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Fighting Games

Cammy and Birdie are fantastic in Street Fighter V

Jun 15 // Alessandro Fillari
At the Capcom event I went to a couple weeks back, I got the chance to play with the initial four characters, and also the newly announced Cammy and Birdie. Sorry I couldn't tell you before, but the folks at Capcom wanted to keep it a surprise. You had no idea how hard it was to sit on that without telling anyone. I got some quality time with both Cammy and Birdie, and they definitely set themselves apart from the others.Much like the rest of the cast, Cammy and Birdie take unique advantage of the Variable System in interesting ways. As the system allows the fighters to tap into unique skills and tactics to overcome difficult situations, they can be used quite creatively in the hands of skilled players. Just like the others, the Variable System plays to Cammy and Birdie's strengths and their personalities, which fleshes their characters out into pretty cool ways.As one of the original SFII characters, Cammy has been around for a long time. With her prowess for speed and agility, giving her quite the edge in footsies and aerial game, she's an incredible force during fights. And SFV expands upon that in a big way. Her V-Skill, known as 'Axel Spin Knuckle', gives her the ability to do a forward spin move and follow up with a forearm blow. What's interesting about this move is that it not only allows her to pass through projectiles unharmed, but it can also have her spin to the opponent's back and striking them from their blind-spot. But her V-Trigger is where she turns up the heat. Called 'Delta Drive', her Trigger grants her a massive boost of speed and cuts down on the delays for her specials moves, allowing her to use them more often.[embed]294083:59059:0[/embed] And of course, we've got the big guy himself. Birdie is back in action, and after his last appearance in Alpha 3, he's been itching for another fight. This one came of out of left field, and I can guarantee no one expected him to make the cut. Unfortunately, he's sorta let himself go. The once musclebound goon has lost his figure, and he can't seem to keep food out of his hands. With a massive gut, and some Ron Jeremy-esque chest hair, he's not what he once was back in the good ol' days. But his passion for battle is stronger than ever, and he's worked around his new impairment. And he might be a far better fighter because of it.Though he seems like a gimmick character, Birdie has still got the moves to go toe-to-toe with the others. His chains wrapped around his wrist can be used to lasso foes and slam them to the ground, and his famous head-butt still packs a wallop. His V-Skill called 'Break Time' has him scarf down some snacks, which grants him extra buffs. And he'll even leave the trash on the ground, which the opponents can trip over. You haven't lived till you've seen M. Bison slip on a banana peel. His V-Skill also works when using different directional prompts, which will have him eat and discard different types of food. His V-Trigger is called 'Enjoy Time', and after maxing out his V-Gauge, Birdie will scarf down a spicy pepper, which will grant him a boost in damage and guard break potential for his special moves. I'm pretty excited about Street Fighter V. After my session with, I was left super impressed with what the developers at Capcom have in mind for the fans. And with the additions of Cammy and Birdie to the roster, it's clear that Capcom has got plans for both the familiar and the unexpected characters of the series. I can't wait to see more.
Street Fighter V photo
Hands-on with some old friends
As you could likely tell, Street Fighter V is looking pretty amazing. I was very impressed with my hands-on session with the game, along with my chat with Peter 'Combofiend' Rosas, and I can tell that many people will find a ...

July 23 public beta photo
July 23 public beta

Street Fighter V getting public beta, two new characters


July 23 public beta
Jun 15
// Steven Hansen
Sony showed off PS4/PC exclusive Street Fighter V at its press conference along with announcements of two new characters -- a new-look Birdie and Cammy -- and a PlayStation 4-exclusive open beta. You'll be able to join in an...
Smash Bros. photo
Smash Bros.

PSA: You can now pay $0.99 to use your 3DS to play Smash Bros. Wii U


Without buying the 3DS version
Jun 15
// Chris Carter
Before this week, Super Smash Bros. players who wanted to use their 3DS to control the Wii U version of the game needed a full portable copy -- but not anymore. As of right now, you can go to the eShop and download the "Smash Controller" app for $0.99, which will let you link your 3DS to the game. It's something that should have been available on day one, but hey, it's here now.

Roy's not quite our same boy in the new Super Smash Bros.

Jun 14 // Chris Carter
First off, it has to be said that Roy is even less similar to his Fire Emblem brethren in this game. He wields his sword backwards, which provides him with a unique set of animations, as well as different hitboxes for his attacks. Roy is a much more close-combat oriented fighter than Marth or Lucina, with nearly all of his attacks, including his neutral-B charge move, sporting a smaller distance. There's no tipping here -- Roy does most of his damage up close with the hilt, and feels completely different right off the bat. In addition to his neutral charge he also has his patented upwards slash, counter, and forward/backward sword combo. Don't dismiss him as a clone though, as all of these moves have different timings and animations to get used to. Take his Up-B -- it's a tad slower, but it hits multiple times, so you don't have to worry about executing it perfectly. Everything else is best used close-up, due to the lack of a tip-damage bonus. As a general rule, Roy is also speedier, so you won't be able to acclimate as a Marth or Lucina main immediately without getting a feel for how he moves. Oh, and his grabs are much better at setting up combos. Out of all of the Fire Emblem characters in the game, he likely has the most depth. While Ryu is a sexier brand new addition and Lucas is a fan favorite, I think Roy will end up being the best part of this DLC drop today as more veterans get their hands on them. Out of all three, he's my personal favorite. In fact, he really puts Lucina in an odd spot, as she feels less relevant when compared to both Marth and Roy's uniqueness. Yep, the crowd still chants "Roy's our boy" -- amazing.
Roy Smash photo
He's changed for the better
When playing Super Smash Bros. Melee, I always tended to side with Marth. I dug his aesthetic, his animations, and his moveset over Roy. But with the release of his DLC incarnation in the new Super Smash Bros., Roy is now my boy.

