VesperArcade explores Ken’s changes in Street Fighter V’s upcoming April update

Moving on with the character balance changes coming to Street Fighter V at the end of this month, VesperArcade now turns his attention to Ken. Mr. Master’s patch notes are pretty light, as he only received the universal changes to his medium and heavy Shoryukens that were covered in a previous video, and his Thunder Kick going from -2 to -4 on block, making it punishable, like it was in Season 1. Though it may seem like a minor change on paper, Vesper feels it has significant ramifications for Ken, and wanted to discuss them in much greater detail.

In Season 1, Ken’s Thunder Kick was already punishable, but in Season 2 it was changed to -2 on block, making it now safe against even the fastest normal attacks. The biggest change, however, is to the advantage on hit, which was changed to +2 from 0. Now, this might not sound like much, but Ken can now combo from his Thunder Kick overhead if it hits crouching opponents, because it actually becomes +3, since it hits them meaty. To be fair, he can’t do this on Birdie, Zangief and Urien, since they’re taller characters, and he’ll only be +2 on hit.

Vesper goes on to showcase the plethora of setups this can provide Ken with, due to having 3-frame specials in his Light Shoryuken and Tatsumaki Senpukyaku, as well as other ways he can mixup with it in the corner for dangerous offense.

So, Capcom making this -4 on block but keeping its combo potential seems like a compromise, without nerfing it too hard. For one, most overheads in the game are -6 right now. You can’t combo after most of them afterwards, yet they can be punished harder than Ken’s overhead after April. You also might argue that Ken’s overhead is slower than normal, since Capcom increased the startup from 23 to 26 frames, the same as Chun-Li’s, so we could definitely spin in circles debating on how to balance this.

Lastly, Vesper provides his traditional “final verdict” on Ken’s standing.

My final verdict on Ken, based on these changes alone, is overall nerfed. Ken will still have his wold corner game, since his throw loops remain untouched, but his opponent can now punish him if he reads correctly on a blocked Thunder Kick. And Ken players might think twice now, before using it when they’re really low on health. Capcom obviously wanted to even out the risk and reward, balance out the scales a bit on this overhead attack, so after this change, I wonder where Ken will end up? I honesty think right now, Season 2 Ken is somewhere in the top 10 region. I personally think he’s the best shoto of the three. But after this change, and Akuma getting a slight buff to his HP, I’m really curious where he will land.

You can view the full video above, and if you’re curious about other changes coming to SFV, you can check out his previous coverage at these links:

Source: VesperArcade

meLo oLem’s “Fresh & Clean” Pikachu Libre video is the flashiest Pokkén Tournament combo video yet

The wide selection of assists in Pokkén Tournament means that there’s a lot of variety for combo video makers to really push their creativity. Player meLo oLem, one of the community’s best-known Pikachu Libre innovators, has proven this with his latest Libre video: “Fresh & Clean.”

Libre’s place in the cast is that of the heavy option, low damage mixup ‘mon. To see that character archetype pump out 300+ damage from a mid screen jump in, and not even spend its Burst, is eye-popping. What’s even more surprising is some of the tech meLo uses to put these combos together: I can say for certain I’ve never seen a Libre video use j.X wall jump cancels mid combo, or use the backside of Latios assist to rebound wall opponents.

Source: meLo oLem

ELEAGUE Street Fighter V Invitational player profile: Daigo “The Beast” Umehara

While he has had a rough start in 2017 for the second season of Street Fighter V–going 0-6 at the 6th Topanga League, tying for 33rd at Final Round 20–Twitch.Hx.CYG BST|Daigo “The Beast” Umehara is still arguably the most successful and recognizable persona in not only the Street Fighter series, but in all of fighting game history. With his recent switch to Guile due to his longtime main Ryu getting questionably nerfed, and therefore possibly hindering his tournament performances (but Ryu will be getting adjusted in the next patch), Umehara is showing how serious he is about winning as he advances to the quarter finals of the ELEAGUE SFV Invitational.

