Category: Entertainment & Lifestyle

  • Multiple top Street Fighter 6 competitors vent frustrations over laggy setups after final Premier event, push for future change



    It goes much beyond this one tournament, however, and probably beyond just the PlayStation 5 too








    This weekend served as the final opportunity for many Street Fighter 6 players to earn a spot at Capcom Cup 11, but not everyone walked away feeling as though they weren’t really given the chance to perform at their best.






    The Kings of the World tournament served as the last offline Premier event of the Capcom Pro Tour 2024 season where some top competitors vented frustrations over laggy setups, which has been an ongoing issue in the scene for quite some time now.









    Current Evo 2024 champion FLY|Punk and the United Kingdom’s own Mouz|EndingWalker were the ones seen mostly leading the charge talking about the problems faced not only this weekend but a wider look at the offline space for SF6 in general.




    “That is easily the worst setup I have ever touched in my entire life,” wrote Punk on social media, who does not really tend to hold back on offering criticism for events he attends.


    “I know the venue is Samsung but I just realized the monitors is also Samsung im pretty sure that’s why they so bad I don’t know one person who has ever played on a samsung monitor,” he continued after finishing the tournament in 9th place. “CPT has to get standards I shouldn’t be flying 10+ hours to fight technical problems instead of my opponent.”


    Some point to PlayStation 5s being used as the main culprit of lag or setup issues. Some point to the monitors with various brands, models and configurations offering different play conditions (often times at the same event). And others even look to other hardware and circumstances like HDMI splitters and stream setups.




    The real answer, however, is multi-layered and likely a combination of all those factors and SF6 itself.




    It’s a problem that’s popped up even outside of open majors considering even the Sajam Slam finals at Twitch Con this year had to deal with lag on their stream setup.



    EndingWalker is apparently among the growing population wanting CPT and large-scale events to switch from PS5 over to PC while offering doubts on the console’s consistency and performance.


    “With this being end of season I think it’s finally time I share my opinion on this PS5 is not a competitive console,” wrote EndingWalker. “It’s inconsistent, laggy, the vast majority of Pro players use PC to practice. Flying 10 hours to go to a tournament and lose to the setup without learning isn’t ok.”




    There are quite a few players voicing their agreement with the young pro as well like former Capcom Cup champ SPY|NuckleDu hoping for PC to become the tournament standard for SF6, especially with more and more of the competitive community using that version personally.




    But things are obviously not quite that simple.




    PCs can work great for limited / smaller events like Red Bull Kumite, however, scaling that up to fit the needs of a major tournament drawing potentially thousands of players is a different beast.


    Although the debate’s been going for years now, that doesn’t change that PCs would still be more expensive for tournament organizers to acquire and maintain compared to consoles.


    And without standardized hardware, tools, configurations and more, PCs can offer up even more inconsistencies setup to setup while also potentially opening the door to more performance drops depending on the game (and its own configurations).




    PS5s did have inherently more lag on prior Unreal Engine 4 fighting games, and there was the issue of PS5 USB ports melting at Evo last year — though this SF6 season, there’s less indication that simply switching platforms would solve all the problems.


    One could try and make the argument that tournaments could try changing to Xbox Series X|S, but there’s a few other issues with that including new costs and no guarantee that performance will stabilize at a large enough factor to justify it.


    Moreover, Sony is part owner of Evo and a fairly major sponsor of fighting game tournaments now, so they’re less likely to back off pushing their own hardware to be used at events between the PS5 and Inzone monitors.




    We also should take a look at Street Fighter 6 itself to see if there’s something in the game that could be causing it to not play nice with PS5s or setups over time.


    Seeing these types of lag complaints is much rarer for Tekken 8, Guilty Gear Strive, King of Fighters 15 and other tournaments on the same hardware from everything we’ve observed (but that doesn’t mean they don’t exist).


    The hardware and software being run at these major events now are more complex and multi-layered than they ever have been before, and somethings just do not play nice with each other even if there’s no real hard reason you can pinpoint as to why.


    These ongoing lag issues in SF6 may not be easy to solve on a major level, but it’s something that tournament organizers are going to need to work together and use their smart heads to figure out some sort of improvements for future seasons.


    At the very least, organizers should have “fresh” PS5s on hand to switch to if the console does look like it’s presenting a problem.





