Category: Entertainment & Lifestyle

  • LordKnight releases new Guilty Gear Strive tier list for Season 4











    It seems that LordKnight created a tier list just prior to the Arc World Tour 2024 Finals and the release of Venom as a new DLC fighter. Of course, the compatibility patch for Venom did drop afterwards, but this update didn’t really apply any balance adjustments that are capable of affecting the Season 4 meta.






    While Venom is completely absent from the tier list on the account of him being so new, LordKnight now has a good feel about the viability of the rest of the roster. As such, the remaining 29 combatants have been divided up into one of five different tier categories.









    A.B.A technically sits at the bottom of the tier list all by herself, but LordKnight notes that this doesn’t necessarily mean she’s the worst character. Instead, LordKnight points out how she’s a good counter pick character. As strong as she is in some areas, she can really struggle in some match ups. This equates to her being a difficult character to solo main.


    Leo Whitefang, Goldlewis Dickinson, Johnny, and Potemkin are said to be the best characters in the game right now. As such, LordKnight has explicitly labeled them to be the top 4.


    Characters like Anji, Nagoriyuki, Happy Chaos, Sol Badguy, May, Chipp, Sin, and Ramlethal are also quite strong right now and are capable of winning major tournaments. This certainly adds up considering that Ramlethal was the one to win the Guilty Gear Strive event at the Arc World Tour 2024 Finals.


    LordKnight ends up spending nearly an hour talking about the entire cast and how the balance of the game feels right now. Needless to say, LordKnight is pretty familiar with the feel of the game right now.


    Check it all out below:




    LordKnight's S4 Tier List for GGST image #1

    Click images for larger versions









    Source: Event Hubs

  • Scorpion announced for Fortnite with more Mortal Kombat characters teased











    If Epic Games is ever looking to turn Fortnite into an actual fighting game, they’re starting to build out quite the roster.






    The company just announced that Mortal Kombat’s Scorpion will be coming very soon to Fortnite, and he apparently won’t be alone.









    Epic released a new trailer of sorts today showcasing a fighting game character select screen with this season’s skins.


    Sub-Zero is of course there because he’s already in the game, but now Scorpion is on the screen too.


    Moreover, there’s two more “?” character skins on the screen, and we get a brief teaser pretty much confirming Raiden and Kitana are joining the battle royale too.


    The post implies these premium skins are coming to Fortnite this Friday, March 28, so there won’t be much of a wait to see more.


    This of course isn’t the first time we’ve seen fighting game characters in the popular online shooter either since Street Fighter’s Ryu, Chun-Li, Sakura and corporate Blanka were made available previously.


    And then there’s been fighting game-related skins too over the years for Marvel, Dragon Ball and more.


    So we are going to see Scorpion and Ryu duke it out finally in an official game, but they’ll be doing it with guns instead of their fists.








    Source: Event Hubs

  • Cristiano Ronaldo announced for Fatal Fury: City of the Wolves











    Legendary football (or soccer if you’re American) star Cristiano Ronaldo has been announced to be joining the cast of Fatal Fury: City of the Wolves.






    It was mysteriously teased back in September that Cristiano Ronaldo would have some kind of involvement with SNK’s new project and now it turns out that it is for him to be a full-fledged character in the game.









    This ambitious crossover was announced earlier today via Cristiano Ronaldo’s X account and you can see his post on the matter below.



    SNK are no strangers to having sports-based characters in their fighting games with the American Sports team from way back in King of Fighters ’94 serving as a prime example, but this is the first time they have an actual real-life sports star appearing as a playable character.


    In the trailer, we see Ronaldo reacting to the Fatal Fury characters spawning around him before he jumps into the game himself and starts hitting Terry Bogard with some EX dribbles, kicking the ball at him, tackling him and even throwing a punch.


    He ends the sequence by letting out his legendary SIIIIUUU celebration cry.




    Ronaldo Cristiano in Fatal Fury image #1

    Ronaldo Cristiano in Fatal Fury image #2

    Ronaldo Cristiano in Fatal Fury image #3

    Ronaldo Cristiano in Fatal Fury image #4

    Ronaldo Cristiano in Fatal Fury image #5

    Ronaldo Cristiano in Fatal Fury image #6

    Ronaldo Cristiano in Fatal Fury image #7

    Ronaldo Cristiano in Fatal Fury image #8

    Ronaldo Cristiano in Fatal Fury image #9

    Ronaldo Cristiano in Fatal Fury image #10

    Click images for larger versions


    We’ve included a gallery of images captured from the video which you can look at above.


