its full release on Steam

We’re in quite the golden age for fighting games, with tons of new titles coming out to suit players of all stripes. But while the market may be dominated by big releases like Tekken 7, Marvel vs. Capcom: Infinite, and Injustice 2, there are some equally engaging fighters coming out of the indie scene.

One of these titles is Wishmere, a 2D brawler/fighter hybrid which takes the accessibility of a game like Super Smash Bros., and combines it with the movement and time-bending mechanics of Guilty Gear. Players can move around the screen via airdashes, there is a YRC-esque ability which allows an attacking player to briefly slow time, and there is a Burst mechanic to give you some breathing room if you’re being overwhelmed.

Each character has access to a special ability called an Edge, which drastically changes their playstyle. One character’s Edge may increase the damage and stun of their attacks for a short time, while another may be able to cancel any move into a dash. Using your Edge abilities build up the Fate meter, which can either be used to perform your super, your Burst or your YRC.

If you want to give Wishmere a go, a demo is available on their Steam page, with it planning to leave Steam Early Access later this year. Besides its Versus mode, it has a fully fleshed-out single-player campaign, along with co-op challenge maps and much more. You can check out the video below to see what a typical Wishmere match looks like.

Sources: Steam; Crayder Studios

Red Bull shakes up the Super Smash Bros. Melee pantheon with “Smash Gods and Gatekeepers” in September

Who will continue to rule Melee? Can a challenger arise?

Red Bull has announced a new Super Smash Bros. Melee event: Smash Gods and Gatekeepers, taking place on September 2-3, in Los Angeles, California. From Red Bull:

Mortals, rejoice! It is time to answer the call. Today, Red Bull announced Red Bull Smash Gods and Gatekeepers, an all-new two-day Super Smash Bros. Melee major where fans have the opportunity to team up and compete with their favorite renowned Super Smash Bros. athletes.

The two day event features two formats, leading up to a final competition: a double-elimination tournament leading into Crew battles, that will culminate in “Judgement Day”–a battle captained by the Gods and Gatekeepers themselves: Cloud 9’s Joseph “Mango” Marquez, PG|Justin “Plup” McGrath, Counter Logic Gaming’s Zac “SFAT” Cordoni, VGBootCamp’s Daniel “ChuDat” Rodriguez, Justin “Wizzrobe” Hallett, Tempo Storm’s Jeffrey “Axe” Williamson, Echo Fox & MVG’s Jason “Mew2king” Zimmerman and Red Bull’s William “Leffen” Hjelte.

  • Day 1: a standard double elimination competition for participants to qualify as the Chosen: those who are ranked in the top 32 will be placed in a draft for the final 2 open slots in the Captains’ Crew. Those not chosen from the top 32 will play in a standalone Godforsaken Tournament.
  • Day 2: the final Judgement Day battles to see which Crew will be victorious, and crowned champions!

Registration is open now on smash.gg. For more information on Red Bull’s  Smash Gods and Gatekeepers, head over to the official website. Check out the official announcement trailer:

Sources: press release; Red Bull eSports

Bandai Namco announces timeline for upcoming bug and stability patches for PC, PlayStation 4, & Xbox One

Bandai Namco has provided an official update on their projected time table for stability patches, via their UK site and Steam.

  • June 7th:
    We’re releasing a patch for the PC version to improve security and update Denuvo. It’s important for us to note that this patch was developed concurrently and did not push back the patches addressing online issues (see below).
  • End of the week:
    A PlayStation 4 patch to address online stability including matchmaking issues, and bug fixes, will be released. We’ll have more detailed info to share soon about this patch.
  • Next week:
    A similar patch to the PS4 version will be released on PC and Xbox One to address online stability and bug fixes.

It’s perhaps unsurprising that PS4 users will be getting an online fix first, since the rank-based connection problems are most prominent on that platform. Bandai Namco’s statement also assures that the Tekken team will continue to monitor all feedback, and update the game accordingly.

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Source: EU Tekken

Does ARMS have a competitive future?

With the release of ARMS quickly approaching, there are still plenty of mysteries about Nintendo’s clever take on the fighting game concept. Perhaps the most commonly-asked questions revolve around the competitive future of ARMS. Does it have depth? Does it take skill to win, or can you just throw hands and hope for the best? Does ARMS have the competitive legs to go the distance?

Last week I got the opportunity to get my hands dirty, spending a full day with ARMS at a Nintendo UK event, learning how to play and taking part in a pre-release tournament that allowed me to see for myself how ARMS holds up when players do whatever it takes to win. And, I have to admit, I came away surprised.

