Killer Instinct World Cup Adds Art Gallery to Festivities

Apart from offering up some of the best competition around with their worldwide qualifiers, Killer Instinct World Cup organizer Brandon Alexander recently announced their intentions to host an art gallery showcasing the work of the talented individuals that make up the fandom.

Ultra Arcade is looking for submissions from any and all community members, provided the art pays homage to Killer Instinct in some way, naturally. Samples can be sent to killerinstinctcup@gmail.com if you feel you’re up to the task.

Like many tournaments these days, the Killer Instinct World Cup is quickly moving beyond the confines of a mere competition to become a huge celebration of the genre we love so much. It’s set to take place January 30-31 in San Antonio, Texas, so don’t miss out! Further details are available here.

Source: Brandon Alexander via Ultra-Combo

Xbox Live’s Early Black Friday Deals Include Discounts on Killer Instinct and Mortal Kombat X

Ah yes, it’s that time of the year again. The leaves are changing, family is visiting from out of town, and stores will be filled to the brim with shoppers looking to grab (and sometimes fight over) deep discounts on a variety of items. Fortunately, those of us who dare not brave the cold weather and horrendous crowds still have a lot to look forward to in the digital space, and a few such deals recently showed up early on Xbox Live.

While many of these titles have seen recent discounts, these offerings are the lowest they’ve been in some time. Highlights include the entire Killer Instinct season two package for only $20 and a near half-off markdown on Mortal Kombat X premium edition, which bundles a bunch of downloadable content with the base game.

A full look at the current sales can be found below, and we’ll be sure to update our table should more become available over the next week. Please note that all of these details require an active Gold subscription to take advantage of.

Title Platform Gold Price Regular Price
Killer Instinct Season 2 Ultra Edition XB1 $20.00 $39.99
Mortal Kombat X XB1 $29.99 $49.99
Mortal Kombat X Premium Edition XB1 $43.99 $79.99
Mortal Kombat 360 $8.99 $19.99
Mortal Kombat Season Pass 360 $4.94 $14.99
Mortal Kombat vs. DC Universe 360 $4.99 $14.99

Source: Cheap Ass Gamer via Wario64, xbldb

King of Fighters XIV Trailer May Have Stealthily Revealed Roster Size

What would you say if we told you the first King of Fighters XIV trailer included a brief glimpse of the character select screen? Crazy, right? Well, that’s the theory put forth by ATRyoSakazaki in their latest video.

While compiling footage for an excellent examination of the upcoming title’s graphical changes between teasers, Ryo stumbled upon a strange image that appears to be a rudimentary character select screen. In order to assure they weren’t pulling the wool over our eyes, we took a quick screenshot of our own and, yep, it’s definitely there.

kofxiv-charselect-trailer

By editing out the flames and extending the details that are in full view, Ryo posits that there are a total of 48 boxes compiled in 16 individual groups. This lines up perfectly with our previous report on a rumored cast list that, while months old, also mentioned Chang Koehan donning a prisoner uniform with the rest of his team.

Of course, while common sense points towards this hidden image being an empty character select screen, nothing we’ve seen of King of Fighters XIV in official materials confirms these findings. We’ll just have to continue speculating until we learn more. Until then, be sure to check out ATRyoSakazaki’s video below and let us know what you think.

King of Fighters XIV is scheduled to release for PlayStation 4 in 2016. A playable demo will be available at PlayStation Experience next month, so keep your eyes on Shoryuken for more details.

Source: ATRyoSakazaki via NeoGAF

Capcom Cup 2015’s Champion Will Walk Away $125,000 Richer

With this year’s Capcom Cup rapidly approaching, Peter “Combofiend” Rosas took to Capcom-Unity this morning to provide a few more details on things like tournament format, schedule, and, of course, those oh-so-sweet payouts. So let’s dive right in.

Thanks to the increase in competitors, Capcom Cup 2015 will be broadcast across two streams, and matches will play out in 2/3 sets, switching to 3/5 upon reaching top sixteen. Of course, it also goes without saying that they’ll be sticking with the double-elimination format for the duration.

“But, Shoryuken, what about the money!” we hear you cry. Oh baby, let’s talk about the money.

Apart from being crowned the world’s best Ultra Street Fighter IV player, the first-place finisher will earn a cool $125,000, or half the event’s overall prize pool. After that, the payouts drop considerably but still continue to rival even the biggest fighting game tournaments thanks to Sony’s involvement: Capcom Cup’s runner-up can expect to walk away with $60,000 (before taxes, naturally!) and third-place will be rewarded $25,000 for their efforts.