    As Punk and EndingWalker mentioned above, there’s going to be less and less incentive for players to spend hundreds or thousands of dollars on attending big tournaments just to have suboptimal play experiences when they could just be staying with their personal setup at home.


    Nothing is ever going to be perfect, and offline tournaments are going to provide variation no matter what with all of the different hardware and work involved — but it should be low enough so that it doesn’t hinder the experience and competitive spirit.


    People can point back to arcade cabinets offering the best experience because the game performance would theoretically remain the same, but then controls and inputs are going to be different unit to unit.

    Even after all these years, it doesn’t look like PC is a fully viable option yet for open-bracket fighting game majors without standardized hardware and setups that won’t break the banks of TOs already running on paper-thin margins.


    The FGC may have to make due with trying to maximize what we have already or get creative with solutions like we’ve seen in the past.



    Image by Alexa from Pixabay.








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  • Final Fantasy 16 Director asks for Clive Rosfield to become regular Tekken roster member beyond Tekken 8











    Tekken is finally adding a new Final Fantasy guest character although it’s not Tifa Lockhart like most fans seemed to be expecting and asking for.






    Instead, Clive Rosfield as the main protagonist of Final Fantasy 16 is about to drop in Tekken 8 very shortly, but he could end up as more than just a guest someday.










    Some of the lead developers from both Bandai Namco and Square Enix came together for a multi-part series of Dev Talk videos to discuss how they brought Clive over to a fighting game and show off what he can do in action.


    In attendance were Tekken 8’s Main Director Kohei “Nakatsu” Ikeda, Yoshinori Takahashi (Tekken 8 Game Design Director and Soul Calibur 6 Director), Hiroshi Takai (Final Fantasy 16 Main Director) and Kazutoyo Maehiro (Final Fantasy 16 Creative Director and Original Screenplay).


    Overall, the Square developers appear to be very impressed with Bamco’s handling of the fiery prince with Takai noting he did not think it would be possible to include all of Clive’s Eikonic powers as well as Torgal’s attacks on top of it, but the team managed to pull it off in a way that hopefully won’t be too overwhelming for players.


    “All our team members, engineers, visual artists and animators played the original game and were so moved by its vision and quality that they were determined to include everything and really put their hearts into the project,” said Nakatsu in the second Dev Talk video.



    And while the third episode focused more on Clive’s customization options in the fighting game, they included a segment at the end for the devs to talk about the collaboration and what the project means to them where we got some interesting statements.


    Maehiro in particular says he’s also been a longtime Tekken fan and player for many years now as he sits in the studio with a Xiaoyu shirt on, but he had a request for the Bamco guys.



    “Since I’m changing my main character, I would be grateful if he could continue appearing in future numbered titles” – Kazutoyo Maehiro



    “Our Clive is appearing in Tekken, and as someone who has played the series for many years, I’m truly happy to see him implemented with such care by the Tekken development team,” said the Creative Director.


    “From today, although I’ve been using Xiaoyu for many years, I’ll be switching to Clive. However, since I’m changing my main character, I would be grateful if he could continue appearing in future numbered titles. So please, if you would be so kind…”


    Although he’s laughing while saying all of that, Maehiro brings up an interesting prospect we don’t often see in fighting games for a guest character to earn more of a regular spot on future rosters.


    There’s only a few examples we can even think of where multiple companies are involved being Mai Shiranui’s appearance in Dead or Alive 5 and 6 as well as Sonic the Hedgehog being kept as an inclusion in every Super Smash Bros. game starting with Brawl.


    The Tekken devs don’t seem opposed to this idea either.


    “If you’ll allow it, we can certainly consider making him a regular character,” replied Nakatsu.



    “Then I’ll do my best to keep hounding you to do so,” Maehiro concluded.


    It doesn’t seem outside the realm of possibility if both parties are down for it, but We’re still pretty doubtful that Clive could appear again in Tekken 9 and beyond.


    There’s always the licensing issues to consider and what Square Enix as a whole would want to do in the future. They obviously didn’t wish to keep pushing Noctis to return from Tekken 7, but instead went with the newest face in the series with Clive.


