Category: Entertainment & Lifestyle

  • Sparking Zero Dramatic Showdown and Dragon Ball FighterZ World Finals get new dates and structures











    The recent wildfires in California forced the cancelation of this year’s big Dragon Ball Games Batle Hour event, but the fighting spirit can’t be stopped forever.






    Bandai Namco just announced the new dates and structures for the climactic tournaments of Dragon Ball: Sparking Zero and Dragon Ball FighterZ’s competitive seasons.









    Both the Dragon Ball FighterZ World Tour Finals and Dragon Ball: Sparking Zero Dramatic Showdown Finals will apparently both take place across the same days from March 15–16, 2025.


    It’s not specified where the new tournaments are taking place exactly, however, but they are going to be making some changes to the formats.


    The previously controversial Dramatic Showdown Finals will be ditching its additional seven tournaments planned in favor of just running with the nine players who qualified in last year’s online tournaments.


    Dragon Ball FighterZ, meanwhile, is also skipping its Last Chance Qualifier tournament.


    Instead, the final bracket shall be made up of the top 15 players from the global leaderboard plus Evo 2024’s winner, Inzem.


    You can find the official statement below.


    Dear Players, After the cancelation of the Dragon Ball Games Battle Hour 2025, we reviewed our plans for the Dragon Ball FighterZ World Tour Finals and the Dragon Ball: Sparking Zero -The Dramatic Showdown Finals!



    Our priority is to create a great experience for the qualified players and to deliver exciting finals as soon as possible. We want to ensure that neither our players nor our spectators have to wait too long. Therefore, we made some changes to the tournaments format:



    Dragon Ball FighterZ World Tour Finals: We will not have Last Chance Qualifiers for Dragon Ball FighterZ. The Finals will now feature the top 15 players from the global leaderboard and the EVO winner.



    Dragon Ball: Sparking Zero – The Dramatic Showdown Finals: We will not have the additional 7 tournaments that were planned at Dragon Ball Games Battle Hour. Instead, we will perform the finals with a new Finals tree for the 9 players who qualified in the online tournaments.


    Event Details:

    Dates: March 15-16, 2025

    Streamed on:

    #DBFZ on Twitch dragonballfighterz

    #DBSZ on Youtube@BandaiNarncoAmerica


    We appreciate your understanding and continued support.









    Source: Event Hubs

  • Tekken 8 Version 1.12.01 patch notes, Tekken Talk Live Season 2 Special coming later in February

    It’s a bit wild to think that Tekken 8 has been out for over a year already, but it’s even crazier that Season 2 is just on the horizon.


    Before we get there, however, Bandai Namco still has at least one final update to release for Tekken 8 via the new Version 1.12.01 patch.

    It appears the developers are skipping out on balance changes at this time due to big official tournaments coming up for Tekken, but instead, they’re adding a good bit of new content through the game in the shop and Fight Pass.

    What’s perhaps most interesting, though, is the announcement of the TEKKEN Talk Live Season 2 Special.

    There Bamco will discuss the launch timing of Season 2, but that’s not all.

    The developers are going to talk about the direction of upcoming balance adjustments and ranked match changes.

    And apparently reveal the first DLC character of the new year for Tekken.

    You can check out the full list of patch notes below, which can also be found on the official Tekken website.

    Application Date and Time

    [JST] From around 11:00 on Tuesday, February 18th, applied sequentially

    [CET] From around 3:00 on Tuesday, February 18th, applied sequentially

    [PST] From around 18:00 on Monday, February 17th, applied sequentially

    Maintenance Date and Time

    [JST] Tuesday, February 18th, 10:30 – 14:00

    [CET] Tuesday, February 18th, 2:30 – 6:00

    [PST] Monday, February 17th, 17:30 – 21:00

    Note:

    Please note that the date and time may change without prior notice.
    All online content will be unavailable during maintenance.

    Impact of the Update

    The application of the update data will affect the following modes and features:

    • “DOWNLOADED REPLAYS” / “MY REPLAY & TIPS”

    Replay data from before the update will no longer be playable.

