Challenge opponents to (virtual) money matches with Rivals of Aether’s 1.2.2 update

Beefing with some random player you found in Exhibition Match? Well, Rivals of Aether‘s 1.2.2 update now allows players to place wagers on matches, so you can bet your hard-earned Aether coins on bodying that scrubby Zetterburn who keeps taunting after every stock.

During a friendly or exhibition match, you can challenge your opponent to throw down anywhere between 100 to 9,999 Aether coins on a set. These money match sets can be anything between a best-of-one to a best-of-nine, so please gamble your fake money responsibly.

As for the rest of the patch, its main goal is to nerf some of the stronger aspects of new characters Ranno and Clairen. Ranno’s hitboxes stayed out for a little too long and his knockback was a bit too much, so most of his aerials and the active hitbox on his tongue have received a touch-up. For Clairen, she received damage reductions on some of her non-tipper attacks, landing lag increases on choice aerials as well as reducing the active frames on moves like jab, down tilt and forward smash. She has received one mini-buff — Clairen can now cancel her aerial side-special with a double jump.

For all the full patch breakdown, check out the official Rivals of Aether website.

Source: Rivals of Aether

Tekken 7: Fated Retribution’s ver. Q update brings console stages to the arcade

The console versions having additional content has been something of a staple for the Tekken series, ever since the days of the original PlayStation. However, today’s modern, internet-connected arcades mean that the original arcade versions can now easily keep up with that content: such is the case with Tekken 7: Fated Retribution‘s upcoming ver. Q update.

The ver. Q update to Tekken 7: Fated Retribution will give the arcade version the stages that were added to the home console version. Specifically, these are G.CORP Helipad (Day), Violet Systems, and Infinite Azure.  Now, while this isn’t all of the console-exclusive stages, Bandai Namco has mentioned that there are plans to eventually add even more to the arcade version in future updates. Aside from these, the update doesn’t seem to add much else — specifically, no balance changes have been mentioned.

Tekken 7: Fated Retribution‘s ver. Q update hits arcades on November 14.

Source: Tekken-Official via Avoiding the Puddle

Injustice 2 November Update released, removes unblockable stage interactions

NetherRealm Studios has released their November updateforInjustice 2 on Xbox One, with the PlayStation 4 version of the patch soon to follow. While one of the main things changed within the game itself were to ensure compatibility on the Xbox One X, a lot has changed, including the removal of unblockable stage interactions. To account for their blockable status, base damage on the interactions have been increased.

Here are the full patch notes:

