Capcom’s Yoshinori Ono Teases New Street Fighter V Stage Ahead of Electronic Game Show Appearance

Early this morning, Capcom executive Yoshinori Ono shared an interesting Street Fighter V image with the community that appears to show off a brand new stage, albeit from a strange angle.

As you can see below, the perspective appears to be from outside the stage itself, with R. Mika in the background either waiting for or participating in a match.

sfv-stage-tease

While it’s likely the figure in the foreground is just a spectator, some have speculated that we are looking at a redesign for Street Fighter III’s Sean. There’s certainly nothing to confirm or deny his appearance at this point (as much as I would personally like to see him return), but Capcom has prepared us for a character announcement at Brazil Game Show next month.

Ono is scheduled to make an appearance at the Electronic Game Show in Mexico City, Mexico this weekend, so stay tuned for more details on this updated Street Fighter V build in the near future.

Source: Yoshinori Ono

Capcom’s Matt Dahlgren Talks Street Fighter V Balancing, Beta Details, and More

At the recently concluded TwitchCon in San Francisco, California, Venture Beat’s Stephen “Sosage” Kleckner got a chance to talk to Capcom of America’s director of marketing and eSports Matt Dahlgren about Street Fighter V.

The interview itself covered many things, including competitive gaming, Capcom Cup, and how Street Fighter V plays into both. Dahlgren also mentioned a couple of things that fans eagerly following the upcoming title’s development are bound to be excited about.

First, Dahlgren confirmed that the game will have a character announcement at Brazil Game Show next month, following up on Yoshinori Ono’s teasing earlier this year. This is interesting, as reveals at regional trade shows have been quite specific to that area. Could this mean that one of the franchises Brazilian characters could be making a return?

As for how Street Fighter V will revolve around various community events, Dahlgren mentions a specific time frame for adjustments, tailored around the competitive season. “The beginning of spring is where we would make any kind of drastic changes, to kind of work things out for the season,” he explains. “We’ll make sure to not do any significant balance adjustments before a huge event like an Evo or a Capcom Cup.”

Dahlgren also took the time to touch on Street Fighter V’s next beta phase, saying that Capcom will be mixing the roster up so that players will get to try different characters. While not outright confirmed, this seems to hint that some characters from the first phase may not be in the second one.

Of course, that’s not all there is to the interview, so be sure to head on over to Venture Beat to learn more about Capcom’s plans for Street Fighter V.

Source: Venture Beat

Skullgirls Encore Included in Latest Humble Bundle, Now Playable on Mac and Linux

If you’ve yet to pick up a copy of Skullgirls Encore on Steam (and really, why haven’t you?), you can now do so on the cheap thanks to Humble Bundle. While not part of the core package, scoring Skullgirls and all of its downloadable content is as easy as meeting or exceeding the average donation, which as of publishing sits at $6.45.

Other titles featured in this bundle include Gang Beasts, a silly party brawler that was featured at Evo 2015’s indie showcase, and Sir, You Are Being Hunted, a title with so many genre descriptors that you might as well check it out for yourself and see what all the hoopla is about.

But that’s not all! Folks on Mac and Linux need not go without any longer, as Skullgirls Encore is now compatible with those operating systems. Interestingly enough, Humble Bundle themselves handled porting the title these additional platforms, so be sure to check it out.

This bundle will be available through October 13 at 11 AM PDT; take advantage before the two-week window is up!

Source: Humble Bundle

Experience Fighting Game History with Karate Champ on PlayStation Network

While these days, a title like Street Fighter II is considered a classic, some of the younger fighting game fans out there may not know that there was a generation before even the original Street Fighter that introduced shades of gameplay that would eventually become our beloved genre. Among these was Karate Champ, itself often cited as the foundation for all fighters that would come after it.

Developed by Data East and released in 1984, Karate Champ featured elements both similar and distinct when compared to later titles. Though it boasted a wide array of moves and typical best-of-three sets, it steered closely to realistic martial arts championships by awarding points for clean hits instead of the health bar system that’s now standard.

After launching in arcades, Karate Champ eventually made its way to a variety of home platforms, including the Nintendo Entertainment System and Commodore 64. Recent years have seen ports spring up in Japan by way of the Wii’s Virtual Console and Hamster Corporation’s Arcade Archives on PlayStation 4, the latter of which just arrived in North America earlier today.

If you’re interested in checking out this unique piece of fighting game history, you can purchase Karate Champ on the PlayStation Network for $7.99. We’ve included a short gameplay video below for those of you unfamiliar with the title.

Source: PlayStation Network

Aksys Games Provides $1,500 in Pot Bonuses to SoCal Regionals 2015

Developer support for SoCal Regionals 2015’s main event continues to ramp up as we near the tournament next month, with Aksys Games being the latest to provide their backing.