    See the announcement trailer for Cristiano Ronaldo’s inclusion below.




    SNK also released a gameplay trailer featuring more of Ronaldo’s moves which you can see right here.




    One can’t help but think that placing this announcement right before the game’s second beta is going to help SNK stress test those servers, even though Ronaldo himself won’t be playable during the beta.


    Fatal Fury: City of the Wolves is set to be released on April 24th, 2025.


    Thanks to KaptenKladdkaka for sending this in.







    Source: Event Hubs

  • Which characters exactly are the colors in Tekken 8’s second season pass hinting at? Here are my theories











    Tekken 8’s second season is just about to begin with its first character Anna Williams releasing next week on Monday for those with early access privileges (meaning those who bought the pass) and on Friday for those who didn’t.






    A few days ago, the developers held a special Tekken talk to preview some of the upcoming changes and while doing so, they showed up an updated graphic for the upcoming Season 2 and mentioned that there may be a few hints for the returning characters in there.









    In the new image of the upcoming Season 2 pass, it was clarified that the next two characters are the ones who are returning cast members while the final addition coming in Winter will be the brand new original Tekken character.


    On top of that, colors were added to represent each character in the pass with Harada remarking (as translated by Michael Murray) “also, you’ll note the coloring of this might serve as hints as well.”


    This does give us some information to work with, though it’s definitely not enough to decipher exactly what’s coming our way.


    It also harkens back to the Tekken 7 downloadable content, where we did indeed see colors representing characters as well, though I believe only after their full reveals had taken place.


    With the returning characters being marked with blue and purple colors, respectively, that gives us some ideas of who they could be… so let’s have a look at which characters seem likely for representing these.






    When I think of “blue” in a Tekken context, there’s one guy who pops up immediately in my head — Lei Wulong.


    One of them ore popular and recognizable members of Tekken’s cast of characters who isn’t yet in the game, he’d seem like the obvious choice. I do think he’s the most likely, but there are a few things that might talk against him which I’ll cover further down in the article.


    Another strong contender for this spot is actually Bruce Irvin, one of the few older Tekken characters who missed out on Tekken 7’s massive roster.


    Originally debuting in Tekken 2, Bruce was the main Muay Thai fighter of the franchise and served as Kazuya’s bodyguard, which makes his absence in Tekken 8 even more striking since Kazuya is basically going into an all-out war… but his bodyguard is nowhere to be seen.


    Perhaps if Bruce is the addition we could get some clarification on why he wasn’t around to help his long-time employer during all of these conflicts, similar to how the additional story content for Season 1 filled in the blanks for characters like Eddy Gordo and Heihachi Mishima and what they were up to during the story’s events.


    Another character who fits the blue theme quite well would be Bob Richards, the heavyweight fighter who debuted back in Tekken 6. Although he doesn’t have much story significance, he’s been quite a popular fighter since his original inclusion.


    You could also make the case for some others like Fahkumram because of his blue trunks or the animal fighters Roger/Roger Jr. or Alex based on the color of their boxing gloves (though Roger Jr. tends to have red ones), but I’d be less inclined to expect them, personally.






    I was a bit surprised when I looked at purple for characters who aren’t in the roster yet since I didn’t consider it to be that common of a color, but Tekken actually has a lot of it in their past rosters.


    Although I’d be more inclined to associate green with him, Craig Marduk always had purple as part of his color scheme, for his gloves in particular, so he’s definitely a contender.


    So is Christie Monteiro, who often has purple clothing as part of her ensemble, though in her case I doubt it more so because her and Eddy have basically the same moveset and it would feel like a redundant slot.


    An actual strong candidate based on purple is series producer Katsuhiro Harada’s self-proclaimed favorite character Ganryu, Tekken’s central sumo wrestler who received a massive glowup when he was added towards the end of Tekken 7’s post-launch support.


    Even before then, though, he usually battled in a purple mawashi (basically loincloth), so it’s long been the signature color of him.


    However, the by far most likely candidate to fill the purple spot in my opinion is Kunimitsu, more specifically Tekken 7’s Kunimitsu II, the daughter of the original fox-themed ninja.


