Evo 2015 Receives Premier Event Status, $50,000 Pot Bonus from Capcom Pro Tour 2015

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Capcom’s Peter “Combofiend” Rosas and Twitch’s Mike Ross recently sat down to discuss the big plans that their respective companies have in store for this year’s Capcom Pro Tour. A full rundown can be found here, but a few notes in particular regarding the largest fighting game tournament in the world definitely deserve their own spotlight.

Evo 2015 will once again join the Capcom Pro Tour as a premier event, giving the overall Ultra Street Fighter IV champion automatic entry into Capcom Cup 2015. Furthermore, due to its importance in the fighting game community and the level of skill that generally comes with that, Evo has been granted its very own tier in terms of the ranking points that will be doled out to high-placing competitors. While first place is obviously the goal for many players, this makes it so that the accomplishment of reaching the later stages of the event are rewarded handsomely as well.

And, to make things a little sweeter from a monetary perspective, Capcom has given Evo 2015’s Ultra Street Fighter IV prize pool a bonus of $50,000, awarded in the following amounts:

  • First place – $20,000
  • Second place – $10,000
  • Third place – $7,000
  • Fourth place – $5,000
  • Fifth place – $2,500
  • Seventh place – $1,500

Evo 2015 is scheduled for July 17-19. More details can be found through the official website.

Capcom Pro Tour 2015 Details Being Revealed…Right Now!

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UPDATE – Capcom Pro Tour 2015’s scheduled has leaked ahead of time. Check it out below!

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While we’ve already received a taste of what Capcom Pro Tour 2015 will include thanks to a few leaks from tournament organizers, Twitch’s Mike Ross and Capcom’s Peter “Combofiend” Rosas are set to reveal all the details competitors will need to know for the upcoming season during a special live stream.

You’ll find the broadcast below, but you can also head on over to Twitch to join the chat. What surprises will this show hold? You’re gonna have to tune in to find out!

If you miss the program, stay tuned, because we’ll have an outline of all the details available shortly after it concludes.

Watch live video from CapcomFighters on www.twitch.tv

Source: Capcom Fighters

Dead or Alive 5 Last Round on Xbox One Facing Compatibility Issues with Mad Catz’ Tournament Edition 2

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Over the weekend, a few lucky folks were able to get early access to Dead or Alive 5 Last Round on Xbox One. While most were happy to be able to play the game a couple of days early, a few did notice a rather glaring issue – the game doesn’t work with Mad Catz’ Tournament Edition 2 arcade stick.

This is an interesting issue to say the least as arcade sticks are traditionally game agnostic, simply acting as wired versions of the console controller. The fact that this has become an issue for Last Round gives us an insight into how peripherals are handled differently on Microsoft’s latest console.

In light of this issue, Team NINJA has issued a statement saying that they are working with Mad Catz to resolve the problem.

Dead or Alive 5 Last Round is scheduled to officially launch on PlayStation 4, Xbox One, and Xbox 360 in North America later today, with PlayStation 3 and PC releases coming February 24 and March 30, respectively.

Source: Team NINJA via Free Step Dodge

Everything’s Coming Up Skullgirls at Combo Breaker and Northwest Majors 7

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While the indie fighter rarely receives a huge amount of support at major tournaments across the United States, a couple of events have announced big news regarding Skullgirls Encore that members of their niche community will definitely eat up.

First off, Combo Breaker (the spiritual successor to Adam “Keits” Heart’s Ultimate Fighting Game Tournament series) revealed recently that Skullgirls will not only be included in their official lineup, but will also receive its own slot on the main stage, giving it a proper showing to the rest of the fighting game community.

But it doesn’t stop there. Developers Lab Zero Games saw this and, never one to miss an opportunity to support the scene, announced that they will be supplying a $2000 pot bonus to the proceedings, providing a little extra incentive for players to make it out.

Northwest Majors 7 will feature its very own bonus to the Skullgirls prize pool, courtesy of regional LAN center GameClucks. Though a concrete stage schedule has yet to be set up, the title will also serve as part of this event’s official lineup.

You can find more information on Combo Breaker and Northwest Majors 7 by following their respective links.

