EventHubs Podcast

Street Fighter 5's new input latency reduction could be a huge game changer; let's take a look at how the issue has affected the title to this point

Street Fighter 5's third year on the market added a ton of new features and options to the game with the introduction of the Arcade Edition overhaul, but its biggest change to many has just been announced and has nothing to do with characters, game modes, costumes or Fight Money.

Capcom announced earlier today that Street Fighter 5 will be receiving a new update on October 23rd which should further reduce input latency in the game and already has many players excited at the prospects of a more responsive Street Fighter.

One of the game's biggest detractors for its hardcore fanbase has been the higher than normal input delay — and more recently discovered inconsistent delay — that may now be getting fixed hopefully bringing it in line with other major titles including past Street Fighter games.

If this update gives players what they're hoping for in a two frame-ish reduction in input delay, this moment could prove to be a turning point for Street Fighter 5 going forward and even bring back old players who had abandoned the game for this and related issues / bring in new players looking to try out the hypothetically improved game.

We won't know how things are going to ultimately shake out with the update, as Capcom themselves were fairly vague about what is changing meaning we should still take their statement with a grain of salt until we can try it for ourselves.

The issue of input delay has been following the game for almost three years now, so let's look back over the history of Capcom's handling of the situation, how the game has evolved because of it and where it might go if this all turns out well.

Input lag tweet from Street Fighter Twitter account image #1
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'You can't test s*** in the middle of a tournament' - Aris' retelling of his epic Soul Calibur 2 bout with Dan The Nightmare is too good

Got a question about frame data, hitboxes or a character match up? Here in 2018 we just hit up the internet from our phones and are good to go. That wasn't the case 14 years ago.

Bandai Namco Entertainment America has launched part one of their "Words and Souls: The Rise of Soul Calibur" series that looks back on what makes this franchise as great as it is.

Episode one hears commentary from figures such as MarkMan, Kayane, Maximilian and Aris on the history of the various Soul Calibur titles, and the latter figure on that list has an especially entertaining story to tell.

Back in the early 2000's the best Soul Calibur player in the world was French Competitor Dan "The Nightmare" Vu. No one could touch The Nightmare, including Aris, but after a hard loss in '03, the American challenger formulated a plan.

Without the use of internet resources to expedite the learning process, alternate characters and secret tech was all the more useful for strategic tournament approaches. Aris went to France to take on DTN on his home turf, and used a classic case of misdirection on the reigning champ.

Vu actually tried to stop the tournament to research his opponent's new tech, but was forced to play on since, as Aris so eloquently puts it, "you can't test s*** in the middle of a f****** tournament." You'll hear the whole story and more in the video below.

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Sako uses the dreaded double shimmy, MOV juggles for days with Chun-Li and Fuudo can't stop hitting Critical Arts; Topanga finals day 2 highlights

We've got yet another batch of Topanga League highlights as day 11, (day two of the finals) played out last night.

HiFight has done the fighting game community a service, as he's prone to do, and captured some of the best moments from yesterday's action. We've compiled them here for a highlights post, and you can see how the detailed results are going over at our Topanga coverage page.

OC|Gafro, GRPT|MOV, FAV|Sako, Gachikun, FD|Fujimura and CYG|Fuudo are the only remaining combatants in the event, and are currently facing off in a round robin, first to seven format to decide this year's ultimate winner.

There are only five sets that play out on each of these final round days, so there isn't a ton of player variety in our round up. That said, the kind of action you'll see from MOV, Fuudo and Sako is still top tier.

We'll kick things off with a bout between Chun-Li and R. Mika as perhaps the two best players in the world with these fighters face off.

Here Fuudo and MOV show a strong knowledge of both character and player match ups as they make good on some unconventional call outs:


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Capcom Pro Tour Open Premier and Asian Finals, Tekken World Tour Master Event, Dragon Ball Saga event and more — SEA Major 2018 preview

Update: This story contained erroneous information about the qualifying process for the Dragon Ball FighterZ World Tour. This has since been corrected.

SEA Major 2018 is coming up this weekend, and judging by pure status it's hard to remember any event that has ever been this huge.

With Pro Tours being all the rage for fighting games lately, it's almost shocking to see how much pedigree has been awarded to SEA Major this year, though it's easy to understand why when you remember how well-ran and favorably received the event has been in years prior.

Street Fighter 5: Arcade Edition, Tekken 7, Dragon Ball FighterZ, BlazBlue: Cross Tag Battle, Guilty Gear Xrd REV 2 and BlazBlue: Central Fiction are all going to be played at the event, and have points for their respective circuits on the line.