    • “ONLINE REPLAY”

    All replay data from before the update will be deleted.

    The details of the update are as follows:

    “TEKKEN SHOP”

    “TEKKEN FIGHT PASS SPECIAL ROUND ” Added

    – Added a special FIGHT PASS commemorating the 30th anniversary of the Tekken series

    Note: About “TEKKEN FIGHT PASS”

    – Complete missions within the period to level up and earn various items

    – Available in both free “FREE” and paid “PREMIUM” versions, with “PREMIUM” offering more items

    – “FREE” allows you to earn up to 100 “TEKKEN COINS”

    – “PREMIUM” allows you to earn up to 600 additional “TEKKEN COINS” on top of the 100 from “FREE,” for a total of 700 “TEKKEN COINS”

    “Maid Outfit Pack” Added

    – A shared costume pack containing the following items:

    – Maid Outfit (Upper Body)

    – Maid Shoes (Knee-High Socks) (Shoes)

    – Maid Headdress (Accessory)

    – Heart Eyes (Eyes)

    “TEKKEN SPECIAL DEAL” Available

    – Selected items available at special prices during the event period.

    “TEKKEN FIGHT LOUNGE”

    • 5 Special Ghosts Appear with Obtainable Character Panels

    – Talk to and defeat them to obtain one character panel each

    – Character panels are fan art works collected from the “TEKKEN FANDOM Campaign”

    – Special ghosts will appear in the lobby until the next update scheduled for March

    – These special ghosts will be replaced with different ones in the next update

    • Standardization of NPC Interaction Features Across All Areas

    – Features available when interacting with NPCs (staff) in the lounge (such as replay and customization) have been standardized to ensure consistent functionality across all areas

    “OPTIONS”

    • Tournament Settings Feature Expansion

    – When “Game Options Settings” > “Tournament Settings” is set to “ON,” individual settings can be customized from “Tournament Settings Content ”

    – If you don’t want to set items individually, selecting “Preset” from bulk settings in “Tournament Settings Content” will apply the same settings as “Tournament Settings” > “ON” in v1.11.00 and earlier

    Note:

    Since turning “Tournament Settings” to “ON” alone does not enable each function, please either configure individual items from “Tournament Settings Content” or select “Preset” from bulk settings

    • Configurable Items

    – “Fixed Rule” (First to 3 rounds, 60 seconds)

    – “Disable Pause Menu” set to “ON” (Disables pause menu activation)

    – “Disable Pause Menu” set to “Hold” (Long press required to open pause menu)

    – “Show Confirmation Pop-Up for Rematches” (Shows a confirmation dialog when selecting “Rematch” to prevent accidental rematches from button mashing)

    – “Hide Win Streak”

    – “Disable Intro/Outro Skipping”

    – “Rematch with Random Stage” (Option to “Rematch with Random Stage” becomes available on the result screen)

    – “Hide Button Help During Matches” (Button help becomes hidden during matches and on the result screen)

    “RANKED MATCH”

    • Matchmaking System Adjustments

    – Adjusted to reduce the likelihood of consecutive matches with players where the previous match failed to establish

    “PLAYABLE CHARACTERS”

    Regarding Future Character Move Behavior Fixes and Balance Adjustments

    – Balance adjustments in v1.12.01 have been postponed in consideration of major official tournaments scheduled for late February in Europe and Japan.

    – Additionally, as we plan to release “Season 2” update with extensive balance adjustments this spring, we will not implement any balance adjustments in v1.13 (scheduled for mid-March) which precedes this update.

    – Information about the “Season 2” launch timing, general direction of balance adjustments and ranked match changes, next DLC character, and more will be announced during “TEKKEN Talk Live” events scheduled for February and March. The February “TEKKEN Talk Live” will be held on the following date:

    “TEKKEN Talk Live Season 2 Special”

    – YouTube:

    – Twitch:

    [JST] From around 12:00 on Tuesday, 2/25

    [CET] From around 4:00 on Tuesday, 2/25

    [PST] From around 19:00 on Monday, 2/24

    Thank you for your continued support of “TEKKEN 8”.