    The character received a very warm reception when she was added to Tekken 7 and had a high play rate and was popular overall, so with such a successful relaunch of her I was honestly surprised they didn’t put her in the launch roster already.


    While it is another character who was DLC in the previous game, given the sheer size of Tekken 7’s roster that is honestly quite difficult to avoid.


    Kunimitsu seems like a very likely pick, all things considered, and when I looked through characters who have strong associations with the color purple, she’s the one I gravitated the most towards.


    However, there’s actually one more character who doesn’t really have anything particularly purple about him but still needs to be looked at… Armor King.


    See, back in Tekken 7 for Season 2 we also had colors representing the characters being added and despite not having anything purple attached to him, that was the color assigned to Armor King as you can see below.


    The fact that Anna Williams, the first Season 2 pass character in both games is represented by red both times, though admittedly somewhat different shades of red, does lend some credence to this line of thinking.




    Besides Armor King being purple, there’s another thing of note here… Lei is in the Season 2 pass for Tekken 7 but the blue he has here is a notably lighter shade than the blue we’ve been presented with for Tekken 8.


    There could be several reasons for this — Tekken 7’s Lei design has him wearing a lighter shade of blue to begin with, whereas the classic Lei clothing tends to be a darker shade of blue, meaning that if Lei has a more classic design this time around, this blue would fit him better.


    It could also mean that Lei isn’t represented at all by this new blue and it’s meant for an entirely different character. It’s hard to say.


    Another variable that needs to be mentioned is Julia Chang, a character who traditionally had a blue denim skirt for most of her appearances and in Tekken 7 has a purple jacket. She’s one of the few characters who actually fits both color schemes.


    However, she also has a green background for Tekken 7… which might eliminate her from contention, but at this stage it’s really hard to say.


    The biggest issue with any of these more likely picks is that it’d essentially be a full repeat of what Tekken 7’s second season already was, which has been one of the main criticisms with modern fighting games, seeing the same fighters appear over and over again as downloadable content.


    At the same time, Lei, Armor King and Julia are probably the most popular characters in the Tekken franchise who aren’t currently in the roster… so from a business perspective or just a “pleasing fans” perspective, they make the most sense.


    Of course, there’s also the off possibility that Bandai Namco have entirely redesigned the color schemes of some returning characters and that the colors here match their new outfits, with no way for us to know it would. I doubt that’s the case given Harada’s comments, but as the story’s banner suggests, my conspiratorial mind has been going haywire on this one.


    My final predictions would be Lei Wulong and Kunimitsu, though I can definitely see the case for many other picks as well.


    Which characters are you hoping to see join the roster for Tekken 8’s second season? Are there any blue or purple picks you think I missed out on talking about? Let us know in the comments.







    Source: Event Hubs

  • New Nintendo Direct to air tomorrow at 7 a.m. PT focusing on Switch games, Switch 2 news to debut next week











    A new Nintendo Direct has been announced. It’s set to debut tomorrow, March 27 at 7 a.m. PT. We should expect about a 30 minute presentation.






    Of course, Nintendo is quick to point out that there will be no Switch 2 announcements made during this livestream. The Switch 2 focused Direct has already been scheduled for April 2, 2025 — not even a full week away.









    Ultimately, this Direct will be focused on games that are intended to tide fans over until the Switch 2 is released. Rumors have recently begun circulating that Nintendo could be revving up for a June release window for the Switch 2.


    Post-launch development for Super Smash Bros. Ultimate had already concluded a few years ago. If there is to be an update for the Super Smash Bros. series, it is more likely to appear during the Switch 2 presentation next week.


    However, we’re more likely to receive word about another Capcom fighting game collection. It’s important to remember that Capcom originally announced the Marvel vs. Capcom Fighting Collection during one of these Nintendo Direct presentations, so it’s likely that they may target these sort of windows going forward with future reveals.


    Of course, we’ll be keeping an eye out for any relevant announcements that may be dropping tomorrow. Additionally, we’ll especially be keeping an eye out on April 2, 2025 when the Switch 2 presentation goes live.


    Check it all out below:









    Source: Event Hubs

  • This character first appeared in Street Fighter 3, but was considered too difficult to be playable later on











    Effie, who’s best known as Necro’s girlfriend, was first introduced in Street Fighter 3 back in 1997. She was planned very early on, as the developers of the game wanted to deepen the playable character’s backstories from the very beginning.