Ryu is gunning for top tier in the new Super Smash Bros.

Jun 14 // Patrick Hancock
First, let's discuss Ryu's stage, Suzaku Castle. In short: it's wonderful and weird. The music is great and speeds up when things are getting down to the wire. The default mode will definitely not be tournament-legal, since it has a walk-off on the right side. For general entertaining play, however, it's superb. Strategies will change depending on the side the fight is happening on, and since there's a lot of open space on the left side, you can expect some serious ledge play at times. There are two platforms on the left, one on top and one on the bottom. The top one has no grabbable ledges, but the bottom one does. The ledges on the bottom platform are a bit wonky, as characters who come up towards the center of the platform will snap to a ledge that seems way too far to snap to. Players will also only snap in the way they are facing, it seems. Here's a GIF to demonstrate what I mean: As for the character, the first thing I did was take Ryu into the Training mode. He's got at least twice as many attacks as a standard character, and I need to know what they are and how they act before I go into a match. From here on out, I will refer to his light attacks as the attacks executing by tapping the button, and heavy attacks as the ones where the player has to hold the attack button. There's apparently a medium somewhere in the middle, but I'll be damned if I can pull it off intentionally. Holding the attack button doesn't even feel like truly "holding" it. I was worried that having to hold down a button for an attack would feel weird, but it is still very quickly executed. Now I'm worried that I'll "hold" the attack button for too long when I want to do a light attack! You really have to consciously tap the button to execute a light attack. In general, heavy attacks are the ones that come out for me when I'm not thinking. Ryu is definitely a thinking-man's character. Throwing out attacks isn't going to cut it. In each scenario, players must think "okay, light or heavy?" and then execute properly.  Let's start with the special moves. Hadoukens are a great way to cover an approach or force the opponent to make a move. You can not spam Hadoukens, as there can only be one out at a time. The Shakunetsu Hadouken can be activated by performing a half-circle forward motion and an attack button. This Hadouken is slightly stronger than holding the special button down (8% compared to 7%) and will carry the opponent with them over 5 hits. It's great for edge guarding since it takes the enemy for a ride. Shoryuken is a great recovery move and can be a kill move at high percents. It kills Mario at around 105% with no Rage, for example. Personally, this is my go-to kill move in combos, but I'll speak more on that later. Also, it's possible to input down-forward twice to execute this move, instead of doing the normal Dragon Punch motion of forward, down, down-forward. [embed]293924:58985:0[/embed] The Hurricane Kick, despite being called "hugely destructive" by Sakurai, is rather lackluster as an attack. It does less damage (9% if inputting the command) if the opponent is very close to Ryu, and more damage if they are hit during the spinning phase (13%). It pushes the enemy vertically, and doesn't kill Mario until around 130%, and that's with no Directional Influence. As a recovery move, however, the move is wonderful. Ryu can act after it, allowing him to Tatsumaki to gain horizontal ground, and then Shoryuken to go vertically. Finally, his Focus Attack. This is easily the most interesting special move Ryu has. While charging it Ryu has one hit of super armor. While charging, Ryu will flash twice, once for each increasing level. If the player hits the opponent before it flashes once, the opponent will be knocked back. If he hits them after it,  they go into a crumple state, just like Street Fighter IV. The second flash happens a split second before it is fully charged, which means it's a level 3 Focus Attack, which leads to a longer crumple. Also, if released in level 1 or 2, the Focus Attack will be absorbed by shields. Releasing a fully charged Focus Attack will still crumple a shielding opponent. Most importantly, Ryu can dash-cancel the focus attack while charging or after a hit. If an uncharged Focus Attack hits a shield, Ryu can also dash-cancel the lag. In Street Fighter IV, this was known as an "FADC," or Focus Attack Dash Cancel. This allows a guaranteed hit on crumpled opponents. It's super satisfying to pull off a FADC into a kill move like Shoryuken. It's also a good psych-out move to dash-cancel a charging Focus Attack, similar to how Sonic can cancel his Spin Dash. It's important to note that when inputting a Street Fighter command to perform a special move, it must be done in the direction Ryu is facing. If you wanted to do a Shakunetsu Hadouken backwards, for example, it would instead register as a Tatsumaki (quarter-circle back). It is not pleasant when you're expecting one move to come out and get another, so keep this in mind! Ryu's normals are incredibly varied thanks to his unique ability to have TWO OF EVERY TILT. Some of the more useful ones I've been using are his strong forward-tilt, Collarbone Breaker. It does not completely destroy a fresh shield, but it comes very close to doing so. His heavy up-tilt is also very useful and does 12%. Other than that, I've been using both version of his down-tilt a whole lot. The reason I use his down-tilt is because it can be cancelled into any of his special moves on hit. This is my go-to setup after a successful crumple, as well. Basically, I look for opportunities to FADC into a heavy down-tilt which I cancel into a Shoryuken. In case you forgot, I'm still talking about Super Smash Bros. here. As for some other notable moves: His forward smash is incredibly powerful (22% fully charged) and moves him forward, making it have a deceptively long range. His down air spikes, but only if Ryu is close to the opponent when it connects. His up smash and up air are good at keeping opponents airborne, but have short ranges. Literally all of his special moves help with his recovery. Both his Focus Attack and Hadouken give him a little vertical boost, so use them to surprise an opponent while recovering! So, what's Ryu's weakness? Well, other than the fact that players may flub inputs from time to time, I would say Ryu's biggest downside is his throw game. None of his throws are kill throws, and they don't seem to lead into any combo opportunities. Regardless, I think Ryu is going to be a very viable fighter at a higher level of play, and is a blast to experiment with no matter how good you are at the game. Also, always play as the pink Ryu to pretend like you're Dan Hibiki.
Ryu Smash Impressions photo
Watch as I Tastumaki to my death
Remember the first time you went online with Street Fighter IV with your favorite character, Hakan, and fought about 100 Ryus in a week? And they all spammed Hadoukens and always woke up with a Shoryuken? Wouldn't you like to...