According to new details from Level|Up Series, Guilty Gear Xrd -SIGN-, BlazBlue: Chronophantasma EXTEND, and Under Night In-Bith Exe:Late will all see $500 added to their respective prize pools for a grand total of $1,500.

But Aksys is far from alone in this endeavor. Warner Bros. Interactive Entertainment and NetherRealm Studios have teamed up to provide $10,000 for Mortal Kombat X, and Smash has seen similar backing courtesy of Twitch.

SoCal Regionals 2015 is scheduled for October 9-11 in Ontario, California. More information can be found through their official website.

Source: Level|Up Series

Daniel “KoreanDJ” Jung Leaves Team Liquid, Retires from Smash Competition

Smash legend Daniel “KoreanDJ” Jung announced earlier today that he will be leaving Team Liquid and retiring from competition altogether, citing his continuing battle with hand injuries as the impetus behind his decision.

“I am forever grateful for the love and support of my fans even when I was struggling with my injuries. It truly meant a lot to me. Unfortunately, it is time for me to put an end to my Smash career as the progression of my injuries renders me unable to participate in tournaments,” Jung said in an official statement. “For me, leaving the team is the only way I can find closure in this up-hill battle.”

After Super Smash Bros. Melee’s resurgence in 2013, numerous players were picked up by competitive gaming organizations looking to expand their presence in the community. Jung was among the first, thanks in part to his prominent feature in Travis Beauchamp’s documentary series on the Smash scene.

The following year saw Jung return to regular competition, but he never quite attained the same success as he did in the 2000s. His most recent major appearance at Apex 2015 saw him bow out at 33rd.

“We picked up Smash in March of 2014 and we have not regretted it for a second since. KDJ has played a big part in a scene that continues to grow after 15 years, and we will always cherish what we were able to accomplish with each other,” Team Liquid owner Victor “Nazgul” Goossens said of Jung’s tenure with the team. “This amazing game has given us the opportunity to work with equally amazing people. Thanks, KDJ, for being a part of Smash and Team Liquid.”

Ken Hoang, who signed with Liquid at the same time as Jung, will continue on as part of the team, which also includes Curse pickups Juan “Hungrybox” Debiedma and Kashan “Chillindude” Khan as well as recent Brawl acquisition Nairoby “Nairo” Quezada.

Source: Team Liquid

Killer Instinct to Receive Numerous Bug Fixes Tomorrow

The folks behind Killer Instinct have announced their intention to drop a brand new patch tomorrow, September 28. While this isn’t exactly what we had in mind when they said more details were on the way, this update appears to be tying up a few loose ends in the form of bug and other issues.

Apart from a ton of fixes, this patch will make it so that Kan-Ra, Aganos, and Hisako are available in the Shadow Lab, giving players the opportunity to use these newcomers in the training mode.

The full list of changes can be found below.

Killer Instinct ver.2.10 Patch Notes

Shadow Lab

  • Added ability to use Kan-Ra, Aganos, and Hisako in Shadow Lab.
  • Fixed an issue where players couldn’t sort Shadow Leaderboards by Shadow Ranking.
  • Fixed an issue where skipping Tiers in Shadow Survival starts the user at the first fight of the ladder.
  • Fixed an issue where the player was always rewarded 5 Shadow Points in Shadow Survival.
  • Fixed an issue where incorrect UI would appear and overlap when unlocking a second character Slot in Shadow Lab.
  • Fixed an issue where KI Gold did not dynamically update while in Shadow Lab.
  • Fixed an issue where a Shadow loses all accessories after equipping an accessory purchased with KI Gold.
  • Fixed an issue that caused controllers to lose functionality during a Sign In State change while saving Shadow Data.

Ranked Leagues

  • Improved Matchmaking within the Killer tier Ladder.

Command List

  • ARIA – Added High Invulnerability description to Light Dissonance.
  • Riptor – Added High Invulnerability description to Shadow Tail Flip.
  • Riptor – Added Projectile Invulnerability description to Shadow Talon Rake.
  • Riptor – Added Invulnerability description to Shadow Clever Girl.
  • Riptor – Added Predator Mode description to Shadow Shoulder Charge.
  • Aganos – Added High Invulnerability description to Shadow Natural Disaster.
  • Hisako – Added Throw Invulnerabilty description to Influence.

Story Mode

  • Fixed an issue where the player could see a cinematic in the background of the mural.
  • Fixed an issue preventing Fulgore’s Story Mode endings from properly unlocking.

