It’s showtime! Kamen Rider Climax Fighters is set to arrive on PlayStation 4

Riders from across history battle in a clash of the ages

Kamen Rider fans unite! Bandai Namco announced a PlayStation 4 exclusive fighting game featuring the iconic characters from the famed Japanese franchise titled, Kamen Rider Climax Fighters. The announcement trailer was first shown during the broadcast of its most recent series, Kamen Raider Break. The trailer holds mostly pre-rendered cutscenes but there is a brief glimpse of gameplay at the very end. Based on the small showcase of gameplay, it appears to be a for player arena-based fighter.

Whether the title is going to have four players fighting simultaneously or two players battling with two partners similar to J-Stars Victory VS or JoJo’s Bizarre Adventure: Eyes of Heaven has yet to be seen. Everything is speculation at this point, but this appears to be a diversion from the more traditional 1v1 style from the earlier Kamen Rider Climax Heroes titles.

For those less aware of the Kamen Rider franchise, it all began 46 years ago when Cyborg 009 creator, Shotaro Ishinomori developed the series for Japanese television. Kamen Rider focused on more personal plots with a singular main character as opposed to the group based structure of the Super Sentai series. The series has spawned multiple seasons and is featured in a variety of media.

An American adaption of Kamen Rider Black RX was released in 1996 called Masked Rider and ran for a total of 40 episodes. The series was produced by Saban Entertainment and Toei Company, Ltd, the same companies behind the massively popular Power Rangers series which adapts content from the Japanese Super Sentai franchise. Kamen Rider saw a brief revival in 2008 with the independently produced, Kamen Rider: Dragon Knight. This series was adapted from Kamen Rider Ryuki and also lasted for 40 episodes but was not enough to ignite massive western interest like the Power Rangers.

It would be great to see more Kamen Rider content in the west, so here’s to hope that the game sees localization. Watch the announcement trailer below and brush up on your Kamen Rider knowledge to get the most out of the upcoming title! Henshin!

Sources: Bandai Namco; DualShockers

New EX flash and potential V-Trigger change for Ryu found within Street Fighter V

Digital prospectors are still working hard in the Street Fighter V datamines, trying to find any hints of new content that could be coming in Season Three. The most recent finds have been a new EX flash which sees characters glowing red, and a potential change to Ryu’s V-Trigger.

First off, let’s deal with the EX flash. Found by Killbox, this new animation has characters surrounded by a red aura, instead of the usual yellow EX flash. You can see it on Menat in the Tweets below:

Naturally, people have been speculating as to what this red EX flash could relate too. Some think it could be tied to the final DLC character’s EX moves or that it may be to do with the rumored changes to Street Fighter V‘s V-System, based on its red coloring. Hell, maybe it’s the return of Street Fighter IV‘s Red Focus.

As for Ryu’s V-Trigger change, this comes from a new video from X-Kira which shows off a new animation for when Ryu activates V-Trigger. The animation change is only slight — Ryu has his left hand open, instead of having it closed when he goes into V-Trigger. While this looks like credible evidence for a new V-Trigger for Ryu, X-Kira has jumped the gun and said that this is a prototype stance for an Evil Ryu transformation. With the Ryu model lacking any extra details or associated particle effects, this is quite a leap to assume that this is Ryu transforming into his Evil form.

Based on the Story Mode for Street Fighter V, it’d make more sense to have Ryu tapping into the Power of Nothingness, rather than the Satsui no Hado. In any case, it’s looking more and more likely that Capcom are planning to overhaul Street Fighter V‘s V-System in Season 3, with all characters potentially getting new V-Triggers.

Sources: Killbawx; X-Kira

The Tick infiltrates Shadaloo with this PC mod for Street Fighter V

In the mid ’90s, comical super hero The Tick charmed his way into the heart of America with his unyielding passion for justice, clumsy hero antics and love for BLT sandwiches. Now, the harbinger of mighty blue justice comes to life in Street Fighter V with this PC mod by THEJAMK.

Ironically, the modded skin has been assigned to the Shadaloo boxer Balrog, whose life of crime and violence would certainly not be approved of by the true hero in blue. Since it’s unlikely that The Tick will make an appearance in Injustice 2 any time soon, this mod will have to do.

