Viscant Lists 7 Moves to Improve Against in Street Fighter V

As a game’s meta develops, certain moves tend to come to the forefront as those that people need to look out for. Such is the case with Street Fighter V, as more than a few players have started to gravitate toward specific attacks in competitive play. In his latest edition of “Hit the Ground Running,” BROKENTIER’s Jay “Viscant” Snyder lists seven of these attacks, stating why players need to look out for them and suggesting ways to train against them

R.Mika’s towards strong command normal is among these moves. This normal starts her Passion Press and leads to her Irish Whip combo and, depending on spacing, her corner game. While the move itself is unsafe–it’s -2 on block, combined with an 8 frame start up–many players are cowed into respecting it, leaving them unable to punish.

Other moves Viscant mentions include Vega’s stance change which, similar to Mika’s towards strong, is -2 (at best) on block, but is still somehow respected by many players. Birdie’s Bull Revenger, Chun-Li’s instant air legs, Ken’s V-Trigger cancelled Shoryukens, and a few more of R. Mika’s moves, specifically her target combo and her charged drop kick, make the list as well.

You can read more on why these are being used by players and how they can be trained against over at BROKENTIER.

Source: BROKENTIER

Carl Frampton to fight Leo Santa Cruz on July 30 in New York

Northern Ireland’sCarl Frampton (22-0, 14 KOs) will challenge WBA featherweight champion Leo Santa Cruz (31-0-1, 17 KOs)  on July 30 at the Barclays Center in New York.
Frampton, 29, unified the IBF and WBA titles at 122 pounds when he outpointed Scott Quigg in February in an all British unification fight.
The Belfast boxer was stripped of his WBA super bantamweight title after failing to agree to a first defence against mandatory challenger Guillermo Rigondeaux.
The unbeaten 29-year-old…

Here’s Everything April’s Update Brings to Street Fighter V

When the servers come back up and you download your patch for Street Fighter V later today, you’ll likely be pleased to finally be able to sling Sonic Booms with Guile. However, there is more to this update than the addition of everyone’s favorite brush-haired American. Some of these details came alongside the original round of Guile information, but we would like to reiterate these changes, as they stand to improve the game’s quality.

The biggest change involves the new system to punish rage quitters. While Capcom relied on users reporting players who consistently disconnected to avoid losses in the past, the new system should be able to address them automatically. Additionally, Capcom is refining the games matchmaking. As for the in-game shop, the real currency version that uses Zenny instead of Fight Money will still be unavailable. Luckily, this means Guile will be free to try until said real currency shop is launched. Guile’s Air Force Base stage will not be free, however, and will set you back 70,000 Fight Money.

More interesting, however, are some character-specific fixes. These are meant to address bugs where certain moves weren’t behaving as they should, including one that led to an option select off crouching lights.

You can check out these changes out below.

Street Fighter V April Patch Character Bug Fixes

Ryu/M. Bison/Vega(no claw)

Bug: After dishing out Ryu & Vega’s (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the “other action” will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.

Fix: Made the rapid cancel timing  of said moves 1F shorter.

Ryu

Bug: In the guard animation branch of  Ryu’s C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.

Fix: Adjusted the counter box on Ryu’s C. HK so that it is no longer present afterter the hitbox is not longer active.

Ken

Bug: In Ken’s C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn’t a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.

Fix: Adjusted the first 3 frames of Ken’s C. LP (including rapid cancels) so that Ken is in crouching state.

Bug: In Ken’s M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.

Fix: Corrected the feint box on Ken’s M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.

Bug: When a portion of Ken’s EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.

Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs.

Chun-Li

Bug: In Chun-Li’s EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).

Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.

Bug: In Chun-Li’s J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit.

(There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)

Fix: Adjusted  the juggle potential of Chun-Li’s J. MP so that it is the same whether or not it is a normal hit or a counter hit.

Cammy

Bug: Cammy’s S. HK’s hit box is no longer active, she was throw invincible.

Fix: Added a throw box to Cammy’s S. HK & Lift Combination while the move is active.

Bug: While Cammy’s EX Razer Edge Slicer is active, she was throw invincible.

Fix: Added a throw box to Cammy’s EX Razer Edge Slicer while it is active.

Dhalsim

Bug: During C. MK, Dhalsim was throw invincible.

Fix: Added a throw box to Dhalsim’s C. MK.