    Considering FF16 didn’t exactly set the world on fire in terms of sales as much as they hoped, the company may not be overly enthusiastic in giving FF16 more attention when there will presumably be something else that becomes the hot new thing (or they could always want to fall back on the classic icons from the franchise like that of Final Fantasy 7).


    Fans are probably never going to let go of wanting Tifa in Tekken.



    We also have yet to see how well Clive will truly mesh with the gameplay and world of Tekken since his large swordplay and use of multiple magical abilities make him an outlier in a setting full of technology and machines.


    If this were Soul Calibur, Clive would fit in almost without question, but Tekken is a different beast.


    Going outside of their comfort zone seems to have part of the appeal to bring in the Final Fantasy 16 representative in the first place, however, but is that enough to carry over through more than one game?


    Street Fighter’s Akuma out of anyone would have made the most logical sense to keep as a semi-permanent guest considering Bamco worked him into the main story of Tekken 7, but they obviously didn’t choose to go in that direction for the current game.


    So we’d say this is more on the line of playful banter rather than serious business propositions for now, but they’re certainly leaving the door open talking about this publicly.


    The other developers also had some nice things to say about the experience and final result that do have us hopeful that Clive will turn out as fun as the amount of effort they put into making him.


    Nakatsu:


    “While we’ve created many guest characters for Tekken before, this was undoubtedly our longest and largest production effort yet, and with the cooperation of many people from the FF16 team, I think we’ve created the best possible version of Clive, filled with both teams’ dedication.”


    Ryota Suzuki:


    “For this collaboration, the staff from both Tekken 8 and Final Fantasy 16 poured passion into their work, and I believe have created something special. I’m truly grateful for that. The Clive in Tekken 8 can be enjoyed even by Final Fantasy 16 players, and you can see sides of Clive that weren’t shown in FF16.”


    Yoshinori Takahashi:


    “While people might have an image of the Tekken team’s leader as a scary guy with sunglasses, we actually have many Final Fantasy fans within the team. So when it was announced that Clive would be appearing, the development team members were overjoyed, and they played the game, researched various aspects, and created him with great attention to detail. We’ve also made him easy to play, so we really hope you’ll try him out.”


    Hiroshi Takai:


    “Having Clive appear in Tekken has made me personally very happy, and I think the implementation has exceeded our expectations. I’m truly grateful, and I’d like to express my thanks to all the Bandai Namco Studio staff involved with creating Clive. I think there are Tekken players who haven’t played Final Fantasy, but please try playing as Clive, and if you find him interesting, we developers would be very happy if you could accept him as part of the Tekken 8 world.



    Clive is set to release as the final Season 1 DLC character of Tekken 8 on Monday, December 16, for pass holders though we don’t have an exact time yet for the new update.


    You can check out the third round of the Tekken Dev Talk below where these discussions take place starting around the 24 minute mark.












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  • Kings of the World’s character usage stats for Street fighter 6 demonstrate to us which characters are still strong after the patch











    Kings of the World held the final offline slot to qualify for Capcom Cup 11. Some of the best players in the world such as FLY|Punk, Falcons|MenaRD, Mouz|EndingWalker, Saishunkan|Higuchi, DFM|John Takeuchi, Falcons|NL, KC|Kilzyou, FNATIC|Chris Wong, Eva:e|Hikaru, VARREL|Moke, and Mouz|Problem X were either competing or gatekeeping that spot.






    Notably, this is also a big tournament that has happened after the December patch, which applied adjustments to every character in the game. By looking at the top 64 character usage stats for this event, we can get a good idea of which characters are looking strong in this new meta.









    Despite receiving some nerfs, Ken and Cammy are looking especially strong right now since they were each used six times as a main and once as a secondary. Chun-Li also performed well at the event with six competitors using her.


    Kimberly, Ryu, E. Honda, Blanka, Terry, Dhalsim, and Jamie have seemingly benefitted from some nice improvements considering that they are usually absent from events as big as this one. Whether it be from direct buffs or other challengers getting nerfed, these combatants are starting to showcase some better results than usual.


    Though M. Bison was seemingly hit hard by some nerfs, he was still used pretty frequently at the event. Thanks to the efforts of Falcons|DCQ, the fighter even managed to get as far as third place.