Super Smash Bros. photo
Super Smash Bros.

Super Smash Bros. getting instant YouTube uploads


Patrick Hancock will like this
Jun 14
// Darren Nakamura
Every now and then in the Destructoid editors' chat room, Patrick Hancock will post an animated GIF he made of some impressive thing he did in Super Smash Bros. From now on, it'll be even easier for him to show off; he'll onl...
Nitroplus Blasterz photo
Nitroplus Blasterz

XSEED localizing PS4 fighter Nitroplus Blasterz


Coming to North America this winter
Jun 12
// Kyle MacGregor
Nitroplus Blasterz: Heroines of Infinite Duel is coming west this winter, XSEED just announced. The PlayStation 3 and PlayStation 4 fighting game is developed by Arcana Heart and Aquapazza studio Examu, who released the title...

Combofiend talks Street Fighter V, and the importance of community

Jun 11 // Alessandro Fillari
In many ways, Street Fighter V seems to represent a culmination of many different aspects of the series as they're reaching a fever pitch. With the developers spending many years honing their craft, and the growing popularity of a community of fans that share their passion with others, the genre seems to be in the strongest state yet. In the last decade alone, popularity for the fighting genre exploded thanks to the Internet, and the sharing of many great moments from tournaments. During our chat, Peter "Combofiend" Rosas spoke about how Street Fighter V will bring together many different eras of SF fans, as this new installment will features elements they've come to love over the years. "Everyone is ecstatic about this game; the responses to the character reveals have been immense," said Peter Rosas while discussing the growing fan base. "The series has such a history, you have people from my era, the Street Fighter II dudes, the people from the Street Fighter III era in the early 2000s, and the people from 08-09 that started with Street Fighter IV -- we're all excited for this game. I'd say the excitement for Street Fighter is at an all-time high." Understandably, when there's a new installment to a popular series coming, people are curious about the changes and upgrades. While they're excited at the prospect of the new entry, there's still the budding anxiety of having to master a brand new system that may or may not contradict strategies they've spent years improving. In order to cushion this a bit, the developers took a long look back at the series and decided to incorporate elements from the past and re-contextualize many strategies and tactics into the new system in place here. Rosas elaborated that each character will feel more unique because of it. "What we did was look at all the good things we've done over the years versus all the things players didn't necessarily like, so there are SO many good things, positive mechanics that people loved over the years," explained Rosas. "So we wanted to focus on that aspect, while also having the game feel new and fun. We thought the speed from Super Street Fighter II Turbo was appropriate, so we sped the game...but then, we also wanted each character to feel like a unique experience. When we looked at the V-Skills, we saw an opportunity to see how each character will feel different." One of the more shocking announcements from Capcom, aside from the return of Nash, is that Street Fighter V will be a PS4 exclusive release on consoles. Understandably, this upset many fans who haven't taken to the new hardware yet, or just simply own an Xbox One. Though the title will also be released on PC, there's still that air of unrest, despite knowing that this title is developed with a partnership from Sony and Capcom. Thankfully, the folks working on the game hope to remedy things with the cross-play feature. Players will be able to compete against each other regardless of their platform, and do so seamlessly. "That was extremely important to us, to make sure that all the players are together," said Rosas. "Because previously, you had people on one console, then on another console, then 'PC master race' over here, but the way it goes is that that's never been possible before, and our partnership with Sony has allowed us to do so. We definitely want people to finally be able to compete; everybody is going to be able to play everybody and we'll truly see who the best Street Fighter is." Over the years, the FGC has grown in a big way, bringing together long-time and new fans to the series. However, there are many who feel daunted by the complexity of the genre and competing against more seasoned fighters. In Street Fighter V, the developers hope to balance things out as they focus on accessibility while maintaining the hardcore element. Rosas spoke about the brand new Variable System, which not only features a lot of nuance, but also gives newcomers more options to use against the vets. "[Accessibility] was the one thing we wanted to maintain. For this one, we wanted to make sure everyone could access all the cool stuff. That being said, V-Skills are just two button presses, but they are unique for each character. The V-Trigger is the strongest unique ability that's accessed by pressing heavy punch and heavy kick together, so anyone who may have been intimidated playing Street Fighter because they couldn't access all the things that guys with high dexterity could, they can now do that. It goes back to that old-school feel where a fireball and an uppercut and pressing a few buttons could win you a few games. It goes back to the basics where you can just concentrate on the core mechanics, where it becomes a mind game versus more of a dexterity game." Obviously, one of the most talked about aspects of any Street Fighter is the roster. And with this title setting itself at an interesting point in the SF timeline -- and yes, I tried to ask when but they wouldn't spill the beans -- it's making everyone very curious to see who will pop up next. The folks at Capcom have clearly been listening to what fans want to see, especially after conducting surveys and other forms of outreach. Though they obviously can't say who will show up next until they're ready to, Combofiend did share some thoughts on the developers' rationale and thought process behind the roster for SFV. "We looked at a variety of sources,  but we wanted to make sure that with the roster we selected, it was characters that people would enjoy and it would be fighting styles that would be properly represented in the game, and also to make sure that everything put into the game had meaning. " He elaborated that even the returning characters, some of whom have been present since the beginning, will feel new in the fifth installment. The Variable System aims to reinvigorate the classic SF formula substantially. "We wanted all the characters to feel fresh, and to feel familiar," he explained. "Ryu still has his fireballs, Chun-Li still has her hundred kicks, but at the same time, we wanted [them to be] unique to Street Fighter V. So when were looking into the V-Triggers, we thought 'What would be really appropriate for the characters?' [...]We made sure that all the abilities played to the characters and their personalities." I was pleasantly surprised by his frankness regarding the scope of the game's ambitions, while also discussing the importance of community. Given his deep ties to the FGC, and that they've been helping to keep the series relevant for all these years, there's a clear respect for the fans who have spent so much time with the titles. While there's still many details we don't know about, the folks at Capcom assured us that it's important to keep things a surprise. Though it's still a ways out, Street Fighter V is shaping up to be an exciting title. I was eager to go hands-on with the title before E3, and I wasn't alone in saying that they've got quite a title on their hands. The fans are going to have a field day analyzing all the details and speculating what's in store. I'm very anxious to see what Capcom reveals next. For more info on Street Fighter V, check out my hands-on impressions of the game. 
Street Fighter photo
Variable System aims to change the game
In case you missed it, I had a blast playing Street Fighter V. I spent three hours playing against other journalists and developers from Capcom, and I learned so much about what this new title is all about. Given that they've...

