Even as the world prepares itself for the newly announced Super Smash Bros. on the Nintendo Switch, Panda Global’s ESAM continues to push the meta against new threats in the current Wii U tournament scene. The latest example out of ESAM’s lab is the discovery of a fatal flaw in the rising-in-popularity Luigi — the plumber’s up+B has virtually no hit-stun.
Because of this weakness in one of his primary recovery tools, it’s easy for a lot of characters in the cast to simply throw themselves into up+B then get another guaranteed hit after getting knocked up by the uppercut. This knowledge will help you rack up the damage quickly versus the weird and wild plumber.
Some of Chile’s best Mortal Kombat players had the opportunity to spread their NetherRealm love on Free To Play, a cable TV show centered around video games, comics, and more. NGC 2016 finalists VTR and Ivanovic, Keytonne 2016 finalist Pelao Eis, and ETCChile founder McFly were all in attendance to show off, in particular, the high-level gameplay of Mortal Kombat II.
While Ultimate Mortal Kombat III might be the retro MK fighter of many players’ choice for its high-octane pacing and combos, the ETC Chile crew prove in the 20-minute exhibition above that there’s more than enough life to be had in the more methodical world of MKII.
Evil Ryu, Akuma, Dan, and others… a lot was locked behind codes in the arcade era!
Street Fighter 30th Anniversary Collection — expected to arrive in a little more than a week, on May 29th — will include “arcade perfect” versions of virtually every Street Fighter main-line title ever made. This includes games like Street Fighter Alpha: Warrior’s Dreams and Street Fighter III: New Generation — titles that hid playable fighters behind codes à la Akuma in Super Street Fighter II Turbo.
In the video below, CCW|MRpeck324 looks at how to access these fighters in the Alpha and SFIII arcade titles. As the Anniversary Collection aims for authenticity, we can expect that these codes will carry straight over to their respective games — though we won’t know for certain until the game hits store shelves.
Characters that can be unlocked:
Street Fighter Alpha: Warrior’s Dreams – M. Bison, Akuma, Dan
Street Fighter Alpha 2 – Evil Ryu, Chun-Li (classic costume)
Street Fighter III: New Generation – Yang
Street Fighter III: 2nd Impact – Akuma
Know any characters that they missed? Let us know in the comments!
The Beefy Smash Doods have shown us before how nasty things can get if a player finds themselves against two opponents in Super Smash Bros. for Wii U. If you’re down to the last stock in doubles, or the unfortunate target of a surprise alliance in a three-player battle, you can expect some deadly damage coming your way if your enemies have their teamwork together!
Kicking off their fifth installment of team combos with Pit and Wario ganging up on an unsuspecting Pac-Man, the Beefy Smash Doods show off numerous impressive sequences with Zelda and the Villager, Dr. Mario and Pac-Man, Duck Hunt and Charizard (arguably a three-on-one), and others — but not double Cloud, which is probably for the best.
Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.
The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.
Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.
All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.
As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.
Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.
Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.
The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.
Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.
All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.
As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.
Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.
Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.
The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.
Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.
All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.
As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.
Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.
GO1 demonstrates his fighting spirit, through song!
After decisive Dragon Ball FighterZ victories over Teemo in the FT10 exhibition match and EG|NYChrisG in the DBFZ grand finals at Canada Cup Masters Series 2018, CO|GO1 followed up with a bit of fun. As promised by a stretch goal being met on the event’s Matcherino fundraiser, GO1 took to the main stage to sing karaoke for two very thematically appropriate songs: Dragon Ball Z‘s original theme song Cha-La Head Cha-La and THE HERO!!, the opening theme to ONE PUNCH MAN.
3D fighters have long taken advantage of their game engines to keep their characters moving during their post-victory gloating. And while technology has improved from the good ol’ days of 2D arcade fighters, it seems a staple of that style to retain the static portrait and text win quote presentation, as opposed to fully taking on the 3D style.
Street Fighter fan and content creator ShazKaraz tries a bit of a middle ground in this fan video, by providing mouth animation and voice to the classic Street Fighter II win quotes. The resulting character quotes sometimes work remarkably well, while some don’t quite work out — E. Honda’s wide grimace becomes a bit disturbing when put in motion!
Could this style work in a future 2D fighter? Sound off in the comments.
A lot of great play took place at Canada Cup’s throwdown in Calgary earlier in May.
Canada Cup Masters Series — which took place a couple of weeks ago in Calgary, Alberta — saw some spectacular gameplay from some of the best competitors in two of the top titles today; American killers came up to challenge the Canadian locals in Street Fighter V: Arcade Edition, and CO|GO1 showed up to face Canada’s Teemo in a Dragon Ball FighterZFT10, then going on to dominate the DBFZ brackets until a grand final against EG|NYChrisG.
Team Sp00ky’s Sabin was on site to offer streaming services, and much of the action made it to Canada Cup Gaming’s YouTube channel for our enjoyment. If you’re into seeing a lot of high-level Street Fighter V gameplay, Masters Series really delivered by switching the top 8 to a round-robin format, resulting in Echo Fox’s Punk and Justin Wong, Evil Geniuses’ Ricki Ortiz and NYChrisG, Ghost|KBrad, LPN, CYG BST|PR_Balrog, and Canada’s own CeroBlast facing off in FT5 sets against each other for literally hours of grueling SFVAE battle. We got to see Wong’s impressive Falke, Ortiz’s solid Chun-Li, and PR_Balrog’s deadly Akuma — and much more. Check out a selection below, and head to CCG’s channel to see them all!
One of the highlights of the weekend was of course the FT10 between GO1 and Teemo in Dragon Ball FighterZ:
Teemo took his loss in stride, and could be seen working on his DBFZ game by playing GO1 in casuals throughout the event; they faced each other again in DBFZ top 8, along with NYChrisG and Punk — and there’s some very impressive showings from local players in marvtronic, MegaMikeX, and Espard, too! Here again is a sampling of the action:
There are many more videos from the event posted on YouTube by CCG, including team battles, and some from the Ultra Street Fighter IV event as well. Check out the playlists below, or head over to CanadaCupGaming on YouTube to see the entire selection.