Shin Hisako is set to launch on March 21st, with patch 3.7 for Killer Instinct coming out March 14th

Besides all of the intense competition of Killer Instinct World Cup, Killer Instinct fans were looking forward to the full gameplay reveal of the latest remixed character for KI, Shin Hisako. Acting as the redeemed version of the vengeful spirit, Shin Hisako is simple to pick up, but has some tools which will make her extremely tricky to fight against.

Alongside her change in aura and weapon, Hisako’s purification has massively increased her speed. Gone in the super slow walk speed, Shin Hisako’s walk and backdash are now among the fastest in the game. What’s most drastically changed is her forward dash, which now sees Shin Hisako teleporting diagonally forwards, almost like a shortened forward jump. Combined with her new Spirit Orbs and her tweaked specials, Shin Hisako can get around the screen faster than almost any other fighter.

While her rekkas have stayed mostly the same, Shin Hisako has lost her counter and Possession grapple, but she has gained a DP in the process. She has also gained a new move called Spirit Slice, which has her dashing through the opponent and leaving a glowing trail behind her. The glowing slash does leave a hitbox and you can juggle using the heavy version, so be prepared for some crazy recaptures with Shin Hisako.

As she is now purged of her anger and hate, Shin Hisako no longer has her Wrath meter. It is now replaced with her Spirit Orbs, which are orbs of spiritual fire which travel around the screen. Whenever Shin Hisako dashes forward when a Spirit Orb is on the screen, she will actually teleport to that orb. If you grab someone, you stick a Spirit Orb on them, meaning you have a way to always get in on your opponent.

If you attack these Spirit Orbs, Shin Hisako fires off a projectile similar to Leo Whitefang’s in Guilty Gear Xrd. If you land a hard knockdown and have a Spirit Orb up, you can set up some trick mixups which will keep the opponent guessing as which way to block. The projectiles created from Spirit Orbs clash with all other fireballs, besides Shadow or charged fireballs.

These Spirit Orbs also interact with all of Shin Hisako’s heavy specials, with all of them actively tracking a Spirit Orb. Players will have to keep a close eye on Shin Hisako’s Spirit Orbs but they should not be completely feared. Aganos can actually flick away Shin Hisako’s Spirit Orbs before she can establish any cool setplays, so be careful of the stone golem.

Her Instinct has also changed, as she now summons the spectral hands from the Village of Whispers to drag her opponent to Hell. The hands travel in a puddle along the ground, slowly approaching the opponent. If a player stands in the puddle for too long, they are dragged down beneath the earth and take a large chunk of damage. Shin Hisako players can resummon the puddle by pressing heavy punch and heavy kick and their Instinct will completely drain if they drag the opponent to Hell.

As said in the presentation, Shin Hisako is much easier to pick up and play when compared to normal Hisako, but her amazing mobility and Spirit Orbs offer huge depth for veteran players.

Shin Hisako is set to definitely launch on March 21st for $4.99, but this is considered a ‘worst case scenario’ by Iron Galaxy and Microsoft. As part of a special “Beam Plays Killer Instinct” promotion which begins on March 14th, the Killer Instinct community will be able to unlock Shin Hisako early, if they manage to beat Shadow Lords mode with the character, using the special stream commands. It will be tough going but if a dedicated team of stream viewers bands together, it can be done.

Shin Hisako Early Unlock

Check out the entire Shin Hisako breakdown in the Twitch VOD below, along with the following Shin Hisako gameplay videos in the mean time, courtesy of Iron Galaxy. Patch 3.7 of Killer Instinct is also available on March 14th, so expect all the juicy balance changes very soon.

 

Sources: TeamSp00ky; Killer Instinct

Texas Showdown TO talks about inclusion in Red Bull Proving Grounds: “We can bop the Seattle region free”

Red Bull has become a household name in the FGC; between their support last year and their seemingly continued support kicking this year off, they’ve become welcome pillars of the community. With the new year comes new events, and one in particular is Red Bull Proving Grounds, which sees a qualifier based team tournament, attempting to gather the best talent from each region. We sat down with Javier Moreno, the organizer for the Houston event Space City Beatdown, to get into a bit of what we can expect from the Lone Star State in the coming event.