General Fixes

  • Fixed a crash that could occur during DLC check when signing into the game biometrically.
  • Fixed an issue where Hisako’s Trailer and Fight Reels had no audio.
  • Fixed an issue preventing Omen’s Rashakuken from counting towards his Fight Challenges.
  • Fixed an issue that resulted in character accessories disappearing after performing a Stage Ultra on Forgotten Grotto and Village of Whispers.
  • Fixed an issue where multiple drones appeared during ARIA’s intro.
  • Fixed an issue where resetting positions during ARIA’s instinct activation caused her to become invisible.
  • Fixed an issue where Maya’s daggers did not return to her hands when hitting Restart in Practice Mode.
  • Fixed an issue where Sadira’s Web Cling VFX had less web particles than intended.
  • Fixed an issue where Retro Cinder became very bright when performing Shadow Moves.
  • Fixed an issue where Rich Presence did not display correctly while in Combo Breaker Training mode.
  • Fixed an issue where the camera did not reset properly in training mode after Thunder performed his Call of Earth Ender.

Gameplay System Changes

  • If you are being launched backward by a Wall Splat move and your opponent does a counterbreaker, you will not slide back nearly as far and will be able to punish the counterbreaker attempt.
  • Fixed a bug where Shadow Enders could be counter broken on block when canceled from an opener.
  • Shadow Lab – overall system intelligence enhancements.

Character Changes

Jago

  • Fixed a bug causing the extra Endokuken in Instinct Mode to autocorrect.
  • Fixed a bug causing the lower body vulnerable hitbox on the whiff landing of Heavy Wind Kick to vanish for a few frames.
  • Moved the lower body vulnerable hitbox to an earlier frame when whiffing Shadow Wind Kick to avoid an issue where he had clearly landed and you were clearly attacking his legs, but your attack would whiff.
  • Fixed a bug that could cause Shadow Tigers Fury to not cash out in specific situations where it should have.

Sabrewulf

  • Increase the reach of the hitbox on the 5th hit of Shadow Leaping Slash slightly so that it doesn’t have less range than the 4th hit. This was leading to a whiffed autodouble if you could manage to get the 4th hit to strike a grounded opponent, but the 5th hit to whiff.

Thunder

  • Fixed an issue where Back Throw into Back Throw was not possible against Jago, Kan-Ra, and Omen.
  • Fixed an issue that allowed Thunder to combo into the non-combo version of Call of Earth after Backthrow for unscaled damage.

Orchid

  • Fixed a bug preventing Orchid from doing an Ultra after an opener recapture air throw.
  • Fixed a bug preventing Orchid from doing an Ultra after an auto double performed after an opener recapture air throw.

Fulgore

  • Fixed a bug causing the 2nd and 3rd Energy Bolts to autocorrect.

TJ Combo

  • Fixed an issue during the landing from Tremor where TJ could not counterbreaker, but could still be broken.
  • Fixed a bug that allowed TJ to tech throw attempts while attempting to Shoot Toss from Powerline Cancel.
  • Fixed a bug that caused TJ’s linkers to blow out before their final hit.
  • Fixed an issue that could cause the first hit of Lv4 Powerline Ender to whiff after a recapture.

Maya

  • Fixed a bug that allowed Maya to cancel her Counter Breaker attempt into Instinct mode if her opponent was in hitstun from a projectile.

Kan-Ra

  • Fixed an issue that allowed Shadow Clutch to cash out during an opener ender situation, even though it was still breakable.
  • Removed a safe counterbreaker performed during the landing of a juggle Jumping Heavy Kick.
  • Fixed a bug preventing Kan-Ra from performing a counter breaker during Shadow Whirl in some situations even though his opponent could break it.
  • Fixed an issue that could cause the first hit of Lv4 Clutch Ender to whiff after a recapture.
  • Fixed a VFX bug where Whirl VFX would linger during the super freeze of Shadow Whirl when Kara cancelling.
  • Fixed a bug where Kan-Ra’s standing heavy kick could turn on hit stop for projectiles, but not turn it off, causing various other bugs to occur.

Riptor

  • Fixed a bug that made run back Heavy Kick breakable as a medium instead of a heavy.
  • Fixed an issue that could cause Riptor’s Ultra to be blocked or whiff if performed in very specific situations.
  • Fixed a bug that caused Heavy Kick Easy Linker and Heavy Kick Auto Double to blow out before the final hit.

Omen

  • Fixed a bug that made Furious Flurry linkers blow out before their final hit.
  • Fixed a bug causing the extra Rashakuken in Instinct Mode to autocorrect.
  • Made an adjustment to spacing on Auto Doubles to prevent them from whiffing while cursed by Kan-Ra.
  • Fixed a bug where Kan-Ra’s curse would make Omen’s throw blockable.

Aganos

  • The Linker version and Shadow Counter version of Shadow Natural Disaster can now recapture on the final hit, as intended.
  • Fixed a bug that allowed Aganos to be thrown out of a recapture stagger, while no other character was throwable in the same situation. We are aware of an issue where he can still be thrown from a standing recapture when he shouldn’t be throw vulnerable, and this issue will be fixed in 2.11. YES AGANOS CAN BE THROWN.
  • Fixed a bug preventing Aganos from performing an Ultra after a Heavy Kick Autodouble in the mirror match only.
  • Fixed a bug causing the hitboxes during the startup of Shadow Payload Assault to go missing.
  • Fixed a bug causing the thrown Peacekeeper to not destroy Spinal’s Shadow Skull and Fulgore Shadow Energy Bolt properly.
  • Fixed a bug that would cause Shadow Ruin to cash out when it shouldn’t (normal move xx shadow ruin).

