Category: Entertainment & Lifestyle

  • It’s been 16 years, Capcom needs to bring its Bruce Lee homage character back in Street Fighter 6



    It’s been too long since Fei-Long








    The impact Bruce Lee has had on fighting games is undeniable as it feels as though just about every major fighting franchise has at least one obvious homage to master martial artist, effectively making “Bruce Lee” archetype just about as prominent a fighting game archetype as “military guy” or “ninja.”






    Capcom’s Street Fighter famously created Fei-Long to fill this role as the Hong Kong fighter was part of the New Challengers update to Street Fighter 2, and has garnered plenty of fans in his relatively few appearances since. It’s been a full 16 years since the New Challenger popped up on a Street Fighter roster, however, and that’s just too long for Fei-Long, if you ask us.















    Fei-Long made his debut back in Street Fighter 2, but that was only thanks to a relatively last-minute decision to use him in the place of two other Hong Kong-based characters that were originally planned to be some of SF2’s New Challengers: Yun and Yang.


    From Fei’s appearance to his movements and iconic vocals, it’s nearly impossible not to see his clear connections to Bruce Lee. Capcom famously even gave the character nunchaku (perhaps most famously from Lee’s Fists of Fury), but they’re restricted entirely to one of his round win animations as he cannot use them in combat.


    Fei’s introduction would also be the first time the playable cast of Street Fighter would see the rekka technique, which sees the character slide forward with up to three, progressive punch techniques in a row. The rekka maneuver has become so prominent that the term “rekka characters” has become a fairly commonplace distinction, though we’d argue it’s not quite its own character archetype.


    Capcom was one of the first to bring a Bruce Lee imitation into a fighting game, but they wouldn’t be the last by far. In addition to the Street Fighter instance, you have Tekken’s Forest and Marshall Law, Mortal Kombat’s Liu Kang, Fatal Fury’s Hon Fu, Dead or Alive’s Jann Lee, and Soul Calibur’s Maxi/Li Long as just a few other obvious Lee homages.






    Fei-Long wouldn’t prove popular enough to be a part of the Street Fighter Alpha series as all three Alpha games released in arcades without the martial arts movie star, but he would make it into some of the handheld or console-only versions of Alpha 3 as they brought in a number of additional characters.


    Fei’s more prominent next appearance would be as part of the launch roster of 2008’s Street Fighter 4. Street Fighter 4 was widely responsible for making a huge return splash as the franchise had gone dark for nearly a decade following the lack of commercial success of Street Fighter 3.


    All eyes were on the game and the master of Hitenryu wound up being one of the strongest characters in it, especially during the Arcade Edition years. Pro players in Japan, Europe, and the United States dominated with the Hong Kong combatant thanks to his ridiculously powerful rekkas (they had to be nerfed in the Ultra update) as well as the presence of unblockable set ups.


    BST|Fuudo famously won Evo 2011 using Fei-Long, remaining on the winners side of the bracket for the entire event and defeating runner up Latif in a clean 3-0 grand finals sweep. Fans appreciated the action they were seeing from top-notch players like Fuudo, but such action would stop with Street Fighter 5’s 2016 release.






    Though his name was prominently displayed amid one of Street Fighter 5’s Hong Kong-based stages, Fei would not appear as a playable character in any of the game’s DLC releases. He was also absent from Street Fighter 6’s launch roster, though there are clearly parts of Jamie’s gameplay that were inspired by Fei.


    That brings us to the potential of Fei-Long as a DLC character in Street Fighter 6. With only four new characters each year, no one stands out as having a particularly great shot over others as being in the next batch of newcomers, but somewhat recent rumblings about Bruce Lee’s estate not agreeing to allow for his likeness to be used in games would be an easy reason to keep the character out.


    Luckily, Bruce Lee’s family has publicly stated this is not the case and Street Fighter developers at Capcom have also clarified that there are no legal issues stopping them from bringing Fei back.


