Ultimate Marvel vs. Capcom 3: PlayStation 4 vs. Xbox 360 Hyper Combo Activation Lag Comparision

On the PlayStation 4, Hyper Combo activation causes a delay not present on the Xbox 360 version of the game.

For Ultimate Marvel vs. Capcom 3, the Xbox 360 version has long been the tournament standard. Based on Crunchy Maggots’  testing in the video below, it looks like the new downloadable version for PlayStation 4 may experience some minor issues, similar to the PlayStation 3 version; between PS4 and Xbox 360, the PS4 version experiences a delay of about 4 frames at the activation flash of a Hyper Combo. Not a serious issue in many cases, but enough to throw off combo timing in some circumstances. As this is a essentially PlayStation-to-PlayStation port, it’s logical that this new version might share some hiccups with its direct predecessor.

Thanks to Adam for the tip.

Source: Crunchy Maggots

Behold the Ultimate Capcom Cup 2016 Highlight Video

If you missed this year’s Capcom Cup or simply wish to relive some of it’s hypest moments, this massive highlight video from Xuses contains the most impressive occurrences captured from this prestigious fighting game tournament. The full 45-minute compilation is filled with close calls, comebacks, perfects, shenanigans and more that arose from the start of the matches between the top 32 all the way to the Grand Finals. In order to avoid any adverse side-effects that may occur due to overexposure to an unprecedented dosage of hype, viewers are advised to not watch the whole video in one sitting.

Source: XusesGB

VesperArcade Breaks Down Everything We Currently Know about Akuma in This Street Fighter V Analysis

With tons of information coming out of the PlayStation Experience about Akuma–thanks to players getting some serious hands-on time with the Ansatsuken master–we now have a decent grasp of what the returning Street Fighter can do in Season Two of Street Fighter V. In order to help potential Akuma players learn the ways of the Satsui no Hado, VesperArcade has gathered together all this information into a single, comprehensive Akuma breakdown video.

While he doesn’t show any Akuma gameplay besides the official trailer released by Capcom, Vesper goes through all of Akuma’s normals, specials, V-Skill and V-Trigger as well as speculating on some of Akuma’s combo potential, based on the information gathered from play sessions at the PlayStation Experience. If you are looking to play Akuma come December 20th, note down anything you find particularly interesting and get testing on launch day.

Source: VesperArcade

New Demo for The King of Fighters XIV with Updated Graphics Coming Later This Month

As previously reported, tThe King of Fighters XIV will be getting a graphical overhaul via its 1.10 patch this coming January. However, it seems that players will be able to get a taste of the updated graphics a bit sooner.

According to the Japanese PlayStation Blog, The King of Fighters XIV will be receiving a new demo later this month that will feature the graphical updates. The demo will feature 7 characters: Kyo Kusanagi, Iori Yagami, Shunei, King of Dinosaurs, Terry Bogard, Yuri Sakazaki, and Leona. In addition to these, the demo itself will contain the tutorial, versus, and training modes.

When exactly the demo will be available–and whether or not it’s exclusive to the Japanese PlayStation Network–has yet to be revealed.

Aside from the demo, the PlayStation Blog post also contained additional details about the 1.10 patch. These are 50 additional player icons, 100 new titles, new sound effects for party mode, and 2 additional colors per character. This is on top of some miscellaneous bug fixes.

Source: PlayStation Blog via the MadMan’s Café

MySmashCorner Discusses What Makes Something Worthy of a Ban in Competitive Super Smash Bros. Play

As the Super Smash Bros. series is not designed purely around competitive play, there has been a fair bit of jiggery pokery which each game’s competitive ruleset to reduce instances of over-centralized play and polarizing stages. In this way, Smashers have been accustomed to banning certain stages–and even tactics–to stop the metagame descending into the same match-ups or stage picks over and over again.

Seeing as the idea of willfully banning elements of a game seems counter-intuitive, MySmashCorner has created a new video, running through what makes something ban worthy, using specific examples from Smash’s history. One need only look at the legal stage lists of games like Super Smash Bros. Melee and Super Smash Bros. for Wii U to see how thinking has changed on the legality of specific arenas, due to players discovering polarizing tactics on those select stages.

MySmashCorner also touches on the idea of banning whole tactics, like Meta Knight’s infinite Dimensional Cape in Super Smash Bros. Brawl or wobbling in Melee. Whereas the infinite Dimensional Cape warranted a ban as all it takes is for one Meta Knight to take the lead and they can then disappear until the timer runs out, wobbling can be prevented by a player knocking the computer controlled Ice Climber off the stage, with characters like Fox being able to do this with ease. Even then, the Ice Climbers do not overcentralize the meta with the presence of wobbling, with it being rare for an Ice Climbers to place in a top 8 of a major. Compare this to Brawl, where Meta Knight already made up most of Brawl top 8s without the use of the infinite Dimensional Cape.