Karin

Bug: When the fourth hit of Karin’s EX Mujinkyaku hits an airborne opponent, the opponent’s float is differed from when it is a normal hit and when it is a counter hit.

Fix: Made it so that the 4th hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.

Bug: There were 2 bugs in Karin’s EX Ressenha.

  • When the second hit hits as a counter hit, the opponents Critical Gauge increase would be “0”
  • On counter hit, EX Ressenha’s starting juggle potential would be “0” for each hit.

Fix: Adjusted EX Ressenha on counter so that the opponent’s gauge increase and starting juggle potential are the same as when it is a normal hit.

Laura

Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.

Fix: Expanded S. MP’s hit box downward so that the move yields the same results in both corners.

Necalli

Bug: When rapid canceling Necalli’s C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.

Fix: Unified Necalli’s V-Trigger C. LP to the normal version.

M. Bison

Bug: When throwing an oponent with Psycho Fall, depending on M. Bison’s position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.

Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.

Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character’s behavior would be irregular after the hit.

Fix: Changed the behavior after hit on the EX Double Knee Press.

R. Mika

Bug: In R. Mika’s C. HK, there wasn’t a throw box in place. Even though the move is visually performed on the ground, it was throw invincible.

Fix: Added a throw box to R. Mika’s C. HK while the move is active.

Alex

Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.

Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own.

Source: Capcom-Unity

Street Fighter V Servers Coming Down Tomorrow Morning to Apply April Update

The April update to Street Fighter V looms just one day away. That means the folks at Capcom will be taking the game’s servers down tomorrow morning in order to apply the necessary changes. According to the official Street Fighter V server status Twitter account, this down time will begin at 8 AM PDT (11 AM EDT) and continue until 6 PM PDT (9 PM EDT).

While the servers being down for such a considerable stretch of time certainly isn’t the best news, we’ve at least got a better idea of exactly when to expect to throw our first Sonic Booms.

So get your fill of online play in tonight, but don’t forget to prepare your fatigues, your comb, and your aviators before you head to bed. We ship out tomorrow.

Source: SFV Server

Panda Global Adds Marlinpie, RayRay to Growing Fighting Game Roster

Hot on the heels of a sponsorship from Geico Gaming, the folks at Panda Global looked to expand their fighting game community roster. Earlier today, PG confirmed that Kyohei “Marlinpie” Lehr and Raynel “RayRay” Hidalgo will now be sporting the PG tag when throwing down in tournaments. Both players are perhaps best known for their recent work in Ultimate Marvel vs. Capcom 3, but they’re both more than capable of performing at a high level in other titles as well.

Marlinpie and RayRay join a growing number of fighting game community representatives already sponsored by Panda Global including Ryan “Filipino Champ” Ramirez, Eric “ESAM” Lew, Robert “Wobbles” Wright, and others.

Source: Panda Global

Killer Instinct ver. 3.1 Patch Brings Mira, Bug Fixes, and More

Earlier today, Killer Instinct received a patch bringing its version number up to 3.1. Most importantly, this patch allows players to take to the sky as series newcomer, Mira. But Mira making her way to the roster isn’t the only thing the new version includes. Bug fixes–especially for the newest members of the cast–as well as slightly reworked mechanics abound.

If you’re experiencing difficulties updating your Windows 10 version of Killer Instinct Season 3, Alex Jebailey Tweeted out the steps necessary to complete the patching process, so give those a look. You can find the full patch notes below.

Killer Instinct Version 3.04 Changes

Brand New Features!

  • Added New Character – Mira (Check out her full movelist here.)
    • Default Costume
      • Accessories (3 Sets)
      • Color Variations (9 Colors)
    • Retro Costume
      • Accessories (3 Sets)
      • Color Variations (6 Colors)
    • Combo Assist Support
  • Added Shadow Lab Support for Mira, Kim Wu, & Tusk
  • Added Toggle for Cinematic Ender Cameras under Help & Options –> Display.
  • Added an Exclusive Retro Color 7 for all characters for players who purchase the SUPREME EDITION or Season 3 Ultra Edition bundles

General Bug Fixes:

  • Fixed soft lock that would sometimes occur when transitioning between screens using LB and RB.
  • Fixed a crash that would sometimes occur when Tusk was interrupted out of a deflect attack.
  • Fixed a soft lock that would occur if one of Arbiter’s grenades would detonate at the same time as a character was performing a command throw ender.
  • Fixed a crash that would occur when Shadow Jago would perform a Level 4 DP ender in the corner of a stage.
  • Fixed an issue where the announcer would not scream “Ultraaaaaaaaaaaa!” after a second ultra was performed.

