Capcom Pro Tour Player Analysis: Will HumanBomb Drop Bombs?

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

Johnny “HumanBomb” Cheng from HuomaoTV has had a hard year on the circuit. Always coming close, the player from Hong Kong just couldn’t capitalize on his chances when he needed them. He was on the verge of qualifying for Capcom Cup, but fell short in every aspect.

As fate would have it, AWS|CCL’s withdrawal from the competition allows HumanBomb in via the last Asian Leaderboard slot. Truly the Cinderella Man of this event, will HumanBomb rise to the top?

Crouching Tiger, Hidden Chun-Li

Having watched HumanBomb for the better part of this year, I have to say that his Chun-Li is a treat to watch. He is an oppressive player, who loves to dominate every aspect of the game. Even when you think that you have space to maneuver, it is a fabrication that he uses to further frustrate you as he returns to apply pressure, having properly reminded you of who is in control.

He has every tool that every other Chun-Li player has on the circuit, and he uses them well. He is confident enough in his execution to continue relentless pressure with instant air legs. He has enough presence of mind to not miss hit-confirms and to capitalize on counter hits. He’s smart enough to bait out reversals and punish instinctively. He is very well-rounded and his matches are exciting to watch.

Sleeper Pick

Because HumanBomb is in on a technicality, a lot of people will insist that he will not be capable of hanging with the big dogs of the field. A lot of people remain oblivious to the fact that HumanBomb himself is one of said big dogs, and has a history of taking out what would be considered the alphas of the pack.

At Street Fighter V Crash, I made a huge mistake of dismissing him as the weakest link of Team Southeast while doing commentary. It was like he heard me from the stage, because he went on a tear at that point. At one point, he was able to defeat the sum of Team Razer, and had it just been one rotation of players in semi-finals, Team Southeast would have made it to the 1st place match on Cheng’s shoulders.

The fact is that HumanBomb is still capable of winning against anyone in the field. He showed this at Asia Regional Finals, and I have a feeling that at the very least, he will bust some brackets in Anaheim.

Pressure

Much like fellow Chun-Li MOV, I feel like HumanBomb’s biggest enemy is his own nerves. If you look back on Evolution 2012, HumanBomb was gliding through the loser’s side relatively well, until he missed a routine one-frame link with Sakura. And you see him make rookie mistakes in the most professional of circumstances across his career.

This was another thing that haunted him at Asia Regional Finals, as he looked poised to dispatch of Itabashi Zangief to make top 8. He couldn’t clutch it out, and in speaking to him after the event, he confided to me that he missed an easy punish on Itabashi’s V-Trigger in the closing seconds of the match that cost him the game. It’s the things that he knows to do, but somehow psyches himself out of doing due to the pressure that has cost him time and again this season, and it can potentially be his downfall at Capcom Cup.

Final Thoughts

HumanBomb has the potential to be a world-class threat and in on his own merit alone for Capcom Cup. He isn’t, and a lot of people would say betting against him in every match is a safe bet.

He is yet another easy sleeper pick for me to at least make top 16. If he can block everything else out, he could make top 8, but I’m afraid he’s not outside of his own mind enough to do that just yet.

Capcom Pro Tour Player Analysis: Will HumanBomb Drop Bombs?

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

Johnny “HumanBomb” Cheng from HuomaoTV has had a hard year on the circuit. Always coming close, the player from Hong Kong just couldn’t capitalize on his chances when he needed them. He was on the verge of qualifying for Capcom Cup, but fell short in every aspect.

As fate would have it, AWS|CCL’s withdrawal from the competition allows HumanBomb in via the last Asian Leaderboard slot. Truly the Cinderella Man of this event, will HumanBomb rise to the top?

Crouching Tiger, Hidden Chun-Li

Having watched HumanBomb for the better part of this year, I have to say that his Chun-Li is a treat to watch. He is an oppressive player, who loves to dominate every aspect of the game. Even when you think that you have space to maneuver, it is a fabrication that he uses to further frustrate you as he returns to apply pressure, having properly reminded you of who is in control.

