Killer Instinct’s Version 3.3 Patch is Out, Here’s What Has Changed

Microsoft’s rebooted Killer Instinct has just received a title update that brings it up to version 3.3. The patch brings with it a host of changes, the biggest one being the inclusion of Eyedol.

The original boss character from the first Killer Instinct, Eyedol returns with some unique mechanics for the new game. You can read more about this in our previous coverage.

Aside from Eyedol however, the patch also bring with it a number of fixes and balance changes to the game’s characters.   You can check all of these out, including comments from the development team in italics, below.

Killer Instinct ver. 3.3 Patch Notes

System Changes:

  • None

Jago:

  • Endokukens build 25% less Shadow Meter on hit and block for Jago. (The team feels that, given the strength of Instinct with two meters, Jago is sitting on full meter a little too easily. Even after this change, Jago remains the meter king of the game.)

Sabrewulf:

  • Crouching MP is now +5 on hit (was +3)
  • Crouching HK is now +1 on hit (was -2) (This allows both of these moves to combo into Run Leap Slash Overhead on hit.)
  • Fixed a bug that would leave Wulf cornered after performing a back throw against Gargos while cornered.

Sadira:

  • Fixed a bug that caused Salticidae to bounce off of thin air if the opponent had just blocked a Widow’s Bite.

Orchid:               

  • Fixed a bug that allowed Orchid to bail out of certain parts of her enders into Shadow Flick Flak.

Spinal:

  • Fixed a bug that allowed Spinal to absorb his own skulls outside of Instinct.

Fulgore:

  • Light Eye Laser is now -2 on block (was 0)
  • Medium Eye Laser is now 0 on block (was +2)
  • Heavy Eye Laser is now -10 on block (was -7) (This change ever so slightly weakens his pressure by forcing him to use Medium Laser to stay even on block, and makes using Heavy Laser without a pip cancel in zoning slightly weaker as well. Fulgore is still both an offensive and defensive powerhouse.)
  • Fixed a bug that could cause Fulgore’s Devastation Beam to detach from him he was moved out of place without being hit during the move.

Maya:

  • Fixed an issue preventing Maya from being able to perform a linker immediately following a Shadow Counter.
  • Made an adjustment to the successful Mantis animation so that it doesn’t look quite as strange when hitting an armored character.

Kan Ra:

  • When Kan-Ra is hit while he has a Shadow Sand Trap, it will turn into a regular Sand Trap now instead of being destroyed. (The team was a bit worried this would prove too powerful, but we are going to try it for now and see how it shakes out.)

Riptor:

  • Fixed a bug causing Running HP to be counter breakable on whiff.
  • Fixed a bug causing some hits of the Tail Flip ender to not be breakable during opener ender situations.

Omen:

  • Rashakukens deal 1 less frame of blockstun. (This makes them ever so slightly less reliable in pressure strings that are spaced too closely or get a fast moving set of orbs.  Omen controls the pace of the match really well so this won’t hurt him much, but will allow a tiny bit more wiggle room for opponents.)
  • Demonic Slide attackbox reduced to only be in front of him. The Shadow Version’s hitbox is unchanged. (As much as we like the Omen flipout into slide mixup, we feel it’s a bit too strong for the character.  This change will force players to find new mixups instead of relying on the very powerful and ambiguous meaty slide tech.)

Aganos:

  • Fixed an issue preventing Ruin and Shadow Ruin from ignoring RAAM’s Kryll Shield as intended.
  • Fixed an issue causing Counterhit Warpath (F+HK stompwalk) to deal less hitstun than the non-counterhit version.
  • Standing HK no longer causes a wall splat when used in combos. (This adjustment was made to fix some seriously broken things that happen if you cancel the wall splat hit into his enders)

Hisako:

  • Fixed a bug that allowed her to Instinct Cancel her Influence command throws.

Cinder:

  • Fixed a bug causing Burnout to end if the opponent performs a counterbreaker.
  • Increased the size of the detonation blast on Pyrobombs that are stuck to the enemy to ensure that they don’t whiff when the opponent’s body moves them away from their center.

Aria:

  • Fixed a bug causing Shadow Crescendo to hit on frame 1 instead of frame 3 as intended.
  • Fixed a bug that could cause opponents to drop quickly to floor if Counter Hit while grounded by close HK.
  • Fixed a bug preventing Aria from clearing the Kryll Swarm DOT effect when switching bodies.

Arbiter:

  • Bullet damage reduced by about 23% (From 18, to 14. This change was made in part to reduce the Jump Gun one chance break damage that Arbiter gets.  We think this option is a cool way to spend bullets and want to leave it as a powerful option, but dial it back so that it feels more fair.)
  • Damage Ender damage reduced by ~25%. (This change also helps with the change above to reduce one chance damage from Arbiter. Also, because Arbiter players tend to use Grenades or Bullets after enders, the various ender types are rarely used over the Damage Ender because it hits much harder than the other enders.  Now you may have reason to use the other enders more often.)
  • Grenade Respawn time changed from 14 seconds to 15 seconds. (Grenades are a very powerful offensive and defensive tool. This small adjustment will give Arbiter players roughly one grenade less per match to use as they see fit.)
  • Fixed a bug causing some hits of the Overhead Slash ender to not be breakable during opener ender situations.

