Category: Entertainment & Lifestyle

  • If Quan Chi and Shinnok were playable in Mortal Kombat 3 this is what their Fatalities could have looked like



    The great WeaponTheory creates fan-made retro-style finishers for two characters who aren’t in the game








    Quan Chi and Shinnok are popular villains in the world of Mortal Kombat, but they didn’t make their debut until the 3D era of the series began. Both fighters became playable for the first time in Mortal Kombat 4, the franchise’s first venture into the world of 3D combat, so they missed out on being part of the iconic old school visuals style that the first three MK games brought with them.






    Though we missed out on what Quan Chi and Shinnok could have looked like in those older titles, very talented retro-style Fatality maker WeaponTheory recently released a couple of fan-made videos that imagine not only what the two villains could have looked like in a game like Mortal Kombat 3, but also some creative takes on their potential Fatalities.









    WeaponTheory has created numerous awesome Fatalities that look like they were pulled straight from the original Mortal Kombat games. The creator’s understanding for not only the overall look of these finishers, but the feel as well, is always on point and make for some really interesting what if Fatalities.


    In some of these latest works, Quan Chi and Shinnok get their own MK3 look and pull off devastating Fatalities that fit their personalities and move sets extremely well.


    Quan Chi’s would be Fatality is called “Bonejour,” and in this fan-made animation we see the sorcerer summon a skeleton from a portal and make it levitate in front of his opponent. Quan sends some of the skeleton’s sharpest bones flying at his foe impaling them in various places before hurling the skull (with magic) at the opponent’s head taking it clean off.


    Shinnok’s Fatality, “Fate Worse Than Death,” certainly lives up to the name and is quite a bit more elaborate than the former. In it, Shinnok vacuum’s the opponent into his amulet, which puts them into a horrible, never-ending purgatory of torture and pain.


    We see Raiden sent to a realm where a giant plant monster stabs into him with vines, then he’s sent to what is essentially a fiery fate in hell, and he even gets transported into deep waters where he struggles to breathe.


    This Fatality has beats that feel like something we’d see from a modern-day Mortal Kombat finisher, and it’s even cooler when it’s presented in the old school graphics style.


    Check out both of these awesome fan-made Mortal Kombat Fatalities below.














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  • Nintendo Switch players will be getting Guilty Gear Strive’s latest paid DLC character for free early next year











    Arc System Works has brought fans a Christmas gift this week in the form of an announcement regarding some upcoming free content.






    Queen Dizzy is Guilty Gear Strive’s latest paid DLC character on other platforms, but Nintendo Switch players will be getting access to her, free of charge, early next year.









    Strive is scheduled for release on the Nintendo Switch on January 23, 2025, and pre-orders are available now. Arc System Works took to Twitter yesterday to announce that the game’s latest DLC character — who is paid content on its current platforms and released back in October — will be released as a free update sometime in February 2025 on the Nintendo Switch.


    “Queen Dizzy confirmed as a free update content in February 2025!” wrote the official Arc System Works America Twitter account. “Queen Dizzy will be updated as a free content for #GGST Nintendo Switch Edition!


    “This free content is scheduled to be released in February 2025! Preorder now!” the tweet concluded.




    It does not appear that Arc System Works provided a reason why they’re aiming to give Strive’s latest DLC character to fans for free, but it’s likely that doing so will give players more incentive to pick up the game on the Switch console. It’s also worth pointing out that Dizzy will be about 4 months old by the time she comes to the Switch.


    Queen Dizzy is the first DLC character in Guilty Gear Strive’s Season 4 of content. She will be followed by returning fighter Venom (expected to release early 2025), as well as newcomers Unika (Spring 2025) and Lucy (Summer 2025) — with Lucy hailing from the Cyberpunk: Edgerunners series.










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  • New Virtua Fighter developers explain how they plan to compete with the likes of Street Fighter and Tekken











    The wonderful announcement from Sega earlier this month still resonates as the fighting game community has been speculating at what the recently announced new Virtua Fighter game will have in store.






    While we await more footage and information on the project, Sega executive Masayoshi Yokoyama and new Virtua Fighter project producer Riichirou Yamada sat down for an interview with Famitsu in which they both offered much insight on the endeavor thus far. We’ve translated some of the Japanese text thanks to efforts from our own Nicholas “MajinTenshinhan” Taylor, and you can read a segment about how Sega plans to compete with the likes of Capcom and Bandai in the competitive fighting game space below.