General Gameplay fixes

  • Patch is live on Xbox will arrive on PS4 early next week.
  • General and Online stability improvements
  • Added support for Xbox One X (including improved shadow quality, enhanced motion blur, better depth of field, overall higher quality post-processing, increased character detail, higher resolution, and HDR support)
  • Improved rewards for completing Guild Multiverse Tiers
  • Various Movelist corrections and improvements to AI logic
  • Legendary Multiverse Portals are now available for Captain Cold, Cyborg, Dr. Fate, Firestorm, Green Arrow, Poison Ivy, and Robin
  • Fixed some Credits / Mother Box / Multiverse exploits
  • The Meta Challenge “Don’t spend any meter during the match” is no longer affected by an opponent’s meter draining attacks
  • Multiverse Sidekicks now have a 3 ⅔ second cooldown (was 7 seconds)
  • Fixed many instances of the indicator incorrectly displaying “Counter” instead of “Punish”
  • Fixed a bug which was causing Down + Medium attacks to not be invulnerable to High Attacks during some of their recovery frames when continuing to hold Down
  • Background Bounce Environmental Interactions are now more consistent for all character regardless of facing and stance
  • Fixed an issue with Alternate Controls that allowed some special moves to be executed with shortcuts during pre-jump frames while Input Shortcuts option was turned off
  • Acrobat & Gadget Character’s Bomb Environmental Interactions now Jump/Plant the bombs 6 frames faster, have 14 fewer startup frames, hit mid (was unblockable), and the Jumps travel a shorter distance
  • New Nth Metal shaders are available for some characters.
Stage Specific Fixes
  • Arkham Asylum – Bench Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
  • Atlantis – Big Globe Throw & Globe Cluster Throw Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
  • Atlantis – Aquarium Bomb Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
  • Brainiac’s Ship – Drone Throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Fortress of Solitude – Ice Wall Punch Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Gorilla City – Dinosaur Skull Throw Environmental Interaction & Kudu Slam Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
  • Gotham City – Anubis Statue Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Joker’s Playground – Fortune Teller throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
  • Joker’s Playground – Barrel Throw & Barrel Roll Environmental Interactions now hit mid (was unblockable), and do 15 base damage (up from 10)
  • Kahndaq – Gargoyle Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (from 10%)
  • Kahndaq – Tablet Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (from 10%)
  • Kahndaq – Pyramid Punch Environmental Interaction starts up 4 frames slower, had its hit region adjusted and can no longer hit opponents in the air
  • Metropolis – Hitting opponent with the Diving Helmet Environmental Interaction causes a different reaction
  • Metropolis – Fixed visual issue with some super moves showing floating kegs during their cinematics
  • Red Sun Prison – Hanging Core Swing Environmental Interaction hit reaction has been changed, is now mid (was unblockable), and recovers faster
Character Specific Fixes
  • Aquaman – Fixed an issue where Aquaman’s trident could disappear if From The Deep Gear Ability was interrupted
  • Bane – Fixed a bug causing Legendary Straight Damage Augment to use the default cooldown timer instead of its own (1 second at level 1, 2 seconds at level 2, and 3 seconds at level 3)
  • Batman – Greatly reduced meter build when executing Batarang Toss & Up Batarang Toss
  • Batman – Release Bat, Bat Spin, and Bat Spawn Gear Ability no longer build meter on use
  • Batman – Fixed lingering visual effect on 122 if practice mode reset is performed at a specific time
  • Batman – Straight Kick (Jump + Medium) has it’s hit region slightly adjusted and has 5 less hit advantage
  • Batman – The hit advantage on Straight Grapple on an airborne opponent now more closely matches the hit advantage of hitting a grounded opponent
  • Batman – The cooldown on Mechanical Bats has been increased to 12 secs (up from 9 secs)
  • Black Canary – Low Parry and High Parry are now available in Practice Mode Reversal and Wakeup options
  • Black Manta – Victim region near the head slightly adjusted
  • Black Manta – The 2nd hit of Speared And Seared (Super move) will no longer sometimes cross up the opponent if the first hit is blocked while standing in the corner
  • Blue Beetle – Adjusted hit regions on several normal attacks
