Leffen Talks about Sponsorships, Tournament Pressure and a Post-Smash Career in This Q&A from EGLX

As part of the ongoing Leffen: Resurrection series, Red Bull have been releasing shorts to accompany the full length episodes, usually involving people close to Leffen discussing his recent trials and tribulations. In this short excerpt from a Q&A at this year’s EGLX, we get to hear from the man himself, as he answers questions from an audience of Smashers.

The questions range from what Leffen is going to do after he retires from Smash, how to regain composure in the middle of a set, and if media attention has massively changed his life since he started becoming a real threat on the world stage. This short Q&A acts as a great aside to the recent Cultivation Leffen: Resurrection episode which revolved around his rocky performance at EGLX, after being out of the Smash limelight for a significant time. The next episode will focus on his return to the Grand Finals stage at Get on My Level 2016, which saw him finally take a major after months of struggle.

Source: Red Bull eSports; featured image c/o Red Bull eSports

See How Juni’s Adapting to Life in Delta Red with Her CFN Portal Profile

For its next entry, the Shadaloo Activity Report makes history: as we have the first case of a character getting a second profile. The CFN Portal shines the spotlight on Juni once again, this time covering her current self, which you may recall seeing in Cammy’s Street Fighter V Story Prologue.

Private Nakagawa: This is the former member of the Dolls who is being protected by Delta Red. We at the Shadow Institute had released material about the Dolls in the past.; now this will cover the way she currently appears.

juni01

Basic Info:

Name: Juni
Height: 162cm
Weight: 46kg
Blood type: AB
Birthday: June 30th
Country of Origin: Germany
Favorite things: Reading, Cats
Dislikes: Car Horns

juni02

Private Nakagawa: She became interested in cats after encountering them during her stay at the hospital Cammy brought her to, and afterward she became obsessed. She looks up to–and has to rely on–Cammy as a mentor. A natural at doing things her own way and at her own pace, she has a gentle heart and genuinely cares about others. Around the same time, she began learning to cook from McCoy and also began to participate in training with Delta Red. Somehow, she looks pretty happy.

Do you think having this second profile looking into her current state increases Juni’s chances of being included in a future Season of DLC? Would you like to see her return to the series as a playable character? Are there any other characters you’d like to see get a second profile chronicling a different chapter of their story? Let us know in the comments! You can also familiarize yourself with the Kanzuki Ninja Legion here.

Source: CFN Portal

Kneel When in His Presence! desk Explores Street Fighter V’s Urien

September 22 saw Urien’s official release for Street Fighter V; it comes as no surprise that desk has been all over the recently-added Illuminati. We included his pre/post-release comparison video in our first tech roundup, but here’s three more for followers of the Vice President to consider.

In the first two, desk is up the usual shenanigans of using Urien’s tools–especially Metallic Sphere and Aegis Reflector–to build some elaborate juggles and combos at midscreen or the corner. The second video focuses a bit more on what can be done with the Aegis Reflector’s ability to bounce back projectiles…

… Which includes Ibuki’s V-trigger bomb! In this video, desk examines exploiting this further–as the bomb’s blast itself is reversed on Ibuki if it touches the Reflector, allowing for it to be co-opted into Urien’s own combos.

Don’t forget to (un)dress for success while selecting Urien!

Source: desk

 

Ready to Brawl? Early Impressions of Brawlout from EGX 2016

Editor’s note: Interview responses were shortened and reworded in places for clarity. The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Between getting utterly destroyed at the Tekken 7 booth and queuing for big games like Battlefield 1, most of my time at EGX 2016 was spent playing Brawlout, a new contender in the race to be the next big platform fighter. Nestled in the Rezzed area of EGX alongside other indie games, this  fighter is trying to go up against the likes of Rivals of Aether, Brawlhalla and Wavedash Games’ unnamed platform fighter as the alternative to Smash. Based off the couple of hours I spent with the game at the booth and some lab time with the build they showed off at EGX, I have to say that while showing some promise, Brawlout has to go through some substantial changes and soul-searching if it really wants to challenge other contenders to the throne.

