Get ready for the NorCal Fight Club 4 Finale featuring Samurai Shodown and Street Fighter V: Arcade Edition, tonight at the Esports Arena in Oakland, CA

It’ll be a night of fights you won’t forget!

For the past couple of weeks, a lot of northern California’s best players have been competing for points and glory in Samurai Shodown and Street Fighter V: Arcade Edition at Esports Arena Oakland in the fourth iteration of the premier local ranking and round-robin tournament series, NorCal Fight Club. Now it’s down to the top eight players that have qualified for each game who will be competing for cash, prizes, and the title for NorCal‘s best Street Fighter V: Arcade Edition and Samurai Shodown player.

The announcement Tweet below shows the list of the top eight players for each game with notables such as LPN, No Respect, Samurai, Rom, Higashi, Crackfiend, Lamerboi, and others.

This event is being hosted by the folks at PandoraHouse with prizes provided by the event sponsors SNK Global, Red Bull Gaming, and Victrix Pro. In addition to the top eight finales for both games, there will also be multiple raffles and 8-man side tournaments for the two finale games as is stated in the Tweet above every hour starting at 1:30 PM. There will also be food provided by Crackfiend and other chefs if you sign up for the limited sale on smash.gg. Registration for the event ends at 12:30 PM later today.

If you can’t make it to the event, all of the NorCal Fight Club 4 action can be seen on PandoraHouse‘s Twitch channel below. It begins with Samurai Shodown at 1:00 PM PT and Street Fighter V: Arcade Edition at 5:00 PM PT.

Watch live video from THEPANDORAHOUSE on www.twitch.tv

Sources: PandoraHouse (Twitter), Smashgg, Red Bull Gaming (Twitter), SNK Global, Victrix Pro (Twitter)

Scuf Gaming announces the Vantage 2 elite controller for PlayStation 4 and PC

Will the Vantage 2 prove to be the definitive competitive controller?

A while back, I reviewed the Scuf Vantage, a premium gaming controller designed to give players the most options possible when it comes to customization and additional mappable inputs. I wanted to open the conversation about these kinds of controllers that were typically marketed to FPS players and see if they could offer value to players in the FGC, especially for those who are more comfortable using a controller as opposed to an arcade stick.

Through my time with the controller, I found that it offered a variety of unique benefits that made playing fighting games more efficient than using a standard gamepad. Like mapping assists or trigger inputs to the paddles underneath or the SAX buttons on the sides. The control disc was also beneficial for putting in tricky inputs that are easy to miss, like super attacks from The King of Fighters or BlazBlue. Aside from fighting games, it also offers a ton of benefits to all other genres of games too, especially for folks who prefer the asymmetrical stick layout.

Now Scuf is looking to improve its competitively focused and officially licensed controller with the recently announced Vantage 2. While retaining a similar form factor to the original controller, it is said to include a host of improvements.

  • Improved High-Performance Grip
  • Upgraded trigger functions
  • PC Customization App for Windows
  • Improved button haptics
  • Refined tactile textures in the faceplate, trigger, bumper, and Sax buttons
  • Enhanced USB connection system

The new physical improvements are more than welcome, but the PC Customization App is possibly the most exciting addition. Most premium controllers, like the Xbox Elite controller or the Astro C40, have some sort of application that can be used to customize the many features and inputs they offer. The original Vantage needed everything to be done manually to the controller itself. It is nice to see Scuf include this feature and I am curious if it will extend to the original Vantage as well.

How much overall improvement the Vantage 2 offers over the original has yet to be seen, but I am digging the dark and uniform look to the controller. While I appreciated the silver accents to the original, they kind of limited the customization you could do since there were no alternatives to R1, L1, and the SAX buttons.

The Vantage 2 will be sold in two variants like the original was, one being wired only and another having both wired and wireless capabilities. There is also a Call of Duty: Modern Warfare Special Edition that is set for release that comes with a unique design and DLC for the game.

The wired controller runs at $169.95, the wired/wireless goes for $199.95, and the MW edition is being sold for $219.95.

We will keep you up to date on any new announcements and details leading up to the launch of the Vantage 2!

Click to view slideshow.
Click to view slideshow.

Source: Business Wire; Scuf Gaming

CYG Interview Series Part Three: Daigo “The Beast” Umehara shares his thoughts on the CPT, new playstyle with Guile, his Evo 2019 performance, and more

Daigo “The Beast” Umehara welcomes everyone in the FGC to make it “bigger and better” than ever before

Cygames Beast’s Daigo “The Beast” Umehara has had quite an interesting run in his Street Fighter V career for the past 3-4 years so far. Placing consistently high with Ryu in 2016, Daigo then switched to Guile in season two after his former main was weakened in the Season Two balance patch and hasn’t looked back since.

While in Season Two he still found some success with Guile, it seems like he has stumbled a bit in the past two seasons with lower and inconsistent placings. Regardless of whether he wins or loses, however, there’s no denying that “The Beast” is still respected and admired for not only his skills in fighting games but for his contributions to the community at large to this day.

In this interview that was conducted via email after Evo 2019, Daigo discusses his current views on the Capcom Pro Tour as well as his different playstyle with Guile. He also talks about his Evo 2019 performance as well as how he deals with critics who judge him based on whether he wins or loses.


Marcos Blanco: What is your current view on competitive SFV: AE and the Capcom Pro Tour in 2019? How do you feel about the game’s future in the competitive circuit? Anything you would like to see changed or improved for future CPT events for the rest of the year and beyond?

Daigo Umehara: I think it depends on whose perspective you’re speaking from. If you look at the game’s recent updates, even though they’re supposedly targeting a more mainstream audience, they seem to be made specifically for the segment of users taking an active part in CPT. From the point of view of the myriad average players who don’t take part in the pro tour, I imagine the recent updates feel somewhat lacking in terms of what they’ve changed. I think you could say the game’s gotten away from its original form as a piece of entertainment.

On the other hand, for pro players participating in CPT, I think you could argue that the relative lack of extreme changes has made it easier to get through the season.

MB: Do you think everything going on with the CPT regarding the format, payouts, and point distribution is fine the way it is and why?

Daigo: I can’t speak to how reasonable the payouts are so I’ll put that one aside. Players spend all year struggling to earn the right to compete in Capcom Cup, and then it’s over in a blink.