Gargos:

  • Fixed a bug that allowed Minions to attack between rounds sometimes.
  • Fixed an issue that could cause command grab followups to interrupt combo breakers.
  • Sadistic Hurl now causes a blowout after an ultra combo. (This prevents super long quad-ultras for now so people can get back to playing.)

General RAAM:

  • Reduced the active frames on Kryll Shield Attack from 4 to 2. (Using this as a meaty requires better timing now, and it is easy to backdash out of these setups for the opponent.)
  • Crouching HP is now 0 on hit instead of -1, allowing it to combo into Medium Decimation as intended.
  • Fixed a bug causing RAAM to pass through opponents when trying to throw them into the corner with a back throw.
  • Fixed a bug causing Shadow Dominance, Ender Dominance, and Shadow Kryll Rush to build meter for RAAM.
  • Fixed an issue that allowed RAAM to combo off of his level 1 Splat ender midscreen.
  • Adjusted the size of the grab attempt box on Kryll Rush to match the Shadow Version so that it won’t grab characters who are behind him on occasion.
  • Fixed an issue making RAAM breakable after landing a Shadow Kryll Rush.
  • Fixed a bug that could cause your opponent’s gravity to permanently change if you attempted a counter breaker during your OTG stomps on a specific frame.

No Changes:

  • Glacius
  • Thunder
  • TJ Combo
  • Shadow Jago
  • Kim Wu
  • Tusk
  • Rash
  • Mira

Source: Ultra-Combo

Sega Fighting Game Blade Arcus from Shining EX is Heading West on PC as Blade Arcus from Shining: Battle Arena

Blade Arcus from Shining: Battle Arena is heading to PC via Steam on July 28, 2016. The game’s Steam version will be published by Studio Saisenzen.

The game features characters from the Shining role playing game series. Players will compete against one another through the game’s “Tag Battle” combat system with 16 playable characters. There will be four main game modes including its fully voiced Story Mode. Online play was created specifically for the Steam release.

Blade Arcus from Shining: Battle Arena was originally released on the PlayStation 3 and PlayStation 4 on November 26, 2015. One can hope for a similar release after the game comes stateside.

The announcement trailer is available below!

Source: Gematsu, Steam

Dead or Alive 5 Last Round Attack on Titan Costumes Now Available

The seemingly unstoppable force of Dead or Alive 5 Last Round costume crossovers continues with a brand new set based upon the outfits worn by characters from the hit anime and manga series Attack on Titan.

The costumes are currently available on the PlayStation Network, the Xbox Games Store, and the Steam Store. Players can purchase the costumes for $2.99 per character. All 30 costumes can be purchased in a bundle for $39.49 on the PSN and the Xbox Games Store. Interestingly, the pack costs a little more on Steam. It will run at $39.99

There is also a new stage available for purchase as well that is based upon the iconic set of the anime. The stage will cost $4.99.

Check out the new costumes below!

Click to view slideshow.

Sources: DualShockers, PlayStation Network, Xbox Games Store, Steam

Juergen Braehmer and Nathan Cleverly to battle on October 1 in Germany

WBA light heavyweight champion Juergen Braehmer (48-2, 35 KOs) will fight Nathan Cleverly (29-3, 15 KOs) on October 1 at the Jahnsportforum in Neubrandenburg, Germany.
Cleverly will bid to become a two-time world champion when he challenges German veteran Braehmer, who will be defending his world title for the seventh time.
The pair were initially supposed to meet in May 2011. Then WBO 175lbs titleholder Braehmer was scheduled to defend against the Welshman at The O2 Arena in London, but…

Special Costumes Designed by Legendary Artist Akiman Coming to Street Fighter V

Throughout the years, a number of talented artists cut their teeth working at Capcom, creating art for games such as Street Fighter.  One of these is none other Akiman, known as Akira Yasuda in real life, Akiman did the art for a number of classic Capcom titles in the 90s before leaving in 2003.  Since then, Akiman has gone on to work in animated productions such as ∀ Gundam, Code Geass, and Gundam Reconguista in G.

Now, Akiman is once again doing art for Street Fighter. At the San Diego Comic-Con, Capcom’s Yoshinori Ono announced a special line of alternate costumes designed by Akiman for Street Fighter V.  Alongside the announcement, Ono tweeted a sample of the design for Chun-Li’s costume from Akiman himself.

akiman_chun-li_alt_sfv

Specific details about these costumes however, such as pricing, whether or not they can be purchased with Fight Money, and who else will be getting them aside from Chun-Li are as of yet unknown.

With this in mind, be sure to stay locked on to Shoryuken for more updates on this and other things from the San Diego Comic-Con.

Source: Yoshinori Ono

Increase Your Zangief’s Mobility With Newly Found “Interruptability As Soon As” Mechanics

For many iterations of Street Fighter past, Zangief has always been known as slow with low mobility.  This made him very difficult to play, given the fact that he has to stay at close range in order to win, and required him to burn through a lot of his health to get to that range.