  • Blue Beetle – Slightly reduced combo damage scaling on Seeking Reach (Towards + Medium, Hard) & Flying Scarab
  • Blue Beetle – Reduced combo damage scaling on Blade Stab Meter Burn & Blade Barrage Meter Burn
  • Blue Beetle – Shield Slam has 17 less recovery frames on miss & Mandible Strike has 6 less recovery frames on miss
  • Blue Beetle – Blue Beetle’s wings no longer sometimes appear during moves while the Alien Cloak Gear Ability is active
  • Blue Beetle – Fixed view being obstructed when performing Mandible Strike Meter Burn in the left corner of Arkham Asylum Cell Blocks
  • Blue Beetle – Fixed a bug causing Legendary Character Power meter to sometimes stop recharging after an Arena Transition occurs
  • Captain Cold – Big Freeze Meter Burn duration reduced to 3 seconds (down from 5)
  • Captain Cold – Fixed a bug causing Glacier Grenade’s 14 recovery animation frames to be skipped
  • Captain Cold – Glacier Grenade duration reduced to 5 ⅓ seconds (down from 6 ⅔)
  • Captain Cold – Greatly reduced combo damage scaling on Cryogenic Blast
  • Captain Cold – Fixed bug which could cause Darkseid’s Punishment (Medium, Light) combo to sometimes destroy the Glacier Grenade’s collision
  • Catwoman – Slightly reduced forward walk speed
  • Catwoman – Low Evade is now much easier to execute with Input Shortcuts off
  • Catwoman – Fixed a bug that prevented Cat Dash from being able to be parried
  • Catwoman – The airborne 2nd and 3rd hit of Rising Claw can no longer be parried
  • Cheetah – Legendary Claws of Death now appears in Practice Mode reversal/wakeup options
  • Cyborg – Added new Cybernetic Sweep special move (Down, Away + Hard Attack)
  • Cyborg – Cyber Attack (Medium, Hard) now attacks with the weaponized big arm, has its hit region adjusted, has 2 more active frames, 1 less recovery frame on miss, and 1 more recovery frame on hit / block
  • Cyborg – Power Fist has 10 more block stun frames, 10 more block recovery frames, and can now be Meter Burned on block / miss
  • Cyborg – Power Fist Meter Burn now has increased pushback on block, 15 more block stun frames, 15 more block recovery frames, and recovers 5 frames faster on miss
  • Cyborg – Increased base damage of Techno Tackle and Techno Tackle Meter Burn by 2
  • Darkseid – Fixed a bug which could cause the Character Power Demon Blast to be pre-maturely destroyed when used on the right side of Slaughter Swamp
  • Deadshot – Reduced the meter gain when executing all Wrist Shot and Rifle special moves
  • Deadshot – Increased combo damage scaling on Assassin Knee
  • Deadshot – Wrist Cannon now has 14 startup frames (up from 11), 10 more recovery frames on block / miss, 6 less recovery frames on hit, and 6 less hit advantage
  • Deadshot – Deadly Assault Meter Burn can now be clashed.
  • Dr Fate – Can no longer Meter Burn Displacer Orb while Backdashing, during hit stun / block stun, knocked down, or performing a block escape
  • Dr Fate – Sharidum’s Lock Meter Burn is no longer immune to throws
  • Firestorm – Added new Heat Flux special move (Down, Away, Medium) which will gain Character Power meter while being charged
  • Firestorm – Atom Bomb gear ability input is now Down, Back, Hard and It now replaces Atomic Burst
  • Firestorm – Reduced the hit advantage of Molten Trap Meter Burn by 24 frames
  • Firestorm – Character Power fully charged time is now 12 secs (down from 12.5)
  • Firestorm – Eternal Flame now has 37 recovery frames (down from 58)
  • Firestorm – Heat Wave (Away + Hard) has 5 less hit recovery and can now be directed forward for increased range while adding 5 more recovery frames on block / miss
  • Firestorm – Vapor Jab (Jump + Light) now has 5 startup frames (down from 9)
  • Firestorm – Double Burst (Jump + Medium) had its hit region adjusted
  • Flash – Flip stance no longer slightly moves Flash forward or back and no longer causes visual issues when used repeatedly
  • Flash – Visual effects for Speed Zone Character Power no longer conflicts with “Unrivaled Speed” Epic Gear bonus when Quick Cooldown is active in practice mode
  • Flash – Fixed visual effects for Super move lingering on miss in certain circumstances
  • Flash – Fists of Fury’s follow up attacks have had their hit regions adjusted to hit more consistently
  • Gorilla Grodd – Straight Paw (Down + Light) has had its hit region adjusted
  • Green Lantern – Armor on Mechanized Assault (Super move) increased to 30 frames (up from 20)
  • Joker – Added new Death Spin special move (Down, Back + Hard)
  • Joker – Added new Stab-Aroo normal attack (Away + Medium)