My first three hours with Street Fighter V were immensely satisfying

Jun 11 // Alessandro Fillari
Street Fighter V (PC, PlayStation 4 [previewed])Developer: CapcomPublisher: CapcomRelease date: TBA 2016 Once Street Fighter V is released, it'll be looked back on as a point in the series for many firsts. For starters, SFV is the first title in the series that will be available on only one console, but will also feature cross-play with the PC release. This is a big thing, as each platform for the previous installments tended to build its own microcosm of players. Not only will they play against each other, they'll share the same patches and updates, which will keep them together and competing regardless of the platform they choose. Moreover, Capcom is ensuring that online play will smooth and swift as ever with its new proprietary netcode called Kagemusha. Using some sophisticated rollback-based netcode, the developers are invested to ensure that the online play is consistent and hassle free. This is also the first in series to utilize the new and ever-versatile Unreal Engine 4. Though there were some concerns about whether or not Unreal could handle a title as twitch-based as SF, given the past iterations of the engine had difficulties with rendering and maintaining a solid frame rate, thankfully my time with the new fighter has made me a believer in the tech employed here. Not only are the visuals incredibly sharp and full of vibrant colors and details, the performance is rock solid. Simply put, this is the best Street Fighter has ever looked, and these images, nor the trailers, can match having the game played right in front of you. But enough about the fancy visuals; you want to hear how it plays. Of course, with every follow up to a massively popular and well-loved title, there comes the ever important question: what did they change? As you could likely tell from the trailers, Street Fighter V looks very similar to its predecessor, taking advantage of the same mechanics, like EX moves for instance, but also the similar focus on defensive gameplay (SFIV's Revenge Gauge). Street Fighter V definitely maintains those elements, but does them in a way that makes them feel unique to this installment. For instance, the Super Moves have now been upgraded to the new Critical Arts, which still require full EX Meter. While many of the signature moves are the same (Ryu's Shinku Hadoken and Chun-Li's Hoyokusen, for instance), the Critical Arts are more deadly and flashier than the supers of past. What I was surprised most by was that it goes further and features echoes to past SF titles -- even some influences from Street Fighter III and the Alpha series. While I initially thought they were just call-backs relevant to the characters (particularly the appearance of Nash), I found that the developers have essentially incorporated many elements that were successful from past titles, sometimes re-contextualizing them in interesting ways. After playing SFV, it was readily apparent that the previous trailers and footage we've seen haven't done the game justice one bit. Especially when you realize that they've been keeping one of their game-changing mechanics a secret. And it's one of the most interesting, engaging systems the series has seen in a long time. With the new Variable System, fighters can take advantage of multiple tactics and abilities that stem from the V-Gauge, an evolution of the Revenge Meter. As they build up bars of the gauge from taking damage or executing special V-Skills (character-specific support moves activated with MP+MK), they can use moves such as the V-Reversal, a powerful counterattack activated while blocking and pressing all punch or kick buttons (at the cost of one V-Gauge bar). But once you max out the meter, you can activate the special V-Trigger (HP+HK), which brings out the fighter's true potential. Despite some speculation, V-Triggers are not stance changes. The Trigger puts the fighters in a unique state for a short amount of time, where they can take advantage of unique buffs and some modified moves. Each character has their own unique take on the Variable System, which not only adapts to their own style, but does a lot to flesh them out. During my three hours of play, I got the impression that Street Fighter V is planning on enhancing the in-game narrative a bit by reflecting more of personality in the gameplay than ever before. For instance, Ryu's take on the system is influenced by his experience as a world-traveled warrior, and during his time, he's educated himself on different fighting styles, giving him the knowledge on how to best confront whoever he faces. In order to give you a better idea of what the Variable System is like, I'll be giving you an overview of things for the four playable characters we know of so far. Starting with Ryu, his V-Skill, called Mind's Eye, brings the return of the legendary Parry mechanic from Street Fighter III. For the novices out there, Ryu can time his skill at the exact moment of contact to block off enemy hits with no chip-damage -- and yes, it can be used for successive hits. Though in order to keep it balanced, it's unusable in the air. Once his V-Gauge is maxed out, he can activate his V-Trigger Denjin-Renki, imbuing him with a powerful aura for a limited time and grants him the ability to charge up his fireballs, giving