Pop Culture Shock Adding Liu Kang and Scorpion to Mortal Kombat Statue Lineup

NetherRealm Studios may not have announced Liu Kang as a playable character in Mortal Kombat X (yet), but Pop Culture Shock is adding the Shaolin monk to its lineup of fighting game characters. The series protagonist is scheduled to release in the fourth quarter of 2015, with its pre-order starting tomorrow, October 20, at 12 PM PDT, 3 PM EDT.

Liu Kang will come in two versions: the basic model, which will retail for $345, and an exclusive variation with an interchangeable hand that stands at 19 inches tall, costs $355, and is limited to 200 pieces.

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And that’s not all. The toy manufacturer also previewed a statue dedicated to NetherRealm mascot Scorpion at New York Comic-Con, which will be up for pre-order on November 3. No further details have been revealed, but StatueHunter75 released a quick review that you’ll find below.

For more information on discounts, payments, and releases, please visit Pop Culture Shock and Facebook.

Source: Pop Culture Shock, video courtesy of StatueHunter75

Golovkin hammers Rubio, Walters destroys Donaire

WBA middleweight champion Gennady Golovkin (31-0, 28 KOs) scored his 18th consecutive knockout when stopping Marco Antonio Rubio (59-7-1, 51 KOs) on Saturday night at the StubHub Center, in Carson, California.
The Kazakhstan-born fighter punished Rubio thoughout landing 28 power punches in just over four minutes, ending the bout with a crushing left hand blow just 79 seconds into the second round.
In the first round, Golovkin began teeing off on Rubio with some really big punches,…

Community Member Discovers Unannounced Changes in Divekick Addition Edition +

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While many were content to simply play Divekick Addition Edition + when it arrived on PlayStation 4 and Xbox One earlier this month, one community member in particular decided they would rather pore through the character data and see what they could dig up. Interestingly enough, they actually found some useful info.

Argenrost recently took to the official Divekick forum to share their findings, which include numerous (though small) balance changes for a handful of the cast. One would also expect these changes to make their way to the PlayStation 3, PlayStation Vita, and Steam versions as soon as the update becomes available on those platforms.

Divekick Addition Edition + Changes

Jefailey

  • Meter gain reduced by ~10%.
  • Maximum charge kick speed reduced by ~7%.

Kick

  • Meter gain increased by ~16%.

Mr. N

  • Meter gain reduced by ~12%.
  • During Kickfactor, kick speed increase improved from 25% -> 30%.

Stream

  • Kick speed reduced by ~7%.
  • Meter gain reduced by ~11%.

The Baz

  • And now, the moment you’ve all been waiting for. Considering how minor the overall changes are, The Baz got hit the hardest.
    Meter gain reduced by 30%(!).
  • Bazkousen’s meter cost updated to match the PS3 version (~55% increase).
  • Acceleration on Mighty Swing reduced by ~4%.

Source: Argenrost

Rubio fails to make weight for title fight against Golovkin

Marco Antonio Rubio (59-6-1, 51 KOs) failed to make the weight at Friday’s weigh in for his title fight against WBA middleweight champion Gennady Golovkin (30-0, 27 KOs) on Saturday night at the sold out StubHub Center in Carson, California.
Golovkin weighed in at 159 pounds, but Rubio weighed in at 161.8. The fight is still on but Rubio won’t be able to win the WBA 160 pound belt, and also gives up his WBC interim title, which Golovkin can still win. If Golovkin loses, however,…

It’s Time to Duel! Nidhogg Now Available for PlayStation 4, PlayStation Vita

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Nidhogg recently received an expanded release, making its way from Steam to both PlayStation 4 and PlayStation Vita earlier this week. For those of you unfamiliar with this unique title, it blends the usual elements found in most fighting games, like spacing, mixups, and more with one-on-one swordfighting to create an intense competitive game.

It also has the distinction of being able to create incredible levels of hype.

Should you be among those who were waiting for a console release, you can now purchase Nidhogg on PlayStation Network for $14.99 (or $11.99 if you happen to be a Plus subscriber). Like many indie games, this is included in the cross-buy promotion, which nets you both versions upon purchase.

Source: PlayStation Blog via Joystiq

Pokkén Tournament Heading to Arcades First as Litmus Test for Future Viability

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During the same interview we reported on yesterday, Bandai Namco Games’ Katsuhiro Harada provided some insight into why their upcoming Pokémon spin-off Pokkén Tournament will be released in arcades first instead of heading to consoles immediately.

