Fighting EX Layer on PlayStation 4 will be upgraded to Version 1.1.1 on November 30, patch notes now available

A long list of changes and improvements are inbound for Fighting EX Layer.

fighting ex layer fexl logo

Fans and competitors who enjoy ARIKA’s excellent fighting game Fighting EX Layer will want to take note that November 30 will see some big changes for the game. Not only will the long-awaited Steam version be launching, but that day will see the rollout of a patch for the PlayStation 4 version that bumps the game up to Version 1.1.1. The changes are extensive, and ARIKA has published the patch notes in English and Japanese on their Facebook page. Have a look at the English list below; there are numerous system upgrades alongside balance changes to both characters and Gougi decks.


[Version 1.1.1 Changes]
*New Additions
-When losing to the CPU, a [YOU LOSE] logo was added.
-When beginning an ONLINE match, a [YOU] marker is now displayed over your character. (Not every round)
-In Network Settings or Room Search, the option [Same Territory Only] was removed. (Steam version only)
-When inputting a Search Code or Password for a Casual Match, an Input Interface will be displayed. (Steam version only)
-Support for 10 languages was added to the in-game descriptions.
*Set Menus, Options, and some other parts will remain in the English Alphabet.
Supported Languages: Japanese, English, French, Italian, German, Spanish, Arabian, Brazilian Portuguese, Russian, Korean, Simplified Chinese, Traditional Chinese
*Please check the sample images -> https://www.facebook.com/media/set/…

*Bug Fixes and Balance Adjustments
-Fixed an issue where getting hit by Blaire’s Sliding Arrow while performing a moving attack would cause her to teleport to the opponent and throw them regardless of distance.
-Fixed an issue where it was possible to fulfill the [Hit your opponent with a Dashing Move] activation requirement in an unintended manner.
-Fixed an issue where Rosso’s Counter did not work on certain moves.
-Fixed an issue where jumping immediately before getting hit by the last hit of Spin Side Shoot would not activate the Hit Grab animation.
-Fixed an issue when playing as Garuda vs Skullomania where teching an airgrab would cause them to switch places.
-Fixed an issue where it was possible to connect with a Counter move after blocking an attack that stays active for a long time.
-Balanced the BGM volume when opening the Pause Menu.
-Fixed an issue where there was no leg hurtbox during Batting Hero.
-Fixed a rare issue while Hades is active where under certain conditions your opponent became unable to move.
-Fixed an issue where the CPU would occasionally fail to rise in Training Mode.
-Adjusted the camera during Jack’s forward throw.
-Fixed an issue where it possible to combo st.FP into cr.MK in certain situations (Blaire, Sanane, Pullum).
-Fixed an issue where Chain Combos would miss on a Skullomania’s crouching hurtbox (Hayate’s crHP would whiff).
-Fixed an issue where certain special moves would whiff on a crouching Shadowgeist’s crouching hurtbox.
-Fixed an issue where an unintended lingering hurtbox remained during Jack’s forward jump.
-Fixed an issue where stand blocking a Hard Attack would cause chip damage (D.Dark, Shadowgeist, Jack).
-Adjusted the frame data of Shadowgeist’s stMK.

[Gougi Changes]

*Hunting Dash
-Activation conditions changed to [Perform 15 Attacks from a Dash.]
-Now performed by inputting Down -> Up.
-The properties of the Hunting Dash have been changed.
-Using Hunting Dash now costs 25 Super Meter. (Will not work if you have less than 25 Meter).

*Teleport
-Activation conditions changed to [Dash for a total of 4 seconds].
-Now performed by inputting Down -> Up-Forward or Down -> Up to teleport in front of your opponent, and Down -> Up-Back to teleport above them.
-The startup motion has been slightly sped up. (11 frames -> 7 frames)
-The range of the teleport has been lengthened.

*Ghost
-Activation conditions changed from avoid contact with the opponent for 6 Seconds -> 12 Seconds.
-The time you stay invisible has been lowered from 90 frames -> 60 frames.

*Utsusemi
-The time you stay invisible has been lowered from 90 frames -> 60 frames.

