Category: Entertainment & Lifestyle

  • Capcom vs SNK comic book revealed as Capcom Fighting Collection 2 pre-order bonus though probably not for everyone



    It’s apparently going to be longer than the Marvel vs. Capcom one too








    Capcom fighting game fans have been eating pretty good lately between Street Fighter 6 and the Marvel vs. Capcom Fighting Collection, and that’s going to carry over into 2025 too.






    The Capcom Fighting Collection 2 is set to release sometime next year, and we just got our first look at what players can get their hands on for picking up the game physically.









    Announced today, a Capcom vs. SNK comic book is being offered as the pre-order bonus for the upcoming compilation, which makes sense considering they just did the same thing for the Marvel vs. Capcom Fighting Collection.


    The company showed off the first look at what is presumably the cover art featuring Ryu and Kyo Kusanagi up front followed by Samurai Shodown’s Haohmaru and Rival Schools’ Kyosuke.


    And then instead of Mai and Chun-Li squaring off in the back, they have Morrigan stepping up to the plate instead.


    Their post also confirms the comic book will be 48 pages long, making it quite a bit longer than the Marvel one they just released that had 32 pages.






    Capcom Fighting Collection 2 comic book image #1

    Click images for larger versions


    Considering they say the comic will come packaged in the box, that means it’ll also likely be quite small like the MvC comic as well to fit in the Nintendo Switch box.


    One of the other major complaints Capcom received about the current comic was that it was only widely available to buyers in the United States / North America with little communication beforehand, so they’re getting out ahead of that now by saying other regions are to be announced.


    Another point of interest is only the PlayStation 4 and Switch versions are listed here as getting the comic.


    Obviously the PC version isn’t getting a physical release, but this makes it appear as though the Xbox version will not be launching alongside the others or will not have a boxed copy available.


    This comic is also being handled by Udon Entertainment instead of Marvel staff unsurprisingly.


    The Capcom Fighting Collection 2 is set to include eight titles in total between Capcom vs. SNK, Capcom vs. SNK 2, Capcom Fighting Evolution, Street Fighter Alpha 3 Upper, Power Stone, Power Stone 2, Project Justice, and Plasma Sword.


    An official launch is slated for sometime in 2025 for the PS4, Switch, Xbox One and PC though no solid date is set yet.










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  • The visual guide for Street Fighter 6’s newest patch covers every character and spans over an hour











    The December 2024 patch for Street Fighter 6 dropped just yesterday. Though this was advertised to not be quite as major of an update as the Akuma patch, substantial balance adjustments were made for every single character.






    As such, this latest update is sure to have a dramatic impact on the meta as many top tiers were nerfed while other characters received noteworthy buffs. However, it can sometimes be difficult to truly ascertain what the changes will ultimately do simply by reading over the notes.









    Rooflemonger has recently uploaded a lengthy visual guide that goes over the biggest adjustments. Since there are a lot of changes, the video spans for over an hour long.


    For Luke, his Overdrive Sand Blast follow up will now cause a wall splat. This is mostly good for corner combos. During Rooflemonger’s video, it’s showcased how Luke can really bully the opponent in a fireball war by cancelling the Fatal Shot follow up into his level 3 super art or Critical Art, and have it connect at a pretty decent range.


    Ryu seems to be one of the big winners of the new update. One thing that really has Ryu enthusiasts excited is how there is no longer a gap after cancelling his crouching medium kick into a fireball. Needless to say, Ryu’s fireball game feels substantially better compared to other Shotos.


    Rooflemonger also goes over just how much easier it is to perform an anti-air against M. Bison’s Devil Reverse. Before this patch, M. Bison effectively had a free method of always getting in on the opponent with good frame advantage.


    Check it all out in the video below:









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  • There’s only one known unrepresented series that has never had a character join since getting scrapped in Super Smash Bros.











    It’s still crazy to think that Super Smash Bros. Ultimate is made up of a roster consisting of 86 gaming icons. Most of these characters are actually just returning veterans thanks to the title’s “Everyone Is Here” theme, but there are also some really notable newcomers such as Simon Belmont, Joker, Banjo-Kazooie, Steve, and Sora, just to name a few.