Sources: TheHadou, GameClucks

Team NINJA Reveals Dead or Alive 5 Last Round Balance Changes

Team NINJA recently released a lengthy list of balance changes that will be applied to Dead or Alive 5 upon the release of the next major update, Last Round. These adjustments, which are also coming to the arcades as a patch for Dead or Alive 5 Ultimate, represent some significant changes to the existing cast while also adding new characters Raidou and Honoka.

While the changes were only released in Japanese, our friends over at Free Step Dodge have been kind enough to translate them for the community. If you’re a Dead or Alive 5 player, you’ll definitely want to check these out.

General Changes

  • In order to prevent an error that locked up the Character Select screen due to the Aime card reader, it was made so the kick and hold buttons only work after the Aime selection. Punch button remains unchanged. (Arcade only)
  • New characters “Honoka” and “Raidou” added.
  • New costumes added.
  • The clown cannon Special Power Blow in “The Show” stage damage increased from 105 to 130.
  • Light down attacks stun time shortened by 4 frames.

Balance Adjustments

  • Fixed a problem where some Offensive Holds wouldn’t counter some attacks from a low standing state. (Examples: Helena’s 3_P, Gen Fu’s 3P, Bass’ 41236P+K, etc.)
  • Shortened the possible delay frames of some derivations from Critical Burst attacks.
    • Helena: 7PK
    • Ayane: 6P+KK
    • Rig: 6P+K
    • Kokoro: 7PK
    • Jann Lee: 6P+KP
    • Eliot: P+K~
    • Akira: 66P+KP
    • Pai: Downed P~​
  • Added more drastic camera work to some KO finishes, such as La Mariposa’s running P+K

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Akira Yuki

  • 214P (success): Frames changed from 23 (5) 19 to 23 (2) 22.
  • 214P (failure): Frames changed from 23 (5) 21 to 23 (2) 24.
  • 2_3P+K: On standing hit, changed to small stagger effect.
  • 66K: On crouching block, changed from rising stagger effect to float effect.
  • BT P+K: Advantage on block changed from -12F to -22.
  • BT 4P+K · 43T · 6P: Adjusted the camera.
  • T: Frame advantage following the throw shortened by 1F.
  • 46T: Changed to 10 frame startup. Damage changed from 66 to 60.
  • 64T: Changed to 12 frame startup.
  • 2T: Advantage following the throw shortened by 1F. Instead of sending your opponent through the floor (if applicable) on the first punch, it now happens on the third punch. Also changed the attack sounds.
  • SS P: On counter hit and above, now causes critical stun (24~16).
  • SS P+K: Big fix to the hit detection.

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Alpha-152

  • 6PPP: Hit effect changed to short stagger.
  • 3PPPP: Now causes low float on counter hit and above.
  • Thousand kick (KKKKK) series: Possible delay frames shortened.
  • Thousand kick (high K): Hit effect changed to short stagger. *No change to the final hit.
  • Thousand kick (mid K): Hit effect changed to short stagger.
  • 9K: On normal hit, causes blind stagger (critical hit (34 ~ 24)), damage changed from 20 to 24, advantage on block changed from -13F to 14F.
  • 33KK: Wall splat changed from 3m to 1m.
  • 9P: Made easier to jump over the opponent.

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Ayane

  • 6P: Greater hit effect on back-turned opponents.
  • 6P9: Added jump status frames (low attacks won’t work).
  • 7P: Added jump status frames (low attacks won’t work).
  • 8KK, BT PPKK: Added jump status frames (low attacks won’t work).
  • 8KKK, BT PPKKK: Added jump status frames (low attacks won’t work).
  • 3K: Lesser hit effect on back-turned opponents.
  • 66KK, BT PP6KK: Is now reversed with a jump K hold rather than an evasion.
  • 66KKK, BT PP6KKK: Added jump status frames (low attacks won’t work).
  • P+KP9: Added jump status frames (low attacks won’t work).
  • 236H+K: Can now cause refloat.
  • BT PP6P: Refloat ability strengthened.
  • SS P: Damage changed from 22 to 18.
  • BT 9: Added jump status frames (low attacks won’t work).