You can watch The Tick hop into action in the video below.

Source: Best PC Mods

Arcade Stick Indonesia announces release of modular Korean stick modification kit

Korean arcade levers have long been argued to be the best possible sticks to use for Tekken, with players of the game often hunting for Myoungshin and Taeyoung Fantas to help make their Electric Wind God Fists that much easier to pull off on arcade stick. One of the nagging issues with the style of stick is the difficulty to actually modify them as opposed to Japanese sticks, which have a wide variety of customization options available.

Wazwuz of Arcade Stick Indonesia is changing that and has announced the Golden Fanta modification kit. This kit will not only allow for performance modifications such as interchanging the Myoungshin and Taeyoung grommets for resistance, but also the ability to customize your lever cosmetically with standard ball and bat tops for Japanese-style sticks. This definitely makes Korean style sticks more appealing to the broader market of fighting game players. While this currently will only work with Myoungshin or Taeyoung Fantas, a Crown alternative is in the works.

Source: IPlayWinner

Reddit AMA with Alex Jebailey and thehadou shares tips on community and event building in the FGC

Two big names were flying together to Japan. What to do on such a long flight? When traveling to Tokyo’s Tekken Masters event, rather than sleep through it, Alex Jebailey and Rick “thehadou” Thiher decided to get on Reddit and do an “Ask Me Anything” session.

Other than questions inquiring the true nature of hot dogs, there are several advice pieces regarding growing events and creating a scene. Check out some of the highlights here:

Q: Question for the both of you. What is the first step in taking your local community from the local stage to the national stage?

A: Honestly, the first step is not trying to go national. Running a local gathering, then a tourney large enough to attract your state, followed by your tri-state area, followed by your region, followed by the country is the way I’ve seen successful nationals appear. The nice part of that order, as with your initial question, is that what you should do is the same. Throw consistent tournaments.

The more regular your tourneys, the more promotable they are. The more promotable they are, the better chance of attracting players. The more players that attend, the larger your tournament will be. At some point more players means going to the next size up venue or production wise. After enough scale ups, you’ll have produced a nationally attractive, stable tournament. Plus side of slow scaling is your staff pool will also grow with you.

Fair warning, that usually takes years.

Q: Question for both: do you like how Capcom is handling Street Fighter V and Marvel vs. Capcom Infinite? Do you think everyone is being ‘too negative’ like what James Chen says? As TO’s, how do you feel about esports and is esports a part of the FGC?

A: Many aspects of SFV and MvCI have confused me from a marketing standpoint, but I recognize as a longterm FGC guy I’m likely not the target audience for marketing anymore either.

Most of SFV’s goals align with what I want to see from the game. It has had event support, consistent DLC plans including characters, stages, and costumes, tournament support bundles, and (as Season 2 has done well with) different play-styles available in the cast. How successful it has been on those fronts is debatable. Having seen the backend of game development and esports promotions I’m regularly happy just seeing something reach market though. Lots of roadblocks exist in the way of what looks like even simple things.

For MvCI I think we could’ve used more direct capture gameplay.

We’re hyper critical because we care. That negativity has a price when casual consumers read it, but whether we’re too 1 way or another isn’t for me to decide.

The arrival of the bright-lights version of Esports was inevitable as we’re a dope community. Nowadays it is also a part of the FGC from coast to coast. The part that matters more to me is how the culture continues to advance, mutate, and evolve now that we have so many different types of games, players, events, and content. That’s a pretty long conversation on its own though.

Q: What’s the most common mistake you see events making? What’s your favorite event that you aren’t part of the staff for, and why?

A: Understaffing and a lack of pre-planning are the most common mistakes. Both usually stem from a single person or a small team thinking they have all the bases covered. It always takes more people and more knowledge to run an event than you have when you decide to build one. So asking questions, keeping communication consistent, and building a large support network is super important.

Super Smash Con. The event is well on its way to combining all the different parts of conventions and tournaments that I find enjoyable into a single weekend. Best part is they are still improving and have a lot of room to grow.

