Team Liquid returns to Street Fighter V by signing Nemo and John Takeuchi

These signings are just the beginning of Team Liquid’s focus on Japanese esports.

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Team Liquid has announced a return to Street Fighter V competition in a big way by announcing the opening of their new Alienware-partnered training facility in Los Angeles, and carrying that partnership even further by bringing AW|Nemo onto the team! This is part of a new effort to make inroads into the Japanese fighting game community — and ultimately a bigger impact on global competition overall — and if Nemo wasn’t enough SFV muscle to sign on, they’ve also announced that John Takeuchi is joining the team. Check out the announcement video below:

Nemo is a well-known threat in competitive Street Fighter; he made a big splash at Capcom Cup 2017 by breaking in through the Last Chance Qualifier and crushing opposition with his Urien, all the way to the finals. John Takeuchi really caught everyone’s eye with his deadly Rashid play at Evo Japan, going toe-to-toe with legendary players and holding his own. Expect to see both of these fighters making waves on the SFV circuit this year. Read more on Team Liquid’s website.

team liquid takeuchi nemo banner website [edit]

Sources: Team Liquid (Twitter); Team Liquid

HyperX releases the Cloud Revolver Gunmetal gaming headset

A new edition of the Cloud Revolver arrives from HyperX.

Another headset option is now available from HyperX, the company that brought us the ubiquitous Cloud Stinger and the Cloud Alpha. The Cloud Revolver Gunmetal has hit the market; this new edition of their Cloud Revolver wired headset is compatible with any platform that uses the standardized 3.5mm jack — console, PC, smartphone, etc. While marketed more heavily towards the FPS crowd — “gunmetal,” after all — this is a headset you still might want to consider for your other gaming and streaming needs, if you enjoy the aesthetics. It has a lot of features to back up its looks, too. From HyperX:

Featuring the same award-winning sound, comfort and durability inherent in Cloud Revolver, the new gunmetal edition offers the immersive audio profiles engineered in the Cloud Revolver family, creating a larger sound stage for FPS and open-environment gameplay, as well as concert hall-like audio experience when listening to music.

HyperX Cloud Revolver Gunmetal uses 50mm drivers that directs sound into the ear for precise audio positioning and a clean, crisp sound with enhanced bass. The headset is versatile with its detachable noise-canceling microphone that is certified by TeamSpeak and Discord. The headset is designed to deliver ultimate comfort during long hours of gameplay with HyperX signature memory foam and premium leatherette on the ear cups and head band.

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Cloud Revolver is now available through HyperX’s network of retail and e-tail outlets for $119.99 MSRP. For more information on Cloud Revolver Gunmetal and global availability, please visit the Cloud Revolver webpage.

Features

  • Studio-grade sound stage
  • Signature HyperX memory foam with premium leatherette
  • Durable steel frame
  • Detachable noise-cancellation microphone
  • Directional 50mm drivers
  • Multi-platform compatibility

Headphone

  • Driver: Dynamic, 50mm with neodymium magnets
  • Type: Circumaural, Closed back
  • Frequency response: 12Hz–28,000 Hz
  • Impedance: 30 Ω
  • Sound pressure level: 104.5dBSPL/mW at 1kHz
  • T.H.D.: < 2%
  • Input power: Rated 30mW, Maximum 500mW
  • Weight: 360g
  • Weight w/ mic and cable: 376g
  • Cable length and type: Headset (1m) + Audio Control Box (2m)
  • Connection: Headset – 3.5mm plug (4 pole) + Audio Control Box – 3.5mm stereo and mic plugs

Microphone:

  • Element: Electret condenser microphone
  • Polar pattern: Uni-directional, Noise-canceling
  • Frequency response: 50Hz–18,000 Hz
  • Sensitivity: -40dBV (0dB=1V/Pa,1kHz)

Source: HyperX (press release)

SRK Forums will be offline temporarily during final steps of migration to Discourse system

The move to a new home for the SRK Forums is nearing completion.