    Source: Event Hubs

  • The success of Marvel Rivals may affect how Marvel approaches any potential fighting games from their brand going forward











    Although not a fighting game itself, it’s been hard for anyone in the gaming sphere to ignore the gigantic success of the last few months that has been NetEase’s Marvel Rivals.






    Essentially a Overwatch clone but with Marvel characters, the title has taken the general gaming public by storm with massive player numbers and lots of content being released even early on in the game’s lifespan. But what does that have to do with fighting games? Well, potentially, a lot.









    Anyone who’s been around the competitive fighting game scene is very well aware of the massive impact the Marvel vs. Capcom series has had on it, especially in North America. Starting as early as X-Men vs. Street Fighter back in 1996, the fighting game community’s original heyday back in the arcades lines up perfectly with some great times for Marvel Comics in the public consciousness back in the 1990s where the X-Men were running rampant everywhere from your TV to the magazine stands and eventually in 2000 all the way to the movie theaters.


    Of course, since then Marvel has only become a bigger and bigger brand after the gigantic success of the Marvel Cinematic Universe (although said success has recently cooled off somewhat). Fighting games have also made strides and may have reached a new golden age once more as the genre has many new titles out and returning, as well as seeing strong continued sales for flagship franchises like Capcom’s own Street Fighter.


    On top of that, the recently released Marvel vs. Capcom Fighting Collection: Arcade Classics has been reported to be “selling exactly as planned” and also been seeen hitting the top 20 in US game sales charts during its release, showing that even a collection of these past titles was strong enough to pique consumer attention in a notable way.


    So why is there no new Marvel vs. Capcom game to take advantage of both of these situations? Well, the most obvious answer would be that they tried that back in 2017 with Marvel vs. Capcom: Infinite and things didn’t go so well, although the recent fan-made mod Marvel vs. Capcom: Infinite & Beyond has reignited interest in the title after many years of relative dormancy.


    With these facts outlined, let’s have a look at some of the issues Marvel vs. Capcom: Infinite faced and how these may well be non-factors moving forward if they were to move forward with a new fighting game, whether it ended up involving Capcom or not.






    Let’s be honest, the main thing holding Marvel vs. Capcom: Infinite back in a lot of people’s eyes were the lacking roster. Not only was it much smaller than the preceding Ultimate Marvel vs. Capcom 3’s roster of 50, it was also smaller than vanilla Marvel vs. Capcom 3’s roster of 36 playable fighters, with Marvel vs. Capcom: Infinite landing at only 30 selectable characters, despite seeming to reuse many of the assets from its predecessor.


    Even then, the roster size wasn’t the real issue — it was the roster selection. Capcom’s side was generally not too bad, with many of the most beloved and expected characters returning and even adding sorely missed ones like a Mega Man hero in X along with the big bad from the Mega Man X series Sigma.


    The Marvel side however… With a heavy focus on current properties to push the Marvel Cinematic Universe, there was also a massive shift away from what actually made the Marvel vs. Capcom series in its beginning — the X-Men.


    At the time, Marvel (or rather, their parent company Disney) did not have the movie rights to the X-Men or the Fantastic Four so any characters related to them were promptly ignored and kept off of the roster, much to the chagrin of many fans who had grown up with X-Men vs. Street Fighter or Marvel vs. Capcom 2 which was stuffed to the brim with mutant combatants.


    Adding to this disaster, there’s that quote that everyone keeps bringing up today even 8 years later about how characters are basically just functions which simply served to pour more fuel on the fire.


    Today, the situation is very different. After Disney’s acquisition of Fox, the X-Men rights entirely belong to Marvel as well as any rights to the Fantastic Four. The only rights that really matter which Marvel aren’t fully owners of for cinematic purposes are Spider-Man, and even there they have a beneficial deal with Sony which gives them a strong incentive to continue promoting the character and his universe, with three Spider-Man related characters playable in Marvel Rivals — Spider-Man himself, Venom and Peni Parker.