Q: What’re your thoughts on the recent pressure to get all Majors as 24/7 venues? Do you feel this will be a “necessary evil” as the scope of events continues to grow?

A: I think the push for 24/7 venues is largely unrealistic. As one of the people responsible for their rise in popularity it is something I think about regularly. 24/7 venues are extremely expensive at most locations, and they are outright unavailable at the majority of venues big enough to host a convention size FGC event. To me the necessary evil becomes sacrificing things like 24/7 venues to book a venue large enough for everyone to have walking space.

Combo Breaker has been very fortunate to be able to host, insure, and staff a 24/7 space; but I always tell people we might not be able to keep it year-after-year.

I greatly enjoy the endless games and true casuals hours a 24/7 venue creates. I am not always sure we couldn’t achieve a similar enough experience having a 2 or 3 AM closing time though. We’ll have to see what happens over the next couple years.

There’s a ton more answers on the entire Reddit AMA, so make sure to give it a read.

Source: r/StreetFighter

Returning ‘proximity guard’ mechanic in Marvel vs. Capcom: Infinite sparks debate

While Marvel vs. Capcom: Infinite will brings with it a number of never before seen systems, it’s trying to temper these with a number of classic mechanics from the older games that were missing from its immediate predecessor.  One such returning mechanic however is causing some debate among players — full screen proximity guarding.

For those not familiar with it, proximity guard is a mechanic that causes characters to block if they’re within a certain distance of an attack. In the older games in the Marvel vs. series, such as Marvel vs. Capcom 2, this set distance happened to cover the whole screen. Marvel vs. Capcom 3 and Ultimate Marvel vs. Capcom 3 however did not have the same proximity guard distance.

Marvel vs. Capcom: Infinite seems brings full screen proximity guarding back. Chrome Alchemist pointed the mechanic out in a recent tweet. Suffice to say, he wasn’t happy with it, saying that it would “hurt the game.”

However, veterans of past Marvel games were quick to point out the fact that the mechanic was in prior games in the series, and that people shouldn’t make assumptions about its inclusion in Infinite. The first of which was Splyce’s Ryan “Filipino Champ” Ramirez, followed by Prosodi J. who included a demonstration of it in action in Marvel vs. Capcom 2.

In addition to this, Michael “Yipes” Mendoza further pointed out how the mechanic actually added depth to movement in MvC2, with it putting a premium on learning to use dashing and advanced movement to avoid it.

Now Yipes does have a point, the mechanic does add another layer to movement and spacing (and its removal is one of the myriad of reasons fundamentals feel different in the MvC3 games). That said, not everyone is happy with it, or the reasoning of these players, especially with how awkward the mechanic looks. Debate over it is happening over in the Twitter replies to these tweets, as well on the r/MvCI subreddit, and out own forums.

Do you think the return of full screen proximity guard is a good thing or a bad thing? Share your thoughts in the comments below.

Marvel vs. Capcom: Infinite launches on PlayStation 4, Xbox One, and PC on September 19.

Sources: Chrome Alchemist; Splyce|Filipino Champ; Prosodi J.; IFC Yipes; r/MvC3; Shoryuken forums

Zany new trailer shows off Dragon Ball Xenoverse 2’s Switch exclusive features

This fun trailer reignites the Xenoverse 2 flame for a new audience

While the upcoming Dragon Ball FighterZ is receiving a well-deserved amount of publicity, it is important to remember that Dragon Ball Xenoverse 2 will soon be releasing on the Nintendo Switch, with a variety of new ways to play. Bandai Namco recently released a trailer showing off the port’s Switch-specific features, and they certainly take advantage of Nintendo’s unique hardware.

Up to six players can play together competitively or cooperatively both locally and online. Players can even go head to head with one set of Joycon controllers, effectively sharing the joy and frustration of couch-side combat. Perhaps the Switch version’s most unique feature is the addition of motion activated special moves. This feature echoes memories of the Wii versions of Dragon Ball Z Budokai Tenkaichi 2 & 3, but the Switch version’s motion controls are bound to be more accurate thanks to improved hardware. This might be the closest we get to feeling like Goku and company, aside from Dragon Ball VR, found in Bandai Namco’s VR arcade in Shinjuku.