  • Joker – The input for Chattering Teeth and Surprise Box Gear Ability is now Down, Down + Hard
  • Joker – Adjusted hit regions on several normal attacks
  • Joker – Crowbar Slam (Away + Hard) now recovers 5 frames faster on hit
  • Joker – BANG! has increased pushback on hit with +5 hit advantage (up from 0)
  • Joker – Side Order of Pie Gear Ability now has 20 frames of recovery on miss after the armor wears off and recovers 40 frames faster on block
  • Poison Ivy – Added New Chompy and Bitey Bash special move (Down, Towards + Medium)
  • Raiden – Victim region near the head adjusted slightly
  • Raiden – Fixed lingering FX from Power Bolt Gear Ability in certain situations
  • Raiden – Fixed Raiden’s victory cinematic blue dragon sometimes appearing one frame too early
  • Raiden – Character Power startup is now 1 frame faster, recovers 3 frames faster, has 1 sec longer duration, and the cooldown is 1 sec shorter
  • Raiden – Raiden’s throw now does additional damage if Character Power is active
  • Raiden – Raiden’s Lightning Trap Meter Burn Gear Ability no longer builds meter on block
  • Raiden – Fixed issue with the camera sometimes quickly moving when the Thunder Cloud (Light, Light, Medium, Away + Hard) combo is done in some corners
  • Red Hood – Victim region near the head adjusted slightly
  • Red Hood – Lethal Lunge Meter Burn base damage reduced by 1
  • Red Hood – Lethal Lunge has 5 more recovery frames on block and 5 less block stun frames
  • Red Hood – Lethal Lunge Meter Burn has its hit region adjusted, has 5 less recovery frames, 5 less block stun frames with reduced pushback, and 2 less hit advantage
  • Red Hood – Ground Mine base damage reduced by 2
  • Red Hood – Air Akimbo Blaze & Air Akimbo Blaze Meter Burn can now be clashed
  • Scarecrow – Character power base damage is increased to 1.5 (up from 1 per hit, with damage ticking every 90 frames (up from 60)
  • Scarecrow – Character power does reduced damage (2/3) while scarecrow is in hit stun
  • Scarecrow – Panic-Port startup is now 14 frames (down from 21), has 27 recovery frames (down from 29) and becomes projectile invulnerable after 6 frames
  • Scarecrow – Fixed Panic-Port smoke visual effects sometimes being misaligned if performed immediately following a jump
  • Scarecrow – Panic-Port can now be special canceled into Death Bed (Super move) after he teleports
  • Scarecrow – Ground Shaker (Hard) now has 15 startup frames (down from 17) and 1 less active frame
  • Scarecrow – Fixed issue with the view becoming obstructed during a forward throw in the corner of some Arenas
  • Scarecrow – Legendary Traumatize Meter Burn attack is now unblockable
  • Scarecrow – Fully holding Toxin Breath while Black Adam hits Scarecrow with his Character Power no longer sometimes causes Scarecrow to become unresponsive in some instances
  • Sub-Zero – Max base stat attributes changed to Health – 1150, Defense – 1450, Strength – 1600, Ability – 1650 (from Health – 1050, Defense – 1500, Strength – 1700, Ability – 1600)
  • Supergirl – Legendary Kryptonian Laser cancels no longer auto correct her facing
  • Supergirl – Fixed a bug where Air Straight Laser could sometimes auto correct her facing as it completed
  • Supergirl – Fully holding Frost Breath while Black Adam hits Supergirl with his character power no longer sometimes causes Supergirl to become unresponsive in some instances
  • Starfire – Max base stat attributes changed to Health – 1100, Defense – 1450, Strength – 1600, Ability – 1700 (from Health – 1050, Defense – 1500, Strength – 1700, Ability – 1600)
  • Swamp Thing – Refoliation & Trunk Punch (Hard) now have armor when executed while Swamp Thing is standing in Abigail’s Garden Character Power
  • Swamp Thing – Refoliation startup is now 16 frames (down from 17), active frames increased to 8 frames (up from 4), 7 less miss recovery frames, 3 less hit / block recovery frames
  • Swamp Thing – Refoliation Meter Burn startup is now 5 frames (down from 12) and has 1 more hit recovery frame
  • Swamp Thing – Log Kick startup is now 20 frames (down from 22) and has 10 less miss / block recovery frames
  • Swamp Thing – Bayou Bash can now be held to increased its range, when then results in longer recovery on block /miss depending on held time up to an additional 7 frames
  • Wonder Woman – Fixed Lasso Grab and Lasso Grab Meter Burn visual placement on Starfire
  • Wonder Woman – Adjusted input buffer window for doing a jump attack from Hermes’ Blessing (Air) Dash
  • Wonder Woman – Fixed Wonder Woman sometimes being hit by Poison Ivy’s Up Rooted (Down + Medium) or Quick Bloom (Away + Hard) after successfully parrying them