    However, Dee Jay, Manon, Lily, and Marisa still appear to be struggling as nobody wanted to use them in the top 64 portion of the bracket. It would seem that these characters will likely need more buffs in the future to be relevant.


    Check it all out below:



    • Ken – 6 (1)

    • Cammy – 6 (1)

    • Chun-Li – 6


    • M. Bison – 5 (1)

    • Guile – 5


    • Luke – 4 (1)

    • Akuma – 4 (1)

    • A.K.I. – 4

    • Kimberly – 4


    • Ed – 3

    • Juri – 3

    • Ryu – 3


    • Blanka – 2 (1)

    • E. Honda – 2 (1)

    • Rashid – 2

    • JP – 2

    • Terry – 1 (1)
    • Dhalsim – 1
    • Jamie – 1


    • Zangief – 0 (1)


    • Dee Jay – 0

    • Manon – 0

    • Lily – 0

    • Marisa – 0







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  • The original 12 from Super Smash Bros. 64 have perfect attendance thus far but some of them have nearly been cut before











    The Super Smash Bros. series has come a long way to where it is now. Indeed, the latest entry in the series, Super Smash Bros. Ultimate, has a roster made up of 86 characters.






    This franchise had a more humble beginning due to its starting roster of eight with four more fighters being unlockable. Since then, these combatants have been known as the “Perfect Attendance Crew” as they’ve returned for every entry.









    Super Smash Bros. Ultimate even manages to stimulate memories for longtime memories through its character unlocking process. Despite how massive the roster is, a player booting up the game for the first time will only have access to the original eight characters, just like in Super Smash Bros. 64.


    “There aren’t very many at first, but it is the same amount as the original Nintendo 64 game.” — Masahiro Sakurai


    “There aren’t very many at first, but it is the same amount as the original Nintendo 64 game,” said Masahiro Sakurai about Super Smash Bros. Ultimate’s initial character select screen shortly before the game was released.


    Needless to say, these eight to twelve challengers have become iconic for the Super Smash Bros. series. Fighters like Captain Falcon and Ness are now actually more known for their presence in Smash than their own origins.


    However, it turns out that there have actually been games in which a few of these challengers were almost cut from. In other words, some of the “Perfect Attendance Crew” came very close to losing their status of having perfect attendance.


    First off, it should be mentioned that Marth, Clefairy, Bowser, King Dedede, and Mewtwo were all considered for Super Smash Bros. 64 at various points in development. Some of them even had work done on them before getting scrapped altogether.


    Ultimately, it was easier for the development team to reuse parts from the original eight to add the unlockable Jigglypuff, Luigi, Captain Falcon, and Ness. Had any of the other fighters been added, the Perfect Attendance Crew would’ve ended up looking a little different.


    This status for Ness was nearly put in jeopardy as early as Super Smash Bros. Melee. Originally, Lucas, the protagonist for Mother 3, was intended to outright replace Ness in Melee. Ness was able to stay in thanks to Mother 3 for the Nintendo 64 Disc Drive getting canceled.


    With this in mind, it’s believed that Lucas probably would’ve just reused the moveset utilized by Ness. Since both Ness and Lucas are playable in Super Smash Bros. Brawl, Lucas ended up getting some different attacks.


    Meanwhile, Sakurai stated during the development of Super Smash Bros. Melee that he didn’t want to disappoint fans of Jigglypuff by cutting her. This seems to stem from how Pichu took the balloon Pokémon’s role as the series’ joke character, which apparently resulted in some of Jigglypuff’s moves receiving buffs.


    “The characters that are strongly involved in the main plot had to be characters that were confirmed to be in the game from a fairly early stage… If we had a bit more time, it might have been 4-5 characters, and if we had less time, it might have been zero.” — Masahiro Sakurai


    Regardless, Jigglypuff still ended up being nearly cut from Super Smash Bros. Brawl. Along with the balloon Pokémon, Wolf and Toon Link were just barely added in time, which is why the three of them don’t participate in the events of The Subspace Emissary.


    “These three characters were really on the brink of being cut,” said Sakurai of Jigglypuff, Wolf, and Toon Link. “The characters that are strongly involved in the main plot had to be characters that were confirmed to be in the game from a fairly early stage. But this time, there were characters that were confirmed midway during development, and characters that weren’t. If we had a bit more time, it might have been 4-5 characters, and if we had less time, it might have been zero.”