But, how much like Smash is it? Well, talking to the CEO of Angry Mob Games Bodgan Illesiu–who was helping exhibit the game to passing punters–the team deliberately did not play a lot of Smash while developing Brawlout. “We tried to look at the most iconic fighting games outside of Smash for inspiration,” Bodgan stated, when talking about what inspired Brawlout. “We looked at games like Street Fighter, Mortal Kombat, Tekken, Pokkén Tournament, and even Rising Thunder to help drive design of certain moves… We tried to stay away from playing too much Smash or Rivals as subconsciously, you’ll end up taking elements from those games and putting them in without thinking.”

This became evident when playing characters like Sephi’ra, who has an up-tilt similar to Sonya’s Vault Kick from Mortal Kombat, but there are still some platform fighter influences in the mix. Beefy walrus brawler Olaf Tyson has an up-special which summons an ice pillar to help aid recovery, very similar to Kragg’s from Rivals of Aether and Chief Feathers’ up-special has him bursting into flames and soaring upward, much like Fox or Falco in Smash. In terms of combat flow, it is more like Rivals than it is Smash, with its lack of ledges for players to grab, no shields and a focus on faster grounded combat than long edgeguarding sequences.

This move away from edgeguarding was a conscious decision by the design team as, according to Bogdan, while watching “the finals from Smash events like at Evo and see[ing] people off stage and edgedguarding a lot… it gets pretty boring” for the average spectator. Instead they chose to stick primarily with making on-stage play very fast and furious. Recoveries are not fantastic in the current build, so if you mistime your spike on an incoming player or flub your up special back to stage, you are straight up dead. This is somewhat counteracted by the huge side blastzones, which meant that I was surviving to 200+% with good DI and making it back to stage fairly easily. This creates something of a catch-22 in the current build as you want to go offstage to edgeguard someone and secure the kill, but doing so will probably result in you killing yourself, rather than finishing your opponent off.

While edgeguarding may be left by the wayside, Brawlout is keeping certain aspects of the platform fighter playbook in its mechanics. Mobility is still king, with wavedashing being present in the demo (in an albeit early stage of development), as well as platform cancelled normals like Sephi’ra’s dive and vault kick, along with reverse aerial rushes and acting out of air dodges. Haters of air dodge spammers in Smash 4 will be happy to know that you only get one air dodge in Brawlout, so no need to deal with that one player running the way all the time and just hammering the shield button. “There is going to be something like a Combo Breaker which will use your half your Rage Meter,” Bogdan added when talking about other fighting game mechanics that are present in Brawlout, meaning there will be a way to escape massive combo strings if you are being overwhelmed by an opponent. As for the Rage meter, it builds as you get hit, similar to X-Factor, “increasing knockback you deal while decreasing the knockback you take, as well as making smash attacks quicker to charge.” Unfortunately in the current build, Rage seems quite ineffectual when used, with Rage activation lacking a clear audio cue and simply surrounding your character with a red aura. I would like to see Rage be renamed to something like Fury, as Rage already exists in Smash 4 and Tekken and in its current state, it is almost identical in function. If it was something like V-trigger or Instinct, where each character had their own unique Fury trait, it would go a long way in differentiating the gameplan of specific fighters.

brawlout-chief-feathers-vs-sephira

Beware Sephi’ra in this build, she’s deadly.

There were four playable characters in the playable build, which is roughly half of the planned cast of around 10 characters that will be in the final release. It is still in development so it is understandable that there are still quirks and elements to be improved but bar one character, each character’s kit feels disjointed and lacking utility. Take Olaf Tyson, the walrus mob boss who seems like the designated heavy character. His movement speed is good, along with his jump height so he doesn’t feel that heavy in motion. His moves are all centered around ice, with his main gimmick being his ability to freeze opponents in place for a follow up. However, most of his moves have so much knockback that you can’t effectively follow up after a freeze as you whack your opponents so far away. He has a wind up punch similar to Donkey Kong, which seems perfect to use after a freeze but not only are you unable to store a charge of this punch, but you can also overcook the punch and cause you to fall over and suffer tons of recovery. The two elements simply do not work together and as a result the wind up punch has no utility outside of using it as an occasional kill move.

