UDON’s Street Fighter vs. Darkstalkers #4 is now available for pre-order

The first issue is almost here–and the fourth issue is available to pre-order now.

While we’re still waiting for the first issue to arrive, pre-orders for issue #4 of Street Fighter vs. Darkstalkers are now open! From UDON:

The fighters of two worlds have been gathered, and the schemes of the demonic Jedah and the angelic Gill are fully revealed! Meanwhile, Blanka finds himself being stalked by a Darkstalker hunter–the maniacal B.B.Hood! The crossover chaos continues in STREET FIGHTER VS. DARKSTALKERS!

Like other issues, Street Fighter vs. Darkstalkers #4 offers two standard covers: series artist Edwin Huang provides cover A, while Rob “Robaato” Porter provides the final Midnight Bliss-themed cover B, to complete the four-part Midnight Bliss image from across issues 1-4. There will also be a retailer incentive horror movie poster tribute cover C available by Joe Vriens.

SFvsDS4_CVRA_Story
SFvsDS4_CVRB_Story
SFvsDS4_CVRC_Movie-Poster

Street Fighter vs. Darkstalkers #4 will hit a comic store near you in July 2017. Every issue of Street Fighter VS. Darkstalkers will also be available digitally via ComiXology.

STREET FIGHTER VS. DARKSTALKERS #4
32 pages, full color, $3.99; available July 2017
MAY171939 STREET FIGHTER VS DARKSTALKERS #4 (OF 8) CVR A (HUANG)
MAY171940 STREET FIGHTER VS DARKSTALKERS #4 (OF 8) CVR B (PORTER)
MAY171941 STREET FIGHTER VS DARKSTALKERS #4 (OF 8) CVR C (10 COPY INCENTIVE)

Watch out for the first issue, now hitting stores on May 17th, and the upcoming 2017 Street Fighter Swimsuit Special in July!

Source: UDON Entertainment

At long last, Street Fighter II joins the Video Game Hall of Fame

Street Fighter II has been acknowledged as an industry-changing title by the Video Game Hall of Fame.

We already know how important and influential this particular title has been for the genre we love, and it looks like the Video Game Hall of Fame finally agrees. It has been announced today that Street Fighter II: The World Warrior has been inducted into the Video Game Hall of Fame as one of four 2017 selections. A nice nod to this quintessential fighting game, on the 30th anniversary of the franchise!

sf street fighter capcom 30th anniversary logo

Other titles joining the Video Game Hall of Fame today include the original Pokémon titles (Red/Green versions), Halo: Combat Evolved, and the original Donkey Kong.

Source: CBC News

Having trouble with Urien? Here’s 10 tips for fighting the rogue Illuminati in Street Fighter V

Everyone knows that Urien is presently one of Street Fighter V’s most powerful characters. But, Swedish YouTuber Rikk also knows that there are still exploitable weaknesses in the Illuminati disciple’s fighting style, and he’s made “SFV: 10 Tips When Fighting Urien” to help you learn them.

With clean presentation and simple explanations, Rikk covers everything from the weak frame data on many of his popular tools, to common gaps in his offense and defense. If you have 4 minutes and need to up your anti-Urien game, this video is perfect for you.

Source: Rikk

Keep this Guilty Gear Xrd Rev 2 Baiken tech tucked up your sleeves for when you need it most

It’s no secret that the collective Guilty Gear fanbase loves themselves some Baiken! Now that the demo for Xrd REV 2 is out and everyone has had time to figure out the gear-hunting samurai, the tech has come rolling in for her. If you were unsure of what to do with Baiken, these videos are great places to start!

TrueUnderDawgGaming opens things up with a beginner to advanced combo guide. It leads off with a very simple magic series, but eases you into what is ultimately the holy grail of Baiken combos: jump D loops and extensions off j.D airdash.

And versus heavyweights, as Ryu Hayabusa shows, she can get even more damage.

And rounding out our combo videos, Y. Xiao shows off even more extensions off of throw, anti-air Azami, and more.

Speaking of Azami…

Currently, it’s pretty good! As @LTL_YVR  shows us, this character is more then just flashy damage. Azami is a powerful parry stance that can be held and canceled into built-in options, and even has an air version that parries everything.

@LTL_YVR isn’t done though, showing off an anti-burst option select off of Baiken’s throw.

So how are you enjoying Baiken thus far? Was the wait worth it?