Dragon Ball Xenoverse 2 releases on Nintendo Switch in just a few short weeks on September 22. Check out the entertaining new trailer and all of the Switch-exclusive features yourself down below!

Sources: Bandai Namco; Kotaku

Killer Instinct 3.9 patch notes

With the recent release of the Ultimates Monster Pack, the support for Iron Galaxy’s Killer Instinct continues with the release of the title’s next large balance update, version 3.9. Rukari notes that, though characters such as Fulgore, Kan-Ra, Spinal and Sadira have been a difficult challenge to balance over the years, they feel that after this patch the game will be in a pretty satisfactory place in terms of balance. This will likely being the game’s last big balance update for the foreseeable future. It was also mentioned that details about the long-awaited Steam version of KI will be released soon, and that the team is looking for it to drop within the coming weeks, rather than months. (The Killer Instinct comic book will also begin releasing in September.)

As is customary with new character releases, Eagle is the subject of the most changes, with this being his initial set of modifications following his arrival to the roster. He’ll be losing his corner Arrow Rain loop, due to their now reduced hitstun, bird attacks and commands have been adjusted to remove any safe Counter Breaker attempts he once had, as well as being able to use the bird to combo off of Throw Techs. Many other fighters have seen adjustments to their damage and frame data as well. You can see the full list, as well as a video of Rukari narrating some of the more notable changes, below.

System Changes:

  • Fixed an issue preventing Opener -> Instinct Cancel -> Ultra from working if the move you performed had a non-hitting “landing” (recovery) sequence your character is forced into immediately on hit. Jago Wind Kick.
  • Fixed an issue that caused damage from some throws to not reset the potential damage healing process as expected.
  • Fixed an issue that could cause a reset into an opener attack to sometimes have followup manuals be unbreakable.
  • Fixed an issue that could cause your gravity to get stuck at a lower value if your opponent was hit out of the early frames of a ground-to-air Counter Breaker attempt.

 

Thunder:

  • Shortened the window for inputting an Ultimate after starting Thunder’s Ultra to avoid a situation in which the characters could become misaligned.

 

Sadira:

  • [Sadira was a very strong character in both Season 1 and Season 2, and throughout Season 3 we tried to increase her fun factor without making her too overwhelming. While we are happy with where her fun factor ended up, we saw the need for her to hit just a bit harder in some key areas in order to help her compete with the current cast.]
  • Instinct Webs no longer gain a first hit damage bonus.
  • Instinct Web damage raised 500% (from 2 to 10)
  • Instinct Webs now deal 1 chip damage (was 0) [These three changes combine to give Sadira much higher damage from webs both upfront and in combos, without the upfront damage being overly high due to the first hit damage bonus.]
  • Web Cling (Damage) Ender damage increased by 25% [Sadira’s damage ender doesn’t hit much harder than her exchange ender, which gets her better setups, so we amped this one up a bit to make it more worth it]
  • Fixed a bug that let Sadira cancel early jump frames into auto doubles and linkers outside of instinct.
  • Fixed a bug that could cause Lv1 Blade Demon ender to drop in some situations.

 

Spinal:

  • [Spinal is difficult to adjust because of how strong his momentum can be. We noticed that many of his bad matchups include strong air priority characters, so we wanted to give him some slightly better ways to handle characters at awkward air angles without buffing his ground game.]
  • Jumping LP hitbox extended to cover more space above Spinal.
  • Jumping MP range extended to reach farther away from Spinal.
  • Jumping MP is now active for 2 additional frames.

