Razer’s Xian Honored in Book Celebrating Singapore’s 50th Anniversary

Xian_RedBull_622_crop

Photo c/o Mark Teo Photography

With the amount of hype that fighting game tournaments and events can generate these days, it’s easy to forget that our community is still something of a niche market, even within the greater competitive gaming scene. This is why it’s always nice when a more mainstream news outlet pays attention to one of our own.

In a recent article, Channel NewsAsia shined a light on none other than Evolution 2013 champion Ho Kun Xian of Team Razer. The article in question looks at his efforts to change the impression that people have of professional fighting game players in his home nation of Singapore.

In the interview, Xian talks about how walking away as Street Fighter champion at Evolution 2013 has helped change the negative stigma against professional gamers in his country. Thanks to the success he’s found, Xian was recently included in the book Living the Singapore Story, which honors noteworthy Singaporeans as part of the nation’s 50th anniversary.

As for why they decided to include Xian in this important collection, Singapore National Library Board assistant director Frances Dorai said that they thought it would be “interesting” to feature someone who pursued a unique vocation. “[T]he fact that [Xian] has risen to the fore, and risen to the top of his game and made a name for himself – I think that in itself is something to celebrate.”

For those interested, you can read the entire article over at Channel NewsAsia.

Source: Channel NewsAsia

Yoan Pablo Hernandez vs Victor Emilio Ramirez set for July 25

IBF cruiserweight champion Yoan Pablo Hernandez (29-1, 14 KOs) will defend his title against mandatory challenger Victor Emilio Ramirez (22-2, 17 KOs) on July 25 in Buenos Aires, Argentina.
Cuban Hernandez, now residing in Germany, has not fought since his points win over former WBA champion Firat Arslan last August due to a right elbow injury, but will now be travelling to the challenger’s backyard for his next defence. The champion will be making his fifth title defence and fighting outside…

TS|Nerdjosh Discovers Crouch Tech Variation in Street Fighter V

sfv-mbisonryu-punch-622-crop

With Street Fighter V having a fully playable build at E3 2015, a number of players at the event are tearing through the new engine and putting it through its paces. There are many updated systems in place to limit techniques discovered in previous games, and some players have taken the time to experiment around these to look for new ways get past them.

Earlier today, a tweet from Evil Geniuses Eduardo “PR Balrog” Perez surfaced proclaiming a version of the crouch tech option select had been discovered, a technique Capcom recognized and attempted to remove in the upcoming title. To confirm, we got in contact with Josh “Nerdjosh” Jodoin of Team Spooky, who claims to have discovered this altered strategy during his time at the convention, and he took the time to briefly explain to us how this works.

While crouching, a player can input light punch or light kick, then slowly roll or piano their input over to hit the other button at the same time, resulting in a throw tech input. If you input the throw tech late enough so that a throw whiff can’t come out, the character will perform both normals in quick succession. Should the opposing player throw you, the game will recognize the throw tech input and counter the attempt.

This closely resembles a technique from Street Fighter IV used to crouch tech using jab. Jodoin made sure to note that this technique is much more difficult to pull off due to some strict timing requirements; input too early and you get a kara grab, too late and the throw whiff will be buffered and come out anyways.

With this being discovered so early, there’s a good chance it will be brought to Capcom’s attention, and they can decide how best to address the viability of this strategy in the game. Many thoughtful systems have been put in place in an attempt to restrict defensive option selects, and most of them have been successful. However, developers can never count on what happens when a community as creative as the fighting game scene get their hands on something.

Sources: NerdjoshPR Balrog via NeoGAF

Killer Instinct Season Two Finale Adds Story Mode, Fixes Lingering Bugs

The final patch for Killer Instinct’s season two went live just a short while ago. This patch brought with it a handful of bug fixes, added the new Story Mode and made both retro ARIA and the ARIA announcer available. For a full list of the changes that came along with the patch, you can head over to the Ultra Combo forums, or check out the drop down list at the bottom of this post.

In addition to pushing out these changes, the folks at Iron Galaxy Studios also released a trailer to celebrate the end of the game’s second season. If you missed any of the action that came along with this most recent leg of the KI journey, the video below does a good job summing it up.

And with all of this to show off, it’s impossible not to look forward to what season three will bring.

Patch 2.8 Changes
System Changes:

  • If the opponent performs a Counter Breaker after a launcher and you are too low to the ground to air tech to your feet, you will land on your back and automatically quick rise, leaving the opponent punishable as expected.
  • Fixed a very rare issue that could cause a player to get stuck on their back after a knockdown and never get up.

No changes for:

  • Jago
  • Sabrewulf
  • Glacius
  • Thunder
  • Spinal
  • Fulgore
  • Maya
  • Omen

Sadira:

  • A long while ago, we prevented Sadira from placing Instinct Webs during her Counter Breaker animations to remove safe Counter Breakers. A bug that allowed her to still place one near the end of her ground Counter Breaker has been fixed.