    “Fighting games have seen kind of a resurgence lately, but it’s not like that just happened out of nowhere,” starts Yamada to Famitsu. “During these last 10 years, the Street Fighter and Tekken series have gradually built up to this. So our first question was, ‘if we face them head-on, will we be able to catch up’?” he wonders.


    This reflection shows the immense challenge Sega faces in trying to re-enter the competitive fighting game arena. Street Fighter and Tekken have decades of legacy and huge player bases. Yamada’s honest acknowledgment of this battle indicates the awareness of the tough road ahead, and the strategic planning needed to make Virtua Fighter stand out.


    “But with that said, Virtua Fighter is a competitive fighting game series at its base. We were trying to make a plan that’s an extension of that and surpasses it, so when we established the project our first goal was to make a game that isn’t simply limited to the role of competitive fighting game, but makes a lot of people play it,” continues Yamada.


    Famitsu goes on to directly ask about how the team plans to make Virtua Fighter a shine as an option in the midst of the raging momentum both the Tekken and Street Fighter franchises are currently experiencing.


    Yokoyama takes on the tough question, saying, “I can’t give specifics on how exactly we’d be battling against them, but with our executive producer Utsumi I had this conversation,” he begins.


    “‘Say you want to go out and eat in the middle of winter and you head to a pub which has a 4.8 out of 5 score. However, they only have 8 seats and all seats are full. Would you line up there?’, he asked me. No matter how delicious the food may be, when you have no idea when the other customers will leave, I wouldn’t stand there and wait. So of course, I responded ‘I wouldn’t’”, he continued.


    “‘But if it’s a food court, no matter how crowded it is, you’d line up, right? Because you know seats are going to be opening up. But at a small place where you don’t know, you won’t. So at that point, you’d either have to change which restaurant you’re lining up at, or you’d have to change the restaurant itself. Please do that’, he told me”, said Yokoyama.


    This extension of the metaphor suggests that the key to Virtua Fighter’s success will be in its ability to offer players more than just “a seat at the table.” Sega needs to present the fighting game as something with ongoing, evolving appeal—one that doesn’t require a long wait or uncertainty, but an experience that’s continually accessible and rewarding.


    With Street Fighter 6’s World Tour Mode and Tekken 8’s story and Tekken Ball modes, for instance, Sega will have to be extra creative in this arena. Yokoyama further clarifies the concept using examples from another genre.


    “I also use a lot of examples like this, so to me it made sense,” he continues. “From the start, the Ryu ga Gotoku (Like a Dragon/Yakuza) series came about in the same way. Without changing the story focused action adventure genre of the ‘restaurant’, we brought in the culture of city nightlife and the seedy underbelly of society which made it different from other restaurants and turned into somewhere where adults gathered.”


    Yokoyama’s analogy shifts here to the Yakuza series, offering insight into how Sega has successfully revitalized other franchises by adding unique cultural and narrative layers. This could be a sign that they aim to do the same for Virtua Fighter—taking the base formula and adding distinctive features (perhaps story or unique modes) to make it stand out in a crowded marketplace.


    “So what do we do for our current mission? Taking an overview of Virtua Fighter, a certain unique aspect presented itself. For me, I looked at Virtua Fighter without prejudice and my impression was ‘a plain and stoic battle video’. There’s nothing wrong with its base as a fighting game, but it’s far too straightforward. There’s no projectiles even. You can even compare it to the Ryu Ga Gotoku (Like a Dragon/Yakuza) series and see that it’s very plain in comparison to the latter’s effects and showiness.”


    “But if you look at it from a different perspective, this could be turned into a strong point instead. Even if the action is supernatural, at the end of the day it’s regular humans who are hitting each other and if you pair that with a very real story, it’d fit perfectly well together. What I’m saying is, the reality that Virtua Fighter had been so obsessively focused on for its 30-year history could be paired with a very realistic setting and realistic surroundings to make it shine even brighter,” he finished.


    Let us know what you think of Virtua Fighter’s chances against its more prominent competitors in the comments section below.








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  • 5 of the most bizarre guest character choices in fighting games











    Guest characters have been a thing in fighting games for quite some time now, but while having the likes of Spawn or Link join Soul Calibur was a head turning event back around 2002, the practice has become both commonplace and expected here in 2024.