    It would seem that Sakurai saw Jigglypuff as less of a priority compared to other characters at this point in the lifespan of the Super Smash Bros. series. However, the process of cutting veterans started to become more difficult as time went on.


    In fact, Sakurai has described this process as being stressful “almost to the brink of death” during the development of Super Smash Bros. 4. This is due to the effect character cuts would have on the players that used them.


    “Whether it’s a minor character or a character that is one of the most highly skilled and most played, if that character is removed from the game, the people who live for that character in Smash Bros. are going to have their feelings hurt.” — Masahiro Sakurai


    “Whether it’s a minor character or a character that is one of the most highly skilled and most played, if that character is removed from the game, the people who live for that character in Smash Bros. are going to have their feelings hurt,” said Sakurai.


    It was likely that this mentality inspired Super Smash Bros. Ultimate’s theme of “Everyone Is Here.” For better or worse, however, Sakurai believes that this is something that could only happen once for the series. Having a sequel following up after Smash Ultimate will surely be a difficult thing to oversee.


    With how much the series has evolved over time, it’s unknown if the Perfect Attendance Crew will be able to maintain their status going forward. Unless Sakurai is developing Super Smash Bros. Ultimate Deluxe for that secret game project of his that he recently mentioned, cuts will inevitably have to happen.


    We’ll just have to see how things play out from here, likely once Nintendo is ready to unveil more details about the Switch successor.







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  • Marceline teaser dropped for MultiVersus before her character breakdown and release











    With Teen Titans’ Raven already available, Marceline of Adventure Time is slated to join MultiVersus as the second character of Season 4. It turns out that there are a lot of Adventure Time fans that have been anticipating Marceline’s arrival.






    Marceline is set to be released on December 17, 2025 with a new character breakdown dropping tomorrow. Leading up to these events, AJAX, community manager at Player First Games, dropped a short teaser showcasing the 1,000-year-old vampire queen of Adventure Time.









    Just like in the cartoon, Marceline tends to float around instead of walking. In terms of gameplay, this actually makes the character’s hurtbox a little taller in MultiVersus.


    During the teaser dropped by AJAX, Marceline can be seen interacting with Garnet and Harley Quinn before returning her attention back to Finn. Following this, Finn asks her if she remembered her “butt-kicking boots.”


    Towards the end of the the tease, Marceline is shown strumming her guitar. As of right now, it’s not known if this is an attack or a taunt, but an attack seems more likely considering how she’s sliding while doing this.


    Fans have also pointed out that this teaser manages to showcase a new emote being made available for Harley Quinn. She seems to be doing a little dance while making faces.


    Check it all out below:












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  • New visualizations show how Street Fighter 6’s overall and Master rank character usage has evolved since launch











    Every month, Capcom releases their own official batch of character usage stats for Street Fighter 6. Their various charts focus on online ranked matches and generally detail the character usage across different categories.






    Stat gatherer / chart maker AlietteFaye has released two new animated graphs that show how Street Fighter 6’s online character usage has evolved since launch. We see a graph for the overall character usage, as well as the statistics for Master rank specifically.









    “It’s been about six months since Street Fighter 6 had its big balance patch,” AlietteFaye began on Twitter. “Here’s a quick visualization of the character usage rates from launch until now.”


    The first animated graph begins with June 2023 (Street Fighter 6’s launch) and goes all the way through November 2024 (the latest batch of stats Capcom has released). There are some really interesting points showcased here, and things get particularly potent when new DLC characters start getting added.


    We see that right out of the gate Ken was leading the pack in usage by a large margin, and he maintained that lead all the way through March 2024. Ed would be released at the tail end of February 2024, and it was in March that his usage skyrocketed and he ultimately would be the first to dethrone Ken in usage.


    Ken would retake the #1 spot for some of April and most of May 2024 before Akuma dropped. But by late May and into June and July, Akuma would fly way ahead of the pack with an incredible amount of representation in online matches.


    You can view both visualizations below to see what other characters saw a lot of popularity over this last year and a half, as well as the more competitive end of things in Street Fighter 6 so far.