John Silvia: Would you mind introducing yourself for those who may not know you? Who you are, where you’re from, what you do now.

Javier Moreno: I’m Javier Moreno (Javi) – I’ve been in the FGC since 1996, since the old agsf2 days. I started SRK with the Cannons, Seth Killian, Derek Daniels and John Choi, and that eventually lead to the creation of Texas Showdown in 2001. I’m a Software Engineer by trade, but my passion is contributing to the continued evolution of the FGC.

JS: So you run Texas Showdown today? How big is the player base down there? And this Space City Beatdown, is that a separate event you run?

JM: Yes, I run Texas Showdown today, though I came back in 2013 after a lengthy absence from the FGC. Our growth has increased quite a bit since then. As far as our player base goes, we’ve had some ups and downs throughout the years. But with the emergence of Street Fighter IV – like anywhere else, it’s grown significantly. We’ve had Evo champions from Houston in Tekken, Top 8 appearances in Marvel, and some strong showings in Street Fighter, Guilty Gear, and legacy games such as Super Street Fighter II Turbo.

Space City Beatdown came about to help fill a void left by a local shop called Insomnia Video Game Culture – they used to hold video game tournaments every month, but that model was not sustainable to them. So you can say that there was a 6 month void of not having any tournaments in the Houston area. You know that Houston’s a big place, right? So people were clamoring for a monthly type of tournament – kinda like what we had at the legendary Stargate Arcade back in the 2000s. So we decided to hold a new monthly series, to help fill in that void. To be honest, it was something that we were looking at for years, but we didn’t want to step on anyone’s toes.

JS: So, you mentioned titles like SFIV, Marvel, and Guilty Gear; are these the games that your area plays today?

JM: Ah, I forgot to mention the Mortal Kombat scene! It’s pretty strong over here – it was able to produce Echo Fox|Scar, he’s been making quite a name for himself. He was finally able to break the Echo Fox|SonicFox curse over at SoCal Regionals! He’s a great asset to the FGC. Marvel still gets played, and it’s going through a bit of a revival like the rest of the country in anticipation for Marvel vs Capcom: Infinite. The Guilty Gear scene is pretty strong – we were able to see the epic match at Anime Ascension a couple of weeks ago involving KidViper – a Houston product. They tend to have gatherings every week in order to level up and keep up with the rest of the country.

As far as Street Fighter V goes – we had Noble|Vagabond rise through the ranks last year. Even though he’s moved away for personal reasons, he still considers himself as part of the Houston scene. But you know what? It’s not just the Houston scene that we’re aiming for here. We’re aiming for everyone in Texas to help raise their game across all games. The Stargate was famous for this – we were able to have people from all over the state compete against the best in the country at the time. That is the legacy that I want to continue – it’s just not about Houston. It’s about Dallas-Fort Worth. It’s about Austin. It’s about San Antonio, and any other region that wants to be compete. Texas is a proud state, and I want the rest of the country (and the world for that matter) to know that Texas shouldn’t be ignored when it comes to the FGC.

JS: Seems like there’s quite a bit of self-contained competition in Texas.

JM: Yeah, that’s how Texas Showdown got started. It wasn’t because of the competition from other states – it was about Texas in general showing the rest of the country that we can compete, and we’re able to hold our own against the rest of the country. That’s how we got to have people from out of state come – they saw we were leveling up – so they felt like they HAD to come here to prove themselves. We have the distinct advantage to where it’s an equal amount of time for people to travel, whether it’s from the West Coast or East Coast.

But with Space City Beatdown – it’s time to reintroduce that state rivalry. It’s what got up up there as a force to be reckoned with a generation ago. We start with the city rivalry, then we unite as a state and try to compete with the rest of the country, and the world. Everyone knows about Texas Pride – how we like to do things big, and how we like to assert ourselves. In the end, we all root for Texas. That makes the Texas FGC unique – we all cheer for each other in the end.