This fault also applies to eagle warrior Chief Feathers and whip wielding monkey King Apu, who have no real sense of combo flow or utility. Chief Feathers has a throwable lava ball as his neutral special, but it is awkward in play thanks to a weird throwing arc. His down-special throws this lava ball straight down but again, it has no real application outside of an incredibly situational edgeguard. He does have multiple jumps which make his recovery better than the majority of the cast, but his aerials and up special don’t link into a kill very well. His kit is the most disjointed and as a result, there is absolutely no reason to play him. His down-air is pitiful too, with him having over a second of recovery if he hits the floor while using it. Why would anyone use the move?

King Apu fares a bit better, with his whip allowing him to mix up long range keep away with close quarters combat. However, you’d think due to the spiked appendage on the end of his whip, there would be some sort of tipper effect but that’s not the case–yet. His side special was also not working as a command grab similar to Scorpion from Mortal Kombat, so most of his specials involve him just cracking the whip. As with Chief Feathers, there is no sense of combo flow with his kit, as he cannot use the whip to knock out projectiles or be rewarded for spacing his specials correctly. His up-special also looks really odd, as he just kind of flails the whip around and gains height from doing so. His down special is an interesting overhead swipe which can spike opponents coming back to stage but it is so slow and telegraphed, that you can easily air dodge through it. I spent most of my time with King Apu and besides his godlike up-air, nothing about the character stood out in his current state.

The most developed and thus most interesting character to play out of all four was Sephi’ra, a humanoid cat with control over sand. According to Bogdan, “at Smash Con in particular, the top Smash players were using Sephi’ra, as she’s the combo character.” This was evident after spending about 15 minutes with her. She takes some elements of a zoning character like Kan-Ra from Killer Instinct, with sand traps to lock enemies in place, multi hit tilts, dive kicks and a teleport similar to Zelda’s from Smash. Unlike the others, her kit does flow together, as you can use her side special sand ball to knock someone into the air, chase them down with her superior mobility, combo them with forward air and then kill them off the top with her sand teleport. Her smashes are also different as rather than adding raw damage, they add additional hits to her tilts; combined with her neutral special sand trap which forces opponents to jump out to escape, she is borderline broken in this build. Her sand trap highlights how powerful jabs currently are in Brawlout, with everyone’s jab doing a flat 5%. Combine that with the sand trap which locks someone in place and assuming they don’t know that you have to jump out, you can rack up 50% just off jabs. That is insane.

Enough about characters, let’s talk stages. Brawlout’s stage system is going to be pleasing for anyone who worries about legal stages. Every character will have their own stage, with Bodgan adding that there will be three versions of these stages, “a dynamic one, a standard platform one and a flat level, similar to Omega mode in Smash 4.” In the demo, we saw the standard and flat level sample, with Olaf’s ice stage having a standard four platform variant and a flat variant with walk offs which was primarily designed for combo testing. In this case, the dynamic variant would have players breaking the ice to create new platforms, which would be more suited for casual play.

Online is planned to be an integral part of Brawlout with “online tournaments [being] there day one, using stuff like Xbox Arena and PlayStation Tournaments,” with players levelling up their characters and “unlocking new moves” when playing by themselves. Bogdan did say that in tournament mode, these new moves would all be unlocked but “if you go to a friend’s house and just want to mess around, you’ll be unlocking everything as you go.” This does sound worrying, as having to unlock a core part of a character’s kit by playing continuously does put a massive advantage on players who have played longer than others and meaning you have to grind out moves in order to unlock the full potential of your character. This is not set in stone as a feature but alarm bells did go off in my head, similar to how they did when NetherRealm announced the Gear system for Injustice 2. Brawlout will have a closed beta “but only once we have good networking and AI working,” so that people aren’t becoming frustrated when they go online for the first time. This will apparently take another month or so, so expect the closed beta to begin in November sometime, with the full release being scheduled for late March/early April at this point.