Nintendo are the masters of looking at a genre and taking it apart, rebuilding it, and making something magical. Splatoon was as deft and intelligent a breakdown of the Shooter as you will ever see, and continues to play host to a competitive community that is steadily growing. ARMS is, without a doubt, just as impressive a pastiche of the Fighter–complete with punny naming conventions and all the fighting archetypes you expect from a hardcore fighting game.

In Min Min and Helix, ARMS presents us with two versions of the zoner. Helix has slow movement, but makes use of a shield arm and powerful projectile to keep opponents pinned down and suffering. Min Min, on the other hand, is engagingly mobile. Her dodge acts as a parry, and she moves around the stage comfortably while peppering the opponent with attacks from long range.

ARMS min min

Ninjara and Kid Cobra suggest that Nintendo can also build rushdown of a sort, again in different styles. Ninjara is rapid, and attacks predominantly from blind spots for the opponent, while Kid Cobra is less mobile but can instead be totally oppressive with slapping and freezing ARMS.

There are grapplers too, along with more straightforward brawlers and characters seemingly designed to work best from the air. The variety is impressive, as is the clarity with which they have been created. Each character effectively plays the role they are designed for, with each apparently being given the tools they need to succeed–even if it is not always easy to see for some fighters, like Helix.

Most impressively, you can change the ARMS that each character has available to them, meaning that you can mix and match tools to work at the very peak of their abilities–or to build a character that suits your own style more effectively. With some ARMS having special abilities when charged, like breaking an enemy’s guard or freezing them in place, the decision-making gains even more weight.

This is vital because, and there’s no getting around this, ARMS is slow. It doesn’t have the same sort of pace many modern fighters exhibit. No one is expecting ARMS to keep up with Guilty Gear, but the pace is significantly more considered than other modern titles: reminiscent more of Street Fighter II than Street Fighter V.

nintendo switch arms tornado

This is by no means a bad thing, as it gives each move a gravity and weight that forces you to think about every move. With only two weapons on hand –your left and right ARMS–using both at the same time feels like a heavy commitment. It is the most effective method of locking your enemy down, forcing them to move in a certain direction with one ARM and following their movement with the other, but doing so leaves you very open, which is scary. The same goes for grabs, which are ponderously slow and easily broken. Using one in neutral is an almost unforgivable commitment, as it leaves you open to heavy punishment.

The ability to cancel any move into Rush–the ARMS equivalent of a super–mitigates the risk slightly when you have Rush available, but there are risks there too. Almost invariably, he who activates Rush first wins when Rushes clash, so if your opponent gets a read on your plans, you could find yourself at a heavy life deficit and out of a Rush to boot.

Because attacking feels like a heavy commitment, much of ARMS’ neutral is played out without ever throwing a punch. Each character moves uniquely, but has access to a couple of universal options; a dash, a jump, and an air dash. These options are augmented depending on your character: Ribbon Girl has multiple jumps, while Twintelle can use her ability to charge in the air to feed into multiple air dashes. Mechanica can float in midair, giving her good mobility in the air that contrasts her poor grounded movement, while Kid Cobra has far better movement on the ground than in the air.

Often it feels like he who punches first loses, as the majority of the game is played in neutral, dancing around the stage and trying to bait an attack from the opponent. Like in Tekken, movement is the first law of ARMS, and the first thing that will be optimized if a competitive scene does arise.

Arms for the Nintendo Switch - Screenshots - Ribbon Girl Side Stepping Attack

One barrier to that competitive scene gaining weight is that, more often than not, ARMS feels janky. Punches can clash with each other, leaving that ARM disabled for a time, and throws can be knocked from the air seemingly randomly, leaving you completely open. Because it is played out at such a distance, there is very little impact to a successful hit–and I actually feel ARMS does as good a job is possible under the circumstances–which in turns makes landing a good hit ultimately unsatisfying. Accordingly, losing can feel particularly frustrating, as it can sometimes feel you lost without ever getting a good hit in, even if the match was close.

The undeniable depth of the game might overcome that, though. I’m not going to pretend we came close to understanding everything on offer at the event, with deep levels of strategy left unplumbed. After a brief learning phase, ARMS quickly settles into feeling like a match between two players reading each other, with strategy and counterplay coming into effect in the space of single match thanks to ARMS glacial pace.

In many ways it feels like a fighting game taken from the playbook of David Sirling, who has long espoused the idea of fighting games as a mental battle between the two players on the sticks. It’s hard not to see the parallels between this and his own Fantasy Strike and Yomi games, where the emphasis is on the player to read their opponent.

ARMS mechanica

The question that remains; will ARMS grow a competitive community? Many of the problems people have with ARMS have been addressed–the movement controls are not mandatory (and I played on the okay, but workable physical controls throughout the event), and it is without a doubt skill that plays a deciding factor in who wins a match.

