News posts tagged ""

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System Changes

Changes apply to both PlayStation 3 and Xbox 360 versions except where specified.

  • Added new stage: Zack Island. After installing Ver.1.03, players can download the free Zack Island stage, which will appear in the Stage Select menu.
  • Added the ability to upload screenshots to Facebook from Album mode.
  • Added the ability to upload video replays to Facebook from Spectator mode.
  • Added the ability to upload video replays to YouTube from Spectator mode. (PS3 only)
  • Changed default health from 300 to 270 for all modes except Story.
  • Some scoring rules for Arcade and Survival mode have changed based on the default health change.
  • Unlocked all courses in Arcade, Time Attack and Survival Modes.
  • Improved lag for online fights in some stages (Scramble, Hot Zone, Home, Fuel).
  • Reduced lag for online fights by 1 frame. (PS3 only)
  • Fixed an issue that played the “GET READY – FIGHT!” voice later than when the players were actually able to move.
  • Added the ability to accept a “Ranked Match Throwdown”. This will match players players who are waiting for a ranked match and players who have set the game to accept ranked match Throwdowns.
  • Change the Throwdown icon to distinguish between the sender (blue) and receiver (red).
  • Added the ability to search by connection quality. When this is set, a player matching will give priority to other players with the specified connection quality or better. (Due to network conditions, there may be times when players are matched with others of a lower quality connection.)
  • Added the ability to display the opponent’s profile (wins/losses, connection quality, etc.) when matching for a ranked match. Also added the ability to cancel a match while the opponent’s data is displayed.
  • Added the number of ranked matches as an unlock condition for some characters and costumes. (Please refer to the separate chart below for details of the unlock conditions.)
  • Set the number of rounds for ranked matches at 3 rounds per match.
  • Changed so a player’s selection in the Character Select screen will not be visible to the opponent.
  • Removed player stage selection from ranked matches, making all matches occur in randomly selected stages. (The selection will use the default random filter.)
  • Grade Point variables have been balanced.
  • Fixed an issue with ranked match searches that would match opponents from outside the player’s Grade search setting.
  • Added the ability to save a replay after lobby matches.
  • Added a connection quality setting when creating a lobby. Setting this will make the lobby accessible only to players of the specified connection quality or better. (If the connection quality drops after joining a lobby, that player will not be kicked out.)
  • Added the ability to search by connection quality for lobby matches. Setting this will display only lobbies of the specified connection quality or better in the search results.
  • Added a “Wait Time” setting when creating a lobby to specify the time to wait for a match. Regardless of this setting, the champion (player with the ★) can start a match at any time by pressing OK.
  • Added the ability in lobby matches to buffer the “Return to Lobby” command during the victory/loss scene.
  • Changed to display the lobby name in the search results for a lobby match. (Players can switch between lobby name and player name displays.)
  • Changed to input a default lobby name if no name is specified when an lobby is created for an online lobby match.
  • Changed to set Fighter/Spectator in lobby matches with the OK (confirmation) button.
  • Changed the text chat in lobby matches to display a player’s own comments in a different color.
  • Changed to allow a full-screen display of the text chat window while watching lobby matches.
  • Changed the menu profile display in lobby matches so they do not cover up the cursor.
  • Players can now be kicked out of lobby matches while watching or waiting for a match. (Players currently fighting in a match cannot be kicked out.)
  • Fixed an issue that caused the game to hang after canceling character selection in a lobby match.
  • Fixed an issue that would occasionally cause the game to be unable to progress when a player was invited to a lobby match in any mode other than the Main Menu. (Xbox 360 only)
  • Added an Exhibition Mode to the offline Versus Mode. Setting Exhibition Mode to on will unlock all characters, stages and most costumes. Some features will not be available in Exhibition Mode, such as unlocking trophies and saving fight records.
  • Fixed an issue that occurred after a loss in Versus Mode which caused incorrect AI behavior in the next match.
  • Added a shortcut (PS3: SELECT + R1/Xbox 360: BACK + RB) to change hit settings in Training Mode.
  • Changed the shortcut (PS3: SELECT + L1/Xbox 360: BACK + LB) for replaying an example move in Command Training.
  • Fixed an issue that would cause the game to hang when restarting in Training Mode.
  • Fixed an issue that would make it impossible to restart in Command Training.
  • Corrected the game so it maintains Command Training progress until the end of the game. (Note: the in-progress state itself is not saved.)
  • Speeded up the timing of opponent AI rising in Command Training.
  • Change throw escape behavior in Training Mode. Before, COM throw escapes would always succeed, regardless of player input timing, if the Throw Escapes setting was set to fastest. This has been changed to allow COM throw escapes to fail if the player inputs a command with perfect timing.
  • Fixed an issue that caused characters to move offscreen when completing Command Training.
  • Fixed an issue that caused replays to be saved incorrectly.
  • Changed to allow switching UI display on/off in steps while watching a replay. (Players can hide the replay time display and just display the same UI as a normal match.)
  • Changed to display the online ID/gamertag when watching a saved replay of an online match.
  • Corrected the Xbox 360 version so cursor position in the replay or album menu is preserved after watching a replay or displaying a photo. (Xbox 360 only)
  • Added a display for uncleared missions on the timeline in Story Mode. Uncleared missions are shown with a different color icon and message.
  • Added the following special displays to the move lists: SP – notes special conditions such as back-turned stance, OH – notes Offensive Holds, CB – notes Critical Burst moves, PB – notes Power Blows
  • Added a Grade Point gauge on the fight result display in the Main Menu.
  • Added a confirmation window when quitting the game when PlayStation®Store is selected in the Main Menu. (PS3 only)
  • Changed so COM opponents select DLC costumes randomly if DLC costumes have been downloaded.
  • Changed the 4-bar antenna indicator in online modes to green to make it easier to understand.
  • Changed the sound effect when selecting Danger Zones On/Off on the Stage Select screen.
  • Made “NEW” display on the PlayStation®Store or Xbox Marketplace menu item in the Main Menu when new DLC is available.
  • Fixed an issue that occasionally made the game hang when selecting an online mode while PlayStation®Network was undergoing maintenance. (PS3 only)
  • Fixed an issue on the Home stage that occasionally made a character not display when KO-ing a character and performing a down attack.
  • Fixed an issue on the Home stage that occasionally made a character pass through a wall.
  • Fixed an issue that caused the language settings in the Options Menu not to be saved.
  • Fixed an issue that set character selection to random after accepting a Throwdown.
  • Fixed an issue when accepting a Throwdown in Tag Mode that caused a stage to be selected which was unusable with Tag.
  • Fixed incorrect data in the Move List.
  • Corrected to maintain online search settings until the game is quit.
  • Corrected issues with the Critical Damage display in Move Details, where the color change was different than when the actual Critical state change.
  • Balanced the fighting system and characters.

Unlock requirements for Rank Matches

When costume unlock requirements are met, usually the lowest numbered (locked) costume will be unlocked.

  • [Costume] Each character costume (except Gen Fu, Akira, Sarah and Pai) – Fight a ranked match to unlock a costume of the character used. 1 costume is unlocked for every 10 matches fought.
  • [Costume] Tina’s Legend costume (swimsuit)- Fight 50 ranked matches. The characters used do not matter.
  • [Costume] Christie’s Legend costume (swimsuit) – Fight 100 ranked matches. The characters used do not matter.
  • [Costume] La Mariposa’s Legend costume (swimsuit) – Fight 200 ranked matches. The characters used do not matter.
  • [Character] Akira – Fight 25 ranked matches. The characters used do not matter.
  • [Character] Sarah – Fight 75 ranked matches. The characters used do not matter.
  • [Character] Gen Fu – Fight 125 ranked matches. The characters used do not matter.
  • [Character] Pai – Fight 150 ranked matches. The characters used do not matter.
  • [Character] Alpha-152 – Fight 300 ranked matches. The characters used do not matter.