 

Fulgore:

  • [Fulgore has been pretty difficult to balance. We’ve adjusted his rushdown, his zoning, and his instinct during Season 3 and he is still an extremely powerful character, which shows how tricky it is to find the sweet spot for him. Now that the dust has settled a bit, the team feels confident that Fulgore now has the weaknesses we intended him to have, but on the journey to this spot, we went a little far in a few areas. These buffs will not send Fulgore over the top again, but should help with some small quality of life aspects of his game.]
  • Raised Energy Bolt damage by 42% (from 7 to 10) [This gives him more zoning damage and more damage on his Energy Bolt into Teleport mixups]
  • Raised Light Cyber Uppercut damage 33% (from 15 to 20)
  • Raised Medium Cyber Uppercut damage 16% (from 12 to 14) [Usually, you’d expect the heavy version of a move to do the most damage, but in this case we wanted the reverse. The benefit of the light uppercut is the highest damage and most invulnerability, while the benefit of the heavy version is more potential damage left behind and multiple hits.]
  • Light and Medium Eye Lasers can now be Pip Cancelled into Energy Bolts. Heavy Eye Beam still cannot be. [This is a big buff to pip cancels and these versions of Eye Lasers, and as a result, his instinct mode as well.]
  • The minimum reactor spin speed has been increased slightly. It now takes about 10 seconds at the lowest speed to build one pip, instead of 12.5 seconds. [Fulgore’s weakness should be the odd way in which he gains meter. The old instinct mode gave him so much free meter per game that this weakness didn’t matter. Now that we have things functioning the way we want, we feel his default ‘slow’ meter gain is just a hair too low. Over the course of an average match, this should result in 3 to 5 more pips than you used to get.]

 

TJ Combo:

  • Reduced the combo breaker window on a successful Tremor by 4 frames. [The tremor moves have one of the largest breakable windows in the game, even after this change. This just tightens it up a bit.]

 

Kan Ra:

  • [Another character with a very complex moveset that has proven difficult to balance, especially due to how much he benefits from training mode experimentation. After watching Season 3 Kan-Ra players, we decided that he struggled just a bit too much up close, now that getting closer to him is slightly easier than it was in Season 2. We adjusted some frame data on his close normals that should allow him to fight back without having to always commit to a negative on block special move.]
  • Standing LK is now 0 on block (was -2) [This is a big change for Kan-Ra, as it lets him use his fastest normal to try to push enemies away from him with much less risk.]
  • Standing LP is now +1 on block (was -2)
  • Standing LP is now +1 on hit (was -1)
  • Fixed a bug causing standing LP to deal less hitstun on counterhit than normal
  • Crouching LP is now -1 on block (was -4)
  • Crouching LP is now 0 on hit (was -2)
  • Crouching MK is now -2 on block (was 0)
  • DownBack + MP range increased [We did a review of the rest of his frame data and attack boxes after changing standing LK to be 0 on block to make sure the rest of them made sense around that change. Slower normals are better on block or have increased range to compensate so you aren’t just pressing standing LK and nothing else.]
  • Wall Splat enders are now +23 (was +13), allowing new combos and setups, and making it easier to land them consistently on different sized opponents. [Some characters could not be thrown before recovering from a Wall Splat, so adding more time fixed this issue and made Kan-Ra’s options off of a Splat more versatile.]

 

Riptor:

  • Fixed an issue preventing Riptor from using her run forward or back to avoid Shin Hisako’s Creepy Hands.
  • Fixed a bug causing the final hit of Shoulder Charge Enders levels 2-4 to add 10 KV.
  • Fixed a bug causing close standing HP to deal less hitstun on counterhit.
  • Fixed a bug that caused crouching HP to cause a hard knockdown on juggled opponents.

 

Aganos:

  • Fixed an issue that could cause Payload and Ruin enders to fail if a wall already existed at just the right (wrong?) ranges.

 

Hisako:

  • Increased the range from which Hisako can trigger an Ultra. [Hisako’s ultra would not trigger off some of her far manuals, so we increased the range at which this is allowed to happen.]

 

Cinder:

  • Reduced the PD output of Inferno on block by 20%
  • Reduced the PD output of Shadow Inferno on block by 22% [Cinder has made great use of the PD/Breaker changes, and is in a good place overall. We wanted to reduce the PD he generates from his Inferno moves a bit to reduce the pressure on his opponents slightly, but we’ve left the PD on his Burnouts the same. He still won’t have any trouble generating Level 4 enders.]
  • Increased the range at which Cinder can trigger his Ultra.
  • Fixed an issue that could cause his throw to whiff its final hit against Mira in the corner.
  • Fixed an issue that could cause manuals after Pyrobomb explosions in some situations to be unbreakable.