    In his latest video TrueUnderDawgGaming examines five of the most bizarre picks for fighting game guests, the majority of which have rolled out in the last few years.









    The big news in the world of Tekken 8 right now is the recent reveal of Final Fantasy XVI’s Clive Rosfield as the game’s latest DLC character. Though Clive fits well enough into the visual style and presentation of Tekken, fans are still preoccupied by the peculiarity of the pick.


    Final Fantasy is a major franchise and Clive is the latest protagonist, but there are a few other characters that audiences would easily be more welcoming to thanks to their longstanding charisma. It feels as though developers might be trying to promote Final Fantasy XVI instead of going for more iconic figures, a choice that further alienates those who suppose it’s indeed what’s going on.


    Clive is actually faring quite well right now as far as the Tekken 8 tier list goes, proving to excel at 3D combat as he’s imagined in the Tekken space. As True Under Dawg points out, it’s interesting to see how a character who checks so many boxes on the surface still isn’t being warmly welcomed.


    True goes back over 20 years for his list, sometimes bringing up characters that were surprisingly successful despite the fact of their being completely out of place. One of the characters on the list has yet to actually come out yet, but there’s already a wide community conclusion that this fighter will flop.


    Give the video a watch and then let us know in the comments what you think of these picks and if there are other guests who you think never should have happened.









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  • Based on Capcom’s previous patterns, here are four types of DLC characters we’re likely to get for Street Fighter 6 Season 3











    Only half of Street Fighter 6’s Season 2 has rolled out as we’re getting ready for Mai Shiranui to drop early next year, but speculation about the four DLC characters who might be selected for Season 3 is now in the air.






    In a relatively rare turn of events, we don’t have tons of likely leaks showing Capcom’s hand early, but that doesn’t mean we have no inclinations as to who is most likely to pop up next. In his latest video, MC Mura has been doing some SF6 sleuthing to tease out patterns and concepts Capcom is likely to follow when choosing their next four newcomers.









    While he does offer his personal picks near the start, this is not at all a wish list video. Mura arranges relevant information and lays it all out for us as he first divines four categories of characters in terms of the boxes they check. You’re never going to make everyone happy, of course, but you can check some general boxes in an effort to make as many people as happy as possible.


    We’re not talking fighting styles, either, so this isn’t a list that includes single representatives from the shotos, the charge characters, the defensive fighters, and the zoners, for instance. Instead, Mura goes a little more meta with his picks, looking at some of Capcom’s choices thus far to inform their future ones.


    Season 1’s A.K.I. is a good example of a redemption or second chance take at a previously failed combatant. In this case, Street Fighter 5’s F.A.N.G was a widely new style of fighter with his damage over time mechanic, but failed to capture interest. Instead of abandoning the idea, developers created an extremely similar character functionality-wise, (A.K.I. is F.A.N.G’s pupil) with more charisma and a different personality.


    Many one and dones from Street Fighters passed come to mind here, as we could see Capcom’s second chance takes on figures like Rufus, El Fuerte, or Necalli. Developers could also just bring these misfits directly back with a somewhat updated style, though their very names might be too big of turn offs for seasoned fans.


    Check out Mura’s full video to hear all his interesting thoughts on SF6 Season 3 potential and then let us know in the comments what you think of his ideas and who you most hope to see when Capcom does eventually reveal their next batch of DLC additions.










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  • Losing at Street Fighter 6? You might be too focused on footsies











    Of course, in addition to being the strongest single indicator of player skill, footsies are the most pure, fundamental, and important part of Street Fighter gameplay. What if, however, someone told you that both your focus and reliance on footsie play in Street Fighter 6 was robbing you of potential wins on a regular basis?






    Content creator Chris F has dared to go out on a limb in his latest video and publicly proclaim that footsies might not be all its chocked up to have been; at least not when it comes to the way the community tends to talk about it.









    Infil’s goated fighting game glossary starts its “footsies” definition with: “A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes.”


    Footsies takes place when both characters have the most freedom to do the most things, where potential is at its maximum in a given fighting game round, and where advantage is widely mined out of smart strategy.


    To thrive in this part of the fight is certainly to have immense advantage, but has the fighting game community put such great an emphasis on this nebulous concept that players have become distracted from or even encouraged against fleshing out other, arguably more important, facets of gameplay?