And finally, if you plan on attending this event or watching from home, expect to set aside a good 12-hour chunk of time to take it all in, with high-level analysis interspersed between tournament matches.

Capcom Cup 2015 is scheduled for December 6 at PlayStation Experience in San Francisco, California. More details can be found by following the link below.

Source: Capcom-Cup

Capcom Confirms Second Round of Post-Release Street Fighter V Characters

After revealing the return of Dhalsim in Street Fighter V at Paris Games Week, executive producer Yoshinori Ono joined brand director Matt Dahlgren in sitting down for an interview with GameSpot. While much of their discussion revolved around topics that have been brought up before, the Capcom representatives did stray into post-release territory to discuss additional characters.

Many fans will be happy to know that the next six characters Capcom has in store for Street Fighter V–most likely Alex, Guile, Ibuki, Balrog, Juri, and Urien–are still in development instead of being held aside for after the official launch. “They’re actually going to be released once they’re finished,” Dahlgren said of these characters. “What we’re working towards internally is about one character every two months. So we’ve been able to map out that we’re going to have six within the first year and plan to continue to build after that.”

Latching onto that last point, GameSpot’s Tamoor Hussain asked for clarification on the possibility of a second wave of characters after the first six, which Dahlgren confirmed. After that, however, the developers plan to see how things progress. “We don’t want to get too far ahead of ourselves. We do have very ambitious plans for Street Fighter V and a very long term strategy,” Dalhgren said. “We’d like to continue as long as we can, but we’ll have to see how the product does.”

For more on Street Fighter V’s in-game currency, Capcom’s character selection process, and more, be sure to check out GameSpot’s full interview here.

Street Fighter V will be available for PlayStation 4 and PC on February 16.

Source: GameSpot via NeoGAF

Rivals of Aether Patch Adds New Character, Developer Mode, and More

There really just isn’t enough room in the headline to mention everything that the most recent Rivals of Aether patch brings. First, those waiting to get their hands on the game’s second representative of the air element will be pleased to know that Absa the Storm Architect has made her way to the game’s playable roster. She will remain available to early access participants until the game’s official release next year.

Apart from the storm-toting goat, the patch also adds a number of holiday-themed color options for every character. These new offerings, which incorporate plenty of greens and reds, have replaced the previous Halloween colors. You can join me in silently mourning the loss of Fall Leaf Maypul. She will be missed.

Rivals of Aether Holiday Skins

Moving on, the patch also allows players to access a new Developer Mode, giving them the chance to directly alter the game as they see fit. Of course, these alterations are limited to the local versus mode, but they should provide some interesting opportunities for players and developers alike.

And of course, a patch just wouldn’t be a patch without plenty of balancing and general system mechanic changes, including tweaks to the way various types of Directional Influence work. For a full list of what this update brings to the table, you can head over to Dan Fornace’s post on Reddit or check out the box below.

Rival of Aether ver.0.0.8 Patch Notes

General:

We have reworked the DI in Rivals of Aether in hopes to make the defensive game more obvious while keeping some of the leniency that Rivals has in terms of competitive play requiring tight timing. We have also fixed many engine bugs across the board and have changed our order of operations on attacks.