 

Aria:

  • [Most players agree that Aria is incredibly strong in Season 3, but because she promotes so many interesting decisions on offense and defense, and because she can often be quite fragile, we didn’t want to adjust any of her most interesting mechanics. In this patch we touched on just one of the moves that seems to cause many characters trouble, while keeping the rest of her very strong gameplan intact.]
  • Reduced the range of Jumping MK
  • Reduced how far back Jumping MK pushes Aria
  • Reduced the blockstun from Jumping MK by 8 frames [This move is a key reason why Aria, in any body, can be extremely frustrating to fight against for a large part of the roster. This change weakens the move just enough that Aria players will need to be more thoughtful about when and where to use it.]
  • Both medium auto doubles now last 6 frames longer, making them more similar to the speeds of other medium auto doubles. [People complained for a long time about Aria’s Medium Punch Auto Double being very fast, but her Medium Kick one was just as fast. We’ve slowed them both slightly.]

 

Shadow Jago:

  • Dark Fury (Damage) ender damage increased by 20% [The damage on this ender wasn’t much higher than his hard knockdown and exchange enders, which both give him better setups. We’ve increased the damage to make this ender more worth it.]

 

Rash:

  • Fixed a bug causing his Exchange Ender to do the damage of his Splat Ender, and his Splat Ender to do the damage of his Exchange Ender. [Rash’s wall splat pressure is very strong, so this bug fix which slightly lowers wall splat damage to its intended value will help players survive the onslaught just a little bit longer.]
  • Fixed a bug that could cause the Lv2 and Lv3 Big Bad Boot enders to drop when cancelled late after a light auto double.
  • Fixed a bug causing auto doubles to fan the flames incorrectly when burned out by Cinder.
  • Fixed an issue causing Big Bad Boot to deal less damage than expected on counterhit.

 

Arbiter:

  • Fixed a bug that caused Arbiter to get cursed when parrying certain status-effect inducing attacks, and could let Jago heal with Instinct Endokukens even if Arbiter parried them.
  • Fixed a bug that caused the whiff version of Shadow Mercy’s Demise to not spawn its attack box. You may now be able to catch someone trying to jump over this now.
  • Extended the duration of the force block box on Medium, Heavy, and Shadow Truth Seeker to fix an issue preventing the Random Block option in training from being able to block this move.
  • Fixed an issue causing Jumping F+HK to push back farther on counterhit than expected, and deal less hitstun than expected.
  • Fixed an issue causing the counterhit versions of all Gunbutt attacks to deal less damage than expected.
  • Fixed an issue preventing Arbiter from Shadow Countering projectiles while shielded.

 

Mira:

  • [Our main change to Mira this patch has been to slightly adjust her control over the neutral by giving her slightly less access to meter, making decisions on spending meter more important, and making perhaps the best shadow move in the game work in slightly fewer situations. Overall, we are happy with how the rest of Mira’s strong gameplan is meshing with her crucial blood health weakness.]
  • Reduced the meter gain from Bat projectiles by 23% [It used to take 7 full sets of bats to build a meter, and now it takes 9. Overall this is a pretty minor change, as Mira can simply go in on her opponent to gain meter as needed.]
  • Shadow Bats now starts up in 16 frames (was 12) [This is a bigger change for Mira. Shadow Bats are not a true block string from all the same attacks as before; notably, canceling from medium normals and both medium and heavy Reaping will leave a gap to launch a projectile invincible attack, while light Trephine and all heavy normals work as before. Mira has to take slightly more risks to ensure Shadow Bats will be blocked so she can mix up behind their cover.]
  • Standing HP can be cancelled on hit/block 1 frame sooner. [We also moved the cancel window up so it would be a true block string into the new slowed down version of Shadow Bat]
  • Increased the range at which Mira can trigger her Ultra.