Balance Adjustments

P : Punch / K : Kick / H : Holds / T : Throws / _ : Hold down the button

COMMON
  • Fixed voice playback at the start of a match because it was actually playing back 15f later than the start.
  • Tripled crouching speed against high attacks.
  • Changed standing/crouching switch frame during normal status, when guarding, etc. from 5⇒3F.
  • However, you can guard against at low attack in 1F, and crouch against a high attack in 2F.
  • Fixed a bug just after guard recovery, etc. that caused a frame where the player was unable to perform a hold and could only guard.
  • The one frame in which a player could guard but not hold has been changed to allow both guards and holds.
  • Changed default health to 270.
  • Change affects Arcade, Time Attack, Survival and other modes as well.
  • Removed Counter adjustments after ceiling throws. Even Hi Counter follow up attacks act like normal hits.
  • Changed to allow a strike if throws overlap after rising/tech rolling.
  • Changed normal sidestep properties for all characters to 0(20)5.
  • Improved control input to make it harder for derivative followup moves to be triggered accidentally from sidestep.
  • Improved control input to make it harder to trigger taunts accidentally when pressing up/down when sidestep controls are set to 8 or 2H+P+K.
  • Fixed an issue that retained a hold input performed while the player could not hold until the unholdable interval had ended. The input buffer for Critical Holds was also changed to 12F, just like strikes. This improves play by reducing unintended moves triggered by inputs during unholdable periods.
  • Made H Cancel work better when used during a status other than strike. For example, it is harder when inputting 7PHK to mistakenly trigger 7PK.
  • Fixed reach for down throws being too long when the opponent’s head was close.
  • Adjusted the back rising motion for Mila, Rig and VF characters. This corrects the weird speed that they could move back with.
  • The latter half of stuns from moves like Helena’s 3KK are fixed to be invulnerable just like other of the same kinds of stuns.
  • Changed stuns from mid and low rising kicks on normal hit to small stuns.
  • Changed all back-turned stuns that do not down the player to end with the player facing front.
  • Added a ground shake effect to make sit-down stuns easier to spot.
  • All drop (vertical) kicks cannot be tech rolled.
  • Fixed a bug that made stuns after certain characters’ moves the same as a Critical Finish stun.
  • Fixed a bug when an opponent was already in some stuns which cannot be tech rolled and a followup attack was made, then the un-tech-rollable status was maintained.
  • Lengthened the Critical Burst stun 5F, making followup attacks easier.
  • Changed behavior when near a wall to cause a Critical Burst even if the opponent uses a Critical Hold.
  • Fixed an issue that displayed a red “CRITICAL STUN” during a Critical state from which a Critical Burst cannot be performed, for example after breaking an object after a Critical Burst.
  • Fixed some objects that would not turn transparent when covering a character.
  • Changed the way Danger Zone damage is calculated (except for Cliffhangers). Changed all Danger Zone damage from throws and holds from to 16%+4 to 20%.
  • Changed Slip Zones to only cause slipping on Counter Hit or higher.
  • When an opponent’s throw or OH lands during the entrance or exit of a tag change, it is now treated as a Counter Hit.
  • Fixed an issue that added the combo adjustment when performing a tag throw after a juggle in Tag Mode.
  • Fixed an issue that added the combo adjustment when performing an air throw or down throw during a juggle in Tag Mode.
KASUMI
  • [NEW MOVE] 8 or 9 in Hoshinpo: Gekko-Tenbu can now be performed from Hoshinpo.
  • P6P, P+K: removed wall blow back, added sidestep tracking.
  • 6P2K, PPP2K: fixed an issue that caused them not to do 50% damage on half hit.
  • P+KK, P6PK: fixed an issue that caused them not to do 50% damage on half hit.
  • 3K: change disadvantage on guard from -12 to -3F and changed hit reaction on normal hit to stagger.
  • 66P: changed startup from 18 to 16F.
  • 66PP: changed to be a guard break move, changed disadvantage from -23 to GB (-6F), and added ability to perform derivative followup moves even when blocked.
  • P6PP, P+KP: changed disadvantage on guard from -12 to -8F.
  • 9K, 6P6K, PP6P6K: changed to a bounce with a juggle followup possible on Counter Hit or higher.
  • 1K, PP2K: shortened motion recovery from 32 to 29F.
  • 66K: changed disadvantage on guard from -15 to -10F.
  • 4H+K: Changed recovery from 28 to 22F, and made stuns on Counter Hit and higher the same as normal hit.
  • 33T: changed damage from 65 to 67.
  • Sidestep P: changed disadvantage on guard from -14 to -9F, removed wall blow back, added sidestep tracking.
HAYABUSA
  • [NEW MOVE] P+K4: now transitions into Ongyoin.
  • [NEW MOVE] 46H: added expert mid kick hold.
  • P: changed startup from 11 to 10F.
  • 3P: added strike detection going down.
  • 3PP: added sidestep tracking
  • 66P, 4P6P, PP4P6P: changed to limbo stun on Counter Hit or higher.
  • 666P: changed damage from 28 to 30.
  • 2K: changed to standing status.
  • 6K: changed to uppercut stun on normal hit or higher, and 6KK now hits after.
  • 6KK: changed disadvantage on guard from -13 to -15F.
  • 6KP: changed advantage on guard from GB(+13) to GB(+9F), and changed to bounce opponents on Hi Counter hit.
  • 66K: lengthened input window to make the move easier to perform
  • KK: changed to guard break and changed disadvantage on guard from -12 to GB(0F).
  • 2P+K, 214P+K: changed to allow performing these moves before the start of a match.
  • 4H+K: changed motion recovery from 28 to 22F, removed wall blow back.
  • 6KK: removed wall blow back.
  • 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns.
  • 9K: changed hit reaction from crouching hit to sit-down stun.
  • 6T: added wall blow back.
  • Ongyoin P, back-turned P+K: added sidestep tracking.
  • Ongyoin P+K: changed damage from 24 to 27.
  • Ongyoin 8P: changed to bounce on Hi Counter hit.
  • Sidestep P: changed startup from 30 to 27, changed hit reaction on normal hit or higher to elbow stagger, removed wall blow back
  • Sidestep K: changed recovery from 28 to 22F, changed hit reaction on normal hit to sit-down stun, removed wall blow-back.
  • 3H+K, 4PK, PP4PK: fixed an issue that made them track sidesteps.
  • 8T: changed from throw to OH, changed damage from 60 to 40.
  • Ongyoin 8T: changed from throw to OH, changed damage from 60 to 45.
  • Fixed an issue that would not trigger Cliff Danger Zones from Izuna Drop-type moves.
  • Changed the Hot Zone stage so Izuna Drop-type moves do not connect with the helicopter.
TINA
  • [NEW MOVE] Sidestep T: changed to allow the same throw as 7PPT from sidestep.
  • [NEW MOVE] PK (on hit) T: changed to allow the same move as K (hit) T when PK hits as well.
  • 7P, 7PP, 7PPP: changed to mid moves.
  • 7PP: change advantage on guard from +2 to -1F.
  • 7PPT: changed startup from 20 to 22F, changed grab motion and voice.
  • 66PPK: changed disadvantage on guard from GB(-16) to GB(-6F).
  • 46P: changed recovery from 26 to 30F, changed advantage on guard from GB(0) to GB (+1).
  • 2P: fixed to allow player to choose standing/crouching on the frame after the move ends.
  • 4P, 4PP, 4PPP: added sidestep tracking.
  • 3PP: added sidestep tracking.
  • 7K: added sidestep tracking.
  • 8K: changed disadvantage on guard from GB (-12) to GB (-6F), changed attribute when held from parry to jumping mid kick hold.
  • 236K, running K: changed recovery from 57 to 55F, changed disadvantage on guard from GB(-24) to GB(-4F), changed attribute when held from parry to jumping mid kick hold.
  • 4K, 6PK: changed disadvantage on guard from -7 to -5F.
  • 2KK: changed hit reaction on normal hit to Critical Stun.
  • 66K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
  • 46T: fixed an issue that made it easy to unintentionally trigger J.O.Cyclone when performing the move from a crouching dash.
  • Rising tackle: changed to maintain crouching status throughout the entire move.
  • Sidestep P: change disadvantage on guard from -10 to -6F.
JANN LEE
  • [NEW MOVE] 1PK4: changed to allow transition into Dragon Stance.
  • 1PK: changed hit reaction to be the same as 6H+K.
  • H+K: changed damage from 24 to 18, changed hit reaction on standing Hi Counter hit to be the same as on Counter hit, changed hit reaction on crouching Counter hit to a big sit-down stun.
  • 4P: changed damage from 20 to 18.
  • P6PK: changed damage from 30 to 25.
  • 66K, 6PK, P2PK, Dragon Stance 6K: changed damage from 35 to 30, changed voice.
  • 9K: changed to launch on normal hit.
  • 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
  • 214P, 6P+KP: changed to bounce on Counter hit or higher.
  • 66T: changed voice of the grabbing motion.
  • Wall 6T: changed damage from 25 to 20.
  • High K hold, mid P hold: changed damage from 20 to 10.
  • High P hold, mid K hold, low P hold, low K hold: changed damage from 46 to 42.
  • Sidestep P: changed disadvantage on guard from 0 to -4F, changed damage from 20 to 16.
  • Derivative followup moves cannot be done from Jann Lee’s Dragon Blast (P+KP at face-up opponent’s feet).
LEIFANG
  • 1PP: changed to not be a natural combo.
  • 1P+K: corrected frames from 28(6)22 to 30(3)23 and advantage from GB(+8) to GB(+5F).
  • 46P: shortened the close hit distance by a few centimeters.
  • PP6P: corrected disadvantage on normal hit and on guard from -12 to -13F.
  • Sidestep P: changed damage from 28 to 22.
  • 4K, PK, 3PK: changed damage from 30 to 20, standardized the wall blow back distance for moves at 1m.
  • 64P: shortened the window for followup attacks during the stun on a back-turned hit.
  • 7K: changed to guard break and changed advantage on guard from -12 to GB(+3F).
  • 214P: changed disadvantage on guard from -6 to 0F.
  • 6P+K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
  • 66T: changed damage from 45 to 42.
  • Wall T, wall 66T: changed damage from 20+33 to 20+30.
  • 236P: corrected hit reaction on crouching guard to limbo stun.
  • 4P+K: changed startup from 6 to 3F.