In this short ELEAGUE player profile interview, Umehara briefly discusses key aspects of his life that lead to him becoming a professional fighting game player. He mentions the public stigma that came with playing arcade games in Japan, his relationship with his martial arts-trained father, his time working at at a hospital–to make a living outside of competitions–helping people with dementia, and his rise to the top in the Street Fighter IV era. You can watch the full video below.

Sources: ELEAGUE; Capcom Unity

Apolo Loussalier examines Kukri’s 2.0 buffs for The King of Fighters XIV

Sweep away your old perceptions. Sand-master Kukri received a ton of new dirt in the new King of Fighters patch, and Apolo Loussalier is here to examine just how strong it’s made this monster.

Hitbox improvements, hurtbox shortening, improved cross ups, and a wild amount of improvement on his air flip kick Bossa-Shougeki allow Kukri to rush down like never before. All of this combined together, as Apolo demonstrates here, allows for even tighter frame traps and pressure–for a character that didn’t necessarily suffer in that department in the first place.

Source:  Apolo Loussalier

Check out footage from Mikado Arcade’s latest Project Justice: Rival Schools 2 tournament

Mikado Arcade knows what players like. 17 years later, Project Justice: Rival Schools 2 still enjoys healthy popularity both in Japan, and in the hearts of many worldwide.

As a Capcom 3D fighter with heavy emphasis on jump cancel launchers, long combos and cross-under mixups, Project Justice is entertaining from both a spectator and player stand point. Its balance may not be the best Capcom has ever put forth (Hi, Roy and Momo) but Project Justice still has a healthy character selection in tournament play even today.

Source: Mikado Arcade

NuckleDu addresses his rise to Street Fighter V stardom in Conversations and Fireballs

Liquid|NuckleDu had one of the best possible 2016s ever. However, that incredible year has shifted into a struggle to stay on top in the current Capcom Pro Tour season. So far, he has been unable to replicate his late success last year on the tour, finishing 3rd at Final Round 20 and 2nd at South by Southwest.

However, he is taking it in stride. In this interview with Zorine Te of Yahoo! Esports, he talks with her about the adjustments he has had to made to his game in order to continue to compete with a target on his head. He also discusses how his newfound fame has affected his life and his maturity level, and what he hopes to from the new characters in Street Fighter V.

Source: Yahoo! Esports

The Eternal Champions spiritual successor now has a name, and some sweet new mockup renders

As previously reported, Eternal Champions producer Michael Latham is working on a new project that aims to be the game’s spiritual successor (if not a new sequel outright, if they can get the rights). Now, in a new update on our forums, the team has revealed that the project now has a proper name.

The working title is “Eternal Successors”–an obvious reference that the game is a follow-up to Sega’s seminal 2D fighter from the ’90s. While the name does sadly remind us that they still don’t have the rights to use the original IP, at least we know that there’s a plan in place to move forward with or without them.

Further showing the teams resolve to move forward with the project are a couple of new test renders on Unreal Engine 4. The renders, which you can see below, are just mockups of how the game may eventually look.  One interesting thing, however, is the color palette that they used–which tries to match the style of the late comic book legend Ernie Chan, who did the art for the original Eternal Champions. In addition to this, the team has confirmed that they’re looking to add retro-styled filters as well.

Click to view slideshow.

Source: SRK Forums

The importance of offline Street Fighter V play in Japan: Bonchan continues his road trip to bring players together

One might think Japan is the last country that should need help with grassroots fighting game community organization. And yet, since Street Fighter V isn’t a part of the land’s still lively arcade scene, a lot of the players tend to stick to netplay rather than meeting face-to-face.

Bonchan has vowed to travel Japan to tie the scene together, and Red Bull eSports has provided a mission update.

Bonchan stresses how important the human connection is in comparison to just playing people online: “While throwing an event might be an exhausting job, it’s also very rewarding, and it’s always better to have a rival or a friend to play and communicate with rather than playing alone at home online.”