    In total, there are about 37 different gaming series represented on Super Smash Bros. Ultimate’s character select screen (counting series like Yoshi, WarioWare, and Dr. Mario as being spinoff series of the Mario franchise). However, it’s interesting to note that there was almost a 38th series as one character was seemingly scrapped from a previous entry who hailed from a game that has yet to see actual representation.









    By data mining Super Smash Bros. 4, a Rhythm Heaven character emblem can be found within the programming. Unfortunately, this emblem goes unused within the actual game.


    Prominent leakers and insiders at the time suggested that the Chorus Kids from the Rhythm Heaven series was planned to be part of Super Smash Bros. 4’s roster. For unknown reasons, this fighter was seemingly scrapped.


    In the Rhythm Heaven minigame “Glee Club,” the player only plays as one of three Chorus Kids. The user is effectively tasked with synchronizing their taps on the screen to “yap” in coordination with the music.


    Should the player’s timing with their taps be incorrect, the other Chorus Kids will display disappointed and annoyed looks. Ultimately, the gamer functions as just one-third of the Chorus Kids in this minigame.


    It’s been theorized that the Chorus Kids would function similar to the Ice Climbers. Instead of being made up of two fighting bodies, the Chorus Kids would theoretically consist of three, though with a much simpler moveset compared to the Ice Climbers.


    If this is truly what was planned, then we might have an idea as to why the Chorus Kids ended up getting cut in Super Smash Bros. 4. Their situation was likely similar to that of the Ice Climbers’.


    It turns out that the Ice Climbers were functioning well on the Wii U version of Super Smash Bros. 4. However, major technical hurdles arose when trying to implement the hammer-wielding duo into the 3DS version.


    Since Masahiro Sakurai was adamant about keeping the rosters the same between the Wii U and 3DS versions of Super Smash Bros. 4, he made the decision to cut the Ice Climbers despite them appearing in the previous two entries. At the time, Sakurai justified this as being fine to do since the Ice Climbers hadn’t had a new game in their franchise for quite some time by that point, so they weren’t seen as being a particularly high priority.


    Considering that the developers couldn’t get a duo to work as a playable character in the 3DS, there was probably no hope for a trio either. With this in mind, the roster of Super Smash Bros. 4 would’ve looked a little different if not for the 3DS version, which ultimately would’ve also affected Super Smash Bros. Ultimate with its “Everyone Is Here” theme.


    Though the Chorus Kids could’ve worked as a likely concept from the Rhythm Heaven series, it’s never been outright confirmed that they were indeed planned to be playable. Some fans theorize that we could’ve had a character like Karate Joe join instead, but that wouldn’t explain why the Rhythm Heaven rep got cancelled.


    Of course, while there are plenty of signs that point towards the possibility of a Rhythm Heaven character being planned at one point. it’s worth noting that Masahiro Sakurai has never once confirmed this. The most compelling evidence supporting this idea is the data mined Rhythm Heaven character emblem and the leakers at the time (who were correct in a lot of instances, but wrong in others).


    In previous games, there have been characters like Takamaru, Mach Rider, Ayumi Tachibana, Balloon Fighter, Urban Champion, Bubbles, and the Excitebiker that were considered for playable slots that would’ve hailed from series that are currently unrepresented in Smash, but these characters were never developed to the point of getting a character emblem within the games that they were planned for.


    Other characters like Solid Snake and Sonic were actually planned for Super Smash Bros. Melee, but wouldn’t join the roster until later in the series. With that in mind, this mysterious Rhythm Heaven rep is the only instance of a series never seeing representation after development plans had been scrapped.


    With the way time has passed, the Rhythm Heaven series has only become more obscure, reducing the chances of this combatant ever making a comeback. Fortunately for fans of Rhythm Heaven, this doesn’t necessarily mean that it can’t still happen some day.


    Considering Sakurai’s passion for surprising fans with unexpected characters like Mr. Game & Watch, R.O.B., Wii Fit Trainer, and Piranha Plant, perhaps we’ll finally see what was planned for that Rhythm Heaven representation in a future entry.


    Nintendo President Shuntaro Furukawa recently confirmed plans to unveil the Switch successor sometime during this fiscal year, which concludes on March 31, 2025. We also know that Masahiro Sakurai has been working on a secret game project since April 2022.


    Many fans have been speculating that Sakurai could be working on the next entry in the Super Smash Bros. series as either a launch title or a game that will launch early in the Switch successor’s lifespan. If that happens, we’ll be sure to listen out for that all too familiar “yap” sound at the start of every trailer.