  • Back-turned 7H, back-turned 3H: changed startup to 0F.
  • Sidestep P: changed startup from 25 to 27F, changed damage from 28 to 22, and removed wall blow back.
  • Sidestep K: changed startup from 27 to 25F, changed disadvantage on guard from -14 to -5F, changed hit reaction on normal hit to high stun.
ZACK
  • Zack Beam (236H+P+K): added the attack attributes of a mid punch with 30 damage.
  • 4K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
  • 7K・K: changed disadvantage on guard from -14 to BG(+1F).
  • 236K: shortened motion recovery from 30 to 25F.
  • 6P+K, running K: changed disadvantage on guard from -11 to -5F.
  • Sidestep K: changed disadvantage on guard from -8 to GB(-1F).
  • 214P: removed down hit.
BAYMAN
  • 1KK, 2KK: changed disadvantage on normal hit to -5F.
  • 6PP2K: changed disadvantage on normal hit to -3F.
  • Back-turned T: changed hit reaction to allow throws.
  • P+K: changed hit reactions up to Counter hit into sit-down stuns.
  • Front Wheel – throw (standing opponent): changed damage from 20 to 30
  • Front Wheel – throw (standing opponent, back-turned): changed damaged from 25 to 35.
  • Sidestep P: changed startup from 26 to 28F.
  • PP2K: lengthened input window so the move is easier to perform.
BASS
  • [NEW MOVE] Sidestep T: changed to allow the same throw as 7PT.
  • [NEW MOVE] 41236T or 236P (hit) T on wet surface against back-turned opponent: the same kind of move as 41236T (back-turned, max charge).
  • 1P: shortened delay input window.
  • 9PP: shortened recovery from 28 to 22F, changed so that 33P is guaranteed after hit.
  • 7PT: changed startup from 12 to 17F.
  • 66P, 1PP: shortened recovery from 33 to 32.
  • 46P: changed charge portion to crouching status.
  • PK: changed disadvantage on guard to -6F, changed crouching hit reaction to sit-down stun.
  • 3K: changed disadvantage on guard to -6F.
  • 63214T・69874123T: changed damage from 66 to 62, now allow a guaranteed ground throw after the end.
  • Wall 6T: changed to perform a wall throw even when near rope walls.
  • Back-turned T: changed from throw to OH.
  • Back-turned 4K: changed crouching hit reaction to sit-down stun
  • Ground throws (face up at feet, face down at head, face down at side): changed advantage from +11 to +13F.
  • Sidestep P: changed startup from 25 to 24F.
  • Sidestep K: changed hit reaction on Counter hit or higher to crumple stun.
AYANE
  • [NEW MOVE] Back-turned 4H+K: added ability to perform a Critical Burst move from back-turned stance.
  • 3H+K: changed damage from 28 to 23, changed crouching hit reaction to the same as standing hit.
  • 4H+K: changed normal hit reaction to the same as Counter hit.
  • 66K: changed advantage on guard from -11 to -16F, changed normal hit reaction to uppercut stun.
  • 66KK: added sidestep tracking.
  • 66KK4: removed delay input window.
  • 66KKK: changed damage from 33 to 40, changed to a big blow back, and changed wall blow back distance from 2.5m to 4m.
  • 6P+KK: slightly shortened input delay window.
  • 4K: changed recovery from 27 to 24, changed hit reaction on normal or Counter hit to knock down stun.
  • Changed hit reactions on Counter hit and higher for P+KP type moves to bigger stuns.
  • Changed hit reactions on Counter hit and higher for P+KPP type moves to bigger stuns.
HAYATE
  • [NEW MOVE] Added Raijin (41236T・4682T・7391T when there is no ceiling).
  • [NEW MOVE] PP2K6P+K: added a new move that can transition into Hayate-Gake.
  • [NEW MOVE] 4P6P+K: added a new move that can transition into Hayate-Gake.
  • 4P: changed normal hit reaction to uppercut stun, added sidestep tracking.
  • 2K: changed to standing status.
  • 6PK: fixed an issue that made this a high kick. It is now a mid kick.
  • 66PP max charge: changed startup from 41 to 32F, changed advantage on guard from +1 to +3F.
  • 66P+K max charge: changed startup from 36 to 33F, changed advantage on guard from +1 to +3F.
  • PP6P max charge: changed startup from 30 to 24F, changed advantage on guard from +1 to +3F.
  • 9PP max charge: changed startup from 31 to 25F, changed advantage on guard from +1 to +3F.
  • 4P+K max charge: changed startup from 63 to 60F, changed advantage on guard from +1 to +3F.
  • P+K, 3H+KKP, sidestep P: changed reaction on normal or Counter hit to sit-down stun.
  • 8P: changed to launch on normal hit.
  • 4P6P: changed to guard break and changed advantage on guard from -9 to GB(+3F).
  • 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
  • 214P: changed hit reactions from crouching normal hit or higher to knock down stuns.
  • 236K: changed to guard break, changed advantage on guard from -5F to GB(+1F), changed damage from 45 to 40, changed to jump over downed opponents.
  • Sidestep K: changed to guard break and changed disadvantage on guard from -15 to GB(0F).
  • Hayate-Gake K: downs opponents, changed advantage on guard from -15 to -5F.
  • Hayate-Gake P+K: removed wall blow back.
HITOMI
  • Back-turned 4PK: fixed an issue the made the move not track sometimes.
  • Low K hold: changed damage from 30 to 40.
  • 46P: changed advantage on guard from -11 to -7F, changed damage from 35 to 40.
  • 236P: changed disadvantage on guard from -11 to -9F, changed damage from 38 to 42.
  • 4P, PP4P, 3KP4P, back turned PP4P: added sidestep tracking.
  • 4KP: removed wall blow back.
  • 66H+K: changed to guard break, changed advantage on guard from -11 to GB(+3F), removed sidestep tracking.
  • 6KKK, 7PKKK, 6PKKK: changed Hi Counter hit reaction to bounce which can be followed by a juggle.
  • 9HP: changed damage from 28 to 35.
  • 9HK, 4KK: changed disadvantage on guard from -13 to -5F.
  • 236K, back-turned 8K, 66KKK, PP6PK, 66PK, 8PK6PK, 1K6PK: changed held attribute to high kick parry.
  • Sankaku-Geri (wall 7H+K): changed advantage on guard from GB(-13) to GB(+5F).
  • 33T: changed damage from 55 to 62.
  • Wall 33T: changed damage from 65 to 72.
  • 6T: changed damage from 25 to 30.
  • 4K: added sidestep tracking.
  • Sidestep P: changed startup from 33 to 28, changed disadvantage on guard from -10 to -14F, removed wall blow back.
  • Sidestep K: change disadvantage on guard from -9 to -5F.
BRAD WONG
  • [NEW MOVE] Dokuritsu-Ho 66P: added a Critical Burst move.
  • Toritsu 66, Hanten-Toritsu 44: changed to jump status.
  • Toritsu (66P+K), Hanten-Toritsu (back-turned 66P+K): change to allow performing these moves before the start of the match.
  • Wall 214P+K: fixed an issue that would sometime cause the move to go in the opposite direction after landing.
  • Toritsu H+K, Toritsu K6K, Toritsu KK6K, Toritsu KKKK: changed so holds cannot interrupt the 2nd hit.
  • 8K4, 6PK4: faster transition into Dokuritsu-Ho.
  • 6K: shortened motion recovery from 26 to 24F.
  • Back turned T・T: Opponent cannot backdash to evade 2P+K if it is performed as fast as possible after this move.
CHRISTIE
  • H+KKK: changed disadvantage on guard from -6, -6, -7 to -8, -8, -7.
  • 2H+KP, PP2KP: fixed an issue that caused a different hit reaction when hitting an opponent in standing guard than when they were not guarding, and changed hit reaction for crouching normal hit to be the same as standing normal hit.
  • P+K: changed hit reaction on Counter hit to faint stun.
  • 6P: changed hit reaction on Counter hit to small limbo stun.
  • 4P, PP4P: added sidestep tracking.
  • Jakei-Taiho P: changed motion and voice
  • PP2P, back-turned 2P: added sidestep tracking.
  • 9P: changed disadvantage on guard from -7 to 0F.
  • Back-turned P: changed disadvantage on guard from -13 to 0F.
  • 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
  • 6PP: lengthened delay input window when transitioning into Jakeiho.
ELIOT
  • P+K: changed hit reactions from Counter hit or higher to sit-down stuns
  • 33P: changed damage from 10+15 to 13+15.
  • 1K4PP: changed damage from 24 to 20, changed disadvantage on guard from -5 to -12F.
  • 1KP46P: fixed an issue that prevented this move from being performed.
  • Rising P+K: changed disadvantage on guard from GB(-23) to GB(-5F).
  • P+K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
  • Sidestep P: changed damage from 15 to 20.
  • 3KP: changed so holds cannot interrupt the 2nd hit.
  • Sidestep P: changed disadvantage on guard from -14 to -8F, removed wall blow back.
KOKORO
  • PP: changed disadvantage on normal hit and on guard from -3 to -7F.
  • 2K, P2K: changed disadvantage on normal hit from -12 to -15F.
  • PPT: changed startup from 16 to 17F.
  • 2KT, P2KT: changed startup from 8 to 15F.
  • 9PPT: changed startup from 19 to 22F.
  • Back-turned 4PT: changed startup from 6 to 17F.
  • 33P: changed disadvantage on guard to -14F.
  • 9P: changed damage from 15 to 12.
  • 66P: changed recovery from 18 to 22F.
  • 7K: changed damage from 26 to 24.
  • 33P+K: changed damage from 28 to 26.
  • 4P+K: changed damage from 24 to 22.
  • 9PP6P, 4PP6P, 6P+KP: changed reaction on back-turned hit to short stun.
  • 3K, 1KK: changed reaction on back-turned hit to short stun.
  • 3K4K, 1KK4K: changed reaction on back-turned hit to short stun.
  • Changed grab voice for Heichu to something more recognizable.
  • PP6P: changed hit reaction on normal hit to small limbo stun.
  • P when Heichu either succeeds or fails: changed hit reaction on normal hit to small stun.
  • 6P+K: changed hit reaction on normal hit to stun.
  • 236T: shortened the derivative followup frames when the move fails from 30 to 26F.
  • Sidestep P: changed damage from 28 to 22, changed disadvantage on guard from -10 to -14.
LA MARIPOSA / LISA
  • [NEW MOVE] 9PP4, 9KP4, KKPP4, KKKP4 can now end in back-turned stance. It is possible to move 10 frames faster than ending front-facing.
  • [NEW MOVE] Sidestep P+K: can change the facing direction during sidestep.
  • P: changed startup from 12 to 11F, changed advantage on normal hit or guard from -2 to +1F.
  • PK: removed wall blow back.
  • 66PP: changed hit reaction on normal hit or higher to limbo stun.
  • 8P: changed to allow move to be performed before the match.
  • KKK: changed held attribute from parry to jump mid kick hold.
  • Back turned K6K, 6PK4, K6K4, 2KK4, PKK4: changed recovery from 25 to 20.
  • 3K4: changed recovery from 25 to 20F, fixed an issue that did not switch status to back-turned until after recovery finished even though the character is turned around.