    So Johnny Law may not be standing in the way, but is there room for a character like Fei on the SF6 roster right now? Jamie does have rekkas, but they surely do not function much in the way Fei’s traditionally have as they are combo enders and not neutral poking tools.


    Indeed, looking at the current 24 character roster, Fei-Long would bring some freshness to the mix in terms of fighting style. His propensity to carry foes to the corner fits with Street Fighter 6’s meta perfectly, and though Drive System enhancements could make him overpowered, that seems to be potentially true of any given character.


    Chicken Wing, a flying kick used to go over fireballs, might provide for a sudden way in against those who aren’t ready, but Drive Impact should thwart this move similar to the way it does Ken’s Dragonlash.


    Rekkas can be overpowered if their frame data or push back is too advantageous on block, but developers could fairly easily ensure numbers and ranges are appropriately balanced.


    Might there be other legacy Street Fighter characters that fans would be excited to see return after a similar absence? Of course, but Fei is as beloved as anyone else in this bunch and would surely see plenty of play should developers decide to welcome him to the SF6 roster.


    What do you think, though? Share in the comments whether or not you’d like to see Fei join SF6, but first watch this quick trailer for Enter the Dragon from Warner Bros. to get yourself in a Kung Fu kind of mood:




    If you enjoyed this look at a potential new, old Street Fighter character in SF6, be sure to take a look at our similar article about what Gouken’s return might look like.







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  • Which Street Fighter 6 characters do you want to see nerfed and buffed in the new balance update?











    It seems Capcom is getting ready to dish out some holiday cheer to Street Fighter 6 players very soon with the incoming balance update though a handful of characters or so may be about to receive a lump of coal.






    There’s certainly been some fighters who’ve been consistently standing out this second season of SF6 as well as those who haven’t made much of a splash in tournaments, but who would you like to see get adjusted the most? — whether that be for the competitive scene or your own wants.









    If we look at the Capcom Pro Tour stats as of late, characters like M. Bison, Ken, Cammy and Ed have been doing particularly well in the hands of strong players, but is that enough for all of them to be hit with the nerf hammer in the midst of a season (and just days before a regional final)?


    Or perhaps you take more issue with fighters like Rashid, Zangief and maybe even someone like A.K.I. or Guile after running into them online these past few months.


    And then on the flip side, you’ve got Jamie, Lily and others continuing to underperform, but that doesn’t mean they can’t still put up results or find success currently.


    Capcom has said that every character will be touched up at least in the new balance patch, but it won’t be as large as the overhaul update that came with Akuma earlier this year.


    Therefore, we will only be giving you three options each to pick from the characters you’d most want to see improved or knocked down a few pegs very soon.


    You can vote on your choices for Street Fighter 6 update hopes below before the patch drops tomorrow, December 1.










    Image by Jill Wellington from Pixabay.






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  • Masahiro Sakurai has acknowledged how important the Super Smash Bros. series is to Nintendo many times before











    Masahiro Sakurai has apparently been working on a secret game project since April 2022. He apparently completed the proposal for this mysterious title back in July 2021 “at lightning speed” while still working on the Kazuya and Sora DLC for Super Smash Bros. Ultimate.






    As expected, Sakurai wasn’t willing to divulge too many more details about what he’s been working on since then, but he did hint that “it should be announced sooner or later.” Regardless, there are plenty of reasons to suspect that this is a game slated for the Nintendo Switch successor.









    According to Nintendo President Shuntaro Furukawa, the Switch successor is set to be unveviled before the end of the current fiscal year, meaning that we should get more information sometime between now and March 31, 2025. He also recently revealed that the long-awaited Switch successor will have backwards compatibility with its predecessor, the Nintendo Switch.


    The fact that this new game has had more development time than Super Smash Bros. Ultimate until its official unveiling by this point suggests that this mysterious project could be a launch title for the Switch successor. At the very least, it will probably be released early into the new console’s lifespan.


    This is pure speculation, but many fans believe that this new project could be the next entry in the Super Smash Bros. series after Super Smash Bros. Ultimate. It might feel like it’s too soon for the next iteration in the franchise, but it’s actually been nearly six years since Smash Ultimate released worldwide on December 7, 2018.