JS: Sounds like a breeding ground for great players, if I’m being honest. Which I guess brings us to the next question; you guys ended up being recognized as one of 11 cities in the Red Bull Proving Grounds event. You and your players must be pretty excited about the chance to compete there, no?

JM: Yes – when we made the announcement at Space City Beatdown back on March 4th – we had quite a few gasps during the announcement. But people were really excited at the chance to make a name for ourselves. When it comes to the Street Fighter scene as of late, the Texas scene in general felt left out when it came down to notable players in the scene. It’s always about West Coast/East Coast players – but people tend to forget that great players came from Texas, too! We as a state have great pride – and life be damned if we can’t be a part of the elite in the SF arena.

JS: Speaking of East and West Coast, Texas is like you said right in-between the two, so you kinda stick out being on Team East Coast. I know a lot of players on either coast tend to stick together, especially against the opposite coast. Do you think the East Coast players will have your back like that, or do you think you guys even need it?

JM: It’s kind of funny on how things work out. We’re not a part of the East Coast or West Coast, but we tend to get along with everyone. It’s a part of our Southern hospitality! However, we call ourselves the Third Coast for a reason. Texas, Louisiana, Oklahoma, Arkansas, we want to create our own identity. It’s to prove ourselves as a separate region. As far as Proving Grounds goes – we’re a part of the East Region. But let it be known, we want to take that top spot. We want to win Proving Grounds. And we want to send our crew to Evo, that’s the end goal for this season. It’s all about leveling ourselves up and getting to that next level, something beyond what WC/EC can do.

JS: It’ll take some work, but I could see a Mid Coast legion rising if you guys take this. So, as far as the Street Fighter V at the Red Bull event goes; it’s a pretty new concept, the 3 leading players in your region will advance as a team. If you were to place a wager right now, which players do you think are gonna form Team Texas?

JM: Man, that’s a tough question… we have talent from all over. Geez, there’s a lot of talent from Texas… such a difficult question! But if I have to choose – it would be AzizSensei, Hsien Chang, GoL Boi Toi right off the bat. But you know what, that’s what Space City Beatdown is for! To help determine where the top talent is from this region! Season 1 is one thing, but we’re in Season 2. It’s a whole new ballgame.

JS: True. That’s another point altogether though; with Season 2, so much has changed. Players from all over have to adapt a lot even before considering the new characters. As far as the other regions go, do you think killers from last season will be able to perform as well this time, or is it maybe time for some new champions?

JM: As with any major update – there will be a shakeup in the top players for CPT. The great ones will be able to overcome any potential liabilities. But as people drop off, there will always be someone who’s waiting in the wings to seize their opportunity. That’s the magic in the FGC – there’s always someone who wants to be at the top of the food chain. We saw that with UMVC3 every year based on Evo results. We even saw that in S1 of SFV. Who would have thought of an American winning Capcom Cup? But who knows? Where will the next champion come from? All that adds to the wonderful drama of the FGC, which makes us unique from any other esports genre out there.

JS: Yeah, it’s only been a year of SFV so far but it feels like so much has happened. As far as other regions go, are there any specific ones that you think may give you trouble? I know you guys just do what you can, but are there any specific sharks you think your players should be ready for?

JM: Well – to begin with, Team Texas will have to deal with the rest of the East Coast in the round robin portion. Since the top 16 players of the Capcom Pro Tour is not eligible for Proving Grounds, that could give us a good advantage when we come into round robin play. A lot of the East Coast players have been picked up by sponsors as of late, so that could give us a advantage. But let’s say we do make it out to the final round. The West Coast has an immense pool of talent to draw from, and that will be the more difficult challenge. Add to the fact that Proving Grounds will be held in Santa Monica in June – there’s quite the home field advantage there. It’s going to be left up to us to level ourselves up as much as we can to help prepare for the rest of the country. But our chances are as good as anyone else’s.

JS: With the pool of talent so diverse it’s kinda hard to get a good grasp on what’ll happen until things start going down, it sounds like you’re saying. I have to ask though; your region will be forced into a round robin with the whole East Coast, but you said West Coast will be the bigger challenge. You only have to go up against one West Coast team in the end. Are there any West Coast regions you guys would feel comfortable against, anyone you think you guys would end up bopping free?