However, this time around, things may change.  GiefKid recently uploaded a discovered mechanic called IASA, or “Interruptability As Soon As.”  This is a mechanic originally from Super Smash Brothers Melee, but has found its way into Street Fighter V, where whiffed normals can be interrupted on certain frames by changing the state Zangief is in.  Thus, if the move is crouching, Zangief can interrupt the move’s recovery by standing up, making him able to move faster after performing the move.  Also shown in the video was Zangief doing rapid hops using IASA, thus making him cover more ground using the move.

While this certainly won’t make Zangief top tier any time soon, this mechanic will certainly aid Zangief be able to move much quicker into his preferred range.

(Source: GiefKid)

Juri Joins the Street Fighter V Roster on July 26th

Announced during Capcom’s panel at San Diego Comic Con, mistress of the Feng Shui Engine and agent of S.I.N Juri joins the roster of Street Fighter V next Tuesday on July 26th. Most people got a small glimpse of what Juri can do during the Story Mode update, while others got a more extended play session with Juri thanks to data miners on PC but everyone will be able to play as the taekwondo temptress when she launches next week.

For those out of the loop, Juri’s V-Skill is Kasatsushu, where she charges up a flying kick which makes her appear behind the opponent. Holding the V-Skill command will have Juri charge on the spot until you release the buttons but you can forward or backdash out of the charge at any time. Her V-Trigger has her activating the Feng Shui Engine, allowing her to cancel all of her standard ground and aerial attacks into each other. The Street Fighter V servers will be undergoing server maintenance from 9AM to 5PM PT on the Tuesday in preparation of the release of Juri.

Along with Juri’s release date, Capcom announced three new Summer outfits for Ibuki, Laura and Cammy which will also be available for purchase on July 26th.

Source: Capcom Unity

Get Your Head(s) Round Eyedol in This Killer Instinct Developer Breakdown

Following his reveal during Killer Instinct Top 8 at Evo 2016,  Adam “Keits” Heart and Issac “Delriach” Torres ran one of Iron Galaxy’s trademark developer streams, running through everything Eyedol has to offer in Killer Instinct Season 3. They run through Eyedol’s two stances, the Warrior and Mage forms which are denoted by the colour of his mace. The Warrior has some of the best rushdown in the game while the Mage has some of the best zoning but you cannot actively switch between the two forms. Eyedol can randomly switch forms after using an Medium or Heavy attack, along with after performing a Special Move, Shadow Move or Ender. Staying in a certain form for an extended period will increase the chance of switching to the other and using Eyedol’s special Wake Up move will also increase the chance of a form switch. At most, it will take four punches to wake the sleeping head but be wary that overzealous face punching can actually kill Eyedol.

As such, Eyedol players will have to react on the fly and change their fighting style to fit the head which is currently awake. On top of the fun of form switching, Eyedol can gain Cosmic Charges which are governed by a special meter above the Shadow meter. Each head can have up to three Cosmic Charges on deck at once. The Warrior form gains Control Charges and the Mage gains Rage Charges but just to make things that little bit more complicated, the Warrior generates Rage Charges by using his Crushing Roar command grab while the Mage generates Control Charges using his Tele-Strike teleport. Control Charges allow Warrior Eyedol to cancel most attacks on either hit or block by jumping or dashing, while Rage Charges powers up Mage Eyedol’s Specials by double tapping the input. If this is all getting too much, you can always pop Instinct to awaken both Eyedol heads and combine both Mage and Warrior movesets, resulting into an incredibly powerful ogre. You can check out the full explanation of all of Eyedol’s moves over on his command list. You can also see all of Eyedol’s costume colours, as well as his accessories over on Ultra Combo.

Source: Maximilian Dood, Ultra Combo

 

Parker halts Haumono in fourth round

Unbeaten heavyweight contender Joseph Parker (20-0, 17 KOs) knocked out Solomon Haumono (24-3-2, 21 KOs) in the fourth round on Thursday night at the Horncastle Arena in Christchurch, New Zealand.
Home favourite Parker, 24, was busier with his jab and landed the cleaner punches from the start but the 40-year-old Haumono had his moments, landing several solid hooks and causing some swelling around Parker’s left eye.
Both fighters was looking to land big shots but it was a vicious Parker…

Watch the Street Fighter V Top 8 Battle at Mandalay Bay in The Evo 2016 Finals

Evo 2016‘s Street Fighter V finals took hype for a fighting game to soaring new heights, giving spectators a fierce battle on a scale never before seen; the matches were an intense struggle between eight of the world’s best players of Street Fighter V–tricky, tense matches showcasing what the upper level of SFV looks like so far in 2016: RZR|Fuudo’s whirlwind of an R. Mika; HM|GO1-3151’s and MOV’s battle of the Lightning Legs; HM|Eita’s fiery Ken and AW|Nemo’s slippery Vega; and Yukadon, crowd-favorite LI Joe, and eventual champion RZR|INFILTRATION putting their Nash games to the ultimate test.

Capcom Fighters has uploaded the full video set of these fights, to relive the intensity or see it for the first time if you happened to miss it.

Source: Capcom Fighters