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Bass Armstrong

  • 2_64T: Startup changed from 11F to 16F. Damage increased from 85 to 88. Grab animation changed. Reach increased.
  • Wall 2_64T: Startup changed from 11F to 16F. Damage increased from 95 to 98. Grab animation changed. Reach increased.
  • Ceiling 2_64T: Startup changed from 11F to 16F. Damage increased from 40+40+15 to 40+40+18. Grab animation changed. Reach increased.
  • 236T · T: Damage changed from 50+30 to 55+30
  • 214T · 2T · 8T: Damage changed from 45+25+35 to 45+25+42
  • 63214T · (360)T · (360)T: Damage changed from 75 to 80.
  • 66T: Voice clip added during grab animation.
  • BT T: Frames changed from 10 (5) 21 to 10 (2) 26.

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Bayman

  • 9P: Change the status at the end from standing to rising.
  • 3K: Changed the hit effect on crouching normal hit. Advantage on block changed from -9F to -5F.
  • 1K: Damage increased from 20 to 25.
  • BT PP: Advantage on normal hit decreased from -10F to -9F.
  • Wall 6T: No longer causes stage destruction.
  • Facing away from the wall 4T: No longer causes stage destruction.
  • Against back-turned and crouching opponent 2T: Damage of the third portion changed from 20 to 30.
  • All offensive holds: Grab distance extended 10cm.
  • EX P hold: Floor break caused during the second portion now instead of the first.

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Brad Wong

  • New move: 6KPPP
  • New move: 7KPPP
  • 46PP: Causes bend-over stun on counter hit and above.
  • 33K: You can now choose whether you are standing or crouching after the move is finished. (Input 2 to switch to crouching.)
  • 6P+K: If you used BT 6P+K to cause critical stun, 6P+K will no longer cause a critical finish.
  • Wall 214P+K: Jump status frames (low attacks won’t hit) added. Made easier to jump over your opponent.
  • Handstand KKKK, Handstand K6K, Handstand KK6K, Handstand H+K: You can now choose whether you are standing or crouching after the move is finished. (Input 2 to switch to crouching.)

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Christie

  • PPPP, BT PPPP: Now causes refloat.
  • PK: Removed wall splat.
  • 6PPP, Jakeiho 6P: On counter hit, causes wall splat within 1m.
  • K: Removed wall splat. Advantage on block changed from -10F to -11F.
  • 9KK: Damage changed from 26 to 28.
  • 6P+K: No longer tracks.

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Ein

  • New move: 1P
  • PPP: Damage changed from 25 to 30.
  • 6P: Now causes refloat.
  • 3P: Advantage on normal hit changed from -2F to 0F.
  • 236P: Adjusted the animation.
  • 9KK: Damage changed from 23 to 25.
  • 3KKK: Damage changed from 23 to 25.
  • Wall 33T: Made it so the gimmicks are triggered on the final hit.

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Eliot

  • 7P: Now causes blind stagger (critical stun (33~23).
  • 3_P: Damage changed from 17 to 18.
  • 33P: Damage changed from 13(high)+15(mid) to 13+17.
  • 4K: On counter hit and above, now causes critical stun (13~21)

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 Gen Fu

  • 6P: Possible delay frames shortened.
  • 6PP: Possible delay frames shortened.
  • 4P6P: Advantage on block changed from -7F to -5F.
  • 6P links, back-turned 4P links, 3P links, 33P: Added voice clips.
  • 3K: Possible delay frames shortened.
  • P+K: On crouching normal hit and crouching counter hit, now causes sit-down stun.

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Hayabusa

  • 9P, 2_4K9P, 4H+K9P: Jump status frames (low attacks won’t hit) added.
  • 7P: Jump status frames (low attacks won’t hit) added.
  • Wall 7PK: Changed status upon landing to rising.
  • 44P: Advantage on block changed from -8F to -7F.
  • 214P, 2_4KP: Advantage on block changed from +2F to -5F.
  • 8KK: On counter hit and above, causes bound.
  • 4H+K, SS K: Advantage on block changed from -1F to -5F.
  • BT 8K: On startup, fixed so that he does not turn to the front.
  • Ongyouin 8T: Fixed so that he also lands in handstand position on whiff.