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  • Ryu might finally have the best fireball game of all the Shotos in Street Fighter 6 after his latest buffs











    Street Fighter 6 just received its latest supposedly not large balance update (that turned out to be quite large after all) and the community is currently plugging away at trying to figure out what all the changes mean. Every character on the current playable roster received changes in some capacity, and among those who got the better hand was none other than classic Street Fighter poster boy Ryu.






    The iconic and first-ever Shoto character has been struggling with a bit of an identity crisis in recent years due to the other Shotos in the last few Street Fighter games generally being better equipped, more interesting, and overall better at fighting in the streets making one of the franchise’s most popular characters used less often at high levels than you’d expect. But this new Street Fighter 6 balance patch may have finally gifted Ryu some of the changes people have been asking for, and as a result, he might actually end up having the best fireball game of all the Shotos currently.









    Obviously, it is still incredibly early and we don’t know if the changes Ryu received are going to make him stronger overall or make him used more than the other Shotos. However, what we do have here are some very promising looking changes that target a particular aspect of his gameplan that has been the topic of discussion for a while now.


    Simply put, many fans (and Capcom themselves) believe that Ryu’s strongest trait should generally be his fireball game. While Ken is more of the offense-heavy rushdown Shoto and Akuma is the glass cannon/strong everywhere Shoto, Ryu is more of an all-arounder that traditionally prides himself on having a powerful fireball game.


    Ryu is Mr. Street Fighter, and one of the purest aspects of the entire franchise is throwing fireballs and Dragon Punching the jump attempt. This goes hand-in-hand with one of the most iconic footsies strings in all of Street Fighter, which is crouching medium kick into Hadoken, and while all Shotos tend to be able to do this it only feels right that Ryu should have the best version of this string.


    Here in the latest version of Street Fighter 6, it’s looking like Ryu might actually finally have exactly that. One of his most important balance changes reads “window to cancel into a special move is now 2 frames faster” for his crouching medium kick, and that has some very powerful implications.


    For starters, this means that Ryu can now toss out a crouching medium kick in neutral and cancel into a Hadoken two frames faster, which results in the light punch and medium punch versions recovering fast enough for him to counter Drive Impact should the opponent attempt to blow through the untrue blockstring with their own Drive Impact.


    Even better still is what happens with heavy punch Hadoken now. From max distance, Ryu can now cancel his crouching medium kick into the heavy projectile and it will act as a true blockstring, and this means that the opponent can no longer mash an invincible reversal or a super in between the attacks and get through them.


    This is a key pressure tool that, for whatever reason, Ryu just didn’t have before, and Capcom has seemed wary of giving it to him. But he has it now, which should make his footsies and neutral game that much better.


    What’s great is that all of these buffs we’re talking about are centered around his normal Hadokens, not the Denjin Charged versions. So even if you haven’t stocked Denjin in a round, you still get the benefits of an overall better fireball game after this latest balance patch.


    Twitter users seodesuyo and NurseLee have both put together quick videos that demonstrate exactly what these changes look like in action. In seodesuyo’s compilation, we see Ryu performing the various strengths of his crouching medium kick into fireball blockstring and how they interact now with an opponent trying to Drive Impact through.


    We then see fellow Shotos Ken and Akuma attempting the same thing, and the examples show that both of them end up losing out where Ryu no longer does.


    Check out both clips below to see one of Ryu’s biggest buffs in the latest Street Fighter 6 balance update in full effect.











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  • Bandai Namco communicates that there will be no character reveal during the Tekken World Tour 2024 Global Finals



    Speculation suggests that The Game Awards 2024 ceremony is in play








    The Tekken World Tour 2024 Global Finals, the finale of Bandai Namco’s official 2024 tournament circuit for Tekken 8, is scheduled to begin on December 5 and last until December 8, 2024 in Tokyo, Japan. This will be the first official tournament circuit completed with Tekken 8 considering that the game was only just released earlier this year.






    With Eddy, Lidia, and Heihachi already available as DLC combatants, there are a total of 35 characters that make up Tekken 8’s roster right now. There’s at least one more DLC fighter that’s expected to join via the Playable Character Year 1 Pass.