  • The Holiday Color Palette has been updated from the spooky Halloween options to jolly Xmas colors. Show your holiday cheer in style while playing Rivals of Aether!
  • Rivals of Aether has had three types of DI since its inception Here are the types of DI in 0.0.7:
    • Traditional DI: 18 degree max angle change when hitpause is over.
    • Automatic Smash DI: Similar to the smash series but you actually have to press the input during hitpause for the single hit. That means you cannot hold a direction to get the ASDI.
    • Drift DI: This was an idea new to Rivals to make combos a bit more escapable. During Hitstun (knockback) all characters can slightly influence their trajectory by holding directions.
  • Drift DI ended up being far more powerful than we intended. So powerful that holding down during and after an upward attack was actually better than holding left or right. In 0.0.8 here are our three types of DI:
    • Traditional DI: No changes.
    • Automatic Smash DI: Moved to direction hold at the halfway point of hitpause, becoming truly automatic for multi-hit moves.
    • Drift DI: Only affects Horizontal DI now. Hold left or right during hitstun to slow down or speed up your horizontal trajectory. Also weakened slightly in its power.
  • These changes were made to simplify the defense game and reward players for good survival DI while Drift DI helps get out of certain combos even if your DI is not perfect.
  • Traditional DI has been increased on attacks that cause “Tumble Hitstun”. The max DI angle from tumble attacks is now 28 degrees instead of 18 degrees. Examples of Tumble Hitstun are Kragg’s Down Special and Wrastor’s Down Special.
  • Vertical Knockback Scaling has been reduced and knockback angles more accurately represent in-engine angles. To keep vertical attacks KOing around the same percent, many have had their scaling increased.
  • The Grounded Hitstun State (Knockdown) has been increased from 11 frames to 13 frames. This is prevent Jab 2 -> Jab 3 from being parryable when Jab 2 is Crouch Cancelled.
  • Techs are now invincible on the first frame of making contact with the ground.
  • The minimum horizontal speed to be able to air dodge after hitstun has been increased from 4 > 5.
  • Adjusted the logic for dropping through platforms to make them easier and more reliable. The drop is now immediately after triggering and the Hard Down Press has a 6 frame buffer instead of a 3 Frame Buffer.
  • Player 1 and Player 2 Start Points have been moved farther away from each other horizontally on stages where they were too close.
  • Bug Fix: Players can now jump toward the left when facing right from a neutral jump squat.
  • Bug Fix: Hitboxes are now active on the first frame they are out instead of the second. This makes startup time for attacks accurate now. This also speeds up all attacks by 1 frame so we will be watching the balance to make sure that faster characters are not too difficult to handle now.

Developer Mode:

Thanks to some awesome work by Trevor, we are allowing fans to experiment with the balance of the game during Early Access. We have introduced a new versus setting called Developer Mode. This setting allows players to customize the balance in their local versus or practice modes.

  • To change character stats, navigate to your local app data folder and find Rivals of Aether. For most players the path will be:
  • C:Users~yourusernameAppDataLocalRivalsofAetherdev_mode
  • In each ini file, you can adjust the attacks and character data in Rivals of Aether, including startup frames, active frames, recovery frames, knockback, damage and more.
  • After you have made your changes and saved the files, you can enable Developer Mode in the Versus Settings. Your changes will be grabbed each new match.
  • If you are in the middle of a match and would like to implement changes, then press the F3 and the game will load the latest changes.

Zetterburn:

Zetterburn is doing quite well right now in online multiplayer, but we feel that he is falling into a role where he dominates low level play and is much harder to be effective at high level play. To help balance him out, we are taking away some of his reliance on Fire Strongs and giving him a longer dash dance.

  • Forward Strong Knockback: 8 Base .6 Scaling > 8 Base .7 Scaling.
  • Forward Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.05 Scaling
  • Down Strong Knockback: 6 Base .7 Scaling > 6 Base .8 Scaling.
  • Down Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.05 Scaling
  • Up Strong Knockback: 6 Base .7 Scaling > 7 Base 1.1 Scaling. (Higher because of Vertical Scaling changes)
  • Up Strong Fire Knockback: 8 Base 1.2 Scaling > 8 Base 1.3 Scaling. (Vertical Knockback Scaling changes actually lower this slightly)
  • Forward Tilt Startup increased from 7 > 8 Frames. Wavedash forward tilt is a real terror thanks to the surprising range this attack has. We are bringing the startup in line with the reward.
  • Up Special Travel Hitbox Knockback Scaling reduced from .6 to .5. It kills an edgeguarding opponent a bit too early. Does not feel great to die across the screen when missing an edgeguard on Zetterburn.
  • Zetterburn’s initial dash time is increased from 10 > 14 frames to improve his dash dance.

Kragg:

Kragg is in a better place regarding his pillar and overall balance but we still find his campy style to be slightly too safe while being quite rewarding. We are adjusting some of the time around pulling and throwing rocks to open up more punish areas.

  • Defense Ball Counter: Kragg’s Side Special has only one counter – Parry. Now it has two. Kragg retains some of his horizontal knockback while in Defense Ball. At high percents, a powerful disjointed attack can knock him back enough that he cannot follow up.
  • Kragg Rock Pull Time increased from 27 > 29 Frames.
  • Kragg Rock Throw Times increased from 4 > 6 frames in every direction. This allows some characters to combo Kragg with a rock more easily.
  • Bug Fix: Moving Rocks that break no longer create a solid rock for 1 frame. This should fix many of the bugs with Kragg causing players to disappear. This also prevents Kragg from regaining his double jump by breaking his own falling rock beneath him.