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Hayate

  • 9P: No longer causes wall splat.
  • 66P: Possible delay frames shortened.
  • 236P: Adjusted the animation.
  • 66KK: Can now be Jump K held (formerly caused an evade).
  • 214K: Damage changed from 30 to 35.
  • 4P+K: Follow-ups can now occur from frame 32 instead of 38. Follow-ups now come out more quickly.

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Helena

  • 8PP2P: 8P2_PP will also work.
  • 3_P: On standing normal hit, no longer cause critical stun. Now -8F on hit.
  • 66P series (66P, PPP, 4PPP, 9P4PP, back-turned PP4PPP, downed 6PPP, PP4PP, 9PP): Changed from -9F to -5F on block. Standing and crouching normal hit effect changed to short stagger. Causes knockdown on counter hit and above.
  • Uryuu-Banda series (for the ones with -4F advantage, except 236P+K): Damage changed from 10 + 10 + 12 to 6 + 6 + 8.
  • Back-turned 66K: Advantage on block changed from -6F to -11F.
  • Back-turned 66K2: Advantage on block changed from ± 0F to -5F
  • Back P+K (first part): Pushback on block reduced so the next part will connect as well.
  • Downed 6P: On standing normal hit, changed from -10F to short stagger effect.
  • New Move: Downed 66P “Kasei-Kasui-Sho” (That’s probably not the right name but I tried.)
    *The old downed 66P is now downed 3P+K.
  • Throw damage adjusted:
    • T: From 10+10+27 to 10+10+20
    • 6T: From 24+29 to 20+25
    • 4T: From 60 to 52
    • 66T: From 66 to 58
    • 214T: From 15+20 to 15+15
    • 2T · T: From 20+25+10+10 to 15+20+10+10
    • 1T: From 55 to 48
    • (Against back-turned enemy) T: From 25+32 to 20+30
    • (Against back-turned crouching enemy) T: From 30+20 to 23+20
    • Wall 6T: From 30+33 to 25+30
    • Wall 4T: From 25+45 to 27+35

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Hitomi

  • PPP: Damage changed from 25 to 28.
  • (PP)4PPP maximum charge: Changed to GB (+4).
  • 9PK: When hitting an aerial opponent, now causes refloat instead of knockdown.
  • 3P: Possible delay frames shortened.
  • 3PP: During the attack, fixed so that she is facing forward instead of back. Advantage on block changed from -5F to -3F.
  • 9KK: Damage changed from 23 to 25.
  • 3K: Advantage on block and normal hit changed from -10F to -11F.
  • 66K: Causes float when hitting a back-turned opponent.
  • 214KP (second hit): On counter hit and above, changed to bend over stun.
  • 3H+K: Frames changed from 20 (5) 25 to 22 (3) 25, Advantage on block changed from -4F to -7F.
  • Wall 7P+K: Added jump status (low attacks won’t hit) frames.
  • Wall 7H+K: Added jump status (low attacks won’t hit) frames.

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Jacky Bryant

  • 6PP: Changed to short stagger effect on normal hit.
  • 6PPP: Changed to bend-over stun on counter hit.
  • 8P: Adjusted the transition frames into jump status. Added jump status (low attacks won’t work) frames.
  • KPPPK: Changed wall crash causation distance from 2.5m to 3m. Changed the blowback animation.
  • 8K: Strengthened hit detection. Now has jump status frames (low attacks wont work).
  • 2_K: Advantage on normal hit changed from -6F to -3F.
  • Slide Shuffle K: Changed to critical burst technique. Damage changed from 30 to 24. Change frames from 23 (2) 25 to 22 (2) 26.
  • Slide Shuffle 6P+KP: Float effect strengthened.
  • Small down attack: Damage changed from 12 to 14.
  • Large down attack: Damage changed from 20 to 23.
  • Low P hold: Adjusted the opponent’s ability to recover afterward.