them guard break potential. Also, his fireballs are given lightning properties, and when they connect you'll see brief flashes of the enemy's skeleton. It's a neat visual callback to SFII. Chun-Li's Variable mechanics focus on her maneuverability and dexterity during battles. As one of the more agile and aerial gifted fighters in the game, her Variable moves play on her strengths in a big way. For instance, her V-Trigger ability Ren-Kiko puts her in a powered-up state and gives her special moves extra hits. Her V-Skill, called Ren-Kyaku, is essentially a command jump that allows her to manually jump in any given direction. While this may seem like an odd skill, this command jump causes damage while leaving the ground and gives her ease of movement for some exceptional cross-up potential. The guys from Capcom I played against used Chun-Li quite effectively, and I left in awe of her acrobatics. It even made me want to shout out 'eh, eh, eh!' during her air juggles. Next up, we have the return of Guile's mentor and best friend Charlie. Since his last appearance in Alpha 3, things aren't the same for Charlie, who now goes by Nash. His new look shows that he's a changed man after his experimentation and torture by the hands of Shadaloo, and many of his former abilities have been modified, adopting a focus on swiftness and gap-closing maneuvers. His V-Skill, known as Bullet Clear, allows for him to absorb incoming projectiles and turn them into energy for his V-Gauge. For his V-Trigger, Nash does something a bit different. While many other characters enter a timed state that enhance moves, his trigger allows him to instantly teleport to a desired direction at the cost of his V-Gauge. Though this may seem a bit hefty of a cost for a teleport move, his V-Trigger can open up foes to a world of hurt if timed during a barrage of projectiles, leaving them vulnerable from behind or even in the air. By far, I had the most fun with Nash. He feels totally different from before, as his previous incarnations borrowed from Guile's moveset, and I'm pleased to say that he's truly come into his own for SFV. Lastly, we have M. Bison. As the main villain for much of the series, he's seen a bit of an upgrade since his last appearance. While older and a bit slower than his previous incarnations, he's still got plenty of tricks up his sleeve. With a far more menacing appearance, the leader of Shadaloo uses his Psycho powers to a far deadlier effect. With his V-Skill, called Psycho Reflect, he's able to conjure up a field of energy to bounce back projectiles and force them back at his enemies. As a charge-focused character, also sporting a modified movelist, this comes in handy when dealing with projectile-heavy opponents. With his Psycho Power V-Trigger, his abilities come into full effect, granting him increased speed and damage for special moves, and replacing his standard dash with a short-range teleport. I was impressed with what the Variable system brings to the table. In Street Fighter IV, the Revenge Gauge was only used to build your Ultra Combos, which for a lot of the skilled players often went unused. Thankfully, Street Fighter V makes better use of the mechanic here by making it a more active element during fights. The system added a whole layer of nuance to an already tried and true system, and I was super pleased with how easy it was to pick up. Though you've likely seen the phrase "easy to learn, difficult to master" thrown out a lot for games, I feel SFV lives up to that in a big way. I suspect many of the pros and hardcore fans will have fun analyzing the depths of the Variable System. It should be stated again at how gorgeous this game looks in motion. The frame rate was solid, and the new visuals have given the characters a greater level of detail. Though in some spots, it's clear that the game has still got things to work on. During the London stage, which looks incredible by the way, the background visuals didn't quite match up with what was going on in the foreground. For one, the frame rate was a bit off with the background action, which became a major distraction during battles running at 60 frames per second. But of course, this title is still a ways off, and it'll likely be cleared up before release. I have fond memories of growing up with Street Fighter II back in the day, and although I've kept with the series since, there were only a few titles that really blew me away and actively got me to up my game in order to compete with friends. Now am I saying that SFV matches those moments I had as a kid? Of course not. I only played a few hours of an unfinished build without the complete roster, after all. But what I did play showed a ton of promise, and honestly, I haven't felt this excited about Street Fighter in a long time. It's a great feeling having a new game in the wings, and I'm just itching to get back into the thick of it. Be sure to check back with Destructoid during the week of E3. We'll likely see more exciting titles from Capcom at the show. It's certainly going to be a good lineup this year.
Street Fighter V photo
Kick, Punch, it's all in the mind
After nearly thirty years, the Street Fighter series has still been going strong. With more incarnations than most people can remember, the series is seen by many as the quintessential example of what the fighting game genre ...

