Manny Pacquiao to return against Jessie Vargas on November 5

Manny Pacquiao (58-6-2, 38 KOs) will be returning to the ring to fight WBO welterweight champion Jessie Vargas (27-1, 10 KOs) on November 5 at the Thomas & Mack Center in Las Vegas.
Pacquiao, who has won world titles in eight weight divisions, had said he would retire to focus on his political career after winning a unanimous decision against American Timothy Bradley in April.
But the 37-year-old Filipino, who was elected to the Philippine Senate in May, has opted to continue…

SPY|Nintendude Takes TSM|ZeRo’s Spot at The Smash Masters Event at Super Smash Con

Announced just ahead of the event this weekend, the team over at Super Smash Con have stated that TSM ZeRo has dropped out of The Smash Masters exhibition event–to be replaced by Splyce’s Nintendude. It is unclear as to why ZeRo pulled out of this exhibition, but one can hazard a guess that it is so he can focus all of his energies into winning Super Smash Con’s illustrious Super Smash Bros. for Wii U tournament.

Nintendude is definitely no slouch across the Smash games–known primarily for his Ice Climbers play in Melee, but he also has quite the resume for the original Super Smash Bros., placing within top 20 for singles tournaments and in top 8 in doubles tournaments. He does play Smash 4 casually, having faced off against fellow Ice Climbers main VGBC|ChuDat at Evo, but his proficiency in that game is nowhere near his skill in Melee and Smash 64.

With Nintendude now facing Mew2King in the opening round, the shape of this tournament has radically changed. ZeRo was certainly a favorite to win this exhibition, but with his bowing out of the competition, it looks like it may be a final showdown between Wizzrobe and Mew2King for the title of best overall Smasher.

Source: Super Smash Con

Marcos Maidana announces retirement from boxing

Former world champion Marcos Maidana (35-5, 31 KOs) has announced his retirement from boxing.
Maidana, who won world titles at light welterweight and welterweight, will likely be remembered for his brawls with Victor Ortiz, Amir Khan, Adrien Broner and his two fights with Floyd Mayweather Jr.
The 33-year-old Argentine has not fought since his second points defeat to Mayweather in September 2014.
“After a long time out of the rings and after giving it a lot of thinking since my last fight, I’ve…

Heavy Changes to Skullgirls 2nd Encore’s Robo-Fortune & Fukua Incoming

As we recently reported, Skullgirls 2nd Encore is in the process of getting a huge update to its core game. New animations and lobbies–among other changes–are on their way soon. Probably some of the most exciting changes coming are in the form of balance adjustments for multiple characters; while some of the characters are scarcely getting touched, or having simple bug fixes added, other characters are getting large reworks to core aspects of their gameplay–and some of the biggest changes in that department are going to Robo-Fortune.

While these changes are tentative at the moment, and extremely experimental–none of them are guaranteed to go into the full game, and new changes are being added almost daily–they are currently live in Skullgirls’ Endless PC Beta, which has been running since the PC launch. Robo-Fortune is currently getting large buffs to her keep-away game, but in return is suffering large nerfs to her damage output. Fukua is also receiving a really big change: in the ability to call and hold her shadows until she wishes to release them. This means she can pressure the opponent with the threat of a incoming low or overhead shadow. In return for this, she does lose health while holding a shadow, as well as a large nerf to her damage as well. Check out this video featuring some of the changes.

You can play with these changes for yourself, or wait for them to make their way to retail. Either way, check this link for a current list of all the changes, which will be updated regularly as new changes are added.

Sources: Lab Zero; DragonSlave

Heavy Changes to Skullgirls 2nd Encore’s Robo-Fortune & Fukua Incoming

As we recently reported, Skullgirls 2nd Encore is in the process of getting a huge update to its core game. New animations and lobbies–among other changes–are on their way soon. Probably some of the most exciting changes coming are in the form of balance adjustments for multiple characters; while some of the characters are scarcely getting touched, or having simple bug fixes added, other characters are getting large reworks to core aspects of their gameplay–and some of the biggest changes in that department are going to Robo-Fortune.

While these changes are tentative at the moment, and extremely experimental–none of them are guaranteed to go into the full game, and new changes are being added almost daily–they are currently live in Skullgirls’ Endless PC Beta, which has been running since the PC launch. Robo-Fortune is currently getting large buffs to her keep-away game, but in return is suffering large nerfs to her damage output. Fukua is also receiving a really big change: in the ability to call and hold her shadows until she wishes to release them. This means she can pressure the opponent with the threat of a incoming low or overhead shadow. In return for this, she does lose health while holding a shadow, as well as a large nerf to her damage as well. Check out this video featuring some of the changes.