    As for the X-Men, there’s lots of them in Marvel Rivals and most of the old Marvel vs. Capcom favorites (except Sentinel) are accounted for with Magneto, Wolverine, Storm and Psylocke all participating in the roster.


    While the roster choices for Marvel vs. Cacpom: Infinite hurt it a lot and felt like a misguided attempt at leaning in too hard on the movies, this doesn’t seem to be any kind of concern anymore for Marvel games. Where character rights are concerned there aren’t any issues and looking at Marvel Rivals, it also seems like they aren’t too beholden to the Cinematic Universe iterations of the characters either, which is something I’ll delve into on my next point.






    I know a lot of people are likely to say “who cares about the music in a fighting game”, but honestly… A lot of people do. We’ve seen it time and time again with newer releases and it’s a large part of why many modern fighting games incorporate the soundtracks from older titles just in case you aren’t vibing with their new sounds.


    While it was far from the main sticking point in Marvel vs. Capcom: Infinite due to its plethora of other problems and PR disasters, the music was definitely an area where very few people voiced favorable opinions. After the Marvel vs. Capcom 3 soundtrack received massive praise from most players, in comparison Marvel vs. Capcom: Infinite didn’t do much for most.


    One main criticism was that they moved entirely away from classic themes for returning Marvel characters. Fighters like Captain America, Iron Man and Spider-Man who had been around for a long time in the series had their beloved themes entirely removed in favor of ambient music which was seemingly meant to relate to the more cinematic vibe of the Avengers movie themes… That just aren’t very pronounced in the way that video game music usually is.


    In general, the music was just lacking personality. The Capcom side also felt like a step down from what we’d seen in Marvel vs. Capcom 3, but it was at least based on the same themes we knew and loved from our characters. The Marvel music just felt foreign and lacking.


    With this latest Marvel game release, namely Marvel Rivals, the music is actually one of the points that really stays in your head after you play. The melodies aren’t lengthy, don’t exactly stay as entire themes, but there are memorable musical arrangements that definitely enhance the action on the screen.


    Of course my personal enjoyment of the music in Marvel Rivals is entirely subjective, but the main point is that it’s there to enhance the action rather than serve as a dull backdrop. Put short, it’s video game music. In a video game, that’s what you want.


    The fact that Marvel seem to have eased off in a big way from their seeming insistence that everything be tied deeply to their movie franchise is a very positive step for any future game projects from them, fighting games included.






    Whether it be the smaller roster, reused assets or just general low quality visuals compared to other projects, one thing was clear — Marvel vs. Capcom: Infinite’s budget was either smaller than it should have been or allocated in areas that didn’t shine.


    There were eternal memes on several character reveals including Dante, Spencer and Chun-Li (which was thankfully fixed before release, but still left a very bad mark on the game’s reputation) and overall, the game just did not have a very polished vibe as a result.


    On the contrary, Marvel’s current game projects whether you love them or hate them, have a lot of polish applied to them. Marvel Rivals is obviously the most recent example but you can also look at other Marvel games we’ve seen recently such as Insomniac Games’ Spider-Man titles or games like Marvel Snap.


    There’s a coherent vision to the game and it’s clear that budget has been properly allocated to make sure that the game actually appeals to players beyond just having Marvel characters, which leads directly in to my next point…






    Directly correlated to the budget and the coherent vision I mentioned is the consistent art style. Marvel Rivals shows a clear intention in its art style and even if all the characters might not look like your favorite version of the comic book characters, they very much feel like comic book characters first.


    This is exactly how Marvel vs. Capcom games used to feel and which the fan-made mod Marvel vs. Capcom: Infinite & Beyond strove to restore to Marvel vs. Capcom: Infinite as a whole. The consistent feeling of a comic book game was sorely missing from the original product, but this newest project Marvel Rivals has that in spades.


    It’s clear that whoever’s in charge of games at Marvel right now, or at the very least whoever set the green light for Marvel Rivals, has a proper understanding of what people want from their comic book games aesthetically and a good art style goes a very long way. In fact, a large reason why we remember the old Marvel vs. Capcom games so fondly is because of how good the original X-Men vs. Street Fighter and Marvel Super Heroes fighting games looked.