Considering how long the road to qualifying is when it comes down to the main event you have no idea who’s going to win and it all ends so abruptly, and that’s kind of a drag. Players work so hard to get the chance to compete in the main event; I’m sure I’m not the only one who wishes the fun lasted a little longer.

MB: How do you feel about your overall performance in the CPT so far this season with Guile? Do you still consider him a strong character despite some setbacks to his move set? It seems like you’ve adopted a more aggressive playstyle with him in tournaments as of late. Why is that?

Daigo: I still haven’t entered that many tournaments this season, so I’d call it a so-so run as of now.

For us, a year is short. The game balance receives frequent adjustments within that time span, meaning we have to pick things up in a short amount of time while attending CPT tournaments. I feel that Guile is the most viable character among those with which I have a high mastery.

Guile has gotten weaker so if I stick to playing him the way people know, I won’t get anywhere. It’s not that I’m specifically focusing on an aggressive play style. Likely, I’ve become more aggressive as a result of trying to incorporate newness.

MB: So Honda, Lucia, and Poison have been added to SFV: AE‘s roster. What are your thoughts and impressions of these characters so far? Of the three, who stands out to you the most as a competitively viable character and why?

Daigo: I haven’t tried out Poison or seen anyone who’s using her. I tried the others. Lucia is fairly strong and interesting. As for Honda…

MB: You placed 33rd at Evo 2019. What was your mentality and game plan going into Evo 2019 and how do you feel about your performance in the tournament? What do you feel like you need to improve on in order to try and win the remaining tournaments for the rest of the year?

Daigo: I can say that I was well prepared for Evo and had my sights on the top eight. It’s really just too bad I didn’t get there. I haven’t had a strong showing at Evo in a while now so I was determined to make this the year I got back into the top eight.

My physical condition took a dive right after I got into Las Vegas and in hindsight, I think it was due to a lack of nervousness, which comes with experience. The right amount of nervousness is necessary. No excuse though, this is my own shortcoming.

MB: You are currently ranked 16th on the CPT Global Standings. What are your goals for the rest of the CPT season to make sure you qualify and to get a higher seeding for Capcom Cup 2019 and to hopefully win that event as well?

Daigo: I want to do well in the coming tournaments and secure my spot in the main event. I’ve reflected on Evo and reclaimed my determination. I’ve refocused my energies and I am training hard so please keep an eye on me over the coming months.

MB: At this point you’re a very well known player all over the world and with that comes not only a lot of fans who admire and respect you for what you’ve done throughout your career, but it also comes with a lot of backlash from people who criticize you when you don’t place high or win a major tournament especially on social media.

What are your thoughts on the subject of these types of fans holding you and other longtime pro players to this high standard where if you don’t win every tournament, you’re not good enough anymore? Do you pay attention to these sorts of things regarding your status as a player in the fighting game community? If so, why and if not, why not?

Daigo: As I see it, even when I was winning frequently, I still went through slumps. Looking back, even though there were specific moments or matches of great renown, it wasn’t always so glamorous in real-time. I’ve gradually amassed a list of those highlight moments over many years, so I think the difference between “then” and “now” appears more extreme than it is (“now” is shorter than “the past,” after all).

My drive has never waned and I’ve been competing continuously for twenty years. With each new version that comes out, I’ve studied hard and honed my skills from scratch as best I can. With no false modesty, I can say my drive and perseverance toward gaming are second to none.

MB: Which tournaments will you be competing in next before the year ends? Would you like to give and any final thoughts or thanks regarding Street Fighter V, the Capcom Pro Tour, and the fighting game community in general?

Daigo: I’ve been given an environment where I can play the games I love to my heart’s content and I’m grateful for that every day. It’s a reality I never would have dreamed possible twenty years ago and it’s all thanks to the amazing community. You can’t get here alone. I’m also thankful to the sponsors who support me—HyperXRed Bull, Twitch, and Cygames.

Now and then I see top players who are seriously considering quitting. It’s not my place to speak to their situation, but I can say that I’m always looking ahead positively. I’m an exception—in my ten years as a pro, I’ve never questioned it. I enjoy the growth. It’s what motivates me each day. Not the prize money. In this sense, I feel that I’m unbeatable.

Little kernels of passion and perseverance are what have made the FGC so big today. I’m going to keep going. Please join me and let’s make it bigger and better than ever!

Sources: Capcom Fighters, Capcom Pro Tour

SRK review – The HORI Split Pad Pro will completely change how you view the Nintendo Switch’s handheld mode; plus HORI Gaming Earbuds Pro impressions

I don’t think I could ever go back to regular Joy-Cons again

I am sure that no one would disagree that the standard controllers for the Nintendo Switch, the Joy-Con, are less than ideal when it comes to form-factor. They definitely achieve what they set out to do, essentially being two halves to one controller that can be shared with a friend so no matter what, two-player is always an option, but for the solo player using their Switch in handheld mode, they aren’t quite as effective.

The Joy-Cons are incredibly small, making all the buttons tiny to match. The triggers barely exist, and there are four directional buttons instead of a D-Pad. Everything feels cramped. Oddly enough, using a 3DS felt more comfortable in a lot of instances.

Last year, HORI set out to solve one of the issues of the standard Joy-Con, specifically the lack of D-Pad, by releasing their HORI D-Pad Controller (L). These controllers essentially removed the four directional buttons and replaced them with a standard D-Pad.

These were great options for people who wanted to play fighting games, arcade games, platformers, or anything else that benefited from the traditional D-Pad, but at the end of the day, it was still a Joy-Con in design, so it still had the same ergonomic issues.

Since the release of the HORI D-Pad Controller (L), there has still been a demand for a more comfortable and functional way to play the Nintendo Switch on the go. On September 13, 2019, HORI released the Split Pad Pro DAEMON X MACHINA Edition for Nintendo Switch and man, I have never had such a great time playing the console in handheld mode.

HORI logo black 750x400

Design:

The HORI Split Pad Pro takes everything great about a modern gaming controller, splits it in half, and puts it on the ends of your Nintendo Switch. Everything is full size. The sticks, the buttons, the D-Pad, every aspect of this controller emulates a more traditional input device. This does make the Switch a little unwieldy at first, it’s not exactly flush with the console either, and some people might not prefer how big the console feels while using the Split Pad Pro. But after just a few minutes of use, it becomes clear that the Split Pad Pro is an overall improvement to the Joy-Cons in almost every way.