So, what is my gut feeling after playing Brawlout for a while now? While it has potential to become something great and the team are certainly open to suggestions and community feedback, there is nothing currently in Brawlout that would take my attention away from Rivals of Aether or Smash. It has no unique selling point, no unique mechanic that places it ahead of other platform fighters out there. The character design, both in terms of gameplay and visuals, is uninspiring at this stage and the combat really lacks the weight and polish that even Rivals had when it was in Early Access. There is a major problem with determining attack size and strength as well, with down-tilts lacking obvious markers to determine their hitbox size, while smash-attacks have no obvious visual tell beside a small cloud of dust kicking up behind the charging character. I feel in their desire to not copy Smash too much, Brawlout has missed what makes Smash so appealing to play, and failed to add mechanics which make its combat system equally as engaging.

The team is still hard at work though, as more characters are to be added and tweaks will be made. There will be “between 8-10” characters on launch by current estimate by Bogdan, and we know the details on six of them so far. “We going to have stuff like a sword fighter in there as you kind of have to have that in but expect some other surprises in there,” so don’t be completely put off by the small character slice from this early alpha impression. Angry Mob are receptive to feedback as well, as seen when top Smashers got to play Brawlout at other events. According to Bodgan, “we had Ice play the game for about an hour and he came back to say “Chief Feathers is really boring, all the others are better.” At the moment, Chief Feathers is one of the slowest characters in the game so we’re probably going to change that up but we want to be careful that all the characters don’t move the same way.” As I say, this is still the early days of development and Angry Mob Games are actively taking on criticism and tuning Brawlout to make it a proper competitive platform fighter. Hopefully, with a few more months of polish and a mass of good feedback from their first closed beta, it will shape up to be a proper standout of the genre.

CEOtaku Set to Feature Guilty Gear Xrd -REVELATOR- and BlazBlue: Central Fiction 3v3 Team Exhibitions

As the hype continues to rise for the Orlando, FL tournament this coming Saturday and Sunday, CEOtaku is set to have an appetizer for anime fans on Friday. Guilty Gear Xrd -REVELATOR- and the upcoming BlazBlue: Central Fiction (available thanks to the Japanese early access demo) will feature streamed 3v3 team exhibitions before the mainstage events.

For Guilty Gear, there are special character rules: teams of three people using the same fighter face-off in a single elimination bracket. The teams are as following:

DIZZY: Milk_Kaichu, Breadsticks, NC-Jin
FAUST: Zinac, Malik, BigBowsa
I-NO: Ceehill, Spectryn, Essay
JAM: Doren2k, Sway, FruitPawnch
JOHNNY: KidViper, HellaBrett, Stone
KY: Ukyo Tachibana, WTHamad, Kizzercrate. Alternate: Shinobi
LEO: EvilFox, Himecut, LTL
MAY: Kedako, Bloodwolf, Aisu Kyubu
POTEMKIN: dotNova, Shine, Eva
RAMLETHAL: The Arm, Pain, Mr. Maadhum. Alternate: ShadowCLAWZero
RAVEN: Mystic, Blazeu, Lich
SIN: FaultyDefense, Dekline, Wne
SLAYER: Juggernaut, DaveO, Grant
SOL: Nakkiel, VRRaiden, Kimosabae
VENOM: Ryan Hunter, GroverDP, Naimat
ZATO: MarlinPie, BeautifulDude, Noggy

Due to time constraints, not every character could have been represented. Look forward to this event on Friday, September 30th, at 8 PM Eastern, streamed on FunkyP’s Twitch.

While the Guilty Gear teams are set, there’s still possibility to join the BlazBlue: Central Fiction team event (sign-ups available at location, capped at 32 teams). Conversely, this event doesn’t allow same characters per team and is character locked. Jyosua will stream this at 9 PM on Friday.

Reach out to @LichBB to register:

These team exhibitions work as great warmups for the main tournaments on Saturday and Sunday, as the stakes have been raised by additional pot bonuses for games like Guilty Gear Xrd -REVELATOR-. Central Fiction has just reached over 150 entrants, which means it will also earn a pot bonus from the organizers.