Orchid:

  • Fixed a bug preventing Orchid from doing Opener Cancels (Doubles, Linkers) after Blockade Runner (Slide) caused a counter hit.

TJ Combo:

  • Fixed a bug that allowed TJ to perform an Ultra Combo during Auto Barrage, even though he was supposed to be locked in.
  • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.
  • TJ’s Tremor VFX Tell Trails were accidentally copied to his Linker versions. This change was unintended, and the Linker’s trails will be removed in hot fix coming soon.

Kan Ra:

  • Whirl now leaves a visual indication of what strength it was when used from neutral so that opponents don’t have to make a pure guess on breaking this recapture.
  • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

Riptor:

  • Fixed an issue where Riptor’s Backdash-Reverse (an auto correct version of backdash played when people are jumping over you) was lacking collision boxes.
  • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

Aganos:

  • Fixed a few issues where Aganos chunk armor would not trigger as expected.
  • Fixed an issue that could cause Aganos to freeze in place if his opponent combo broke an Opener->Ender Wall Crash with a wall nearby.
  • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

Hisako:

  • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.
  • Fixed a missing vulnerable box at the end of Hisako’s back throw, leaving her invulnerable for a few frames if the player didn’t press any directions.
  • Fixed a bug causing Hisako’s Influence to scale incorrectly after a Wall Splat.

Cinder:

  • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

Aria:

  • Fixed a bug where an Aria drone would stay on screen if the same drone she would have swapped to is in its damaged state when she is KO’ed.
  • Fixed a bug where you could see a duplicate drone when activating instinct mode.
  • Fixed a bug where the crouching HK sweep was breakable/counter breakable.
  • Fixed a bug causing Upload Enders to deal more damage than intended.

Source: Ultra Combo forums via Adam Isgreen

ESL Mortal Kombat X Pro League Week 6 Streaming Live

mkx-eslproleague-622-crop

After a ridiculous mid-season showdown, ESL’s Mortal Kombat X competition returns to its regular weekly schedule with their fifth outing. A recent qualifier narrowed the playing field down to sixteen competitors, and those players will be going at each other’s throats tonight to prove they have what it takes to do well in this new arrival to the fighting game community.

Some of the more noteworthy names you can expect to see play tonight include cR|WoundCowboy, , and more.

The tournament’s stream can be found below, but you can also visit Twitch if you prefer to chat with fellow viewers.

Watch live video from NetherRealm on www.twitch.tv

Results

mkx-mortalkombatx-tournament

Mortal Kombat X

1.
2.
3.
4.
5. ONYX|DR Gross (Hollywood Cassie Cage, Shirai Ryu Takeda)
5.
5.
5.

9. Immortal Angel (Hellfire Scorpion)
9.
9.
9. Maiircos
9.
9. Dragon Warrior XVI
9.
9.

Top 8 Winners

Crawlingshadow (Covert Ops Sonya Blade) vs. ONYX|DR Gross (Shirai Ryu Takeda, Hollywood Cassie Cage) – 3-1

First Round

ONYX|DR Gross (Hollywood Cassie Cage) vs. Immortal Angel (Hellfire Scorpion, Inferno Scorpion) – 3-0
STB|Karl Malone vs. Chaotic Fear
cR|WoundCowboy vs. MessyMarv
Crawlingshadow vs. Maiircos
Cyrophoikronic vs. D-Que Beats
RZR|Perfect Legend vs. Dragon Warrior XVI
Infinite Resign vs. Dab
Pig of the Hut vs. Emperor Rebelo

Sources: ESL, NetherRealm

Here’s Where You Can Vote on Fighting Games for Xbox One Backwards Compatibility

xboxone-logo-622-crop

During their E3 2015 press conference on Monday, Microsoft announced that backwards compatibility will be rolling out on Xbox One sometime this holiday season. While the launch lineup is rather paltry, it was mentioned that they will be taking fan feedback into account when pursuing other titles.

In order to make this process a little easier, Xbox has opened up individual topics on their official forums for, if not the entire run of Xbox 360, a fair majority of releases from the previous console. As such, we’ve taken the opportunity to collect each and every fighting game and list them below for your convenience.

Before voting, please keep in mind that it’s still up to the publishers if these titles are included. Feel free to let us know which games you voted for in the comments below, and be sure to give us a heads-up if we missed any!

Source: Xbox via Ge Os, special thanks to James on Twitter and gunswordfist in the comments for their contributions.

