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Three bombs in one sequence, full kunai recharge mid-combo, and much more: izumojinX's Ibuki combo video is crazy awesome

Ibuki is one of Street Fighter 5's latest DLC character additions, and lab monsters have quickly found that she can perform a number of extended juggle combos primarily using her V-Trigger bombs.

izumojinX recently put together a combo compilation that gives us a look at some of the crazier things Ibuki is capable of. Using three bombs in one combo (with the help of R. Mika and a full mic drop charge), fully recharging kunai as bombs go off, and punishing Dhalsim's far-reaching limbs with a solid combo can all be seen here, among other awesome set ups.

Below is just a quick glimpse of the potential displayed in this video. You can find the compilation after the break.

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'He kicked the fireball!' - Chris Tatarian wins last night's Wednesday Night Fights with a spectacular Ken punish

At last night's Wednesday Night Fights, one member of the Ken trinity, Chris Tatarian, went up against Commander Jesse's Dhalsim in the Street Fighter 5 grand finals.

With both players battling from the losers side and the score sitting at 2-2 in the 3/5 set, Tatarian managed to take the first round and secure a lead. In the second round of the final game, Jesse came out looking really strong, putting a quick hurt on Tatarian and stunning him.

Still clinging to life, Chris and his Ken mounted a comeback bringing the health bars to about even. And then this happened...

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Using Ken's heavy Hurricane Kick, Tatarian absorbed Dhalsim's fireball, landed the kick, and confirmed into a critical art for the win. Needless to say, viewers went crazy seeing this amazing punish, and rightfully so.

If you'd like to check out the moment in real time, we have linked the archive to last night's tournament after the jump. Hitting the link will take you straight to the last round of the set.

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Easier wave dashes, simple multi-Shines, and more: A Hitbox controller for Super Smash Bros. Melee is being developed

The folks over at Hitbox are currently developing a controller that could revolutionize competitive Super Smash Bros. Melee play.

A Hitbox, for those who don't know, is a controller much like a traditional arcade stick, except it replaces the joystick with buttons for each direction. This allows for easier inputs in many instances, and gives those who aren't comfortable using a fightstick another controller option.

The "Smashbox" has analog buttons, a set for the C-Stick, D-Pad, face buttons, and a shield-tilt button. With the Smash series' inputs being among the most technical in the fighting game community -- even leading to hand injuries for some players -- the Smashbox could potentially become a safer controller option, considering it ends up being tournament legal.

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A Kickstarter campaign for the Smashbox will be launching soon, so if you'd like to get your hands on this controller you can contribute when it goes live.

The trailer for this new product demonstrates what it is capable of, showing easy wave dashes, multi-Shines, and much more. You can check it out below.

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Urien's V-Skill gives him a legitimate reversal with armor on the first frame, and it's meterless

With fans already taking the time to try out Street Fighter 5's unreleased DLC fighters by way of PC mod, quite a bit of tech has been sent our way. Today, we have something very interesting with Urien.

Yoch sent us a video that shows a powerful trick using Urien's V-Skill. When V-Skill is activated, Urien gets a hit of armor on his physical special moves. This can give him a viable reversal on wake up.

The video demonstrates Urien attempting to wake up with a reversal without V-Skill, which results in being hit with a meaty attack. With V-Skill, though, Urien can perform his LP headbutt, absorbing a hit as early as the first frame.

Though the characters being played right now are not the final versions, we do not foresee a re-imagining of their baseline techniques. We hope that this meterless reversal set up stays in tact upon release.

You can check out the set up below.

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Desk brings speedrunning tech into Street Fighter 5's trials

It looks like Desk has picked up speedrunning in his spare time.

In celebration of the Summer Games Done Quick marathon, Desk has uploaded a speedrun of his own. He manages to blow through Ryu's Street Fighter 5 trials in just 41 seconds.

The technique that he uses to pull it off is quite interesting. The game counts a trial as completed as soon as 'success' appears, so by pausing immediately and going on to the next trial, you skip quite a bit of animation that you would have otherwise had to wait for.

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You can catch the full run after the jump.

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Ramon shows off his stuff alongside King of Dinosaurs and Angel in Team Mexico trailer for King of Fighters 14

We've already seen a great deal of both King of Dinosaurs and Angel in the upcoming King of Fighters 14, and while we knew that their team's third member was classic Lucha-fighter Ramon, we haven't seen him proper in the game yet. Until now.

Even if you're not interested in this particular team, I guarantee that by the end of the trailer, you'll be chanting "Viva Mexico!" alongside Ramon.

Here are some images from the trailer.

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You can check out the trailer below.

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'We are working on additional methods to unlock colors in the game outside of Survival Mode' says Capcom's Haunts

One of the big complaints about Street Fighter 5 has been that unlocking colors is locked behind completing the various difficulties in Survival mode, a mode which, quite frankly, is a bit unfair.

Fans have been asking since release to get an alternate method of unlocking colors, and Capcom's Haunts actually appeared on the /r/StreetFighter Reddit board to reply in a thread about it.

While the response is pretty short, and doesn't really give any details, it does confirm that Capcom are at least thinking about how to enable colors through some other method of unlocking. Here's what Haunts had to say, specifically:

Haunts: I can't get into the details right now but we are working on additional methods to unlock colors in the game outside of Survival Mode. I'll update on specifics once I get more info.

Thanks to HiryuMK and StreetPussy for sending this in.

Source: /r/StreetFighter Reddit.

King of Fighters 14 side tournament to be hosted by SNK and Atlus at EVO, cash prizes of almost $2500 up for grabs, developer's panel also announced

If you're anything like me, and just can't wait to get your hands on the upcoming King of Fighters 14, then you might be in luck if you, unlike me, have plans to go to EVO 2016.