Forsburn:

Forsburn is doing extremely well right now and his combo game has been at the forefront of his development. However, the change to the Forward Strong is making some of his kills feel unearned which when coupled with his incredible combo game, makes for an overwhelming opponent.

  • Slightly Less Reliable Cape: The Cape Hit of Forward strong is still untechable but we are reinstating the scaling Hitstun. It scales from .5 normal to 1.5 normal depending on how long you charge the Strong. Half charged should be enough to guarantee the Dagger when spaced correctly.
  • Up Strong now also scales from 1.0 hitstun to 2.0. Fully charging the Cape should improve follow ups after the bounce. If they DI away then follow up with a back air.
  • Both Forward Strong and Up Strong have had their Startup Reduced from 14 to 12.
  • Forward Air Recovery increased from 6 > 8 Frames.
  • Up Air Knockback Scaling increased from .25 > .3.
  • Forsburn’s Initial Dash Time increased from 10 > 16 to improve his Dash Dance.
  • Combust Power Comeback: Combust Scaling was powerful because of its vertical KO power. Now that we have adjusted vertical scaling, Combust’s scaling has been increased from .85 > 1.0. This improves the horizontal knockback for the attack as well.
  • Bug Fix: Forsburn can no longer Down Special immediately after Neutral Special causing no clouds to spawn.

Orcane:

Orcane is performing well in the hands of players who have put the time in. The only part of Orcane that concerns us is his reliance on bubbles. To help balance him out while keeping him fun, we are stripping some of his damage from bubbles and redistributing it across the rest of his moveset.

  • Orcane’s Bubble Damage per hit decreased from 3 > 2.
  • Orcane Back Air Damage increased from 4 sour 7 sweet > 5 sour 8 sweet.
  • Orcane Down Tilt Damage increased from 6 > 7.
  • Orcane Down Strong and Forward Strong Base Damage increased from 8 > 9.
  • Orcane Up Strong Base Damage increased from 8 > 10.

Wrastor:

Wrastor is a real terror in the air. While he will remain that way, we wanted to address a couple of problem areas. With the Tumble State change affecting his Down Special, we also wanted to look at his Strong Attacks and Down Tilt.

  • Wrastor’s Forward Strong and Up Strong Aerial Recovery increased from 21 > 33 Frames. The Landing Lag on both attacks now scales with the amount of time left on his aerial recovery instead of being a flat number. This removes the ability to charge the Strong attack to remove landing lag.
  • Wrastor’s Down Tilt hitbox has been reduced to match the visual.
  • Wrastor’s Knockback Factor reduced from 1.2 > 1.15. He was a bit too high compared to the rest of the cast which affects when he is KOed and how hard it is to combo him.

Maypul:

Maypul is a very fun character with a few mechanics that are very unfun to play against. Her camping is still an issue for us and her Sling Shot to Up Air true combos a bit too early. We looked at both.

  • Plant Camping II: Maypul’s Plant, Lily, no longer wraps a marked opponent. Now it wraps opponents who are both marked and in hitstun. Maypul must knock her opponents into Lily into order to trigger a wrap. We are trying to stop Maypul’s ability to slow a tight match down to a crawl. Now she actively has to combo into Lily or fight close to her.
  • Fat Lily has permanence again. It will last until it wraps or a new one is planted.
  • Skinny Lily Base Wrap Time increased from 30 > 50 Frames.
  • Fat Lily Base Wrap Time increased from 60 > 70 Frames.
  • Maypul’s Sling Shot has between 0 and 8 more frames of Travel Time on the way up depending on distance. It’s harder to sling upward! This is to make Sling Shot to Up Air true combo at higher percents than it does currently.
  • Maypul’s Down Tilt Damage increased from 7 > 9. This gives her some reason to use it as opposed to Forward Tilt which is faster and has more range.
  • Maypul’s Forward Special Scaling increased from .35 > .4. This is to address Forward Special spam at low percents.

Menus and UI:

  • Added a Blastzone Data Display to the Stage Select. This will display information regarding the blastzones based on the ground level of each stage (the lowest solid ground). You can turn it off and on by pressing RB on stage select.
  • Added a “Local FPS Catchup” option the Graphics Option Menu. When on, this will have the game run faster in Local games even if your FPS cannot reach 60. This happens automatically in online matches now.
  • Added Full Hop, Short Hop and Off options to the Controller Customization options.
  • Bug Fix: Pressing Back and Start at the same time in Practice Mode no longer causes a freeze.