  • 9K, KKK: changed hit reaction on normal hit to knock down stun.
  • Back turned 7P: changed damage from 25 to 24, changed startup from 16 to 20, changed into a Critical Burst move.
  • Back turned 4P: removed wall blow back.
  • 64T: changed startup from 6 to 11F.
  • Back turned 4P+K: changed the hit reaction on back-turned hit, allowing guaranteed back-turned 4P, etc. Also fixed an issue that made it go through an opponent often.
  • Sidestep P: changed startup from 32 to 28, changed hit reaction on Counter hit to crumple stun.
  • Heavy grounds attacks when facing forward: changed damage from 22 to 30.
  • Heavy grounds attacks when back-turned: changed damage from 20 to 40.
  • Back turned P+K, 7KP, PPPP+K: changed the status right after landing to squatting.
  • Back turned P+K4, 7KP4, PPPP+K4: fixed an issue that allowed command input delay.
  • Derivative followup moves cannot be done from Lisa’s Twister (H+K at face-up opponent’s feet).
MILA
  • 6P: changed recovery from 16 to 19F.
  • 66P: changed advantage on guard from GB(+12) to GB(+7F).
  • 9P: changed to bounce on Counter hit or higher.
  • 4K: changed disadvantage on normal hit from +2 to -6F, and disadvantage on guard from -3 to -6F.
  • K, PK, PPK, back turned K: changed hit reaction on Counter hit to be the same as Hi Counter hit.
  • 2KPPP: fixed an issue that made it harder to hit with some foot positions.
  • H+K: changed damage from 30 to 32.
  • 1P: change to have no stun with +2F advantage on normal hit, and be in squatting status right when the move ends.
  • Tackle cancel P: changed to be in squatting status right when the move ends.
  • Changed total frames for tackle to 50F, and changed to be in squatting status at the beginning and end.
  • Triple Pound (Mount P・P・P): changed damage from 10+15+20 to 10+10+30.
  • Mounted Position T: changed damage from 30 to 35.
  • KKK in Side Position or in Sprawl: changed damage from 15+15+15 to 15+15+20.
  • T in Side Position or Sprawl: changed damage from 30 to 35.
  • Sidestep P: changed startup from 26 to 27, changed disadvantage on guard from -7 to -13F, changed damage from 20 to 18.
  • Sidestep K: changed disadvantage on guard from -12 to -7F, change hit reaction on Counter hit to a bigger stagger.
  • Sidestep T: changed startup from 28 to 33F.
RIG
  • [NEW MOVE] Bending Stance P+K: added a Critical Burst move from Bending Stance.
  • P: changed startup from 11 to 10F.
  • 1P: changed to crouching status
  • 6P: changed startup from 14 to 13F.
  • 6PP: change disadvantage on guard from -6 to -3F.
  • 6P2K, K2K, 1K, Bending Stance 2K: changed disadvantage on normal hit from -6 to -4F, and disadvantage on guard from -7 to -5F.
  • 66P: change advantage on guard from -8 to -5F.
  • 3KK, 3K6K, 3K2KK, 1KK, 6P2KK, K2K, Bending Stance 2KK: increased the delay input window.
  • 6H+K, 4PK: changed wall blow back distance from 2 to 3m.
  • 44K: fixed a bug that made it hit crouching opponents even though it is a high attack.
  • 4P+K, 2P+K: changed to allow performing these moves before the start of a match.
  • Turn Leg Cut 2K: changed damage from 12 to 22, changed hit reaction on normal hit to Critical.
  • Turn Leg Cut K, Turn Leg Cut KK, Turn Leg Cut KKK: added sidestep tracking.
  • Turn Leg Cut H+K, back turned H+K, Turn Leg Cut 6KK, Turn Leg Cut 6K6KK: standardized all to track sidesteps, and changed to bounce opponents.
  • Extended the time raising the knee in Bending Stance, lengthening the time available to transition to another move.
  • Bending Stance T: changed damage from 24 to 36, changed advantage after move to +10.
  • Bending Stance 6H+K: changed first hit to launch on Counter hit or higher.
  • Bending Stance 2K: changed disadvantage on normal hit from -6 to -3. Bending Stance 2KK has become a natural combo.
  • Sidestep P: change startup from 30 to 28F, change disadvantage on guard from -11 to -6F.
  • Sidestep K: changed startup from 31 to 25F.
  • Fixed a bug that prevented expert mid kick holds while in Critical.
  • 2T: fixed the long recovery of the grab motion.
  • 6P+K: made it more difficult to unintentionally trigger Turn Leg Cut after the move.
GEN FU
  • 2K: changed to standing status.
  • 2P+K: removed wall blow back.
  • 9K, sidestep K: changed wall blow back distance from 2.5 to 1.5m.
  • 33P: lengthened recovery from 18 to 19F.
ALPHA-152
  • H+K, PPK, 6PPK: standardized hit reactions to faint stagger.
  • H+KK, PPKK, 6PPPKK: changed damage from 35 to 24, standardized hit reactions to limbo stun, changed to turn opponent around on back-turned stun.
  • 7K: removed guard break, changed disadvantage on guard from GB(0) to -5F.
  • 2K: changed to a small stagger.
  • 2KK: changed to a stun which has a short interval where holds cannot be performed, shortened delay input window.
  • 4K6K, 4KK6K, 4KKKK: changed damage from 20, 20, 40 to 10, 10, 40.
  • 4K, 4KK, 4KKK: changed damage from 30, 30, 30 to 20, 20, 20.
  • 66T・2T: changed damage from 50 to 30, fixed a bug that prevented derivative followup moves from P and H, shortened floating time after the move.
  • 8T: changed damage from 75 to 65.
  • 2141236T: changed damage from 80 to 70.
  • 33T: changed damage from 70 to 60.
  • 236236T: changed damage from 90 to 100.
  • 66P: changed from mid to high.
  • Sidestep P: added sidestep tracking.
  • 6PP: added sidestep tracking.
AKIRA
  • [NEW MOVE] added sidestep P+K.
  • Changed sidestep speed.
  • 2_6P: shortened the input window for 6 (direction) when performed while crouching. This makes it easier to perform 6_P.
  • 2_6PP: changed disadvantage on guard from -6 to 0F.
  • 43P2 or 8P+K: fixed an issue that made it hit crouching opponents.
  • 46P+K: changed damage from 25 to 32.
  • 2_46P: changed damage from 30 to 35.
  • P+K: changed to allow derivative followup moves even after a Critical Finish.
  • 466P+K: changed damage from 50 to 62.
  • 6KP: made the re-launch height go higher when hitting a juggled opponent.
  • 214P+K: added sidestep tracking.
  • H+KP: made it easier to hit juggled opponents.
  • 3H+KP466P+K: changed damage from 33 to 38.
  • 2H+KPP: changed damage from 5, 10, 30 to 10, 18, 35.
  • 2H+K: corrected the hit reaction on back-turned crouching hit.
  • Back turned P+K: changed startup from 13 to 11F.
  • Back turned 2H+K: changed disadvantage on guard from -1 to -11.
  • Back turned 2P: changed to have the same performance as 3P+K.
  • Back turned 2K: changed disadvantage on guard from -11 to -9, corrected hit reaction on back-turned crouching hit.
  • 2T: fixed the long recovery of the grab motion.
  • Sidestep P: changed startup from 33 to 29F.
  • Sidestep K: changed hit reaction on Counter hit or higher to low spin stun.
  • Fixed an issue that sometimes triggered H+KP from about the 3rd frame of H+K when buffering the H+KP input.
SARAH
  • Changed sidestep speed.
  • P: change advantage on normal hit from 0 to +1.
  • 3PK, 3P+K, Backward Slide K: removed wall blow back.
  • 4PK: changed damage from 5, 5 to 10, 10, and made it so that the stun from the 1st hit makes the 2nd hit guaranteed.
  • 4PK (on hit) K: changed damage from 8 to 15.
  • K while rising from crouch: changed damage from 23 to 24, change held attribute from jumping mid kick hold to mid kick hold.
  • 2P+K: changed hit reaction on normal hit or Counter hit to stagger.
  • 8H+K: balanced the invulnerable interval against low attacks. Made it easier to avoid low attacks.
  • 66H+K (juggle hit): added floor danger zone effect.
  • High K hold, high P hold: added floor danger zone effect.
  • Mid K hold: added floor danger zone effect.
  • Flamingo 3K: changed hit reaction on Counter hit or higher to faint stun.
  • Sidestep P: changed hit reaction on normal hit to Critical Stun.
  • Backward Slide P+K: changed hit reaction on normal hit or higher to faint stun.
  • Sidestep K: changed damage from 16 to 20.
  • Flamingo 7 or 8K: changed frames to 14(4)45, changed disadvantage after guard from -28 to -27.
  • 41236T: added wall blow back.
  • Sidestep T: added wall blow back.
  • Sidestep 41236T: added wall blow back.
PAI CHAN
  • Changed sidestep speed.
  • PPK: changed back-turned hit reaction.
  • PPKK., 46KK: changed launch height to it can be used as a relauncher in tag matches.
  • PP4P, 3PP4P, Bokutai P4P: changed damage from 12 to 14, changed hit reactions on Counter hit or higher to high stagger.
  • 3PP4P: change advantage on normal hit from +1 to +2F.
  • 4K: changed hit reaction on Counter hit to belly stun, and hit reaction on Hi Counter hit to crumple stun.
  • PK: changed hit reactions from Counter hit or higher to high staggers.
  • 3KPP: changed hit reactions on standing Counter hit or higher or on crouching normal hit or higher to crumple stuns.
  • 46K, PPK: changed hit reactions from Counter hit or higher to uppercut staggers.
  • 6KP, PPP, Bokutai PP: changed damage from 10 to 12.
  • 6KP7 or 4K: changed held attribute from mid kick hold to mid kick parry.
  • 9K: changed hit reaction on Counter hit to uppercut stun.
  • 9KK: added 1m wall blow back.
  • 46KK: changed damage from 22 to 24.
  • 6P+KP: changed hit reaction on normal hit to small belly stun, and on Counter hit or higher to belly stun.
  • 64PP: changed hit reactions from Counter hit or higher to belly stuns.
  • 466P+K: removed down hit, added close hit effect.
  • 46P+K: corrected the recovery status to squatting.
  • 6P+K: changed hit reaction on normal hit to Critical.
  • 46H+K: changed hit reactions from Counter hit or higher to Critical Stun.
  • 66H+K: improved controls, added 1m to 2nd hit blow back, removed the bounce effect.
  • Running K: changed damage from 35 to 45.
  • Bokutai P: changed to Critical Burst move.
  • Meishoho P: changed hit reactions from Counter hit or higher to sit-down stuns.
  • Improved controls for the change in direction after Hakkeshou.
  • T: added floor danger zone effect.
  • 2_6T: added floor danger zone effect.
  • 1T: added floor danger zone effect.
  • 2T: added floor danger zone effect, fixed an issue the made the recover for the grabbing motion long.
  • Sidestep K: changed damage from 16 to 20.
  • Improved controls to make 9K easier to perform from crouch.
Tags:

Arcade Release Date Set for Nov 21st

 

The latest issue of Famitsu has revealed a new playable character in BlazBlue: Chrono Phantasma named Izayoi. Advertised as Tsubaki’s “True Form,” Izayoi has two modes of combat at her disposal. Her normal mode employs a hard zoning strategy while she builds her “Reishiki” meter. Her second mode, Gain Art Mode, can be entered by pressing the Drive button and uses this meter to grant her improved mobility and specials.

SoWL and Hakimaru of the Dustloop forums have translated much of the original spread. You can read their translations below, as well as check out the original magazine scans and brand new images posted by Famitsu on their website.

It was also revealed through the official BlazBlue portal site that Chrono Phantasma will be hitting arcades in Japan on November 21st, which for those of you keeping score at home is only a week away. That means we’ll soon be getting some great Japanese arcade footage of the new characters in action, as well as a look at how the existing fighters have been affected by their changes.

 

 

 

Hakimaru

Mode change character, has a special meter.

Drive is called “Scarlet Justice”, using it shifts her into Gain Art mode. D returns her to normal mode.

Seems to play a long distance zoning game while gaining Reishiki (Zero Weave?) meter, and then switches to Gain Art mode for the offensive.

Gain Art mode seems to grant high speed movement and improved specials.

Right side, middle two pictures demonstrate one of her specials, Sonic Saber. Left one is the normal version, which is a high speed projectile good for zoning. Right side is Gain Art version, which has additional swords come out from around the opponent and hit, holding them in place.

Top picture on right side is captioned “Freedom Justice”, bottom one is “Justice *cut off*”.

SoWL

That would be “Justice Phorizer”, a quick, long-reaching sword thrust. Performing it with OD improves damage and reach. And “Freedom Justice” is the name of her OD, which seems to improve the zoning game of her normal mode.

Hakimaru

Also, two pictures on top left show (left side) normal mode and (right side) Gain Art mode. There might be some more relevent stuff on the bottom left, but it’s too cut off to make out anything important.

 

Tags:

With Skullgirls patch finally released, you can expect to be quite a few changes to a lot of things. Below is aeverything you need to know. 

New Features

  • Unlocked three additional colors for each character
  • Added eight DLC Character Color packs
    • Character color packs will be available for purchase soon from the PSN Store and Xbox Live Marketplace for $1 each, or $5 for all eight
    • Each pack contains four additional character colors
    • A bonus color will unlock if all eight character color packs have been purchased, either separately or as a bundle
    • Purchasing DLC colors for a character will also unlock all previously available colors, as well as their story mode if applicable
  • Added in-game Move Lists
  • Added Tournament Mode to Versus menu
    • Disables in-match Achievements/Trophies to prevent gameplay interruption
    • Forces the following menu flow: Controller Select > Button Config > Character Selection > Play
    • Forces default rounds and time settings, regardless of current options
    • Disables Sparring Mode toggle
    • Allows all non-DLC colors to be used regardless of in-game unlock status
    • Returns to the controller select screen if 1P or 2P controller is unplugged at the post-match menu
    • Forces button config whenever both players choose to return to character select
  • Greatly expanded Training Mode
    • The Select/Back button can be set to…
      • Save/load state
      • Record/playback dummy actions
      • Do both at once
    • Dummy recordings can be set to play back as a reversal
    • Added Input Displays
      • Options for List / Realtime Stick / Both
    • Added numerous dummy action options
      • Options for Manual / Crouch / Jump
    • Blocking
      • Options for Never / After First Hit / Always / First Hit Only / Random
    • Block Type
      • Options for High / Low / All
    • Pushblock
      • Options for Never / After 1 to 10 Blocked Hits
    • Throw Tech
      • Options for Never / Always / After First Hit / Random
    • Ground Recovery
      • Options for Never / Forward / Backward / Random
    • Escape Infinite Combos
      • Options for Never / After 1 to 10 Hits
    • Dummy Playback
      • Options for Once / Repeat / As Reversal
    • Dummy Playback Side Correction
      • Allows player to choose whether the dummy recording is treated as relative directions (D, DB, B) or absolute directions (Down,Down-Left,Left) when the dummy changes sides
  • Added additional controls to help players using the default gamepads
    • Added LK+HP as an additional command for Ensemble 1
    • Added right-stick Ensemble calls
      • Up for Ensemble 1
      • Down for Ensemble 2
      • Can be disabled in Button Config

Single Player

  • Rebalanced AI difficulty
  • Added new “Nightmare” difficulty level
  • The mysterious final boss has received the following adjustments:
    • All attacks now give the opponent meter on hit or block
    • Added a glow to small skulls to make them easier to see
    • She can now be hit-stunned if she receives damage quickly enough, and more easily by Blockbuster attacks

Tutorials

  • Added new Character Tutorials
    • Each character now has simple tutorials to teach beginning players how to perform all of their Special and Blockbuster attacks, as well as provide strategic advice for their usage
    • Note: Completing these new tutorials is now a requirement for the “Sküllgirls” trophy/achievement
  • Completely re-localized all existing tutorials in French, Italian, German and Spanish
  • Tutorial text now displays button icons instead of text
  • Added “Next Unfinished Lesson” option to tutorial end menu
  • Improved the visibility of the right-side text in tutorials

Online Play

  • Fixed a bug that rendered the North American and European/Australia-New Zealand versions incompatible in online play
  • Greatly improved GGPO performance when playing with moderate-to-high pings
  • Changed ranked matches online to be blind-pick
    • Players will no longer be able to see their opponent’s choices until a stage has been selected
  • Online opponent’s account name is now displayed during matches
  • Added screen flash and notification sound when a ranked match is found
  • The end-of-match timer in Unranked Online play is now 90 sec instead of 15
  • On “Press Button to Invite” screen, Circle/B are now cancel instead of inviting
  • Improved PS3 ranked matchmaking
  • Fixed X360 leaderboard ranking issues
  • Addressed a number of sound issues while playing online
  • Added the following new regions to multiplayer filters:
    • North America (West Coast)
    • North America (East Coast)
    • North America (Midwest)
    • North America (Gulf Coast)
    • North America (Canada)
    • Central America
    • South America (North)
    • South America (Brazil)
    • South America (South)
    • Europe (UK)
    • Europe (Continental)
    • Middle East
    • Asia (Continental)
    • Asia (Southeast)
    • Asia (Japan)
    • Australia
    • Africa
    • Pacific

Other Changes and Improvements

  • Now display players’ chosen assist types on the character select screen when offline or in Unranked online
  • Improve character streaming issues
    • Now, instead of briefly displaying hitboxes when switching characters, low-res versions of the characters will be displayed
  • Added PAL-50 support with correct frameskip on both consoles
  • Added the ability skip startup logos
  • Sparring Mode now saves game state when turned on, and loads it when turned off
  • Hit voiceover is now played after hit-stop rather than upon impact
  • Only the player in charge of the menu can press the “Cancel” button to leave the Controller Select screen for Versus and Tournament mode
  • Button config screen will now keep a player’s screen open when the other player dismisses their screen when mapping the same button or moving the selection
  • Button config no longer ignores button presses when another button is held
  • Main Menu and Training Mode now have 2-player button config, rather than just first player
  • Team size selection now starts with the two character option highlighted
  • Holding the Assist 1 or Assist 2 button combinations during loading or between matches will change your starting team order as follows:
    • If you have a team of 2, holding any assist button swaps the characters
    • If you have a team of 3:
      • Holding Assist 1 swaps the first and second characters
      • Holding Assist 2 swaps the first and third characters
      • Holding both Assists swaps the second and  third characters
    • Once changed, team order stays as the new order
    • Works in Arcade Mode, Versus Mode, and Tournament Mode, but not Online
  • When either player chooses Return to Main Menu, it immediately happens rather than waiting for the other player to have to choose
  • Improved the setting of button macros:
    • Eliminated unnecessary button presses: when on a macro line, simply press the buttons you wish to assign to the macro
  • Updated company logos in the opening sequence and Medici Tower stage
    • More information on this change can be read here

PS3-Specific

  • Improved online matchmaking
    • Reduced the number of matchmaking tiers for from 9 to 3
    • Lowered the “acceptable match” threshold so more matches will be found for a given number of players online
  • Fixed an issue that could occasionally result in save data corruption when quitting the game

Xbox 360-Specific

  • Completely overhauled the game’s file system to greatly improve load times
  • Addressed an issue with leaderboard behavior, so that rank will no longer be lost when winning matches
  • Fixed the super-shadows in Blockbuster attacks to be shaded properly

Bug Fixes

  • Fixed an issue where Player 2 used a Blockbuster Sequel at the same time as any superflash or Blockbuster Sequel from Player 1 froze the game
  • Fixed an issue where Outtakes didn’t work properly against Cerebella’s Battle Butt attack
  • Fixed an issue that caused Ms. Fortune’s head to occasionally float offscreen when she’s KO’ed
  • Fixed unnecessary checking for achievements after they are already granted
  • Fixed an issue with Unranked play online, in which Player 2 picking “Change Stage” would freeze the game on Stage Select
  • Stunt Double actions can no longer be overridden by pressing a button on the frame the character lands
  • Fixed an issue that caused a floating “15” to occasionally appear after Unranked matches online
  • Fixed an issue in which the next character could come in attacking backward after a character was KO’ed
  • Fixed a bug when airblocking an attack right at ground level which caused the character to land and be vulnerable during hit-stop
  • Removed R1 as a confirmation button on menus, to fix some remaining issues with non-standard controllers
  • Fixed an issue where the game dropped inputs for P2 in button config if P1 hit a button on the same frame
  • Stopped Peacock’s item dropping noise at the end of a round/match fadeout
  • Fixed an issue with hitting a dead character with an Outtake

Trial Mode

  • Now allows play as Peacock and Filia, rather than Cerebella and Filia
  • Difficulty now defaults to Easy
  • Fixed a bug that kept the difficulty level the same, regardless of which was chosen

 

