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Roll strategy guide for Tatsunoko vs. Capcom by Nyoronoru

Roll strategy guide for Tatsunoko vs. Capcom by Nyoronoru Nyoronoru has submitted another great strategy guide for Tatsunoko vs. Capcom, this time for Roll.

Inside you'll find a full breakdown on all of her Special and Hyper moves along with some general strategies you can apply while playing her.

Here's a small cut from the guide.

Roll has improved greatly from the previous vs. games; she is no longer the almost unusable character from Marvel vs. Capcom 2. However, she is still pretty weak in a lot of areas which puts her in a joke category.

For starters, her damage output is really poor and her combos are limited. Despite the fact that her Hypers are actually viable, gaining the meter to use them is the hardest part. Her range is also poor. Her air combat options are really bad as well. To top it all off, Roll has the second worst stamina in the game next to Karas.

Where Roll shines is her projectile assist, the high priority of her broom swing, her Hyper moves and her on-the-ground techniques.

If you'd like to see other character guides and general information about the game, make sure you check out our Tatsunoko vs. Capcom strategy guide.

Marvel vs. Capcom Mad Catz sticks up on Gamestop.com

Marvel vs. Capcom Mad Catz sticks up on Gamestop.com Both the PS3 and XBox 360 Marvel vs. Capcom 2 Tournament Edition Mad Catz joysticks have appeared again on Gamestop.com, and since it's official now — should be there to stay.

The joysticks are both listed for $159.99 and the release date is October 13, although with Gamestop, you might want take that date with a grain of salt. Officially, the only known date as of the time of this story is fall.

A big thanks goes to PineTar80 for sending over a heads up email.

Why all of Capcom's news doesn't come from Unity

Why all of Capcom's news doesn't come from Unity A reader asked why Capcom-Unity didn't have any information on the Tatsunoko vs. Capcom leaks via the Unity Boards, and also inquired why information is released over time instead of all at once.

Capcom's Seth Killian and Christian Svensson responded:

Seth: First, we do try and at least have parity with everyone else, so if there's non-rumor news, Unity should have it at the same time as everybody else. Even if it's an exclusive, we'll let you know where to look.

Why does the info go to other sites in the first place? Personally I wish some of it didn't. That said, I do understand why it does in some cases. Here are a few of those reasons:

1) Editorial balance. As you might guess, *we're* excited about SFIV, but when you see that a bunch of other people who aren't paid by Capcom saying the same thing, it adds credibility. There's good reasons to have info coming from a healthy variety of sources, just like you shouldn't try and get all your real-world news from the same outlet all the time.

Continue reading »

Guide update digest for 9-10-09

Guide update digest for 9-10-09

Mad Catz makes it official -- Marvel vs. Capcom 2 stick coming soon

It's official, Mad Catz made their Marvel vs. Capcom Tournament Edition FightStick announcement today and included large images of the PlayStation (left) and XBox 360 (right).

Click images for larger versions

However there was no word of the new FightPads and new TE stick design that were shown earlier.

The release date wasn't officially made known either, but according to Snake918, Gamestop stated they'll have this on October 4th, but knowing Gamestop that date could be an outright guess.

Considering Mad Catz' willingness to make so many spinoff sticks, one can only hope this will bode well for a Tatsunoko vs. Capcom stick on the Wii in the future.

Rage Quit Demon in Street Fighter 4

Because if you land this move — you know it's coming.

Kudos to Saraphan80 for pointing this out on the Forums.

All five new Tatsunoko vs. Capcom characters revealed?

Capcom of Japan may have revealed all of the new Tatsunoko vs. Capcom: Ultimate All-Stars characters by accident, according to a post by Mumu.

If you visit the Japanese TvC site, you'll see it was recently revamped, but if you take a look at the source code you can see placeholder spots for five conspicuous entries.


It's been speculated that the new characters are Zero from the Mega Man games, Frank West from Dead Rising, Yatterman No. 2 from the Yatterman series, Condor Joe Asakura from Science Ninja Team Gatchaman and of course Tekkaman Blade, who was revealed earlier.

This of course has not been confirmed yet, but it would make for five new characters in the game coming out to 26 total.

To give everyone an idea of who these people are, here are images of the potential new characters.


Frank West

Yatterman No. 2

Condor Joe

Tekkaman Blade

Click images for larger versions

Street Fighter 4 characters in Street Fighter 3 Third Strike

Spotted through IPlayWinner.com that Haunts linked up some very cool images showing the Street Fighter 4 characters as sprites in Street Fighter 3 Third Strike.

The images seem to be Photoshop mock ups, but they're still very well done. Hit the link above to see more pictures.