Sources: CEOtaku; LichBB

Hype for CEOtaku 2016 at Peak Levels: Fans of Skullgirls 2nd Encore Take a Look Back at CEOtaku 2015

CEOtaku is only a week away, and fans from a wide range of games are gearing up for a weekend overloaded with Anime games. One such game is Skullgirls, whose community just a year ago started finding its rhythm, tournament-wise. We briefly discussed it a few months ago, but the long and the short of it is that events like Combo Breaker 2015, NEC 2015, Winterbrawl X, and Northwest Majors VIII were Major events with a noticeable showing from Skullgirls players, and signs of a changing tide for the game’s competitive scene. One event that stood out among the most enjoyable of the year was actually CEOtaku 2015, which the entirety of the community has been gushing over since it happened. It’s no surprise that this year’s CEOtaku is bigger for the title than the last, and it of course goes without saying that the community’s excitement for the event is at a fever pitch with the tournament merely days away. The community’s dedication to CEOtaku can most easily be seen in the community wide movement to attend specific events over the course of the year, a list that CEOtaku appears on.

Here, we have a brief glance back at what transpired last year for CEOtaku by youtuber SkullgirlsTV:

This is all before getting into the $1000 pot bonus Skullgirls is getting, which just piles on the hype. The winner from last year, cR|dekillsage, is returning of course, but this time his team member cR|SonicFox is also making a showing. Earlier this year, these two had met at Combo Breaker in Winner’s and Grand Finals, with SonicFox edging out the win over his biggest Skullgirls rival. These two aren’t the only big names attending, with the runner up of last year, Keninblack, making a return appearance. Other strong players, such as LZ|Mr.Peck, a European SG player, KPB|McPeanuts, a consistently well-placing East Coast player, and Swiftfox-Dash, a long time player who has consistently made Top 3 at events he attends, should make for a highly competitive showing. That’s without mentioning all of the players who placed Top 8 or Top 16 at Combo Breaker 2016, such as RK|PME, Hirokuni, and Adevis, could easily make an upset in any bracket they end up in.

Skullgirls 2nd Encore will be played on the retail PS4 version, meaning that all the changes that have been going on in the Skullgirls Beta for the past two months are still not in the main game yet. There are still experiments and changes happening in that beta, so it should actually be a few months before that is ready for tournament play.

As far as the event itself goes, outside of just Skullgirls, it looks to be pretty exciting, with more entrants in more games than last year:

The event organizer, Jebailey, even recently announced that he would add a whopping $1000 pot bonus to Guilty Gear if they reached 200 entrants. Well, they did! They also reached 150 entrants in BlazBlue, netting that game a savory $500 pot bonus for their efforts. The total amount of money up for grabs in these tournaments is a little over $15,000 with over 400 competitors already participating. There is also a wonderful Artist Alley, and a vibrant Cosplay scene with a Cosplay Contest, meaning there’s something here for just about everyone.

Sources: SkullgirlsTV; CEO Gaming; smash.gg, Dacidbro

Square Enix Release an Extended Battle Trailer for Ace in Final Fantasy Dissidia Arcade

Announced back in August as a brand new fighter for Final Fantasy Dissidia Arcade, Square Enix and Koei Temco have released an extended trailer showing Ace in action. He throws out magic cards for his basic attacks, either as normal projectiles or slow moving orbs which track enemies in motion. Ace’s main mechanic is queuing up certain colored cards–grey, red, blue or yellow–and then expending them all at once to cast a specific spell.

Throughout the trailer, you can see this happen; near the start, Ace expends three grey cards and one red card to cast Stop on an enemy Onion Knight, while he later uses three yellows and a red to cast some kind of buff to all of his team mates within a certain area. He also has some kind of warp strike ability, which seems to use up a grey card charge based on the grey explosion that happens when he exits the warp. Ace looks like an effective support/ranged attacker who can deal damage from afar, buff friendly fighters while debuffing opponents to lead into large team attacks.

Ace is set to be added to Final Fantasy Dissidia Arcade in an update on the 28th of September so expect more information on this card-wielding fighter very soon.