Gameplay Changes

General

  • Increased the speed of gameplay by 3%
    • Also increased frames-per-timer-second to offset the speed change, so time-outs still take roughly the same amount of real time
  • Added 5 frames of input leniency to chained normals, as well as to normals and airdashes input during jump/superjump/doublejump startup
  • Adjusted the health and damage for solo characters:
    • Increased health boost from 200% to 210%
    • Decreased damage boost from 175% to 160%
  • Changed the damage formula for combos:
    • The new formula is as follows: 100%, 100%, 100%, 87.5%, 76.5%, with each additional hit reduced to 87.5% of the previous hit until a minimum of 27.5% on hits greater than equal to 1000 base damage, and 20% otherwise
    • For comparison, the old formula was as follows: 100%, 100%, 100%, 85%, 72.2%, with each additional hit reduced to 85% of the previous hit until a minimum of 25% on hits greater than or equal to 1000 base damage, and 15% on all other hits
  • Outtakes (A.K.A. “Snapbacks”) received the the following adjustments:
    • Ensemble characters no longer get knocked off-screen along with point characters
      • Now allows for double Outtakes if close enough to the corner
    • While the Ensemble character is being comboed:
      • The previous point character regains health at a higher-than-normal rate
      • Their opponent’s team auto-generates meter slowly
      • The timer stops until the character is KO’d or leaves
    • Getting hit by an Outtake will always allow an OTG afterward, even if the OTG had already been used
      • OTGs from Outtakes do not accumulate: hitting with three Outtakes in a row only allows one OTG afterward
  • All regular and special throws now scale follow-up combo damage to 50%
    • Throws which previously scaled the damage lower (Excellebella, Pummel Horse) still scale it to the lower amount
  • Added 3 additional frames to all blockstun
  • Added additional, secret functionality to Reaction Shots (A.K.A. “Pushblocks”), reminiscent of some other, older games
  • Ensemble characters now jump out away from the opponent, even if they switch sides during their attack animation
  • Increased the Throw Break window from 6 frames to 10 frames
    • Cerebella’s “Grab Bag” Throw Break window is still 4 frames
  • Slightly reduced the entrance delay of the next character after an Outtake or K.O., from 92 frames to 75 frames
  • Added a new, green ground bounce type:
    • All knockdowns from Ensembles attacks that would be red bounces are now new green bounces
    • Green bounces are:
      • Still completely vulnerable
      • Ground Recoverable after 9 frames
      • Vulnerable as normal if not recovered from
  • Ensemble Attacks (A.K.A. “Assists”) received the following adjustments:
    • Throw plus Ensemble call inputs (such as LP+LK+MK or LP+LK+MK+HP) are now specifically disallowed
    • Ensemble calls are now valid for 5 frames after the input is entered
    • Increased damage taken by Ensemble characters from an additional 6% to an additional 20%
    • Ensemble characters are now always drawn behind point characters except when grabbing someone
    • Fixed Ensemble call priority to prevent cases of getting the wrong one
  • Infinity Breakers (A.K.A. “Bursts”) received the following adjustments:
    • Infinity Breakers now scale damage to 50% and count as one hit
    • Using an Infinity Breaker now correctly resets your Off-the-ground and stagger status
  • Blockbuster Sequels (A.K.A. “DHCs”) received the following adjustments:
    • Reduced the duration of the black-and-white Blockbuster background effect from 15 frames to 8 frames to better communicate when Blockbuster Sequels are possible
    • Using a Blockbuster Sequel on the frame before a hit would have made contact will no longer allow the hit to connect after the Blockbuster Sequel
  • Ground recoveries received the following adjustments:
    • Ground recoveries now use the newest input if both inputs are entered during the ground recovery window
    • Tweaked the early and late recovery windows
  • Time now stops when the point character is KO’ed
  • Attacker now gains zero meter from the act of hitting a KO’ed point character
    • The KO’ed character’s player still gains meter by being hit
  • KO’ed point characters now become invincible as soon as the Infinite Prevention System triggers on them
  • Corrected neutral-to-blocking transitions
    • Changing block directions on the frame you are touched no longer results in blocking a low attack with stand stance or blocking a high attack with crouch stance
  • All characters except Double can now cancel forward dash directly into backdash and backdash directly into forward dash
  • It is now possible to PP backdash from the pre-block animation
  • Forward/back jumps no longer override each other
    • UF > UB will now jump forward and UB > UF will jump backward
    • Either direction will still override a neutral jump
  • Ensemble attacks that hit through an invincible opponent no longer use up your Ensemble call for that combo
  • All characters’ throws now face the opponent properly
  • All characters’ air throws now face the opponent properly during a super jump
  • Pressing up-back while airborne near an attacking enemy if you have a double-jump remaining will no longer cancel double-jump start-up into pre-block, and cause the character to wrongly fall straight to the ground

Infinite Prevention System

  • The IPS now counts standing, crouching and command normal attacks of the same button strength as the same attack
  • The IPS now counts all strengths of a given special move as the same attack
  • The IPS Infinity Breaker hit-sparks no longer show up on anything except the point character
  • The IPS now counts Tag-in attacks
  • All tags and DHCs now start you at the correct IPS stage when comboed into
  • IPS now correctly handles 1-frame links
    • For example, in Parasoul’s {s.LK->s.HP xx LP Tear Shot, s.LK->s.HP, tear explosion, s.LK}, the last s.LK is now correctly flagged by IPS every time
  • IPS state no longer continues across zero-frame resets
  • Without a jump-in attack, your first ground combo no longer erroneously counts as your jump-in chain

 