Source: WB Games

– ‘Recurrent Consumer Spending’ is the New Metric at Take-Two

Take-Two CEO Strauss Zelnick informed investors during a recent call that the new metric for games is “recurrent consumer spending” as opposed to pure game sales. “We’ve said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company. It may not always be an online model, it probably won’t always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board”.

– Project Z Preview Provides New Info About ChangYou’s Upcoming MMO

The good folks at Steparu have posted a fairly extensive first-look preview of ChangYou’s Project Z, a forthcoming “medieval style” MMORPG that is currently in closed beta testing in China. When, or if, it is slated for release in the West remains unknown. However, a few nuggets of information and a LOT of videos are included in the preview.

Final Fantasy IV villain Golbez joins the roster for Dissidia Final Fantasy Arcade

Revealed during one of Square Enix’s regular Dissidia livestreams, the dark wizard Golbez has been announced as the latest character to join the Dissidia Final Fantasy Arcade roster.

Golbez is a powerful spellcaster who excels at keeping opponents out with his various magic attacks. While many of Golbez’ spells are slow-moving energy orbs, his impressive speed allows him to pepper the screen with these projectiles and trap his opponent in a corner. In a change from his Dissidia 012 incarnation, Golbez’ Shadow Dragon fights alongside him at all times, even assisting the wizard during certain attacks.

Golbez will be added to the arcade version of Dissidia later this month, so expect the dark moon mage to be present in Dissidia Final Fantasy NT when it launches January 30th. Square Enix are also adding a new stage as part of this arcade update — the Stellar Fulcrum from Final Fantasy XI.

Expect more character announcements and news during Square Enix’s special 2nd anniversary livestream for Dissidia, happening on November 26th.

Source: Square Enix Japan

Street Fighter V: Arcade Edition will only include new V-Triggers at launch

Despite leaks insisting otherwise, the launch version of Street Fighter V: Arcade Edition will not introduce new V-Skills, V-Reversals, or Critical Arts — only new V-Triggers.

This information comes via the Japanese-exclusive “Valuable Edition” of SFVAE, which comes bundled with a set of keychains, an artbook — and most importantly, artcards which list the movesets for each character in Street Fighter V: Arcade Edition. Only one moveset is clearly visible in the promotional images for the Valuable Edition, and that is for the muscular motorhead Abigail.

According to HiFight, Abigail’s second V-Trigger is called “Hybrid Charge” and it gives him access to a new move called “Metro Flash.” Based on this description, I imagine Metro Flash works similarly to Zeku’s Idaten command dash, being a move which is only accessible when Abigail is in V-Trigger.

Collectors can pre-order the Valuable Edition of SFVAE over on the e-capcom store. Expect more information on potential V-System changes during PlayStation Experience this December, where Capcom will no doubt reveal more on both Street Fighter V: Arcade Edition and its upcoming third season.

Source: e-capcom via HiFightTH

Injustice 2 launches on PC on November 14

After months of looking enviously at their console brethren, PC players can soon finally get their hands on Injustice 2 on PC. Warner Bros. has announced the release date of the QLOC-developed port of NetherRealm’s DC comics fighting game for the platform.

Injustice 2 hits PC via Steam and the Windows store on November 14. When it launches, it will come with the same features from the console versions of the game. The PC version should also have the 3 Fighter Packs available for purchase, especially considering that the next character for Fighter Pack 3, Hellboy, becomes available for Ultimate Edition owners on the same day.

For those wondering about how the game — especially its online component — will play, a PC beta test is currently ongoing until November 10. In the meantime, here’s the full press release from Warner Bros.

Press Release

Of course, Injustice 2 is already available on PlayStation 4 and XBox One.

Source: Warner Bros.

– Aion Tempest is a New Mobile MMO Set 900 Years in the Past

NCSoft’s last game reveal is Aion Tempest, a forthcoming mobile battleground that is set about 900 years ahead of the events in the PC MMO. According to ThisIsGame, it features “a large-scale battlefield”. No video was shown of the game and no information about when it might be released was announced. However, four screenshots show off some pretty decent 3D graphics.