Street Fighter V Will Eventually Join the Capcom Pro Tour

sfv-nashchunli-sonicboom-622-crop

In one of the most shocking reveals of E3 2015, Capcom community manager Peter “Combofiend” Rosas confirmed that Street Fighter V is set to join the Capcom Pro Tour during his time on Twitch’s official broadcast.

Established in 2013 with the Street Fighter 25th Anniversary tournament series, Capcom Pro Tour brings together some of the world’s strongest competition to face off in the studio’s iconic fighting franchise. While the game lineup has shrunk over the past couple of years, the same definitely can’t be said of the rewards. Thanks to their partnership with Sony, Capcom has put up an insane $500,000 prize pool for Capcom Cup 2015.

In all seriousness, Street Fighter V’s inclusion was a foregone conclusion. As Capcom Cup has shifted to focus entirely on Street Fighter, there was absolutely no way the upcoming title wouldn’t appear at some point. The only question now is how long Ultra Street Fighter IV will last with the sequel on its way.

For more on Street Fighter V, be sure to check out Heidi “Zerochan” Kemps’ hands-on impressions from her time with the game as well as a few more details from Rosas himself.

Source: Twitch

Skullgirls Encore 85% Off on Steam, Sale Ends Very Soon

skullgirlsencore-logo-steam-18-622-crop

It’s summertime again, and for gamers that means big savings thanks to Steam’s Summer Sale. How big, you may ask? Well, if you’ve been looking to pick up Lab Zero Games’ Skullgirls Encore, then the answer is “very.”

Skullgirls Encore and all its related downloadable content is currently on sale through Steam at a whopping 85% discount. This means that you can grab yourself a copy of this excellent indie fighting game for only $2.24. What’s more, the game’s post-launch characters–Squigly, Big Band, and Eliza–can be bought for only $0.74 each (Beowulf is still free at the time of writing).

If you want to avail yourself of these big savings, you’d better hurry. There’s just under an hour left before the sale ends at 10:00 AM PDT.

Source: Steam

Killer Instinct Coming to PC with Cross-Play

killerinstinctone-tjcombo-screenshot-5-622-crop

During this evening’s PC Gamer presentation at E3 2015, Microsoft’s Xbox division head Phil Spencer announced that they will be bringing flagship fighter Killer Instinct to PC.

This is fantastic news for folks who are not too keen on purchasing an Xbox One, the platform the title was previously exclusive to. Now, a larger contingent of players will be able to get their hands on this unique title and try out the return of one of the genre’s most iconic franchises for themselves.

It was also revealed that Killer Instinct will soon feature cross-play, meaning competitors on both platforms will be able to test their skills against one another without boundaries, expanding the online community even further.

Oh, and Iron Galaxy Studios’ Dave Lang mentioned that they are working on the port themselves instead of handing it off to a third-party developer. Let’s all bow down and thank the fighting game gods.

No word on when this release will see the light of day, so stay tuned for more details.

Source: PC Gamer via Polygon

Capcom Sheds Some More Light on Street Fighter V’s Birdie, Cammy, and M. Bison

sfv-characterposter-1-622-crop

Although Heidi “Zerochan” Kemps did an amazing job providing us with some hands-on impressions from her time Street Fighter V, you can never beat hearing about gameplay straight from the source. Earlier today, Capcom’s Peter “Combofiend” Rosas jumped on the Capcom-Unity stream with Twitch’s Mike Ross to delve even deeper into the systems and characters included in this upcoming game.

One mechanic that we didn’t touch on in our hands-on impressions is Counter Crush. Each character has one normal available to them that, when used to counter an incoming attack, puts the opponent in a sort of spin state and opens them up for more punishment. Think of them sort of like Fatal Counters in BlazBlue and Persona.

Oh, and, crossups are now indicated by the in-game HUD, so no more guessing! Now, onto the characters.

Birdie

While he was a mainstay during the Street Fighter Alpha series, Birdie hasn’t been seen since. His grand return in Street Fighter V is initially notable due to his massive weight gain, but he’s picked up a variety of new tools during his time away.

Unlike other characters, Birdie is all about reads. Due to his low execution ceiling (a common core that runs through Street Fighter V in general), competitors will want to condition opponents and then capitalize off their complacency. Funny enough, the British punk rocker may have the easiest move in the game, a neutral animation booger flick that does minuscule damage and requires zero input from the player.

But onto his actual attacks. First up, Birdie’s Bull Head has been changed from charge to motion-based inputs. Similar to Street Fighter Alpha, it will travel different distances depending on which button you use. Bull Horn has also been simplified, and merely requires a single punch button to be held instead of two. Birdie also gains a fair bit of air this time around when using this attack, and its projectile invincibility makes it a great maneuvering tool against zoners.