A word from the Combat Team on 3.1 gameplay changes:

Hey guys, it’s your combat design team. We hope you are enjoying Season 3 so far. Just like last season, we’ve been watching, playing, and studying the game in the hopes of making balance adjustments that improve the combat ecosystem over time.

One of the key pieces of feedback we received from our Season 3 Rebalance presentation at Killer Instinct World Cup is that people want us to give more context as to why we make changes. Buffs to your favorite character feel great. Nerfs, not so much. But perhaps understanding what the combat team is thinking or trying to accomplish can soften the blow.

We all want Killer Instinct to be the best game it can possibly be, and we can’t get there without your help. So keep watching, playing, and studying, and keep discussing your findings on the forums. Fight on!

Additional context will be highlighted in [italics].

System Changes:

  • A Shadow Move that would be breakable as a linker, but hits 2 or less times, no longer counts as a ‘breakable move’ in your combo. This removes the “half-whiff-shadow-linker unbreakables” from the game. (This means that, in order to cash out damage from these combos, you will have to add at least one more breakable window to the combo somewhere, or ensure the Shadow Linker hits 3 or more times. It is still possible to use these “half whiff” shadow linkers in combos, and they are still great options for messing up your opponent’s timing or sneaking in some damage.)
  • When your opponent techs your throw attempt or your throw is teched, it no longer counts as a reaction for cases where being hit (going into a reaction) destroys your projectiles or ends your active modes or curses. (This effects things like Spinal’s Curses and Skulls, Maya’s Dagger Assault, Kan-Ra’s Shadow Sandtrap, Cinder’s Pyrobombs, etc. Anything that would have ended when the character was hit. Now these characters can attempt or defend throws without risking the loss of their projectiles, modes, or curses.)
  • Added a 5-frame buffer window to the Counter Breaker input, so that you have a 5 frame window to input a 1st frame Counter Break attempt. This removes the need to manually time a 1st frame Counter Breaker vs someone inputting a 1st frame Breaker attempt. (In general, you will still have to input your counter break before your opponent inputs his break attempt to succeed. But for manuals in particular, it was unreasonably difficult to input your counter break before an opponent who is also trying to break immediately. You may have noticed this in cases such as Tusk’s skewer or Rash’s LP juggles after a launcher. With this buffer in place, you will have a much easier time beating your opponent to the break and counter breaking successfully.)
  • Adjusted Flipout so that all characters fall with the same timing/gravity, instead of falling with their own personal jump gravity values. (We wanted players to be able to develop flipout setups that are not quite as character specific, though you’ll still have to deal with varying heights/widths on your opponents, as well as screen positioning factors.)
  • Fixed a bug that forced you to go through 1 frame of jump landing at the end of a Flipout, preventing reversals. (This lead to actual, inescapable flipout setups, and this change removes them.)
  • Fixed a bug where you could perform a second wall splat move without blowing out a combo following a move causing ground bounce or recapture.

Jago:

  • Fixed an issue that could cause some Lv1 Enders to whiff or be blocked when performed on the last possible frame of the cancel window on a light manual.

Glacius:

  • Fixed a bug causing Glacius’ Command Normals to not get the +3 manual hitstop penalty.
  • Fixed a bug that allowed opponents to get hit by Shatter during their pre-jump frames. (This was actually fixed in the 3.03 hotfix. We are just putting it on this list for the record.)

Sadira:

  • Decreased the knockback on Sadira’s Blade Demon (Launcher) Enders to increase followup combo options. (We recognize that players enjoyed the range Sadira was left at for juggles off of the old Recluse ender, so this new spacing allows f+HK and tiger-knee Med Widows Bite followups after Blade Demon Ender to be much more practical.)
  • Fixed a bug causing all of Sadira’s Normals to not get the +3 manual hitstop penalty. This bug was also causing higher than intended KV output for Sadira, so this fix has resulted in some longer juggle ability.
  • Fixed a bug causing the 2nd hit of Heavy Widows Bite to not be breakable in some situations as intended.