Regular users of the existing SRK Forum system have undoubtedly noticed that they have gone offline for the moment; this is to facilitate the final stages of the migration process to the new host on the Discourse platform. Tom Cannon provided this update:

We’re migrating the forums to a new platform, Discourse! (https://www.discourse.org/). This will be a huge cost savings for us, allowing us to continue to host the forums long into the future. Discourse also has some cool new features, which you can check out on their site.

Because of the sheer size of the SRK database (15 years of posts!), the migration is taking a little longer than we had planned for. We’ve successfully moved the data over, and right now we’re ironing out some bugs like text formatting, fixing all the internal forum links to work with Discourse’s URL structure, etc. We hope to turn the forums back on late this week, or sometime next week. Thanks for your patience while we hammer this thing into shape.

So, sit tight — the Forums will be back up and running very soon, and we’ll be working to make them better than ever on the new system.

SNK Heroines: Tag Team Frenzy — SNK talks character selection, traditional controls, competitive potential, and more

There are a number of things about SNK Heroines: Tag Team Frenzy that more than a few players are wondering about. When SNK first gave out the details of the game, it was pretty obvious that the title wasn’t going to be your typical 2-on-2 tag team fighter. In a recent interview with Gematsu, SNK Heroines: Tag Team Frenzy producer Yasuyuki Oda and designer Kaito Soranaka — as well as NIS America producer Toshi Beppu and senior product marketing manager Travis Shrodes — talk about this.

Now, regarding whether or not the “SNK” in the game’s title means that it’s going to go beyond characters from The King of Fighters series alone, NIS’s Beppu confirmed that that there would be characters from “non-King of Fighters” games. However, for obvious reason, they could not reveal who they were at this time. In addition to this, Gematsu also threw out the question of whether or not the character customization system would allow for completely new custom characters. To this, Soranaka stated “there will be no making custom characters.”

Regarding the game’s simplified control scheme, specifically whether or not there would be a way to use a more traditional control scheme, producer Oda stated that “At this moment, there are no plans to add a traditional command control system.” Despite this however, Oda does think that the game has the potential to be played competitively. “We do see potential in this game being played on the competitive scene,” he states, “Ultimately it depends on how the users receive the game, and while the game may seem really simple at first, once you start to play it and see all the complexity it offers, we hope that the users see that side as well and hopefully the game has a presence in the competitive scene.”

Of course, this is just part of the interview. Head on over to Gematsu to read more!

Source: Gematsu

After teasing the update on Twitter, the ARMS 5.2 patch is live with bug fixes, some new features

ARMS has been given a new update, to version 5.2. Nintendo previously announced that the game would no longer get content updates; however, the game’s official Twitter account teased the addition of… something.

In the official tweet, Biff (the in-game ARMS League commentator) states a couple of things. First he mentions that information about new content is restricted due to the security of their PR office having been tightened. Then, he mentions that a friend from the ARMS Laboratory told him that “their experiments were a success.”

Now, while this wasn’t direct confirmation of new content coming in version 5.2, the tweet sure seemed to be hinting that something interesting was coming in the update. Well, the update is now live, and you can read the patch notes here. Aside from the addition of the Party Crash mode “Big Time ARMS” to regular battle and new gallery images, it looks like the patch primarily focuses on bug fixes and balance adjustments.

Sources: ARMS (Twitter) via Siliconera; Nintendo

Square Enix to reveal new Dissidia Final Fantasy NT character on March 13

Following up on the announcement of a new stage for the game, Square Enix is now set to announce another new character for Dissidia Final Fantasy NT.

The company will be hosting a special livestream for both the PlayStation 4 and arcade versions of the game on Tuesday, March 13 at 7:00 PM JST on YouTube. As part of the stream, they will be revealing a new character for Dissidia Final Fantasy NT.

Prior to this, Square Enix already gave out hints as to the who the DLC characters for Dissidia Final Fantasy NT would be. Aside from being from the latter half of the numbered Final Fantasy games, this one will also be a male character.

As for who this character may be, feel free to speculate in the comments below!