In fact, the only games with currently running pro tours that are not present at SEA Major 2018 in an official fashion are Injustice 2 and King of Fighters 14.

Not only are the games present at the event, but for the aforementioned three games it's the highest level of non-EVO event you can have for any of them, with each practically guaranteeing direct qualification to their finals.

With all this going on, you know that this event is going to be absolutely massive for all of the games represented, so let's take a look at what we can expect from SEA Major 2018 this weekend.

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Here are the victory screen poses for all Super Smash Bros. Ultimate demo characters as well as King K. Rool, Chrom and Lucina

My favorite moment in playing Super Smash Bros. Melee a good 17 years ago was finally unlocking my favorite character, Ganondorf. Upon winning my first match with him, his victory screen revealed a giant sword that wasn't actually in the game, but piqued my interest in the character further.

Ganondorf will actually be able to use that sword here nearly two decades later in Super Smash Bros. Ultimate as fans have been asking for it to be implemented into his game play pretty much since the Melee days. What other treasures will be found in Smash victory screens? Time will tell.

We're getting ahead of the game today as OptionC has gone through the painstaking process of compiling all victory sequences for all the characters we've seen gameplay for thus far.

This means everyone that has seen any action in the demos up until this point as well as others, like King K. Rool, who have been shown on various streams. Unfortunately this means characters like Falco and Isabelle are not present.

Each character has three different win sequences wherein they carry out a quick dance or elaborate pose, freeze for a stylized action shot, then proceed to the stats report page.

Check out all of the various poses in the full video below and then be sure to let us know which you thought looked the best and why in the comments.

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Rest in peace EX-Dolphin Dive: the fighting game community reacts to the lag reduction announcement for Street Fighter 5

Street Fighter 5's input latency has been a cloud hanging over the community and Capcom's heads since shortly after the game launched in 2016 with the infamous 'eight frames of lag' measurement spreading throughout the entire FGC.

Capcom announced plans to reduce the input lag in Street Fighter 5: Arcade Edition once again later this month after bringing it down to around six frames of lag in the latter half of 2016.

This announcement has may players around the world sharing their thoughts on the supposed more responsive game with most of them feeling ecstatic — or pure expletive filled joy for Filipino Champ — while some are already pointing out ways the game may change with some moves becoming hopefully more easy to react to.

Players like FOX|Justin Wong, EVO champ Mouz|Problem X and RZR|Xian note that this change could make quite the difference in reacting to jumps, dashes and faster moves with crazy reaction times already being part of the arsenal of many top fighters in the FGC.

Rise|MenaRD laments that the days of using EX-Dolphin Dive as a tool to keep opponents on their toes may be over, and CYG|Chris Tatarian goes over how the lower latency could hurt Ken's V-Skill usage and overhead stating that player's may need to slow down.

Most players appear to be looking forward to the prospect of more whiff punishes becoming possible in a genre where one frame can decide the outcome of a match. The input lag problem was also at the top of our most recent poll asking what adjustments you would like to see made in Street Fighter 5 Season 4. You can check out the full player reactions in the gallery below.

FGC reacts to input lag decrease in SF5 image #1 FGC reacts to input lag decrease in SF5 image #2 FGC reacts to input lag decrease in SF5 image #3
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Training Mode and PlayStation controller ports reported in Street Fighter 5 Japanese arcades, walk through reveals new details during location test

It used to be that fighting games debuted in arcades first, which is why Japan often had a head start when it came to new titles, but it'll be about three years after Street Fighter 5's launch that the arcade version actually comes to fruition.

It was just last month that we found out SF5 was en route to Japanese arcades and already location tests are giving gamers the opportunity to check out this more public take on the game.

NihongoGamer attended a location test in Japan and garnered some interesting details from his visit. One of the first things he notes is that these arcade machines also feature Training Mode. This isn't too uncommon in 2018, but certainly contrasts with that old arcade style in that all exploration had to be done in Versus or Arcade Mode.

When a head to head battle starts, the prompt notes a "Ranked match" not unlike when playing at home. This leads us to wonder if "Casual match" will also be available.

These machines also come equipped with PlayStation 4 USB ports so pad players will not have to attempt to play on stick should they want to join the fray. The Nesica stat and profile tracker system is present as well, though it was not available during the testing period.

We grabbed a few stills from the video to highlight these points, and you'll find the full walk through after the jump below. At this time we've only heard of plans to bring SF5 to Japanese arcades, though expansion to other regions in the future is surely not out of the question.

