SPLITFRAME’s New FS Transporter 2 R Arcade Stick Bag Now Available for Preorder

SPLITFRAME’s FS Transporter arcade stick bags are some of the best options players have for carrying their arcade stick with them. Sadly, the popularity of these items means that they tend to sell out quite quickly. Now, for those who still haven’t gotten a chance to pick one of these up, SPLITFRAME has some great news: they’ve just opened preorders for their latest iteration of the FS Transporter line, the FS Transporter 2 R.

The FS Transporter 2 R is an evolution of the already successful FS Transporter design: specifically, it’s based on the FS Transporter 2 that they released at Evo 2016. As with the previous versions, the FS Transporter 2 R is designed to fit most of today’s biggest arcade sticks from the HORI RAP4, MadCatz Tournament Edition 2, and even the massive HORI RAP Premium VLX.

Improvements to the FS Transporter 2 R include higher quality fabrics, triple reinforced stitching, and waterproof zippers to help keep moisture out.

The FS Trasporter 2 XL will retail for $99.98 when it ships later in the year. However, those who preorder it get the discounted price of $84.98.

Source: SPLITFRAME

Check Out August’s Offline and Online Street Fighter V Highlights from Red Bull Proving Grounds

August was full of fierce competition in Red Bull’s Proving Grounds tournament series; you can catch up on all of the action with these highlights videos direct from Red Bull eSports. Here’s a compilation of the best moments from August’s Proving Grounds qualifying stops, including a near-endless Guile loop from Tempo|NYChrisG, an impressive M. Bison comeback from SD|Pnoy, and more:

Red Bull also held their first online Proving Grounds qualifier, with Wolfkrone ultimately taking the top spots. Check out the highlight reel here:

For a more in-depth look at the final battles of the online qualifier, you can also watch the full Losers and Winners finals in these videos below:

We previously covered the grand finals as uploaded by XusesGB; the videos above are from Red Bull’s official YouTube channel.

Source: Red Bull eSports

Super Smash Bros. Director Masahiro Sakurai Discusses Game Balance and Marvel vs. Capcom 3 in His Famitsu Column

The gents over at Source Gaming are back with another translation of Masahiro Sakurai’s latest Famitsu column. In the past he’s discussed some intricacies of Smash’s design and balance and compared it to other high profile games, and the subject of today’s column is none other than 2011’s FGC staple Marvel vs. Capcom 3. And he’s not just talking about the game’s design–he’s talking about how it functions in tournament-level play and how it can be compared to the Super Smash Bros. series.

“When you watch high level matches of Marvel, you will often see players start a combo, and keep it going until their opponent is KO’d,” Sakurai said. “You can convert a single stray hit into a very long combo, and it’s not rare to see a character start with full health and lose all of it from a single combo.”

It’s fair to say that there’s not been a game in the Smash series as combo-centric as any Marvel vs. Capcom game, so it might not be immediately clear that there are any parallels between these games, in tournament play or otherwise. But reflecting on some common fan feedback in regards to balance in Smash, Sakurai makes some sense of it.

“In the case of Smash, that would be people who say things like, “This character’s down-special is too strong, fix it!” They probably think that because they keep getting hit by it and can’t avoid it, or they think the move simply isn’t balanced. I think that reasoning is fairly common.” Sakurai said. However, Sakurai then goes onto state that “if someone’s using a tactic that’s giving you trouble, just adopt their tactic, and win,” rather than complaining about game balance and certain tactics being overpowered. Hearing Sakurai basically say “learn to adapt” is quite something, seeing as he has had quite the strained relationship with the competitive aspects of Smash in the past.

The whole article provides a lot of insight and Source Gaming’s translation is fantastic as usual. If you’re a fan of either series and have ever wondered about the philosophy behind balancing either of these games, it’s definitely worth a full read.