However, it is janky. You can rest assured that there will be mountains of salt mined over the next few months. It’s easy to find excuses for losses in ARMS, and it’s particularly easy when something weird happens–and it does, often! In the end, the ambition of ARMS might be its downfall, as at times the tracking or curving of ARMS works strangely. You can throw out a punch that looks the same as many others, only to have it miss when the others hit.

So will ARMS blossom as a competitive game? I’m not convinced. It’s not just me, either. I talked to other members of the FGC also present at the event, who said they were expecting to see ARMS as a side event rather than on the main stage. There may be a core of players who are passionate about the game on the competitive level, but expect many to fall away because of the jank and confusion.

In the end though, none of us can know for sure. What I can say for certain, is that ARMS is an excellent game. It’s good looking, it’s fun, and it feels like a fighter at heart. All that remains is to see whether it has the legs to build a competitive community when it releases this month.

Street Fighter vs. Darkstalkers #2 from UDON hits store shelves today!

The second issue of UDON’s epic crossover clash is now available!

UDON’s second issue of Street Fighter vs. Darkstalkers–an 8-issue limited series–is in stores right now, available with four different covers. Here’s the issue synopsis from UDON Entertainment:

Chun-li and Ken are trapped in dark dimension full of ghouls, demons, and monstrosities, and things only go from bad to worse with the arrival of Lord Raptor–the heavy metal god of the undead! The crossover chaos continues in STREET FIGHTER VS. DARKSTALKERS!

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SFvsDS2_CVRC_Movie-Poster
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Check out the preview pages below:

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SFvDS02_preview2
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You can grab a copy of Street Fighter vs. Darkstalkers #2 at a comic shop near you–or pick up a digital version from comiXology. Issues #0 and #1 are already available; #5 is currently available to pre-order, and be sure to keep an eye out for the upcoming Street Fighter & Friends Swimsuit Special!

Source: UDON Entertainment via UDON (Twitter)

Today’s Injustice 2 Watchtower live stream to feature Red Hood breakdown

With Injustice 2 now out in the wild, the Watchtower live stream returns; NetherRealm Studios now looks to shine a spotlight on the game’s first DLC character, Red Hood. Though we saw his gameplay trailer at Combo Breaker, where he utilized gun-katas, shurikens, and the ability to turn his firearms into tasers as his Trait, it will be great to finally get a proper breakdown for the reborn Jason Todd. Ed Boon also confirmed that we’ll learn the character’s release date as well, which is fast approaching. You can view an announcement tweet below, and catch the festivities at 3:00 PM CST (1:00 PM PDT) at https://www.twitch.tv/netherrealm.

Red Hood will be available as part of “DLC Fighter Pack 1” alongside Starfire and Sub-Zero, for those who own the Ultimate and Digital Deluxe Editions.

Sources: InjusticeGame (Twitter); Ed Boon (Twitter)

Red Bull Proving Grounds: Street Fighter V recap, results and replays from NorCal Rivals

The third and final round of the first season of NorCal Rivals featuring Street Fighter V took place this past weekend in Campbell, CA. There were quite a few upsets and shakeups in the bracket, which affected placings in the overall standings to determine which three players would advance to the Proving Grounds 3v3 finals in Santa Monica, CA. Placings in the overall top eight standings were also important, since if the region’s team wins the finals, the rest of the players who placed in the top eight will get flown out to Evolution 2017 as well.

With those details out of the way, lets get to what transpired this past Saturday. The first upset was Andrew “Lamerboi” Nguyen besting German “Ultima” Marroquin (who won last month’s event) 2-1 with a surprise Guile counterpick, sending him to losers in the third round of the bracket (with Miky “XSK_Samurai” Chea later eliminating him), finishing in 9th place. A couple of matches later, Kevin “Panoptic” Yates sent Pavo “Pavocado” Miskic to losers with his solid Nash play. Pavo would work his way through losers before finishing in 5th, losing to Rommel “ROM” Macatangay’s Vega in an extremely close 2-1 set that happened off-stream.

Despite these losses, both Ultima and Pavocado managed to secure enough points with their consistent placings from the last two Proving Grounds events to qualify for the 3v3 finals in Santa Monica. Just one more player needed to be found in the rest of the top eight for that evening.

Winners semi-finals was a classic brother-versus-brother match once again with Brian “BJ Unchained” Jeon facing off against Republic of Gamer’s Kelvin Jeon. Interestingly enough, both siblings decided to challenge each other by using their alternate characters in the first match, with BJ’s work-in-progress Karin defeating Kelvin’s strong, but rough around the edges Rashid. Kelvin would them go back to his main, Urien, to put down BJ’s Karin and tying the set 1-1. BJ would follow suit by picking Necalli and taking two quick rounds against his brother to seal the set 2-1 to advance to winners finals against Circa Esports Long “LPN” Nguyen.