SF5 Arcade Edition Arcade Version image #1 SF5 Arcade Edition Arcade Version image #2 SF5 Arcade Edition Arcade Version image #3 SF5 Arcade Edition Arcade Version image #4 SF5 Arcade Edition Arcade Version image #5 SF5 Arcade Edition Arcade Version image #6
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Input lag reduction for Street Fighter 5: Arcade Edition coming October 23rd

The Street Fighter Twitter account has announced that input lag will be reduced in an upcoming update for Street Fighter 5: Arcade Edition on October 23, 2018. It's been confirmed that Capcom is aware of the issues and will improve the speed in which inputs are registered.

When Street Fighter 5 was first released, many players were able to really feel the eight frames of input delay. This made whiff punishing extremely difficult.

Eventually, Capcom was able to reduce the latency somewhat. On average, there were about 6.2 frames of input lag.

For comparison, Street Fighter 4 and its many revisions only had about 4 frames of delay on the Xbox 360 version. The issue with Street Fighter 5's lag mostly appeared to stem from Unreal Engine 4.

Simply put, this was not enough for players and we have all been very vocal about this issue. Even when it was announced that Bandai Namco would be tweaking the input delay for Tekken 7, Capcom made no announcements.

It is currently unknown how much the input lag will be reduced. Supposedly, Tekken 7's delay was reduced from 7.7 to 5.7 frames. We'll just have to wait for more information or for October 23rd to roll around in order to know how much of a reduction this will be.

Input lag tweet from Street Fighter Twitter account image #1
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The Super Smash Bros. Ultimate Invitational 2018 champion has concerns that Chrom's recovery might be one of the worst in the entire series

Despite the fact that Chrom is an Echo Fighter of Roy, it has been revealed that Chrom actually has Ike's up special to recover with. Or rather, it's a slight variation of Ike's Aether where Chrom doesn't throw his sword upwards.

Unfortunately, this might actually be a downfall of Chrom's rather than a positive attribute. One of the best Super Smash Bros. 4 players (before he retired) and the Super Smash Bros. Ultimate 2018 Invitational champion — TSM|ZeRo — recently took to Twitter in order to share some concerns about Chrom.

Ike is a character that is known for having very linear recovery options. His up special is intended to help him ascend vertically with very little horizontal control. As for his side special, the Quick Draw allows him to travel a great amount of horizontal distance with no vertical ascent as long as he is high enough in the air to charge it.

On their own, both of these recovery options are quite bad as they are easily intercepted. The fact that Ike has access to the Aether and Quick Draw gives him some options for making it back to the stage. He can choose the special that best suits the situation.

Although Ike's sword — the Ragnell — will no longer be able to clip through the stage, he will surely be aided by the fact that he throws it upward before retrieving it. Chrom's recovery just seems worse since he neither throws it or has access to an alternative option.

Even Roy has the ability to alter the behavior of his up special in order to make it difficult to edge guard. Chrom doesn't appear to have that luxury.


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X-Kira's data mining suggests that Easter egg codes will be added to currently existing costumes via Fighting Chance

Some costumes in Street Fighter 5: Arcade Edition can be made to look a little different than normal thanks to an Easter egg code. This is done by holding light punch, medium punch, heavy punch, light kick, and up at the character select screen or between rounds of a match.

Other costumes... simply can't do this. You just have to know which costumes allow for this and which don't.

According to the data miner known as X-Kira, there are apparently plans to add Easter egg codes to a number of costumes that currently don't have them. Supposedly, these must be obtained through the game's "Fighting Chance" mode.

For those that are unaware, Fighting Chance is very similar to a typical loot box system but it only accepts Fight Money as a currency. Through Menat's crystal ball readings, a player may obtain colors, costumes, titles, and more.

An image of a shirtless Ed facing away from the camera was posted by X-Kira. This appears to be Ed's battle outfit 1. On his back, we can clearly see his Shadaloo tattoo.

Notably, X-Kira mentioned a number of characters that he was able to spot in the code that will supposedly get Easter egg codes in the future. Not only are characters getting these for alternates, but also the default costumes.

Easter egg codes in Fighting Chance? image #1
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If Fujimura's life bar still has anything left in it, you don't have a life lead; Topanga League day 10 highlights

We've got yet another day's worth of Topanga League 7 progress in the books as the final bracket has been made and day 10 has now concluded.

OC|Gafro, GRPT|MOV, FAV|Sako, Gachikun, FD|Fujimura and CYG|Fuudo are the only remaining combatants in the event, and are currently facing off in a round robin, first to seven format to decide this year's ultimate winner.