The shape of the controller fits nicely to where my pinkies hook around the handles and everything feels just right. The button and stick placement of the Split Pad Pro is excellent. Even with its larger size, you don’t need to overreach to press any of the buttons or triggers. The handles have a nice textured grip added to them which helps make sure your hands don’t slip. If you’ve used HORI’s previous products, its a lot closer to the texture on the Switch Battle Pad than the Wireless HORIPAD. So think rigid.

There are also nice plastic guards on the back that help keep you from twisting or snapping off the controller. These double as guides for inserting your Switch in docked mode. A lot of thought went into this design, and it shows through every element. After using the Split Pad Pro for a while, I hope that HORI releases an updated Wireless HORIPAD that is more in line with this design, with its improved triggers, D-Pad, and sticks.

On top of the standard controller fare, the Split Pad Pro comes with two mappable buttons (FL and FR) on the grips. Thanks to these, your precious time between button presses is maximized. You can keep one thumb on the D-Pad, the other on the face buttons, and use the handle buttons for the bumpers or triggers or whatever other regular function you’d like. As is the tradition with most HORI controllers, you will find a turbo mode which has three speeds and is easily utilized.

Interestingly enough for their debut release, the Split Pad Pro is designed with the mecha combat title, Daemon X Machina in mind. (See the cool stylized X button) The red accents are very much appreciated. I’m a sucker for colored thumbsticks just because they are such a rare occurrence on controllers. There are currently no other versions of the Split Pad Pro announced, but if we only get one design, I’m glad its this one.

HORI Split Pad Pro Official Image
HORI Split Pad Pro Angled
HORI Split Pad Pro R
HORI Split Pad Pro Top

Function:

Everything works great on the HORI Split Pad Pro. The D-Pad is perfect for fighters and platformers, (to be honest the first thing I did was get past a point I was having trouble with on Mega Man X4, I passed it with ease. I mapped my dash to FL) and the sticks are great for shooters and action titles. You can tell the Split Pad Pro was designed for Daemon X Machina because the game feels perfect to play with this controller.

Inputs are accurate and easy to pull off in Street Fighter 30th Anniversary Collection (the most input heavy fighter I have on the Switch) thanks to the D-Pad and conveniently placed buttons. Its easier to pull off an all punch or all kick attack thanks to the FL and FR buttons since I can just map one of the punches and kicks to them and have instant access to all three inputs. In Power Rangers: Battle for the Grid, you can map your assists to the FL and FR buttons so you never have to move your hands away from the action.

I’ve held off on getting many games on the Switch because I knew I wouldn’t enjoy them as much because of how the Joy-Cons felt in handheld mode. Fighters are nearly unplayable, platformers are less than ideal, and I wouldn’t have ever considered getting a shooter based on the size of the sticks and buttons. Anything that required precision was out of the question.

The Split Pad Pro changes all of this. I want more games on the console now that I won’t be getting a lesser experience by playing them. Sure, the handheld mode isn’t everything, but it’s half the point of the Switch, and honestly the mode I spend most my time playing the console in.

Now as wonderful as the Split Pad Pro is, it isn’t perfect. The first thing missing is pretty standard among most all third party controllers, and that’s the lack of rumble. I am always bummed to find out a controller won’t have rumble, but it’s not making me enjoy the Split Pad Pro any less.

The controller is also without motion capabilities. Most games don’t require motion controls since with the Switch, those are usually in addition to regular button inputs, so that shouldn’t really be an issue for a majority of the console’s catalog. Especially considering any of the games that require motion control aren’t playable in handheld mode anyway.

I will say I didn’t know you could catch Pokémon in Pokémon Let’s Go Pikachu/Eevee without using the accelerometer, but you can actually use the sticks to aim at the Pokémon. It isn’t as effective as using the motion controls, but it works!

The Split Pad Pro also lacks wireless capabilities due to its lack of a battery, so the only way it can be used is when connected to the console. This might also cause a faster battery drain since the console is having to power the controllers instead of them being self-sustaining. I haven’t found this to be too much an issue though. There is also a lack of amiibo support, but with the number of titles that use amiibo seeming to be very far and few between nowadays, it’s not too much of a loss.

Even without these features, I would take the form factor and overall usability of the Split Pad Pro over the standard Joy-Cons any day. It makes me want to actually play the console more often and invest more in its library with third-party titles I could normally get on another device. Just playing games in handheld mode wasn’t enough of a pull for me, but being able to do so with the full controller experience has definitely made me a believer in the machine. HORI has improved their controllers with each and every iteration and I can’t wait to see what they come out with next.

HORI Split Pad Pro Front
HORI Split Pad Pro Left
HORI Split Pad Pro Back
HORI Split Pad Pro Right

Pros:

  • Full-size controller on a Switch body including a fantastic D-Pad
  • Incredibly comfortable and doesn’t add much weight despite its size
  • Mappable back buttons allow for more accessible inputs
  • Textured grips add to comfort while making it harder to slip

Cons:

  • No rumble functionality
  • No motion controls
  • Size and comfort comes at the price of portability – No case will fit them
  • No battery means no wireless play, must be used in handheld mode

Bonus Review – HORI Gaming Earbuds Pro

HORI Gaming Earbuds Pro

HORI was also kind enough to send SRK their first foray into audio with the HORI Gaming Earbuds Pro. These earbuds are designed for Nintendo Switch Online voice chat and come equipped with a bendable and removable mic, inline audio controls that double as a clip, and a separate audio splitter that is necessary to use the earbuds on the console. The earbuds also come with three separate size inserts to best fit your ears.

I haven’t used earbuds in a long time, I usually stick to my trusty Bose Quiet Comfort 15 over-ear headphones that I’ve had for over a decade that has done the job well. That being said, believe me when I say that the sound quality from these little guys is actually pretty great! I used them while listening to music for an entire day at work and found myself really enjoying the sporty style and audio quality of the Gaming Earbuds Pro.

I was most impressed by the HORI Gaming Earbuds Pro through the quality of the microphone. The audio captured is crystal clear and can be picked up while speaking at low volumes. For such a thin mic, I wasn’t expecting this kind of clarity. This would also make the buds great for phone calls if you want to use them as your daily audio device.