    “Contrary to the Street Fighter 2 days, it was difficult to tell a story with just the characters alone, so we wanted secondary cast members to develop the main cast more deeply,” said Capcom’s Tomoshi Sadamoto, who served as the producer of Street Fighter 3.











    Effie, as it turns out, was captured by Gill and Urien’s organization, The Illuminati, and experimented upon just like Necro was. She also seems to have been given special abilities meant to put her in the front lines of battle.


    Street Fighter 6’s Director, Takayuki Nakayama, was asked about both Necro and Effie in Street Fighter 6’s timeline.


    “They must have succeeded in escaping from The Illuminati,” wrote Nakayama. “Effie was considered playable during Street Fighter 5, but was rejected. She was a very difficult character,” he noted.




    Both Effie and Necro were seen in Street Fighter 5’s Halloween stage, and considering her abilities, the fact she may sport a chainsaw based on the CFN artwork, you can imagine there are quite a few possibilities when it comes to how Effie could play, if the developers are able to figure out how to do so.


    This isn’t the first time we’ve heard that it was difficult to make a character playable though, as matching fan expectations and abilities, while making a playable cast member don’t always match up.




    While it seems unlikely that Effie will be made playable in the future, the developers of Street Fighter 3 did cite this as one of their intentions with the side cast, using Nash as an example.


    “Nash was like that too, you know? He was part of the backstory, but was then made playable. That’s the way we created supporting cast, with that in mind. If they ended up popular, they could be added to the game later,” said Sadamoto.


    After all, it wasn’t that long ago that we learned that Nash is still alive, and could make an appearance in Street Fighter 6 in the future.


    While it seems like it may take a long time to make Effie playable, it’s fairly common for the developers of these games to have a vision they cannot initially make happen — only to circle back in the future to a prior concept to make it a reality.









    Source: Event Hubs

  • Kyo Kusanagi cosplayer who incorporated pyrotechnics returns as the NESTS version of the character











    Just last month, we witnessed an unforgettable Kyo Kusanagi cosplay. What made this cosplay stand out was the cosplayer’s bold usage of pyrotechnics.






    As any King of Fighters fan should know, Kyo’s clan, the Kusanagi Clan, are renowned for their ability to wield pyrokinetic powers. Needless to say, this cosplayer was really able to sell the act with the incorporation of these flashy flames.









    Unfortunately, we still don’t know the name of this Chinese cosplayer, but it seems that he has returned with another amazing display of his talent.


    Helsic recently posted a quick clip of the cosplayer’s newest take on Kyo Kusanagi. This time, it’s the NESTS version of Kyo.


    During the Orochi Saga, Kyo was rendered unconscious during a fight with Orochi. He was then kidnapped, which began the “Kusanagi Cloning Program.”


    After escaping, Kyo adopted this new look starting in King of Fighters ’99. It served as the start of his rebellious phase.


    Check it all out below:








    Source: Event Hubs

  • Marvel vs. Capcom developers made a mistake designing one of the game’s final bosses but not even Marvel caught the error











    We would have loved to have been a fly on the wall for the meetings that made the Marvel vs. Capcom series possible, but we do know there were challenges between the companies communicating over the ocean in the ’90s.






    While Capcom certainly did its best to stay true to the comics source material (or make the Marvel characters even more iconic in some cases), it’s not surprising to hear there were some mistakes made along the way too.










    The preservation of the secret Marvel vs. Capcom website from 1998 has provided a real treasure trove of inside information about the game that had likely once thought to have been lost.


    These special pages contained a Producer’s Essay portion written by Kenji Kataoka for the development of the first MvC title, which featured a ton of stories dating back nearly 30 years.


    We’ve already covered most of its contents including Capcom’s want to use Howard the Duck, how the Fantastic Four and more were rejected, and a group of characters Marvel demanded be included, but there’s still a bit we haven’t touched upon.


    One such story in particular is connected to the final boss of the first Marvel vs. Capcom, Onslaught.


    The controversial X-Men villain, who is the amalgamation of Magneto and Professor Xavier, was not on Marvel’s radar at first to be the pick for their fighting game.





