NetherRealm Studios: The Second Wave of Injustice Beta Codes Will Be Released Alongside Version 2

Following Tuesday’s Injustice Watchtower Livestream, the first wave of codes for the Injustice 2 online beta went live: allowing thousands of eager players to get their hands on an early version of the game, similar to the Mortal Kombat X enhanced online beta. For those of us still twiddling our thumbs and refreshing our inboxes in hopes of receiving a code, NetherRealm Studios has provided some information on when the next round will be distributed. An admin at the WB Games forums, NRS-Lanny, posted earlier today that the developers have already “fixed multiple issues and bugs for the next update of the beta, and will continue to improve the experience as data comes in. When version 2 of the beta is released, more codes will go out.”

During the course of the MKX EO beta, each version provided bug fixes, balance changes and additional characters to try out. Currently, the only heroes and villains available are Superman, Batman, Supergirl and Atrocitus. Could Aquaman, Gorilla Grodd, Wonder Woman, Blue Beetle, or the Suicide Squad’s Harley Quinn and Deadshot join the fray? Only time will tell. For now, we can only follow the Injustice Twitter account for updates.

Source: WB Games Community Forums

Street Fighter V Season 2 Patch Notes Corrected; Additional Patching Possible, Improvements to Online Play Promised

Capcom’s flagship fighter may see improvement in the next few months.

The Capcom-Unity blog has posted a list of corrections to the Street Fighter V Season 2 patch notes, and updated the full changelist. The fixes and omissions are as follows:

Changes not originally listed in the balance changelist:

  • Ibuki
    Bonshogeri – Knockback on Crush counter extended by 3F
  • Juri
    Crouching LP – Chain cancelling frames changed from 9F-10F ⇒ 10-11F
    Ryodansatsu – Air hitbox and total frames adjusted slightly
  • Birdie
    EX Bull Head – Changed recovery from 28F ⇒ 23F
  • Alex
    Power Drop – Changed attack startup from 5F ⇒ 6F

Changes that were incorrectly listed in the balance changelist:

  • Ken
    Incorrect: L Shoryuken (Normal/V-Trigger) – Removed throw invincibility
    Correct: L Shoryuken (Normal/V-Trigger) – Did not remove throw invincibility
  • Karin
    Incorrect: Standing MK – Slowed down timing of startup on V-Trigger cancel by 3F
    Correct: Standing MK – Slowed down timing of startup on V-Trigger cancel by 5F

Additionally, the blog entry states that Capcom is taking player feedback on the Season 2 changes into consideration for possible future adjustments–meaning we could still see some tweaking to the game before the Capcom Pro Tour 2017 season gets fully under way. Capcom also promises improvements to SFV’s online environment:

We’re also happy to announce that the team has been hard at work for several months to improve the network quality of CFN. We can’t share all of the details quite yet, but we are anticipating an update this Spring. We have more news to share on this in the coming months.

The Capcom Fighters Network improvements appear to be much-needed; complaints of the ongoing “0 LP” glitch, online lag, network instability, or an outright inability to login abound lately. The SFV servers were shut down for “emergency maintenance” for over four hours tonight, to address at least one of these issues:

Hopefully the network runs a little smoother now, and the promises of future fixes are indeed delivered on.

Sources: Capcom-Unity; SFV Server (Twitter)

Want to Be an Oppressive Dictator? Try Out These Super Street Fighter II Turbo M. Bison Setups

Super Street Fighter II Turbo’s Dictator (M. Bison) is know for two things: oppressive offense and having difficulties escaping the same due to his lack of a reliable reversal outside of a super. Good Dictator players know how to escape the latter. The best of the best know how to set up the former.

Now you too can become part of that latter group: Japanese ST player Prime Vega shared a video of himself in the classic mode of HD Remix showing off some amazing Dictator setups. These setups, when executed properly, show exactly how dangerous the character is in the midst of unchecked aggression.

Source: プライムベガ

Ascend to Heroic Status with This Hakumen Combo Video for BlazBlue: Central Fiction

Hakumen has been receiving a lot of attention in the competitive BlazBlue: Central Fiction community lately. He’s already on a decent level on the current tier list of Central Fiction, and it’s possible that the more exhaustively he is explored, he’ll only rise.