The inline controls work as they should with a switch for muting the microphone and a slider for adjusting the volume. One complaint I have is that the control module is a tad heavier than it should be, causing the earbuds to kind of pull-down. That’s where the clip comes in, which when I decided to take advantage of it, I no longer had the pulling issues. The problem is that the clip only really works with shirts with buttons because it fits best horizontally. No such luck on a regular tee.

While not a fault of the Earbuds but mainly of how Switch voice chat works and modern cell phone design, it is unfortunate you need so many adapters and dongles. The splitter that comes with the Gaming Earbuds Pro is used to connect the audio coming from the game into your earbuds and the audio going into the mic into your phone which then goes to whoever you are talking to. Since most phones don’t have headphone jacks, you will probably need either a lightning to 3.5 mm jack or the USB-C alternative just to get them into your phone. It seems a little excessive just to talk to your friends.

It would be nice if Nintendo had dedicated voice chat through the Nintendo Switch itself, but this isn’t the world we live in. There aren’t a lot of Switch games that support voice chat either with the only fighter on the list being Mortal Kombat 11. All this being said, if you are looking for a solid pair of gaming earbuds or a nice gift for an avid Switch player, it’d be hard for you to go wrong with the Gaming Earbuds Pro.


The HORI Split Pad Pro can be purchased on their official site as well as Amazon for $49.99.

You can also find the HORI Gaming Earbuds Pro at their official site and Amazon for $29.99.


HORI provided Shoryuken with both the Switch Split Pado Pro and the Gaming Earbuds Pro for the purpose of this review.


RELATED POSTS

Shoryuken review: The Switch Wireless HORIPAD is a solid controller that stands out among the crowd

Shoryuken review: HORI Nintendo Switch Battle Pad is pure nostalgia with a modern flair

Shoryuken review: HORI D-Pad Controller (L) for Nintendo Switch

CYG Interview Series Part Two: Fuudo discusses using Birdie, his biggest obstacles going into Evo 2019, Season 4 DLC characters, and winning Capcom Cup 2019

Fuudo offers his insight on mentality and the new fighters.

First making himself known to the world with his dominant win at Evo 2011 in Super Street Fighter IV: Arcade Edition with his explosive Fei Long play, Keita “Fuudo” Ai from Japan has become a household name in the fighting game community for the better part of almost a decade.

A former longtime Virtua Fighter 5 world champion, Fuudo has long been not only one of Japan’s best fighting game players alongside the likes of Daigo Umehara, Tokido, Momochi, Sako, and Haitani but one of the world’s best as well with multiple top eight placings and first place tournament victories.

That being said, while Fuudo has been currently one of the most consistent players in Street Fighter V since 2016 with his patient, but explosive R. Mika (currently ranked seventh on the Capcom Pro Tour 2019 Global Leader Board), he always seems to come up just a bit short when it comes to securing some first place Capcom Pro Tour wins that he is very capable of achieving.

I sat down with him the day before Evo 2019 to discuss this supposed “curse” he has when it comes to tournament placings as well as his thoughts on his CPT 2019 performance so far. the new DLC characters, picking up Birdie as a secondary, and his mindset going into Evo 2019. This interview was done through Shino, one of Cygames Beast’s translators.


Marcos Blanco: You’ve been one of the most consistent players since season one of Street Fighter V. However, getting first place always seems to be just out of your grasp. What do you attribute that to? Do you feel “cursed” sometimes for coming so close?

Fuudo: Yes (laughs). That’s why I went to the waterfall if you saw on my Twitter. I went three times. It’s a cultural tradition but not a common practice.

MB: You’ve been using Birdie as a secondary character to compliment your R. Mika play. Which matchups and players do you feel Birdie is strong against as opposed to R. Mika? What’s your decision-making process when it comes to switching between these two characters?

Fuudo: Before I go into matches, I already know which character to use. Especially in top eight, the characters you see are mainly Ibuki, Akuma, and Rashid. I feel Birdie has the strongest chance against those characters.

MB: Do you consider Birdie your main over R. Mika now?

Fuudo: Conceptually, I try not to have him as my main character. I just feel more confident with Birdie against those top three characters.

MB: What’s your mentality and game plan going into Evo 2019? Which players do you consider your biggest obstacles to overcome to advance in the tournament?

Fuudo: To win Evo 2019, I have been practicing Birdie. I don’t want second or third place. I’ve had enough of that. I’m focused on winning Evo this year. As far as specific players, I can name Fujimura. Historically and statistically speaking, I have been losing against him and I definitely want to beat him.

MB: So the trailer for the three new characters Lucia, E. Honda, and Poison were leaked and then confirmed. What are your impressions of these characters based on the trailers so far?

Fuudo: The first impression I had of Lucia was, “Who is this (laughs)?” Honda, I have been waiting a long time for. In my view, it’s not so much about how your character stacks up against another character, but it’s more about how strong your character is overall. I hope Honda goes back to how he used to be in Street Fighter IV. Poison seems like a new character now. I’m looking forward to it.

MB: Does that mean you’re thinking of picking Honda up for serious tournament play?

Fuudo: Yeah I’d like to try him out. He’s really simple and straightforward. I like that about him. As you know I’ve been using Birdie so I don’t care how he looks (laughs).

MB: So it seems like you will qualify for Capcom Cup 2019 since you have enough points. As a player, what are some areas you need to improve on to win Capcom Cup 2019 finals?

Fuudo: I’ll just keep practicing what I’ve been doing. I want to focus on just winning. That is the burning desire that keeps me going.

Source: Capcom Fighters, Capcom Pro Tour

Celica A. Mercury, Elizabeth, Tohru Adachi, Susanoo, and Hilda to close out BlazBlue Cross Tag Battle’s 2.0 roster additions

Ultimax characters have finally arrived!

Last Saturday was a huge day for fans of BlazBlue Cross Tag Battle, as Arc System Works finally unveiled the final five characters that will be joining Senran Kagura Estival Versus’s Yumi, Akatsuki Blitzkampf’s Akatsuki and Blitztank, and RWBY’s Neo Politan this November in the game’s upcoming Version 2.0 update.

The company held two streams to show off this new quintet of fighters, with one in the new North American headquarters in California, which featured special guests James Chen and UYU|TheBeautifulDude, as well as their traditional Japanese stream, that has been customary for character reveals since pre-release.

