Capcom Placed Greater Emphasis on Street Fighter V’s Story Because of Fan Feedback

Street Fighter V is set to be the first numbered installment of the game to feature a heavy emphasis on its own story. Aside from individual character stories, the game is also set to receive a free cinematic expansion in June.

It’s that increased emphasis on story that’s the main focus of GamesBeat‘s new interview with producer Yoshinori Ono.

According to Ono, part of the bigger emphasis on story comes from feedback from the fans. They’ve recognized that a large subset of fans have been wanting to see the games give the same focus on story as the series tertiary material, such as 2014’s hit web series Assassin’s Fist.

As part of this, Ono also admits that work on the cinematic story expansion only started during the summer of 2015. This is why it’s coming as a free update in June and not at launch. That said, he says that the individual character story prologues, illustrated by legendary Capcom artist Bengus, that come at launch will lead into the main narrative.

Ono also talks about Street Fighter V’s place in the series’ chronology.  As previously revealed, Street Fighter V is supposed to bridge the gap between Street Fighter IV and III. He compares this to Star Wars, with how the release order of the movies  in that series don’t match the chronology, but more complex.

Of course, this is just part of what they talk about in the interview. You can read up on this and other topics in the full interview by following the link below.

Source: GamesBeat via NeoGAF

Mortal Kombat X Online Beta Roster Now Includes Kung Lao, Shinnok, Kenshi, and More

If you’ve been lucky enough to land beta access to Mortal Kombat X’s GGPO-inspired netcode testing, you may not be pleased with regard to the paltry handful of pugilists at your disposal.

Not to worry, though, as NetherRealm Studios recently increased the number of characters that are ready to brawl within the confines of their shiny new netcode. This list of new characters includes Kung Jin, Kung Lao, Shinnok, Cassie Cage, Kitana, Kenshi, Raiden and Kano. While still not quite the full roster, these additions will certainly bring more variety to the online competition.

If you’ve yet to signed up to participate in the beta test, it’s not too late! You can follow this link to the official registration page and begin the arduous task of inbox monitoring until the Golden Ticket to (potentially) lag-free Fatalities arrives.

Source: NetherRealm Studios

Mortal Kombat X Bug Randomly Locks Player Controls

Bug and glitches are a part of life when playing fighting games. In fact, much of their development is tied to bugs that were later developed into genre staples. However, there is one type of bug that is never welcome in any fighting game, that which flat out breaks the game.

One such bug apparently exists in Mortal Kombat X. The glitch in question makes the game momentarily stop recognizing inputs from both players’ controllers, effectively stopping the match. While things eventually clear out, it still has the potential to destroy momentum and and throws both competitors off their game.

YOMI Gaming’s REO captured this bug in the demonstration below. At around 1:30, you can clearly see both players stop moving for a short moment. When they’re able to move once again, they test their buttons to see if the glitch has cleared.

REO says this isn’t the first time he’s experienced the bug, but the causes are still unknown. We’ll be sure to keep our readers apprised of the situation as it develops, but feel free to let us know if you’ve ever seen this situation in the comments.

Source: REO via Test Your Might

Pocket Rumble Brings Retro Fighting Action to Steam Early Access

With other indie titles finding various degrees of success over the past few years, it would have been easy to let Pocket Rumble fly under the radar. Developed by Cardboard Robot Games, this neat little fighter is now available to the public by way of Steam’s early access program.

Pocket Rumble’s visuals pay homage to old-school Neo Geo Pocket fighters like King of Fighters R-1 and SNK Gals’ Fighters. The controls, on the other hand, fall somewhere in-between Divekick and a traditional fighting game.

Normals are limited to just light and heavy buttons, with special moves requiring only diagonal and single button inputs to perform. Every character has twelve health, and every attack deals one point of damage. Blocking works how you’d expect, but specials are capable of putting opponents into a unique state on block that makes the next blocked special deal damage.

As of now, Pocket Rumble is pretty bare on content due to its early access status. Two characters are playable, both of which offer up different styles to mess around with. Where Tenchi functions as the game’s shoto thanks to tools like fireballs and uppercuts, Naomi’s rushdown specials and run make her more akin to a King of Fighters character. The developers plan to add a new cast member every month.

In addition to training mode, Pocket Rumble also features online play courtesy of GGPO, so you’ll have no shortage of opponents as you wait for future updates. Going by the menu, it will eventually receive a story mode, tutorials, and more.