It was announced today by Atlus that they and SNK are teaming up to not only bring King of Fighters 14 in playable form to EVO, but also to host a side tournament with cash prizes.

There will be free play open all day on Friday and Saturday, with the side tournament taking place on Saturday. There's also going to be a panel with the game's developers.

Check out the full prize division and more details below.

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'I'm not a fan of RPS-style neutral in a game where momentum is heavily rewarded' - Phenom reiterates SF5 thoughts, talks Necalli, EVO hopes and more

DreamHack Summer 2016 took place recently, and your very own Nicholas 'MajinTenshinhan' Taylor was on the scene.

Now, what kind of EventHubs writer would I be if I didn't take the opportunity to grab as many interviews as I possibly can? Next in line, we have BX3|Phenom, who in this interview talks about his thoughts on Necalli and M. Bison, winning DreamHack Summer 2016, hopes for EVO and more.

Here's a snippet to get you started.

MajinTenshinhan: You just won DreamHack Summer 2016, which was a premier event, and had some massive competition present. You just barely missed out on making Capcom Cup last year during the end of SF4, so how does it feel to have a guaranteed spot now?

BX3|Phenom: It feels great. Last year's loss at DreamHack Winter helped make me a lot stronger mentally, so I'm grateful for that. Now, I can relax a little bit and prepare for Capcom Cup in December.

Hit the jump to read the full interview.

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'To be honest, I don't think [Americans] have a chance at EVO' - PR Balrog joins Best of III to talk Balrog, EVO and America's dangerous ego

"We care too much about complaining about characters than studying the game." EG|PR Balrog laid the truth on rather thick on yesterday's Best of III broadcast.

The American player's EVO record has him locked in by many as "America's best chance", but he's a bit skeptical that the country has a chance at all against the skills and attitudes of Japan.

Surely fellow Evil Genius member EG|Justin Wong will be a hometown hope as well come next weekend in Las Vegas, but are any of us Yankees truly ready to take on the rest of the world in Street Fighter 5 yet?

PR Balrog kicks off an exciting and informative Best of III, wherein we discuss Esports payouts, ESPN at EVO, Smash vs. Street Fighter at tournaments and quite a bit more.

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Desk goes crazy with a character that isn't even out yet; check out as his Urien reflects, juggles and pummels his way through this style combo video

Give Desk a one-round Story Mode crack at Urien, and he'll give you magic. The combo-wiz has gone through, what we assume to be, hours of testing, restarting and scene skipping to get this incredible combo showcase for Urien in Street Fighter 5.

Remember that he doesn't even have a motionless dummy or a player-controlled character to work with, but a low level AI instead. Still he's managed to come out with over two minutes of impressive sequences like this:

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The character will likely be tweaked by the time he hits the full game, but it's still pretty inspiring to see the potential for the latest iteration of the Third Strike baddy. You'll see the full video below.

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'We've seen a lot of unbalanced fighting games, but that's due to lack of tweaking or knowledge' - SNK developers talk King of Fighters 14 with 4Gamer

The developers behind King of Fighters 14 recently sat for an interview with the Japanese site 4Gamer, letting readers in on the vision that the team has for the project in the long term.

Naturally in the days leading up, hardcore fighting game fans are going to want to know how things are going to go with competitive play, and developers are definitely more than willing to at least attempt to meet the needs of those players.

SNK recognizes this, but they feel it's more important to make sure that everyone can have fun with the game. "We've certainly balanced KOF14 to make its competitive aspect fun as a fighting game, but we need to keep in mind that over 90 percent of the players dont attend tournaments," says producer Yasukuyi Oda.

In this interview you will also find a bit about Neo_G's departure from Capcom, more about the development of the game, and even some specifics on what's to come.

You can check out the interview for yourself here.

Don't get caught off guard by Ibuki at EVO, familiarize yourself with some of her combos, set ups and tricky cross unders right here

One of the last things you want to do at this year's EVO is lose to one of Street Fighter 5's newest characters because of some awkward gimmick or strange set up.

While there's no way to gain a fully comprehensive understanding of everything Ibuki and Balrog, (or really anyone else from the cast) can do, you can at least equip yourself with some knowledge to give yourself a fighting chance.

Between Ibuki and Rog, the kunai-throwing ninja definitely makes us sweat more when it comes to shenanigans, and so we've collected a few videos that highlight her set ups and combos so you can get a basic idea of how to guard against her.

First off check out this stunning reset, originally discovered by Wrathmatics:

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Alternate colors and costumes for Juri and Urien in Street Fighter 5

We have alternate costumes and colors galore for both Juri and Urien. You'll see the gallery below, and some video footage of Urien's second alt after the jump.

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'When did everyone become so knowledgeable about input lag? I'd be more concerned about your monitors at home' - Tekken game director Harada chimes in

A big talking point lately has been input lag in fighting games, and this discussion has been going on all across various franchises.

In a recent interview with GameSpot, Tekken's Katsuhiro Harada chimed in on the issue, in regards to the upcoming Tekken 7: Fated Retribution. When asked a question regarding input delay, Harada was very quick to respond, remarking the following:

Katsuhiro Harada: Since when did everyone become so knowledgeable about input lag? If everyone is so sensitive to this, of course you know exactly how many frames of input lag there were in past titles? I have a feeling many people are just prone to being swayed by popular catchwords.

I have a question for everyone. In the 90s, how many frames of input lag did Virtua Fighter have? How about Tekken?

Below, you can see more of what Harada had to say.

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