Having already covered some of his basics before, now we have this solid combo video to go off of. With some of these excellent setups, perhaps we may see more of this sort of thing at the competitive level coming up?

Source: Stupidity 101

Kazuya Showcases His Combo Potential Throughout the Series, from the First Tekken to Tekken 5

With the release of Tekken 7 on consoles fast approaching, it is important to take a look back on where the series has come from. Thus: we’re taking a look back on one of the characters that has been there since the very beginning: Kazuya.

One of only a few characters that have been in the roster since the original Tekken, Kazuya was sidelined in Tekken 3 due to the inconvenient fact of being dead. But the video below shows his skills from across the other games, including Tekken Tag Tournament, up until Tekken 5. Regardless of the damage potential of the game itself or the combo system, Kazuya has been a monster across generations.

Source: TheMainManSWE

Put These Frank West Ultimate Marvel vs. Capcom 3 Combos into Your Shopping Cart

Frank West saw a lot of attempts at competitive play early on in Ultimate Marvel vs. Capcom 3’s lifespan. Unfortunately, his abilities being weak until he reached level 5 saw all but the most dedicated users drop off the shopping cart.

But now, here’s some more uses for everyone’s favorite zombie-fighting photographer. What we have below are a series of videos showcasing Frank’s combo abilities, based on whatever level he’s currently at. In the final video, we see a quick level 5 off of assist characters with Frank.

Source: Fineak_The_Gold

Gootecks and Mike Ross Have an Excellent Adventure Playing Each Other in This First to 5 Street Fighter V Set

Gootecks and Mike Ross are pretty much the Super Best Friends of the FGC. Having long run a successful video series–Excellent Adventures–where they take turn playing matches online (usually alongside a special guest), this time we’re seeing something different.

They recently played a first-to-five set online against each other, a follow-up to their last FT7 clash. With both Gootecks’ Urien and Mike Ross’ Laura being considered top tier characters in Season 2, this should be an epic throwdown between the two of them.

Source: XusesGB

Class vs. Beauty: Karin’s Options against Vega’s V-Reversal in Street Fighter V

Show Vega the true beauty in victory with Kanzuki-ryu countermeasures to his V-Reversal.

They both love winning, and both have come to expect it; one just does it with more class. However, if Vega’s tricky V-Reversals are causing you trouble as a Karin player, the video guide below will help. It outlines Karin’s options to deal with both versions of Vega’s V-Reversal–they aren’t fully invincible, just throw-invincible, so if you read your opponent well you’ll still be in a good position to chase the matador down and pile on some hurt.

Source: ReikiKirei

Patching or Adaptation? Adaptation Should Always Be the First Approach

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Nowadays we have a new game releasing or being announced every handful of months, and loads of downloadable content per game; but with all of this comes a following influx of patches that change properties of moves in-game, and the tiers of the metagame. Depending on the game, these patches can come monthly or annually, and can be met with praise or ire.

While patching isn’t inherently bad, patching is the worst reaction to character matchups and deficiencies. Granted, I’ve been playing these games for a while, so a lot of the newer guard will perceive me as the old man screaming at them to get off my lawn. But there is a major issue with expecting every problem we complain about in the game to be immediately patched out by a design team. Just look at some of the issues this can cause, making this just as problematic as the issues that are initially complained about.

Fallible Developers

The biggest issue regarding demanding quick patches is, while the developers of the game have spent a couple of years at least working on the game, they may be unable to determine what is balanced in the game. Typically, the longer you spend staring at minute details and intricacies of something, the more difficult it becomes to look at the big picture–with that big picture being game balance. If it weren’t this way, then you would see every game equally balanced, and perfectly on the first try. There wouldn’t be a need for updates for each game.

Think about it. Tekken gets one update for each numbered title as of late. Street Fighter always gets several, and BlazBlue and Guilty Gear each receive similar treatment. Each one would have one release, and that would be that. So if we were to expect the developers to figure out what needs to be done to the game, then wouldn’t it already be done? We can’t, thus we can deduce that inherent difficulties of developing a game leaves a developer at an even greater difficulty to balance a game, or work out glitches and bugs. This is why most game testing is done by third party companies, or through beta tests.