Dragon Ball Z photo
Dragon Ball Z

Dragon Ball Z: Extreme Butoden rated in AU, western release likely


From Arc System Works
Jun 09
// Chris Carter
Arc System Works has been busy crafting Dragon Ball Z: Extreme Botuden, a new 2D fighting game that looks pretty kickass. There wasn't a whole lot of information that led us to believe there would be a western release anytime...
Japanese indie games! photo
Japanese indie games!

Doujin fighter Yatagarasu finally arrives July 7


At long last!
Jun 08
// Kyle MacGregor
It's taken two years, but the wait is nearly over. Yatagarasu Attack on Cataclysm, the new fighting game from a small team of former King of Fighters developers, is hitting Steam July 7 for $14.99. Originally planned for a Fe...
Super Smash Bros. photo
Super Smash Bros.

Sakurai will host a Super Smash Bros. presentation on June 14


7:40 a.m. PT
Jun 08
// Chris Carter
Nintendo has just sent us word that there will be a special Super Smash Bros. presentation on June 14, at the oddly specific time of 7:40AM PST (11:40AM EST). That's this Sunday, set directly before Bethesda's first E3 confer...
Tekken 7 photo
Tekken 7

Tekken 7 will require a DualShock 4 at EVO 2015


Even though it's an arcade build
Jun 05
// Chris Carter
If you're heading to EVO this year to participate in the Tekken 7 tournament, you may want to add an extra checkbox to your packing list. According to Mad Catz community manager Mark Julio, you will need a DualShock 4 to...
BlazBlue photo
BlazBlue

BlazBlue: Chronophantasma Extend is coming this month


Aksys Games localizing
Jun 05
// Chris Carter
Want to get your hands on BlazBlue: Chronophantasma Extend? It's getting localized this month actually, set for a June 30 release date on PS3, PS4, Vita, and Xbox One, compliments of Aksys Games. Extend is an updat...
Lucas photo
Mark your calendars
Nintendo of Europe appears to be the gatekeeper of all Super Smash Bros. info, as it tends to announce everything first. Today, it has revealed that Lucas will make his way into Smash as 3DS and Wii U DLC on June 14...

íMas Butoden!  photo
íMas Butoden!

Another trailer for the new 2D Dragon Ball Z fighter


Mas Butoden!
Jun 05
// Steven Hansen
Gosh, it was so hard to get more than a boring Goku on Vegeta still out of the new Arc System Works 3DS fighter for months. Then there was the meaty 8 minutes and cheese head lady. And now here's another commercial. Makes sense. It comes out next week in Japan. And remember, the fan-made Dragon Ball Z fighter still looks amazing.
Guilty Gear photo
Guilty Gear

Guilty Gear's newest fighter Jack O will debut in Xrd Revelator


She looks awesome
Jun 03
// Chris Carter
Arc System Works is developing a follow-up to Guilty Gear Xrd called Revelator, which will add fan favorite Johnny to the cast. But there's also an additional special mystery character on the way, which is now confirmed as "J...
Mortal Kombat X photo
Mortal Kombat X

Tanya in Mortal Kombat X has my favorite Fatality yet


And there's a lot of competition
Jun 01
// Brett Makedonski
When Tanya joins the Mortal Kombat X cast tomorrow, I think she'll bring with her my favorite Fatality I've seen so far. It's simple, elegant in a way. You know, as elegant as you can be while creating a person-sized ca...
Killer Instinct photo
Killer Instinct

