With a growing scene for Tekken 7 that has drawn top players from surrounding cities like San Antonio and Houston, Arcade UFO has now moved into regular streaming for its growing weeklies. The format is shaken up a bit this week, though, as UFO’s best 3D heads slug it out in a 3v3 team format.
You can catch the Tekken action Every Saturday at 8:30 PM CT/ 6:30 PM PT is Tekken, and you can watch right now:
If you want to see more game streams from UFO, this Austin arcade also hosts monthlies for Street Fighter III: 3rd Strike over at its ArcadeUFO Twitch channel here. These tournaments are part of the 3S Jazzy Circuit, and the next one will be on Nov. 24th.
Climax of Night is America’s first dedicated Soft Circle French Bread tournament, located in Atlanta, GA. This developer is responsible for Melty Blood, Under Night In-Birth, and Dengeki Bunko: Fighting Climax, and their design philosophy and style have been hugely influential to the anime fighting game sub-genre as a whole. If you want to know why these games spark such passion in the FGC, check out the tournament streams below for some blood pumping anime action.
Reveal the Excel file of the evening's peak
Please RT: Stream schedule for Climax of Night, a French Bread-focused major with #UNIST, #BBTag, #DFCI & #MBAACC
A free-to-play version isn’t the only big news for Dissidia Final Fantasy NT this week. Square Enix has also revealed the next DLC character for the game — Yuna.
Series veterans will remember Yuna from Final Fantasy X where she was a summoner who also served as the main love interest of main character Tidus. Her Dissidia incarnation brings her summoning into play, as she can use summons to help attack her opponents from afar. Along with her release comes a new stage called the “Final Battlefield”.
Square Enix has released trailers for both Yuna, the “Final Battlefield” stage, as well as the free-to-play release, which you can see below.
Yuna and the Final Battlefield stage arrive in Dissidia Final Fantasy for arcades on November 15. They’re expected to hit Dissidia Final Fantasy NT for PlayStation 4 in December.
VesperArcade has set his sights on the character everyone in Street Fighter V seems to love to hate. Considered strong since Season 1, she has only climbed the tier list to the point of top 5 status in Season 3. There has since hardly been a top 8 that does not see Cammy represented, as she is the highest-used character in finals of the Capcom Pro Tour this year.
VesperArcade discusses ways that Cammy should be approached in changes in the coming season. While a lot of the problems could be addressed with buffs from other characters, things such as her throw are definitely on the wishlist to be changed directly.
The relationship between Twitch and the fighting game community has always been a close one. With one of the earliest emotes being the Gootecks-inspired PogChamp, another one was about to make a rise to prominence.
The Jebaited emote has become a fixture in nearly every FGC stream, even making its way out of our own little circle of events. But few who use the emote know the lore behind its creation, or even the fact that the current state of the emote is a revision of the original emote.
As explained by theScore and the man behind the face, CEO tournament organizer Alex Jebailey, the emote itself stems from not only fighting games, but his storied history and love for professional wrestling.
Athena has been a consistently strong character throughout The King of Fighters XIV‘s lifespan. Between her strong zoning and in-your-face mixup game, she is exactly everything that you need out of a KOF character.
This combo video — albeit impractical — shows off some amazingly stylish combos from everyone’s favorite songstress, as she catches characters running into heavy damage off of fireball confirms. She also does a lot of crazy juggles into multiple uses of max mode, making her combo routes heavily versatile.
Love her or hate her, knowing how Ivy functions is vital to success in the current meta of SoulCalibur VI. This unique zoning character has a wide arsenal of mid-to-long range tools that test your knowledge, reactions, and patience — making her a great pick for those that want a true zoning experience in 3D.
Knowing what’s going on in Ivy’s toolkit will help you not only approach playing as her, but approach her, period. Spiker‘s comprehensive breakdown of the character breaks down Ivy’s kit into its specific ranges, and demonstrates where her highest damage lies.