    A good art style doesn’t necessarily require a high budget, but it certainly doesn’t hurt a project either. The fact that Marvel seem to have gotten less stingy with their money for video game purposes would suggest that they not only care, or at the least hire people who care, about the products but that they also give them proper funds to work with to bring their artistic vision to light.






    Now this one is a bit more controversial and might end up rubbing people the wrong way if it does end up happening, but the dreaded “games as a service” that we keep hearing about is a reality and it’s not likely to go away any time soon.


    While this isn’t a format that’s been well-tested in the fighting game space yet (the only notable example being MultiVersus which is unfortunately shutting down after its 5th season), it is something we’re going to see more of as the upcoming League of Legends-based 2XKO seems to be aimed at a similar distribution model.


    Indeed, having free games where you pay for cosmetics and ongoing content isn’t necessarily something fighting gamers have vibed with so far, but that’s unlikely to stop companies from trying it and seeing if they can make it work. Given its success in other genres, it may well be possible to do so.


    Even paid games like Street Fighter 6 and Tekken 8 have incorporated parts of this method by having Battle Passes available to players in order to unlock extra content in the game, so it’s definitely not as far-fetched as some might imagine it to be.


    Given that Marvel Rivals achieved its great success while using this very model, I wouldn’t be at all surprised to see Marvel push for more of it, whether they decide to collaborate with Capcom again or go their own way with NetEase or some other partner for a fully Marvel-owned stab at a fighting game.


    Whatever the case, Marvel Comics approach to gaming seems to have changed significantly since the early days of the Disney acquisition and for Marvel fans? That’s honestly a very good thing. For fighting game fans? Well, that remains to be seen. But there could very well be something interesting in the pipeline to be revealed within the next few years.







    Source: Event Hubs

  • Classic Daigo Guilty Gear moment immortalized yet again in official Cup Noodle commercial











    An interesting commercial recently surfaced on the internet. This commercial is ultimately aimed at advertising Nissin Cup Noodles Chili Tomato, but BST|Daigo Umehara’s involvement in the ad is proving to be an effective way of catching the attention of the fighting game community.






    The gameplay and commentary depicted in the ad are based on a Guilty Gear team tournament that Daigo participated in over 14 years ago. Despite being mostly known as a top Street Fighter competitor, Daigo was able to surprise everyone by scoring a victory for his team that day.









    “Umehara ga kimetaaaaaaaaaaaa!” can be heard getting shouted by the commentator in both the ad and the actual clip that it’s based on. Needless to say, this amazing scene has become quite the meme in Japan.


    Of course, the advertisement has taken some creative liberties with what happened over 14 years ago. Rather than facing off against a Faust player, Daigo is instead fighting a cup of noodles within the game itself.


    Those responsible for the creation of the commercial have clearly paid attention to the small details. The combo that Daigo’s Sol Badguy performs in the commercial is similar to what he actually did in the tournament he participated in.


    Eventually, however, Sol proceeds to pull out a giant teapot with boiling hot water. He then opts to pour the giant teapot’s contents into the Nissin Cup Noodles.


    To finish off the match, Sol then activates a super that has him placing two giant slices of cheese on top of the noodle cup. We then cut back to real life with Daigo eating the cup of noodles.


    Of course, there’s a lot of yelling in the commercial as it’s trying to emulate the high energy of that tournament moment that’s become so iconic within the fighting game community.


    Check it all out below:



    Evidently, this commercial has caused Jiyuna to develop a hankering for a Nissin Noodle Cup.



    It’s interesting to note that the clips seen in the ad weren’t just simply edited into the commercial. It turns out that everything seen in the advertisement was recreated as some obvious differences can be observed.



    Here’s the original clip that this commercial is based on for comparison:









    Source: Event Hubs

  • Ease-of-use tier list created for the DLC characters of Street Fighter 6 by Diaphone











    Shortly after Street Fighter 6 was released, content creator Diaphone released an ease-of-use tier list for the game. Since then, Rashid, A.K.I., Ed, Akuma, M. Bison, Terry, and Mai have been added to the game as DLC.