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Jann Lee

  • 236P: Damage changed from 40 to 42, extended the close hit range.
  • 2_46P: Damage changed from 50 to 52, extended the close hit range.
  • 9KK: Damage changed from 25 to 28.
  • 236K: Opponent now cannot recover afterward.
  • Dragon Stance 6P+K: Now causes critical stun on normal hit. On counter hit and above, causes limbo stun.
  • BT 7P: Changed the voice clip.
  • BT P+K: Extended the close hit range.
  • 6T: Opponent can now recover afterward.
  • Wall 6T: Damage change from 5+5+5+5 to 5+5+5+10.

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Kasumi

  • (BT) PPPP, 3PP: refloat properties strengthened
  • (BT) PPPPP, (Back-turned) PP6PP, 3PPP, 6PP: Damage changed from 26 to 18.
  • For all “Senpuu” variations: 6_ triggers the move (6P+K still works as well)
  • 6PP: Small adjustment to push back when guarded.
  • 66PP: Stun changed to blind stagger animation on hit.
  • 4P+K: 4_P+K also works now.
  • 33P: Fixed the priority so 236P shouldn’t happen.
  • 44P: On counter hit and above, causes blind stun animation.
  • 1K, (BT)PP2K, PPK2K, H+K2K: Damage changed from 20 to 23.
  • 1K: Glancing hit base damage changed from 25 to 23.
  • 66KK: Added jump status frames.
  • ((BT)PP)6KK: Advantage on block changed from -12F to -7F.
  • Added dancing cherry blossom effects to the following:
    • (Back-turned(P))KKP
    • Back-turned 4P
    • (Back-turned (PP))6PKK
    • 236P
  • 9P+K: Jump status frames added (low attacks won’t hit)
  • Hoshinpo 9P+K: Jump status frames added (low attacks won’t hit)
  • Wall 6T: Damaged changed from 40+20 to 50+10.

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Kokoro

  • PPKK: Damage changed from 23 to 25.
  • 7P: Advantage on block changed from -9F to -10F.
  • 3K, PK, 1KK, BT 4PK: Advantage on normal hit changed from -3F to -4F:
  • 9KK: Damage changed from 23 to 25.
  • P+K: On counter hit, causes limbo stun. Advantage on block changed from +1F to -8F.

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Lisa/La Mariposa

  • 3K, PKK, K6K, 6PK, 2KK: Tracking removed.
  • 1KK, (BT) K2KK: On normal hit and above, now causes bend-over stun.
  • 8T: Adjust the command priority.
  • BT T: Voice clip changed.
  • BT 6T: Voice clip changed.
  • Fence Cross T: Damage changed from 40 to 60.

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Leifang

  • 236P: Advantage on block changed from -7 to -8.
  • 9KKK: Damage changed from 20 to 23.
  • P2P2K, BT 2PP2K: Sound playback adjusted.
  • BT P+K: Changed to crouching status when the move is charged. Advantage on normal block changed from -4 to +1.

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Leon

  • 9P: Advantage on block changed from -9F to -2F.
  • 9K: Fixed an issue where the float effect would be lower on crouching counter hit and above.
  • Takedown (formerly wall 66T): Command changed to wall 33T. *If you perform 33T near a wall, it will change to this move.

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Marie Rose

  • New move: PPPP
  • New move: PP2P links (PP2PP, PP2PP4, PP2PP+K) added.
  • P: Adjusted refloat ability.
  • 8P: Jump status (low attacks won’t hit) now occurs sooner.
  • 4PP: Adjusted refloat ability.
  • 4PK: Advantage on block changed from -7F to -5F.
  • 64P: Damage changed from 16 to 22.
  • 4K: Advantage on block changed from -7F to -5F.

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Mila

  • 1P, Tackle cancel 2P: Advantage on normal hit changed from +2F to -2F.
  • 4K: Changed to short critical effect on normal hit.
  • 1P+K: Changed to crouching status from the first frame.
  • Tackle cancel derivations (such as 4KTH · P): Fixed so that P, K, or P+K buttons can cause a cancel and not just H.
  • 2T: Damage changed from 30 to 15.

