Amir Khan (30-3, 19 KOs) defeated former two division world champion Devon Alexander (26-3, 14 KOs) by a 12 round unanimous decision on Saturday night at the MGM Grand in Las Vegas, Nevada.
The British fighter utilised his superior speed and footwork while dominating the American and took a unanimous points win with scores of 119-109, 118-110 and 120-108.
In the opening round, Khan established his jab and quickly gained Alexander’s attention with a flurry of punches. But the St Louis man stood…
Full Patch Notes Released for Ultra Street Fighter IV’s 1.04 Update
While we’ve known for some time that the next Ultra Street Fighter IV patch will include balance changes, only now do we know what those will entail. Below, you’ll find full translations for the notes provided through NESiCA earlier tonight, so check them out and let us know what you think.
Ryu
Close Stand HK Recovery increased from 15F to 17F; hit- and block-stun on standing opponents increased by 3F; hit- and block-stun on crouching opponents increased by 2F; Second hit now EX Focus-, EX Red Focus- and Super Combo-cancellable.
L Hadoken projectile speed slightly reduced.
H Hadoken projectile speed slightly increased.
Ken
Crouch MK hitbox and hurtbox returned to Ver.2012 state.
L, M, H Airborne Tatsumaki Senpukyaku cannot be plinked input with P button, can no longer perform an Airborne Tatsumaki Senpukyaku that keeps momentum with this method.
E. Honda
Crouch LP damage increased from 40 to 50.
Crouch LK damage increased from 30 to 40.
EX Hundred Hand Slap now automatically moves forward, regardless of directional input.
Orochi Breaker (UC2) command changed from Double Rotation + PPP to 63214×2 + PPP; damage increased from 450 to 500.
Blanka
Close Stand MK bug where counter-hit damage was received after attack start-up fixed.
Crouch MK start-up reduced from 5F to 4F; advantage on hit reduced from +5F to +4F; Pushback on guard, hit reduced.
Zangief
L Banishing Flat horizontal travel distance reduced; pushback on hit increased
EX Banishing Flat now forces stand on hit.
Guile
Flash Explosion (UC1) invincibility time increased from 1-6F to 1-9F.
Dhalsim
4+LK recovery reduced from 8F to 7F; advantage on hit increased from +2F to +3F
Balrog
Crazy Buffalo (SC) and Violent Buffalo (UC1) bug where, on air hit, Delay Stand was not possible on all but the last hit fixed.
Dirty Bull (UC2) command changed from Double Rotation+PPP to 63214×2+PPP
Vega
L, M and H Rolling Crystal Flash bug that caused the hit-stun time on counter-hit to be the same as on normal hit fixed; bug where the SC Gauge build of the last hit was doubled fixed
EX Rolling Crystal Flash bug that caused the hit-stun time on counter-hit to be the same as on normal hit fixed; bug that caused SC Gauge to increase when done without the claw fixed
Sagat
Forward/Neutral Throw bug that caused the throw escape window to be 1F shorter than other normal throws fixed.
Tiger Cannon (UC2) air hit damage increased from 255 to 303.
M. Bison
Forward/Neutral Throw bug that caused the throw escape window to be 1F longer than other normal throws fixed.
M Double Knee Press first hit pushback reduced, easier for EX Red Focus to connect
C. Viper
Emergency Combination (SC) command changed from 214214+P to 236236+K; bug where Delay Stand was not possible when the move did not connect fully fixed.
Burst Time (UC1) bug where Delay Stand was not possible when the move did not connect fully fixed.
El Fuerte
L, M, H and EX Guacamole Leg Throw bug where Delay Stand was not possible if the first hit traded fixed.
Abel
Close Stand HK mid (overhead) attack damage increased from 30 to 70; stun increased from 50 to 100; advantage on hit reduced from +5F to +2F
Seth
Vitality increased from 800 to 850
Diagonal Jump MK bug where counter-hit damage and stun would be taken during the move’s motion fixed.
Akuma
L, M, H and EX Hadoken attack start-up reduced from 14F to 13F
Gouken
Forbidden Shoryuken (SC) bug where Delay Stand was not possible when the move did not connect fully fixed
Denjin Hadoken (UC2) stun value scaling when selecting Ultra Combo Double increased from 65% to 75%; bug where under certain conditions, the stun value scaling was 100% fixed.