This analysis raises some interesting points about what makes something ban worthy and should hope stop some players calling for a ban for things which they just find difficult to beat.

Source: MySmashCorner

Check Out the Intense Street Fighter V Action from Capcom Cup 2016’s Finals

Relive the hypest moments of Street Fighter V’s first season on the Capcom Pro Tour.

Capcom Cup 2016 was full of surprises. While many felt that Liquid|NuckleDu had a good chance of going the distance, it was not expected to see Evil Geniuses’ Ricki Ortiz rise up to challenge him in an all-American Winners–and Grand–Finals. Additionally, we got to see last year’s champion GGP|Kazunoko fight his way up to Losers Finals, only to meet a impenetrable wall of resistance in Ortiz as she dispatched him to face NuckleDu for her rematch. Check out the climax matches of Canada Cup 2016 in the videos below!

Of course, Capcom Fighters has many more match videos from Capcom Cup’s top 8 and more on their YouTube channel. You can see the full results for Capcom Cup here.

Source: Capcom Fighters

PlayStation Experience Footage Shows that Akuma Has a “Hidden” Costume in Street Fighter V

Akuma’s Nostalgia costume can be altered at the selection screen.

Looks like Street Fighter V “Nostalgia” premium costumes will share the input-code Easter eggs of the Swimsuit, Capcom Pro Tour, and Halloween lines, not to mention Urien; as seen at the PlayStation Experience, Akuma can shrug off the gi top of his classic costume and go shirtless with the application of a button code at selection.

sfv_akuma_easter_egg_costume_screencap

It is unconfirmed if the code is the same as for the other recent costume sets (LP+MP+HP+LK and hold UP on the joystick), or if it’s a different input, but as all costume codes are the same except for Urien’s (LP+MK+HK), it’s most likely the same as the others. You can see the modified outfit in-game in the footage below.

Akuma will join the Street Fighter V roster officially on December 20th, along with other new content.

Thanks to Joris for the tip.

Source: Kevin Burnout Kim

The King of Fighters XIV’s Version 1.10 Update Will Not Contain Balance Changes

In today’s age of the internet and patches, people have come to expect that developers will try to fix the balance of their games any chance that they get. So when it was announced that The King of Fighters XIV was getting a graphical update patch this January, some people also assumed that it would be getting balance changes alongside it.

It seems however that that won’t be the case. In a recent tweet, SNK’s Hidetoshi “Neo_G” Ishizawa confirmed that the upcoming version 1.10 patch for The King of Fighters XIV will not include any balance updates. In the tweet, which you can see below, Neo_G states that the focus of the patch is on the graphical updates and as such, they didn’t look into further tweaking the game’s balance.

This should be good news for players who had to adapt to the massive balance changes brought about by the version 1.03 patch. With no balance update forthcoming, players can continue to play the game without having to consider if their favorite fighters have undergone substantial tweaks or changes.

Source: Neo_G

Rising Up: Karin Character Tutorial — Optimal Combos, Setups, & Frame Traps

We’re back this week with the latest Rising Up full-character tutorial hosted on ShoryukenTube; and this time the spotlight is on Karin Kanzuki. Bread and butter punishes and confirms, counter-hit setups and damage optimization, fireball answers, frame traps listed by delay, meaty pressure, setups, and more. If you want to learn Karin, everything you need to know should be right here.

My own Street Fighter V bread and butter combo videos are by far my most popular YouTube videos. However, the vast majority of them were made during the third SFV public beta test. While almost no serious balance changes were made between that beta and release, certain damage values were incorrect and the players have had a lot of time to develop. The initial videos were made based on my own training mode findings and nothing else, and were fully featured around combos. I asked around, and have decided to flesh them into full character guides, now including a basic game plan I’ve summarized from watching a lot of pro matches. This is the full scope of my observations on Karin. As usual, I’ve included an enormous guide in the video description.

I’ll be aiming to launch a new character tutorial every Monday, until all 22 characters are covered. I intend to do the characters in order of most to least popular; next is Laura. Remember to subscribe to the Shoryuken channel, and keep an eye out for future videos!

Community Member and Negro Install Founder Bishop “Shatterstar” Wagner Passes Away of Cancer

As 2016 comes to a close, we find ourselves having to lay to rest one more of our own. Reports are coming in that Bishop “Shatterstar” Wagner, a longtime member of the fighting game community and the founder of the Negro Install clothing line inspired by Guilty Gear has passed away.

Wagner, as reported previously, had been battling cancer since the end of 2014, and had once been in remission before it came back with a vengeance. There has been various donation drives and attempts to get him better care, but last month it was reported by himself that he had place under hospice care.

We at Shoryuken.com will keep you updated on any memorials being conducted by the Fighting Game Community to either cover expenses for his untimely death, or for cancer research in his name. We wish his close friends and family condolences in this dire time.

Pertho (Shoryuken.com Forums)