    At least when it comes to Street Fighter 6, Chris F would say it has. In his new video Chris reminds us of the power of learning our characters’ post-footsie strategy and set play, which he divines might be a crucially missing piece of a lot of players’ puzzles.


    The argument is by no means to cast footsies by the wayside, but if you’ve been struggling to be as consistent as you’d like to be in Street Fighter 6, it very well might be that you need to re-balance your approach and work on refining other parts of your play even beyond the almighty footsies.









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  • The game’s one and only global champion tries out the new Marvel vs. Capcom Infinite & Beyond mod











    Marvel vs. Capcom: Infinite’s rough history is well known within the fighting game community. To put it as succinctly as possible, the game was not well received by fans due to its various issues (including poor visuals and roster), and as a result, the game didn’t get a lot of support — both on the content end of things and the competitive side.






    With that having been said, Marvel Infinite only really got one limited go at the pro tournament circuit venture in the form of the global Battle For The Stones series, and the winner of this circuit’s finals was none other than Cloud805 making him the only world champ for the game. With the new Marvel vs. Capcom Infinite & Beyond mod now out and in the hands of the public, said champ has taken the time to sit down and try out the game’s newest offerings and share what all he thinks about it in a new video.









    To elaborate a little more on MvCI’s competitive history, the Battle For The Stones circuit (which acted as a much smaller scaled Capcom Pro Tour for the game) consisted of six Infinity Stone Tournaments and three online qualifying tournaments.


    The highest placing eligible players from each of the aforementioned events secured a spot on the finals line up, and the other spots were populated by Marvel vs. Capcom series Evo champions who were invited to compete.


    Cloud would ultimately earn a spot at the finals by winning Red Bull Proving Grounds 2017, and in December 2017 would win the finals over NYChrisG. On top of this, the Evo tournament series never ran Marvel vs. Capcom: Infinite as a main stage game, which means that the Battle For The Stones finals really was the only place we ever saw a global champion crowned.


    That champion has now jumped into Marvel vs. Capcom Infinite & Beyond, and right out of the gate Cloud takes the time to do a few comparisons to the old visuals with the new and improved graphics style.


    He goes on to discuss some of the balance changes that have been made in the new mod, and then jumps into actual matches to dust the cobwebs off and see how he fairs after returning to the game.


    You can check out Cloud805’s full video on Marvel vs. Capcom Infinite & Beyond below.










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  • Dio battles Goku in crazy impressive Dragon Ball FighterZ mod that incorporates the JoJo villain’s Stand and abilities



    Though his perfect opponent is of course Hit








    Even though most of the attention on fighting game mods has been going to Marvel vs. Capcom: Infinite & Beyond lately, there’s a new challenger in town that should make both Dragon Ball and JoJo’s Bizarre Adventure fans pretty happy.






    Dio has now unofficially joined the roster of Dragon Ball FighterZ via an impressive new mod that brings the JoJo villain to the tag fighter with his own unique moveset.









    For an extra special Christmas present, Kongmeng dropped the trailer and actual mod for Dio now, and he can do some really crazy stuff.


    After around a year of work, Dio can now take on the likes of Hit and Goku with abilities unlike anyone else in the game.


    Dio of course fights alongside his Stand, The World, but he essentially has two different modes when fighting alongside his big yellow friend or by himself.


    That means two entirely separate sets of normals and specials at his disposal, and Dio can cancel any of his applicable normals into the Stand ON mode at the cost of half a bar of meter.




    Kongmeng even went through the trouble of giving Dio another unique mechanic called Stand Rush where the baddie can freely act while The World is attacking at the cost of a bar.


    And of course it wouldn’t be Stardust Crusaders Dio without the ability to stop time as well.


    Dragon Ball players have been going a bit nuts with this new mod in the hours Dio’s been available so far and showing off his wild combo capabilities.




    Kongmeng based this version of Dio on his appearance in JoJo’s Bizarre Adventure: All-Star Battle and Capcom’s Heritage for the Future, so fans of either of those games should see some familiar moves reworked to fit into DBFZ.


    This is also just kinda making us want a real JoJo’s fighting game from Arc System Works like they already did with Persona 4 Arena.


    You can check out the trailer for Dio in Dragon Ball below, and more information about the mod can be found on Kongmeng’s Gamebanana page.












