Morrigan and Captain America Return for Marvel Vs Capcom Infinite

Shown in the ESPN 2 broadcast of Capcom Cup 2016, Morrigan and Captain America are confirmed to be returning to fight in Marvel vs Capcom Infinite. These MvC veterans are back to fight alongside newcomers Captain Marvel and Megaman X, sporting the same movesets from previous MvC titles.

In the extended gameplay trailer, we see Captain America throwing out a Hyper Charging Star and Morrigan using her Darkness Illusion Hyper Combo, so expect to chuck shields and fire off Soul Fists sometime in 2017. There is also a glimpse of one of Megaman X’s Hyper Combos, where he equips the First Armor from the original Megaman X. One can assume that this Hyper Combo will be similar to Arthur’s Golden Armor from Marvel vs Capcom 3, with Megaman X receiving either new moves or buffed stats thanks to this upgrade.

As for more information on the nitty gritty of Marvel vs Capcom Infinite, make sure to watch this interview from the PlayStation Experience, with Mike Evans and Mike Jones from Capcom and Marvel Studios. According to the interview, Marvel vs Capcom Infinite is be the first title to be developed in-house at Capcom USA for over a decade, rather than being outsourced/co-developed with another company like Dimps or Eighting. With Capcom USA seemingly having full developmental control on Marvel vs Capcom Infinite, this should ensure close developer support once MvCI is out there in the wild.

Sources: Marvel Entertainment; XusesGB

TSM|ZeRo Defends His Throne Yet Again at UGC Smash Open

Some of that Capcom Cup magic has clearly rubbed off on Smash, as this weekend’s UGC Smash Open in Saint Louis has been almost as tumultuous. Acting as the penultimate major before the end of the year and with a pot bonus of $40,000 on the line, Smashers clearly brought their A-game to this clash in the Gateway City.

Even before top 8, this tournament had some absolute shockers. One player who was clearly gaining some strength from the antics over at the Capcom Cup was Darkshad, who took down multiple top level threats with his Ryu. Starting in pools, he defeated Team Elevate’s Larry Lurr with a huge 3-2 upset, sending the USA’s best Fox in the Losers’ bracket incredibly early. From there, he followed up with another close set with Smash Studios’ Mr. E, losing 3-2 but gaining some sort of power boost as he entered the lower bracket. His Ryu dragon punched its way to victory against Louisiana’s top Peach Samsora before demolishing one of the front-runners to take the whole event, Mexico’s MKLeo with a 3-1 win. Unfortunately, his range was just one fist short of top 8, losing to DMG|CaptainZack 3-0 and going out at ninth place. With giants like C9|Ally, Mr. R and DNL|Marss also placing ninth, Darkshad has put himself on the map as a future candidate for the USA’s best Ryu.

Both Winners’ and Losers’ side of top 48 was a minefield, with players like C9|Ally, CT|Salem and Ryuga already in Losers, with top contenders like IMT|ANTi, DNG|Kameme and CLG|VoiD acting as substantial roadblocks to anyone trying to crack that final eight.

While Darkshad acted as a new face to disrupt the brackets, an old face struck the tournament like a bolt from the blue. Playing out of his skin, Panda Global’s ESAM seemed to return to his prime 2015 form, with his Pikachu looking like it has spent some serious time in the Day-Care. His use of DI Thunder traps, Pikachu’s jab lock combos and overall confidence made him a force to be reckoned with, smashing through players like CT|Salem, CLG|VoiD and DMG|CaptainZack on his way to top 8. While losing out to LG|Abadango in the first round of top 8–in a player match-up we haven’t seen since Evo 2015–his Pikachu kept on trucking, double eliminating VoiD and then dispatching NRG’s Nairo to gain the runback with the Japanese fighter. Unfortunately, Abadango’s Mewtwo proved to be just that bit stronger than ESAM, sending Florida’s last hope out at an amazing third place finish. ESAM clearly wanted to get on that Panda Global Ranking before Genesis 4 and this showing should silence any doubters claiming his fall from relevance.