You can play with these changes for yourself, or wait for them to make their way to retail. Either way, check this link for a current list of all the changes, which will be updated regularly as new changes are added.

Sources: Lab Zero; DragonSlave

Tekken 7: Fated Retribution Cross-Platform Play May Depend on Sony’s Willingness

Cross-platform play has been a hot topic of discussion as of late, particularly after Microsoft stated that they are more than open to the idea of Xbox One/PlayStation 4 connectivity. With Tekken 7: Fated Retribution still in development, some fans are asking Bandai Namco directly if there are any plans of implementing interaction between the destination platforms.

Twitter user @IPT_eL recently asked Tekken 7 game designer Michael Murray if the upcoming fighting game would include a more inclusive online network:

Sony is no stranger to cross-play however: the company has supported play between PlayStation 4 consoles and PC for quite some time. Titles like Street Fighter V and Final Fantasy XIV already have this kind of connectivity. The real question is if Sony is willing to cooperate with their competitor to have one unified playing space.

With neither side making any promises, it’s tough to tell if cross-platform play will be a feature shipping with Tekken 7, but there is always hope for a compatibility patch down the road if all parties come to an agreement.

Tekken 7: Fated Retribution will be releasing on PlayStation 4, Xbox One, and PC in early 2017.

Sources: Michael Murray (Twitter); GameRant; Push Square

Gods and Champions: PG|Filipino Champ Lists His Top 7 Ultimate Marvel vs. Capcom 3 Players of All Time

One of the most influential players when it comes to Ultimate Marvel vs. Capcom 3 is none other than one of its “gods”: Panda Global’s Ryan “Filipino Champ” Ramirez. Aside from being one of the game’s best players, FChamp is also quick to give his opinions on various topics regarding the game and its community.

Now, FChamp has tweeted a list of who he thinks are the top 7 Ultimate Marvel vs. Capcom 3 players of all time. The list features some of the game’s greatest players, including the 3 “gods”–himself, Evil Geniuses’ Justin Wong, and newly-crowned Evo 2016 champion Christopher “NYChrisG” Gonzales–and other players who’ve been threats in and out of Evo such as Kane Blue River, EG|PR Balrog, and Rayray.

More interesting, however, is his follow-up list of 7 more players who could all be contenders for the 8th, 9th, and 10th spots–if he were to make a top ten list.

This list is interesting in showing that despite the game having stratified at the top, there are still enough great players in Ultimate Marvel vs. Capcom 3, waiting in the wings, just below the upper pantheon.

Source: PG|Filipino Champ (Twitter)

The Demon, Chained: Balance Changes Coming Alongside Tekken 7: Fated Retribution’s Version C Update

Tekken 7: Fated Retribution is receiving an arcade update tomorrow: called the “Version C” update, this new patch will see the return of heavyweight fighter Bob. In addition to Bob however, Version C will also bring with it more than a few balance changes. These changes affect a number of the existing cast members, most notably Street Fighter guest character Akuma, who sees more than a new nerfs–including damage reductions and frame data adjustments.

Avoiding the Puddle’s Flying Wonkey has translated these changes which you can read below or on their site.

Tekken 7 Fated Retribution Version C Patch Notes

System Changes

  • Adjustments made to how the counter hits are shown in-game when they occur. (No idea what this means.)
  • Property of Feng’s ch ws+4 on all opponents is now changed.
  • All Rage Arts have their damage reduced.
  • Rage Drives resetting the combo scaling in combos has been fixed.
  • Instances of when the camera would change during a Rage Drive on hit or block has been fixed.
  • Various little system and game bug fixes.

Character Specific Changes

Law

  • After a Rage Art (1+2) on hit, the opponent can now react quicker after it. (frames on wake-up improved.)
  • After a successful parry, 3+4,4 is made slower. (Probably no longer guaranteed?)

King

  • Strong Knee (wr+3) frames on block made more worse, tracking on the move reduced.
  • Golden Headbutt (d/b+1+3) damage has been decreased.

Yoshimitsu

  • Shrine (BT 2) hitbox has been made bigger. (Can now combo from ff+4 into BT 2)
  • Electric Misfortune (d/f+1,2) no longer naturally combos on hit, 2nd hit has been made slightly slower.