    Since that release window, Super Smash Bros. Ultimate has surpassed many milestones including achieving over 35.14 million sales. This marks Super Smash Bros. Ultimate as the third best-selling game on the Nintendo Switch after Animal Crossing: New Horizons (46.45 million units) and Mario Kart 8 Deluxe (64.27 million units).


    It’s also worth noting that Super Smash Bros. Ultimate is the best-selling entry in the series overall. Its success alone represents 45.97% of the franchise’s 76.44 million lifetime sales.


    Needless to say, the Super Smash Bros. series has become immensely important to Nintendo. Of course, this is somewhat ironic considering that Satoru Iwata was initially denied permission to use recognizable Nintendo characters for the roster of Super Smash Bros., though this wasn’t known to Masahiro Sakurai until later as Iwata told him to proceed with the character implementations anyways.


    Regardless, Iwata would later go out of his way to recruit Sakurai to develop an entry for Super Smash Bros. on the Wii after it had already been announced. Iwata had told Sakurai that Super Smash Bros. with Wi-Fi capabilities was the most-wanted title on the Wii for Japanese and American audiences.


    Apparently, Iwata even pressured him by stating that, without Sakurai, all that Nintendo could hope to do would be to rerelease Super Smash Bros. Melee with online capabilities. Ultimately, Iwata had went out of his way specifically to get Sakurai on board.


    As such, Sakurai is quite aware of just how important the Super Smash Bros. series has become to Nintendo. This importance is probably a good reason as to why there has been a new iteration with every console thus far since the Nintendo 64.


    “Smash is one of Nintendo’s premiere titles. Even though Smash doesn’t put out a lot of merchandise besides amiibo, Smash supports a lot of other games, serving a sort of promotional role.” — Masahiro Sakurai


    “Smash is one of Nintendo’s premiere titles. Even though Smash doesn’t put out a lot of merchandise besides amiibo, Smash supports a lot of other games, serving a sort of promotional role,” once wrote Sakurai in his Famitsu Column back in 2018 (as translated by Source Gaming. “In addition, since it’s a huge collaborative project, it exerts a large influence on other titles. So there’s always the possibility of another Smash game being released, and it’s possible there might be a Smash someday that I’m not involved in.”


    However, Sakurai has also noted that Smash right now is unable to continue without his involvement. Due to how the previous entries were designed, the series has become too dependent on the vision of its creator, which is something that Sakurai may aim to actually eliminate in the future.


    Following up after Super Smash Bros. Ultimate might actually seem impossible, but Sakurai believes that it will probably happen someday anyhow. This is likely due to how important the intellectual property has become to Nintendo.


    “Smash Bros. is a massive, important title for Nintendo, so it’s fair to assume there will be another one at some point, but it’s going to take some work to figure out exactly how to make that happen,” said Sakurai back in 2023. “For my part, I’d like to keep working with Nintendo however I’m able.”


    “Smash Bros. is a massive, important title for Nintendo, so it’s fair to assume there will be another one at some point, but it’s going to take some work to figure out exactly how to make that happen.” — Masahiro Sakurai


    It’s really no wonder why Nintendo invests so heavily into the development of titles within the series. Starting with Super Smash Bros. Brawl, each iteration has had over 100 people working it.


    With Super Smash Bros. Ultimate breaking records in terms of its sales figures, Nintendo is likely going to want another entry on the Switch successor at some point. Whether or not that’s the project that Sakurai is currently involved in is currently unknown to us. Should it turn out to be something different, Sakurai will probably end up returning to the series after that project is finished with.


    Following up after Super Smash Bros. Ultimate will no doubt be difficult, but as noted by Sakurai, the series does more for Nintendo than just its sales figures alone. This is a franchise that even manages to promote Nintendo’s other intellectual properties, which is perfect for whenever a new console is released.


    It really is just a waiting game at this point. Based on the timeline, we’ll have a pretty good idea about how much longer we’ll have to wait until we’ll be playing the next Smash sequel.