Cammy
M Spin Drive Smasher (SC) bug where Delay Stand was not possible if the last hit connected grounded as a counter-hit fixed.
Fei Long
Rekkashingeki (UC1) non-cinematic last hit damage reduced from 165 to 140.
Sakura
EX Shunpukyaku first through third hits force stand on hit; pushbox expanded downward, no long flies past the opponent
EX Hadoken projectile speed now changes according to the button combination pressed to activate (for first level of charge only); recovery after the attack reduced by 4F, total frames reduced from 48F to 44F.
Rose
EX Soul Spiral chip damage increased from 30 to 33.
Gen
(Mantis)
Crouch MP damage increased from 60 to 70
L, M H Hyakurenko recovery reduced from 18F to 17F
Zan’ei (SC) damage increased from 250 to 400
Shitenketsu (UC2) first hit now locks the opponent into the cinematic on air hit; fixed bug where the move’s properties changed when done as a reversal, cancelled from pre-jump motion, etc.
Dan
L, M, H and EX Gadoken attack start-up reduced from 14F to 13F
T.Hawk
Forward/Neutral Throw bug that caused the throw escape window to be 3F shorter than other normal throws fixed.
L Condor Spire attack start-up increased from 11F to 15F
M Condor Spire attack start-up increased from 14F to 17F
M Tomahawk Buster changed from 1 hits to 2 hits, first hit causes grounded hit-stun and forces stand; damage changed from 150 to 90*60; stun changed from 200 to 150*50; first hit now EX Focus-, EX Red Focus- and Super Combo-cancellable
Dee Jay
Far Stand HP now knocks down on counter-hit on crouching opponents, as it does on standing or air counter-hit
L Double Rolling Sobat is now invincible below the knee until the end of active frames; advantage on block reduced from -3F to -4F.
EX Jackknife Maximum first hit hitbox expanded downward, easier to connect on low state opponents
EX Machinegun Upper horizontal knock down distance on hit reduced.
Cody
Crack Kick (6+HK) attack start-up reduced from 15F to 14F
Zonk Knuckle charge time levels changed from 60F, 90F, 120F to 60F, 120F, 190F; Lv2 and Lv3 now throw-invincible until the end of active frames; Lv3 knock down after hit changed from unjuggleable to juggleable; Lv3 knock down height after hit lowered
EX Criminal Upper strike invincibility increased from 1-6F to 1-7F
M and H Dead End Irony (SC) bug where Delay Stand was not possible when the move did not connect fully fixed.
Ibuki
Backhand Punch (far from opponent HP → HP) bug where the move could be cancelled on whiff fixed.
Yoroitoshi (UC1) bug where on non-cinematic air hit, Delay Stand was not possible fixed.
Makoto
6+HK bug where delay stand was not possible fixed.
Abare Tosanami (UC2) bug where on air hit Delay Stand was not possible when the move did not connect fully fixed.
Adon
Close Stand MK bug where counter-hit damage was received after attack start-up ended fixed
Far Stand HK can now only be used in air combos for the second hit only
Jaguar Varied Assault (SC) bug where on air hit Delay Stand was not possible when the move did not connect fully fixed.
Hakan
Crouch LP recovery reduced from 8F to 6F; advantage on block increased from ±0 Fto +2F; advantage on hit increased from +3F to +5F; when oiled only, can now be chain-cancelled
Diagonal Jump MK when oiled only, hitbox expanded backward, easier to cross-up
Juri
Close Stand LP hitbox during Feng Shui Engine made the same size as when done normally
Close Stand MK first hit forces stand; 1-6F are grounded and throw-invincible
H Fuhajin projectile attack no longer hits crouching opponents
L, M and H Fuhajin rising kick attack SC Gauge build reduced from 20 to 10; projectile attack SC Gauge build increased from 20 to 30 on hit, 10 to 15 on block
Yun
Far Stand LP hit effect during Gen’ei Jin on air counter-hit changed from air reset to knock down
L Tetsuzanko stun reduced from 200 to 100; SC Gauge build adjusted from 30 to 20 on activation, 60 to 30 on hit, 30 to 14 on block
EX Zesshou Hohou advantage on block reduced from +1 to -1
Yang
Crouch MK bug that caused the hit-stun time on counter-hit to be the same as on normal hit fixed
Evil Ryu
Vitality reduced from 950 to 900
Oni
EX Goshoryuken second hit now EX Focus-, EX Red Focus-cancelled on block (in addition to on hit)
L Rakan Dantojin damage increased from 110 to 120; stun increased from 130 to 150
Airborne Raging Demon (SC) bug where on air hit trade, Delay Stand was not possible fixed
Elena
Hurtbox during crouching hit-stun, crouching neutral and crouching guard expanded
Pre jump motion bug where certain special moves could not be activated during the motion fixed
Special Move Priority changed. If Lynx Tail and Scratch Wheel inputs overlap, Scratch Wheel activates.