If you’re interested in giving Pocket Rumble a shot in its early stages, you can pick it up on Steam for $9.99. A more complete rundown of the controls and previews of upcoming characters are available on Kickstarter, and be sure to also check out our previous interview with the developers.

Source: Steam

Canelo-Khan to clash on May 7

WBC middleweight champion Saul ‘Canelo’ Alvarez (46-1-1, 32 KOs) will defend his title against Britain’s Amir Khan (31-3, 19 KOs) in Las Vegas on May 7.
The surprising match-up will take place at Canelo’s preferred catch-weight of 155 pounds – five pounds below the middleweight limit – which will also accommodate the smaller Khan, a welterweight since 2014.
The venue of the fight has not yet been announced, but will likely take place at the new T-Mobile Arena in Las Vegas, which opens in…

Wizard World Gaming Announces Street Fighter V Tournament Series

Wizard World Gaming has announced a brand new partnership with Capcom that will see Street Fighter V join the convention as a permanent fixture in its competitive lineup. The upcoming title is set to appear at numerous events in 2016, with some nifty cash prizes available to those who can edge out their fellow players.

Over the next few months, Wizard World will be making stops in various locations across the United States, the full list of which can be found below.

This news comes hot on the heels of Wizard World Gaming Portland’s reveal of a $10,000 prize pool that will be split among tournaments for games like Street Fighter V, Guilty Gear Xrd -SIGN-, Tekken 7, and more.

Further information on these events can be found through Wizard World’s official website.

We Tech Those! Recent Rivals of Aether Update Revamps Wall Teching, Jab Cancels, and More

When it comes to system changes and careful attention to character balance, Rivals of Aether patches don’t mess around. The most recent patch, which went live on Steam earlier today, is no exception to this rule.

To get started, the update adds a new wall teching system, allowing players already pressed against the wall when slapped with an attack to prevent themselves from sailing away. Another major change involves the ability to whiff jabs and still string them into tilts, offering interesting pressure and punish options that weren’t previously possible.

Of course, there were massive adjustments across the whole cast when it comes to hitboxes, move recovery, general mechanics–affecting Maypul’s plant and Forsburn’s clone–and much, much more.

If you’d like to see these changes in action, the Beefy Aether Doods have put together a patch preview video. You can watch that below, or continue on to the rest of the post to see the full patch notes.

Rival of Aether ver 0.0.12 Patch Notes

General:

  • Wall Techs can now be performed even if your horizontal speed is away from the wall. This allows players to tech walls when trying to recover up the wall.
  • Wall Tech invincibility time increased from 5 frames to 12 frames.
  • Jabs are cancellable into Tilts even on whiff again. However, you cannot reverse your Forward Tilt on whiff. You can still do that on hit though. This is to prevent players from covering rolls with jab into reverse Forward Tilt.
  • Fixed bugs on Merchant Port Aether version with platforms and pipes.

Zetterburn:

Zetterburn benefits greatly from the Wall Tech change since he is known to ride up walls when trying to recover. We also wanted to address a few of his hitboxes that were a bit smaller than their animation. Finally we wanted to introduce some risk into using charged Neutral Special by preventing the charged version from being jump cancelled and adding more recovery frames.

  • Up Special time between last hit and travel hit reduced from 10 frames to 5 frames.
  • Up Tilt now has a hitbox in the center that reaches above the lowest jumpthrough platforms.
  • Down Strong Recovery increased from 20 > 22.
  • Neutral Air Hit 1 and Hit 2 Hitbox radius increased from 55 > 65.
  • Neutral Special Small Radius increased from 75 > 80.
  • Neutral Special Final Recovery increased from 12 > 16. This period can no longer be jump cancelled when using charged Neutral Special.

Orcane:

Orcane is adorable…

  • Up Strong (no puddle) now reaches above the lowest jumpthrough platforms.
  • Down Strong Whiff Lag of 18 added. Recovery remains at 12.
  • Hitstun increased on Jab 1 and Jab 2.

Wrastor:

Our aerial ace has been performing extremely well now that some other characters have been pulled back down to earth. The main concern with him right now is how easily Neutral Special can KO of the top at mid to low percents and Forward Special leading into guaranteed Up Special sweet spots due to the ground flinch on it. We addressed both of these and peeled off a little base knockback from his Strong Attack sweet spots to bring him in line with the rest of the cast.