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  • When Street Fighter characters conveniently forget their moves











    Just like with most other fighting game series, characters in Street Fighter have a tendency to change and evolve over the course of multiple iterations. Veteran combatants can gain access to new moves, but they can also seemingly forget other techniques.






    MC MuraFGC recently released a video going over a few examples of characters in Street Fighter 6 that can no longer perform certain moves that they once had. There are some interesting cases outlined here.









    Zangief’s Banishing Flat (the “Green Hand”) is perhaps the most talked about move in this regard. In Street Fighter 2 and Street Fighter 4, this move was often used by Zangief players to close the distance against opponents since it was typically faster than simply walking or dashing forward.


    Ever since Street Fighter 5, Capcom has made it a point to emphasize Zangief a slow moving tank. He’s supposed to have trouble getting in on opponents, but his damage output on individual hits (like his Spinning Piledriver) is well above average.


    M. Bison no longer seems to have access to his teleport or his Psycho Inferno in Street Fighter 6. However, M. Bison has ironically retained access to techniques like his Psycho Crusher and Double Knee Press despite having amnesia in the lore.


    Finally, Cammy and Juri both used to have abilities that effectively functioned as counters in Street Fighter 4. It would seem that Capcom decided to emphasize their more offensive traits going into Street Fighter 5 and Street Fighter 6.


    Check it all out in the video below:









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  • A look back at two of the most disappointing Street Fighter titles ever released











    Yes, after that headline most of us are thinking about how this article and video is about to skewer Street Fighter 5 for its many sins, or perhaps take a shot a Street Fighter 6 because we like new costumes and hate throw loops, but removing the more recent emotional impact of those experiences, neither game comes up in the discussion.






    Instead, Guile Win Quote takes us on a historical journey back to earlier points in the franchise’s story where, instead of possibly miscalibrating the risk vs. reward dynamic between throws and Drive Reversals, they were learning hard lessons about game speed and physics.









    Did you know that, of the five initial versions of Street Fighter 2 (World Warrior, Champion Edition, Hyper Fighting, New Challengers, and Super Turbo) four of them still have regular followings while one does not?


    If you’ve spent enough time in the fighting game community, you might be able to divine the ugly duckling as you tend to hear about the four that are still actively played in casual conversations. Each of these has a charm that’s allowed it to cling to a kind of grandfathered relevancy, save for New Challengers.


    Mr. Win Quote details why he feels this is as he points out the subtle but significant differences between the many Street Fighter 2 entries. We actually featured an incredible 19-hit SF2 combo last month on this site, which felt strangely unprecedented for SF2.


    It turns out a big part of the reason that sequence and others like it might be seen as novel is because it’s only possible in New Challengers, thanks to the fact that hit stun in this version of SF2 is one frame longer for everyone. That’s just one of the goofy oddities that characterized New Challengers, but rest assured there are plenty more.


    Guile Win Quote also delves into one other classic Street Fighter title that he also deems worthy of being in the worst Street Fighter game discussion. We won’t spoil it exactly, but will share that it hails from the days of Street Fighter 3.









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  • Capcom giving free M. Bison EX01 color to Street Fighter 6 fans right now ahead of upcoming ‘Giant Bison’ event











    Capcom announced this week that not only is a new balance patch coming to Street Fighter 6 on December 2, but we’ll also be seeing another special boss battle event starting up on that same day. SiRN M. Bison is invading the Battle Hub, and he will come equipped with all kinds of new, powerful tools to make the fight against him as hard as he can.






    Before this event takes place, however, Capcom is giving fans a Bison-related freebie that everyone can go in and claim right now. The company has shared a code on Twitter that you can input in-game to get M. Bison’s special color EX01 for his Outfit 2.









    “I am in need of more able bodies! Propagate my orders and I shall give you something fine in return!” the official Street Fighter 6 Twitter account wrote. “Share the news with this EX color code!”


    The tweet includes an image with the code needed to redeem your color (which you can find in the image gallery below).