JM: Oh, we’re going there, are we? Haha. I think we can bop the Seattle region free. They are more known for their anime scene. California in general will be tough. Historically, really tough competition comes from both NorCal and SoCal. But, you have to remember, that I come from the era where Alex Valle and John Choi reigned supreme. Kind of a double whammy there! But if I were to predict things – SoCal would have the distinct advantage because of Wednesday Night Fights – there are killers there every single week!

JS: I see. So, you could say you’ll be keeping your eyes on SoCal and NorCal while rooting for Seattle.

JM: We always are, but that could be said for the rest of the country.

JS: Fair enough. That’s about all the questions I have, though. Are there any parting remarks you’d like to leave the people with before heading out?

JM: Sure. The FGC as a whole, we’re are in a unique position to show the rest of the esports community what we’re all about. We as a whole (FGC) are the easiest community to follow, and the easiest community to be a fan of. It’s pretty easy to know what’s going on. In its simplest form, it’s all about one person beating the crap out of another. What other community gives you that immediate satisfaction? None. With the Proving Grounds qualifiers as an example, are there any other esports communities trying to have that growth at that grassroots level? I think not. It’s not only good for Texas, but it’s good for everyone else in the US for those who are trying to get to that next level.

You have these esports teams to try to get that exposure – but in the FGC, all you have to do is to produce results on your own. Be good, travel, bop everyone else, and you have that exposure. No other esports genre can say the same.


The first of 3 qualifying events in Texas, as with the other 10 regions, will be April 1st. It’s clear there’s a lot more than the prize pool on the line for Texas; we’ll see if this pride pushes them to the head of the pack come June.

– Mirage – Arcane Warfare Shows Off Gameplay At PAX

Torn Banner Studios, the creators of Chivalry: Medieval Warfare, brought some alpha footage of their multiplayer PvP Shooter Mirage: Arcane Warfare to PAX East. They shared over 10 minutes of gameplay action that revealed several maps, characters, gave a look at UI and presented a lot of gore.

Chill Opponents to the Bone with More Meaty Setups for Kolin in Street Fighter V

The Phantasm of Snow and Ice has her own particular pressure tactics.

Following up their first batch of meaty setups for Kolin, NurseLee now offers these new setups, this time focusing on use of her sweep and her Parabellum attacks. Check out the video below, and ensure opponents don’t escape her icy grip!

For even more Kolin techniques, check out our post-launch video roundups:

You can also check out the lastest Rising Up video from Bafael, which features bread ‘n’ butter combos for Kolin.

Source: NurseLee

Next Injustice 2 Watchtower Livestream: March 15th; Will Feature Cheetah and Swamp Thing Breakdowns

Following the release of Part 2 of the “Shattered Alliances” trailer series (giving us our first looks at Green Lantern, The Flash, Reverse-Flash, Green Arrow and Captain Cold), NetherRealm Studios is set to keep the hits coming with the next Injustice 2 Watchtower Livestream, taking place next Wednesday, March 15th, at 3:00 PM CST.

This stream will once again feature a pair of character breakdowns. The last stream focused on returning veterans Harley Quinn and Wonder Woman; this time the team will be breaking down a pair of the title’s new challengers: specifically Swamp Thing and The Society’s Cheetah. While we’ve already had a brief breakdown of Swamp Thing courtesy of IGN First, we haven’t seen much at all of Barbara Ann Minerva, save for a brief glimpse in the “Here Come The Girls” trailer that unveiled her. However, NRS’s 16-Bit has assured players that she is a “completely different character archetype” from her feline counterpart Catwoman, and may appeal to “players who enjoy command grabs.” You can view posts from NRS’s Instagram, as well as tweets from Community Specialist Tyler Lansdown, about the Watchtower below.

Instagram Photo

Instagram Photo

Finally, don’t forget about the exclusive character reveal and gameplay footage from Xavier Woods, Kofi Kingston, Sasha Banks and Bayley’s tour of Netherrealm Stuidos this Monday on UpUpDownDown!