  • Nspecial will no longer rise faster while hitting an opponent.
  • Nspecial final hit reduced from 7 Base .4 Scaling > 4 Base .7 Scaling. This is to remove ridiculously early KOs from Tornado but keep it a viable KO option at higher percents.
  • Forward Special pops up grounded opponents again. Hitstun returned to .1x. Buffer is cleared to prevent accidental air dodges.
  • Parrying Wrastor’s Forward Special now correctly removes the current and prevents Wrastor from using his Forward Special again for the full cooldown instead of .5x like it was before.
  • Fstrong Base knockback reduced from 9 > 8.
  • Ustrong Base knockback reduced from 9 > 8.
  • Air Acceleration while in Prat Fall reduced from .5x to .3x.
  • Fast Fall speed reduced from 12 > 11.
  • Bug Fix: Wrastor’s Aerial Down Special will no longer hit and slide near the end of it.
  • Bug Fix: Wrastor will now correctly go into Parry Lag when parried during Down Special and then hitting the ground after the kick but during recovery.

Kragg:

Kragg is in a pretty good place but his Forward Strong and Up Strong needed a bit more scaling for the Heavy Hitter that he is. The sour hit of Up Strong was in a weird place considering it is a Strong Attack and should give you a decent reward.

  • Dash Attack whiff lag reduced from 24 > 20.
  • Up Strong Knockback Scaling increased from .95 > 1.1.
  • Up Strong Second Hit (Sour Hit) Knockback increased from 5 base .3 scaling > 6 base .8 scaling.
  • Forward Strong Knockback Scaling 1.0 > 1.1.
  • Bug Fix: Fixed a bug that caused the entire stage to move when a Rock or Pillar was attacked at the start of a match.
  • Bug Fix: Fixed a bug where players who were hit while standing on a rock that breaks would take knockback but have 0 hitstun.

Forsburn:

Forsburn players are sad to miss out on the “Clone Bros” playstyle that he has adopted when he could combo with his illusory buddy. We do want to push the special toward deception but feel like the latest update felt awkward with hitbox-less attacks. Until we come up with a cooler deception use for Forward Special, we wanted to give players back their CPU friend for now. We removed the ability to make the clone attack faster to prevent camping with the clone.

  • Forsburn’s clone creates active hitboxes again.
  • Forsburn’s clone attacks on a timer of 90 frames after each attack has ended. The clone no longer responds to special inputs. This is to prevent players from running away and mashing special to get their clone to attack. Now the clone will be easily dispatched unless the Forsburn player gets involved as well. Forsburn players can learn the rhythm of clone attacks to get the best use out of comboing with it.
  • Forsburn’s clone now counts as a hit again for whiff / cancel reasons.
  • Forward Special Startup increased from 6 > 12 frames.
  • Forward Special Recovery increased from 4 > 8 frames.
  • Up Special Startup increased from 15 > 18 frames. This is to give aggressive edgeguarders more of a chance to interrupt Forsburn before he can teleport.
  • Forsburn Down Air hits 1 and 2 have had their hitbox sizes reduced. Down Air is becoming too much of an all-purpose aerial so we wanted to strip back the hitboxes a touch.
  • Forsburn Up Special Hitstun Scaling reduced from 1.0 > .85. This is to punish players less for missing an edgeguard against Forsburn while still preventing Forsburn from being punished even when he lands his Up Special.

Maypul:

Lily has lost some of her cool identity in recent updates now that her impact on a match is lessened. We like Lily being an important part of Maypul’s identity. While we don’t want Maypul to have too powerful of zoning tools, we wanted to bring back some of Lily’s glory and address the camping issue in different ways.

  • Lily now wraps all marked opponents again. They no longer are required to be in hitstun.
  • Fat Lily has been removed from the game. Maypul can still feed Lily or Taunt to extend her life time but she will no longer be fed to permanence. This is to reduce her camping ability with a Fat Lily.
  • Parrying Maypul’s attacks now removes her Watcher’s Mark from opponents. This is to reduce the viability of spamming seeds against a marked target and opens up a way for opponents to work around Watcher’s Mark.
  • Neutral Special seed start moved back 10 px closer to her hand to make feeding Lily up close easier.
  • We have changed the input for using Maypul’s Up Special Uppercut while opponents are marked. Many new players will accidently uppercut when they want to tether. Some new players are unaware of the tether mechanic at all. Now to perform the Uppercut if your opponent is marked, you must be holding dodge during the startup frames after starting Up Special instead of just releasing the special button early. This is to keep the uppercut viable for skilled players but make the tether more likely to be used by new players.
  • Down Strong Startup increased from 10 > 12. Down Strong Knockback scaling increased from 1.0 > 1.1.
  • Maypul’s Strong attacks no longer deal increased knockback on wrapped opponents. This is to remove the extra benefit she gets for wrapping with Lily in order to secure an earlier KO.
  • Maypul Down Special Ground cast total frames increased from 24 > 27 Frames.
  • Maypul Up Special Tether end location moved from 40px away from the center of her target to 46px. This moves her out of range of Orcane’s Puddleless Up Strong and Maypul’s Up Strong as guaranteed punishes for all 3 tether directions.