    Capcom took this opportunity to reveal the times for when the upcoming Bison event is set to go live. You will be able to fight this special opponent starting on December 2 at 5 p.m. PT and it will be available to play until 4:59 p.m. on December 16.


    It is worth mentioning that part of the rewards you’ll get for beating SiRN M. Bison multiple times is the special color EX02. The one you can get via the code right now is his EX01, so you can look forward to having two new Bison colors here in short order.


    I don’t believe I’ve ever seen Capcom issue a code to use in Street Fighter 6 before, but fortunately, they provided some instructions on how to redeem it.


    “Go to the in-game Options menu and select ‘Input event code’ to redeem Color EX1 for M. Bison’s Outfit 2,” Capcom wrote. Once you do so, you’ll receive a notification informing you that the color has been unlocked, and you can use it immediately in any mode that you like.






    M. Bison color EX1 screenshots in Street Fighter 6 image #1

    M. Bison color EX1 screenshots in Street Fighter 6 image #2

    M. Bison color EX1 screenshots in Street Fighter 6 image #3

    Click images for larger versions



    December 2 is shaping up to be a big day for Street Fighter 6 with the new balance update and special M. Bison boss battle en route.









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  • Street Fighter 6 may have only just now turned profitable judging by what Capcom had to say about their game releases



    But even if it did, this still falls well within their plans








    Although the video game industry at large has had a rough go this year with layoffs, game cancelations and studio closures, Capcom is continuing its stride of financial success though that doesn’t mean every big new release is instantly generating them a billion dollars out the gate.






    Instead, it can apparently take Capcom well over a year to make their money back on current games, but that’s okay in their book.









    The company recently held its financial presentation for the first half of the fiscal year where Capcom representatives held a Q&A session for their investors with some interesting subjects to even the general public.


    This is the same place where they revealed the Marvel vs. Capcom Fighting Collection was selling exactly as planned while Kunitsu-Gami: Path of the Goddess fell short of their expectations.


    Following that up, they were posed a question if the developer plans to adjust their marketing strategies moving forward from Kunitsu-Gami and Dragon’s Dogma 2, and the response was fairly fascinating.


    “Recently, there has been a trend in the industry of spending large amounts on advertising and promotions just before and after release to kickstart initial sales, but we have not traditionally used such methods,” reads Capcom’s official response. “We calculate the costs for promotions based on expected performance and take a long-term approach to sales.


    “On average, we can recover development costs within about one to one and a half years after release, so even if we lower the selling price afterward, once costs are recouped we expect profit margins of 80-90%. Our marketing approach remains unchanged.”


    Although Street Fighter 6 is not clearly mentioned specifically, this means the flagship fighting game could have only just recently turned profitable for the company if it was considered among their “average” releases since it came out in June 2023.


    Unfortunately, we don’t know the development budget of SF6 or other modern Capcom games, but the price in general around the industry has been ballooning for years now.


    Longtime Tekken Director Katsuhiro Harada discussed on social media earlier this year that development costs are 10 times higher than the ’90s, and even more recently, Tekken 8 cost more than double that of Tekken 7.





    He cites not only the need for higher fidelity and resolution but also the cost of updating and maintaining a game’s online servers along with other expenses that didn’t really used to exist as much.


    This of course all goes beyond just fighting games too with Remedy revealing they still haven’t recouped all of their $75 million+ development and marketing budget for Alan Wake 2 yet after more than a year — but that doesn’t mean these games aren’t still considered successes.


    Capcom noted that once they have made their money back, profit margins are upwards of 90%, which seems pretty darn good / high.


    To try and dissect the numbers a bit more, let’s say SF6 or another game cost a nice even number of $100 million to develop, and we’ll average out the amount of money spent on a copy between full price and sales buyers to $50.


    Platforms like Steam take 30% of revenue from game sales, so that would leave the company theoretically with $35 per copy.


    At that macro level, the game would have to sell 3 million copies or so to break even, but it’s obviously a lot more complicated than that with other hands in the pie and revenue also being generated through DLC.