Source: Square Enix via Gematsu

Toshimichi Mori talks about BlazBlue: Cross Tag Battle netcode, and discusses GGPO technology in a GamesBeat interview

Arc System Works has given plenty of media interviews last month, during their visit to the United States. GamesBeat posted their lengthy interview with Toshimichi Mori, the producer of the BlazBlue series, and Daisuke Ishiwatari, director of the Guilty Gear games. The focus is on BlazBlue: Cross Tag Battle, and there are a couple of interesting questions about the game’s engine and netcode that should be of prime interest for fighting game aficionados.

After posing a few queries about differences in 2D and 3D design — including the use of Unreal engine in games like Guilty Gear Xrd REV 2 and Dragon Ball FighterZ — GamesBeat asks about networking technology. Mori states that it’s their in-house code. Ishiwatari continues by saying, “As much as we’re tired of hearing about GGPO, we are interested, and we’re researching that. But for this title, we used in-house technology.” Mori then expands on the answer:

With our in-house technology, if players are within a close distance, there’s no latency. However, with longer distances, we’re still testing, because there’s a possibility that players will experience some latency. But in any case, we do have the American and European audiences in mind. Latency is a problem we’re working hard to solve.

What we’re trying to do is, obviously we’re using our in-house technology, but we’d like to take some of the good stuff from GGPO and create a combination out of that.

The interview also talks at length about the complexity of game mechanics, and making BBTAG more accessible to a general audience. The auto-combo system is an evolution of the feature that appeared in previous games. Mori discusses some overall differences between Western and Japanese players, noting that Asian players tend to be more dexterous than US gamers.

Read up on the rest of the interview over at GamesBeat — and in case you missed it, also check out our BlazBlue: Cross Tag Battle developer interview as well.

Source: GamesBeat

Dekillsage parts ways with Team Critical Reaction

It seems yet another sponsored fighting game player has hit free agency, as following the recent news of Circa Esports dissolving after Evo, Splyce departing from the fighting game community and Punk leaving Panda Global, it was just announced that Dekillsage has officially left Team Critical Reaction.

Previously regarded as one of the biggest Teams in the NetherRealm Studios scene, Team cR has been the former home of the likes of SonicFox, Theo, Whiteboi, Cupcake, Dragon, HoneyBee, and Biohazard, and still currently sponsors Xarakamaka and Wound Cowboy.

A top player in Skullgirls: 2nd Encore, Super Smash Bros. for Wii U, and Marvel vs. Capcom: Infinite (and he’s also picked up Dragon Ball FighterZ), Dekillsage’s accomplishments include winning a myriad of Skullgirls tournaments, with his most recent results being a victory at Frosty Faustings XI. In MvC:I, he placed 3rd at NEC 18, won the Go For Broke Winter Championship, got 4th at Frosty Faustings X and 7th at Winter Brawl 12. In DBFZ, he finished 4th at Winter Brawl 12. You can see the announcement below:

We here at Shoryuken would like to wish Dekillsage all the best in his future endeavors, and hope he lands with another team soon.

Source: dekillsage (Twitter)

Capcom discusses the damage scaling for Ibuki and Urien’s V-Triggers & upcoming bug fixes for Street Fighter V Arcade Edition

Coming into Street Fighter V Arcade Edition, Ibuki and Urien players may have noticed something “off” with their characters. Specifically, the damage scaling for their original V-Triggers was higher the second time they used it in a combo.

Some may have thought this was a glitch meant to be addressed in Street Fighter V Arcade Edition‘s upcoming patch. However, in a recent post on their Japanese site, Capcom has stated that the added scaling was intentional. Specifically, they pointed to the versatility of these V-Triggers, and that the increased scaling is intentional. That said, it seems the scaling will be adjusted again in the upcoming patch.

Speaking of the upcoming patch, they’ve also detailed some of the other changes that it will bring. These are mostly minor fixes addressing specific interactions that weren’t behaving as expected. These do however include some changes that may affect balance, including fixing the glitch where Urien would retain invincibility in certain situations using his Tyrant Pressure V-Trigger, as well as removing Abigail’s ability to cancel into V-Trigger from the first hit of his Abigail Punch.