Plus Equally Fallible Players

If the people who created the game are fallible, then how much more are the players of the game? While they will have a strong understanding of what characters are strong, why they are strong, and what the overall balance of the game looks like, they suffer from one thing that the developers (ideally) do not: bias.

Players have spent a large amount of time practicing with their character. They know what moves are weak and strong for their character. They know which matchups are good and bad for their character. Because of their knowledge of their character, they know how to make their character stronger. And they know how to make matches winnable for their character by modifying other characters.

This type of tunnel vision only helps one character. It tends to hurt more characters than it helps. And this is typically the angle that most players are coming from when they start decrying character balance to the development team.

The other angle that typically happens when a group of people decry one character or tactic as “cheap” or “overpowered.” You can see the rallying cries often, especially after events like Evolution and Capcom Cup. From all of this, there is a usual reaction that we often see developers respond with.

Street-Fighter-5-Team-Mika-vs-Nash

…Equals Knee-jerk Changes

With everyone screaming in their ears about what’s unfair from the players’ point of view, this often propels the developers to make knee-jerk reactions with their changes. These changes may not even be relevant at the time they are made, and may have been done in haste to what people perceived to be the strongest tools of the moment.

We have already heard from Razer’s Infiltration on his reaction to the Nash nerfs that happened in Street Fighter V’s Season 2. And he’s not the only one upset. Even people who didn’t play in Season 1 have had similar reactions to how Capcom approached Nash. They were relying on the arguments from players, after seeing how lopsided the top 8 at Evolution 2016 was in Nash’s favor.

However, by the end of 2016, Nash wasn’t a problem. All of the strengths and weaknesses of the character had been analyzed, and the top players were no longer struggling with the matchup. The results were made even clearer at Capcom Cup 2016: only one Nash player made it to the top 8, as opposed to the three who did at Evolution 2016. Even Infiltration was famously quoted at Canada Cup saying that he was looking at new characters due to the fact that everyone and their mother had dissected Nash.

By the end of the year, another problem had emerged–R. Mika. Again, Capcom rashly reacted by nerfing her Irish Whip, disallowing it to wall bounce outside of the corner. If NuckleDu has proven anything since the update, including his win in China, it’s that R. Mika can still be a problem. Which brings me to the biggest meat of the argument.

Get Good

As we talked about before, there was a time when this kind of knee-jerk changes were not often made. And if I go back into old man mode, those were the days. These made players truly dig deep into the game.

For example, Super Street Fighter II Turbo put players into a lot of inescapable situations. Anyone who has ever been pinned into the corner by original-version T. Hawk understands. Did players immediately begin decrying O.Hawk and demand patches? They couldn’t. The internet wasn’t prevalent enough to issue complaints to developers. If it were possible, instead of getting a patch to an existing title, it would have likely arrived in another confusing re-release of Street Fighter II. [Editor’s note: hmm…]

Rather, the mantra was: “If you’re getting put in that situation, learn how to not be put in that situation.” And that’s what happened. And if you play Super Turbo now, it still happens.

While these modern titles will still get patches and updates, this should be our answer before asking for anything to be patched. By learning more about what we’re losing to and adapting to it, we typically solve the problem without a patch. That is exactly what was done with Nash. If we had waited longer, it is quite possible that R. Mika would’ve been solved as well. Rather than complaining about how strong wakeup dragon punches are in Street Fighter V, we could address what we were doing on our opponent’s wakeup to make wake up DPs so strong in the first place. Most of the players that complained about wakeup DPs were insistent on being able to perform meaties with impunity.

By demanding patches–without allowing strategy, character understanding, and tech to mature–we delegate ourselves to be shallow players. One of the most amazing things about these games is how it can help improve our spacial intelligence and abilities to problem-solve. If we are taking our problem matchups and character deficiencies as a challenge to learn how to adjust ourselves, we are growing not only as players, but people. If our first reaction to problems we don’t understand in the game is to demand nerfs or buffs from the developer, we are implying that we are incapable as reasoning human beings to solve our own problems, and need a nanny to do it for us. This punishes everyone involved, including the player initially demanding the changes, as the pace and the meta of the game changes to the point where no one is satisfied.