Updated: New Tatsunoko vs. Capcom character revealed, Tekkaman Blade

GregsVice pointed out that Tekkaman Blade, also known as Dangerous Boy or D-Boy, will be one of the four new characters in Tatsunoko vs. Capcom according to these two Famitsu scans, via Nintendo Everything.

Click images for larger versions

The announcement may come as a surprise, as there's already a Tekkaman in the game, and when you compare the scans to the current Tekkaman's artwork you can see that both characters are similar.

Some have wondered why Famitsu (a Japanese magazine) broke the story, but apparently Tatsunoko vs. Capcom: Ultimate All-Stars will also be released in Japan as well, adding the same features, like online match play.

The other three new characters are scheduled to be announced in a few more weeks at the Tokyo Game Show.

If you have an opinion on this new character announcement, please leave a comment with your thoughts below.

Basic gameplay guide for Tatsunoko vs. Capcom

Basic gameplay guide for Tatsunoko vs. Capcom Nyoronoru has written up an excellent guide containing the basic gameplay details for Tatsunoko vs. Capcom.

If you're curious about techniques like a Baroque, Mega Crash or just want to know a few of the finer points this page will give you a great idea of what's in store when the game is released this winter.

For those of you who prefer something a bit more visual, SFilp pointed out a a video by Keits which we've added to the section, which also walks you through the core gameplay systems.

Here's a short copy and paste from the page.

• Advancing Guard •
Advancing guard is a technique which pushes the opponent back and almost totally nullifies chip damage when blocking. It also helps you recover faster from block stun. Be careful when using it though, if your opponent suddenly pauses in their blocked combo string and you press the buttons without blocking any attacks, you'll more than likely throw out an attack that leaves you open. Make sure your timing is good. This is also good to use against Hyper moves that you are blocking.

Measuring input latency in games

Measuring input latency in games An issue that has come up several times, especially with the popularity of LCD TVs is input latency, i.e. how long it takes for a controller input to actually be executed on screen in the game you're playing.

Since Street Fighter, and many other fighting games, need 1/60th of a second timing in some instances, any input lag can be a big deal.

Digital Foundry wrote up an excellent piece on how they found and documented input lag (with the help of some accessories).

While this ends up being a fairly technical and long read, it is an interesting subject and one that may become a larger factor in future video games.

Here's a summary of some of the things they found.

• The lowest latencies a video game can have is 50ms (three frames) - the PS3 XMB runs at this rate, but few games reach it.
• Most 60 Frames Per Second (FPS) games have a 66.67ms latency - Ridge Racer 7, for example.
• 30 FPS games have a minimum potential lag of 100ms, but many exceed this.
• Citing Grand Theft Auto IV as an example, West suggests that a 166ms response is where gamers notice controller lag.

Here's a comparison of various popular games on the market and how their input lag stacks up with one another.

Call of Duty 4: Modern Warfare 67ms-84ms
Call of Duty: World at War 67ms-100ms
Guitar Hero: Aerosmith 67ms
Grand Theft Auto IV 133ms-200ms
Halo 3 100ms-150ms
Left 4 Dead 100ms-133ms
Mirror's Edge 133ms
Street Fighter IV 67ms
Soul Calibur IV 67ms-84ms

Again to summarize here, a 67ms input delay is typically the best input delay a game running at 60 FPS achieves. But when frame rates drop below this, the input latency can get worse.

So it looks like Capcom did a very good job of getting optimizing controller input latency for Street Fighter 4, although it would be interesting to see how other fighting games stack up here as well.

Videos and results from West Coast Warzone

IPlayWinner.com linked up some decent quality videos of the West Coast Warzone tournament. The clips are of the shaky cam variety and a bit dark, but they run at a good frame rate.

Here's one of the matches between YeB (Gen) and UTJ (Dhalsim).
And the 8 finalists were:

1. Marn (Rufus/Viper/Balrog)
2. Alex Valle (Ryu)
3. Ed ma (Akuma/Balrog)
4. Yeb (Gen)
5. UTJ (Dhalsim)
6. Eric Choi (Rufus/Sagat)
7. Filipino Champ (Dhalsim)
8. Floe (Sagat)

Heavy revisions to Sakura's Street Fighter 4 guide

Heavy revisions to Sakura's Street Fighter 4 guide SSJ3X-II submitted several new additions and revisions to the Street Fighter 4 Sakura guide here on EventHubs.com. The section now contains more combos, strengths and weaknesses, move notes for all of her special attacks and some strategies for applying offensive pressure.

Again, most of what you see here was written by SSJ3X-II, so if you get a chance please give him a shout out for investing his time in this.

Here's a grab from the page.