    Late last night, Bandai Namco communicated to fans that there will be information pertaining to future updates for Tekken 8 revealed at the Tekken World Tour 2024 Global Finals. However, we were told outright that the next DLC fighter will not be unveiled at this event.


    “New information about future updates for Tekken 8 will be announced; however, regarding the next playable character, no additional information will be revealed during the events,” read the statement. “Our team is currently working on the announcement and release later this winter to ensure we can fully meet everyone’s expectations.”


    Needless to say, this has everyone speculating about the release timing of this reveal. The Game Awards 2024 is looking like a strong candidate for a reveal trailer.


    Should this turn out to be the case, then it means that fans won’t have to wait too much longer after the Tekken World Tour 2024 Global Finals considering that The Game Awards 2024 ceremony is slated to start just a few days later on December 12, 2024.


    Check out Bandai Namco’s full statement below:









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  • Itabashi reacts to rival Nemo’s anti-Zangief content for Street Fighter 6 with a hilarious video of his own











    Those who follow the Street Fighter scene are probably aware of the friendly rivalry between Saishunkan|Nemo and DFM|Itabashi Zangief. Most of this rivalry seems to stem from Nemo’s distaste for the grappler archetype in Street Fighter games, which are the type of characters that Itabashi Zangief is always playing.






    It seems that Nemo was recently able to edge out a win over Itabashi Zangief due to his hard work. In a recent video, Nemo explained how he was able to win this matchup. Itabashi Zangief released his own video that had him reacting to all of this.









    Of course, since the two are rivals, Itabashi Zangief refused to allow Nemo get away with any mistakes. At one point, Nemo was talking about how difficult it was to whiff punish Zangief’s standing medium punch, but Itabashi Zangief was quick to point out how he was able to showcase how to do it anyhow.


    Later on, Nemo mistakenly refers to a spaced Spinning Piledriver as a “back throw.” This results in Itabashi Zangief playfully roasting Nemo by comparing him to a politician.


    Itabashi then notes that it’s been a known thing for almost 20 years that command grabs generally can’t be punished if you jump backwards. Therefore, he points out that Nemo’s point about jumping forward isn’t anything new.


    Nemo then goes on to talk about how Itabashi keeps picking Terry Bogard’s home stage. It would seem that Nemo believes that Itabashi is looking for a specific space onscreen in which a lady in a green dress is present, but, funnily enough, this speculation just ends up leaving Itabashi confused.


    Check it all out below:









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  • Ed Boon’s somber social media replies raise doubts about both Kombat Pack 3 and Mortal Kombat 1’s future











    Despite rolling out an incredible new guest character in Ghostface, dark clouds have been hanging over Mortal Kombat 1 in recent times as it was last Tuesday that a leaker with a track record many in the community trust reported that major future plans for Mortal Kombat 1 have been cancelled.






    While no additional official news has rolled out on this front, Mortal Kombat co-creator and Chief Creative Officer at NetherRealm Studios, Ed Boon, responded to some related posts on social media with some seemingly solemn sentiments.










    Boon is famously cryptic in his often playful social media posts, constantly toying with fans (and gaming news outlets) as he’s known both for hinting at upcoming content and sending us on wild goose chases. These replies, however, feel a little more heavy.


    One BlueSky user requested the original Cyrax and Sektor be added to the main roster (the characters were introduced as DLC in Kombat Pack 2, but have been re-imagined as both female and more human) to which Boon responded with, “Oh… I wish I could share more with you now.”


    Another post offered a bit of consoling to Boon and his team at NetherRealm Studios following the alleged leaks, and noted hope was still in the air for Kombat Pack 3 to come to fruition. Boon responded to that post with a simple, “I appreciate the kind words.”



    As is always the case with this particular developer, we’re uncertain of the true meaning behind his online statements. That said, it’s possible we’re hearing from a somewhat defeated, perhaps deflated Ed Boon, which would not bode well for the potential of a Kombat Pack 3.


    In surrounding news, additional leaks from last week unveiled possible character identities for the unannounced third big MK1 DLC bundle, claiming that the pack would introduce the likes of Sonya, Kano, Jade, Cassie Cage, Kung Jin, and an additional guest. Also, MK1’s latest newcomer, Ghostface, has been banned from competitive play due to his being completely broken.