Injustice 2 will be released for PlayStation 4 and Xbox One on May 16th.

Sources: NetherRealm Studios (Instagram); Tyler Lansdown (Twitter); via Test Your Might

Kazunoko and Fuudo Competing in 2v2 For Honor Tournament at Final Round 20

While this weekend’s massive Final Round XX will serve as the first premiere event of the 2017 Capcom Pro Tour, as well as the first of the “Magnificent Five” on the Dead or Alive 5: Last Round Battle Royal 2017 Tour, it will also play host to the first competitive showing of Ubisoft’s For Honor, which just received an interesting addition to the bracket.

According to Yahoo! Esports, Capcom Cup 2015 champion GodsGarden Pro’s Kazunoko, and Evo 2011 Super Street Fighter IV: Arcade Edition champion, Team Grapht’s Fuudo will be representing the Land of the Rising Sun in the For Honor bracket as Team Ganryujima, in addition to their usual exploits in Street Fighter V and Guilty Gear Xrd -REVELATOR-.

Kazunoko, along with many other Japanese players, including Souji and Team HORI’s Sako, have been putting in a good amount of time with the medieval brawler, posting a large amount of footage on the GODSGARDEN YouTube Channel. Kazunoko seems to be favoring Peacekeeper, a member of the Knight faction’s Assassin Class, who specializes in strong Bleed Damage, with a great gap-closing attack in her Dashing Thrust–though she has short attack range. Given Kazunoko’s fondness for characters like Yun, Cammy, Seth, Sol Badguy, Wolverine and Raven, the speedy warrior seems like a great choice for him–and is currently considered one of the strongest Heroes in the game, according to Ranked Boost.

With a total of 10 full teams, along with 7 solo entrants that still need partners as of this writing, for a total of 17–one of which includes SRK’s own Crow_Spaceboy–it should prove to be an exciting event for the new title. You can check out the current bracket on smash.gg.

You can see footage of Kazunoko’s Peacekeeper in action below:

Final Round XX is taking place this weekend, March 10-12 in Atlanta, Georgia. How do you think the Japanese duo will fare against American players in this new game? Let us know in the comments!

Sources: Yahoo! Esports; godsgarden1; RankedBoost; smash.gg

Xuses Dramatically Reduces Street Fighter V’s Loading Times with PlayStation 4 Pro’s New Boost Mode

Yesterday, the PlayStation 4’s version 4.50 firmware update was rolled out to users, bringing a number of performances improvements and new features to the console. The most notable one, however, is “Boost Mode”–a new feature exclusive to the PS4 Pro console–which allows the Pro to provide better performance for games that aren’t already patched to explicitly support the console’s improved capabilities. Benefits include higher frame rates and faster loading times for all PS4 titles. Looking to see what this means for Street Fighter V, Xuses decided to run a series of tests to compare the loading times of the game in various situations, with and without Boost Mode enabled. These tests included booting up the game, loading up Training Mode, finding a match using Fight Request, and seeing how long it took to return to Training Mode after finishing an online match.

The results of these trials proved to be staggeringly in favor of Boost Mode, as all of the game’s load timers were reduced significantly when it was enabled. Specifically, the load times were as follows:

Launching the Game:

  • Normal: 1 minute, 35 seconds
  • Boost Mode: 1 minute, 23 seconds

Loading up Training Mode:

  • Normal: 24 seconds
  • Boost Mode: 17 seconds

Finding an Online Match from Training Mode:

  • Normal: 55 seconds
  • Boost Mode: 45 seconds

Returning to Training Mode after finishing a Match:

  • Normal: 53 seconds
  • Boost Mode: 48 seconds

It is unknown at this time if Boost Mode has any further effects on SFV’s performance, but this is certainly a great perk for those who can afford to drop the extra cash on this upgraded version of the console. With Capcom promising a Spring update to the Capcom Fighters Network (CFN), perhaps they can still reduce these load times for users on all platforms?

You can see Xuses’ tests running in full, in the video below.