Online:

  • Gameplay Slowdown due to GPU related issues has been addressed. Now if you cannot run at 60 FPS, then the logic will update more often to keep the game running the same speed. This should prevent many players from causing terrible input lag when they play online. If you were getting slowdown for CPU related reasons, then you may still have issues.
  • If there is a disconnect mid-match, then the game will no longer restart but rather will return to you the Main Menu.
  • Timing out of the choosing to rematch timer causes a rematch instead of a disconnect now.

Source: Rivals of Aether via Dan Fornace

Dead or Alive 5 Last Round Receives Transforming School Girl Strikers Costumes

Dead or Alive 5 Last Round is no stranger to special cross promotional costume packs. Its latest, however, brings something new to the table that hasn’t been seen in previous downloadable content.

Based on Square Enix’s School Girl Strikers mobile card collecting RPG, these new costumes reflect the cast’s ability to change into special costumes for battle. While they start out as mundane looking school uniforms, actions like executing a Power Blow, initiating a cliffhanger, or simply taunting will cause these characters to switch into their battle forms.

To help demonstrate how these outfits work, Team NINJA released the following trailer that shows their transformations in action.

This content are now available for both PlayStation 4 and Xbox One. The full package can be purchased for $31.99, and individual costumes will run you $2.99 apiece.

Source: Team NINJA, thanks to Great Dark Hero for the tip.

BlazBlue: Central Fiction Playable at Round 1 in Southern California

Over the past few months, Round 1 in Southern California has had to opportunity to host a number location tests for arcade-exclusive titles like Tekken 7 and Pokken Tournament, and now the NESiCAxLive cabs they received this summer are paying dividends by giving folks a chance to play BlazBlue: Central Fiction on release day.

Typically confined to Japan, Taito’s NESiCA is a shared network that allows arcade operators to access a number of titles through a single cab and receive updates on the fly. The unit at Round 1 debuted with just Ultra Street Fighter IV and BlazBlue: Chronophantasma EXTEND unlocked, but now players can jump into Central Fiction and learn its new systems and characters alongside their counterparts in the east.

Round 1 is located in City of Industry’s Puente Hills Mall. More details on this location can be found here.

Source: Matthew Legesse

Guilty Gear Xrd -REVELATOR- Heading to North America in Spring 2016

Aksys Games just announced that North American fans can expect to see Guilty Gear Xrd -REVELATOR- land on PlayStation 3 and PlayStation 4 sometime next spring.

Apart from updated gameplay mechanics and some slight balance changes, -REVELATOR- introduces newcomer Jack-O to the eclectic Guilty Gear cast alongside returning veterans Jam Kuradoberi and Johnny. A fourth character, Dizzy, is also expected to join the title sometime in the future after a successful push in the fan poll.

More importantly, this release falls within the time frame Arc System Works placed on the Japanese console launch, meaning that it’s likely the two communities won’t be divided any longer than they have to be.

We’re sure to learn more about this release as we finish up this year and head into the next, so stay tuned for further details.

Source: Aksys Games via IPLAYWINNER

BlazBlue: Central Fiction’s Nine Explodes in First Gameplay Footage

BlazBlue: Central Fiction is just about to launch in Japanese arcades, but that doesn’t mean developer Arc System Works has played all the cards in their deck. Nine the Phantom, a brainwashed version of one of the franchise’s legendary Six Heroes, is set to join the playable cast in December, and a trailer released today has provided us with a brief look at what she has up her sleeves.

According to Famitsu, Nine is the first character in the BlazBlue series without a Drive. Instead, her normal buttons are linked to different elements; A is Water, B is Wind, and C is Fire. On hit or block, these attacks will activate the corresponding element, allowing Nine to stock them up and unleash a powerful spell with the D button. Players can combine these elements in a variety of ways, giving this newcomer access to a ridiculous number of magical abilities during a fight.

In the examples below, Nine can be seen utilizing one and three Fire elements.

Click to view slideshow.

While the latter obviously requires more dedication to pull off, it does double damage, giving players a unique dilemma to contend with over the course of a match.

Nine will be playable next month, but feel free to let us know what you think of this BlazBlue: Central Fiction newcomer in the comments below until then.

Source: Famitsu via Dustloop, Kurushii