    In one of his recent videos, Diaphone creates a new ease-of-use tier list focused on just the newly added DLC fighters. This type of information could be useful to anyone looking to buy one of the combatants added to the game post launch, but need to know who would best fit them before committing to such a purchase.









    As expected, it seems that M. Bison is seen as one of the easier characters to play in Street Fighter 6. In addition to having high damage output, the safety of his scissor kicks gives him access to a simple game plan that can be difficult to challenge appropriately.


    It’s interesting to note that Terry and Mai have also ranked in the “easy” tier category along with M. Bison. Thus far, all the Season 2 characters are said to be easy to pick up and play, but we’ll have to see if that holds up once Elena gets released.


    Ed and A.K.I. have both been indicated to have steep learning curves. At this point, both of these fighters have proven to be very relevant in the current meta thanks to changes going from Season 1 to Season 2.


    While Ed and A.K.I. do take some getting used to, they both appear to be rewarding once that initial difficulty curve is overtaken. As for Rashid and Akuma, they rank in the middle of the DLC combatants.


    Check it all out below:




    Diaphone's Ease-of-Use DLC Tier List image #1

    Diaphone's Ease-of-Use DLC Tier List image #2

    Click images for larger versions









    Source: Event Hubs

  • Unique Hara-Kiri animations modded into Mortal Kombat 1











    The Khaos Reigns update for Mortal Kombat 1 added the ability for players to finish off their opponents with Animalities. It’s been nearly 30 years since we last saw Animalities in Mortal Kombat Trilogy back in 1996.






    There’s another unique type of finisher that we haven’t seen in a good while. Indeed, the “Hara-Kiri” was first introduced in Mortal Kombat: Deception in late 2004. Unlike other finishers, the inputs for this are performed instead by the losing player.









    As implied by the name, the Hara-Kiri involves the losing player finishing themselves off. Though they’ll still ultimately lose the match, they’ll at least have the pleasure of denying the opponent the opportunity to perform their own flashy finale.


    Modders have apparently created some creative Hara-Kiri animations for Mortal Kombat 1. Considering that there are rumors circulating that post-launch support for Mortal Kombat 1 may be ending soon after the T-1000 get released, it’s unlikely we’ll see these officially incorporated into Mortal Kombat 1.


    Sektor apparently has an animation where he accidentally locks on to himself with one of his homing missiles. He frantically attempts to change his fate by pressing buttons attached to his wrist, but the missile ends up hitting him anyhow. Notably, this seems to be a scene depicting the Kameo version of Sektor rather than the playable character.


    Of course, many characters end up inflicting more pain to themselves than what’s really necessary. For example, Johnny Cage chooses to eliminate himself by… punching himself hard in the crotch. He ends up hitting himself with enough force to cause him to start spitting up blood before keeling over.


    Check it all out below:








    Source: Event Hubs

  • Daigo Umehara is going crazy over how good Mai Shiranui’s fan projectiles are in Street Fighter 6











    Mai Shiranui recently join the Street Fighter 6 roster. Players have been spending some time exploring what the character is capable of.






    Shortly after she was released, BST|Daigo Umehara considered maining Mai Shiranui due to how powerful she felt right from the get go. However, he would eventually have some doubts upon discovering that Mai’s fans aren’t able to properly collide with fireballs (or any other attacks), unless they get a boost from Mai’s level 1 super art.









    In a recent video, Daigo tried Mai Shiranui against actual players during one of his sessions. As Daigo had suspected, Mai appears to perform well against characters without access to fireballs.


    “I mean, this is even better than A.K.I.’s projectiles,” declared Daigo. “You get two mix ups in a row.”


    Despite being a “trap character,” Daigo noted that Mai’s game plan was a fairly simple yet rewarding one. Every time the opponent is forced to block her fan projectile, they get forced to deal with several mix ups.


    “It’s really obvious what her strengths are.” said Daigo towards the end of the video. “It’s like the developers are shouting at us: ‘These are this character’s strengths!’”