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Momiji

  • 1P: Now causes medium effect on downed opponent.
  • 1PP: Voice clip changed.
  • 1PK: Voice clip timing changed.
  • K: Advantage on block changed from -10F to -11F.
  • 7K: Advantage on block changed from -14F to -25F.
  • Shun’you Iidzuna: Command changed from (360)T to 82T. *Previous command still works.
  • 2H+K: Adjusted the voice clip timing.
  • 1T: Opponents inability to hold extended from 50 to 62F.
  • SS P: Can now be held by a High P hold. *Previously caused an evade.

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Nyotengu

  • New move: 3KK (previous 3KK removed).
  • New move: 2T added.
  • 1T: Previously 2T, changed from 7 to 10F startup, damage changed from 65 to 72.
  • Crouching into standing animation: Fixed a problem where it was 2F too slow.
  • PPP: Removed wall bounce effect.
  • (Back-turned) PK: Added tracking.
  • 214P: Adjusted the input feel.
  • K: Advantage on block changed from -3F to GB (+2).
  • 4K: Added tracking.
  • 9K: Removed tracking, can now hit downed opponents.
  • 66K: Added tracking.
  • 6P+K ~ Karasu-Tobi: Fixed incorrect frame advantage display in the Move Details.
  • 4P+KP: Can now be held. *Will cause an evade if the wind itself is “held”.
  • 7H+K: Fixed to be reversed by a Mid K hold rather than mid P hold.
  • Hiten no Mai attacks: Fixed an issue where the jump frames (low attacks won’t worked) would disappear momentarily.
  • Hiten no Mai P: Adjusted the motion when guarded.
  • Hiten no Mai PK: Refloat properties strengthened against an aerial opponent.
  • Hiten no Mai 2K: Causes a sit-down stun on counter hit and above.
  • Hiten no Mai P+K: Fixed a problem where it was difficult to use when doing a combo near the wall.
  • 6T: You can now choose whether you are standing or crouching after recovery frames are finished. (Input 2 to switch to crouching.)

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Pai Chan

  • High P hold: Damage changed from 8 to 10.
  • High K hold: Damage changed from 5 to 10.

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Phase-4

  • New move: 46T
  • 6P: Startup frames changed from 12 to 11.
  • 1PP: Changed to crouching status from the first frame.
  • 66PP: Hit effect changed to blind stagger.
  • 66K: Can now transition to Tenpuu even on block. Advantage on block of the first kick changed from ± 0F to +15F.
  • Tenpuu: Jump status frames (low attacks won’t hit) added.
  • Tenpuu P: Derivation frames changed from 2 to 4.

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Rachel

  • PP2K: Damage changed from 18 to 22.
  • 2H+K: Damage changed from 18 to 22.
  • 41236T: Damage changed from 13+15 to 13+12.
  • Viper Twist series (such as 3PPP + KT): Damage changed from 32 to 35.

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Rig

  • PPK6K: Fixed an issue where the move would sometimes cause you to go around the opponent.
  • 4K: If use put your opponent into a critical state with Bending Stance 4K, 4K will no longer cause a critical finish.
  • 214K: Damage change from 26 to 28. Advantage on block changed from -8F to -5F. Now causes knockdown.
  • Bending Stance 7K: Advantage on block changed from +2F to ±0F.
  • Turn Leg Cut K: Advantage on block changed from -12F to -11F.
  • Turn Leg Cut KK: Advantage on block changed from -18F to -14F
  • BT 4K: Advantage on block changed from -10F to 0F.

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Sarah Bryant

  • 41236T: Advantage changed from -4F⇒ ± 0F if opponent recovers.
  • Step T: Now triggers floor danger zone on final hit.
  • Step 41236T: Now triggers floor danger zone on final hit.
  • 9P+K: Jump status frames (low attacks won’t hit) added.
  • BT 9P+K: Jump status frames (low attacks won’t hit) added.
  • BT 9P+K: Jump status frames (low attacks won’t hit) added.
  • Wall BT 4P+K: Jump status frames (low attacks won’t hit) added.