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LPN breezed through all of the bracket with nobody giving him a real challenge, up until winners finals where he would decisively lose 3-0 against BJ Unchained. After the first two games, not even a surprise pick of LPN’s original main, Alex, in the third game fazed BJ in the slightest and he made his way into the grand finals for the second time in a row, but this time with the safety net of being on the winners side.

With LPN now in losers finals, he would get his runback set from the first NorCal Rivals event against BJ’s brother, Kelvin, who made it into top three after defeating ROM’s 2-1 in a nail-biting set. Both players started the set with their respective mains with LPN taking the first game convincingly with M. Bison. Kelvin would then start a counter-pick war in the second game finally bringing out his Ibuki and taking the second game against LPN in similar fashion. Long would then retort with a counter-pick of his own by picking Birdie to have the advantage in the neutral game with superior normals and higher damage output. Long would out damage Bull Horn his way to a second game victory against Kelvin’s Ibuki who couldn’t really get his offense started with her.

In the third game, Kelvin would return to his original season one main, R. Mika, to hopefully exploit Birdie’s weak defense when he’s knocked down. Unfortunately for Kelvin, almost every attempt to get his offense going was thwarted by LPN’s strong mid-range game and he was able to secure a 3-1 win to advance into grand finals to get his next runback against BJ Unchained.

Every match in the grand finals between BJ’s Necalli and LPN’s Bison was back and forth, but in the end, LPN’s stubborn and overwhelming aggression–as well as some critical mistakes from BJ in the first set–was too much for him to shake off in the long haul. Long would go on to take both sets 3-1 each to win the third and final NorCal Rivals event of the first season.

However, since BJ didn’t place high enough in the first event (25th) and LPN didn’t attend the second event, both players didn’t have enough points to qualify to be on the team for the Santa Monica finals. The third and final player to qualify for the team was Kelvin Jeon, since not only did he attend all three events, but he got first, ninth, and third for each one–which earned him a lot of points in the overall standings. Also, lets not forget that the rest of the players who placed top eight overall still have a chance to go to Evolution 2017 if the NorCal team wins the finals in Santa Monica!

Congratulations to the three players who qualified to be on the team, as well as all the players who participated and placed in the overall standings! You can catch all the matches I talked about–and more–in the footage below.

NorCal Rivals Round 3 -Street Fighter V- Top 16 Results (58 entrants)

1st: Circa|LPN (M. Bison, Alex, Birdie)
2nd: BJ Unchained (Necalli, Karin)
3rd: ROG|Kelvin Jeon (Urien, Rashid, Ibuki, R. Mika)
4th: ROM (Vega)
5th: Pavocado (R. Mika)
5th: Lamerboi (Rashid, Guile)
7th: XSK_Samurai (Akuma)
7th: Kimo (Zangief)

9th: Ultima (Rashid)
9th: SRK|El Cubano Loco (Vega)
9th: Panoptic (Nash)
9th: THE_DTRAN (Birdie)
13th: DM|Nothingman (Dhalsim)
13th: Andy (Necalli)
13th: NO RESPECT (Urien)
13th: Ghodere (Zangief)

NorCal Rivals Season One Top Eight Overall Standings

1st: ROG|Kelvin Jeon (qualified)
2nd: Ultima (qualified)
3rd: Pavocado (qualified)
4th: BJ Unchained
4th: Circa|LPN
6th: Lamerboi
7th: XSK_Samurai
8th: Kimo

Sources: smash.gg; Team Spooky; Red Bull Proving Grounds

Lee Chung talks about his first big commentating break on Conversations and Fireballs

Long known as one of the most recognizable voices in the New York and East Coast tournament scenes, Team PIE’s “Lee Chung”–Francis Lee Chong–recently got his biggest break by being on the commentary team for Combo Breaker 2017.

In this latest installment of Yahoo! Esports’ “Conversations and Fireballs,” Michael Martin talks to Lee Chung about his experience commentating at Combo Breaker and what this break means for him. Additionally, they also talk about Lee Chung’s plans for the future, commentating more, bigger things, and… basketball?

Check out the interview below.

Source: Yahoo! Esports

Learn how the controls in ARMS work with this new “Movement 101” trailer

ARMS’ second Global Testpunch just ended this past weekend; those who weren’t able to participate may still be wondering how the game’s controls work. To address this, Nintendo has released a new “Movement 101” trailer dedicated to this topic.

The trailer–which you can watch below–is all about showing off how the game’s unique motion controls operate. This includes basics, such as the gestures for specific movements such as dashing and jumping. In addition to this, it also goes a bit into how grabs and rush attacks work as well.

ARMS launches on Nintendo Switch on June 16th.

Source: Nintendo