He has every tool that every other Chun-Li player has on the circuit, and he uses them well. He is confident enough in his execution to continue relentless pressure with instant air legs. He has enough presence of mind to not miss hit-confirms and to capitalize on counter hits. He’s smart enough to bait out reversals and punish instinctively. He is very well-rounded and his matches are exciting to watch.

Sleeper Pick

Because HumanBomb is in on a technicality, a lot of people will insist that he will not be capable of hanging with the big dogs of the field. A lot of people remain oblivious to the fact that HumanBomb himself is one of said big dogs, and has a history of taking out what would be considered the alphas of the pack.

At Street Fighter V Crash, I made a huge mistake of dismissing him as the weakest link of Team Southeast while doing commentary. It was like he heard me from the stage, because he went on a tear at that point. At one point, he was able to defeat the sum of Team Razer, and had it just been one rotation of players in semi-finals, Team Southeast would have made it to the 1st place match on Cheng’s shoulders.

The fact is that HumanBomb is still capable of winning against anyone in the field. He showed this at Asia Regional Finals, and I have a feeling that at the very least, he will bust some brackets in Anaheim.

Pressure

Much like fellow Chun-Li MOV, I feel like HumanBomb’s biggest enemy is his own nerves. If you look back on Evolution 2012, HumanBomb was gliding through the loser’s side relatively well, until he missed a routine one-frame link with Sakura. And you see him make rookie mistakes in the most professional of circumstances across his career.

This was another thing that haunted him at Asia Regional Finals, as he looked poised to dispatch of Itabashi Zangief to make top 8. He couldn’t clutch it out, and in speaking to him after the event, he confided to me that he missed an easy punish on Itabashi’s V-Trigger in the closing seconds of the match that cost him the game. It’s the things that he knows to do, but somehow psyches himself out of doing due to the pressure that has cost him time and again this season, and it can potentially be his downfall at Capcom Cup.

Final Thoughts

HumanBomb has the potential to be a world-class threat and in on his own merit alone for Capcom Cup. He isn’t, and a lot of people would say betting against him in every match is a safe bet.

He is yet another easy sleeper pick for me to at least make top 16. If he can block everything else out, he could make top 8, but I’m afraid he’s not outside of his own mind enough to do that just yet.

VesperArcade Returns to The King of Fighters XIV Trial Guides for King and Love Heart

While he’s been busy analyzing the rampant Marvel vs. Capcom 4 speculation, VesperArcade has also found the time to create some more Trial Mode guides for The King of Fighters XIV. This time, he focuses on two of the roster’s lovely ladies: King and Love Heart. As always, he provides a handcam, allowing viewers to see him performing the inputs in real-time, along with the action on the screen. You can catch both videos below.

Be sure to check out his other Trial guides for a large portion of the roster below:

Source: VesperArcade

Counterpoint: Mutants Are Still Viable Characters for the Rumored Marvel vs. Capcom 4

Phoenix rising? Maybe mutants shouldn’t be counted out.

Admidst the ever-increasing rumors that Marvel vs. Capcom 4 is about to be revealed, there was the tidbit that claimed the focus on the Marvel side would be Marvel Cinematic Universe exclusively, meaning no X-Men or Fantastic Four characters–leaving Wolverine, Magneto, Storm, Dr. Doom, and Phoenix out in the cold, just to name a few.

YouTuber Lythero decided to speak up and quell the collective fears of the community–claiming evidence from recently released mobile properties that even with X-Men and the FF in Fox’s big-screen legal grasp, Marvel isn’t shy about using mutants, or the Fantastic Four, or Spider-Man in video games as it sees fit. You can judge Lythero’s full argument in the video below.

As to whether or not MvC4 is actually going to happen–we’ll find out once and for all very soon at the PlayStation Experience–hopefully!