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Tina Armstrong

  • 4K, 6PK: Adjusted the animation. Frames changed from 14 (2) 22 to 14 (2) 23. Changed to a short stagger effect on standing normal hit.
  • 8K: Damage changed from 35 to 37.
  • 7K: Damage changed from 35 to 40.
  • Wall 4P+K: Added jump status frames (low attacks won’t work).
  • Running P+K: Added a close hit attribute.
  • 4T: Opponent can now recover afterward. In addition, now causes stage drops.
  • 66T: Added voice during the grab animation.
  • Wall 44T: No longer causes stage destruction during the first portion.
  • 214T · 6T · 8T: Damage changed from 35 + 15 + 40 to 35 + 15 + 45.
  • 64T · 2T · 8T: Damage changed from 50 + 20 + 35 to 50 + 20 + 40.
  • Wall 2_64T: No longer causes stage destruction during the first portion.
  • 41236T (after 46T): Damage changed from 40 to 50.

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Zack

  • New move: 2KPP8 (feint)
  • PP: Advantage on normal hit from -5F to -6F.
  • PPPK series: Fixed the blowback direction on aerial hit.
  • 33P: Advantage on block changed from -18F to -10F.
  • 33PP: Changed to crouching status during startup.
  • 33P6P: Advantage on block changed from -6F to GB (+4).
  • 4K: Advantage on block changed from -1F to -4F.
  • 7K · K: Now causes wall bounce within 4m.
  • 46K: Charge time shortened to 35~55F
  • 46K (maximum charge): Damage changed from 55 to 65.
  • 4P+K (charge) H: Smoothed over the animation.
  • Ducking 22・88: Made the same as normal sidestep in terms of tracking, lower throws, and counters.

Dead or Alive 5 Last Round arrives on PlayStation 4, Xbox One and Xbox 360 in North America on February 17, Europe on February 19, and Japan on February 20, with a PC release scheduled for March 30.

Team NINJA recently announced that, due to issues with PlayStation Network, fans on PlayStation 3 will have to wait until February 24 to get their hands on the game in North and South America. To apologize for the delay, the developers will be providing a bonus costume bundle free of charge for the first four weeks after release.

Owners of Dead or Alive 5 Ultimate on PlayStation 3 and Xbox 360 will receive the Last Round balance updates for free.

Source: Team NINJA via Free Step Dodge

Rayman Possibly Joining Super Smash Bros. for Wii U and 3DS Roster

Looks like Mewtwo might not be the only downloadable character heading to Super Smash Bros. for Wii U and 3DS.

According to recent images posted to popular image board 4chan, Ubisoft’s Rayman will be joining the powerful Pokémon as part of the playable cast. Often thought of as a character at the same level of Mario, Sonic, Mega-Man, and Pac-Man, all of which are currently represented in the title, his arrival would definitely raise the appeal for fans of classic video games.

Many of you may remember that cast members like Bowser Jr., Duck Hunt, and Shulk were leaked in much the same way for before the game’s official release.

The idea of future content arriving on Super Smash Bros. for Wii U and 3DS has been a definite possibility ever since unused graphics were discovered in the handheld version that would supposedly allow the roster to be expanded across more than one page.

You’ll find a video below showing off Rayman’s model on the character select screen along with a handful of off-screen photos. Nothing is confirmed as of yet, but we’ll be sure to keep you updated as more details come in.

Rayman intro
New shop button
Character select (with Mewtwo)
Character select

Source: 4chan via Smashboards, Saint Valentine via Solgryn

Forget Valentine’s Day, Help Ken Masters Celebrate His Fiftieth Birthday Instead!

KenIntroSMALL

February 14 holds a very special meaning to many of us, and with all the chocolate hearts and kitschy teddy bears out there, it’s easy to lose focus on what’s really important. As some of you may know, there’s much more to this day, because ladies and gentlemen, today is Ken Masters’ birthday.

That’s right, the blonde bad boy that offered so many of us an introduction to not only Street Fighter, but an entire genre, has been chucking plasma and lighting things on fire with his rising fist for fifty entire years. The most amazing thing about Ken hitting the half century mark may be the fact that, even in high definition, he doesn’t show a single sign of aging.