Character Changes

  • The Hairball (ground) special attack received the following adjustments:
    • Increased hit-stun on the last hit so Gregor Samson should always combo afterwards
    • It’s no longer unsafe on hit against characters performing aerial Blockbuster attacks
  • The Airball special attack received the following adjustments:
    • Now possible with negative-edge
    • Now correctly allows assist calls alongside the move
    • Shortened recovery
    • No longer unsafe on hit, still unsafe on block
    • Will always do the air version of the recovery even if Filia lands during the attack
    • Now allow forward-dash-cancels from the last hit on hit or miss, but not on block
      • Only possible if you have not airdashed
    • Filia is unable to crouch or jump out of the dash if the HK variant is cancelled into a ground dash, but can do ground attacks as usual
  • The Gregor Samson (Lv1) Blockbuster attack received the following adjustments:
    • Increased recovery time by 4 frames
    • Aerial Gregor Samson attacks are now possible with negative-edge
  • The Tricobezoar (Lv3) Blockbuster attack received the following adjustments:
    • Adjusted damage
      • 4750 if it connects on the first frame, and 3000 after
      • Was previously always 4200
    • Startup improved
      • Was 12 + 3 frames, and is now 8 + 1 frames
    • Reduced recovery time by 9 frames
    • Enlarged the first frame’s hitbox
  • When cancelling Checkmate Incision’s last hit into Fenrir Drive against another Filia, the rest of Fenrir Drive will no longer miss
  • Extended j.HP and j.WP hit area closer to Filia’s body to prevent missing up close
  • Extended j.WP’s  vertical hit area
  • Filia’s j.HP has received the following adjustments:
    • Increased hit-stun by 2 frames
    • Slightly reduced knockback against airborne opponents
  • Increased j.HK’s hit-stop on opponent by 3 frames
  • Enlarged s.HP’s hitbox slightly to allow it to combo in situations where it would previously miss by one pixel
  • Missed ground and air throws by Filia no longer cancel assist calls
  • Shortened air throw recovery when missed match everyone else’s
  • Re-added two previously-removed win poses
    • Selectable by holding various buttons after the round
  • The Diamond Deflector special attack received the following adjustments:
    • Increased the hit-stun time, no longer minus on hit
    • Can now combo into Diamonds Are Forever
  • The Excellebella special attack received the following adjustments:
    • Slightly increased the horizontal and downward range
    • No longer super-cancellable after the initial 4 frames
  • The Ultimate Showstopper Blockbuster attack can now be cancelled into the Devil Horns special attack after they land on the sword, but before the final damage is dealt
  • On the Custom Assist screen, F,D,DF,F+LP+LK gives Excellebella rather than Diamond Drop
  • Double-jump is also 360-locked like regular jumps are, preventing accidental double-jumps when attempting jump-in supers
  • Reduced forward dash startup from 14 frames to 11 frames
  • Air command throw now properly faces the opponent
  • Merry-Go-Rilla now does correct damage as an assist
  • Pummel Horse will now hit Valentine when crouching
  • Lowered the damage of the following normal attacks by 25 per hit:
    • s.HP
    • s.HK
    • c.MP
    • c.HP
    • c.MK
    • j.MP
    • j.MK
  • Reduced the damage of j.HP by 50
  • Reduced j.MK’s hit-stun by 3 frames
  • Cerebella’s j.MP normal attack received the following adjustments:
    • Reduced the knockback oagainst aerial foes
    • Now knocks downward much faster when chained into
  • Run-stop no longer gives meter for stopping
  • Missed ground and air throws no longer cancel assist calls
  • The 360 input leniency has been reduced from 7 frames between directions to 5 frames
  • Tag-in now causes small slide rather than regular knockdown
  • Sped up Cerebella’s tag-in by 10 frames, to match every other character’s
  • Increased the Blockbuster cancel time landing a j.D+MP
  • When guard-cancelling into Ultimate Showstopper, there will be varying additional startup frames after the superflash depending on timing
    • When performed 0 frames after the end of a Reaction Shot, there will be 6 frames of post-flash startup
    • When down to only one frame when performed 5 frames after the Reaction Shot
    • Has the regular 0 frames if performed after 6 or more frames
  • The Shadow of Impending Doom special attack received the following adjustments:
    • Reduced overall meter gain by two thirds while charging the attack
    • All small items will now always OTG in the proper direction, towards Peacock
    • The chip damage on items has been increased:
      • Small: 150 to 200
      • Medium: 250 to 300
      • Large: 400 to 500
  • The Hole Idea special attack received the following adjustments:
    • Increased the recovery time by 4 frames
    • Reduced the start-up time by 3 frames
    • Able to be Blockbuster-canceled much earlier during recovery
  • The LP and MP Bang! special attack variants received the following adjustments:
    • Extended the hitboxes back towards Peacock to prevent the attacks from missing up close in certain circumstances
    • The attacks now carry over their specific invincibilities (LP invincible to hits, MP to throws) through the entire active portion
  • The Argus Agony (Lv1) Blockbuster attack received the following adjustments:
    • Redistributed damage:
      • Reduced unscaled damage by around 300
      • Same minimum damage on average
    • Extended the hitbox extended closer to Peacock, so it no longer misses up close against standing Painwheel or some other close attacks
    • Increased the hit-stun on the small lasers by 2 frames to prevent certain random patterns that allow the opponent to recover and retaliate
  • The Lonesome Lenny (Lv1) Blockbuster attack received the following adjustments:
    • Increased damage from 3000 to 3800
    • Increased chip damage from 650 to 800
    • Blockbuster Sequel window is the same, but it is no longer possible for the cancel to be “too early” and result in the bomb not appearing
    • Can now place another Lenny as soon as the first one explodes
    • Reduced recovery after placing Lenny by 5 frames
  • Increased the input window for the QCB+PP follow-up for the Goodfellows (Lv3) Blockbuster Attack after a successful throw
  • All George bomb tosses can now be cancelled into each other anytime after the bomb is created
  • All special moves now correctly face the opponent
  • Slightly reduced meter gain for connecting with all Bang gunshots, HP cannonball, and all George bombs
  • Increased the chip damage on HP BANG! shots from 300 to 400
  • Air throw recovery on hit shortened to prevent low air throws from being punishable by Double
  • Increased the speed of tag-in by 10 frames, to match every other character’s
  • The Napalm Shot/Toss tear explosions received the following adjustments:
    • Damage now correctly scales by ratio and is affected by combo damage scaling
    • Reduced hit-stun from 37 frames to 36 frames
    • Reduced blockstun from 19 frames 14 frames to prevent certain lockdowns
    • Reduced chip damage from 250 to 150
  • The Napalm Pillar special attack received the following adjustments:
    • Removed an erroneous 3 frame invincibility after the hit was already finished
    • Reduced blockstun by 1 frame to prevent strange interactions with the Inferno Brigade (Lv3) Blockbuster attack at max distance
  • The Motor Brigade (Lv1) Blockbuster attack received the following adjustments:
    • Lengthened the Blockbuster Sequel window by 8 frames
    • Successful hits now drag the opponent downward to allow more hits to connect more of the time
    • Slightly increased the hit-stop on opponents
  • The Egret Charge special attack should always cause wallbounce now
  • Egret Call can now be used to cancel out of the Inferno Brigade Blockbuster attack
    • Slightly reduced damage to compensate for this added flexibility
  • The Silent Scope Blockbuster attack no longer misses crouching Painwheel after using a MP Napalm Shot
  • Parasol’s j.MK has received the following adjustments:
    • Increased hit-stun by 1 frame
    • Increased the forward and backward speeds when holding the button to float
    • Held-button float now allows another attack immediately when button is released
  • Extended the hitbox of Parasoul’s j.HP closer to Parasoul’s body to prevent missing up close against airborne characters
  • For IPS purposes, j.D+MK -> j.MK is now a chain rather than a reverse-beat
  • Parasoul will no longer perform incorrect ground recoveries if crossed up after a knockdown
  • Missed ground and air throws no longer cancel Ensemble calls
  • j.B+WK can now be properly pushblocked in the middle now
  • Fixed an issue with some colors where certain frames incorrectly showed parts of her glasses
  • The Cat Scratch series of special rekka attacks have received the following adjustments:
    • Rekka series strength is now determined by first Punch used
      • Any Punch can still be used to continue the attack, but it will not change strength
    • Rebalanced damage and redistributed it so most is in the 3rd hit
      • LP: Old 450+500+650=1600
        New 300+350+950=1600
      • MP: Old 575+625+775=1975
        New 350+400+1100=1850
      • HP: Old 700+750+900=2350
        New 400+450+1250=2100
    • Increased the speed of the El Gato overhead rekka
    • The El Gato overhead rekka can now be canceled into Blockbuster attacks up through the hit
  • The Headbutt and Zoom detached head attacks have received the following adjustments:
    • Equalized the damage of both attacks to 675
    • Now give give meter equivalent to that of a projectile rather than a physical attack on hit
  • The Screw Attack detached head attack from attacking her own head has received the following adjustments:
    • Reduced damage from 575 to 500
    • Now gives meter equivalent to that of a projectile rather than a physical attack on hit
  • As with other “cinematic” Blockbuster attacks, Fifth of Dismember (Lv3) will now prevent time-outs until it finishes
  • When used with Ms. Fortune’s head attached, Cat Scratch Fever’s last hit now:
    • Knocks the opponent higher
    • Slides further
    • Is easier to combo after in the corner
  • The headless variant of the Cat Scratch Fever (Lv1) Blockbuster attack now connects properly against crouching Painwheel and crouching Ms. Fortune
  • During the Omnomnom detached head throw, Ms. Fortune’s head will now fly away from the nearest screen edge when the move ends or is interrupted
  • The head-recalling Cat Call special now always plays 9 frames of the loop even if the button is not held
  • Headless Stunt Doubles (A.K.A. “Alpha-counters”) have received the following adjustments:
    • With s.HP and c.HP no longer play the head-attached attack animation
    • Now have a recovery longer than 1 frame
  • Cat Spike now causes knockdown instead of ground bounce
  • Reduced the hit-stun of a headless s.MP normal attack by 5 frames
  • Head attacks will no longer hit out of the air (will always OTG) after: Cat Scratch 3rd hit, Cat Scratch->Slide, chained j.HK
    • The detached head Feline Allergies special attack will still juggle off chained j.HK, however
  • Can now perform the detached head Feline Allergies special attack after the last hit of a successful air Blockbuster with her head on, in order to continue the combo headless
  • The Pinion Dash special attack received the following adjustments:
    • Can no longer rev-up for an extended period of time after winning a round
    • Can be started with either (Hold) D+KKKKK… or D,D+K.  Mashing K to charge and released D to attack is the same for both versions.
    • Can press P while revving to cancel
    • Using different Kick strengths to choose Pinion Dash as custom assist will now give different strengths in-game:
      • D,D+LK = Lv1
      • D,D+MK = Lv3
      • D,D+HK = Lv4
  • The Buer Reaper special attack received the following adjustments:
    • Can now be canceled into flight on hit
    • Adjusted hitboxes to further differentiate the LK / MK / HK variants
    • Ground LK Buer Reaper no longer knocks down
  • The Buer Thresher (Lv1) Blockbuster attack received the following adjustments:
    • Increased minimum damage to 1100, to make it comparable to other Blockbuster attacks
    • On hit, recovers to jump state which prevents it from being punishable if opponent had already been OTG’d
    • Post-flash invincibility has been reduced from 45 frames to 17 frames
    • Now always fully connects off any hit
    • Can be canceled into flight on the last hit
    • Improved start-up from 6 + 5 frames to 3 + 1 frames
  • The Death Crawl (Lv1) Blockbuster attack is now vulnerable to throws, but the strike invincibility is unchanged
  • The Hatred Install (Lv3) Blockbuster attack’s startup was reduced from 5 + 6 frames to 3 + 3 frames
  • MP/HP Gae Bolga Stinger special attack variants now correctly face the opponent
  • When using Flight, flying upward is slower if the opponent’s point character is also rising, to reduce purely vertical runaway opportunities
  • The following changes have been made to Painwheel’s s.HP
    • Reduced damaged from 1000 to 900
    • Reduced hit-stun by 5 frames
    • When cancelling into flight, flying MK no longer combos afterward against a grounded opponent
  • The following changes have been made to Painwheel’s c.HP:
    • Reduced damage from 1050 to 950
    • Decreased the floorbounce height
    • Flying MK no longer combos without OTGing
  • The following changes have been made to Ratchet Poppy (F+HK x4):
    • Reduced damage
    • Decreased the floorbounce height
    • Flying MK no longer combos without OTGing
    • Decreased leniency between hits by 3 frames, making it impossible for the opponent to block in the middle by delaying it too long
  • j.MP can now be properly pushblocked in the middle now
  • The Dead on Arrival (Lv3) Blockbuster attack “cinematic” can now be skipped if the Valentine player holds any Punch during the initial fade-out
  • The Checkmate Incision (Lv1) Blockbuster attack received the following adjustments:
    • It is now possible to move after using an aerial Checkmate Incision Blockbuster attack
    • Lengthened Blockbuster Sequel window by 4 frames on the ground
    • Lengthened Blockbuster Sequel window by 7 frames in the air
  • The EKG Flatliner (Lv1) Blockbuster attack received the following adjustments:
    • Will now only hit point characters
      • No longer hits Ensembles / severed heads / Lonesome Lenny / etc.
    • Will no longer K.O. an opponent before the final hit
  • The Acquistive Prescription (Lv2) Blockbuster counter received the following adjustments:
    • Ms. Fortune is no longer able to move her head when frozen
    • Peacock’s items now disappear properly when she is frozen
  • Both Blockbuster counter stances’ (Acquisitive Prescription and Countervenom) hitboxes are now much taller
  • Hitting Valentine during her Blockbuster counter stances with another Valentine’s Dead on Arrival Blockbuster or Mortuary Drop no longer consumes the wrong amount of meter
  • The Vial Hazard special attack’s Type B (hit-stun) poison now only lasts two thirds as long when connecting with an already-hit-stunned opponent
  • Reduced recovery time on both air and ground variants of the Savage Bypass special attack
  • Valentine’s j.HP received the following adjustments:
    • Reduced hit-stun by 2 frames
    • Now knocks the opponent up 1 pixel higher against airborne opponents
  • Reduced Valentine’s c.HP’s blockstun by 6 frames
  • Blockbuster counter stance now properly faces opponent
  • Mortuary Drop now restores air options when canceled into a Blockbuster attack
  • Increase throw damage to 800 to compensate for scaling followup combos to 50%
  • Fixed bone bouncing sounds during time-out animation
  • The Hornet Bomber special attack received the following adjustments:
    • Invincibility has been modified
      • LK version is now invincible through first active frame and won’t trade
      • MK version is now invincible up to first active frame and will trade
      • HK version is not invincible and will get stuffed
    • All versions lose active hitbox during descent, until landing
    • Reduced the Blockbuster cancel window from 30 frames to 4 frames to match most other special attacks
  • The direction of Double’s Bandwagon Rushdown (Lv1) Blockbuster attack can now be controlled
    • By holding Back during the superflash, it will come out from the opposite side of the screen
  • Further reduced Double’s tension gain during the Catellite Lives (Lv1) Blockbuster attack by half
  • The Nightmare Legion (Lv3)  Blockbuster attack received the following adjustments:
    • Increased overall speed
    • No longer invincible for the entire duration
      • Invincibility now wears off after she transforms into Filia
    • The last hit now knocks the opponent away from Double
    • Reduced damage to bring it more in line with other Level 3 Blockbuster attacks
    • Increased the recovery on block slightly
  • The Megalith Array Lv5 Blockbuster attack received the following adjustments:
    • Invincibility now wears off as soon as you press any button to shoot or create a bomb
    • Reduced the Ring Lasers’ blockstun by 2 frames
    • Increased the cooldown time between Ring Lasers by 2 frames
  • All quarter-circle forward motions now require the full D,DF,F, instead of just D,DF
  • The following adjustments have been made to reduce the ease of hit confirms:
    • Reduced j.HP hit-stun by 5 frames
    • Reduced s.MK(1) hit-stun
    • Slowed cr.MK by 2 frames
    • Slowed s.HK by 2 frames
  • Added missing hitboxes below her ground-impact frames
  • Fixed crumple animation to have crouch-hit-stun and OTG-hit-stun portions in line with those of other characters
  • Removed 5 frames of invincibility from the middle of Double’s dash and backdash
    • Reduces the total invincibility from 13 frames to 8 frames
  • Made the Ensemble taunt-before-leaving stop being a physical barrier 20 frames earlier
  • Increased the tag-in speed by 10 frames, to match every other character’s
  • j.WK and j.HP can now be properly pushblocked in the middle now

 

 

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Well, that didn't take long, huh? P4A is now on Xbox Live! So if you've been wanting to get your hands on this game, there's no better time then now!