[Other Adjustments]

-Update to the Gougi descriptions. (Shinobi, Hunting Dash, Teleport)
-Allen’s Expert Mode Challenge #16 has been changed.
-The command for Skullomania and Shadowgeist’s taunt has been changed. (The command list has been updated)
-The CPU’s use of Hunting Dash has been updated. (They will not perform it if they do not have meter)
-Added a visual cue to mark 50% of a Super Meter gauge.


Source: ARIKA (Facebook)


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Street Fighter V servers down for maintenance today, adding Holiday and Resident Evil costumes

The holidays begin in SFV later today — after the usual server outage.

With new content comes the usual server maintenance for Street Fighter V — and so, online services will be unavailable today between 11:00 AM PT and 5:00 PM PT:

This update will add a big batch of costumes to the Shop, specifically the new Resident Evil Crossover Costumes for Urien, Cammy, and Kolin, and the 2018 Holiday costumes for Cody, Falke, Blanka, and Sakura.

Click to view slideshow.
Click to view slideshow.

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Source: Street Fighter (Twitter)


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Street Fighter V for arcades gets a new name, new location tests in Japan

We’ve known for some time now that Capcom was finally bringing Street FighterV: Arcade Edition to actual arcades in Japan. Now, we’ve learned that the arcade port is getting a new title, and a new round of location testing.

Instead of just keeping the same name as the home versions (which already have “Arcade Edition” in the title), the arcade version of Street Fighter V will now be called Street Fighter V: Type Arcade. Alongside the announcement of the new name, Capcom has also announced a new round of location tests for this weekend.

The location tests are set to take place from November 30 to December 1 at arcades in Sendai, Tokyo, Kyoto, and Fukuoka. The specific arcades have been listed below.

As with the previous location test, this one will be using Taito Vewlix cabs with USB ports that will accept certain controllers. Specifically listed are the Razer Panthera, HORI Real Arcade Pro Hayabusa, and MadCatz Street Fighter V FightPad PRO.

Street Fighter V: Type Arcade is set to hit Japanese arcades on Taito’s NESiCAxLive system in 2019. In the meantime, check out these news screenshots of the game.

Click to view slideshow.

Source: Taito

The patch notes for this Wednesday’s Dragon Ball FighterZ balance patch have been released and translated

As previously reported, Dragon Ball FighterZ is getting a balance update this Wednesday. Now, the notes for this new balance patch have been released.

For those interested in seeing what’s being changed in this new update, GREATFERNMAN has translated and compiled the change list in English. The patch itself contains a number of general changes and bug fixes. Additionally, it also adds the data for the “Tenkaichi Budokai” mode, Christmas capsules, and the Z Trophy Room.

As for the character specific changes, many of the expected nerfs have arrived, including adjustments to Adult Gohan, Bardock, and Kid Buu. That said, some characters who some players were expecting to get buffed didn’t really get any big changes.

You can check out GREATFERNMAN’s translation of the patch notes (with their own notes on them) below, or on Evernote.

Dragon Ball FighterZ balance changes (by GREATFERNMAN)
All notes from GREATFERNMAN are italicized.
New Modes:
“Fighterz Tenkaichi Budoukai” added
    Initial exhibition dates will be announced in the future
“Christmas Capsules” added
    Available 12/5 to 12/31
“Z Trophy Room” added
System Mechanics:
Super Dash:
Fixed a bug where your characters position (left or right) affected the trajectory of super dash
Fixed super dash not ending immediately when it clashes with other moves
Fixed super dash’s trajectory acting strange when the opponent vanishes
Super Dash, Z Change, Guard Cancel Change:
Fixed a bug where the character immediately landed after hitting an opponent near the ground
Z Change, Guard Cancel Change:
Made hitstop on block the same as super dash
Guard Cancel Change:
Takes smash on hit
Increased recovery on hit
Increased untech time on hit
Z Assist:
You can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage)
Air Dragon Rush:
Added Head property
Vanish:
Fixed Z Change’s trajectory becoming weird when vanished against
Ground Dash:
Special moves can be done during the startup of dash now
Dragon Balls:
When a character is KOed, the game will now show how many dragon balls there are
Special Move Inputs:
Made it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier)
K.O Cinematic:
Fixed a bug where the animation continued when killing an opponent with a cinematic move