    Check it all out below:









    Source: Event Hubs

  • Server maintenance for Tekken 8’s 1.12 patch announced











    Server maintenance for Tekken 8’s 1.12 patch will take place on February 17, 2025 from 5:30 p.m. to 9 p.m. Pacific time, 8:30 p.m. to 12 a.m. Eastern.






    Bandai Namco did note that the schedule may be adjusted without prior notice, and that some online features may not be available during this maintenance period.









    Patch 1.12 will have a special round of the Tekken Fight Pass to mark the end of Season 1, along with items to commemorate the 30th anniversary of Tekken and the one year anniversary of the game.


    Also, collaboration items from Bkub Okawa will be included in a special round of the Tekken Fight Pass.



    For players that purchase a Premium Pass, an exclusive emote is coming that allows you to paint the lounge floor with the collaboration illustration, which you can see in the video below.



    You can read the prior patch notes for Tekken 8 ver.1.11.00 here.


    For those outside the United States, the patch update will take place on February 18, 2025 from 2:30 a.m. to 6:00 a.m. Central European Time and 10:30 a.m. to 2 p.m. Japan Standard Time.







    Source: Event Hubs

  • Limitations with Capcom’s arcade hardware helped lead to the creation of iconic mechanic in the Marvel vs. Capcom series











    The development of X-Men vs. Street Fighter was quite the iconic period of time for the Fighting Game Community, considering the developers abandoned game balance due to time constraints, and that a bug during the development process would later inspire the Variable Cross mechanic in Marvel vs. Capcom.






    Diving further into the development of the 1996 release of X-Men vs. Street Fighter, the game’s planner, Atsushi Tomita, decided to make the tag/switching mechanic the game’s selling point, which clearly worked out well for the long term health of the franchise.









    “For the tag/switch system, it was something that already existed in Pro Wrestling games. It wasn’t a particularly fresh idea and was something that anyone could’ve come up with (and they did, since Groove On Fight and Kizuna Encounter were released around the same time with such a system),” Tomita wrote.


    “Our approach was to not lose out against other similar games which led us to make the tag attack itself be an invincible move and free to use at any time so that players could experience the fun of it right away,” he added.


    The tag mechanic, and the systems based around this would become a huge staple in the Capcom Versus games after this release, where you saw things like Delayed Hyper Combos (DHCs) and other moves that involved using multiple characters to finish out attacks.


    At the time, Atsushi Tomita was worried about the CPS2 arcade board keeping up with other competitors in the scene. The CPS2 board was released in 1993, debuting with the arcade version of Super Street Fighter 2.


    “The CPS2 board already had weak capabilities compared to rival arcade boards at the time (about two to three years after its release) and felt outdated, but it was better than any others at having many objects (sprites) on screen at once, so we made use of that by making sure that no objects disappeared when you did team supers or similar things, and I think in that area we managed to have an advantage over our competitors,” said Tomita.




    Once they embraced the capabilities of the CPS2 board, the developers of X-Men vs. Street Fighter decided to make characters tagging in a major feature, which was a decision that has permeated throughout the Versus series lifespan.


    “Back then, we were just using the Marvel Super Heroes system, but halfway through we decided to make tagging/switching the selling point,” said Tomita. “I have nothing but gratitude for our main programmer Ikawa-san who took such an unreasonable request for an overhaul and made it reality.


    “For the tag pose, we just used the win or taunt poses, and while we originally intended to have different tag attacks for each character, the kick we did first fit so well that we figured it’d be good to have a systematic feel to it and made everyone come in with a kick,” remarked Tomita.


    “Making them all look as polished as each other seemed like it’d take too much development time, and also having them all look fairly similar felt like it would be easier for players to digest and adapt to,” he added.


    Another way in which the game changed during development was the Super Jump particle effect. This was originally a hit effect one of the development teams members made, but it fit much better around the super jump animations in the game, although it got there by mistake.