Sources: @LTL_YVR; Y. Xiao; Ryu Hayabusa; TrueUnderDawgGaming

Brian_F talks training for Street Fighter V, transitioning from Street Fighter IV, and more with BornFree

One of the standout players of the Street Fighter V tournament at DreamHack Austin was Brian “Brian_F” Foster. Brian_F put on an amazing performance with his Balrog at DreamHack Austin, capped by an impressive win against PIE|Bryant “Smug” Huggins.

Prior to that performance, however, Brian_F was first interviewed by Mark “BornFree” Sheridan. In the interview Brian_F goes over training for Street Fighter V and how he’s adapted for the game; he talks about how his transition from Street Fighter IV was difficult, and how he initially got himself in a slump, stuck at Silver rank online.

In addition to this, he also talks about his favorite players–and in an amazing bit of foresight, talks about Smug specifically and how he would go about trying to beat him, before actually pulling off what he talks about in his real match against him.

Brian also discusses Street Fighter V’s balance, as well as his hopes for Marvel vs. Capcom: Infinite. You can check out the entire interview below.

Source: BornFree

Learn which Desperation Moves now have invulnerability in The King of Fighters XIV

When the King of Fighters XIV received its version 2.0 patch at the beginning of last month, one thing that it did was give invulnerability to a number of Desperation Moves. This change is interesting, in that it gives multiple characters a new invulnerable tool for punishing opponents–provided that they have the meter for it.

In a new video, Gatoray explores the Desperation Moves that have been given such invulnerabilty. It’s interesting to note the diverse types of Desperation Moves that gained this property–they run the gamut from both regular DMs as well as Climax DMs, and include both melee ones as well as projectile-based moves.

Source: Gatoray

Here’s a hopeful history lesson to help Pokkén Tournament players cope with the lack of a console update

One of the things I enjoyed the most about attending both Final Round 20 and DreamHack Austin was finally getting to meet so many Pokkén personalities in person. Regardless of who I talked to from that community, I walked away from nearly every encounter with the same overall impression: these were all people wildly motivated by their love for the game, a love of which that’s somewhat tempered by fear of their title being abandoned by Bandai Namco and/or The Pokémon Company.

At Final Round in particular, in the wake of Pokkén Tournament 1.5’s arcade announcement, I had the same conversation a lot.

“I just hope they announce a Switch port soon. Or a new title.”

“Do you think we’ll get the arcade characters?”

“Those balance changes are great! I want to get to play with them on console.”

“…what if this is it?”

Trying to find new ways to say “Patience! Have patience!” ended up becoming a mini-game of sorts for me.

No one wants to be told to wait. I get that. We all want to play the newest versions of our favorite games yesterday. As someone that has been following Namco’s fighting games closely for over a decade now, it’s a strange feeling to watch this new generation of gamer go through nearly the exact same thing mine did. I hope, with the arguments below, I’m able to help Pokkén players not only understand this wait period, but why it can be a good thing for them in the long run.

Pokken Tournament Mewtwo

You are not the first.

Let’s have some release dates for comparison’s sake.

Title Arcade Release Console Release Notes
Soul Calibur 2 July 10, 2002 JP: March 27, 2003

NA: August 27, 2003

EU: September 26, 2003

Arcade version had several balance patches. Console releases for different regions also had different balance changes.
Tekken 6 and Tekken 6: Bloodline Rebellion November 26, 2007,

December 18, 2008 (BR)

October 27, 2009 (BR) Console version is BR version, original never released on console.
Tekken 7 and Tekken 7: Fated Retribution March 18, 2015,

July 5, 2016 (FR)

June 2, 2017 Console version is FR version, original never released on console.
Pokkén Tournament July 16, 2015 March 18, 2016
Pokkén Tournament (Arcade) post-release new cast/balance changes July 20, 2016 with Darkrai release. ??? Where’s my OP penguin, Namcops?!

I have obviously cherry-picked Namco’s most extreme fighting game release periods. Just to quickly cover games I left out: games like Tekken Tag Tournament 2 had a shorter turnaround time, but were also made for the same console as their previous counterpart. Also, Tag 2 had several assets already completed for the game from the series’ previous title, Tekken 6. Tekken 5 is the odd exception of a Namco Fighter that came out on console a year after release, then had an arcade update that was also ported about a year later.