After landing her EX-Arcing Hurricane Kick most players follow up with a combo, but if think you can catch your opponent off guard — execute a normal move instead as they're coming down from the air to perform a Reset so the other fighter lands on their feet.

Many players will expect to be knocked down here and landing on their feet and having to deal with Sakura directly in their face and threatening to do more damage can be an unexpected and surprising situation.

While you shouldn't do this in every instance, throwing in an Air Reset when the other player doesn't expect it can generate some big damage. This works well because instead of being knocked down, your enemy lands on their feet and must QUICKLY choose which side to block on, or to try and tech throw.

Highlights from Yoshinori Ono's Fan Expo panel

Highlights from Yoshinori Ono's Fan Expo panel Yoshinori Ono's panel interview at the Fan Expo in Toronto turned up some interesting bits, which PKT gracious wrote out for fans hoping for a quick summary. Here's the skinny.

Q: Are Street Fighter 4 balance patches planned, now that XBLA/PSN can do stuff like that?
A: They released the Championship Mode patch in Spring, and that was basically the extent of their development budget. So, it'll become a possibility if/when they'll get some more money. The requests for patches have reached Capcom USA, though, and he's confident that they'll open their vault.

Q: Why didn't they use the superior GGPO as their netcode?
A: Capcom folks looked at it, considered it too [translator looks puzzled at this part] process intensive, decided not to use it.

Q: How come Dee Jay and T.Hawk got kicked out?
A: He says that's a question that's very difficult to answer... at this point in time. Basically, Street Fighter 4 was supposed to be like a big get-together, and their invitation letters got lost in the mail.

Q: How do they come up with original moves for the characters?
A: They take the lowest ranking staff members and beat them to a pulp. Whatever hurts the most, goes in the game.

Q: What would Ono like to do in the next iteration of SF4?
A: He'd like to bring back some Street Fighter 3 characters. But before that, he'll need some funding, so if anyone happens to be an elite safecracker, let him know.
Transcriber's note: How confident is he about Capcom USA opening their vault, exactly?

Q: Was there a time he doubted that they could surpass Street Fighter 3?
A: They weren't explicitly trying to do that, they simply intended to bring back the old Street Fighter 2/Alpha players.

Q: Favorite Street Fighter game/character?
A: SF2 Dash/Championship Edition. Because it turned out you could actually beat Bison (Dictator) with Honda. Most played character is Ryu, favorite is Dhalsim.

• They were working on SF Alpha, and the management figured that it'd need to be released on CPS1 instead of the previously planned CPS2. They had two months for the transition. Super happy crunch time ensues, they didn't even get to go home for that two months. "What sort of dream team is this?!," he wondered.

• Later he got to work on Street Fighter 3, a game which was intended to be the ultimate SF game - in terms of graphics, sound, balance. The game comes out, fans love it, so Capcom figures they really did make the ultimate Street Fighter. Which is also why they saw a sequel as pointless, because you can't improve on perfection.

• More fan support for Street Fighter 4 would be nice, because 66% of Capcom is still against the idea of continuing with the series.

• What does a lead producer do? Ensure the game makes money. He considers himself more of a game creator, though, so his approach is to create games people love and will want to play for a long time. If you think that changed and he's purely in it for the money, send your hatemail to Capcom USA, as he's sure that it'll be the evil managers there that will convert him to the dark side.

If you want to watch this videos for yourself, you can view part 1 here and find links to the subsequent videos on Gooooooomba's YouTube page.

Live stream of West Coast Warzone tournament

While the stream quality is lousy (about the same as Evo) you can see a live look of the West Coast Warzone fighting game tournament happening through this weekend with the embedded player above.

There are more details for this Southern California tournament, including a schedule of events here.

Sven: No revamped fighting games in development

Sven: No revamped fighting games in development On a recent VG247 podcast Capcom's Christian Svensson made a statement that could be taken a few different ways.

He said that Capcom doesn't have any fighting games in development, but this was in response to a question about revamped titles being re-released, so this most likely doesn't rule out a Street Fighter IV upgrade being developed at Capcom of Japan, as is very heavily rumored.

Still, it kind of bites for fans of past fighting games hoping they'd see more re-releases in the near future, as anything that's put into motion will take awhile to come out.

Svensson added he wants to give the current crop of Capcom fighting games some breathing room.

He also noted that the numbers for Street Fighter 4 on PC were, "satisfying," but didn't set the world on fire. Still, they're happy with the results so far.

Grab PC Street Fighter 4 for $19.99 via Steam

Grab PC Street Fighter 4 for $19.99 via Steam Capcom announced today that you can grab Street Fighter IV on the PC through Steam for $19.99, this offer is only good through the weekend.

Thanks to several readers for pointing this out.