    According to Harada back in 2021, investing $10 million into a game means it has to sell 1 million to reach its target, so that would actually put a $100 million game at 10 million copies needed by that metric.



    All we truly know is Street Fighter 6 reached over 4 million copies sold now, and Capcom seems to be happy with its performance from launch until now.


    This does point overall to Capcom at least being decent now with their planning and forecasting so that they can sit on a game for an extended investment instead of expecting a massive return immediately, which is not something we’d be saying a decade ago.


    They do have the bigger money makers of course like Monster Hunter and Resident Evil, but even the latter probably isn’t turning profits at launch anymore with the rising prices.


    It seems like a delicate balancing act, but Capcom has been doing it well for quite some time now with a string of profitable years higher than they’ve basically ever been before.


    And they’re apparently happy with how things have been going if they don’t plan on making any notable changes to try and boost their revenue.


    Capcom did set a lifetime goal for Street Fighter 6 to reach 10 million copies sold, which would put it ahead of any single fighting game release from the company.


    Ryu and the gang have already crossed over 40% of that hope after just a year and a half, however, so things are looking pretty good for how long the developers are likely going to support it for multiple more seasons.




    Image by Csaba Nagy from Pixabay.










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  • Justin Wong tortures IFC Yipes with brutal challenge to beat modded Ultimate Marvel vs. Capcom 3 Galactus who is SNK boss level hard











    Justin Wong is a master of the Marvel vs. Capcom series, and this year he has been diving deep into what the franchise currently has to offer — especially with the recent release of the Marvel vs. Capcom Fighting Collection. Moving away from Marvel vs. Capcom 2 for a brief moment, JWong took on a very different challenge a little ways back in the form of a modded version of Ultimate Marvel vs. Capcom 3’s boss, Galactus, that essentially makes him as hard as the infamous SNK bosses from back in the day.






    Misery loves company, as they say, and in his latest YouTube video Justin Wong throws another MvC legend, IFC Yipes, to the wolves by having him take on that very same challenge.









    In Ultimate Marvel vs. Capcom 3, Galactus is a giant boss in the style of previous Marvel vs. Capcom series bosses like Abyss and Onslaught. He has the ability to call in his own versions of the game’s fighters to aid him in battle, and most times you’re going to be trying to defend against his giant slaps, fists, and lasers.


    As Justin Wong explains it, this mod makes Galactus a lot harder to defeat. He is more aggressive, attacks more quickly and frequently, and his clone fighters are smarter and tougher to fight against.


    A couple of years back, Justin Wong took on this challenge himself and was able to successfully complete it, though it took him a painful six hours to do so. Now Yipes is in the hot seat and fighting for his own (and the earth’s) survival.


    Yipes notices right away that things aren’t quite as they should be with this boss fight. Galactus wastes no time in smacking Yipes’ fighters around, and the clone Dormammu that the boss summons doesn’t make things any easier for our hero.


    There are some hilarious moments to behold here, like when Yipes finally makes some progress only to find out that there’s a phase 2 that is even harder to deal with. And if you want to see Yipes play various characters on the Ultimate Marvel vs. Capcom 3 roster, you’ll definitely want to watch the whole thing.


    Check out Justin Wong’s new video below to find out if Yipes is able to beat this nearly impossible challenge.












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  • This unbelievable Street Fighter 6 JP combo uses a whopping 8 portals and deals 77% damage











    Street Fighter 6’s resident main antagonist (before Bison came into the picture) was very popular back in Season 1. Yes, the cane-wielding Psycho Power user JP was among the best in the game, and back then a lot of work was put in by the community to not only figure out how to better fight him, but also learn more about what he can actually do.






    He would eventually see nerfs for Season 2, which lead to many dropping him, and now that he has seen some buffs that restore some of the things he lost previously, a lot of players have already moved on from him in exchange for other fighters. I say all that to say that it’s been a while since we’ve seen a crazy JP sequence in action, but a combo that aims for max damage recently surfaced and you need to see it.