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  • Popular fighting game community content creators are having their accounts hacked and scammed at an alarming rate





    Posted by EventHubs • 2 hours, 14 minutes ago • Comments: 3







    In recent months, there has been a seemingly sudden uptick in scams and hacking going on in the fighting game community. Prominent figures in the FGC have been taking to social media to let fans and the rest of the community know that their identities and in several cases, their YouTube channels, are being hijacked and used for unscrupulous activities.






    Things came to a head this week as a handful more cases popped up, including the hacking of popular content creator Rooflemonger’s YouTube channel, and those affected have been actively discussing what happened to them and informing the people on how to try and avoid similar situations. So, what’s going on exactly?









    We started noticing a handful of scattered reports of prominent FGC figures being impersonated on Discord a few months back. In October, fighting game legend Justin Wong put out a tweet showing that someone had used one of his pictures as their profile picture and used a name that is a slight variation of his own to impersonate him and reach out to other users.



    Others, like Brian_F and JMCrofts, also came forward more recently to caution fans when being contacted on Discord or other social media platforms. Both content creators have had fans of theirs reach out to them to thank them for messaging them privately, which came as a big surprise considering it wasn’t actually Brian and JM, but people impersonating them to scam their fans.




    I have seen several claims of Discord scammers from various content creators in the FGC as of late, and each time it seems the goal of the offender is to gain the trust of the victim likely to trick them into giving up sensitive information about themselves.


    Beyond the Discord scammers, another big issue for FGC content creators has popped up in recent months. Prominent and successful creators seem to be having their YouTube channels targeted by hackers who ultimately aim to take over these platforms and use their reach to push the hackers’ latest scams.


    Jiyuna shared a tweet this week that lists out the main content creators here in the FGC that have all had their YouTube channels hacked in recent times. This includes the likes of the Birds (pro Street Fighter 6 players AngryBird and BigBird), Rooflemonger, HookGangGod, and more.



    What’s very interesting about these YouTube channels being hacked is that there seems to be a leading reason as to why and how this is happening. It’s not just a random data breach, but instead, several of the victims have claimed it’s stemming from deceitful and fake sponsorship opportunities.


    After BigBird managed to recover his YouTube channel, the pro player took to Twitter to detail what likely lead to the hack happening. Apparently, someone posing as a Corsair representative reached out to the player on Twitter to offer a sponsorship deal, which lead to a non-disclosure agreement (NDA) being signed via an online docusign website.


    Several of those who have been hacked have reported similar scams that lead to their YouTube channels being hijacked, and from what I’ve gathered, things basically break down like this.


    Someone takes on the identity of an actual representative from one of these major companies in our fighting game space (for products like headsets, microphones, streamer gear, etc.) by combing over the real social media and business profiles for these people.


    They create a legit-looking account based off of the representative’s details, use their profile pictures, and even have followers and a presence online (though digging deeper often shows that each account following these people tend to have very low or no followers themselves as well as other potential red flags).


    On the surface, though, they make things look as legitimate as possible, which eventually leads to DM-ing the content creator (usually through Twitter) and trying to set up a partnership deal.


    When the creator agrees, the scammer will send a link to sign an NDA through these DMs (which is another red flag as these things are most often done via Gmail). When the creator clicks the link, they are prompted to download the contract in order to sign it, and doing so actually downloads an executable program that gives the scammer access to the creator’s credentials.


    You’ll definitely want to read through the entire Twitter thread from BigBird below as he does a great job of detailing exactly what and how this happened to him.




    In the case of Rooflemonger, the hacker quickly locked him out of his YouTube channel and seemingly began deleting his videos in order to put their own videos up. This scammer was/is heavily pushing a crypto currency scam, and started live streaming shortly after the hack took place as a means of getting as much reach out of this opportunity as possible.


    Another popular content creator, Brian_F, just released a video that details this entire situation as well. According to Brian, he did not fully get scammed himself, but came about as close as anyone would ever want to get to it happening.


    Brian’s case was unique in that he had reached out to several streaming equipment companies in months prior to hopefully set up some partnership deals for his channels. One of these companies seemingly got back to him and had the same pitch and process as the scammers detailed above, but some of the aforementioned warning signs made Brian very suspicious.


    After doing a ton of research, Brian was ultimately convinced that the Zoho link he received to docusign the contract was authentic, so he clicked the link and hovered over the contract without actually clicking on it to download. When he did so, he noticed that the extension lead to an executable file, which is 100% not what is supposed to be there.