Source: Square Enix Channel

Pre-Orders for the Panzer Fight Stick 3 Now Open

Last month, Jasen’s Customs announced a new version of their much lauded Panzer line of arcade sticks: the Panzer Fight Stick 3. Slated for release sometime in December, pre-orders for the Panzer Fight Stick 3 were originally supposed to open in November. However, Jasen’s Customs have moved up their timetable as pre-orders for the Panzer Fight Stick 3 are now open.

As with the previous Panzers, the Panzer Fight Stick 3 features a sturdy, all metal case that’s available in a range of colors. Inside each is none other than Brook’s Universal Fighting Board, allowing for full compatibility with PlayStation 3, PlayStation 4, Xbox 360, and Xbox One.

Interested parties can choose from a wide range of parts and colors. For the lever, players can choose from the regular Sanwa Denshi JLF and its silent version, or go for HORI’s Hayabusa. Meanwhile the push buttons come in both regular and clear crystal colors. This level of bespoke customization however comes at a price,  the full Panzer Fight Stick 3 starts at $379.95 and can go higher depending on the parts used.

For players who can’t quite afford that, a DIY kit version of the Panzer Fight Stick 3 is also available. This kit starts at $179.95 and features the base metal Panzer 3 case with the same color options as the full stick. Players can also choose to add in a Brook’s Universal Fighting Board at extra cost. This kit is perfect for those who want to build their own custom stick based on the Panzer.

Both the the DIY kit and the full Panzer Fight Stick 3 will ship in December.

Source: Jasen’s Customs

Initial Testing Shows that Street Fighter V’s Input Delay Is Now Only 6.5 Frames on PlayStation 4

When last Friday’s patch for Street Fighter V came out, one of the big changes that was announced was the normalization of the input delay on the PlayStation 4 version. Previously, native PlayStation 4 arcade sticks had an extra frame of delay over legacy controllers. However, it seems that the lag reduction has been more than just that.

DisplayLag recently conducted a preliminary test of the PlayStation 4 version of the game and, based on the results they got, it seems that game got a significant reduction on its input delay: prior to the patch, the PS4 version had a recorded 7.9 frames of input delay; after the patch however, their preliminary testing shows that the game’s input delay has been reduced to an average of 6.5 frames.

For reference, the Street Fighter IV series had about 5 frames of input delay. Meanwhile, most older arcade fighting games have about 4 frames of delay depending on whether they’re on CRT monitors or LCD.

Take note however that the results DisplayLag’s testing, which you can see in the video below, are not final yet. DisplayLag are still drafting out their new testing method. There are still certain things–such as an LED connected to the button to signal activation–that have not yet been included, the lack of which could affect accuracy. That said, it’s nice to see that positive changes are being made towards this matter.

Source: DisplayLag

King of the Riptors Fiyah Liger Talks Character Choice, Killer Instinct History and Mastering Matchups in the Latest Behind the Sticks Interview

In their regular ‘Behind the Sticks’ interview series, Ultra Combo chatted to Selfless Gaming’s Fiyah Liger to talk about his development as a player, how he came to play Riptor and his personal history with Killer Instinct as a franchise. While he did play KI as a kid with his dad and brother in arcades, Fiyah Liger actually started in the FGC playing Marvel 3. It was after seeing Killer Instinct top 8 at CEO 2014 that he really considered playing the game, and he only got stuck into the actual competitive scene after watching ChrisG mess about with Riptor on her release.

While Sabrewulf did seem like a suitable pick for his playstyle, Fiyah (as his name suggests) always had an affinity for flame-based characters so playing a fire-spewing, genetically engineered raptor seemed like the perfect fit. After training for about four months and attending tournaments like Texas Showdown, Fiyah deems his placing at last year’s Combo Breaker as his breakout performance, where he made top 16 and had to fight his Riptor mentor, PaulB, in his first match. From that initial experience, it has been a matter of grinding online, competing in tournaments like 8BitBeatdown and attending offline events wherever possible in order to get where he is today.

The whole interview is a good read, as it goes through how to improve as KI player, as well as his thoughts on what helped him smash through that mental block in his play, and allowed him to place consistently in top 8 at the majority of tournaments.

Source: Ultra Combo