The five new challengers who can’t escape from crossing fate are BlazBlue’s Celica A. Mercury and SusanooPersona 4 Arena’s ElizabethTohru Adachi from Persona 4 Arena Ultimax, and Hilda from Under Night In-Birth. Additionally, Ragna teased the possibility of even more characters joining the ever-growing cast that now sits at 53 at the end of the trailer by asking who was next, something Ruby Rose also questioned before the reveals of Rachel Alucard, Hazama, and Weiss Schnee.

In addition to playing several matches and demonstrating how these fighters all compare to their past incarnations, we were also given a glimpse of the new character select screen, which features fighter’s having the color of their respective franchise behind them when highlighted, as well as their portraits being placed inside diamonds when selected.

It should be noted that Adachi remains on the end of the Persona 4 Arena column, with the logo changing to Persona 4 Arena Ultimax when he’s chosen. Additionally, Yumi, Akatsuki, and Blitztank have joined Heart Aino in the newly-added 5th tab that heralded her arrival back in May, which will now change colors and logos to reflect the series of the character you’re choosing, effectively making it a “Guest Character” column.

This not only potentially opens the door for other Ultimax characters, like Rise, Sho, Marie, and Margaret, to join the game in future updates, but also characters from the Akatsuki Blitzkampf sequel En-Ens Perfektewelt, such as Kati and the titular En-Eins, who were both in the massive datamine of announcer calls that also included the nine characters joining the game in Version 2.0, and perhaps even Londrekia from the newly-announced EXE:Late[cl-r] that was announced at Evo 2019 and will be arriving in early 2020.

The Versus/Order Select screen has also seen a sleek makeover, with character portraits being in larger boxes that are now on top of each other, rather than beside one another, similar to the Versus Screen of Marvel Vs. Capcom: Clash of Super Heroes. You can see the full trailer below, as well as both of the streams, which contain large amounts of footage of the newcomers, as well as matches between James Chen and UYU|TheBeautifulDude, who were the first American players to try out the characters.

A demo of the new update will be available this weekend at CEOtaku 2019 in Orlando, Florida, as well as at ARCREVO America

The official Japanese website has also been updated with screenshots of this new set of fighters in action, which you can also see in the gallery below.


Gallery

BBTAG-Version-2.0-Susanoo-Screenshot-1
BBTAG-Version-2.0-Susanoo-Screenshot-2
BBTAG-Version-2.0-Susanoo-Screenshot-3
BBTAG-Version-2.0-Hilda-Screenshot-1
BBTAG-Version-2.0-Hilda-screenshot-2
BBTAG-Version-2.0-Hilda-screenshot-3
BBTAG-Version-2.0-Elizabeth-screenshot-1
BBTAG-Version-2.0-Elizabeth-screenshot-2
BBTAG-Version-2.0-Elizabeth-screenshot-3
BBTAG-Version-2.0-Celica-screenshot-1
BBTAG-Version-2.0-Celica-screenshot-2
BBTAG-Version-2.0-Celica-screenshot-3
BBTAG-Version-2.0-Adachi-screenshot-1
BBTAG-Version-2.0-Adachi-screenshot-2
BBTAG-Version-2.0-Celica-A.-Mercury-Character-Artwork
BBTAG-Verson-2.0-Tohru-Adachi-Character-Artwork
BBTAG-Version-2.0-Elizabeth-Character-Artwork
BBTAG-Version-2.0-Hilda-Character-Artwork
BBTAG-Version-2.0-Susanoo-Character-Artwork
BBTAG-Version-2.0-Adachi-screenshot-3
BBTAG-Version-2.0-Special-Edition-Promotional-Artwork-Mai-Natsume-Yumi

Source: arcsystemworks (YouTube); Arc System Works America (YouTube); JROKGaming (YouTube); BlazBlue Cross Tag Battle Official Japanese Website

Street Fighter V: Arcade Edition Version 04.081 brings new costume bundles, bug fixes, and a new Online Tournament Mode

Happy Halloween from Street Fighter V!

Following last week’s period of server maintenance, Street Fighter V: Arcade Edition has been updated to Version 04.081. In addition to adding this year’s new Haloween-themed content, which includes new Premium Costumes for Poison and E. Honda, as well as the Union Graveyard stage, the latest update to Capcom’s flagship fighting title also brings bug fixes for Ryu, Akuma, and Cody, while also confirming that an issue with newcomer Lucia that involves her opponents being put into a standing state during their recovery after blocking her crouching Heavy Kick, will be corrected in a future patch in October.

Balrog’s No Escape Costume is also now available in Menat’s Fighting Chance, for those looking to risk a little Fight Money or Fortune Tickets for it, and a 2018 Halloween Bundle, containing last year’s spooky attires for Guile, Abigail, Falke, and Kolin, as well as the Capcom Legends Bundle 2. This holds the six latest Crossover Costumes from Extra Battle: Alex Leo, Zeku Kenji, Shade Sagat, Devilotte Menat, and Akane Yagyu Ibuki.

You’ll also get the following Crossover BGM: “Opening Title,” “Helion Theme,” and “Super 8 Theme” from Cyberbots: Fullmetal Madness, “Into The Legendary Earth,” “Theme of Leo,” and “Theme of Kenji/Mukuro” from Red Earth/Warzard, and “The Destined Child” and “Cross Counter” from Breath of Fire II.

If you feel like saving your Fight Money, as all of those Extra Battles, save for Akane Ibuki, are currently re-running, this Bundle will set you back $14.99, while the 2018 Halloween Costumes cost $9.99. Poison and Honda’s Halloween Costumes will cost you $3.99 each, while Union Graveyard can be obtained for $1.99 or 40,000 Fight Money.

A new Online Tournament Mode has been added from within the CFN tab of the main menu, which is currently in development and will remain in closed beta, with more details to come in the future. You can see the full patch notes for the 21.678 GB patch below.

9/17 Update Info (Ver. 04.081)

Following server maintenance on September 17, 2019, Street Fighter V has been updated to Ver. 04.081.