    This unbelievable combo comes from the mind of Link2k, who uploaded the clip to Twitter just the other day.


    The sequence is set up by hitting a punish counter sweep on Akuma in the corner for a hard knockdown. JP back dashes then forward jumps, which causes Akuma’s reversal OD Goshoryuken attempt to whiff entirely and thus sets the stage for the big punish.


    Due to the timing of the set up, JP has enough time to land, put out his first set of OD portals, then still punish Akuma with a forward heavy kick to get the party started. The first set of two portals juggles Akuma enough to allow JP to put out another two and continue the combo once again with forward heavy kick.


    The second two portals juggle and make way for the next two, and though that is already technically six bars of Drive Gauge used, JP recovers some gauge throughout this sequence thanks to starting the punish with an Overdrive move and not any kind of Drive Rush cancel.


    Finally, the last set of two OD portals is put on screen and JP is able to catch the falling opponent with a standing heavy punch into fireball which shoots them across the screen and into the clutches of those last two portals. Even after this insane juggle using eight portals total, JP is still able to hit another full screen fireball into a ground spike and cancel into Critical Art.


    When all is said and done this crazy combo deals a staggering 7,730 damage. Check it out below.













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  • Sparking Zero French online qualifier now reportedly disqualified several days after the fact











    Earlier this week, a peculiar situation emerged when Bandai Namco allegedly pressured a player to switch characters during the grand finals of the Dramatic Showdown Tournament French qualifiers.






    In the first match of this set, both players were using Android 19 and Dr. Gero due to their ability to ascend and descend infinitely as it does not cost meter for android characters to do this. Through this, the two players were able to demonstrate a major problem with the game in that it’s too difficult to interact with the opponent if they continuously ascend and descend like this.









    Ultimately, Hilliasteur complied with Bandai Namco’s warning and switched characters. This effectively awarded Shiryxu the win since he was allowed to continue using Android 19 and Dr. Gero. Though this was a strange result, Hilliasteur seemed somewhat pleased that at least Shiryxu was able to progress without disqualification, but it seems that it was all for naught.


    Earlier this morning, it was announced on the Dragon Ball: Sparking Zero Discord that Bandai Namco has now decided that the two finalists at the Dramatic Showdown Tournament French qualifiers, Shiryxu and Hilliasteur, will be disqualified as they have apparently “engaged in actions that violated the Code of Conduct.”


    With this, Shiryxu’s qualification for the Battle Hour Grand Final has been revoked. The two third-place finalists, DrastreSparking and Siimba51, will be invited by administrators to compete, with the supervision of administrators while off stream, for the now apparent open slot.


    It’s also come out that Shiryxu, the original winner of the Dramatic Showdown Tournament French qualifiers, asked several times in the Discord chat if there was a rule against winning via a time over in Dragon Ball: Sparking Zero. Though no tournament organizer responded to his question, it was pointed out that there was nothing in the rules that technically prohibited this.


    Strangely, it’s also being reported that the rules were changed after this event had transpired. This suggests that Shiryxu and Hilliasteur have been disqualified for violating a rule that did not exist at the time.


    Check out the full statement issued by an admin that announced Bandai Namco’s decision below:




    Sparking Zero Disqualifications image #1

    Sparking Zero Disqualifications image #2

    Sparking Zero Disqualifications image #3

    Click images for larger versions


    The tournament organizers have determined that two players engaged in actions that violated the Code of Conduct during the finals for the Dragon Ball: Sparking Zero The Dramatic Shodown Online Qualifier France. Their actions disrupted the normal operation of the event.


    The tournament organizers have decided to take the following measures:


    • Disqualification of both players.


    • Revocation of qualification for the Battle Hour Grand Final.


    The third-place players will be invited to compete in a match under the supervision of administrators off-stream. The winner will qualify for the Battle Hour Grand Final.


    The tournament organizers will continue to strictly address any violations or inappropriate behavior. We ask for the understanding and cooperation of all participants, spectators, and staff.












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