Are you excited about these reduced load times, if you happen to own a PS4 Pro? Will this new development convince you to buy one? Give us your thoughts below in the comments section!

Source: XusesGB

– Tit-for-Tat Spat Continues as Carmack Goes for Zenimax

In apparent fallout from the spat between Zenimax and Oculus, former CEO of id Software and Oculus employee John Carmack has filed a new lawsuit alleging that Zenimax has never completed the payout of his share of id calling it “sour grapes” over the ongoing tussle between his current and former employers. Carmack is suing Zenimax for $22.5M+.

Latest Closed Beta Preview of Fightcade Shows Newest Version Is Close to Completion

Fightcade is currently the most popular service for playing online fighting games, and other retro multiplayer games. Having picked up where an unstable GGPO server left off, the program features a new user interface, but the same netcode as before. Because it was a change in servers only, it was left with many of the bugs that GGPO had–primarily due to the version of the Final Burn Alpha emulator that was in use. As a result, Street Fighter III: 3rd Strike experiences glaring graphical and sound issues, and players on any operating system beyond Windows XP had increased lag and latency issues.

The development team is committed to porting Fightcade and the netcode to a better version, and began developing this a couple years ago. They recently released a preview video of the 4th beta version, which shows that a lot of the major issues revolving around the current public version have been fixed. The software also features an overlay that counts wins and losses in real time, eliminating the need for one of your own on your stream, if you are running an event using the service. Moreover, a look at the game list as shown on the screen while scrolling shows evidence that Fightcade will feature quality netcode for systems other than CPS2 and Neo Geo, now including the Sega Genesis/Mega Drive.

While no release date of the new version of Fightcade is yet announced, developer Pau Oliva states that the release will be “soon”–but cites that he cannot state exactly when, as development is done in the team’s own free time.

Source: Pau Oliva

Enjoy Kolin’s Chilling Beauty: Secret Rejected Alternate Costumes from the CFN Portal

With Kolin’s recent release in Street Fighter V’s second Season, the CFN Portal site has decided to celebrate by revealing a collection of concept art designs for her Battle Costume that didn’t make the cut. SFV’s Chief Director Takayuki Nakayama,will be taking us through each design, describing a bit about each piece.

Takyuki Nakayama: “This time with Kolin’s Battle Costume design, we’ll be introducing things that we regretfully didn’t adopt. The chosen one is also included at the bottom.”

Longcoat Ver.

Longcoat Kolin Concept Art

Takayuki Nakayama: “It seems that it would be difficult to move around in this. There is use for the long military coat, though. She is from a cold country.”

Eyewear Ver.

Glasses Kolin Concept Art

Takayuki Nakayama: “She looks like a really nice girl! Although she’s smiling, she’s still got a set of strong attacks. Because her appearance in the General Story changed too much from past works, this one met its death.”

White Trousers Ver.

White Trousers Kolin Concept Art

Takayuki Nakayama: “This outfit is suitable for fighting. The anti-cold measures are also perfect. The mole on her mouth would be a point of fixation for her.”

Active Ver.

Active Kolin Concept Art

Takayuki Nakayama: “This is good! Cool! Groovy! She’s a soldier, and looks like a good friend of Guile’s. Her hair is unusually cut short.”

Survival Ver.

Survival Kolin Concept Art

Takayuki Nakayama: “Her hairstyle is a special feature. She is very proud of her techniques. It feels like her body image was improved by being good at extended physical techniques.”

Adopted Ver.

Kolin Battle Costume Concept Art

Kolin Battle Costume Back+Gadgets Concept Art

Takayuki Nakayama: “This is the adopted design, including the view from behind. They’re submarine clothes. Weapons, such as knives, are also equipped.”

Takayuki Nakayama: “These show the feeling I was talking about! The initial image in mind was to convey ‘the story of the past.’ This is a feeling that I searched for, the forcefulness of a former solider, while still seeming sexy. See you next time!”

For a look at more rejected secret costumes that hit the cutting room floor, you can check out the “Heroes and History” concept here, Superhero costumes here and an assortment of outfits here.

Source: CFN Portal