Bandai Namco brought Dragon Ball FighterZ to Gamescom, where they gave us a new trailer that showcases some of the franchise’s characters now coming to the game. Two of these are Android 16 and Android 18 — who we now get to see in action in some matches, thanks to IGN.
The video below from IGN actually shows most of the cast of the game in action, however particular focus is put towards the two Androids, showing off a bit of how they stack up compared to the rest of the cast. That said, we do also see some of both Piccolo and Krillin in action, as well.
After his initial reveal at Evo 2017, we now have more footage of Jedah Dohma as he appears in Marvel vs. Capcom: Infinite. Being the first new Darkstalkers character added to the series since Marvel vs. Capcom 2, he’s naturally attracted a lot of attention.
For those wondering about how Jedah plays in Marvel vs. Capcom: Infinite, Maximilian has shared a new video where he breaks down Jedah based on his hands-on time with him at Capcom HQ. He goes over some of his moves and tools, including his interesting air dash that can lead to double air dash mix-ups, while stating that he believes he’ll be strong in the game (possibly continuing the tradition of Jedah being strong in every fighting game he’s in, besides the one he originally comes from).
In addition to this, Max also points out the obvious visual change, with Jedah now using purple “goop” instead of blood — something Max attributes to the relationship with Marvel and Disney.
Though officially listed as the “Windup Uppercut” in the Tekken 7 command list, the just-frame version of Jack-7’s combo filling uppercut is generally (and amusingly) referred to as the Electric Mecha God Fist (or EMGF) in the Tekken community. While not at all critical to the robot’s neutral play (EMGF’s just-frame blue spark is purely cosmetic and changes nothing about its frame data), it is the highest damage Jack can get in select situations. And it’s flashy. That’s important, yeah?
For the situations where learning EWGF can beef your combo damage up, such as off of FF+1, novriltataki has created a great tutorial video. In it he walks you through the input, and a few tricks to understanding why you might be having trouble with it.
Arc System Works and Bandai Namco have been tuning and testing Dragon Ball FighterZ a lot since the initial E3 build, as players are noticing quite a few changes in the Gamescom build. Seeing as he got a lot of hands-on time with this new build at a recent Bandai Namco event, Maximilian has made a new video which compiled most of the major changes that are in the current version of DBFZ.
First off is a major change to the damage scaling on Supers performed at the end of combos. In the E3 build, you could tack on a Super at the end of most combos and deal up to 50-60% damage. Based on this build, Arc System Works have changed the way damage scaling works, meaning that Supers — especially Level 3 Supers like Gohan’s Father Son Kamehameha or Vegeta’s Final Flash — do a lot less damage when performed as a long combo finisher.
The other noticeable system changes is to Dragon Rushes, which now spike the opponent back down to the ground when used as part of an aerial combo. This means no more of those extended, touch of death-esque combos you were seeing in the E3 build, as you cannot follow up after the Dragon Rush spike. Don’t worry though, as the new Aerial Smash mechanic allows certain characters to punt your opponent higher in the air, so your teammate can fly in and continue the combo. By the looks of it, these changes are to make players use the entirety of their team if they want big damage — akin to Marvel 3’s Team Aerial Combos. You can only use one Smash per combo, so use it sparingly.
Other people have also noticed a new ability that players can perform in Sparking Blast, which is being dubbed a Sparking Blast Vanish. While in Sparking Blast, you can hold the Vanish button to vanish and then reset their character back to their neutral state. This means you can “fake” a Vanish Attack, then continue a combo with a normal if your opponent doesn’t catch on. You can see it being used in the Twitter clip below:
see here piccolo does vanish into a normal instead of the vanish kick which would wall bounce pic.twitter.com/vNfJEZLomO
There is plenty more to discover in the Gamescom build and seeing as it will most likely form the foundation for the closed beta, you’d best get up to speed with all these system changes.
One of the more popular characters in the cast of Dragon Ball FighterZ — and the Dragon Ball franchise in general — is Trunks, the half-Saiyan warrior from the future. For fans of the purple-haired warrior, Maximilian has put out a new video that takes a closer look at Trunks as he appears in the Gamescom build of Dragon Ball FighterZ.
In the video below, Max goes over some of his combos, including both light and medium attack auto-combos, as well as his unique specials. More importantly, he goes over how he feels a bit more difficult to use than the characters in the E3 build, in part due to his lack options for adding damage in the air with meter. Beyond this, he also goes over some of his unique properties — including how he may be able to generate a lot of pressure when rushing his opponent down.
Additionally, he hints at how the game as a whole has changed from the E3 build, with some of the more abusable things in that build heavily changed.