    An executable file, for those unaware, is what is used to install programs onto your PC. There is zero reason why downloading a contract PDF would ever logically use an .exe, and that is a clear sign that the link Brian was sent was indeed nefarious.


    After realizing this, Brian bowed out and took a closer look at the Zoho link he was sent. When comparing it to an actual docusign link from this website, he noticed a very slight variation in the one he was sent, which was full confirmation that it was indeed a scam.


    We also highly encourage you watch Brian_F’s full video below for maximum awareness.




    Lastly, HookGangGod — who was among the content creators who got hacked recently — shared a tweet today that provides an extra bit of crucial information you need to know.


    If you do end up going through this yourself and get your YouTube channel taken over, be sure to do this once you have recovered it.


    “Once you recover your YouTube account after they hacked it, check thru your permissions and see if they added themselves as a manager,” Hook begins. “They can steal it right back like this even after you delete cookies. They’ll add multiple accounts too.”











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  • Justin Wong lands a happy birthday, an insane infinite, and a perfect with a very unorthodox team all in this one Marvel vs. Capcom 2 clip











    At this point, I think it’s safer than safe to say that Justin Wong is a true master of Marvel vs. Capcom 2.






    The absolute fighting game legend continues to share clips of mind bending plays he pulls off in actual matches against unsuspecting online opponents that probably need to be studied. In his latest clip, JWong scores a happy birthday (KO-ing two characters at the same time), a crazy Hulk infinite, and a perfect, and it’s all while using a very unorthodox team.









    When you’re at the level of Justin Wong in Marvel vs. Capcom 2, there comes a time where you’ve played and locked down the top tier and most competitive characters so well that you eventually move on to exploring the lesser used and weaker fighters in the game.


    Justin is no stranger to putting together odd teams and finding potential with them, and this clip features exactly one of those teams. Using a squad of Jill, Hulk, and Juggernaut, Wong lands a devastating series of sequences that you have to see.


    The footage begins at the “FIGHT” message and sees Justin immediately begin pressuring the opponent with Jill on point. He creates a quick opening by delaying the Juggernaut assist, which leads to a swift meterless combo that deals about 35-ish percent of the opponent’s Sakura’s health.


    By this point in the clip, the match is already essentially over, which is… wild. After knocking the opponent down from that first combo, Justin goes for a crouching light on their wake up and connects, which leads into Juggernaut assist again.


    With Juggernaut taking a moment before actually pounding the ground and hitting the opponent, we see that they actually called their Morrigan assist at the same time, which also gets snatched up in the onslaught. And with that, both Morrigan and Sakura get taken for a ride into an air combo that ends with a Jill super into DHC into Hulk super into happy birthday they’re both dead.


    The madness doesn’t end there, though, as with Hulk now on point Justin lands the incoming mix up and secures the towering fighter’s upward tackle special move on the opponent’s final character. Because of how this tackle hit and the height of the follow up second attack, Justin is able to just keep doing this same move and the follow up over and over again locking the opponent into an infinite.


    This seldom seen Hulk infinite lasts 34 hits and 18 in-game seconds before Justin intentionally drops it right before the KO. He calls Juggernaut assist again and neutral jumps before countering M. Bison’s poke attempt with a jumping attack and closing things out.










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  • Nephew manages to activate Shin Bison during ranked matches in Street Fighter 6











    Giant Attack has returned to Street Fighter 6 with a fight against SiRN Bison, who effectively behaves as Shin Bison in terms of gameplay. This extra difficult fight will be available for players to participate in up until December 16.






    However, the method to actually unlock Shin Bison in a match has been patched into the game forever. Though players have apparently tried to explore practical methods of unlocking Shin Bison, it really is just a case of praying that the opponent allows you to do it.









    The only way to gain access to Shin Bison is to use hit the opposing character with the Backfist Combo. Following this, the M. Bison user must then fully complete the Easter egg taunt animation that has him counting down the Psycho Mine’s automatic explosion without interruption.


    In a recent video upload, Nephew first tries to exploit Street Fighter 6’s AI by defeating SiRN Bison enough times to unlock some special colors in Giant Attack. During the second half of the video, Nephew actually attempts to activate Shin Bison in ranked matches.