Nairo’s run through top 8 has to be mentioned for his mind-boggling performance with one rarely seen character. Showing this reptilian fighter during the low tier side event, Nairo’s Bowser put his Zero Suit Samus to shame, dismantling opponents with his awe-inspiring grab game. Nairo did not drop a game when he used Bowser, 3-0ing Zinoto and reverse 3-0ing Mr. E in matches which sent the crowd into a frenzy. He even managed to pull off a zero to death with the Koopa king when facing Mr. E, something which shouldn’t actually be possible when considering how badly Bowser does in the Marth matchup. While he did not win the whole event, Nairo definitely created some new Bowser mains with his tournament performance.

Yet, for all the crazy counterpicks and upsets, TSM|ZeRo marched on through the bracket. Besides a touch and go set with Mr. R just before top 8, the current number one ranked Smash 4 player showed no signs of bequeathing his crown to anyone else. ZeRo’s Diddy continued to be an absolute terror to anyone who would dare face it, locking down the stage with his use of Diddy’s banana and dominating the ledge so that any get up option seemed unfavorable. His Diddy was so smothering, it forced Abadango to cycle through two of his secondaries, first trying Megaman in Winners’ Finals to no avail, before switching back to old main Meta Knight in Grand Finals. The Meta Knight pick did look promising, with Abadango getting a foothold and finally taking two games against ZeRo in their entire set history but ZeRo’s composure just about held, resulting in a 3-2 victory for TSM’s Smash 4 representative.

With 2016’s last major being 2GGT:ZeRo Saga, the onus is on him to prove that his low placings during the middle of the year were nothing more than a fluke, and that he is still the king of Smash 4. Version 2 of the Smash 4 PGR will be decided at ZeRo Saga, so expect fierce fighting as competitors make that final dash for a place on the global rankings.

RESULTS:

1. TSM|ZeRo (Diddy/USA)
2. LG|Abadango (Mewtwo, Megaman, Meta Knight/Japan)
3. PG|ESAM (Pikachu, Mewtwo/USA)
4. NRG|Nairo (Zero Suit Samus, Bowser/USA)
5. CLG|VoiD (Sheik/USA)
5. SS|Mr. E (Marth/USA)
7. ELV|Larry Lurr (Fox, Donkey Kong/USA)
7. DMG|CaptainZack (Bayonetta/USA)

Sources: smash.gg; UnrivaledTournaments

Explore the Range of Cammy’s Super in Street Fighter II: Turbo

Cammy’s Spin Drive Smasher is quite a formidable Super attack in Street Fighter II: Turbo. Whether launched from either full-screen, mid-screen or up close, it has interesting interactions with the Super combos of the rest of the ST cast.

From almost any range, it seems that Cammy can challenge any other Super and win almost every time. For any ST player looking to improve their knowledge of Cammy match-ups, watching this video from silentscope88 could save you from eating a match-ending Spin Drive Smasher that would later lead to a salty Cammy lab session.

Source: silentscope88

Get Ready for Marvel vs Capcom Infinite With These Old School Marvel Vs. Series Combo Videos

The Marvel vs Capcom series has a long, well respected legacy of games. We’ve enjoyed these games from their humble beginnings with X-Men: Children of the Atom and Marvel Super Heroes, onto the first full fledged Vs. game, X-Men vs. Street Fighter, all the way up to the upcoming Marvel vs Capcom Infinite that was announced this weekend. There is no better time to celebrate the franchise, as X-Men Children of the Atom released in December of 1994, making this the 22nd anniversary of the franchise

Let’s take a moment to appreciate our history with some older combo videos, taken from various games in the series. Paying attention to some of these games may even give you some hints as to what we can expect from the upcoming title.

Sources: |D-R-I-C-K-M-E-L|; dragonken07; GamerC; izumojinX

Garou: Mark of the Wolves Gets Its Own Launch Trailer for PS4 and PS Vita; Shows Off Gallery Mode and Themes

It’s always nice seeing older games being attended to. Simple ports get us excited, but when the developers go a step further and add features to their game–features like netplay and extras–that’s what gets us really worked up.