Characters:
SSJ Goku:
236L/M (Ground): Removed Head property
(A move having Head property means that Head invulnerable moves (2H, etc) will be invulnerable to it. This means that Goku’s 236L/M now cannot be invuled through with 2H)
SSJ Vegeta:
j.2H: Added more horizontal travel distance
Piccolo:
2S: Decreased startup. Increased hitbox
Assist: The orb no longer disappears during cinematics as long as Piccolo is still on screen
236L (Ground): Wall bounces on hit now
j.236L/H: Decreased startup. Changed the falling speed on hit. Increased untech time
3/6S: Increased hitbox. Knocks opponent back on hit. Changed effect on hit
3S: Decreased startup
Teen Gohan:
5LL: Changed the amount of vertical distance gained. Increased untech time. Added landing recovery
5LLL: Changed the movement speed. Changed the effect on hit. Increased untech time. Made the move Head property.
2S/j.S: Fixed a bug where the ki blast would not explode when hitting things like barriers
Frieza:
5LLL: Fixed a bug where the cinematic would play out in an odd way
214S: Changed the effect on hit if it hits on the way back
OTG lvl3: Changed the situations and timings during which the super can be done. Increased startup. Increased damage
Ginyu:
5LL: Decreased startup
5LLL: Made it possible to cancel into S moves during the Z Combo
Trunks:
236L/H (Ground): Removed Head property
Lvl3: Increased grab range
Cell:
2S: Made the initial hitbox larger. Blows opponent back on hit
Android 18:
Assist, j.214S: Barrier size increased
22S/j.22S: Can now protect allied Z Assists
Gotenks:
2H: Increased the hitbox on the bottom of the move in the initial frames (probably fixes antiairing teen gohan, kid buu, etc)
214S: Fixed a bug where the move would act strangely when it hit an assist
Lvl3: Recovery until landing on hit
Krillin:
j.2S: Fixed a bug where the ki blast would not explode when hitting things like barriers
236X/j.236X: Increased untech time
214S: Reduced recovery on whiff or block
Kid Buu:
236L (Ground): Increased startup
j.236LM (Air lvl1): Increased untech time if it hits on the way down. Made it cross up less often after hitting
Fat Buu:
5M: Push back reduced
5H: Decreased startup. Changed movement speed. Upper hitbox reduced
Nappa:
214L/M (Saibamen): Total duration decreased (Nappa recovers faster from plant)
214S: 2nd hit startup decreased
Android 16:
Z Assist: Blockstun decreased
214S: Made it a multi hit move
236S: Decreased startup. Recovery on whiff decreased
Lvl3: Fixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timing. Changed opponent’s distance after hit
Yamcha:
214X/j.214x: Untech time increased
All Wolf Fang Fist moves: Made it easier to combo airborne opponents
Tien:
214X/j.214X: Reduced landing recovery
Lvl3: Altered the damage distribution of the followups
Adult Gohan:
5H: Increase push back on block. Removes momentum
2H: Reduced the amount Gohan moves (probably doesn’t rise as high)
236HS: Increased damage when charged
Lvl3: Fixed a bug where the opponent would appear in the cinematic
Hit:
236LM/j.236LM: Changed the timing where Ultimate Z Changes are doable. Increased damage and changed the effect on hit when the cinematic does not play
236LM (Ground): Hitbox increased above
j.236LM: Changed effect on hit
Lvl3: Fixed a bug where Z Changed could be done at the same time as supers after this move hit the opponent
Goku Blue:
214M/H: Now teleports before attacking. Increased startup
236L/M: Reflects ki blasts earlier now
Vegeta Blue:
j.2H: Increased horizontal movement
214X/j.214X: Reflects ki blasts earlier now
Beerus:
214X/j.214X: Decreased startup. Increased movement speed
236S: Decreased startup. Decreased total duration
214S: Decreased startup. Added armor property during the middle of the move
Lvl3: Recovery on hit decreased
Goku Black:
236LM/j.236LM: Increased damage
236HS/j.236HS: Changed effect on hit
Android 21:
5M: Push back decreased
214S (Green) (Barrier): Can now protect allied Z Assists
Air Lvl3: Recovery on hit decreased. Blows opponent back on hit
Bardock:
214X/j.214X: Increased untech time
Lvl3: Increased recovery on hit. Changed distance from opponent on hit
Broly:
2H: Increased the hitbox on the bottom of the move (probably fixes antiairing teen gohan, kid buu, etc)
Various Special Moves: Armor starts earlier now
Vegeto Blue:
j.2H: Jump cancelable
j.236LM: Minimum damage increased
Zamasu (Fused):
5M: Increased movement speed
236S/j.236S: Made it easier to follow up into 236X/j.236X after
Lvl3: Fixed a bug where the hit effects would look weird in certain situations
Base Goku:
236LM (Kaioken): Increased buffer time on the follow ups
Kaioken (M follow up): Added invulnerability during the spin
Kaioken (S/2S follow up): Decreased start up
Base Vegeta:
2S/j.2S: Decreased recovery
j.2H: Decreased recovery. Decreased active frames. Decreased horizontal movement
Android 17:
236LM: Fixed a bug where the hit effects would look weird in certain situations
Cooler:
Assist: Fixed a bug where Cooler would not push the opponent back
j.236LM: Fixed a bug where the cinematic would look weird when this move killed