DLC

• Additional Costumes
– Halloween: E. Honda
– Halloween: Poison

• Stages
– Union Graveyard

• Battle Bundles
– 2018 Halloween Bundle
– Capcom Legends Bundle 2

• Fighting Chance
– Get Balrog’s additional costume No Escape through “Megaton! Gigaton! Teraton Puncher!” now available in Fighting Chance.
– The seasonal “E-Can” version has been added to Dojo Fortune.

• Battle-Related Bug Fixes

– Ryu:
Fixed a phenomenon where, after a successful V-Trigger II Isshin parry, if the input for Isshin or V-Skill Mind’s Eye is performed at a specific timing, Ryu would not be able to cancel the latter half into Shoryuken or EX Jodan Sokuto Geri.

– Akuma:
Fixed a phenomenon where, if Akuma canceled into V-Trigger from Goshoryuken, projectiles on screen would move during the screen freeze.

– Cody:
Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher that cancels out a projectile at close range, the attack would not hit the opponent after the projectile cancelation regardless of whether or not they are within the attack range.

Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher, and at the same timing the opponent performed a strong forward-moving move, Cody’s position would be pushed backwards before the hitbox becomes active, and the Critical Art wouldn’t hit.

– Lucia:
Fixed a phenomenon where, if Lucia’s crouching HK was blocked by the opponent, the opponent would be put into a standing state during recovery.

> This will be fixed in October. We apologize for any inconvenience.

• Note
With the update to SFVAE today, players will notice a new mode in the CFN menu called Online Tournament.
This upcoming free mode is in development and will be in a closed beta phase until it is final. Release timing and further details will be shared in the coming months.

We hope you continue to enjoy playing Street Fighter V.

Source: CFN Website

Street Fighter V: Arcade Edition Version 04.081 brings new costume bundles, bug fixes, and a new Online Tournament Mode

Happy Halloween from Street Fighter V!

Following last week’s period of server maintenance, Street Fighter V: Arcade Edition has been updated to Version 04.081. In addition to adding this year’s new Haloween-themed content, which includes new Premium Costumes for Poison and E. Honda, as well as the Union Graveyard stage, the latest update to Capcom’s flagship fighting title also brings bug fixes for Ryu, Akuma, and Cody, while also confirming that an issue with newcomer Lucia that involves her opponents being put into a standing state during their recovery after blocking her crouching Heavy Kick, will be corrected in a future patch in October.

Balrog’s No Escape Costume is also now available in Menat’s Fighting Chance, for those looking to risk a little Fight Money or Fortune Tickets for it, and a 2018 Halloween Bundle, containing last year’s spooky attires for Guile, Abigail, Falke, and Kolin, as well as the Capcom Legends Bundle 2. This holds the six latest Crossover Costumes from Extra Battle: Alex Leo, Zeku Kenji, Shade Sagat, Devilotte Menat, and Akane Yagyu Ibuki.

You’ll also get the following Crossover BGM: “Opening Title,” “Helion Theme,” and “Super 8 Theme” from Cyberbots: Fullmetal Madness, “Into The Legendary Earth,” “Theme of Leo,” and “Theme of Kenji/Mukuro” from Red Earth/Warzard, and “The Destined Child” and “Cross Counter” from Breath of Fire II.

If you feel like saving your Fight Money, as all of those Extra Battles, save for Akane Ibuki, are currently re-running, this Bundle will set you back $14.99, while the 2018 Halloween Costumes cost $9.99. Poison and Honda’s Halloween Costumes will cost you $3.99 each, while Union Graveyard can be obtained for $1.99 or 40,000 Fight Money.

A new Online Tournament Mode has been added from within the CFN tab of the main menu, which is currently in development and will remain in closed beta, with more details to come in the future. You can see the full patch notes for the 21.678 GB patch below.

9/17 Update Info (Ver. 04.081)

Following server maintenance on September 17, 2019, Street Fighter V has been updated to Ver. 04.081.

DLC

• Additional Costumes
– Halloween: E. Honda
– Halloween: Poison

• Stages
– Union Graveyard

• Battle Bundles
– 2018 Halloween Bundle
– Capcom Legends Bundle 2

• Fighting Chance
– Get Balrog’s additional costume No Escape through “Megaton! Gigaton! Teraton Puncher!” now available in Fighting Chance.
– The seasonal “E-Can” version has been added to Dojo Fortune.

• Battle-Related Bug Fixes

– Ryu:
Fixed a phenomenon where, after a successful V-Trigger II Isshin parry, if the input for Isshin or V-Skill Mind’s Eye is performed at a specific timing, Ryu would not be able to cancel the latter half into Shoryuken or EX Jodan Sokuto Geri.

– Akuma:
Fixed a phenomenon where, if Akuma canceled into V-Trigger from Goshoryuken, projectiles on screen would move during the screen freeze.

– Cody:
Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher that cancels out a projectile at close range, the attack would not hit the opponent after the projectile cancelation regardless of whether or not they are within the attack range.

Fixed a phenomenon where, if Cody performed his Critical Art Criminal Punisher, and at the same timing the opponent performed a strong forward-moving move, Cody’s position would be pushed backwards before the hitbox becomes active, and the Critical Art wouldn’t hit.

– Lucia:
Fixed a phenomenon where, if Lucia’s crouching HK was blocked by the opponent, the opponent would be put into a standing state during recovery.

> This will be fixed in October. We apologize for any inconvenience.

• Note
With the update to SFVAE today, players will notice a new mode in the CFN menu called Online Tournament.
This upcoming free mode is in development and will be in a closed beta phase until it is final. Release timing and further details will be shared in the coming months.

We hope you continue to enjoy playing Street Fighter V.

Source: CFN Website

Daniel “Clockwork” Maniago discusses his role in the making of Power Rangers: Battle for the Grid at Evo 2019

This Marvel vs Capcom pro brings his expertise to the Power Rangers fighter you should be playing!

Power Rangers: Battle for the Grid was released was released on March 26, 2019, across all current-gen consoles with a PC release on Steam coming next week on September 24, 2019. A 3v3 fighter in almost the same vein as the Marvel vs. Capcom series, Battle for the Grid has had a couple of substantial updates adding new modes, characters, and balance changes to improve the game’s replay value and fun factor.

At Evo 2019, I talked to former MvC pro, Daniel Maniago also better known in the FGC as “Clockwork” who is now currently the lead combat designer on Battle for the Grid, about his involvement in the game’s development and future. In this interview, Maniago also shares how he came to work on the project, his input from years of pro gamer experience, and why skeptical players should give this game a chance.