Source: Lythero

Embarrass Opponents with Your Electrifying Pichu Skills, with This Super Smash Bros. Melee Guide from Mew2King

Infamous for bringing out his Pichu in pools to humiliate unsuspecting players, FOX|Mew2King has finally created a specialist guide, designed to help Melee players to style on opponents with this jokey character. Most of Pichu’s moves are terrible, either doing damage to himself when used, or having abysmal range so that you can’t hit anyone unless you get in super close.

For its multitude of flaws, Pichu does have some redeemable features. Its up-smash isn’t terrible, its neutral-air is one of the best in the game, and his ledge dash is better than Fox’s, which is something, I guess? While M2K is very clear about Pichu’s problems–he even does damage to himself during his respawn invincibility–he show players how to chaingrab fastfallers like Captain Falcon from zero to death, if they have the courage to do it.

You’re never going to win Genesis or The Big House by watching this guide, but you may turn someone into a pillar of salt at your next local, and who doesn’t love doing that?

Source: Most Valuable Gaming

How to Defend from Nine? Dora’s New BlazBlue: Central Fiction Lesson Covers the Matchup

BlazBlue: Central Fiction’s Nine the Phantom is a domineering witch who’s deceptively easy to use. Her straightforward normal attacks seem to cover nearly half the screen, and getting hit or blocking opens up her spellbook of magical pressure. Add confusing teleporting movement on top of that, and it’s no wonder that Nine is considered one of the stronger characters in BlazBlue tier lists.

To combat this witch, Dora_Bang is back at it with a new video (subtitled “Beat LordKnight!”) that explores a few strategies to outsmart Nine players. The first tip is to use Barrier against her normals to push her back, which limits her mix-up options somewhat, since she won’t be able to hit with the sweep, 3C. If you block Kunzite, the infamous “Rock,” there’s an opportunity to backdash after. As for the corner, Nine may opt to use her normals to keep the opponent from jumping out, so utilizing reversal moves can pay off. Furthermore, activating Overdrive and Overdrive Raid in general work on her pretty well.

The rest of his video, over on Openrec.tv, talks about another kind of setplay and explains a few important things about her movement that should be very helpful in the neutral state. Dora’s previous lesson covers a few defensive tricks in BlazBlue: Central Fiction.

He also brings up the voting process for the Arc System Works Fighting Game Award, with specific instructions on how to vote for him.

Source: Openrec.tv

Razer Announces the Panthera: Their New Arcade Stick for the PlayStation 4

After months of speculation and prototype sightings in the wild, Razer has finally officially unveiled their new arcade stick. Called the Panthera, this new arcade stick represents Razer’s second ever PlayStation controller (following the Raiju game pad) and their first arcade stick for Sony’s console.

As we’ve already seen from the prototypes that Razer’s players have been testing at tournaments, the Panthera shares the basic shape of their previous stick, the Atrox. New to the Panthera is a larger, center mounted control section featuring a touchpad as well as L3 and R3 buttons. Aside from the PlayStation 4, the Panthera is also compatible with the PlayStation 3 and PC.

Razer has released the following images of the Panthera as well as these statements from their sponsored players Lee “Infiltration” Seon-woo and Ho Kun Xian.

Click to view slideshow.

Source: Razer

Mark “MarkMan” Julio Is Now the Fighting Game Community and Product Consultant for Razer

Mark “MarkMan” Julio is someone who has done a lot for the fighting game community; formerly with MadCatz–being instrumental in the development of their arcade sticks–MarkMan later moved on to both take care of Business Development for Evo, as well as act as the Brand & Community Advisor for Tekken at Namco. It seems, however, that MarkMan still has more to give as he has taken on yet another role with another company.

MarkMan has has recently announced that he is now working with Razer as their Fighting Game Community and Product Consultant. As part of this, he will be working closely with the peripheral manufacturer on all their new initiatives related to the fighting game community.