Speaking with 4Gamer, the Tekken producer disclosed his feelings on the important role arcade releases play in the life of fighting games. “With arcades charging 100 yen for a single play, if it’s a boring game, it will most certainly be dismissed,” Harada explained. “It’s really a harsh environment.”

Harada feels that if Pokkén is able to survive the “lion’s den” that is the arcade scene, it will be a project they can be proud of. It’s a challenge, he says, that many developers have given up on these days, and one that Bandai Namco appears to think they can overcome.

While the wait for a game to make its way from game center to console can sometimes be excruciating for fighting game fans in particular, time and time again arcade releases have seemed to act as additional testing grounds before the transition to other platforms. History has shown us that the staggered launches will more than likely prove beneficial.

Pokkén Tournament is scheduled to release in arcades sometime next year.

Source: 4Gamer via Siliconera

More Details Released for Quan Chi’s Variations in Mortal Kombat X

While his reveal video did a great job of providing a visual representation of his fighting styles, we now have a more detailed explanation of how Quan Chi will function in his trio of Mortal Kombat X variations. Similar to what they did for previous characters, NetherRealm Studios has put together a handful of images that offer further descriptions of what each version offers.

Additional information that we are able to glean from these new assets include the added chip damage afforded to the Sorcerer variation, Warlock Quan Chi’s zoning potential, and new options supplied by the Summoner’s demonic companion.

Check out the images below (click through to see larger versions) and feel free to take part in our fun little poll near the bottom of the article.

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Mortal Kombat X will be available for PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC on April 14, 2015.

Source: Mortal Kombat via Test Your Might

Grab Skullgirls Encore for Only Five Bucks on PlayStation Network

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If you’re still on the fence about trying out Skullgirls Encore, it’s never been a better time to jump into the indie fighter. Not only did it recently see its third downloadable character, Eliza, debut in the playable cast, but it’s also just been discounted to $4.99 on PlayStation Network.

Sony is extending this sale to the Lab Zero title as part of its latest flash sale, which focuses on games and movies with female protagonists. For good reason too: Skullgirls featured a playable cast consisting entirely of women until Big Band’s release back in April.

This sale will end on Monday, October 20, at 12 PM PDT, so be sure to take advantage as soon as possible.

Sources: PlayStation Network via NeoGAF, PlayStation Blog

 

Further Revisions Made to Killer Instinct in Season Two Launch Update

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Earlier this week, Microsoft and Iron Galaxy Studios officially rolled out their season two update for Killer Instinct. In addition to making TJ Combo and Maya playable for the entire userbase, this sophomore effort also brought with it a variety of system and character adjustments to further balance the game for the competitive community.

But it appears that was just the beginning. Yesterday, Iron Galaxy community manager Alex Jebailey took to the Ultra Combo forums to share details on an additional round of updates that were made to the game upon season two’s launch. While many have to do with fixing bugs for specific characters, there are a few overall changes that further tweak the gameplay.

We’ve included the entire list of adjustments below, so feel free to peruse them and let us know what you think.

Killer Instinct Season Two Update Changes

System Changes

  • Shadow Projectiles that used to count as Enders are no longer able to cash out damage. This includes Jago’s Shadow Endokuken, Fulgore’s Shadow Energy Blast, Spinal’s Shadow Searing Skull, and Orchid’s Shadow Ichi Ni San.
  • If you use a Counter Breaker, any of your active projectiles will be destroyed. No more using lingering projectiles for safe Counter Breakers!
  • Some characters could counter break from projectile specials that were not breakable. This has been fixed.
  • Fixed a bug that let you tech out of throws during trip guard (your landing recovery from a jump attack).

Jago

  • Fixed a bug that was causing the 2nd projectile in a double endokuken to have the same data as the first, resulting in longer than intended hitstun.

Sabrewulf

  • Fixed a bug that was preventing Sabrewulf’s Heavy Hamstring linker from letting him pass into the corner.
  • Fixed a bug that allowed Sabrewulf to use a Feral Cancel to exit a successful counter breaker before it hit, leading to frozen and strange animation states.
  • Fixed a bug that made Leaping Slash and Hamstring openers unbreakable if used after a jump-in Opener.
  • It is no longer possible to avoid breaker windows by using a Feral Cancel.