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  • What happens to the unplayable boss characters when the developers gives them to the players in fighting games?











    Before they came to the consoles, fighting games originated at the arcades. As such, developers had a tendency to develop unplayable boss characters that were essentially designed to suck in more of the players’ quarters before they reached the end.






    Of course, this meant that these bosses were intentionally designed to be stronger than the roster of fighters that the users were allowed to choose from. One way or another, however, many of these boss characters ended up becoming playable.









    A few months ago, MrMixtape released a video that went over a few of the bosses that eventually became playable characters. For the most part, these characters went from being unreasonably overpowered, to being more inline with the rest of the roster in the games that they existed in.


    X-Men: Children of the Atom served as the first fighting game developed by Capcom that involved the Marvel intellectual property. Magneto ended up serving as the final boss. Since he initially wasn’t intended to be used by humans, he was designed to be ridiculous.


    Funnily enough, Magneto had access to a super that basically made him invincible for a full 15 seconds. Needless to say, this synergized well with his homing, unblockable special.


    When Magneto was made part of the base roster for Marvel Super Heroes, he was expectedly toned down. Ultimately, Magneto was considered to be fairly weak overall, but he did end up making a comeback later during the Marvel vs. Capcom entries. Even though Magneto would have his time as a top tier, there was at least a sense of fairness to him, which is something that couldn’t be said of his boss incarnation.


    Similarly, Gill in Street Fighter 3 was intentionally designed to blatantly be a better version of Urien. Additionally, while every character in Street Fighter 3: Third Strike had to choose between one of three different supers at the start of each match, Gill was the only character that was armed with all three of his supers at once.


    Though Gill could technically be unlocked in certain versions of Street Fighter 3: Third Strike, he was banned from competitive play. Indeed, he was way better than the rest of the cast.


    When Gill was added to Street Fighter 5, he was completely reworked compared to his previous iteration. Funnily enough, Gill was generally considered to be a low tier in Street Fighter 5. He was even outshined by his supposedly weaker brother, Urien, in that game.


    Generally speaking though, even when developers nerfed bosses to be usable by humans, they often ended up still being a little strong. Of course, there were also times that players were able to get access to boss characters without any reductions. When this happened, they were almost always banned from competitive play.


    Check it all out in the video below:









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  • The competitive history of Mortal Kombat’s first protagonist analyzes his strength in every game he’s been in











    The Mortal Kombat series first made its debut over 32 years ago with the actual Mortal Kombat 1, and over the last three decades it has seen a myriad of different titles released. The majority of these games have been competitive fighters, which means each one that was had its own set of playable characters, and naturally, high tiers and low tiers.






    The masterminds behind the PND Ketchup & Mustard YouTube channel, Ketchup and Mustard, have put together another excellent video that closely analyzes the competitive history of a character from the series over the course of the entire franchise’s history. Today in the spotlight is none other than Mortal Kombat’s first-ever protagonist and hero, Liu Kang, and we learn how good (or not) he was in each game he was playable in.









    As the condiment-named commentators / content creators note, Liu Kang in Mortal Kombat is traditionally and consistently a good character when it comes to competitive play.


    The Earthrealm defender has been in every mainline Mortal Kombat title over the last 32 years with the exception of one installment. He was not a playable fighter in Mortal Kombat: Deadly Alliance for… reasons (he was canonically dead).


    In the games he does appear in, however, Ketchup and Mustard explain that the fighter tends to be fairly strong. Liu Kang is generally designed to be a character that is easy for newcomers to pick up and play, but also rewards players for putting in real time with him.


    The original 1992 Mortal Kombat marked the debut of Liu Kang, and in this title he happened to be one of the best characters in the game. All of his normal attacks are decently good, and he only has two special moves in this game with one of them being his flying kick, and this attack is particularly strong due to how fast it is and how slow the game is overall.


    Jumping all the way to the other Mortal Kombat 1, it’s explained that Liu Kang has never really been weak in this title though his placement on the tier list is often debated.


    He’s still a jack of all trades, he jives well with a lot of different Kameo Fighters, and he still has his trademark attacks, though some function and even look a bit different, but with all of that having been said he is usually considered among the stronger characters overall.


    You can check out the full analysis of Liu Kang’s competitive history throughout the Mortal Kombat series below.









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