So whether you’re hitting the town tonight with that special someone or spending the evening curled up with a cup or Earl Grey and a mystery novel like every other Saturday night, be sure to take a moment to raise a Shoryuken to the sky in honor of Mr. Masters.

Here’s to fifty more.

Source: Capcom

Dissidia Final Fantasy Moving from Handhelds to Arcades

During their visit to Japan Amusement Expo 2015, Square Enix announced that they will be bringing their Final Fantasy arena fighter, Dissidia Final Fantasy, to arcades.

Originally released on PlayStation Portable back in 2008, Dissidia takes familiar characters from multiple installments of the popular roleplaying franchise and places them in a 3D, over-the-shoulder system similar to the Naruto Ultimate Ninja Storm or Mobile Suit Gundam: Extereme Vs. series.

The new arcade version counts as the third such release and brings with it some changes, including a new three-on-three battle system and additional characters, including Y’shtola from Final Fantasy XIV.

The release date for this title is still unknown, but Square Enix will be holding a special presentation on April 10 where they will reveal more details.

In the meantime, check out the reveal trailer below.

Source: 4Gamer via Gematsu, tip via Hollysmoke

Tekken 7’s Kazumi Mishima Has a Tiger and She’s Not Afraid to Use It

tekken7-arcade-opening-kazumi-622-crop

Bandai Namco Games is one of the many studios currently showing off their wares at Japan Amusement Expo 2015 this weekend, and with Tekken 7’s pre-launch just over the horizon, they’re doing all they can to highlight their hard work on the upcoming title.

We recently got a look at newcomers Lucky Chloe and Shaheen thanks to a report from 4Gamer, but some new details have arisen regarding Kazumi Mishima, who has been teased in many of the game’s promotional videos.

According to details from convention-goers (translated and reported by Avoiding the Puddle’s Flying Wonkey), the Mishima family matriarch does make an appearance outside of the arcade opening, but as a boss character.

Upon reaching the last fight, players will be greeted by a rather fabulous-sounding intro of Kazumi entering the arena atop a tiger. During the battle, she uses the animal as a sort of summon that functions like a projectile. Other tools at her disposal include the Flash Punch and Demon Slayer strings typical of Mishima characters, Jinpachi’s Nyoishou (and, presumably, its follow-ups), and more.

It was also revealed that Kazumi utilizes her Devil form in the second round, which may be a not-so-subtle nod to the origins of the transformative powers and other story elements.

More details and possibly video footage are sure to surface during the convention’s second day when the public is allowed onto the show floor.

Tekken 7’s aforementioned pre-launch is scheduled to land in Japanese arcades on February 18, with a full release planned for March.

Source: Flying Wonkey

Tekken 7’s Kazumi Mishima Has a Tiger and She’s Not Afraid to Use It

tekken7-arcade-opening-kazumi-622-crop

Bandai Namco Games is one of the many studios currently showing off their wares at Japan Amusement Expo 2015 this weekend, and with Tekken 7’s pre-launch just over the horizon, they’re doing all they can to highlight their hard work on the upcoming title.

We recently got a look at newcomers Lucky Chloe and Shaheen thanks to a report from 4Gamer, but some new details have arisen regarding Kazumi Mishima, who has been teased in many of the game’s promotional videos.

According to details from convention-goers (translated and reported by Avoiding the Puddle’s Flying Wonkey), the Mishima family matriarch does make an appearance outside of the arcade opening, but as a boss character.

Upon reaching the last fight, players will be greeted by a rather fabulous-sounding intro of Kazumi entering the arena atop a tiger. During the battle, she uses the animal as a sort of summon that functions like a projectile. Other tools at her disposal include the Flash Punch and Demon Slayer strings typical of Mishima characters, Jinpachi’s Nyoishou (and, presumably, its follow-ups), and more.

It was also revealed that Kazumi utilizes her Devil form in the second round, which may be a not-so-subtle nod to the origins of the transformative powers and other story elements.

More details and possibly video footage are sure to surface during the convention’s second day when the public is allowed onto the show floor.

Tekken 7’s aforementioned pre-launch is scheduled to land in Japanese arcades on February 18, with a full release planned for March.

Source: Flying Wonkey