Generally, Namco takes at least a year or longer to release one of their arcade titles. This is a company that tries to fine tune things as delicately as possible within the arcade environment as a sort of controlled open-to-the-public beta test. I totally get wanting to play these games as quickly as possible, but as a word of caution, let’s look at when Namco decided not to follow this slow-paced model.

It’s called Soul Calibur.

soulcalibur3

Your game is very good because it was in arcades first.

Soul Calibur 2 isn’t a perfect game, but there’s a reason why that title is seeing a resurgence of sorts in both online play and the tournament scene. (For those not in the know, Soul Calibur 2 will be a main title at Combo Breaker). It’s beloved by many because the gameplay has a strong identity unique from the rest of the series, and its depth and success exists because of a lengthy arcade balancing run. Technically, the US console version is Version E of Soul Calibur 2, with versions A-D appearing slowly over time in the arcade. If Namco released version A of Soul Calibur 2 straight to console, the number of Cassandra infinites would have made the game’s run in the tournament scene a lot shorter in the early 2000s.

But we don’t have to theorize too hard about that. That’s exactly what happened with Soul Calibur 3. Soul Calibur 3 went straight to console without any arcade balancing run, and frankly, it was a broken mess. Variable Cancel, terrible balance, wall splat glitches… there’s a lot that went wrong with SC3 in the tournament scene, too much to cover in this article. Namco released an arcade version in Japan of SC3 after the console run, and quietly never spoke of SC3 again. SC4 and SC5 both suffered from similar, but less extreme fates. In SC5’s defense, at least, arcade players were actually involved in its development and the problems arising from that game are not from its programming melting under the light of scrutiny.

Pokkén Tournament had the extra burden of being a brand-new IP with a series of against-the-grain design decisions. That a community coalesced so strongly around it was a victory in and of itself, one I’m not totally convinced TPC, and maybe not even Namco, were prepared for. We saw what happened with the donation drive. Final Round 20 was just another successful and hype event. Seven different characters represented in top 8. International competition. Upsets. Intense matches. High-level play abounds, lots of players, and lots of sharing of information. Every top player was approachable and playable. Top to bottom, the Pokkén community couldn’t have asked for a better representation of how strong their scene is going. And it wasn’t even just the main tournament: the community pooled together to also run at least two other side events on the floor at Final Round just because they wanted to, and had the people to.

TPCi is capitalizing now with the new 2017 tournament series, but the question still looms: did they really anticipate this?

pokken_mega_gengar

Namco and TPCi are probably still trying to figure out their direction, too.

Look: Tekken is a big deal. The company is wrapped up with Tekken 7‘s release, and I can’t fault them for delving their primary resources into it. They absolutely should. I could end this section here, were I cynical.

There is so much about Pokkén that is wonderfully experimental. The shifting cameras, the color-coded attack triangle, the design challenge of bringing Pokémon-style battles to the fighting game genre… there’s a lot going on, conceptually. As solid as Pokkén has ended up being mechanically, I want the Pokkén community to think about what’s not present for just a moment. We don’t talk about it too much because we’re FGC and we don’t really care as much about customization or single-player content as the rest of the gaming world might, but it’s worth noting how shockingly empty the single-player game is. I don’t think this is without reason.

This is pure speculation on my part, but I really do believe that a lot of the decisions in Pokkén Tournament were the result of both companies testing the waters of what was possible with their collaboration. We saw Namco incorporate Pokkén’s multi-camera design into the online/side preference mechanic of Tekken 7 arcade–for all we know, they went into this project viewing Pokkén as nothing more than a demo reel.

Pokkén was also very clearly a test of the Wii U hardware’s capabilities, as the battle engine was constructed purely to take advantage of Nintendo’s asymmetrical console. Almost exclusively, the focus of Pokkén is in the gameplay. So much so that the core Pokémon audience probably felt a little left behind when they couldn’t put various hats on their Pikachu, or battle an in-game gym, or what have you. Since I started writing this article, the Switch has officially released and its capabilities are almost perfect for solving some of Pokkén’s biggest logistics problems.

All I’m saying is, Pokkén was a success despite being completely out there. Realistically, a barely-updated Pokkén Tournament 2: The Pokkéning could just add Tekken-esque customs and a RPG-lite story mode, and it’d probably sell like hot cakes to both casuals and the tournament scene alike. I know that sounds cynical too, but it’s a real world possibility that would deliver Scizor to you, and make money for Bandai Namco hand over fist. Considering how well the original did on release, it really seems it would be a financial mistake to not pursue the series further in some way.