    “‘So, what about Fin Fang Foom? He’s big, and he’s a dragon’, said Marvel. I don’t know if they were aware that I had worked on Dungeons & Dragons: Shadow over Mystara, but to me it was an enticing proposition. (If you know it, again you’d be quite the connoisseur).



    “‘But for Japanese people, sure we know of dragons… But just having ‘a dragon’ doesn’t feel that exciting.’


    “So then Marvel said ‘Don’t worry, in the world of Iron Man he’s famous. He’s his biggest boss enemy.’


    “I went ‘………..’


    “I totally understand what you’re saying, but when we asked you if we could use Iron Man you said no, you did that just now. Why can’t the main character Iron Man be in, but his boss can?


    “As I tried to constrain myself from saying this, I said ‘Onslaught’… I knew it’d be rejected as I said it, but Marvel were silent. At this point, I was desperate. I’d just keep throwing out famous names until I got one to stick!!


    “‘Carnage!!’


    “… We looked at each other… We turned our heads to each other.
    These were the only two names I could think of at the time.


    “We left Los Angeles with a feeling of ambiguity over where we’d ended up. So, time to talk to the team about the results.



    “Onslaught really does fit as the last boss. A boss that exceeds Apocalypse, there’s only Onslaught for that. He makes you think ‘whoa…’, he’s strong, he’s cool, he has style…


    “I asked Shaky Akitomo if he could do another petition and ask Marvel for Onslaught. And then, the answer came. ‘We’ll think about it.’


    “Oh, did we actually find a loose thread to pull on? And then, several weeks passed.


    “Unbelievably, ‘OK’ came back as a response…


    “They sent us reference materials. You’re amazing, Marvel. And so, the Marvel side characters had been decided.”


    And so the development team moved forward with Onslaught, but it seems the Capcom side made a small error with him.


    But it was a mistake apparently so small that not even Marvel noticed.






    “Another story from another day.


    “One of our character designers told me ‘We’re already passed the deadline, so I’m going to say this… we actually put the wrong color on one part of Onslaught’s legs. It’s supposed to be purple.’


    “‘W– WHAAAAAAAAAT?!?!?!?’


    “‘However, when Marvel checked it, they didn’t say anything, so… If it’s so small that Marvel aren’t bothered by it, then surely it won’t be noticed by our players either?’


    “‘Well, that’s… Probably true…’


    “The peaceful days continue. I wish from the bottom of my heart that these peaceful days will continue on…


    “Warning: Don’t compare our game to the American Onslaught comic that’s been published here in Japan by Shogakukan Production. However, if you buy the comic and read it before playing the game your fun level will increase twofold or even fourfold!!”



    When looking at the comic Onslaught next to MvC’s Onslaught, we’re having a hard time ourselves seeing where the “mistake” is.


    It could be that the boss was missing part of the purple armor coming off of his waist or the red accents on the mechanical boots.


    Or perhaps it’s that there is no purple around Onslaught’s waist in his final and even larger form.


    Either way, thinking about the Capcom developers panicking a bit because they missed / changed one detail is pretty funny.


    And how all of that apparently amounted to nothing since no one outside the office seems to have never really noticed or cared that Onslaught was slightly different in the game.







    Source: Event Hubs

  • Katsuhiro Harada responds to complaints about Ki Charge and throw tech chip damage in Tekken 8 Season 2’s balance changes











    Tekken 8 Season 2 is right around the corner, and we just got to see more of it in action in terms of not only Anna Williams but the wider system changes being made to the game too.






    The developers showed off quite a bit during the recent Tekken Talk Live Season 2 event, which led to some vocal complaints from fans about a few subjects in particular.









    First, there’s the removal of counter hit properties on Ki Charge attacks, which will on paper take away some combo options from characters and has players scratching their heads a bit.


    And then there’s the change that will make throw escapes deal a small amount of chip damage to the defender that is at least recoverable.




    The latter in particular seems to fly in the face of the Tekken team saying they want to focus on defense in Season 2.


    Such changes led to quite a few posts questioning the decisions on social media, which caught the attention of Katsuhiro Harada.


    The longtime Tekken Project Director shared a lengthy post on X/Twitter in response to the criticisms where he starts by asking players to try out the new patch before getting too opinionated and saying they are open to the feedback.