While rumored for a release sometime this year, Garou: Mark of the Wolves was finally released for the PlayStation 4 and PS Vita yesterday, after Sony’s keynote at the PlayStation Experience. This announcement came with a really well-done trailer, showing off the game’s core mechanics, in addition to the new features of this current gen port which include new screen borders, a special Gallery mode and special PlayStation themes. We didn’t need this trailer to tell us to get hype, but boy is it a welcome sight.

Source: PlayStation

AOne Games Announces Omen of Sorrow, a New Horror-Themed Fighting Game

You will probably have lost it in the shuffle between Akuma’s official announcement, details on Street Fighter V Season Two and the reveal of a little game called Marvel vs Capcom Infinite, but another new fighting game was revealed during the PlayStation Experience. Shown ever so briefly in a sizzle reel for Sony’s upcoming indie games that are coming to PlayStation 4, AOne Games revealed their new fighter, titled Omen of Sorrow.

A horror-themed fighter, Omen of Sorrow casts characters from myth and literature, with characters like Dr Hyde the Twisted Alchemist and Gabriel the Mongrel Knight fighting it out in traditional creepy locations like dingy laboratories and cathedral bell towers. From the short trailer and the artwork on its site, Omen of Sorrow draws major similarities to Killer Instinct with its character choices, drawing on classic horror tropes like the werewolf and the succubus to pad out its roster. Hopefully we’ll see more unique character designs and locations as we get more information on the game.

Touting itself as a “fast paced, high mobility fighting game”, let’s hope Omen of Sorrow can entice players to stray away from the plethora of big name fighters that are coming out next year. All the footage in the trailer is pre-alpha, so expect character models, moves and the overall visual fidelity to change in future as AOne Games further develop Omen of Sorrow.

Sources: PlayStation; Omen of Sorrow

PG|Filipino Champ Test Out Dhalsim’s Changes for Street Fighter V’s Second Season In These Matches From the PlayStation Experience

Dhalsim is one of the characters who initially felt strong, but ended up to be pretty low tier in Street Fighter V. As such, Dhalsim mains around the world are likely wondering how he’ll be changed for the game’s second season.

One player who’s surely looking forward to how Capcom will be changing Dhalsim is Panda Global’s Ryan “Filipino Champ” Ramirez, the only Dhalsim player at Capcom Cup. Filipino Champ got the chance to check out a test build of Street Fighter V’s second season at the PlayStation Experience. Luckily for us, XSplit’s Kevin “Burnout Fighter” Kim, himself another Dhalsim main, was on hand to capture some off screen footage of Filipino Champ taking the updated Dhalsim out against a few other notable players such as Ryan “FubarDuck” Harvey with his R. Mika, Winterfox’s Miky “Samurai” Chea with Ryu and Circa eSport’s Long Phi Nguyen who was testing out Akuma.

Burnout has shared these matches with us, some of which you can see below. We’ve already noticed that Dhalsim’s V-Skill and some of his anti-air normals come out faster. Can you spot any more changes?

Source: Burnout Fighter

Capcom Puts Forward Its Goals for Season Two of Street Fighter V

With Season Two of Street Fighter V set to start on December 20th, Capcom are aiming to rebalance major parts of the Street Fighter V engine, to compliment the host of new characters that are coming to fight in 2017. In a post over on Capcom Unity, Peter “Combofiend” Rosas has outlined some of the major aspects of SFV which are planned to change in the next season.

The main three areas which Capcom are trying to tackle are reducing the power of certain anti air light attacks, increasing the recovery after successful throws to stop throw loops and ending player reliance on invincible reversal options, like wake-up Shoryuken. Players at the PlayStation Experience have already noted these changes, with moves like Shoryuken now only gaining invincibility when the EX version is used and all anti-air jabs receiving a severe nerf.