Sources: Source Gaming

See How Fun Super Smash Bros. Melee Would Have Been with Tripping, in This Video from MagicScrumpy

Known for his excellent series of videos about balancing and tweaking Melee’s roster so that they are all viable characters, MagicScrumpy has simulated the darkest timeline to see what Melee would have been like if it had Brawl’s maligned tripping mechanic. Using Dan Salvato’s Project B code, MagicScrumpy’s results are not pretty: with characters dropping techchases and combos left and right, thanks to this fun system quirk.

While this video is mainly a jokey one, it does present questions as to how different Melee’s meta would be if tripping was a mechanic. Characters like Jigglypuff and Peach who spend the majority of their time in the air would become instant top tiers while the Ice Climbers would get even easier wobble setups off someone tripping mid-combo.

Sources: Dan Salvato; MagicScrumpy

Accelerate Your Cammy Optimization with These Street Fighter V Pointers from Nyasha

Cammy is a great character, and often considered in the top 5 characters of Street Fighter V. Her tournament results, however, leave a lot to be desired. With players like Kenneth “K-Brad” Bradley stating that she has to be played honestly, it’s no wonder that people shy away from wanting to play her in a mix-up oriented world–as many Cammy players stagnate with more straightforward play.

Fortunately, YouTuber Nyasha has been brainstorming ways to keep Cammy fresh while finding ways to level up Cammy to a true contender. In this video he de-prioritizes maximum damage combos for setups and stun, and shows better ways to anti-air. He caps off the video by showing more ways to utilize her V-trigger, extrapolating on Laugh’s usage of V-Trigger to time wake-up Critical Arts.

Sources: /r/StreetFighter; nyasha

Japanese Tekken Players Ao, Rage, and Tsubumi Provide Tier Lists for Tekken 7: Fated Retribution

With Tekken 7: Fated Retribution still slated for an early 2017 console release, western Tekken players have had little chance to get their hands on the game to understand the full nuances of the title–let alone have the ability to discern character rankings. Most of the competitive Tekken 7 information we get is being siphoned from South Korea and Japan, whose vibrant arcade scenes allow for information to be brought out before we can get our hands on the game.

Thankfully–with enough time under their belts–top Japanese players are starting to flesh out their tier lists, and Flying Wonkey at Avoiding the Puddle has the understanding of Japanese needed to translate the tier lists. The tier lists come directly from the Twitter accounts of three high level players in Japan–including Ao (Evolution 2015 runner up in Tekken 7), Rage, and Tsubumi.

Ao’s Tier List:

S+: Steve, Hwoarang

S: Marshall Law, King, Bryan, Kazuya

A: Heihachi, Devil Jin, Xiaoyu, Dragunov, Feng, Bob, Kazumi, Akuma, Nina

B: Paul, Leo, Alisa, Lars, Shaheen, Jin, JACK-7, Lili, Yoshimitsu, Claudio, Josie

C: Asuka, Lucky Chloe, Gigas

Rage’s Tier List:

SSS: Hwoarang

SS: Steve

SS-: Bryan

S: Xiaoyu, Devil Jin, King, Nina, Alisa, Feng,

A+: Law, Paul, Claudio, Kazuya, Heihachi

A: Bob, Dragunov, Shaheen, Kazumi, Yoshimitsu, Jin, Lars, Lili, Katarina

A-: Asuka, JACK-7, Josie

B: Gigas, Lucky Chloe

No Akuma placing.

ragetierlistt7fr

Tsubumi’s Tier List:

SS: Hwoarang, Steve

S: Bryan, Marshall Law, King

A+: Kazuya, Devil Jin, Shaheen, Feng, Akuma, Nina, Xiaoyu

A: Alisa, Kazumi, Lars, Claudio, Yoshimitsu, Heihachi, Dragunov, Josie, Paul, Jin, Lili, Bob, Leo

B: Katarina, JACK-7, Asuka

C: Lucky Chloe, Gigas

It’s worth noting that there is hardly any divergence in the tiers at this point. It does look like Japan has had enough time with the game to come to a general consensus on what is working on the game. Further, it seems that people are starting to understand the Akuma matchup, as the Street Fighter crossover has nestled himself a place in the middle of the rankings.