In light of Ultra Street Fighter IV‘s inclusion in digital pre-orders of the Street Fighter 30th Anniversary Collection, I’ve decided to dedicate some time to examining the most slept-on online-capable Street Fighter title: Street Fighter IV: Omega Mode. Packaged as a free alternate version within the edition select of USFIV, Omega uses leftover game files, recycled taunts, and repurposed animations to completely change each character’s toolset; it’s essentially a completely new and unique Street Fighter title built within SFIV’s engine, with an entirely different balance philosophy than Ultra.
Omega was not popular at release due to some easy infinite combos — not to mention players’ interest in Ultra as a more serious, competitive game. I personally think Omega went woefully unexplored for being an extremely interesting venture, and I’ve started a series where I document each character’s Omega changes, and then show off some basic optimal combos.
This week I’m looking at Fei Long and Guy. Fei Long has never been significantly changed since his debut besides the addition of a command grab, so it’s very interesting to see him overhauled. He has two new special moves that are both obviously inspired by Bruce Lee films: a short gut punch into launcher, and a stepping backhand. Both change his ideal combo routes significantly, so his burning kick becomes more relegated to anti-airing while his rekkaken are more frequently used as a distant conversion option. Perhaps the most notable change from Ultra is that EX rekkaken now costs one bar per punch, making it the most expensive special move in the game to do all three, however it’s seen massive buffs across the board to compensate for that price. This EX rekka makes AE Fei look like a joke.
I’ve noticed a general trend to reduce character complexity in Omega, so Guy was quite surprising. He now has three additional followups from EX run, so he can teleport on top of you, behind you, and launch you with a shoulder combo in addition to his low and overhead. Meanwhile, his Bushin flip has a new follow-up where he can attack you coming down with his foot, and it uses a different trajectory than his elbow drop. Guy received a counter which teleports behind the opponent on activation, allowing him to surprise unwary opponents. He seems to have many launching and juggling options, so his combo routes are actually very deep with a lot of room for creativity even before considering resources. I’ve played Guy in Alpha, SFIV, and SFxT, but his Omega version is my favorite by far.
Two years ago, Gerald Lee of Core-A Gaming analyzed which controllers players should use when playing fighting games. During the video, he took a not-so-subtle jab at steering wheel controllers being unusable in the genre.
Little did he know that at his first Canada Cup, he would find himself eating his words when Initial T — a Toronto local — would not only make top 8 with a steering wheel controller in Guilty Gear Xrd REV 2, but defeat the reigning Canada Cup champion Dogura with his weapon of choice.
This naturally led to Gerald interviewing Initial T before leaving Canada, where he would learn not only how he came to start using the steering wheel in Guilty Gear, but also how he utilizes its button placement and mappings to his advantage.
Namco just concluded a new preview live-stream with Platinum Games to show about 20 minutes of new footage of SoulCalibur VI’s newest guest character, NieR: Automata’s 2B!
2B’s gameplay comes equipped with long strings, full screen lasers (with a small visual cue that looks like will allow them to be stepable on reaction… maybe?), and a 2nd self-destruct CE. Sadly, it was done on a low-health character, so exactly how much damage this alternate CE does is currently unknown. Also worth noting is the fact that, much like how Tekken 7‘s guest characters had altered jumps, it seems like 2B will have a uniquely higher jumper arc.
There’s also a small exhibition between Motohiro Okubo and Yoko Taro where we get to see 2B’s Soul Charge mode here (performed by a Taro CaS, no less!) which seems to have even longer attack strings and break attack projectiles.
Perhaps unsurprisingly, 2B will be the first character in the SoulCalibur VI series to be customizeable. The 2B DLC pack (free for those with the game’s Season Pass) includes NieR: Automata-themed background music and stage, 2B-themed extra parts and stickers, and additional weapons.
Sadly, there is still not set date for 2B’s release. SCVI producer Motohiro Okubo mentioned they were still fine tuning the character — but considering how far along they seem to be in her creation, it looks like her release can’t be that far off.