Hwoarang

  • Loose Shuffle & Rifle Shuffle (u/b+3,3 & u/b+3,4) can now be done from different stances.
  • Double Screw (RFF d/b+3,3) on an airborne opponent will now cause a Screw!
  • Cactus Shot (RFS d+4,3) timing for the input for the 2nd hit has been reduced. (As in, there’s less time for you to input it for it to come out)

Xiaoyu

  • Shooting Star (u/f+3+4) hitbox for the 3rd hit made bigger on block. (Previously, Jack and Gigas could easily launch her because the 3rd hit of this would often whiff on block for them.)

Bryan

  • Slash Kick (ff+3 HOLD) damage off a full charge is decreased.
  • Hatchet Kick (qcb+3) plus frames on hit reduced.
  • Northern Cross (fc d/f+4) damage has been reduced.

Heihachi

  • 2nd hit of d+1,2 has been made slower.

Kazuya

  • Rage Drive (cd+1+4) damage reduced.
  • Devil’s Steel Petal (ff+4) frames on block improved.
  • Twin Pistons (ws+1,2) frames on block made more worse. (No longer -11?)

Steve

  • Rage Drive (f+3+4,1+2) made slower from out of all the stances.
  • Skyscraper (Duck 2) frames on block made more worse.
  • Fox Hunt (Duck 1) damage reduced, frames on whiff and on block made more worse.
  • Extended Duck Skyscraper (f+3,f+3 2) frames on whiff and on block made more worse.

Asuka

  • Demon Slayer (f+2) now launches the opponent further away on hit. (Makes the f+2, f+4 combo more consistant)

Devil Jin

  • Demon Steel Pedal (b+4) hitbox improved. (Back to T7.0 status?)
  • Uppercut (ws+2) on an airborne opponent will now cause a Screw!

Feng

  • Damage on the new fc d/f+2 move is increased.

Leo

  • Dual Rising Fists (1+2) property on hit changed. (Knocksdown now?)
  • Startled Crane (BOK 3) on an airborne opponent will now cause a Screw!
  • Lei Zhang (qcf+1) properties on counter hit has been changed.

Lars

  • Spiral Kick (DE 3) property on hit changed, plus frames on block improved, damage increased.
  • Magnetic Knee (b+4) start-up frames improved, damage increased.
  • Shadow Cutter (d/b+4) plus frames on hit improved.
  • Double Pulse (ff+4,3) frames on hit improved.
  • Double Smack (fc d/f+1+2) damage increased.

Katarina

  • Rage Drive (HAR 1+2) damage on an airborne opponent decreased.
  • Feather Chop (d+1) plus frames on hit improved.
  • Plover Kick (ff+4) pushback on both on block and hit increased.

Josie

  • Sapu Switch (SWS 3) property on counter hit changed. (Opponent faces towards you for better pick-up combo now)
  • Low Angle Straight (d/b+2) property on hit changed and damage increased. (Now wallsplats on normal hit)
  • Slide In Low Kick (cd+3) frames on both block and hit reduced. (Now -13)

Kazumi

  • Rolling Tiger (1+4) frames on block improved.
  • Lunging Tiger (2+3) frames on block improved.
  • Lightning God’s Rage (FLY 1) frames on block improved.
  • Oroshi (FLY 3) properties on counter hit have been changed, plus frames on block improved.
  • Hellfire Burst (FLY 4) damage has been increased.
  • FLY Grab (FLY b+1+2) frames on whiff reduced, throw will now cause a wallsplat.
  • Crimson Dawn (d/f+1) frames on block more worse, damage decreased and tracking reduced.
  • Deadly Crescent (d/b+1+2) properties on hit has been changed, frames on block improved.
  • Dragon Slice (b+1) frames on block improved.
  • Diamond Tiger Strike (ff+2) is now a Power Crush, frames on block improved.
  • Demon Uppercut (ws+2) pushback on block reduced.
  • Castle Tower (b+1+2) frames on block improved, hitbox made bigger.

Nina

  • Rage Drive (d+1+2) now has jump status, cannot be reversed/parried now.
  • Left Right to Spider Knee (1,2,3) frames on block improved if you push 1+2 after it.
  • Double Smash (2,3) frames on block improved if you push 1+2 after it.
  • Cleek Attack Step (d/f+3,2~f) input timing has been shortened. (As in, there’s less time for you to input it for it to come out)
  • Creeping Snake to Geyser Cannon (d/f+3,2,3) frames on block and on whiff improved.
  • Bad Habit (ff+3) fixed the hitbox so it will now hit Bryan on the ground.
  • Spider Knee (ws+3) frames on block improved if you push 1+2 after it.
  • Twisted Mind (KND d+3+4) frames on hit improved, damage also increased.