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  • Is Tekken Tag 3 in the cards? Harada talks challenges and the future of the iconic franchise spin-off











    It’s been over 13 years since Tekken Tag Tournament 2 was released on September 14, 2011. Though the game garnered a cult following from some of the most hardcore fans of the series, it was seen commercially as a failure that almost killed the series.






    “It’s a great game for highly skilled players, but for those who can’t play it well, before even considering whether a game is fun, they feel like it’s their fault that they can’t play well. So they stop playing,” recently said Harada about why Tekken Tag Tournament 2 failed.









    “Usually, players feel they should be able to play well, but then they can’t and keep losing. They get frustrated and call it a crappy game,” continued Harada. “But because they are so close, they keep playing to get better. Once they get it, they find the game pretty fun again.”


    “It was just that originally when the first Tag came out, you know, Tekken was a much more simpler franchise back then.” — Katsuhiro Harada


    Ultimately Tekken Tag Tournament 2 was only fun for the players most experienced with the Tekken series. Of course, this only represents a tiny subset of players.


    Harada was recently spotted in Sweden by Gamereactor, who had the chance to sit down with him for an interview. They used this as an opportunity to ask about the possibility of Tekken Tag Tournament 3. Harada had this to say on the matter:


    “So it’s not like it was planned to have the Tag series appear at a certain 12-year cycle or anything like that. It was just that originally when the first Tag came out, you know, Tekken was a much more simpler franchise back then.


    “Much less characters than we have now on the roster. All the different gameplay systems and all these things that have been added since then have made Tekken, the base game, much more complex.


    “It’s not something we’re currently really thinking of, because the direction we’re going into is to try to have as many people enjoy the game as possible.” — Katsuhiro Harada


    “It would be quite difficult to make a new instalment in the Tag series that many people would be able to enjoy, because you know the top tier players who are competing worldwide and who really spend so much time on Tekken are at like the highest level of the player base really love that series, but for people who are more casual it’s a much more difficult game to pick up and play.”


    Once again, Harada acknowledged that the Tekken Tag Tournament series had a difficult time attracting and retaining those that just want to play casually. Unless something changed, Tekken Tag Tournament 3 would likely be doomed to fail like its predecessor.


    “It’s not something we’re currently really thinking of, because the direction we’re going into is to try to have as many people enjoy the game as possible. But at the same time, maybe if we were to add a new idea, rather than Tag, it would be something like a team battle, or some other twist on the current format of the game.”


    Overall, Harada seems to be indicating that he doesn’t have any immediate plans to return to the Tekken Tag Tournament series, but this idea isn’t completely off the table. Should it ever happen, the third game in the series would have to go in a slightly different direction to cater to a wider audience.







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  • Top competitor Inzem’s final Dragon Ball FighterZ tier list for 2024 is almost unrecognizable to start of the year











    Although Dragon Ball FighterZ hasn’t received any new content for a couple of years now (unless you want to count rollback netcode), Bandai Namco and Arc System Works still dropped an utterly game-changing balance update back in September.






    Inzem, who’s been on an absolute crazy streak this year after winning the Dragon Ball FighterZ World Tour Last Chance Qualifier, Combo Breaker, CEO and the Evo 2024 Community Showcase, recently dropped his final tier list for 2024 that shows just how much of DBFZ has turned on its head these past few months.









    If you were to look at these rankings after not paying attention to the game much this year, you may think this was a troll or something, especially with the highest tier being labeled “LOL”.


    Sure, having Vegito and Gogeta Blue up there isn’t surprising, but more stars have risen with the absurd buffs handed out.


    Trunks is now up in the LOL category too as well as Nappa, Captain Ginyu, and Krillin being labeled as “Broke” characters now, which would have sounded absurd a couple seasons ago — though they had gotten admittedly very strong before the latest update already.


    Now they’re just arguably even more threatening.


    And on the flipside, Inzem has many of the previous top tiers throughout FighterZ’s history down towards the very bottom.


    Lab Coat Android 21 used to be the most ridiculous character in the game, but now the competitor has her down below the majority of the cast in B tier — and she’s still better off than quite a few others.


    Ultra Instinct Goku, GT Goku, Broly, Tien and Android 21 are even lower in C tier though even they aren’t at the bottom.


    That rank is funnily labeled as “lol”, not to be confused with the top tier, where Bardock, Kid Buu and Yamcha reside now too according to Inzem.