This is great news for both Razer and the fighting game community as a whole. While they’ve been quite on the fighting game front for most of the year, Razer has been continuing to support the community with their sponsorships and move to create products for the PlayStation 4 (the current, tournament standard console). Meanwhile, MarkMan’s passion for fighting games and contributions to the community are already well documented.

We here at Shoryuken wish MarkMan and Razer the best in this new relationship.

Source: MarkMan

Photo c/o Soltography

New Holiday Costumes Are on the Way for Street Fighter V, Alongside Other New Content

City in Chaos becomes… City of Cheer?

Now that we’ve hit December, Capcom has revealed 6 more premium costumes and a stage variant for the Winter holidays, in similar style to the recently-removed Halloween content. Check out the reveal trailer:

The new Holiday content features festive outfits for Ken, Karin, Juri, Zangief, Laura, and R. Mika; as well as a redecorated City in Chaos stage. According to Capcom-Unity, each premium Holiday costume will cost $3.99 / 3.99€ / £3.29, and will include colors 1-10. The Holiday stage will cost $1.99 / 1.99€ / £1.29, or 40,000 Fight Money. However: there will be a Holiday bundle that will include all of the content for the discounted price of $19.99 / 19.99€  / £15.99.

Click to view slideshow.

No release date yet, though–it’ll be revealed at PSX. The Holiday content will only be available for a limited time on Steam and the PlayStation Store, ending January 17th.

That wasn’t all Capcom-Unity brought to the table today: we also got an official reveal on the Red Bull B-Boy and B-Girl costumes for Ryu and Chun-Li. These premium costumes will also run you $3.99 / 3.99€ / £3.29 each, with all the colors.

ryu_b_boy
chun_li_b_girl

All of this content will be playable in advance at the PlayStation Experience this weekend, at the Capcom booth. And to quote Capcom-Unity:

Also, if you tuned in to Red Bull Battlegrounds, the very first Season 2 character will also be unlocked for play.

The release date for the B-Boy/B-Girl costumes and this mysterious “first Season 2 character” will also be announced during PSX.

Sources: Capcom-Unity; Street Fighter

Sitting Down with the Team Behind Upcoming Indie Fighter “Punch Planet”

The world of indie gaming is always an interesting place. The norms of game creation and the formulas of game design we have come to expect just do not apply. Paying attention to successful indie titles is a fascinating endeavor, and today we have our eyes set on the latest independent project to visit the fighting game scene: Punch Planet.

After their most recent success with Steam Greenlight, we decided to sit down with Sector-K–the team behind Punch Planet–and get into the minds of the people putting this title together. If you’d like to get more information on their game, check out their site or their Twitter for updates as development continues.

John ”Zidiane” Silvia: Could you all introduce yourselves?

Lee Wolland: My name is Lee Wolland. I’m the art director and technical artist on Punch Planet. I’m a native New Yorker currently residing in Brooklyn. I work day-to-day as a Technical Director in 3D character animation for movies, games, and commercials. I was keeping an eye out for programmers to collaborate with on an indie fighting game, and that’s how I came across Will’s Double Tap engine. I reached out to him and we had very similar philosophies, and decided to start working on the game. Once it was ready for playtesting Will brought it to some local game nights and that’s when he met Paul, who is now our sound designer and composer.

Will Graham: My name is Will Graham, I’m the programmer and gameplay designer on the team. I’m originally from Tacoma, WA but I’ve been living in San Francisco, CA for about six years now. I’ve been playing video games my whole life, and have been making them on my own and professionally for over ten years now. About three years ago, I left my job in the gaming industry and started the project, mainly as something to learn Unity with as I looked for new employment.