Announced at the end of the special Steve Aoki vs. Don Diablo show match at Gamescom, NetherRealm Studios have revealed the next three characters coming to Injustice 2. While Black Manta and Raiden were dead giveaways — thanks to their iconic headgear — the third character in this set proved hard to pin down. It turns out that it wasn’t Spawn or Rorschach, it was Dark Horse Comics’ famous chain smoking demon, Hellboy.
Hellboy’s look in Injustice 2 is clearly inspired by Mike Mignola’s art from the original Hellboy comic, while Raiden looks like someone cut a massive hole out of the middle of his Dark Raiden costume from Mortal Kombat X. By the sounds of it, NetherRealm didn’t manage to get Ron Perlman to voice Hellboy, which is a missed opportunity if I’ve ever seen one. Based on the trailer, it looks like Black Manta is going to be a zoning character that uses a massive harpoon gun, along with shoulder-mounted rocket launchers. We’ll find out more about him during a special worldwide gameplay demonstration on Friday at 4:00 PM PDT.
As he is getting the first gameplay reveal, expect Black Manta to kick off Fighter Pack 2 sometime in September.
Season 2 of Street Fighter V has been very kind to Rashid. SFV’s offense-oriented world plays to his high-octane strengths, and the series of quality of life buffs he received only made him a bigger threat over time. With all that in mind, The Prince has made a guide to punishing Rashid with Akuma for ECThrowdown.
Even if you aren’t an Akuma main, though, it’s still worth checking out: The Prince mercifully listed the frame data for each Rashid move in video, so you can use this as the basis for experimenting with your own character!
Now that Capcom has shown what the Soul Stone does in Marvel vs. Capcom: Infinite, many may have some questions about the nature of its powers. While it’s been shown that it does revive a downed character when its Infinity Storm is activated, the details of what happens afterwards, when both characters are on the screen are in question.
To help answer those questions, Maximilian has posted a new video where he breaks down how the Soul Stone works based on his time with the Gamescom build of Marvel vs. Capcom: Infinite.
Interestingly enough, Max confirms that the Soul Stone’s Infinity Storm can be used even if the players second character hasn’t been downed yet. It simply, brings both characters into play, similar to the Duo Team Attack system from Marvel vs. Capcom: Clash of Super Heroes. As for the stone’s Infinity Surge, Max confirms that it doesn’t just recover red health, but any health in general.
Marvel vs. Capcom: Infinite surges into PlayStation 4, XBox One, and PC on September 19.
Not too long ago, we shared Adriano Lopes’ Dark Angel combo video for Tekken 7‘s Kazuya. One of the reasons we shared it was because of the technical prowess on display: so it comes as some surprise to us that the creator is, by his own admission, new to the Tekken series.
Migrating over from primarily 2D games, Adriano had to teach himself from the ground up how to preform these combos in a surprisingly short amount of time. His most recent video is an inspiring explanation of how we he went from Tekken noob to EWGF slinger.
Time to pull out your canes and tell the youngsters about how good gaming was back in the day… But wait! Are these brand new Guilty Gear XX Accent Core Plus R sets from Mikado we’re seeing?! Why yes! If you’re new to Guilty Gear Xrd REV 2 and haven’t seen the game’s predecessor, or you’re yearning to look back at high-level gameplay of this gem again, you’re in for a good time.
The SlashSeries presents three first-to-ten matches between high-level players. First up, we have Hotta’s Justice versus Godolphin’s May. For those who aren’t acquainted, Justice is a reformed boss character who wasn’t tournament-legal in earlier releases of the game. A rather niche character, she can effectively zone with multiple, slow-traveling bombs on the screen. She also has excellent range on some normals but a big hurtbox. May seems even more like a bruiser in this version, with a running command grab and dizzying movement.
Next up is Kesuke’s Testament against Matsui’s Zappa. Neither character made it into Xrd yet, and both are incredibly powerful in this version. Zappa summons random ghosts that significantly alter his playstyle, while Testament zones with a variety of traps and poisons. These are definitely amazing to watch, especially while wishing to not face either of those characters, especially from such skilled players. That time out at 49:00, though!
Lastly, Hotta fights AGF’s Anji. Arguably and most likely the best Anji player, AGF still commands an extremely impressive Anji with all the tech. The FRCs, the burst baits, the combos with the air command grab, On, pressure with Shitsu (the butterfly), he has it all. He does many genius baits to punish Hotta for bursting to steal the rounds. Anji has to work to get in, and AGF does it all while looking like he’s playing a calm game of chess.