Akuma

  • All of Akuma’s specials now all do 1 chip damage on block.
  • Hadouken (qcf+1 / qcf+2) damage decreased.
  • Shoryuken (f,d,d/f+1 / f,d,d/f+2) changed properties on hit when colliding with a power crush, damage on the move is also decreased.
  • Demon Flip 1 damage decreased.
  • Demon Flip 4 damage decreased.
  • Demon Flip 1+3 / Demon Flip 2+4 frames after it were made worse.
  • Air Tatsus (Air qcb+3 / Air qcb+4) plus frames on block made worse.
  • Standing (2) damage decreased.
  • Standing (4) damage decreased.
  • Standing (f+4) damage decreased.
  • Standing (d/f+1,2) pushback on block shortened.
  • Standing (d/f+2,1) 1st hit damage decreased, 2nd hit plus frames on block improved.
  • Standing (d/b+2 / d+2 / fc 2) damage decreased.
  • Standing (d+3) properties on hit at the tip with an opponent changed, damage decreased.
  • Sweep (d+4) on hit knocks down the opponent further away.
  • Standing (b+1) damage decreased.
  • forward,forward 4 (ff+4) frames on block made worse.
  • While Running 1 (fff+1) bug where it becomes unblockable on an opponent already guarding a different move is now fixed.
  • While Standing 2 (ws+2) frames on block made worse.
  • Tsunami Kicks (ws+4,4) frames on block made worse.
  • Neutral jump 2 damage decreased.
  • Neutral jump 4 damage decreased.
  • Forward jump 2 damage decreased.
  • Forward jump 4 damage decreased.
  • Fixed a bug where Akuma’s sidethrows will not come out during sidestepping/sidewalking.

Source: Tekken Official via Avoiding the Puddle

Final Skullgirls 2nd Encore Patch on the Horizon: New Animations, Balance Changes, and Lobbies

In what is perhaps the biggest news for Skullgirls 2nd Encore since the release of physical copies in Japan, Lab Zero has announced what appears to be the final update to their flagship game.

This patch–promised to bring the lobbies found on Steam to consoles–is said to “come with a number of general bug fixes, as well as minor gameplay fixes, tweaks, and balance adjustments.” Some of these bugs and tweaks have been shown off in the Steam version of the game, such as the best-of-five function to quick match, as well as improved replay functions. The replay feature has not been stated to be coming to consoles, however.

As far as the new animations are concerned, it was stated that there were “new intro animations being created” for Skullgirls Mobile, the mobile fighting game that uses Skullgirls sprites. There was new art spotted in the trailer for that game, and some new palettes, but only time will tell which assets will make their way over from the mobile game.

Improvements to the Vita version of the game were also mentioned. There are a few issues with blurry text and textures, due to the small screen; Lab Zero stated “we can’t promise that this will be improved in the lobbies patch, but please know that we’re considering every option at our disposal.”

The mention of balance changes is particularly interesting: there haven’t been any balance changes since the Robo-Fortune patch over a year ago, so there’s been a lot of time for Lab Zero to think about rebalancing. While it is stated that the changes will be minor, Skullgirls is known for massive patch notes. The Endless Beta–which has been in place for Skullgirls since the beginning–is currently being used to test out the aforementioned changes. You can read the whole patch notes here, which contain ten pages of incoming updates. These changes are said to be simply experimental at this point, so none of them are definite–and there are said to be even more changes coming soon.

The final bombshell was the announcement of an English physical release for Skullgirls. Thanks to Arc System Works, it’s already happened for our friends in Japan–but it would be great to have a stateside version. It went unsaid whether or not a collector’s edition was planned, like Japan’s Skullbox.

Source: Skullgirls; ArcSys

Ward beats Brand and sets up Sergey Kovalev clash

Former super middleweight world champion Andre Ward (30-0, 15 KOs) scored a one-sided points decision over Alexander Brand (25-2, 19 KOs) on Saturday night at the Oracle Arena in Oakland, California.
Ward won every round as he won by scores of 120-108 on all three judges’ scorecards.
The unbeaten American switched from orthodox style to southpaw and landed jabs and power shots throughout the fight.
Ward cut Brand over the right eye, but was never able to knock the overmatched Colombian…