Great news for  Xbox 360 fighting game enthusiasts that are averse to physical disc releases: Atlus and Arc System Works’ Persona 4 Arena is now available on Xbox Live Games on Demand for $60. The announcement comes just in time for next week’s Atlus Fighting Championship at Super Arcade in Walnut, California. You can read the press release below.

 

 

ATLUS, the video game publishing brand of Index Digital Media, Inc., announced that Persona 4 Arena is now available for digital purchase and download via Xbox LIVE®Marketplace Games on Demand Network for Xbox 360®.

Players now have greater access to the ultimate 2D anime-style figher, and just in time for the upcoming Atlus Fighting Championships, set for Saturday, November 17th at the Super Arcade in Walnut California. Level|Up is teaming with ATLUS and Mad Catz to host a new event for the fighting game community that will feature a double header tournament with two of the hottest fighting game titles: Persona 4 Arena and The King of Fighters XIII. The event will host a number of giveaways and prizes throughout the day with grand prizes awarded to the best fighters in attedance. More details available here: http://www.levelup-series.com/levelup-presents-atlus-fighting-championships/

An unprecedented collaboration between ATLUS’ internal studio and genre masters Arc System Works, Persona 4 Arena represents the biggest, most noteworthy expansion of the esteemed series to date. Its gorgeous, hand-drawn, high definition 2D anime-style fighters and colorful, over-the-top special effects bring to life a roster of characters from the critically acclaimed, highly popular Persona 3 and Persona 4 roleplaying games. Brought to home consoles with a host of additional modes and content not available in the arcade version, including a Story mode in excess of 30 hours, not to mention months of play-testing and refinement during the game’s run atop the Japanese arcade charts, Persona 4 Arena is the ultimate 2D anime-style fighter, and the most exciting entry in the fighting genre this year.

Persona 4 Arena is available now in North America for PlayStation 3 and Xbox 360 systems each for $39.99. For more info, please visit the official game page:

http://www.atlus.com/p4arena/.

 

As stated above, those who prefer physical discs can get the game for $40 at retailers.

 

Now if only we could get the widget added...

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It's been too long since we had a game night, eh? Well thanks to Saga and I, we've thought up a good one! 

The games shall be: 

&

Time: 6:30PM

When: Saturday (November 10th)

Where: AiF chatroom

Snacks: Bring what you want, yo. We ain't feeding ya too.

Hope to see y'all there! 

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How's it hanging, everyone? Low I bet, lol. Anyway, I got some news about Guilty Gear XX Accent Core Plus.

The download version of Arc System Works’ Guilty Gear XX Accent Core Plus was originally released on October 24th for XBLA (and one week later on PSN). With an initial release to just Japan, US, UK, France, Germany, Italy, Portugal and Spain, however, not everyone had access to the game. After numerous requests for an expanded release, director Takeshi Yamanaka announced that Arc System Works was discussing releases in Canada, Mexico and additional regions. Earlier today, Yamanaka announced on Twitter that GGXXACP will be available for XBLA in the following regions on November 9th:

Argentina, Austria, Belgium, Canada, Chile, Colombia, Czech, Denmark, Finland, Greece, Hungary, India, Ireland, Mexico, Netherlands, Norway, Poland, Russia, Slovakia, Sweden, Switzerland (XBLA only)

The team is also planning releases in Oceania and Asia, but those particular releases may require additional time.

Now all we need is PS3's version to come out. I also have news about that courtesy of good friend of mine,  http://www.formspring.me/DQRF.

"NA PSN doesn't update until Tuesday. I assume JPN PSN updates on Thursday.

The other regional non-releases on the 360 version don't make much sense either. Canada, Mexico, and several European countries didn't get it either for some reason.

PSN was also undergoing an infrastructure redesign last week, which probably had something to do with the PS3 release. ArcSys probably didn't want to risk fucking over their customers."


Waiting, waiting, waiting. I swear it's all us gamers get to do nowadays. 
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Hey, guys! Sol back to bring you news on Arksys Works latest fighter, Persona 4 Arena.


As some of us may know, P4A has yet to see an European release date. Well, I'm adding on more bad news... 

The official Persona Europe Facebook account recently posted some bad news for European Persona fans. Unfortunately, a 2012 Persona 4 Arena release does not appear to be in the cards. The game has been delayed with no concrete release date, as the EU master build is not yet complete. In addition, the game will not be localized into individual region languages in order to assure a faster release. 

Well, if that isn't ten shades of suck, then I don't know what is. Hopefully the European release will be early 2013 and not sometime way later like another game... *coughAnarchyReignscough*  

But there is some "good" news. 

According to the Facebook account, European fans will be getting “something nice” to make up for the wait, though what this bonus is won’t be revealed until a new release schedule is determined. 


All this waiting seems pretty... stupid, but it's for the best. Sorry to my European PALs (joke). Try to be patient for a little longer, alright?

 

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Why, right here! Hey guys, this is Sol (not Saga). And I know a lot of us (including me) have forgotten about this beautiful game. But I'm here with some news about the upcoming patch and future plans after said patch.

 

To start with, Mike Z Demos Newest Skullgirls Patch Changes and Marvel 2 Style Double Snaps on The Mix-Up

Here's a little snippit to get you started: Since the latest build of the Skullgirls patch was bounced back to Reverge for undisclosed reasons, Mike Z now has the ability to add even more character tweaks and adjustments. He recently got a chance to show off all these adjustments on The Mix-Up. Apart from the original list of changes, Mike has also introduced Marvel 2 style double snaps into the game in this latest revision. When snapping out two characters at once the assist will stay on screen totally helpless. You can then infinite combo the assist to death, though the opponent continuously regains red-life and meter while you do so.

Sounds cool and scary all at the same time. Also, If you have about two hours to kill, you should check out the video (some really good stuff from what I've seen so far).

And some more great news! Mike mentioned that the Skullgirls team is no longer affiliated with the person who originally wanted to lock Fillia’s extra win poses. Hopefully this means that the team will have more developmental freedom.

But... there are no new plans for Skullgirls future outside the patch and soon-to-come color packs. Hopefully, if this game gets some (more) support, I'm sure Mike Z and Revenge Labs will think of some new DLC to keep this beloved game kicking for a little while longer

I truly hope everything works out for the best. It's a shame such a great fighter got so much love from the start, then died off. Let's all hope for Mike Z and RL studios future success!

 

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I'd post a whole paragraph but I don't really have anything to say.
http://allisfighter.com/blogpost.aspx?id=143446 Part 1
http://allisfighter.com/blogpost.aspx?id=143447 Part 2
http://allisfighter.com/blogpost.aspx?id=143448 Part 3
I just thought I'd actually put up some new stuff before I take my leave as an admin AGAIN. Anyways, these are the current guides that have been written recently. I'd update it more but, yeah. I'll still definitely post these written by AAK afterwards.
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Hey everyone, Snake Fudo here, and as of right now, I am an admin of All is Fighter. Now before you say anything like “oh no” or something, just know I will only post Death Battle in the articles, everything else will be in my blogs. If your wondering how I became admin, well because I kept fighting to post Death Battle despite all the hate and trolling I get from it, someone really admired that and decided to make me admin as a reward for sticking to my guns. Well, now that that’s out of the way I just want to say one other thing, I never posted Death Battle to troll you guys, not in the slightest. I just posted it cause I love sharing it, and I know some people actually love it, but also, I did it to attract some attention to the dying site, cause I know it was at least doing something. Oh, and in case you forgot who is fighting next, here is a link to my latest blog: http://allisfighter.com/blogpost.aspx?id=143070  So anyway, I hope I will gain your trust and respect as the new admin of All is Fighter and I will see you guys later, take care and remember to keep practicing your fighting skills.


Snake Fudo.

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The extrodinary people at eventhubs published an article about the moves list of all of the charaters from Jojo's Bizarre Adventure. All 22 of them. Here's what they did!

Everyone here at EventHubs, DreamKing23, TheUncharted, Catalyst, Nyoro and I were able to build out basic guides with move sets for all 22 characters in JoJo's Bizarre Adventure HD.

Tomorrow it is being released on the PlayStation Network and Wednesday on Xbox Live Marketplace. Up top in our game tabs you will find a new section for JoJo's Bizarre Adventure HD which will take you to the character index page or you can check out links to each character's individual guide page below. • Alessy
Avdol
Chaca
D'Bo
Dio
Hol Horse
Hol Horse & Boingo
Iced
Iggi
Joseph Joestar
Jotaro
Kakyoin
Kakyoin (Sunglasses)
Khan
Mahrahia
Midler
Pet Shop
Polnareff
Polnareff (Black)
Rubber Soul
Shadow Dio
Young Joseph
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Hey guys, it's been a while, huh? I've been miserable and catching a bunch of sun in the Dominican Republic and ****. Any darker and I'd look like Dieminion. Anyways:
We're having a Jojo's HD game night on August 31st on Friday, yo!
Time: 6:30 PM Eastern time.
Place: The usual cozy Social chat.
Game: Parcheesi Jojo's Bizarre Adventure HD.
Hope to see you there! ♥
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The Persona 4: Arena game night is upon us. It doesn't matter if it's 360, or PS3: All people looking for matches should head to social chat. Beginners and veterans alike are more than welcome to attend.

I did say prior that it will start at 8 pm EST, but for the sake of time, I'm pushing it earlier to 7 pm EST. That way, I can stream for longer for those who aren't available to play, but want to check out some AiF players in action.

Which brings up another thing: We're going to try Twitch.tv instead of Ustream.tv for the streaming. We'll see if that's easier to maintain, and such. I'll leave the stream adress shortly.

This is a good place to train before heading into the tournament next week, starting at 7 pm EST on August 24th. If EU players demand a tourmament, I could potentially hold a tournament specifically for Europe next month, seeing as they don't have it yet. (Big apologies to the European players here. I didn't consider that.)

We are planning some other game nights, including Jojo's, MvC origins, and a SSFIV 3 on 3 battle.

Any ideas would be gladly appreciated. Thanks for your time!

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I know there's a lot of Persona 4 news about this site, but to be fair, there's a lot of hype generating around this game in general. We are going to be having a game night on August 18th, shortly before the tournament for the game happens. Here, you can get some good friendlies in with people here at AiF. Having trouble against Teddie? Don't worry, I'm sure we'll have someone who can help with that. All in all, this is another attempt to liven up this site. Small steps.

We will be meeting in Social Chat (PS3 and 360), and there you can ask questions, discuss matchups, you name it.

Thanks for your time, and I'll be sure to try to constistantly add more stuff on the front page/forums.

Twintail Fox

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