Paul O’Rourke: My name is Paul O’Rourke, I am the sound designer and composer on Punch Planet. My path to fighting games and audio for video games started at the exact same time. I got introduced to the competitive side of fighting games during my QA days at Sony. Shortly after, I left Sony to go to a trade school for audio, and started attending tournaments for SFIV. I met Will at a local fighting game tournament a few months back. I saw Punch Planet, and noticed they hadn’t worked on the audio side of the game yet. We had a Skype session the next week, where I met Lee, and it was pretty clear that we were on the same page for what we wanted out of a fighting game.

John: How did you guys decide on making a fighting game over anything else?

Lee: I’ve been a fan of fighting games my whole life. For years I wanted to work on the artwork for a fighting game, but as I started to play more competitively I also got into the technical side. I’ve been working on a 3D pipeline for animation and games since around 2008 and in 2013 I started to develop a fighting game engine. I did R&D for about a year, developing new tools for the pipeline so it could integrate well into a fighting game project. Once I felt I had gotten as far as I could without a dedicated programmer, I started my search for a like-minded collaborator.

Will: I had been playing a ton of SFIV since it came out, so using that knowledge motivated me to work on my own engine. It wasn’t supposed to last this long, but I was enjoying myself so much that I just kept going. Since I’m not much of an artist, most of my time was spent building a good pipeline for adding and maintaining characters. There is a ton of data that goes into what makes a fighting game work. It was important for me that the engine would scale efficiently, so that down the road if and when I decided to expand into making a game, it would be easy to use and balance. As a gameplay programmer, I’ve learned that developing fighting games offers a huge amount of satisfaction. The nice thing about the genre is that the gameplay is so contained in the fighting system, so everything you do has an instant and observable effect on how the game plays and feels.

John: The art style is very distinct, as is the musical taste. What influences possibly inspired the art style, characters, or design of the game?

Lee: I grew up with a lot of classic sci-fi action movies and comics like Heavy Metal magazine. I always wanted to take those inspirations and bring them together into a single story with a bit of humor to it. I think the cartoon-graphic look is a good fit, since it isn’t meant to take itself too seriously.

Paul: With a science fiction setting and fast paced gameplay, the score naturally settled into a very energetic style, with some callbacks to great 80s synth sounds. I’m a huge fan of sci-fi, so the creative process has been extremely natural so far and quite a lot of fun. I think the inspirations are too numerous to name on a project this well-suited to me.

John: What is going on in the world of Punch Planet? Why are these characters beating each other up?

Lee: When I was working on the story for Punch Planet, I didn’t want to be limited to a scenario where everyone needs a reason to fight each person. For story mode, I wanted to treat it more like a beat-em-up where Roy and a few other characters can have a more focused story path. Then, for versus mode, it’s more like an exhibition where you can choose to fight any character from the story, regardless of his or her history.

John: How big is the final roster going to be? What is everyone’s favorite character on the roster so far?

Will: We have eight characters planned for our initial full release, but most of their movesets and features have yet to be designed. I’m really looking forward to implementing Dog, he’s going to be rushdown-heavy and I think I’m going to have a ton of fun putting him in the game. We follow a very interactive approach towards implementation of characters, we like to start with a base direction and kind of experiment to find what works and what is fun.

Paul: If I had to pick one, I’d say Cid is right up my alley. Great buttons in neutral with strong pressure once she’s in your face. I wasn’t involved in the bulk of Roy’s creation, but it’s been great seeing new characters get designed, implemented and iterated upon. Cid is shaping up to be a real badass, and I think a wide array of players will find her fun right away.

Lee: I think Roy is my favorite character in the story, but for everyone out there who is a grappler main like me, Tyara is going to be your happy place.

JS:  As far as the gameplay, what inspires the system mechanics and general gameplay? What is the plan for how this game will play and feel?

Will: Mostly just aiming for having a dynamic neutral-focused fighting game with good movement options, solid defense options, mixup options, and satisfying attacks. The details of the balance and pace are normally adjusted through play testing. It’s really easy to implement something and think it’s done, but once it’s in the hands of people playing with it you can see if it fits that mold or not, so I try to get as much playtesting as possible from my local group of players.

