Kuja gameplay, epic summons, & multiple arenas showcased in Game a-cho’s Final Fantasy Dissidia Arcade footage

Game a-cho arcade in Kyoto, Japan uploaded two hours of Final Fantasy Dissidia gameplay, giving overseas spectators a good look at what a typical run of this game in an arcade setting looks like. 3v3 Faction Battles seems to be the preferred mode in the two hour stretch, and the clashes make for a thorough examination of what to expect if you were in the sword wielder’s seat.

One of the highlights comes early on when a Squall players summons Ramuh, who showers the stage with lighting attacks and also prevents opponents from summoning for 50 seconds. Not only does it look awesome, it’s interesting to see how the summons change the activity happening on the battlefield. (Videos embedded below are set to start at various time marks.)

Unsurprisingly, most of the footage captured is of teams lead by Squalls, but there is some nice footage of Kuja, one of the newest characters that was announced in January. Aside from the gameplay exhibition that came with his announcement, this is the most extensive in-game Kuja footage we’ve seen yet.

Within the span of the two-hour session many different arenas were used, and they all had their unique aspects that influenced the pace of the match. Below are time marks with battles happening in different stages so you can see for yourself. Fans of the Final Fantasy series can probably pick up on some of the settings.

Overall, great graphics, a diverse cast and a unique style of gameplay is apparent in this footage from Game a-cho. If you enjoyed the above highlights, be sure to check out the full video to see the matches in their totality.

Source: GAMEacho

The resurrection continues: VesperArcade looks at Nash’s changes for Street Fighter V’s April balance patch

VesperArcade continues his series of discussing the character changes coming to Street Fighter V in the late April balance patch, this time looking at Nash. Following the massive success of players such as Razer’s Infiltration, Yukadon and LI Joe in Season 1, Capcom significantly nerfed the “Paradoxical Avenger” in Season 2–to the point where all but Red Bull’s Bonchan have pretty much abandoned him. In an attempt to remedy this–as well as further diversify him from Guile–Capcom will be providing Nash with a few buffs in the upcoming update. Starting with one of the most notable, Nash’s forward dash will have its total movement frames reduced from 19 to 18 frames, making it faster–but still slower than Season 1’s 17 frames.

Now there is kind of a backstory on why Capcom’s messing around with Nash’s dash. Basically, when Nash dashes forward, he actually doesn’t animate himself moving forward until the 8th frame. So when the human eye sees him moving towards them, they don’t really react to Nash until his dash is already halfway done. That was a huge issue, because the fastest dashes in this game are 15 frames, and in Season 1 when Nash had a 17 frame dash, it seemed like 9 frames. The problem is, they didn’t just stop there. Not only did they nerf Nash’s dash by 2 frames, they also made it so Nash moves forward 1 frame faster. It was overkill, I feel, for Capcom to nerf it down to 19, so they just found the middle ground.

Next, VesperArcade explains how the standing heavy punch changes will restore some of the move’s original utility as a Crush Counter, as the hitboxes have been restored to their Season 1 sizes, which is in line with their goal of making him the more offensive Sonic Boomer.

Nash’s crouching medium kick was already improved in Season 2, by having it’s hit advantage when canceled into his V-Trigger, Sonic Move – Hide, increased from +3 to +4, allowing him to link a light attack afterwards. With it increasing to +5, he will now be able to go into Side Knee Attack, which can go into hard Sonic Scythe, to improve his meterless damage.

VesperArcade closes by giving his final analysis on Nash’s changes:

So my final verdict for these changes is slightly buffed. Nash’s forward dash buff has helped his crippled mobility, however I think Capcom could’ve made it 2 frames faster since we have 6.5 frames of input delay and he moves forward 1 frame sooner. Medium Sonic Scythe is a better neutral tool now if he safely spaces it. Standing HP can be used in neutral now, with a high reward if it Crush Counters and crouching MK will help his neutral when he has V-Trigger up. EX Sonic Scythe gives him a reversal option, but I still don’t think that helps when he doesn’t have a 3-frame normal. Obviously Capcom’s goal is to make Nash much different than Guile. They wanted Nash to be the rushdown character in Season 2. I think these buffs make sense to help his offense. I still think his V-Trigger got hit a little too hard, and he does have some issues, compared to what the top tier characters are now. But I don’t think Nash is that bad of a character. When they nerfed him, they gave him different tools to change the kind of character he was. I feel like Nash is in an OK spot right now, and I don’t think he’s in as bad a spot as some characters that were nerfed, with nothing given back to compensate.