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Should Games Be Patched?

But with all that said, should games still be patched? There are instances where they should.

If patches existed in the era of Super Turbo, we probably would’ve asked for a patch for Akuma. It’s quite possible that we would’ve also asked for a patch on O.Sagat. One of these was warranted. One would’ve been unwarranted in the end, and ultimately not possible when considering the build of the game–O.Sagat was the Super Street Fighter II version of Sagat, and to nerf him would’ve made him a completely different character than that counterpart. Ultimately, down the line, O.Sagat was also figured out within competitive play, and most of the top players no longer struggle with the character.

Akuma would’ve warranted a look from Capcom, but may still not have been changed due to the fact that he was a hidden boss character. But this is the point I’m getting at: there are two reasons I can see for patches to be done. The first should be to address major character imbalances that make characters so strong, that they make them unbeatable or close to unbeatable in competitive play. Unless something is so broken that it is immediately recognizable, this kind of problem could take a long time to deduce.

A patch can also be used to keep a game fresh through the years, and to also accommodate new characters entering the game. This is what updates in the past tended to accomplish, from Street Fighter II on. If it gets to the point where everyone has figured out the majority of tech in a game, the game becomes stale and players outside of the most dedicated become bored and move on. By revamping the game every occasionally, this allows players to stay excited about the game and continue to play. That, however, doesn’t mean that drastic knee-jerk changes are the way to do it.

However, there are also different patch timings per series, and some work out better than others. Games from NetherRealm Studios—such as Injustice and Mortal Kombat—have followed a monthly to semi-monthly patch cycle. The patch cycle of Injustice was so frequent, and the changes so drastic, that people started getting soured by the game–with characters being super strong one month, then bottom tier the next. This is owed to the development team making knee-jerk changes to said characters.

NRS seems to have learned their lesson with Mortal Kombat XL, and the game seems to thus enjoy more dedicated players. However, that could just be that it’s their most current offering, and Injustice 2 could see everyone shift.

Probably the best example of frequent patching while maintaining a happy player base has been Killer Instinct. The team has released a patch every month, and yet few people complain about the patch cycle. But when you look at their patch notes, it often concerns glaring bugs and minor damage increases, and not completely changing the properties of moves. But by knowing what direction they want to go and only changing the balance of a character slightly either way, they manage to keep the game so similar that the changes seem negligible to the untrained eye, yet can still change the balance somewhat. This doesn’t force players to forget what they know about the game or their characters, but keeps them comfortable in an already-established system.

So, while there’s always preference for pure adaption over patching, patches themselves are not inherently “evil”–but perhaps, depending on your opinion, a necessary evil. But patches should typically be used for minor tweaks, as opposed to completely altering the game. The former allows for adaptation to still occur, and for the meta of a game to mature–instead of being completely altered by a singular, game-changing patch that leaves a large swath of the player base frustrated.

Determining Your Values and Will — Listen to Daigo Umehara’s Lecture at Japan’s Keio University

Recently the Beast himself Daigo Umehara gave a lecture at Japan’s prestigious Keio University. The University is Japan’s oldest institution of higher learning, and they had invited HyperX’s Daigo to give the lecture at their Marunouichi City Campus.

Originally set to be about topics he’s discussed in his book, The Will to Keep Winning, Daigo instead took the time to to talk to his audience (comprised mostly of professionals) about determining their own values and their own will. As part of this, he also talks about himself, his life, how he got to where he is now, and how those shaped his own values and will.

For those interested in listening to Daigo’s lecture, DaigotheBeasTV Andrew “Jiyuna” Fidelis recently streamed it with his own English interpretation of the speech. You can watch the YouTube archive of this stream below. Take note that it is quite long, especially since Jiyuna does occasionally pause it to give a bit more insight to what Daigo is saying.

Source: Jiyuna