18_birdie_vtrigger
19_birdie_bull_horn

Even though 360 inputs currently don’t appear in Street Fighter V, don’t worry, Birdie still has a couple of command throws at his disposal. Bull Revenger, which acted as his super move throughout the Alpha titles, is now an unblockable special. And, despite appearances, Hanging Chain is actually not a throw, meaning it can be blocked. The angle of the attack can be changed depending on the button used and can even be canceled to fake out opponents.

For normals, Birdie has been given a multitude of long-range attacks that give him the ability to keep opponents just out of range but still in sight of his specials. Forward heavy punch has a sliver of armor to ward off errant attacks if the button is held. Keeping in line with his read-based gameplay, Birdie only has one cancelable normal, standing medium kick, and a decent looking overhead, forward heavy kick. Oh, and his jumping medium punch seems to be an insane crossup at the moment.

After eating his fill of donuts, bananas, and energy drinks, Birdie can scarf down on a pepper with his V-Trigger, Enjoy Time. In addition to giving him extra damage and giving guard-break properties to his specials, it also ups the distance each of his attacks travel. Combofiend says that players will want to activate V-Trigger and go nuts.

Cammy

According to Combofiend, players already familiar with Cammy will recognize her normals and what they add to her gameplay, a detail that seems to apply to much of her gameplay. Just like her Super Street Fighter IV: Arcade Edition ver. 2012 iteration, the Killer Bee has returned to being an insanely offensive character, so much so that players really don’t have to waste time on defense.

That being said, there are obviously some differences. The movement on her Cannon Spike has been greatly increased (“Crazy,” as Combofiend put it), giving her the ability to shift forward with greater momentum than previous games. Cannon Strike, on the other hand, has been toned down a bit from its Street Fighter IV appearance, and is now much less effective. Finally, Spiral Arrow can now be blocked while standing.

14_cammy_vtrigger
12_cammy_cannon_strike

Cammy’s V-Skill, Axel Spin Knuckle, allows the in-your-face competitor to close the gap on zoning-heavy opponents and pass through projectiles. When she’s already close to an opponent, Cammy passes through them to the other side, which may prove useful for creating mixup opportunities.

As for command normals, Cammy’s forward heavy kick is a double-knee attack that serves as a great combo filler. Her standing medium punch from Street Fighter IV is now her back heavy punch and is mostly useful for extending combos and thwarting airborne attacks. She also has a new target combo (back+heavy punch > heavy kick) that launches the opponent and can be finished with her Critical Art, Cross Stinger Assault.

The most interesting part of her gameplay (in my humble opinion at least) are the changes to Hooligan Combination. Apart from the fact the command has been simplified, all of the move’s follow-up attacks now autocorrect, giving Cammy the ability to pull of some pretty nasty mixups and crossups should players time them correctly.

M. Bison

Let’s just get this little section started that M. Bison looks insane. The most noticeable change is that he’s lost his Psycho Crusher and the dreaded standing heavy kick from Street Fighter IV, but other than he is looking to be a very strong addition to Street Fighter V.

Replacing Pyscho Crusher, M. Bison now has access to Psycho Blast, which is basically a giant orb blast with little range. Head Press returns with both of its follow-ups, all of which need to be used as maneuverability tools due to the dictator’s low walk speed. From normals to specials, Bison is all about damage and the pressure game he’s been known for in previous installments.

As far as regular attacks go, Bison finally as a reliable anti-air in crouching heavy punch. His standing heavy punch works well as a footsie tool, and adding a forward command gives him a rather intimidating swipe with more range. All in all, Combofiend says the antagonist’s buttons have gotten a lot better; for example, linking medium punch and crouching medium punch gives Bison enough time to charge his iconic Double Knee Press and continue to dominate opponents, blocking or no.

04 Bison Vtrigger
05 Bison Punch

Where things really get crazy, though, is with his V-Trigger. By embracing the Psycho Power, Bison’s normally poor movement gets thrown out the window in favor of teleporting dashes and disappearing specials. Have a fireball coming your way? Throw out your scissor kicks and completely bypass the projectile for a punish. Want to take to the air and mixup your opponent? Take advantage of Head Press’s Devil Reverse and completely disappear, only becoming visible before you strike the opponent like Divekick’s S-Kill. As Bison literally disappears and doesn’t only become invisible, he’s able to dodge attacks with nimble enough timing.

Finally, the V-Skill Psycho Reflect gives Bison the ability to absorb attacks and send them back towards the enemy. While most will think this only applies to projectiles, any move can be reflected and turned into a two-hit fireball. It does have it’s weaknesses, of course, so watch out for the opponent’s own mult-hit attacks.

All in all, Street Fighter V is looking like another worthy entry in Capcom’s storied franchise. While still in development, what we’ve seen so far is very promising. Let’s hope this work-in-progress continues to impress as we near its spring 2016 launch date.

If you missed out on the live show, be sure to check out the archive.

Source: Capcom-Unity