    “The sparkling little particles when you do a Super Jump in X-Men vs. Street Fighter was actually originally a hit effect that Mr. Sagata made, but we concluded that this doesn’t really feel like a hit impact so it won’t work,” said Tomita.


    “Then, we had some kind of issue with the programming and it showed up during Super Jumps. We weren’t quite sure of how that happened, but it looked nice so we just decided to make it a Super Jump effect,” Tomita noted about how a bug once again became part of the game.


    Working insane hours to make your visions come to life is nothing new in the video game industry, and the development of X-Men vs. Street Fighter was no exception.


    “It’s unthinkable in today’s climate, but Ikawa-san would always work late into the night and I’d always work hard to make sure I stayed up later than he did,” noted Tomita.


    If you want to go further, check out our Marvel vs. Capcom news section here on EventHubs, where you can find all of the latest news about the Capcom Versus series.


    A big thanks to Nicholas “MajinTenshinhan” Taylor for the translations that were used in this story.







    Source: Event Hubs

  • The first rule of Street Fighter 6’s Battle Hub is you can talk in Street Fighter 6’s Battle Hub











    What is it with rules and repeating them? I guess it helps solidify the knowledge in a whole different way.






    Well, here goes. The first rule of Street Fighter 6’s Battle Hub is you can talk in Street Fighter 6’s Battle Hub and talk they will, pretty much right from the moment you join that mode.









    You may not want to know what your opponent thinks of your tactics… maybe your inability to play… but some will tell you anyway.


    You’d be amazed at how salty two human beings could be at one another for an innocent-ish enough game of Street Fighter 6, but… there’s a certain rage releasing catharsis that takes place when you chat in Street Fighter 6’s Battle Hub. A way of blowing off steam, although some members may take it to the extreme.


    You may destroy your opponent, and they may leave a message for you that you don’t want to read, but you kind of do… because you’re curious.


    You may wish you’d gone back to training mode a little faster next time instead of hanging around for a GGs, which is usually what you see.


    But it’s possible to have an interesting discussion and gain insight into the match up you may not have known, especially in the sets that run long, you often find a more eager audience for discussion. This is something you never see in the game’s casual or ranked modes.






    FGC Celebrities and Pros can be found here on the regular, if you know where to look.


    I know numerous pro players who have anxiety about losing those precious ranked mode points, or Master Rate. Well known names in the community, besides me.


    I am personally at a lucky 1,777 (pictured above) ranked matched points, and I don’t want to lose them — but I might. But you don’t lose points in Battle Hub you only gain in-game currency at an increased rate on lit up machines. That gets you a bunch of goodies.






    There are people who roam here just for the lulz. Rarely playing, just doing stuff because… why not? There aren’t a lot of rules in the Battle Hub beyond…


    Sets vary in length, usually at key markers like either 2, 3, 5, 7 or 10 wins.


    Trolls take aversion to these rules to new heights, and you never know what you’ll get.


    You might get one and done where the other player uses random tactics and won’t do a runback, and then tell you to hold that L. You also may run a 30 game set in a match up you could use deep knowledge of, because not everyone in Battle Hub is a troll.




    I like decorating my avatar, and shockingly enough most people compliment me on it, especially when sporting Mai Shiranui’s dress.


    While I play Chun-Li in the game, my in-game avatar is actually modeled off of Rose, who’s my favorite fighting game character of all time. You see a lot of creative and… not so creative avatars out there.


    Battle Hub includes old Capcom arcade games on rotation, and you can find some of their best previous classics all on free play, or in high score mode.






    This is where the road gets murky… the word Hub and EHubs Shop goods is used for the first time in the series in a prominent way, but… only if you play this mode. Is it an homage to the longest running news website in the fighting game community, or just a coincidence?


    I looked into it, trying to see if it was just a coincidence in naming, or if our logos happened to be similar, or the font, and the answer there was a decided “Not really.”


    You would understand with the names so similar, especially ours having Hubs so prominently in it, why we would look there. But we’ve had multiple staffers look at this and haven’t had anything that’s stood out in our investigations.


    Bonus points in the comments below for Fight Club jokes/references.







    Source: Event Hubs