Crouch LP hitbox expanded to the thigh of the attacking leg
Crouch MK hitbox and hurtbox expanded to the foot tip area
Jump HK bug where counter-hit damage was taken after attack start-up fixed
L Scratch Wheel attack start-up reduced from 6F to 3F
H Scratch Wheel third hit hitbox expanded downward
L, M Scratch Wheel bug where counter-hit damage was taken after attack start-up fixed
L, M and H Scratch Wheel first hit now forces stand on hit
M Lynx Tail first hit pulls in the opponent on hit and guard
H Lynx Tail first through third hits pull in the opponent on hit and guard; bug where Delay Stand was not possible for grounded opponents fixed
L, M and H Lynx Tail hitbox expanded forward and upward
M Rhino Horn bug where counter-hit damage was not taken during start-up and Elena would receive the damage in a grounded crouch fixed
L, M, H and EX Rhino Horn first hit only now hits crouching opponents
EX Mallet Smash advantage on block reduced from -4F to -5F
L, M, H and EX Spin Scythe bug where during the motion, if the opponent dashed into Elena’s back, the dash would past through Elena fixed
Rolento
Close Stand HK stun reduced from 200 to 150
Far Stand MP active frames increased from 3F to 5F
Far Stand HP second hit hitbox slightly expanded upward; SC Gauge build reduced from 60*60 to 30*30 on hit, 30*30 to 15*15 on block
Diagonal Jump HP bug where counter-hit damage was taken after attack start-up fixed
EX Patriot Circle now moves slightly forward before the first hit completes start-up
L, M, H and EX Patriot Circle bug where when hitting certain counter moves, Patriot Circle would win fixed
L, M and H Stinger knife attack 1F hitbox expanded downward
L, M and H Mekong Delta Attack hit effect of the roll attack changed from knock down to grounded hit on counter-hit; advantage on hit increased from -2F to +2F
EX Mekong Delta Attack roll attack advantage increased from -10F to -5F; hit effect of all but the last hit changed from grounded hit to knock down
EX Mekong Delta Air-Raid 1-10F after activation changed from projectile-invincible to strike- and projectile-invincible; additional attack advantage reduced from -3F to -5F
Minesweeper (SC) bug where buffer input didn’t register during reversals fixed
Poison
Vitality reduced from 100 to 950
Hurtbox during standing and crouching hit-stun expanded
Pre jump motion bug where certain special moves could not be activated during the motion fixed
Back Throw no longer registers during negative edge input
Close Stand HP bug where counter-hit damage was taken after attack start-up fixed
Far Stand MP bug where counter-hit damage was taken after attack start-up fixed
EX Aeolus Edge now easier to connect on point-blank opponents
L, M, H and EX Whip of Love hitbox greatly expanded
L, M and H Love Me Tender damage changed from 90*100 to 70*80; on whiff only, recovery increased from 16F to 19F
EX Kissed by a Goddess first hit hitbox expanded
Poison Kiss (UC2) throw range expanded
Hugo
Dizzy motion hurtbox appears at the same time as the normal rising motion
Stand LP recovery reduced from 11F to 7F; advantage on hit increased from +2F to +6F, advantage on block increased from -2F to +2F
Stand MP bug where counter-hit damage was taken after attack start-up fixed
Crouch HK pushbox moved backward
H Moonsault Press damage increased from 220 to 250; stun increased from 150 to 200
L, M and H Moonsault Press counter-hit damage before throw start-up removed
L, M, H and EX Giant Palm Bomber hurtbox from wrist to tip now projectile invincible until the end of active frames; Hugo’s hurtbox during the move changed; pushback on hit slightly increased; when nullifying projectiles, the attack still occurs
EX Shootdown Backbreaker damage reduced from 180 to 160; horizontal travel distance during descent reduced
L, M, H and EX Shootdown Backbreaker input reception time made the same as other moves, less likely to occur accidentally
L, M, H and EX Ultra Throw counter-hit damage before throw start-up removed
L, M, H and EX Meat Squasher counter-hit damage before throw start-up removed
Hammer Mountain (SC) now fully invincible until the end of active frames of the first hit
Decapre
Far Stand LP, Crouch LP can be cancelled into Rapid Dagger on whiff and chain-cancel
Far MP attack start-up reduced from 7F to 5F
Crouch HP now EX Focus-, EX Red Focus- and Super Combo-cancellable.