But, let’s put everything else aside. I think there’s one really important thing to consider, above all else.

pokkentournament-pikachuelibre-trailer-750

You’ve been very fortunate thus far.

…and considering all the announcements you’ve already gotten this year alone, there’s no reason to think this luck’s going to change anytime soon. The game you have right now is great. You’ve proven you love your series. I saw the community band together at Final Round, and at Dreamhack, with my own eyes and that is what this is ultimately about. Revel in this community you have. Look at the people around you. That’s the sort of passion that kept people playing Soul Calibur 2 for so long. Not prize money or fame, but just an adoration for the game.

Do you know how many new IPs get only a few minutes in the sun, before fading away? It’s not even sad, it’s expected. New, ambitious projects show up, do their thing, then usually those teams move on to something else, if not separate all together. The world moves on. When you see sequels, it’s usually either because the original project went far and beyond original expectations, or because the company behind the project is already a behemoth anyways and can afford to do it. Pokkén is in a wonderful spot in this scenario. It’s a new idea that did well using the clout of two already massively successful companies. It’s built upon one of gaming’s most beloved franchises. Frankly, Pokkén Tournament could’ve been a minimal budget 2D airdasher contracted to the lowest bidder and I’m certain TPCi would have broken even on name alone. Instead, they trusted Namco to make a pretty wild game for their license and got a good return on investment. If I’m wrong I’m wrong, but I’ve seen much worse games march on. Pokkén will too, and if Namco appears to be moving slowly, it’s probably for a good reason. History has good things to say about the Namco games that waited.

So, patience. Have patience. And keep playing.

Spring Man heats up ARMS with the Toaster weapon

Nintendo has shared a short bit of gameplay footage of their experimental Switch exclusive, motion-controlled punch ’em up, ARMS. The new footage shows Spring Man making good use of the Toaster weapon.

While the Toaster is usually shown worn by Spring Man, players can equip it on any character of their choice. The footage itself shows off Spring Man using the Toaster to pull off a “Toaster rush”: a high speed flurry of punches that sends an opponent flying after the last hit.

You can check out the footage below.

ARMS launches on June 16, 2017, exclusively for Nintendo Switch.

Source: Nintendo (Twitter)

Garou: Mark of the Wolves coming to Nintendo Switch

During the most recent Nintendo Direct, we got a glimpse of some of the games coming to the NEO GEO series via the Nintendo Switch eShop. Among those titles was none other than the classic fighting game Garou: Mark of the Wolves.

Released in 1999, Garou: Mark of the Wolves represented a massive departure from the previous games in the Fatal Fury series (Garou Densetsu in Japan). Its emphasis on an almost all-new cast (except for series lead Terry Bogard) combined with top-notch animation and the new Just Defend mechanic earned it favorable comparison’s to Capcom’s Street Fighter III series.

Of course, this isn’t the first time that Garou: MotW has been re-released on a modern console: it is also available for PlayStation 4 (and presently on sale). However, the Switch’s unique set up means that this will the the first time that the game will be playable on the go (outside of mobile phone releases) while at the same time still allowing for the use of arcade sticks when at home.

Garou: Mark of the Wolves for Nintendo Switch launches as part of the ACA NEO GEO series on the Switch eShop on May 11, 2017.

Source: Nintendo via Siliconera

Next Injustice Watchtower livestream to feature breakdowns of Darkseid, two others, & Multiverse mode

The official Injustice Twitter account just confirmed that the next Injustice 2 Watchtower live stream will take place this Friday, May 5th. This time, the spotlight will shine on the ruler of Apokolips, Darkseid, whose gameplay trailer was released last week. The tweet mentions that two other characters will receive breakdowns, but leaves them unidentified. Characters who haven’t received a proper demonstration of their abilities include Brainiac, Green Lantern, Green Arrow, Cyborg, Black Adam, Aquaman and the recently revealed Joker. The Multiverse mode will also be touched upon in further detail, and a Gear stream will be coming next week. You can see the announcement tweets below. The stream will take place at 3:00 PM CT (1 PM PT) at http://www.twitch.tv/netherrealm.

Let us know who you hope to see the NetherRealm Studios do a walkthrough for in the comments section.

Injustice 2 will be released on PlayStation 4 and Xbox One on May 16th.

Source: InjusticeGame (Twitter) via Test Your Might