Marcos Blanco: So first question: Are you a Power Rangers fan?

Clockwork: I was a huge Power Rangers fan when I was a kid. I think like a lot of people, I sort of fell off after the third season. I kind of grew out of it. The Green Ranger was my favorite before he turned good (laughs).

MB: I’ve read up on the storyline for the game and it seems to be centered around the Green Ranger. What went into deciding the Green Ranger turning evil and whatnot?

Clockwork: It’s based on the comic book story by Boom! Studios. Basically the idea is that there is a timeline in which the Green Ranger (Tommy) never turns good. He ends up becoming Lord Drakkon who is the main antagonist in Battle for the Grid.

MB: You’re the lead combat designer for this game. How did you get on board to work on this project? Did nWay Games approach you about it?

Clockwork: I got approached by a friend of mine that said that his friend was looking for a combat designer that specializes in fighting games. I applied, took the design test, and the rest is history.

MB: What was the experience like?

Clockwork: It was interesting. At the time I was interviewing at several places and it was really interesting to see the different sorts of design tests that these companies have their applicants go through. It’s interesting because usually, it’s under strict time constraints so I guess they’re trying to gauge how well you can work under pressure with a tight deadline. It really helped me to understand the pace that I was going to be moving at.

MB: Sounded like a good experience. So coming from the Marvel vs. Capcom series a seasoned competitor for many years, what sort of input did you have for the game’s development as the lead combat designer?

Clockwork: I’ll say that pretty much anything that has to do with the gameplay or the combat, I have touched everything. These days, Shady K takes care of a lot of housekeeping and janitorial work. Especially early on when we were gearing for release, we were pumping out characters and doing whatever we could to make the game as fun as possible. We’re continually improving on the game.

I will say that when I first got on board, the idea for their comeback mechanic was a bit stale. So I really pushed to have the Zords in the game.

MB: Oh, really? What was so stale about it?

Clockwork: It wasn’t really fleshed out. They were just thinking that we should have a mode where you power up or speed up–kind of like an X-Factor of sorts. We needed to do something a bit more on-brand.

MB: How did you decide which characters would be in the game? Also was there ever a point that maybe the game was going to be a regular 1v1 fighter instead of a 3v3 fighter? What was behind the decision to make it the latter?

Clockwork: I think by the time I had gotten on board, the ideas that they wanted it to be 3v3, but also accessible and something fun were there already. I think the idea for Power Rangers is that it’s constantly a team thing–the Power Rangers are always working together and all of that so it really makes sense to us that the game should be 3v3. Putting stuff in like Rangers who would never get to be on the show or Mega Force Yellow getting to team up with Jason. I feel like it was the right direction.

I can’t go too much into detail about how we choose characters, but I will say what’s really great about the Power Rangers IP is that there is so much to pull from as far as inspiration on how the characters should play. It’s almost as if some of the characters design themselves like oh that’s supposed to be a special move. That’s supposed to be a super. The Green Ranger should definitely have these attacks. He should be attacking with a sword most of the time and he can also use his blaster. It’s really fun to go through the source material and pick and choose what we want to use in the game.

MB: I might be prying a bit especially since the new DLC that includes Lord Zedd, one of the Gold Ranger, and one of the Pink Rangers is coming out soon but… is Rita Repulsa going to be in the game at some point (laughs)?

Clockwork: I can’t talk about any characters that aren’t in the game, but anything is possible (laughs).

MB: I mean Goldar is in the game so I have to expect Rita at some point, but I get it (laughs). So what is your team of choice to play as in Power Rangers: Battle for the Grid?

Clockwork: I really like Red Ranger, Zeo Gold Ranger, and Dragon Armor Yellow Ranger. I like how agile Gold and Red are. They feel really good to dash and jump around with. They feel very responsive. Trini’s assist is just so good with a laser beam which is easy to convert off and locks your opponents down. It’s sort of an all-purpose move. She’s a tank as well and works well as an anchor when she has her Zord out.

MB: For players that are on the fence about picking the game up, what would you say to them to convince them to give it a try and what to expect from it?

Clockwork: One of the biggest selling points of the game is that it’s $20, man! It comes at a discounted price, but I do feel the quality of the game as it keeps improving and improving, to me it’s worth way more than $20. So you can’t really beat that deal.

If you’re into fighting games, Power Rangers, and if you’re just into video games in general–I think the accessibility, frenetic pace, and action of the game–I think there’s something in it for everybody.

For more information on Power Rangers: Battle for the Grid, follow Clockwork and the game’s Twitter pages in the source links below.

Sources: Battle for the Grid (website), Level Up Series (YouTube), Clockwork (Twitter), Battle for the Grid (Twitter)

Yumi, Neo Politan, Akatsuki and Blitztank are set for BlazBlue: Cross Tag Battle Version 2.0; discover the rest of the DLC cast tonight in Arc System Works’ live stream

Who are the remaining five New Challengers?!

Last month at Evo 2019, Arc System Works followed up their announcement of Under Night In-Brith EXE: Late[cl-r] with news that BlazBlue: Cross Tag Battle will be receiving a massive update to Version 2.0 on November 21st. In addition to balance changes for the entire cast, the playable roster will be increased to a staggering 53 characters, with 9 additional warriors joining the fray, including at least three from two new franchises, meaning seven universes now can’t escape from crossing fate!

Newcomers include Yumi from Senran Kagura: Estival Versus, who will also be bringing a new stage with her, as well as Akatsuki and the massively-armed Blitztank from SUBTLE STYLE’s Akatsuki Blitzkampf, and RWBY’s Neo Politan, marking the fifth character for the American franchise, and the first outside of Team RWBY itself.

Despite Neo Politan taking on her Volume 3 appearance, to keep in line with the other four, she will have her character song from her return in Volume 6, One Thing, and also appears to have Roman Torchwick’s signature bowler hat in one of her Distortion Skills. This might close the book on his possible inclusion, despite his name being amongst the RWBY cast who’s announcer calls were datamined from Version 1.5 awhile back.

Five more newcomers, likely from BlazBlue, Persona 4 Arena, Under Night In-Birth, and Arcana Heart 3 will also be joining the fight in November, and will be revealed tonight, on a special ArcLive Livestream between 7:00-8:00 P.M. PST on Twitch, YouTube, and NicoNico.