EX Psycho Sting forward movement distance during the move increased; block-stun increased by 4F, after EX Focus Cancel → Forward Dash is now -1F on block.
L, M, H and EX Psycho Sting respective invincibility increased from 1-5F to 1-8F
L, M, H and EX Rapid Dagger hit-stun and block-stun of the second to last hit increased by 4F; block-stun during rapid attacks increased, easier to connect as continuous block
EX Spiral Arrow damage reduced from 160 to 120
EX Scramble (LK+MK) timing when Decapre disappears and follow-ups are possible changed from 13F to 7F.
EX Razor Edge Slicer now projectile-invincible until the end of active frames
DCM (anti-ground), DCM (anti-air) (UC2) when inputs overlap, priority is give to the anti-air version.
Ultra Street Fighter IV’s 1.04 update will be available on Monday, December 15. It will also include the highly-anticipated Omega remix mode and grant players the option to purchase the next set of alternate costumes.
Source: NESiCA
Charlie Returns in Street Fighter V, Sony Partnership Brings $500,000 Prize Pool to Capcom Cup 2015
UPDATE – The extended Street Fighter V gameplay trailer has been added below.
After an incredibly exciting tournament, Capcom’s Yoshinori Ono took the stage at Capcom Cup 2014 to discuss Street Fighter V.
During the presentation, the developers showed off a brand new gameplay trailer for the upcoming title, which took much from the previous teaser while adding some new bits here and there.
But the big reveal came near the end, where they provided a brief glimpse of Charlie.
Ono spoke of each character being more unique than they ever have before, hinting at character-specific techniques that will set them apart from each other.
Also, as part of their partnership with Sony, Capcom Pro Tour and Capcom Cup will return next year, with one major change: a guaranteed prize pool of $500,000. Yep, half a million dollars. Let’s go.
Source: Capcom Fighters
Ultra Street Fighter IV 1.04 Patch Available on December 15
Capcom Cup has barely started, and we already have our first bit of news from the event.
According to Capcom’s Matt Dahlgren, the next Ultra Street Fighter IV update will be available next week. In addition to adding the crazy Omega Mode option to gameplay and making the new set of animal-themed costumes available for purchase, the 1.04 patch will bring a variety of unannounced balance changes to the main game.
Players will be able to download this update on Monday, December 15, so get ready for the next step in Ultra Street Fighter IV competition.
Source: Capcom Fighters, tip via NightmareSteam
Lara easily outpoints Ishe Smith to retain WBA title
WBA light middleweight champion Erislandy Lara (20-2-2, 12 KOs) dominated former IBF titleholder Ishe Smith (26-7, 12 KOs) in beating him by a lopsided 12 round unanimous decision on Friday night at the Illusions Theater at the Alamodome in San Antonio, Texas.
Lara bounced back from his points defeat to Saul Alvarez in July to win by scores of 119-109, 119-109 and 117-111.
The Cuban’s speed, movement and accurate punching frustrated Smith for the entire fight. Smith failed to establish…
Street Fighter V Amazon Listing Places Release in 2016
While we’ve only officially know about Street Fighter V for a little over a week, we may have a good idea of when the game will be in the hands of the community thanks to online retailer Amazon.
A recently discovered listing mentions that the title will release on March 31, 2016, though (outside the year) this is most likely a placeholder due to that date being the final day of the fiscal year’s second quarter.
Little information has been passed along that allows us to surmise how far into development the title is, but an early 2016 release date definitely sounds plausible.
Street Fighter V will be available for PlayStation 4 and PC.
Predict the Entire Capcom Cup 2014 Bracket with Maxoplata’s Fantasy Project
When I was in highschool, it became tradition to take part in the yearly March Madness predictions, even though I had very little idea what skills each team possessed, the history of certain seeding matchups, and pretty much any other information that would be important to putting together a high-scoring bracket. While not necessarily my realm of expertise, it served as a great way to bond with my friends and forget about whatever homework assignments I had been given.