    “Since the topic of About Ki Charge and other system updates came up, I’ll make a comment,” wrote Harada. “I understand that there are various opinions. However, at the time of writing this, players have not yet had the chance to play the updated version of the build. So, we would really appreciate it if you could try it out after the update goes live—spend some time playing or competing in tournaments—and then share your feedback with us.


    “With that in mind, please feel free to send any opinions or criticism to me or Michael. We won’t be replying to every message, but we do read pretty much all of them.”


    Moreover, he discusses how there’s a generational shift happening not just in the players, but in the development team and how they handle content and updates.





    “That’s exactly why, as I’ve also said in previous programs, I’ve entrusted almost everything to the next generation dev members—and I trust them.


    “Above all, as everyone knows, this is the first Tekken to be released simultaneously worldwide on console without two years of arcade release and operation. This is a fact that has surprisingly been overlooked this time, and it’s probably the part that sets this title apart from previous entries in the series more than anything else.
    Tekken 8 can be seen as part of an ongoing evolution, and there’s still plenty of room for it to change based on your feedback—just like how every arcade version in the past evolved without exception.”


    Harada goes on to share some old development stories too like how Ki Charge and Bryan’s taunt were kinda made on a whim quickly during the Tekken 3 days.


    He says he’s surprised Ki Charge was never really updated before now and how players started using taunt cancels in ways that he didn’t anticipate that scared him.


    We obviously just have a small taste of what Tekken 8’s second year has in store for players now, but that’s not going to stop people from forming opinions about what Bandai Namco is choosing to show off early.


    With characters (and systems) getting changed and buffed, it’ll be interesting to see ultimately if there is more of a balance between offense and defense or if the aggressor is going to be pushed even harder like some are fearing.


    All of that will be made a bit more clear once the actual Season 2 update drops with Anna next week on March 31.


    You can find Harada’s full lengthy statement below.


    Since the topic of About Ki Charge and other system updates came up, I’ll make a comment.


    I understand that there are various opinions. However, at the time of writing this, players have not yet had the chance to play the updated version of the build. So, we would really appreciate it if you could try it out after the update goes live—spend some time playing or competing in tournaments—and then share your feedback with us.
    With that in mind, please feel free to send any opinions or criticism to me or Michael. We won’t be replying to every message, but we do read pretty much all of them.


    I will share that feedback with the team, and of course, I have full trust in the new generation of game designers and have left everything in their hands.


    As I mentioned in the recent TEKKEN TALK, back in the day, Michael and I started the method of revealing content little by little at community events, and the community came to expect that. However, nowadays, people’s needs have changed, and it’s clear that more people want all the content to be revealed in a single announcement on social media or official sites. (Though there are still many strong opinions preferring the opposite.)


    In this way, generational shifts among players are also progressing, and values are changing. Until now, I’ve responded to these kinds of changes in various ways (and that’s precisely why TEKKEN has continued for 30 years without interruption). But this time, I was slow to notice the change in needs regarding how content is announced, and beyond that, I can clearly feel that my own “sensors” for detecting change have dulled (Yes, precisely because I’m aware of that myself, I’ve already been transferring a lot of decision-making authority to the next generation over the past few years. I want to make sure the good things are credited to them, and on the other hand, any criticism or feedback is something that Michael and I take upon ourselves. By doing so, I am steadily and intentionally labeling myself as an old relic or stick-in-the-mud, and—taking my age into consideration—I’m actually accelerating the day I’ll be pushed out by everyone. And that, in a good way, is something meaningful for all of us and tekken community.).


    That’s exactly why, as I’ve also said in previous programs, I’ve entrusted almost everything to the next generation dev members—and I trust them. Above all, as everyone knows, this is the first TEKKEN to be released simultaneously worldwide on console without two years of arcade release and operation. This is a fact that has surprisingly been overlooked this time, and it’s probably the part that sets this title apart from previous entries in the series more than anything else.
    TEKKEN 8 can be seen as part of an ongoing evolution, and there’s still plenty of room for it to change based on your feedback—just like how every arcade version in the past evolved without exception.


    Of course, there are times when we reflect the community’s requests and opinions as-is, and times when the “development side makes new proposals” (Well, I went a bit too far back during TEKKEN 4. But since then, nothing quite that extreme has happened again). That part hasn’t changed from the old days, in a good way.
    The fact that games are updated and undergo many changes is also just as it has always been. So, I really hope you will share your opinions after actually playing the updated game.