Of the 15 matches set to play out in this final stage, five have been completed and already there's been quite a few sequences we've rewound and watched twice.

HiFight has done the fighting game community a service, as he's prone to do, and captured some of the best moments from yesterday's action. We've compiled them here for a highlights post, and you can see how the detailed results are going over at our Topanga coverage page.

Now it's true that Sako already got his own highlights story because he's seemingly ascended to an all new level with Menat, but he had even more to show off than what we covered there.

Here we see him facing off against Gachikun's Rashid, and the latter goes for a light Spinning Mixer just to put a bit of pressure on his foe. Not only does Sako back dash to evade the attack, he responds by whiff punishing with his most damaging attack:


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Four powerhouse Street Fighter 5 competitors that are dangerously close to missing Capcom Cup 2018

We're just two months away from Capcom Cup 2018, and competitors now have just eight more events at which to garner any kind of points before the big dance in Las Vegas.

Three of these events are Regional Finals and one of them is an online tourney, meaning players that find themselves just outside of Cap Cup berth are likely feeling anxiety spikes as they vie for last minute positioning.

Four players will get into the Cup via Regional Finals events, one will get in via the Last Chance Qualifier and then the reigning champ, Rise|MenaRD, has a spot no matter what. As such we'll use 26th place on the Global Leaderboards as the final spot before the bubble.

At this very moment AB|StormKubo occupies 26th with 551 points. The point qualification line may rise to be a bit above this number by the end of the season, but this is roughly the standard that last minute would-be clinchers will need to surpass to get in.

There are still some variables that could affect the cutoff line if already qualified players win said Regional Finals or if 8th ranked PG|Infiltration winds up being disqualified pending the result of ongoing domestic abuse investigations.

We'd like to take a look at some of the competitors on the Capcom Pro Tour that have been more or less expected to make the Cup, but aren't exactly in the best of positions here in this final stretch of the 2018 Pro Tour.

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Jaden Smith releases new song 'Goku' and it has about as much to do with Dragon Ball Z as you'd expect

You have probably already heard Jaden Smith's new song titled after main Dragon Ball Z protagonist Goku, but if you haven't, allow me to give you the skinny. Apologies ahead of time for ruining your day, Dragon Ball fans...

Son of famed rapper / TV and movie star, Will Smith, Jaden Smith has been delving into the world of Hip Hop for the past couple of years now. The 20-year-old artist recently released a new track called "Goku," and it has about as much to do with Dragon Ball Z, Saiyans, and the Dragon Balls as you might expect — nothing.

The main hook of the song repeats the line "I feel like I'm Goku," but there isn't much outside of that that seems to reference the legendary anime series or Goku himself. The Goku line is preceded by "I'm ballin'," so maybe that's supposed to be an indirect reference to the Dragon Balls — that's one hell of a stretch, though.

What's interesting, though, is that the most direct reference to pop culture seems to be the sampled scream you hear throughout the song. Unless I'm losing my mind here, I'm fairly certain that was pulled straight from the intro of 90s Nickelodeon cartoon series, Aaahh!!! Real Monsters.

In any event, using a character name from fan-favorite IPs as the title of a song that has nothing to do with said character is not a new concept. Back in April, A-list Hip Hop artist Nicki Minaj released her song "Chun-Li" that really had no references to Street Fighter's iconic female world warrior — aside from Nicki being dressed like Chun-Li in the music video and saying her name a few times in the song.

Fortunately, if Jaden Smith's "Goku" doesn't have enough Goku for you, you can always pop in your copy of Dragon Ball FighterZ — Arc System Works' / Bandai Namco's 3v3 fighting title — which some people feel might have too much Goku in it. Super Saiyan Goku, Base Form Goku, Super Saiyan God Super Saiyan Goku, Goku Black, Super Saiyan Blue Vegito (fusion of Goku and Vegeta), and Bardock (Goku's father) are all playable characters in Dragon Ball FighterZ, so there's certainly no shortage there.

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Peter 'Combofiend' Rosas is working for Marvel, produced Sony's Spider-Man on PlayStation 4

It was just around this time last year that we first heard that Peter "Combofiend" Rosas was leaving Capcom after five years with the company, and we had no idea where he was headed next.

The long time fighting game community competitor turned developer was known first for his stellar play, perhaps becoming most famous for his mastery of Spencer's Bionic Arm Super in Marvel vs. Capcom 3.

After having joined Capcom around 2012 to help work on the latter iterations of Street Fighter 4 and then Street Fighter 5, we stopped seeing Rosas as much behind the sticks and instead looked forward to seeing him behind the microphone as he served as an unofficial bridge between community and company.