Sources: Dragon Ball FighterZ; GREATFERNMAN

Red Dead Online Rumored to Feature a Battle Royale-like Game Mode

Rumors about Red Dead Online have leaked ahead of the start of beta testing today. According to Twitter user “Illogical Mods”, the Make It Count game mode will pit 32 players fighting to be the last one standing in typical battle royale style with a shrinking map and a limited number of weapons. The leak also includes details about several other game modes.

Artifact Comic Series Will Have an Effect on the DOTA 2 Story & World

When Valve’s Artifact launches on Steam this week, it will be accompanied by a new comic series. The first issue, “Prelude”, is already out and according to the dev team, will have an impact on the story in DOTA 2 given the shared universe between the two games. “Artifact is more than just a Dota card game — it is a shared universe with a storyline that will deepen the history, expand the world and change the fates of the heroes of both games,” the site reads.

Wargaming Snaps Up Fractured Space Dev Edge Case Games

Wargaming is continuing to increase its presence in England thanks to the opening of a studio in Guildford. According to GamesIndustry.biz, Wargaming has purchased Edge Case Games, most recently developers of Fractured Space that ceased production last month. The 32 employees of Edge Case Games will be moving into the Wargaming office to increase the staff size to 55 as it begins production on an as-yet unannounced MMO.

M. Bison gets his classic look back in Street Fighter V: Arcade Edition with a new Fighting Chance costume

“Get lost, you can’t compare with my powers!”

Followers of Shadaloo that long for the classic Street Fighter II: The World Warrior look for their glorious dictator — back in the prime of his power, before those pesky Street Fighters started getting in his way all the time — will be able to find a new costume for M. Bison in Street Fighter V: Arcade Edition in the Fighting Chance mode, starting this week.

Look for the opportunity to go retro in Fighting Chance — alongside a swath of new premium costumes in the Shop — tomorrow, November 27th.

Source: Street Fighter (Twitter)


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SNK’s “e-Sports Support Program” has been expanded to cover online tournaments

SNK’s “e-Sports Support Program” was originally started in late 2016 only for The King of Fighters XIV, before it was eventually expanded to all of their fighting games a year after. However, this is the first time that the program will now support online tournaments as well as traditional offline ones.

Aside from now allowing online tournaments, the requirements remain mostly the same. Any tournaments that apply should have at least 20 confirmed participants in it. Additionally, the program is open only to tournaments that run before or on July 31, 2019.

It’s also important to note that, while online tournaments are now qualified, prizes including both prize pool bonuses and actual physical goods are still limited only to offline tournaments.

The full details for support can be found here.

Source: SNK

A new Dragon Ball FighterZ balance patch is coming this Wednesday

Hot on the heels of this weekend’s tournament at ARC REVO Japan 2018, a new patch has been announced for Dragon Ball FighterZ. The new patch will be arriving this Wednesday and will bringing some balance changes to the game.

The balance patch is stated to bring both buffs and nerfs to all characters in the cast. Additionally, a tweet from Ho-chan has listed a number of confirmed changes; specifically, Bardock and Android 16’s level 3s have been confirmed to be nerfed. This is in addition to one of Kid Buu’s most commonly-used moves is being nerfed, with one of his supers being buffed in exchange.

As for the rest of the cast, we’ll find out when the balance patch hits this Wednesday.

Source: Ho-chan


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