Killer Instinct's Shadow AI mechanic is insanely detailed


Amazing
Jun 01
// Chris Carter
I feel like I'm always gushing about Killer Instinct on Xbox One, but that's partially because it defied expectations and carved a very nice niche for itself inside the FGC. Ever since launch its co-development team has...
Capcom UK photo
Capcom UK

Learn all about M. Bison in Capcom UK's World Warriors series


17 straight minutes of Bison
May 29
// Chris Carter
Capcom UK has a series called "The World Warriors," where they discuss the background of a Street Fighter character, and delve into some pretty neat info. You'll find out where M. Bison came from design-wise, and little...
Kazumi Mishima photo
Kazumi Mishima

Kazumi Mishima is heading to Tekken 7, and she has a freaking tiger


She looks awesome
May 29
// Chris Carter
Kazumi Mishima will be playable in Tekken 7, Bandai Namco has announced, and man does she look formidable. In addition to sporting a pretty awesome fighting style she also can call upon a freaking tiger to do her bidding. Pr...
Killer Instinct photo
Killer Instinct

Killer Instinct closes out Season 2 with Aria


A successful season, I'd say
May 28
// Chris Carter
I'm glad that Killer Instinct was able to rise above the monumental bad press it obtained pre-launch. It really stands on its own as a fighting game, and I'm excited to see it played at tournies across the country, incl...
Guilty Gear XX Steam photo
Guilty Gear XX Steam

Guilty Gear XX Accent Core Plus R's netcode is passable on PC


It works at least
May 27
// Chris Carter
In the past 24 hours I've spent some time with the PC port of Guilty Gear XX Accent Core Plus R, and I'm partly pleased with the results in terms of the netcode. Your experience really does differ based on the connection rank...
Guilty Gear Xrd photo
Guilty Gear Xrd

Guilty Gear Xrd is getting a follow-up called Revelator


Here's Johnny
May 27
// Chris Carter
I really enjoyed Guilty Gear Xrd on PS4. It was smooth, it looked beautiful, and mechanically, it was sound. But people really took issue with the limited cast, and wanted more. Arc System Works is partially addressing t...

Yep, Ultra Street Fighter IV on PS4 sure looks great

May 26 // Chris Carter
[embed]292798:58682:0[/embed] At this point there are 44 characters in all, and you can select a fighting style from every different iteration of the game. It's pretty comprehensive, but again, most people aren't going to dig into all of the configurations for every fighter. In other words, if you already have a previous version of Ultra, especially on the PC, you'll probably just want to stick with that, as it's proven to work well at this point. 1080p60 on a console is nice, and only the most trained veterans will be able to notice the minor input lag from the previous generation to the PS4 -- since it's going to be the new de facto build for tournies, you can only assume this will be patched soon, but nothing has been confirmed yet from Capcom. The menus are a bit slower compared to other versions, which seems like a bug -- still, it's not a dealbreaker unless you compete at a high level. In terms of my netcode testing, all of the matches I've played have been very smooth. My main issue has been finding games, which you can likely chalk up to a launch-day "wait and see" crowd. I can't predict the future in terms of the adoption rate on PS4, but so far I don't have any major issues to report. We'll update you if that changes. Oh, and as community member Beelz points out, PS4 USFIV is the standard for this year's EVO. Ultra Street Figher IV [PSN]
Ultra Street Fighter IV photo
But there's a few bugs to squash
[Update: Players have been reporting various bugs with the PS4 version across the net. While I didn't encounter any of these in my roughly 20 hours of testing outside of the ones mentioned here, it's important to be aware of ...