John: What are the feature mechanics of your game, how were they decided on, and how will they work in the final product?

Will: The main game mechanic revolves around the Time Cancel functionality, which serves a few different purposes and uses the TC meter, which is gained slowly over the course of a match.

The Double Time Cancel (DTC) is a way to cancel the recovery of a desired move, much like a Roman Cancel or FADC, which is used to create new combos, make attacks safer, and provide mix up opportunities. The input for the DTC has carried over from my work on the engine, and is done by double-tapping the same button of the move you want to cancel. You can dash, jump, and attack out the DTC and it costs one TC meter. I really like the freedom that mechanics like this bring to fighting games and I wanted to have the same sort of effect on ours.

The Jump Time Cancel (JTC) is a similar to the DTC but it’s used specifically to cancel a character’s dash into a short jump, which provides a lot of openings for fast overheads that catch the opponent off guard. This move also costs 1 bar of TC meter. I really like short hops but we want the game to generally be more ground based, so making it cost some sort of resource was a good way to limit its use but keep options it gives.

The final mechanic is a defensive technique called Absorb Time Cancel (ATC) which is used to absorb an opponent’s attack and allow for a counter attack opportunity. It doesn’t cost bar to use but the player will lose some TC meter if their attempt was unsuccessful. There is a long period of recovery at the end of the attempt, so going for this counter requires a good read on the opponent. We really wanted to have a solid defensive move that allows players to quickly change the momentum of the match.

Paul: We’re using Wwise audio middleware, and it’s opened up some great opportunities to evolve some of the aspects of audio in fighting games. One of the early features we’re testing is some great state-driven music with some sub-mixes of the song that will fade in as the players health gets lower.

John: Are there any other aspects of your game do you think will set your title apart from other fighters in today’s market?

Will: Right now it’s not really about trying to set us apart from other fighting games. I think the bar is set so high and is so difficult to achieve, that it’s important to focus on nailing the core aspects of fighting games before focusing on how to make the game different.

Paul: I think a huge boon to this game is that all three of us are tournament-experienced players. All of the crazy option selects, input exploits, etc. in previous fighters are techniques we’ve all personally used. I think this not only helps in our development process, but also on the creative side of things, as we already have a deep-rooted understanding of what to look for in a fighting game. We hold the game to the same standards we’d want out of a fighter, and I think that’s going to lead to a very distinct first impression when people play Punch Planet.

Lee: Punch Planet is going to have a lot of personality and style. I think the emphasis on story in and outside the game make it unique.

John: The landscape of fighting games has been changing over the past few years. Games have gone from focusing on hardcore tournament players to focusing on casual fans, and most recently focusing on the esports scene. What is the target audience for your game? Additionally, will the game be balanced more towards tournament play, or casual play?

Will: I think it’s important to build a fun game first and foremost, and for fighting games, to me, that means two players can continue to play the game for hours without getting bored. I believe that if you nail this aspect while implementing a way to reward people for playing, you can create a compelling game that most players can enjoy. That said, veteran fighting game players should feel right at home playing Punch Planet, but I’ve spent a lot of time on the input system to make sure it feels consistent and accessible.

John: How complete is the game in its current state?

Will: Gameplay-wise, the game is pretty far along. Most of the mechanics are working as intended and feeling pretty good. For the game overall: not complete at all, still a ton of stuff to implement. More characters, solid netcode, game modes, AI, training features, lots left to do.

Lee: People can expect to see the visuals, effects, and animations improve as we continue to add more characters and receive player feedback.

John: When will the folks at home be able to get their hands on the game? Either a playable demo or the final product?

Lee: So far we’ve been doing local play testing in San Francisco at some game nights. We hope to expand that soon and give more people an opportunity to play at upcoming events. We had a great Greenlight campaign, and are looking forward to having the game available on Steam once it is ready for something on that scale.