You can see the full video above, along with coverage of the other patch notes and PC CFN beta discoveries below:

Source: VesperArcade

Arika teases Street Fighter EX fans with their gorgeous April Fool’s Day video

If there’s one sub series of the Street Fighter franchise that doesn’t see much representation these days, it’s Street Fighter EX. It was somewhat of an experiment on bringing the series to 3D, with the help of Arika–a company co-founded by Street Fighter II co-creator Akira Nishitani. Sadly, the complicated issues with the rights to the characters means we won’t be seeing any EX alums in main-line Street Fighter any time soon.

That said: Arika certainly hasn’t forgotten about these characters, and the company has released the following video showcasing a “what if” hypothetical look (at least as far as we know!) at what a new EX-style game with these characters would look like, just in time for April Fool’s Day in Japan.

Now, the video itself states that it’s for April Fool’s–so fans of these fighters shouldn’t get their hopes up too high. Although–the production quality looks almost too good for a one-off joke video, which certainly fuels the hope of another EX-related game…

Source: Arika

Guilty Gear Xrd REV 2 has officially launched in Japanese arcades

It’s time to start studying, as the latest version of Guilty Gear Xrd, subtitled REV 2 (I won’t miss writing out Xrd -REVELATOR- all the time) has officially launched in Japanese arcades. After many presentations, pre-release streams, events, and character overviews, arcade competitors can play REV 2 at will and begin competing for the highest rank.

As usual, Jonio has already streamed a ton of footage from Mikado on his Twitch channel.

This first segment features mostly the returning characters; Hase’s Slayer is very prominent, though an Answer player shows up around the 1:28:00 mark.

The second clip shows off a returning character, Baiken. Jonio’s Johnny fights her at the eight-minute mark. Later on, as Taka’s Slayer shows up, Baiken’s on the stream again at 0:41:00. About seven minutes later, there’s an Answer player on screen.

The last clip prominently features 310’s Venom as he fights an Elphelt and Slayer. Toward the end of the video we can see 310 practicing on an Answer dummy and CPU.

Stay tuned to SRK as we explore more REV 2 gameplay footage.

Thankfully, the gap between the arcade and console releases is shorter than ever before: Guilty Gear Xrd REV 2 launches May 26th on PlayStation 3 and 4.

Source: Jonio (YouTube)

Fight on! Watch Super Smash Bros. for Wii U’s Cloud battle over guitar riffs from Final Fantasy VII’s boss theme

Hardcore fans of both Super Smash Bros. and Final Fantasy VII get the best of both worlds in YouTuber ThePeen’s latest video: the clip features hype footage of Cloud in Super Smash Bros. for Wii U, set to impressive guitar riff accompaniment from “Fight On!”–the nostalgic boss battle music from Cloud’s game-of-origin, Final Fantasy VII. While you could wonder where one would find them time to get good at both Smash and playing the electic guitar, a better question might be whether practicing the guitar improves your timing and execution!

This is the first time ThePeen has ever combined music with gaming content, making this is his only gaming music mash-up so far. Still, to stay updated his content or view more of his Smash Bros. for Wii U footage, you can subscribe to his channel here.

Source: ThePeen

Oh my my–Street Fighter V’s F.A.N.G giving you trouble? Dee_Ancer explains how to fight the Poison Fist

F.A.N.G beating you in two minutes? Here’s 45 minutes of counter-strategy to help!

Despite being generally considered one of the worst characters in Street Fighter V, in the right hands F.A.N.G can still prove a formidable enemy through the combination of his tricky mixups and deadly poison whittling away your life bar. If you’re not familiar with the matchup, a run-in with a skilled F.A.N.G can prove to be an unpleasant surprise!