    If you haven’t paid attention to the game lately, it may be worth your while to check out a current Dragon Ball FighterZ tournament to see how the game has evolved with the new meta.


    Or at least do so with the DBFZ World Tour Finals where Inzem is at the top of the leaderboard, which will be held at the Dragon Ball Games Battle Hour 2025 running from January 18–19.


    You can take a gander at Inzem’s full end of year tier list for Dragon Ball FighterZ below.






    Inzem Dragon Ball FighterZ end of 2024 tier list image #1

    Click images for larger versions



    Created using TierMaker.







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  • The drink that keeps on giving, will Jamie’s new Street Fighter 6 buff be the key to finally unlocking his potential?











    Many of us have added a fresh bookmark to our browsers as we’ll be constantly referencing the new Street Fighter 6 patch notes as we explore how developers have updated the experience, but amid the long list of alterations is one that stands out from the rest.






    This change may or may not have massive implications for the relatively low-tier character it affects, but it is unlike any other, making the potential for sweeping impact feel significant. Let’s take a closer look at how Capcom has buffed Jamie’s ability to regenerate Drive Gauge.









    Jamie, one of the core newcomers designed to be “the Ryu, Ken, and Chun-Li of the next generation of Street Fighter,” hasn’t fared well in the street fights he’s participated in.


    He’s got decently damaging combos, tricky set ups, plenty of charismatic flair, and some of the tools that seem to make other roster members top tier, but Jamie has struggled to combine these elements into a cohesive arsenal that amounts to more than the sum of its parts.


    Along with more consistent combo sequences and a nerf to his sweep (which was admittedly overpowered in terms of spacing), Jamie’s most potentially game-changing adjustment comes in the form of a buff to the mechanic likely holding him back the most: his drink system.


    Jamie starts each match with 0 drinks, but he gains both increased damage output and access to new moves each time he sips from his hip flask, up to a maximum of four drinks. At level 4, Jamie could be a contender for one of the best characters in the game. However, players must work their way to this level every single round, as drinks reset after each and every KO.


    While other characters can capitalize on their opportunities through extended pressure or additional damage, Jamie often has to sacrifice those advantages in order to level up. Though Capcom has given him several ways to drink—such as manually drinking from neutral or drinking during the recovery animations of certain attacks—it’s still a major albatross around his neck.


    Each patch, the community speculates whether Capcom might tweak the drink system so Jamie can retain some of his drinks between rounds or perhaps require fewer drinks to reach the maximum, but for the most part, the system has remained unchanged. However, there is one key difference after this latest patch: drinks regenerate Drive Gauge now.


    This used to happen only if Jamie drank while maxed out at level 4, mind you, but the effect has been buffed so that it always happens now.


    The Drive Gauge has proven crucial to success in Street Fighter 6, as it directly impacts a character’s ability to pressure, defend, and unleash powerful attacks.


    We are leveling up our understanding of how critical decision-making around Drive Gauge usage is, as going into Burnout or lacking resources for essential moves at the wrong moments can determine the outcome of a round.


    Typically, all characters build Drive Gauge when they apply pressure that isn’t enhanced by Drive Rush, but now Jamie is likely the most efficient character at building this all-important meter. Whether this buff will push him up a few tier levels remains to be seen, but we’re already starting to see some early signs of its potential impact.






    Jamie gains nearly half a bar of Drive Gauge from drinking, though this is somewhat hard to measure, as the gauge also increases over time and with landing hits. Capcom has noted that the amount of Drive replenished depends on the technique Jamie performs. Additionally, the amount of Drive restored increases further when Jamie reaches level 4 or has his Super 2 active.


    This change does not remove the four extra hoops Jamie must jump through to gain full access to his kit and potential, but a way to directly increase the game’s second most important meter (health bar being the first) could have major implications.


    Maybe this will all amount to just giving Jamie players more effective access to Drive Rush after certain combos while helping him avoid burning out, but with all the ways Capcom has given Jamie to drink, including a notable buff to the way his level 2 Super works in a previous patch, has us in a place where we wouldn’t be all that surprised to see this change be the one that pushes Jamie to new, notable heights.


    We’re eager to hear from Jamie players on how this change is affecting their gameplay, but everyone’s thoughts are welcome as we move into the comments section to discuss how we feel about this particular update in Street Fighter 6.











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