    By the way, the reason KI Charge was first introduced is a bit far from what people imagine.
    Come to think of it, it’s actually kind of surprising that the KI Charge mechanic hasn’t been updated until now.


    Back when we were developing TEKKEN 3, the game systems were being scripted by just two of us: myself (as the game director at the time) and a senior colleague. One day, around the halfway point of development, the lead programmer, Y-san, said:


    “Harada, of course sidestepping is a new system, and low parry is also a new system—but I’m still not satisfied! We need to put in even more new systems! Like, for example, something where you power up by psyching yourself up…”


    That’s what he said. And I scripted that system the same day.


    Back then, that’s just how we put systems together. As for KI Charge, I added it simply because I wanted Y-san, the lead programmer, to feel more motivated about work. Looking back now, it’s like, “What the heck?!”—but that’s how it was back then.


    And to go further, the system where Bryan can connect moves after his Taunt—which is now considered standard—that was also something I personally implemented, but at the time, I never imagined it would become what it is today.


    I created it purely as a performance element to express Bryan’s personality, with no relation to match balance or mind games. I just thought it would be more fun if you could cancel it at any time during the Taunt.


    But some time after the title was released, Bryan’s Taunt was being used in ways I never expected.


    I panicked. I wanted to fix it right away, but at the time, it was the height of the arcade era, and we couldn’t do online updates.
    So I tried to fix it in the next version six months later or in the console version release.


    But when I spoke to players at arcades and tournaments about it, everyone was strongly opposed.


    They all interpreted it as a “Official system.” I was shocked. I really wanted to explain, “No, that was just a bonus feature with no real purpose—it’s not a system, and I just scripted it wrong…” But I held back and left it in place.


    Both KI Charge and the Taunt were systems that were added under those kinds of circumstances. They were introduced in ways that, to be honest, could rightfully have been criticized (or in the case of Taunt, unintentionally introduced). But I believe it’s okay for those things to evolve into different proposals over time, or to change according to the needs of the players, or even to lead to unexpected developments.


    Sometimes features that weren’t carefully designed or were introduced poorly are accepted. Other times, carefully planned features are not.


    Compared to the past, where arcade versions were updated repeatedly before a console release, the current situation—where the game is released worldwide simultaneously on console—is completely different.


    I know there are many opinions. And above all, opinions reach us so much faster than in the past. I mean, people are already sharing opinions about a version of the game they haven’t even played yet. From the perspective of someone who used to write system scripts back in the day, it really feels like we’re living in an amazing time.


    Anyway, the large-scale tuning of Season 2, the addition of new arts, and the system changes are all part of a free update—so please try playing it for a while, and then share your feedback again.


    Thank you.









    Source: Event Hubs

  • Super Smash Bros. pro Abdulaziz ‘Hax$’ Al-Yami has passed away at 30 years old











    The Super Smash Bros. Melee community is mourning the loss of one of their own.






    Pro player Abdulaziz ‘Hax$’ Al-Yami has sadly passed away at just 30 years old.









    Al-Yami was born on May 7, 1994 and died on March 25, 2025 being based in Manhattan, New York.


    Hax started his career as a young prodigy, having reached the top 8 at Genesis at only 15 years old.


    He was recognized as one of the best Captain Falcon players in the world before switching his main to Fox where he’d continue to put up exceptional tops at Smash Melee majors.


    Al-Yami was an innovator who pushed Fox to new heights and limits beyond what was already considered a top tier in Melee.



    On the SSBMRank 2013 results, Hax was rated as the 6th best player in the world, and in 2019 he was ranked 19th.


    In 2016, he took an indefinite hiatus from the pro Smash scene due to a hand injury.


    During that time, Hax developed the B0XX, a Hitbox-style controller, which helped pioneer new ways to play Melee at high level for those looking to compete without needing the usual GameCube controller.


    No cause of death has been publicly confirmed.



    A GoFundMe was established by Al-Yami’s family, which has raised over $38,000 as of the time of reporting.


    Despite personal issues, Hax will be remembered by many as a friend, fierce competitor, innovator and someone who truly loved Super Smash Bros.


    EventHubs extends our sincere condolences and sympathies to Al-Yami’s family and friends.








    Source: Event Hubs