You can read the translated notes below.

About Urien and Ibuki’s V-Trigger scaling
  • For Urien’s Aegis Reflector (2nd mirror) and Ibuki’s Rokushaku Horokudama (2nd bomb), we’ve received feedback from the community that the scaling on these is higher when used in combos. Regarding this, we’d like to inform that this was an intentional decision, and that these are the reasons for it.
    • When the combo scaling applied will be 1 Hit (Same as 1 Attack Hitting)
      The increased combo scaling will not apply if Urien’s Aegis Reflector (2nd Mirror) or Ibuki’s Rokushaku Horokudama (2nd Bomb) hit as the first hit of a combo.
    • When the Combo Scaling Applied will be 2 Hits (Same as 2 Attacks Hitting)
      If the player incorporates Urien’s Aegis Reflector (2nd Mirror) or Ibuki’s Rokushaku Horokudama (2nd Bomb) as part of a combo, increased combo scaling will be applied.
  • Reason for Adjustment
    Due to the nature of Urien’s Aegis Reflector (2nd Mirror) or Ibuki’s Rokushaku Horokudama (2nd Bomb),  they can set up multiple high/low/throw mixups . Because of the many ways it can let players open an opponent up, we’ve decided to give them higher scaling when used in a combo.
  • About the Battle Adjustment List
    Although we’ve listed  “Upon activation, the counter for combo damage scaling has been increased from 1 hit to 2,” in the Battle Adjustment List under “Adjustments for V-Trigger activation”, we’re adding the specific notes for Urien and Ibuki under their respective sections in the Adjustment List.
Street Fighter V: Arcade Edition upcoming bug fixes
  • Akuma
    • Bug: When performing his Rakan V-Skill against Ken’s Shinryuken, Akuma would move backwards upon performing the Rakan Gokyaku.
    • Fix: Adjusted the movement value for Rakan Gokyaku, eliminating this phenomenon.
  • Menat
    • Bug: Active frames for each of Menat’s normal throws without her crystal ball were only 2F.
    • Fix: Fixed so that the active frames for each of her normal throws is now 3F, which is the same as with the crystal ball.
  • Urien, Ibuki
    • Bug: When activating their V-Triggers Aegis Reflector and Rokushaku Horokudama against an opponent already in hitstun, one extra hit was added to the combo scaling count.
    • Fix: Fixed so that when  Aegis Reflector and Rokushaku Horokudama are activated in a combo, the combo scaling count is the same as before.
  • Urien
    • Bug: When his V-Skill Metallic Aura active, if Urien absorbs an attack with armor during the forward dash attack movement of Tyrant Blaze, Urien would gain complete invincibility for the remaining duration of the move.
    • Fix: Fixed so that Urien will no longer lose his hurtboxes after taking a hit against the armor of Tyrant Blaze with Metallic Aura active.
  • Abigail
    • Bug: Abigail could cancel the first hit of Abigail Punch (all strengths) into V-Trigger.
    • Fix: Fixed so that Abigail can no longer cancel into V-trigger from the first hit of Abigail Punch.
  • Abigail
    • Bug: The forward movement part of Abigail’s max-charge Metro Crash gained an unintended number of armor hits.
    • Fix: Fixed so the forward-movement part of Abigai’s max-charge Metro Crash now only has 2 hits of armor.
  • Laura
    • Bug: When cancelling a normal into her Shock Dance, the proper combo scaling would not be applied.
    • Fix: Fixed to apply the proper V-Trigger activation combo scaling when cancelling a normal into her Shock Dance.

As for when these changes will hit, no date has yet been given.

Source: Capcom

– Feeling Crafty? Absolver Devs Invite You to Design a Mask

Artsy fans of Absolver will be interested to hear that a new contest has been announced. From now through March 25th, submissions are being accepted for custom-designed masks with four winners being selected. Three of the winners will be chosen by the community through a voting system and one will be selected by the developers. The latter mask will be included in the game. Community winners will each receive $50 / $25 / $10 Steam or PSN gift card.