Spinal:

  • Changed the duration it took for the hitbox to reappear on an Instinct Skull that had just bounced off of the wall from 25 frames to 20 frames.
  • Fixed a bug causing an Instinct Skull that hit the opponent and the wall on the same frame to consider its interaction with the wall as a priority.
  • Shadow Searing Skull is now +14 on hit at close range (down from +26). (All Heavy manuals are still easily possible here.)
  • Shadow Searing Skull damage reduced by 58% (These two changes were made because Shadow Searing Skull is being using as an unbreakable linker with a massive manual window now. These changes make it a low damage unbreakable projectile Shadow Move with a fair manual window after, making its primary purpose to apply an Instinct Curse.)

Fulgore:

  • Fixed a bug causing the 2nd hit of his Medium Eye Beam to be breakable when used as an opener.

TJ Combo:

  • Increased the special cancel window on TJ Combo’s Standing Light Punch, fixing a bug that could make it difficult to special cancel from this move.
  • Fixed a bug causing all hitboxes to be missing for a few frames when landing from a Linker Flying Knee.

Maya:

  • Raised minimum height from which you can perform Mantis on the way up.
  • Mantis damage reduced by ~25% (Mantis combos were back in a big way in 3.0. Mantis being the only meterless juggle cash out in the game, in addition to Maya’s new juggle abilities, allowed her to deal a lot more damage than intended on few-break-chance combos a lot more easily than we’d like outside of instinct. As such, we are toning Mantis damage down and making it much harder to combo outside of Instinct by changing its height restriction. Being a meterless juggle cashout is still very strong and the damage is still very respectable. We anticipate that this technique will still be used often by Maya players during Instinct.)
  • Crouching Light Kick is now -3 on block (was -5). (We have no idea why this was ever -5 on block. Now it is less unsafe.)
  • Fixed a bug causing her Counter Breaker to teleport to the opponent’s location.

Kan Ra:

  • Made adjustments to the Sand Scorpion attacks.
  • Removed the first hit damage bonus of x2, as this was causing his Clutch command throws to sometimes deal double damage while a Shadow Sand Trap was active.
  • Increased damage on ground Scorpion Strike from 14 to 18 points (~22%)
  • Increased damage on anti-air Scorpion Strike from 5 to 18 points (~360%)
  • Fixed a bug that caused the spit startup part of the Swarm projectile to damage other players if it came in contact with projectiles they own. (This was actually fixed in the 3.03 hotfix. We are just putting it on this list for the record.)
  • Fixed a bug causing his Light and Heavy Swarm attacks (up close) to have each other’s on block frame data. Light is now -3, and Heavy is now -1 as intended.
  • Fixed a bug that could cause the Scorpion Tail strike in his Ultra to blowout.

Riptor:

  • Added 1 frame of hitstop per hit (up from 0) to the hits of Flame Arc to ensure it follows ALL breaker system rules properly. Timing on followups has changed slightly as a result, but frame advantage is unchanged.
  • Corrected an issue causing Riptor to get stuck in her Lv2, Lv3, and Lv4 Talon Rake enders longer than intended, making them punishable on hit. She is no longer punishable on hit, and is left about +1 on her opponent.

Omen:

  • Made Demonic Despair’s hits count as “Launcher” hits. This fixed an issue where Arbiter’s Plasma Grenade could go off during this move, putting Arbiter back on the ground and leaving Omen punishable.
  • Fixed a bug that allowed Omen to cause his linkers to teleport to the opponent’s location if they were already in hitstun from something else.
  • Fixed a bug that allowed Omen to use crouching MK while his legs were burned out without fanning the flames.

Aganos:

  • Fixed a bug causing all of Aganos’ Normals to not get the +3 manual hitstop penalty.
  • Hitbox Adjustments to Standing Far HP.
  • Added slightly more attack range to better match the animation.
  • Added an additional vulnerable box behind Aganos so that opponents could properly punish this attack from behind.
  • Fixed a bug preventing Heavy Natural Disaster from bouncing off another Aganos in the mirror match on block.
  • Fixed an issue where Light, Heavy, and Shadow Payload Assault moves could fail to count as openers and lead to unbreakable combos.
  • Increased the size of the attack box on Back+LP to cover over his head slightly better. (This change was made to help with some of the new aerial offence available in the game.)