Absa:

Absa lost some of her close range power last update with the removal of Down Special into Up Special. To bring it back, we are increasing her air max speed and acceleration to allow her to weave toward opponents better. We are also increasing the cooldown on Forward Special to motivate Absa players to follow up their clouds with other options instead of another Forward Special.

  • Absa Neutral Special on the ground now pops her up like her aerial Neutral Special does.
  • Absa Back Air knockback angle reduced from 40/45 to 32.5.
  • Forward Special Cooldown increased from 8 > 24 frames.
  • Air Max Speed increased from 5 > 6.
  • Air Acceleration increased from .35 > .4.
  • Clouds now draw in front of Wrastor’s currents.

Dev Mode:

Trevor has made a huge number of adjustments and improvements to Dev Mode. You can now create new hitboxes and have much better control over attacks. Check out his thread to get all the information on how to use Dev Mode 0.3.

Online:

  • You can now enable Dev Mode in Online matches by hitting the gear in the upper left corner. You must ensure that you both have the same exact files in the dev_ver_0.3 folder to avoid desyncs.
  • Bug Fix: Fixed a bug where the Short Hop button was causing desyncs.
  • Bug Fix: Fixed a bug where the Mayflash 4 Controller Adapter would not work if you started an online match with the Steam Overlay up.

Sources: Aetherboards, Beefy Aether Doods

Guilty Gear Xrd -REVELATOR-‘s Kum Haehyun is Easy to Learn, Difficult to Master

While an air of mystery has surrounded Guilty Gear Xrd -REVELATOR- newcomer Kum Haehyun since her reveal, Gematsu has some new details straight from Arc System Works regarding her place in the title.

Guilty Gear has come to be known for flashy visuals and high execution, but Kum subverts the latter with her playstyle. Instead of lengthy combos, she focuses on doling out damage with single hits.

That being said, her specials revolve around the idea of performance, with additional inputs changing the way they function. The examples provided include a dropkick transition into a rush-style attack as well as missiles that can be controlled with extra button presses.

All in all, the developers say she was created with the mindset of “easy to handle, difficult to master.”

Guilty Gear Xrd -REVELATOR- is set to launch on consoles in Japan on May 26, with a North American release following soon after on June 7. Kum Haehyun will be a first-print bonus included with early copies.

Source: Gematsu

See Every Color for Every Known Alternate Costume in Street Fighter V

Thanks to the gameplay modes trailer Capcom released last week, we know we’ll have to play through story mode and survival mode in order to complete our Street Fighter V wardrobes. But knowing how to get them and what they look like are two very different things.

Recently, X-Kira posted compilation images to the NeoFighters forums unveiling the full range of revealed garment options we can expect to have at our disposal. Do note that these colors may not represent every option we’ll have in the full version of the game, but even if they do, there are plenty to choose from.

In the slideshow below, you can take a peek at each of these upcoming colors and start thinking about which you’ll choose for your fighter.

Click to view slideshow.

To see a handful of these costumes and colors in action, be sure to check out our previous article on the topic.

Street Fighter V is set to launch for PlayStation 4 and PC on February 16.

Source: NeoFighters, tip via KensouADV

Northwest Majors 8 Heading to Washington in April

Northwest Majors is gearing up for an eighth installment, and it’s looking to be their biggest event yet.

In 2016, the tournament series will feature a wide array of titles, including newcomer Street Fighter V, Ultra Street Fighter IV, Ultimate Marvel vs. Capcom 3, Guilty Gear Xrd -SIGN-, Mortal Kombat X, Super Smash Bros. Melee, Under Night In-Bith Exe:Late, and more.

Northwest Majors 8 is scheduled for April 29-March 1 in Des Moines, Washington. More details can be found by following the link below. Registration is currently open, so be sure to take advantage of the early bird rate before it expires later this week.

Source: Northwest Majors