As the article explains, having face-to-face interactions can be a lot more fruitful than netplay. Certain personalities can push you to fight back harder and gain more knowledge, and there’s opportunity to discuss strategy and share tips. This leads to much more improvement.

Bonchan is traveling across 47 regions in Japan and hosting tournaments that randomly match local players to force them to expand past their small circle of friends. This worked well enough, and Bonchan witnessed many players break out of their comfort zones. He’s seeing success so far in Hokkaido and Nagoya, and future stops include Tokyo and Hiroshima (in addition to training himself for the Capcom Pro Tour). He would also enjoy continuing this initiative in 2018.

Read the full story on Red Bull eSports, and let us know in the comments if going to locals significantly improved your play versus sticking to online gaming.

Source: Red Bull eSports

Check out “String Fighter”: An acoustic journey through the Street Fighter series

“String Fighter” reinterprets classic Street Fighter themes and merges them into a single impressive medley.

In their latest video, Setnomessej takes a number of iconic themes from Street Fighter II, Street Fighter Alpha 3, and Street Fighter III, and merges them to form “String Fighter”–a new acoustic medley. It opens with a haunting rendition of Vega’s SFA3 theme “Crimson,” and moves through a number of other well-known Street Fighter melodies–including an Ennio Morricone-inspired “spaghetti Western” take on Ryu’s classic theme–to close, of course, on a somewhat more elegant version of that most popular Street Fighter theme that goes with everything. Fans of Street Fighter’s musical legacy won’t want to this little piece of auditory exploration–have a listen below!

Source: Setnomessej

VesperArcade examines Balrog’s health reduction in Street Fighter V’s April balance patch

Next up on VesperArcade’s analysis of Street Fighter V’s upcoming April balance changes is Balrog; in Season 2, the Dirty Bull was given many more ways to break through his opponent’s guard and mix them up for a world of pain. With an extra 25 health, crouching medium kick hitting low in exchange for reduced range, standing heavy punch becoming a Crush Counter, throw invincibility on the first 9 Levels of Turn Punch, and several normals gaining more block and hit advantage, Balrog has become quite the force to be reckoned with in SFV’s sophomoric season.

Though some players may currently call him a “robbery character,” due to his high damage output and the powerful comeback potential of his V-Trigger Crazy Rush, it seems the boxer was mostly spared the rod, as the only change he will be receiving will be his health getting reduced back to 1,000. Vesper proceeded to give his thoughts on the matter:

Balrog has some of the highest comeback potential of any character in the game right now. This is definitely mostly due to his V-Trigger. Your health could be gone in just a second. To have Balrog in such a healthy condition with his V-Trigger up seemed pretty overkill I would say. I’m sure not even Balrog players were expecting a health buff in Season 2, and even though Balrog lacks some defensive options, it looks like Capcom only wants grappler characters to have over 1,000 health in the game right now. I see a lot of people talking about “losing or gaining 25 health is not a big deal,” but you have to consider that in Street Fighter V, when you’re low on health, you take less damage. Balrog being a comeback character that can rob you at the end of a match, having above-average health is something to consider, to [not] give Balrog more chances than he should get.

After showing off his current mixups, Vesper provided his final thoughts.

My final verdict on Balrog overall, is very, very, slightly nerfed. I guess in a bubble it would seem like Balrog got nerfed. The fact that this was the only balance change means that Balrog got off CLEAN! I’m honestly surprised Capcom didn’t address his EX Dash Straight. They went after Urien’s EX Tackle and Birdie’s EX Bull Head, but for some reason, Balrog’s EX Straight is the same. This is not only safe on block, this is +1, meaning that it’s still Balrog’s turn. I feel like Balrog will still be one of the strongest characters in the game, even after this very slight nerf.

You can catch the full video above, as well as his previous coverage of other changes coming in the patch:

Do you think this health reduction was enough, or do you feel more should’ve been done to Balrog? Tell us in the comments!

Source: VesperArcade