 

Gargos:

  • Izzik’s special now does 1 chip per hit (was 0)
  • Dretch’s special now does 3 chip damage (was 0) [We reduced a lot on Gargos over the last few updates. We felt that the minion special moves doing chip was a good reward for Gargos protecting his minions for a while, which is now harder due to their expanded vulnerable boxes, so we put this back the way it was.]
  • Medium Reckoning damage increased by 20% [Adding just a little more reward back to the anti air version of Reckoning will reward Gargos players who have great defense.]

 

Shin Hisako:

  • Spirit Orbs will now be destroyed if they go off screen for more than one second. [Shin Hisako’s ability to run away was very powerful against a lot of the cast. This change ensures that when she teleports behind you, it must be pretty quickly after the orb goes off screen, and the farthest she can appear behind you is the screen edge.]
  • Fixed a bug allowing Shin Hisako to cancel out of her Linker Shadow Shin On Ryo Zan after the fourth hit, causing the final fifth hit to not come out.
  • Increased the range from which Shin Hisako can trigger an Ultra. [Hisako’s ultra would not trigger off some of her far manuals, so we increased the range at which this is allowed to happen.]

 

Eagle:

  • All air arrow shots will no longer auto correct to face the opponent.
  • Hitstun on Lv2 and Special arrows reduced by 2 frames. [This removes his corner Arrow Rain loop.]
  • Any bird attacks in progress will be cancelled immediately if you input a Counter Breaker or a Shadow Counter. [This removes safe Counter Breaker attempts]
  • You can no longer command the bird while attempting a Shadow Counter. [This, along with the above change, removes safe Shadow Counter attempts]
  • You can no longer command the bird while teching a throw or having your throw teched. [This removes throw tech punishes]
  • Added 4 more frames of hitstun on Wingspan’s Surprise Knee followup, making comboing off of this on a grounded opponent more consistent.
  • Fixed a bug that could cause the charged up arrow state to get stuck and carry over to Rain Shot, Scatter Shot, or Throws.
  • Fixed a bug causing Air DF+HP Arrow to mess up Eagle’s air momentum if he jumps over his opponent.
  • Fixed an issue causing Cinder’s flames to fan any time Eagle aimed his bow or released an arrow, instead of just on the initial button press.
  • Fixed a bug that could cause Bird attacks to not count as openers.
  • Fixed a bug causing his Shadow Counter to hit on frame 10 instead of the intended frame 8.
  • Fixed a bug that could cause Eagle to dash away from his opponent using a broken animation when attempting a Counter Breaker from certain frames of his Wingspan Linker.
  • Fixed a bug causing the bird to go farther away from Eagle than expected when performing Sonic Screech with his back to the corner.
  • Fixed an issue that could cause a force block hitbox to get stuck on the bird when performing the QCB+3K command to trigger Bird Magnet.
  • Fixed an issue preventing the player from kara canceling into Shadow Scatter and Shadow Rain when the quiver was empty.
  • Fixed an issue preventing kara cancels into Shadow Rain from working.
  • Fixed an issue preventing kara cancels into Shadow Bird Magnet from working.
  • Fixed a bug causing Sonic Screech to build 3x as much meter as expected.
  • Fixed a bug that allowed Eagle to perform a linker after a Shadow Slide linker.
  • Fixed a bug that caused arrow projectiles to inherit to hit properties (stagger, sweep, etc) of Eagle’s whiffed attacks.
  • Fixed a bug preventing Skyfall from blowing out a combo, which allowed a between rounds infinite loop.
  • Fixed a bug that could crash the game if Kim Wu reflected Scatter Shot.
  • Fixed a bug that caused Arrow Fetch and Bird Magnet to remove Aganos Chunks on block.

 

No Changes:

  • Jago
  • Sabrewulf
  • Glacius
  • Orchid
  • Maya
  • Omen
  • Kim Wu
  • Tusk
  • General RAAM
  • Eyedol
  • Kilgore

Ultra-Combo.com notes that while they planned to release the patch this past Tuesday, but it will now drop sometime between now and Tuesday September 5th. What are your thoughts on these changes? Do you agree with Iron Galaxy’s assessment that the game will be in a solid place of balance following this update? Or do you think there’s still more work to be done, to refine KI into the best game possible? Give us your perspective in the comments, and Fight On!