Hisako:

  • Possible fix for Light and Medium Influence Linkers sometimes not passing through opponents properly after Standing Medium Punch manuals.
  • Fixed a bug that could get Super Flash stuck ON when she was hit out of specific frames of her Shadow Counter.
  • Fixed an issue preventing Shadow Air On Ryo Zan from becoming breakable/counterbreakable when it should.

Cinder:

  • Fixed a bug causing the Shadow Linker version of Trailblazer to not be projectile invulnerable as intended. (All other characters who have a projectile invincible Shadow Move in neutral also had that invincibility on the linker version. This fix will help Cinder better avoid opponent projectiles, such as Arbiter or Orchid’s grenades, during his own combos.)

ARIA:

  • Fixed a bug causing Aria to get the fully charged version of HK no matter how long she held the button. (This created a situation where lots of fully charged bombs could be used to add unbreakable damage to any of ARIA’s juggles. Standing HK will now have to be held to get the extra bombs, as intended.)
  • Added additional pushback to standing HK to remove a big-character blockstring infinite.
  • Fixed a bug where Activating Instinct caused any attached Cinder Pyrobombs to be destroyed

Shadow Jago:

  • If you cross behind your opponent with your dash and press P, you will now trigger the vertical version of Dark Fury instead of the angled version. (This change was made to reduce frustration in fighting against this tactic. It decreases its effective range, but if an opponent is not blocking crossup, they will still get hit by Dark Fury in much the same way as before, and all the same juggles will be possible, so we still expect this technique to be very strong. The main goals here are to allow an opponent to better punish Shadow Jago for a successful block or dodge, and to adjust the risk/reward on this technique.)
  • Made Shadow Dark Drift a low to match the properties of the special move version.

Kim Wu:

  • Added some vacuum to Kim’s Shadow Counter so that it is less likely to whiff its first hit, and much less likely to whiff any hits after the 1st if the 1st hit connects. (Her Shadow Counter was whiffing in a lot more situations than expected so hopefully these improvements help.)
  • Fixed a bug for Dragon Counter sending back unintended Dragon Cannons.
  • Fixed a bug that made Shadow Dragon Kick do ender-scaled damage on the 2nd hit even outside of a combo. This lead to massive damage opener Dragon Kicks when the opponent had a lot of Potential Damage on their bar.
  • Fixed a bug that made Shadow Firecracker teleport to opponent after long range openers.

Tusk:

  • The following normal and command attacks now count as Openers, so that followup manuals, specials, and shadows are breakable.
    • Backstab
    • Standing Far MP
    • Standing Far HP
    • Crouching MP
    • Crouching HP
      (We made this change because we felt the unbreakable damage output after these moves into Shadow Skull Splitter was a bit high, but we didn’t want to take raw damage away from these moves. This gives players the opportunity to break without removing the heavy damage.)
  • Reduced the damage of the Normal attack after a successful deflect by 20%. (Though the raw damage matched the normal version of these attacks in 3.0, the Deflect Success versions leave a LOT of potential damage behind because they are technically hit #2 of the combo. In the next update, another adjustment will ensure that deflect moves deal ONLY raw damage, leaving no potential damage behind. Until then, we’ve lowered the damage slightly to alleviate this concern a bit.)
  • Fixed a bug causing the Deflect Success version of Standing HP to have 3 less frames of advantage compared to the normal version. (You should now be able to get the same combo confirms off of standing heavy punch weather or not it deflected something.)
  • Adjusted Tusk’s vulnerable boxes on wakeup to make sure Riptor’s Flame Carpet would not whiff him.
  • Tusk can no longer use Skewer against opponents with no health remaining. This also prevents him from using it against TJ during his Last Breath.
  • Fixed a bug with his Immortal Spirit Overhead and Immortal Spirit Enders that caused them to fan the flames during Punch Burnout despite being kick button moves.

Arbiter:

  • Fixed a bug that allowed Arbiter to cancel his Shadow Linkers into Linkers.
  • Fixed a bug causing Arbiter’s Normals to not get the +3 manual hitstop penalty.
  • Fixed a bug causing his standing block to be throwable.
  • Fixed a bug causing jumping HP to be tagged as a special instead of a normal, raising its priority and allowing Spinal to Power Devour it.
  • Fixed a bug causing his crouching HP to cause a Hard Knockdown.
  • Fixed an issue where Plasma Grenades could fail to count as openers and lead to unbreakable combos.
  • Fixed a bug that gave Arbiter additional air actions during Instinct mode.
  • Fixed a bug that could cause a game freeze if Arbiter was hit out of his Lv1 Prophet’s Bane ender.