Thunder

  • Fixed a bug that caused Shadow Enders to have lower priority than regular Enders, making you miss them sometimes.
  • Fixed a bug that caused Call of Sky’s lightning bolt to hit 4 frames earlier than intended. This move should be possible to dash-dodge with some characters now.

Sadira

  • Sadira’s juggle normals now cause less KV, giving you a bit more freedom in your juggle combo paths.
  • Fixed a bug that let Sadira circumvent the new “No instinct cancels from enders” rule.
  • Fixed a bug preventing Shadow VFX from firing during Shadow Wall Cling.
  • Fixed a bug that let Sadira use pre-jump frames to trigger an Ender during Instinct without a double, manual, or linker before it, which could lead to blocked Enders.
  • Fixed a bug preventing Sadira from using Shadow Wall Cling in a combo.

Orchid

  • Reduced damage on opener Ichi Ni San strings. These hit like 3 heavy specials in a row unbreakable and lead to very high one-chance-break damage.
  • Fixed a bug that prevented Orchid from using a counter breaker during landing after a jumping opener attack.
  • Fixed a bug that let the explosion from a grenade lock up the game or hit repeatedly.
  • Fixed a bug preventing Orchid from using Heavy Slide linker after an opener Slide when performed late.
  • Fixed a bug that caused the grenade’s explosion hitbox to stay active much longer than intended.

Spinal

  • Fixed a bug that caused Divekick to knockdown instead of ground bounce in certain situations.

Fulgore

  • Fixed a bug that prevented Fulgore from using a counter breaker during landing after a jumping opener attack.
  • Fixed a bug that prevented Light linkers from blowing out the way other character’s do.
  • The kara cancel window for Shadow Plasmaport was still looking for the old input motion of this move, causing you to miss this input fairly often. Fixed!
  • Devastation Beam is no longer breakable as a linker to keep it in line with other Shadow projectiles.

TJ Combo

  • Fixed a bug that caused TJ to overlap other characters in an unintended way during TJ Tumble.
  • Previously, TJ’s Barrage Ender would always deal damage similar to a Lv3 damage ender. It now deals additional damage at Lv4.
  • Fixed a game freezing bug that could happen if TJ was hit out of certain Enders.
  • Vortex used to add most of the KV, and Cyclone would add very little. It is now more evenly distributed.
  • Fixed a bug that caused extra hits of Punching Bag to go off without button presses during Instinct Mode.
  • Changed which attack TJ uses after a counter breaker. He now uses Medium Flying Knee.
  • Fixed a bug preventing Shadow VFX from firing on some of TJ’s Shadow moves.
  • Made the pushbox on Powerline Hit wider to avoid TJ situationally passing through opponents in the corner if they attack at the same time.

In addition to these changes, Jebailey also released a list of known issues that have yet to be corrected. Check out his original post for details on those bugs.

Source: Ultra-Combo via Test Your Might

Rest in Peace, Terrance “PushaTee88″ Moore

Moore (left) and Rincon

Terrance “PushaTee88″ Moore (left) and Brian “MrGrimmmmz” Rincon, image courtesy of Rincon

It is with heavy hearts that we have to, yet again, report on that a community member has been taken from us much too soon. Terrance Moore, who went by the name PushaTee and represented the Crazy 88 Clan, collapsed while attending The Runback last night and was quickly rushed to an area hospital. Despite efforts to revive him, Moore unfortunately passed away.

Moore was an avid member of the Killer Instinct scene that frequently made trips to Super Arcade in Southern California to compete. According to close friend Brian “MrGrimmmmz” Rincon, he was an incredibly welcoming person who touched many lives during his time.

Much like previous events of this nature, the community has already come together to support. Super Arcade’s Mike Watson is currently working closely with Moore’s wife to set up an official donation drive and will be sending all of the proceeds made off wristbands at tonight’s Console Casuals her way. Additionally, r/Kappa’s fgcdrmike has set up a YouCaring page to gather funds for funeral costs and Rincon will be doing something similar in the near future.

As these developments are still ongoing, we will provide updates along the way for those that wish to donate.

Our thoughts go out to all of Moore’s friends and family during this tragedy. Feel free to provide your respects in the comments below. Rest in peace.