Hisako

  • Fixed a bug that caused Hisako to not give her opponent any meter when they were blocking Shadow On Ryo Zan.
  • Fixed an issue where a successful high vengeance counter would whiff against certain invulnerable attacks on their way into the air, such as Shadow Sammamish.
  • Fixed a bug causing a kara-cancel from the Level 1 Vacuum Ender to Shadow Vacuum Ender to force a throw break animation to occur because of a missing sequence. If you ever thought your ender or ultra were throw-teched, this is actually what you were seeing.

Cinder

  • Fixed a bug that made his Inferno and Trailblazer linkers blow out before their final hit. Fission linker will continue to blow out on its 1st hit due to a separate issue.
  • Fixed a bug causing Shadow Inferno, Shadow Fission, and Shadow Pyrobomb to autocorrect after the super freeze.
  • Fixed a bug causing Shadow Inferno, Shadow Fission, and Shadow Pyrobomb to give no meter to the opponent on hit or block.
  • Fixed a bug causing Pyrobombs to not be destroyed when being thrown by Kan-Ra normal throws.
  • Fixed a bug that made Fission Linkers unbreakable and give massive frame advantage if performed right after crashing into the ground from a Trailblazer.
  • Increased the size of the front Jumping Medium Kick hitbox so that it wouldn’t whiff smaller crouching characters.
  • We are aware of an issue causing Inferno and Heavy Fission moves to be much more negative on hit and block than expected and a fix will be in 2.11.

ARIA

  • Fixed a bug preventing ARIA from using Upload to change bodies before the match begins. She was always intended to be able to switch before the fight starts.
  • Lowered bottom point of vulnerable box on crouching LP and standing LP so she can’t avoid Riptor Flame Carpet with it.
  • Fixed a bug preventing ARIA from cancelling manuals into specials if she performed them from too far away.

Killer Instinct’s ver.2.10 patch is expected to roll out starting tomorrow 4 PM PDT, 7 PM EDT. After that, an automatic update will be required around 8 PM PDT, 11 PM EDT.

Source: Ultra-Combo

Marvelous Essentials and Team Spooky Join Forces for Upcoming Marvel LIVE Podcast

Last month, the team at Marvelous Essentials launched a podcast dedicated to all things Ultimate Marvel vs. Capcom 3. After just two episodes, the show garnered enough positive feedback from the community to warrant a partnership with the illustrious Team Spooky–no doubt an exciting merger for all of the Marvel heads out there.

This merger means that the podcast will be appearing under a new name, Marvel LIVE, and will be airing on Twitch every first and third Tuesday (changed from the previous Monday airings) at 6 PM PDT, 9 PM EDT. Otherwise, the show will remain largely the same, bringing Marvel news to the masses in the form of round table discussions involving Kinderparty, BT|Persia, KIT|SBK, KIT|Potato Salad, and ME|Merkyl, among others.

We spoke to Kinderparty earlier today and he was excited to tell us that the team hopes to regularly bring guests on as part of the show. To get things started under the new name, they’ll be joined by Michael “IFC YipeS” Mendoza on their October 6th episode. Given that YipeS himself exudes hype, even those who typically shy away from Marvel may want to tune in to see what he has to say.

If you missed the first and second episodes of this podcast, you can check them out by following their respective links.

Source: Team Spooky

Wilder hammers Duhaupas in eleven

WBC heavyweight champion Deontay Wilder (35-0, 34 KOs) stopped Johann Duhaupas (32-3, 20 KOs) in the 11th round on Saturday night at the Legacy Arena in Birmingham, Alabama.
Wilder punished Duhaupas with a flurry of punches that forced the referee to stop what had become a one-sided bout.
American Wilder was landing hard shots from the start and cut Duhaupas on the bridge of the nose in the first round.
The Frenchman pressed forward and landed enough punches to raise noticeable swelling under…

Chudinov beats Buglioni by a one-sided decision

WBA super middleweight champion Fedor Chudinov (14-0, 10 KOs) scored a one-sided 12 round unanimous decision over British challenger Frank Buglioni (17-2-1, 13 KOs) on Saturday night at the Wembley Arena, in London.
Chudinov dominated the action, landing right hands and jabs throughout to win by scores of 120-106, 118-108, 117-109.
The champion took the fight to Buglioni from the start. The challenger had his moments but the cleaner and harder punches came from the Russian.
Buglioni hurt…