    Funnily enough, Nephew is actually able to find a few opponents that are “cool” enough to allow him to access to Shin Bison. There’s no real strategy to this as it entirely depends on whether the opponent allows it or not.


    In terms of Shin Bison’s gameplay, Nephew is able to demonstrate quite convincingly why M. Bison isn’t normally allowed to use his teleport or meterless reversal. Since Shin Bison’s teleport is so fast, players are able to use runaway tactics for long portions of the match without any real counterplay.


    Additionally, Nephew decides to liberally use the meterless reversal to blow up the opponent’s offense. It’s amusing to even see it getting used in neutral considering how less risky it is to use than a typical dragon punch special.


    Check it all out in the video below:









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  • The Nintendo Switch 2’s design has seemingly been leaked by an accessory manufacturer











    At this point, it’s been nearly eight years since the Nintendo Switch was released on March 3, 2017. The hybrid gaming device has been immensely successful for Nintendo considering that it has sold over 146.04 million units worldwide.






    As such, Nintendo fans are eagerly awaiting news for the Switch successor, unofficially dubbed as the “Switch 2.” Nintendo President Shuntaro Furukawa recently confirmed plans to unveil the Switch successor at some point within this fiscal year, which spans through March 31, 2024.









    Officially, not much is actually known about the new console, but Furukawa did later confirm that the device will feature backwards compatibility with the Nintendo Switch. This strongly reinforces the rumors suggesting that the Switch successor is slated to function as a direct upgrade over its predecessor.


    Dbrand, an accessory manufacturer, curiously released an image featuring their upcoming “Switch 2 Killswitch” case. Though Dbrand initially declared that they would not be answering any questions, they confirmed rather conclusively that this Killswitch case is indeed intended for the Switch 2 when Insider Gaming reached out for comment.



    “That is correct: it is the Switch 2 with our Killswitch case on it (similar in principle to our Killswitch for the Steam Deck, ROG Ally, and ROG Ally X),” responded Dbrand CEO Adam Ijaz.


    The image appeared to show the back of the Killswitch case, supposedly with the Nintendo Switch 2 encased inside. Later on, Dbrand showcased an animation of the Killswitch spinning, which gave us a look at the device from all other angles.


    From what we can ascertain from the Killswitch’s design, the Switch 2 will bear resemblance to the previous Nintendo device. However, some observable differences have been pointed out by fans.


    There’s apparently a new “C” button positioned around the home button of the right Joy-Con. This has prompted speculation that Nintendo might aim to attempt to bring back some Miiverse functionality with the new console.



    In an interview conducted by The Verge, Ijaz revealed that the case was designed based on the Switch 2’s actual measurements. He revealed that the new gaming device measures at “270mm wide, 116mm tall, and 14mm thick, with the console portion taking up 200mm worth of that width.”


    Indeed, this would mean that the Switch 2 is both larger and taller than the Switch OLED, though it should have about the same thickness. It’s also suggested that it’ll have about an 8-inch screen.


    Ijaz has seemingly confirmed a previous rumor that suggested that the Joy-Cons would be magnetically attached to the Switch 2. There will also be an ejection button at the top and back of the Joy-Con controllers. The controllers will still be detachable even with the Killswitch case covering the whole thing.


    However, Ijaz claims that he doesn’t know what the “C” button near the home button is for. It’s unknown if the screen is of the LCD or OLED design.


    Additionally, Ijaz notes that he doesn’t have any details about the television docking station or the device’s release date. Regardless, Dbrand is apparently aiming for a late March or early April release window for their Killswitch case.


    Previous rumors surrounding the Switch 2 reports that the gaming device will utilize NVIDIA’s DLSS feature, which should significantly improve the Switch 2’s performance compared to Switch.


    Playtonic Games recently dropped a not-so-subtle hint that Yooka-Replaylee is slated to be released for the Nintendo Switch 2. We’ve also heard from Masahiro Sakurai that he’s been working on a secret game project since April 2022, leaving fans to speculate that it could be a new game for the upcoming console.


    With all of this in mind, things are certainly getting interesting. Nintendo is clearly preparing for a big reveal likely sometime after the winter holiday season. We’ll just have to see how things play out from here.









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