With this information, it may be easier for people to start zeroing in on characters to play when this game releases on consoles in 2017.

Source: Flying Wonkey

Draw First Blood Against Gargos by Signing Up for Shadow Lords Early Access

The forces of darkness are marshaling themselves against Earth, and Gargos is raring to start his invasion. However, due to modern military simulations–and Iron Galaxy’s desire to makes some last minute tweaks–Killer Instinct players can now sign up to get early access to the new single-player Shadow Lords mode, ahead of its September 20th release.

By going over to the sign up page over on Ultra Combo, players can get a chance to receive a Shadow Lords token which gives them the ability to play this mode early. This is not a guarantee that you will gain access if you sign up; Iron Galaxy is checking to see if they do need more players to generate extra data to help balance the mode before launch, so don’t be disappointed if you do not receive a token. Also, this sneak peek of Shadow Lords is only available for Xbox One users–and elements of the game will change ahead of its official release.

You are allowed to stream, make videos or take screenshots of Shadow Lords if you do gain early access but do keep in mind, it’s still subject to change, so don’t go making that tutorial video on how to beat Gargos in two seconds just yet. You can check out some footage of Shadow Lords from back in August at Gamescom, if you are on the fence about signing up for a chance at early access.

Source: Ultra Combo

Enable Street Fighter V’s (Incomplete) Unused Stage Transitions and Finishes with This New Mod

Some time back, we reported on the fact that a set of unused stage transitions and finishes had been found in Street Fighter V. While interesting, the original discovery only allowed their animations to work in the Bustling Side Street stage. Now however, modders have found a way to get them to work in their proper stages.

TheChosenJuannn over at the r/StreetFighterMods subreddit has released a new mod that enables these stage transitions and finishes in their proper stages for the PC version of Street Fighter V.  Sadly, as you can see in the video below, the mod only shows the animation of the defeated character–the stages themselves seem to be missing more than a few models, textures, and animations. Still, it offers a glimpse into something that Capcom is likely adding sometime down the line.

Interested players on PC can find the mod over on Reddit. Take note that the mod only adds the right side transitions and finishes–the left side ones have yet to be made to work. More importantly, using these online can cause a disconnect when they’re triggered.

Sources: Reddit; SFV Mods Street Fighter V Mods

Daigo Umehara Fights Against Team East Coast Throwdown in this Special Street Fighter V Exhibition

Ahead of the actual tournament which would see Umehara fall against the American vanguard, East Coast Throwdown held a special first-to-10 exhibition where the Beast had to defend himself against a specially selected team of American players. Picked by ECT TO and all American hero LI Joe, Team ECT was composed of F3|Alucard, OG Shine, IFC Yipes, RN|Alex Meyers and Echo Fox|Julio, providing quite the challenge for Umehara to face off against.

What results is a 48 minute exhibition, full of high and lows, with players rotating in and taking a fair few games from the physical manifestation of Ryu. While Umehara was able to win the day in this exhibition, I can imagine this first-to-10 was a great way for the US to gain some cheeky notes on his play ahead of the tournament.

Source: Team Spooky

Paradise Storm Mika and Space Ryu Come to the Rescue in These Latest Costumes Mods for Street Fighter V

A couple of weeks back, Capcom shared some rejected superhero-esque costume ideas for Street Fighter V’s cast on the CFN Portal. Seeing these, more than a few fans were disappointed that these didn’t make the cut for the final game. Luckily, we have modder TheJamk coming to the rescue–at least for the PC version of the game.

First up, looking like a strange combination of Yatterman-1 and the X-Men’s Cyclops, is Space Ryu. The costume mod itself is nearly 100 percent accurate to the concept art, with only some minor differences with the visor and the cloth pieces from his headband coming out from the wrong place.

The second rejected costume brought to life is bunny-eared hoodie-wearing Paradise Storm Mika. Again, while the design isn’t 100% accurate to the original art, the differences here are even less noticeable than with Space Ryu thanks to the excellent job TheJamk has done in modeling the outfit.

Source: TheJamk