Besides these three sticking points, Combfiend states that the main goal of Season Two is “to have each character’s uniqueness truly shine”, with Capcom tweaking things like hitbox and hurtbox sizes, stun and damage values, frame data and so, in order to make each fighter feel different. The whole changelog should be released in a few weeks’ time, so we can really the extent of these changes.

Sources: ultradavid; Capcom-Unity

Marvel vs. Capcom Infinite Will Not Use Assists, Features “Freeform” Two-Character Combo System

This new game is intended to be more easily accessible to new players.

Details on the gameplay aspects of the freshly-revealed Marvel vs. Capcom Infinite are gradually starting to appear over the course of the weekend. We learned early on that the game would feature 2-on-2 teams instead of the 3-on-3 from the last two titles; Capcom Director of Production Mike Evans has spoken to Game Informer on this matter, and added that no assist characters will be joining your duo this time around. Instead, you choose two fighters and one Infinity Stone. The decision to streamline the character select process was made, apparently, to be less intimidating than prior games’ character/assist selection process, and appeal more readily to casual fans–but also to offer the Stone as an assist-substitute, preventing certain characters becoming more like “tools” by being selected solely for what they offer as an assist ability, as the design team has reportedly observed in prior titles.

The Inifinity Stone replaces the X-factor mechanic from Marvel vs. Capcom 3, and the Stones will provide multiple buffs to your team throughout the match–but the exact means of activation and limitations are yet unclear. Experienced players balking at the words “casual” and “accessible” shouldn’t have to worry, though–efforts are being made to keep more advanced gameplay in the mix, particularly through the new ability to instantly switch your fighters at any time, including mid-combo, similar to MvC3’s team aerial combos–but more quickly–and on the ground as well. This mechanic should allow for a sort of “freeform” combo system–at least, that is the design goal.

Marvel Entertainment’s Creative Director Bill Roseman also spoke to Game Informer regarding the concerns that X-Men were off-limits due to licensing issues; he reassured that X-Men are not off the table outright–“That heritage is not lost,” according to Roseman.

Read all of what Game Informer has learned so far about the game here. To see a little bit of this in action, check out Marvel vs. Capcom Infinite’s new gameplay trailer.

Source: Game Informer

Marvel vs. Capcom Infinite Will Not Use Assists, Features “Freeform” Two-Character Combo System

This new game is intended to be more easily accessible to new players.

Details on the gameplay aspects of the freshly-revealed Marvel vs. Capcom Infinite are gradually starting to appear over the course of the weekend. We learned early on that the game would feature 2-on-2 teams instead of the 3-on-3 from the last two titles; Capcom Director of Production Mike Evans has spoken to Game Informer on this matter, and added that no assist characters will be joining your duo this time around. Instead, you choose two fighters and one Infinity Stone. The decision to streamline the character select process was made, apparently, to be less intimidating than prior games’ character/assist selection process, and appeal more readily to casual fans–but also to offer the Stone as an assist-substitute, preventing certain characters becoming more like “tools” by being selected solely for what they offer as an assist ability, as the design team has reportedly observed in prior titles.

The Inifinity Stone replaces the X-factor mechanic from Marvel vs. Capcom 3, and the Stones will provide multiple buffs to your team throughout the match–but the exact means of activation and limitations are yet unclear. Experienced players balking at the words “casual” and “accessible” shouldn’t have to worry, though–efforts are being made to keep more advanced gameplay in the mix, particularly through the new ability to instantly switch your fighters at any time, including mid-combo, similar to MvC3’s team aerial combos–but more quickly–and on the ground as well. This mechanic should allow for a sort of “freeform” combo system–at least, that is the design goal.

Marvel Entertainment’s Creative Director Bill Roseman also spoke to Game Informer regarding the concerns that X-Men were off-limits due to licensing issues; he reassured that X-Men are not off the table outright–“That heritage is not lost,” according to Roseman.

Read all of what Game Informer has learned so far about the game here. To see a little bit of this in action, check out Marvel vs. Capcom Infinite’s new gameplay trailer.

Source: Game Informer