That’s why, when the Evolution organizers put together a similar project in 2011, I was beyond excited. A bracket prediction contest on a subject I actually had knowledge of? Let’s go!
Unfortunately, that unique aspect to the tournament hasn’t been kept up over the past few years, but you’ll be able to take part in the same exercise during Capcom Cup this weekend thanks to Maxoplata.
The instructions are pretty easy. All you have to do is sign-up for an account at Maxoplata, confirm your registration, and then start making your picks! For a full breakdown of the steps you’ll need to take to get started, check out UltraChen’s announcement here.
For an idea of the choices being made so far, feel free to browse the picks UltraDavid, James Chen, and I have made, and drop us a link to your bracket in the comments so we can see how you see things shaking out in the main event.
Source: UltraChen
SNK Playmore Delays King of Fighters ’98 Launch on Steam
Those of you looking to get your old-school SNK fix today probably noticed that King of Fighters ’98 Ultimate Match Final Edition has yet to arrive on Steam. Unfortunately, you’re gonna have to wait a little longer.
Earlier this morning, SNK Playmore announced that they have had to push back the title’s release date from today to next Tuesday, December 16. No information was provided as to why this delay was necessary.
That said, this does give fans the opportunity to take advantage of the 20% pre-purchase discount, so be sure to check out the game’s official Steam page for more details.
For now, feel free to check out the trailer below.
Source: SNK Playmore
Riptor’s Killer Instinct Release Planned for Next Week
While we haven’t seen much of the UltraTech experiment since she was teased at the end of Kan-Ra’s trailer, Riptor is finally making her way to Killer Instinct.
Microsoft Studios creative director Adam Isgreen took to the Ultra-Combo forums earlier this afternoon to release this latest chunk of information, part of which mentions they are aiming to release Riptor to the public next Wednesday, December 17. “Aiming” is the key word here because, according to Isgreen, they hit a snag during certification and the low chances of another misstep puts that date at a slight risk.
In any case, he also provided a full look at Riptor’s updated design. This fresh look sees the dinosaur sporting a few brand new modifications that are sure to deal out some serious pain.
We’ll receive our first look at the work Iron Galaxy Studios has put into bringing Riptor to life on Monday, December 15.
The ver.2.2 patch that adds Riptor to the game will also come with a handful of balance changes, story mode, TJ Combo’s retro costume, and more.
Finally, as thank you gift to the fans, Microsoft will be handing out some special holiday-flavored accessories for a few of the cast members. Everyone who owns Orchid will be given a special color palette, Season One Ultra Edition holders will net some new candy cane batons for Orchid and reindeer antlers for Sabrewulf, and those who have purchased Season Two’s Ultra Edition will be able to outfit their TJ Combo with a Santa beard.
All of the items pictured below will also be available to purchase separately.
Additional information about upcoming Killer Instinct content can be found in Isgreen’s original post.
Source: Ultra-Combo
Capcom’s Yoshinori Ono Assures Street Fighter V Won’t Be Free-to-Play
Capcom president Haruhiro Tsujimoto created some intense debate earlier this year when, during a discussion on hypothetical Street Fighter V features, he mentioned wanting to implement some sort of pay model to alleviate the widening gap between high-level and beginning players. As you can imagine, the reaction was severe, causing producer Yoshinori Ono to step in soon after to dispel the information.
Now that Street Fighter V has been officially announced, those old talking points have come back to the surface. In an effort to quell this thinking, Ono made his position on the matter very blunt in a recent interview with Famitsu. “Let me set this straight: Street Fighter V is a packaged game,” he stated, according to Japanator’s Elliot Gay. “Not [free-to-play].”
This is certainly good news for players who were worried about Capcom continuing policies introduced in Street Fighter x Tekken, where certain fighter-enhancing gems were only available through separate purchases. Some may argue, however, that a free-to-play model could help introduce new players to the game much in the same Killer Instinct and Dead or Alive 5 Ultimate Core Fighters.
In any case, it’s good to have a clear answer.
Gay mentioned that this was just one piece of a larger interview, so it’s possible we’ll hear more Street Fighter V information in the near future. The game’s first live match is scheduled for this weekend’s Capcom Cup.
Street Fighter V is scheduled to launch on PlayStation 4 and PC. A release date has yet to be announced.
Source: Famitsu via Elliot Gay