Source: Killer Instinct; Ultra-Combo.com

S.H. Figuarts Akuma and R. Mika are ready for action

And posing perfection!

First showcased during San Diego Comic Con 2017, the product listings for the S.H. Figuarts Akuma and Rainbow Mika are now live on Tamashii Nation’s Street Fighter landing page. These figures are the next in line of the Street Fighter series, following Rashid and Cammy who released on August 25 and the earlier-released Ryu and Chun-Li collectibles. Both of the highly articulated action figures will include multiple faces, hands, and accessories to help stage your favorite fights from Street Fighter V. (Ominous Raging Demon kanji not included.)

Akuma’s product description page is currently active giving more insight to what is included along with the figure, like his signature Gohadouken. R. Mika’s page is not yet available, but most details can be determined through the product photographs featured in the gallery below. Surely, additional details for R. Mika will follow soon. Hopefully, she comes with her handy microphone as displayed in her photo set. The Akuma figure is set to release in Japan this upcoming January, and according to the collectible specialized news site, Toyark, R. Mika will release shortly afterward in February 2018.

Click to view slideshow.
Click to view slideshow.

Sources: Tamashii Nations; Toyark

Frosty Faustings X releases information and registration details

The time draws close to think ahead to another tournament! Winter is marked by a popular Midwest tournament, Frosty Faustings X. While the event mainly celebrates Guilty Gear Xrd REV 2 and its legacy, it’s open to all kinds of fighting games, beyond just anime titles.

“We are excited to announce our full game lineup and event info for Frosty Faustings X,” Mike “ElvenShadow” Boczar, the co-organizer of the event, told SRK in a statement. “We are very proud to be carrying on the tradition with our 10th year anniversary event, returning again to the Waterford Conference Center in Elmhurst, IL! Our unique two-day format is back with over 30 individual tournaments and other special events to maximize player enjoyment and experience!”

If you want to jump ahead to registering, here’s the full schedule with a smash.gg link. Registering early saves money:

Registration and Pricing Schedule for Frosty Faustings X

Register early and save!

Competitors:

  • $30: All of September
  • $35: October 1st – November 30th
  • $40: December 1st – December 31st
  • $45: January 1st – January 12th
  • $50: Onsite

Spectators: $15 Online / $20 Onsite

smash.gg link:

You might already be interested, but in case you were wondering if your game made it into the lineup, here’s the extensive list of games that will be at the event:

  • Arcana Heart 3: Love Max Six Stars
  • BlazBlue: Central Fiction
  • Catherine
  • Chicago’s Mystery Tournament
  • Divekick AE+
  • Guilty Gear Xrd REV 2
  • Guilty Gear Xrd REV 2 (2v2)
  • Guilty Gear XXAC+R
  • Gundam Versus (2v2)
  • Injustice 2
  • Killer Instinct
  • The King of Fighters XIV
  • Marvel vs. Capcom: Infinite
  • Melty Blood AACC
  • Pokkén Tournament DX
  • Puyo Puyo Tetris Swap
  • Skullgirls 2nd Encore
  • Smash Bros. Melee
  • Smash Bros. Melee (2v2)
  • Smash Bros. Wii U
  • Smash Bros. Wii U (2v2)
  • Street Fighter V
  • Street Fighter V (3v3)
  • Street Fighter III: 3rd Strike
  • Super Street Fighter II Turbo
  • Tatsunoko vs. Capcom
  • Tekken 7
  • Tekken 7 (2v2)
  • Ultimate Marvel vs. Capcom 3
  • Ultra Street Fighter IV
  • Under Night In-Birth Exe: Late[st]
  • Vampire Savior

“As usual, you can expect Guilty Gear Xrd as our main event along with many other airdashers, as well as classic legacy games and all of the newest fighting games released this year!” Boczar said. “Don’t miss out on what is sure to be one of the most exciting FGC events of 2018! I want to thank everyone who has ever attended and contributed to Frosty Faustings over the years. It’s because of all of you that this event has grown so much, and we are looking forward to celebrating our 10th year with all of you! Stay tuned as we will have plenty more exciting announcements coming your way soon!”

Sources: Frosty Faustings; ElvenShadow