Fighting games and roguelikes are my personal school of hard knocks

May 26 // Nic Rowen
Titles like The Binding of Isaac, FTL, Nuclear Throne and (my latest obsession) Darkest Dungeon make it their business to stymie and frustrate your futile attempts to get to the credits screen. They delight in throwing a wrench into the works, tearing apart promising looking runs or dungeon crawls with a few merciless rolls of the RNG. They move around the win conditions and goalposts from the traditional idea of “I gotta get to the end and dunk on the last boss!” to “oh God, please just let me survive a little longer this time.” Victory isn't just marked by, well, victory, but by discovery and learning. Seeing a new enemy, figuring out a new trick or strategy, and learning to avoid whatever awful thing killed you last time. Those small successes are what dubs a run a win. It's tough to turn that switch that demands progression off in your brain. It has been dutifully conditioned by years of games where victory is the expected outcome. But it's those wild unfair swings in a roguelike that completely mess you up that makes them so satisfying. The emotional roller-coaster of suddenly losing a beloved party member, or picking up an item that completely gimps your current build, or getting screwed by a few unlucky rolls that leave you facing almost certain doom. These factors that push you out of your comfort zone and force you to come up with new strategies broaden your horizons, you have to think about the game and really consider all of your options rather than relying on one or two recipes for success. Those runs that truly are hopeless? Well, they just let you appreciate the good ones a little more. It took me a long time to realize it, but fighting games are much the same when you get right down to it. While you always want to win a fight, just adding more notches to your W/L ratio isn't, and shouldn't be, the goal. What you really should be aiming for is learning. When Street Fighter IV came out, I was very hot-to-trot for some online play. I remembered dominating at SFII in grade school, all the hours I sunk into collecting every ending in Alpha 3 on the PS1, the times I used to rush through Marvel Super Heroes on one quarter in the arcade. I thought I was good at fighting games, and was looking forward to a chance to prove it. I swagged online like I was O'Hara from Enter the Dragon, obnoxiously breaking boards in front of Bruce Lee like it meant something. My fights ended up going about as well as his did -- Boards, and CPU opponents, don't hit back like the real deal. [embed]292757:58670:0[/embed] I'll be completely honest, I almost quit playing fighting games at that point. Nobody likes to lose, especially when you're losing at something that used to be a point of pride for yourself. Thankfully, despite its rough and tumble exterior, the fighting game community actually has a great attitude about these things. EVERYBODY loses. It's what you take away from those losses and how you come back from them that defines you as a player. Shortly after SFIV came out, I was introduced to David Sirlin's Playing to Win, a book that is all about the philosophy of fighting games and is as close to a bible for the fighting game community that exists. I remember when I first read it I distinctly thought “this guy is an asshole.” Playing to Win can be a very abrasive read if you come from a background of playing fighting games for fun. If you ever thought your next door neighbor was cheap for constantly sweeping in Mortal Kombat 2, or angrily called someone a “spammer” for repeatedly tossing out fireballs from across the screen, or think there is such as thing as too many throws in one round (a philosophy I can no longer recognize except in direct reverse), Sirlin's opinions will probably rub you the wrong way. These self-imposed rules and ideas about how the game should be played are the foundation for what he considers a “scrub mentality,” a mental framework that will always limit how far you can go in fighting games, and ultimately, how much joy you can derive from them. Embarrassingly, I saw a lot of that “scrub mentality” in myself. The way I'd get angry at “coward” Guile players for tossing endless sonic booms, or frustrated with people constantly choosing the blatantly over-powered emperor of Muay Thai, Sagat, for easy wins. But when you stop looking at what other players are doing as “cheap,” and start looking at your losses as learning experiences rather than straight out defeats, a lot of that frustration evaporates. It takes real effort and time, but when you internalize that outlook, fighting games become less stressful, more enjoyable, and infinitely more beautiful. Of course people are going to throw sonic booms as Guile, he's a machine made by the Air Force to do exactly that. It may be true that Sagat (or whatever character) is over-powered and easier to win with and disproportionally popular as a result, but how can you blame people for making a choice that will tip the odds in their favor? You have that choice and opportunity too, and if you decide to stick with a different character you'll just have to make peace with the fact that you'll run into tough matches and try and develop a strategy to deal with them. You can either get frustrated, stomp around, and quit/uninstall the game forever, or you can thicken your skin. Learn how to roll with the punches, and take something away from the mistake. Either figure out ways to avoid it in the future, or come to peace with the idea that sometimes things are out of your control. These are not new concepts, ideally we should always be trying to find the positive side to a set-back or learn from a mistake. But to me, at least, nothing else crystallizes the idea of learning from a loss into a rock hard truth than pitiless rougelikes and fighting games. And after spending so many years immersed in both genres, I like to think that I've been able to take those lessons and apply them to other areas of my life. It's not always easy, and I won't claim to be some kind of Zen master who never gets frustrated, but I know I'm definitely a more patient person now than I was five years ago.
Learning from failure photo
Learning from my (many) failures
The last few years of games for me have been all about defeat. Constant, unending, expected defeat. I think I'm better for it. It wasn't always like that. In fact, for most of my life, games have been all about completion, vi...

SFV photo
SFV

Street Fighter V will be playable for the first time next month


At CEO
May 25
// Chris Carter
CEO (Community Effort Orlando) is an annual fighting game tournament held in Orlando Florida, and this year, they have quite a bit announcement in store for fans -- Street Fighter V will be playable for the first t...
Mortal Kombat X photo
Mortal Kombat X

Tanya will make it to Mortal Kombat X in 'early June'


Or his name ain't 'Boon'
May 25
// Chris Carter
Way before the game released (because that's how WB rolls), we knew the contents of the $30 Mortal Kombat X Kombat Pack. Jason Vorhees has already been released, but Tanya, who made an appearance in the game's story mode...
Ultra Street Fighter photo
Ultra Street Fighter

Ultra Street Fighter IV PS4 supports PS3 fight sticks


1080p, 60fps
May 22
// Steven Hansen
If you thought that the announcement of Street Fighter V meant that, finally, Capcom couldn't squeeze out another Street Fighter IV release, you were wrong. Ultra Street Fighter IV is coming to PS4 May 26 packed in with all t...
Eurovision photo
Eurovision

Six months later, Guilty Gear Xrd: Sign comes to Europe


Eurovision
May 22
// Steven Hansen
Things are going your way right now, Europe. That whole Eurovision thing is going on and you're finally getting Guilty Gear Xrd: Sign, which Chris totally loved when it came out in the US back in December.  Plus, you hav...

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