F.A.N.G main Dee_Ancer received enough requests for tips on fighting F.A.N.G that he decided to compile this extensive video detailing how to handle the F.A.N.G matchup. By examining F.A.N.G’s own approach to the match and his various options throughout, the video provides the data you need to develop your own plan to take down the Cunning Trickster.

Source: Dee Ancer

Explore the intricacies of Land Canceling and how it works in Skullgirls 2nd Encore

Land Canceling is one of those background mechanics that casual players never notice, most of the time. Players can use it to their benefit without fully understanding what is happening, but understanding it improves your play.

As Liam explains in the guide below, your landing frames can be in a few different states, depending on what happened beforehand. He goes frame-by-frame to ensure we can tell exactly what’s going on, and he even gives us a real example of a player using this knowledge to their advantage to get out of specific types of setups.

Source: Liam

Start Dr. Doom’s TAC infinite consistently with the help of this Ultimate Marvel vs. Capcom 3 tutorial

Yes, we have another video on TAC infinites in Ultimate Marvel vs. Capcom 3. However, this time it isn’t a new TAC infinite–Dr. Doom already has all he needs. Instead, we have something that can either make your life easier (if you’re a Dr. Doom player), or more miserable (if you already have trouble against the match up).

In this new video, Spartan Throne demonstrates a method to consistently get to the correct height while starting Dr. Doom’s TAC infinite. Now, for those who don’t know why, this is important because successfully starting the infinite depends on how high off the ground both characters are. Using the method discussed in the video helps Dr. Doom players start the combo more consistently.

If you’re a Dr. Doom player who’s having trouble landing the combo regularly, we suggest giving the video below a spin. As for those who don’t play Dr. Doom and despise the infinite, well, I guess you’ll just have to learn to guess the TAC better, next time.

Source: Spartan Throne

No need for talk: Combos, meaties, and throw setups for Guile in Street Fighter V

Tech to fill out your Guile arsenal–let’s do this!

In Street Fighter V, Guile is really a force to reckon with in the Season 2 build, placed by much of the popular opinion at–or near–the top of the tier list. Planning on trying out the Air Slasher and sending your opponents home to their families? World Warrior has two new videos to help equip you with the tools you need for your new mission–experienced soldiers may also see a new tactic or two.

In the first video, you can pick up some combos and meaty setups for Guile; some are short, some are longer and tougher to execute, but all will help you get a handle on what Guile is capable of.

In the second video, we look closer at setups to follow up Guile’s throws to keep the pressure on your opponent.

Source: World Warrior

Moveswap mod reveals unused Hyper Combo for Morrigan in Ultimate Marvel vs. Capcom 3

One of the interesting things about having a PC version of a game–and the ability to mod it–is when unused assets are discovered. These things can tell us more about the game’s development, and reveal what things were cut out before release.

One such unused asset surfaced in a recent moveswap mod for Ultimate Marvel vs. Capcom 3 by pat728. The mod swapped out Morrigan’s moveset for Magneto’s and, in the process, had the former call up a voice line that she normally doesn’t use in the game.

The interesting thing about this voice line is that it’s for Morrigan’s “Soul Eraser” Hyper Combo. This move was a multi-beam Hyper that Morrigan originally had in Marvel vs. Capcom and Marvel vs. Capcom 2. However, in the Marvel vs. Capcom 3 series (as well as the preceeding Tatsunoko vs. Capcom), this move was seemingly replaced with Finishing Shower. The discovery of this voice line seems to indicate that Soul Eraser was originally planned to be given back to her in either the original Marvel vs. Capcom 3, or its Ultimate update. Why it was never implemented we’ll likely never know, though it’s not as if Morrigan is hurting for more Hyper Combos, what with four of them already in the game (and the fact that its replacement, Finishing Shower, can be performed in the air to end her combos).

For those interested, you can check out pat728’s moveswap in the video below. The line itself is spoken at around the 27 second mark.

Source: pat728; thanks to Joel for the tip.