Rash:

  • Fixed a bug where Rash’s standing medium kick could cross under cornered opponents.
  • Adjusted Rash’s vulnerable boxes on wakeup to make sure Riptor’s Flame Carpet would not whiff.
  • Reduced the blockstun from Wrecking Ball by 6 frames. (This change was made so that more characters have anti-air punishment options after blocking this move, especially taller characters. This move was already fairly unsafe against most of the cast, but all characters should have additional options now for challenging followups to Wrecking Ball on block.)
  • Moved the frame on which you can cancel Run into attacks from frame 8 to frame 9.
  • Moved the frame on which you can cancel Run with a Jump from frame 4 to frame 9. This prevents using Pre-Jump frames to cancel out of Run into Normals earlier than intended.
  • Fixed a bug causing Rash to start on a later frame of his Run when canceled into from Big Bad Boot, leaving him more advantaged than intended. (With these 3 changes, he now has the same frame advantage on a run cancel as he does if he didn’t run cancel the Big Bad Boot attack. Because of the fast paced nature of the game and the speed of Rash’s overall pressure, we still expect run cancel boot to be quite useful in Rash’s offense.)

Nil:

  • Sabrewulf, Thunder, Orchid

Source: Ultra-Combo

Jezreel Corrales dethrones Takashi Uchiyama with second round KO

Underdog Jezreel Corrales (20-1-1, 8 KOs) dethroned previously unbeaten WBA super featherweight champion Takashi Uchiyama (24-1-1, 20 KOs) by a second round KO on Wednesday night at the Ota-City General Gymnasium in Tokyo, Japan.
The Panamanian challenger knocked down Uchiyama three times in the second round to end the Japanese fighter’s six-year title reign.
Corrales hurt Uchiyama with some hard shots in the first round and then drooped him with a left hand to the head in the second.
Uchiyama…

Jezreel Corrales dethrones Takashi Uchiyama with second round KO

Underdog Jezreel Corrales (20-1-1, 8 KOs) dethroned previously unbeaten WBA super featherweight champion Takashi Uchiyama (24-1-1, 20 KOs) by a second round KO on Wednesday night at the Ota-City General Gymnasium in Tokyo, Japan.
The Panamanian challenger knocked down Uchiyama three times in the second round to end the Japanese fighter’s six-year title reign.
Corrales hurt Uchiyama with some hard shots in the first round and then drooped him with a left hand to the head in the second.
Uchiyama…

Guile Coming to Street Fighter V on April 28

Ever since Guile’s announcement, there has been one question on every Street Fighter V player’s mind: when will he be coming to the game? Well, now we know.

Capcom just announced that Guile (and his multi-purpose theme) will be joining the Street Fighter V cast on Thursday, April 28 by 7:00 PM PDT (4:00 PM EDT). While the release time offered is specific to North America, it’s probably safe to assume that the rest of the world will be gaining access to those sweet shades at around the same time.

With Guile’s return just on the horizon, we suggest checking out some of our previous coverage on him, including some early gameplay footage, this breakdown of his moveset, and this piece on how he’ll bring defensive play back to Street Fighter V.

Source: Capcom

Street Fighter V Passes 4,000 Entrant Mark for Evolution 2016

Earlier this month, we reported the number of registered entrants in Pokkén Tournament at this year’s Evolution had passed the 1,000 mark. This is certainly quite the feat for such a new game, especially considering the overall experimental nature of the title. Even so, it’s quite obvious–and exciting–that folks are interested in determining who is the very best.

But what about Street Fighter V? A series so dear to fighting game players the world over must certainly be able to pull a larger crowd, right? Late last night, the official Evolution Twitter account confirmed that to be the case. It seems that the number of Street Fighter V entrants for this year’s event has surpassed the 4,000 mark and continues to rise.

If you don’t yet count yourself among the current 4,000 player lineup, you can still register to participate and help push that number even higher. Evolution 2016 is set to take place July 15-17 in Las Vegas, Nevada.

Source: Evo2k