The update will also be bringing four new gameplay mechanics to the title to drastically shake up BBTAG’s meta, which were recently covered in detail by Japanese website GAME MEDIA, and graciously translated and compiled into a Twitter thread by SUGOI|Ebonic Plague.

First up is Cross Raid: “After the final hit of Smart Combo 1 (5AAAA), you can consume your full Cross Gauge to switch your partner in with an attack. Active Switch power-up becomes active after this. This is utilized with Es and Yosuke Hanamura in the trailer.

Next is Extra Assault, used by Yumi and Akatsuki against Gordeau in the trailer. “Spend one bar of Skill Gauge to use a more powerful (two character) Clash Assault. According to the website, you are in Active Switch powered-up state after this as well. JUST LIKE CROSS RAID!”

Then comes the mechanic I’m personally most looking forward to, Delay Entry. “After a character has died, you can delay the incoming of your next character. You apparently do this by holding down “the” button and your character comes in on button release,” allowing you control over your incoming timing, which should lessen the power of incoming mixups, which are very strong in the current build.

Finally, perhaps the most surprising and controversial mechanical addition is Rampage Time. “When the timer hits 80 seconds, there is now passive Skill Gauge gain. Seriously, you just start passively gaining bar.” As I’m sure most players are aware, the BBTAG match timer starts at 180 seconds, three full minutes. With the speed and high damage output of the game, there generally aren’t any concerns with timeouts, so it will be interesting to see how often this new mechanic will come into play when it’s added in November.

There was also a bit of gameplay information shared about the four currently-revealed newcomers. Yumi will have access to her Aerial Rave mechanic from the Senran Kagura series, “which is described as a full air combo by itself and incredibly easy to do.” She also has two styles of dance that she uses (Light and Dark) that offer her “two different styles to make the opponent dance to her rhythm.” This might imply that she’ll be a Stance-based character. Hopefully, we’ll see tonight.

As for RWBY’S Neo Politan, she “can create after images to confuse the opponent on which one is real or not, similar to Hibiki Kohaku’s Drive, Double Chase, in BBCF, which fits in line with her fighting style form the series and her Semblance, Illusions.

Akatsuki is described as “an easy to use character with easy to use specials, like his projectile “Blitz Shot” and the rush skill “Armor Pierce Kick,” meaning his infamous B Tatsu will be in BBTAG. He will also have his Reflector parry, “Aggression Defense,” to catch opponents’ attacks.

Finally, with Blitztank it is simply mentioned that “overwhelming power is possible at all ranges, likely alluding to his status as a zoner in Akatsuki Blitzkampf. It will be interesting to see if he can overcome his status as the “worst character” in his origin series in this crossover title.

Additionally, the update will bring UI changes, more team-specific interactions for pairings that don’t currently have them, like Ragna The Bloodedge and Naoto Kurogane, as the five characters in Version 1.5 currently lack any unique dialogue. Each character will receive five new Colors, increasing the total up to 20 each. New Lobby Avatars and cosmetic items for the nine newcomers will also be available in the Kaka Shop. Rounding out the 2.0 upgrade is a new additional Extra Story Mode, likely featuring the 23 characters who were absent from the first four Episodes, and explaining how Senran Kagura and Akatsuki Blitzkampf joined the fight.

The 2.0 balance changes will be applied for free on Thursday, November 21st, but the Version 2.0 Expansion Pack will cost $24.99.

It was also recently announced that BBTAG 2.0 will be playable at CEOtaku 2019 taking place September 27th-29th, at the Wyndham Orlando Resort in Orlando, Florida, as well as the ARCREVO World Tour Finals at ARCREVO America 2019, November 16th and 17th at the UC Irvine Student Center in Irvine, California, just four days before the update releases worldwide.

I’m putting my money on BlazBlue’s Yuuki Terumi and Celica A. Mercury, Persona 4 Arena’s Elizabeth, either Hilda or Erika Wagner from Under Night In-Birth, and Saki Tsuzura from Arcana Heart 3, or Cinder Fall from RWBY, if they decide to give them a second character, making up the remaining five slots, but we’d love to hear your predictions, Story Mode ideas, and hopes for balance changes, in the comments below.

BBTAG-2.0-Yumi-Aerial-Rave
BBTAG-2.0-Akatsuki-Distortion-Skill
BBTAG-2.0-Extra-Episode-1
BBTAG-2.0-Extra-Episode-2
BBTAG-2.0-Yumi-Character-Art
BBTAG-2.0-Akatsuki-Character-Art
BBTAG-2.0-Blitztank-Character-Art
BBTAG-2.0-Neopolitan-Character-Art
BBTAG-2.0-Extra-Assault
BBTAG-2.0-New-Profile-Plates
BBTAG-2.0-New-Ragna-Colors
BBTAG-2.0-Konomi-Higuchi-Yu-Ragna-Promo-Art
BBTAG-2.0-Konomi-Higuchi-Heart-Platinum-Promo-Art
BBTAG-2.0-Ruby-Noel-Konomi-Higuchi-Promo-Art
BBTAG-2.0-Es-Vatista-Konomi-Higuchi-Promo-Art
BBTAG-Yumi-Screenshot-2
BBTAG-Yumi-Screenshot-3
BBTAG-Akatsuki-Screenshot-1
BBTAG-Akatsuki-Screenshot-2
BBTAG-Blitztank-Screenshot-1
BBTAG-Blitztank-Screenshot-2
BBTAG-Blitztank-Screenshot-3
BBTAG-Neopolitan-Screenshot-1
BBTAG-Neopolitan-Screenshot-2
BBTAG-Neopolitan-Screenshot-3
BBTAG-Special-Edition-Japanese-Boxart
BBTAG-2.0-Cross-Raid-1
BBTAG-2.0-Cross-Raid-2
BBTAG-2.0-Extra-Assault-Ragna-Hyde
BBTAG-2.0-Extra-Assault-Amazing
BBTAG-2.0-Delay-Entry
BBTAG-2.0-Rampage-Time

Source: Arc System Works America (YouTube); arcsystemworks.com; arcsystemworksu (Twitter); Koefficient (YouTube); BlazBlue Cross Tag Battle Official Japanese Website; GAME MEDIA; EbonicPlagueBB (Twitter)