After his work with Street Fighter 5, Rosas moved on to the development team of 2017's Marvel vs. Capcom: Infinite. It was just over a month after Infinite's September 16th release that announced that he would be parting ways with Capcom.

It seems as though Combofiend didn't swing too far away as we've been able to independently verify that he is now working with Marvel Games.

We spotted the familiar moniker in the credits of the wildly popular new Spider-Man title for PlayStation 4. Rosas' name pops up near the very end of the credits sequence, but if you're not wanting to wait for a minute and thirty seconds, don't worry, we've clipped it for you right here:


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Super Smash Bros. Melee EVO 2018 champion slams controller after big loss at major event

There's no doubt that TSM|Leffen is one of the best Super Smash Bros. Melee players that the community has ever seen before. You don't just earn the title of "god slayer" and win a major EVO championship through a complete fluke.

It's also extremely clear that Leffen has a passion for the game that very few are able to mirror. Competitors like Leffen have continued to take the meta to new plains despite the fact that Super Smash Bros. Melee was released nearly 17 years ago.

Although EVO 2018 was a few months ago, one can imagine that anything other than first place might be considered to be an underperformance by Leffen. After this amazing victory, Leffen opted to take an extended break.

At The Big House 8 this past weekend, Leffen displayed an emotional performance in the tournament's losers quarterfinals.

After being sent to the losers bracket by C9|Mango, he then had to face off against PG|Plup and his Sheik. While this was going to take some work, this was definitely doable as Leffen was able to defeat Liquid|Hungrybox and Alliance|Armada at EVO 2018 — two of the best players in the world.

Unfortunately, Leffen ran into some execution errors in the fourth game. This resulted in a self-destruct of Leffen's stock at 19% damage. Leffen was visibly and understandably annoyed by this turn of events.

Still, he could potentially defeat Plup and take it to game five. He started mounting an impressive comeback despite the self-inflicted deficit. But then... he self-destructed his final stock in a very similar manner.

Leffen was eliminated. All that passion for the game sometimes has a price. The controller in his hand was then angrily slammed into the floor — in which it was apparently unscathed — and was captured on stream.

Leffen Tweet image #1
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Blanka match up chart released for Street Fighter 5: Arcade Edition Season 3.5 by Wolfgang and the Blanka Discord

Blanka is one of the characters that was released as DLC for Season 3. While it's possible this Brazilian beast is very unexplored compared to the rest of the cast, he tends to not be seen at the top placings of tournaments very often.

Recently, Wolfgang released "the final Blanka matchup tier list for the rest of Season 3." Notably, Wolfgang is a top performing Blanka player that was the MVP of the EventHubs vs. r/StreetFighter event at the Cross Counter Bar Fights 2018.

Supposedly, this chart is agreed upon by the Blanka Discord group. Wolfgang's comments seem to indicate that LU|Alex Valle also participated in the discussion at some point.

Interestingly enough, Blanka's worst match ups appear to be Urien and Sakura. While Sakura is often regarded as a fighter that is on the lower end of the tier list, Wolfgang has noted that Blanka has a lot of difficulties dealing with her crouching heavy punch, standing light kick, movement options, and a fireball that's apparently difficult to slide under.

Blanka appears to have advantageous matches against Zangief, Nash, Falke, and Ed. Outside of that, it is believed that Blanka goes even with characters like Sagat and Birdie.

Feel free to draw comparisons to our community voted match up chart for Blanka in our tiers section. Be sure to let us know if you agree with Blanka's match ups or not in the comments section.

Blanka Season 3.5 match up chart image #1
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Sako's Menat continues to improve with unrelenting pressure, execution intensive combos, and unpredictable mix ups at Topanga League 7

Day 10 of Topanga League 7 has wrapped up. Things are definitely heating up in this competition.

This is giving us a grand opportunity to observe some high level Street Fighter 5: Arcade Edition gameplay from FAV|Sako, CYG|Fuudo, FD|Fujimura, Gachikun, GRPT|MOV, and OC|Gafro. There are certainly plenty of sequences that are worth highlighting.

We think this might be a great opportunity to highlight some of Sako's smart plays. Sako is definitely a competitor that should not be underestimated as he is currently 4th in the Capcom Pro Tour 2018 season and is one of the few players that has been able to win multiple premier events.

Thanks to HiFight we can take a closer look at how Sako is performing. Perhaps unsurprisingly, his Menat is looking very on point.

After successfully teching MOV's throw attempt, he was able to V-Trigger cancel from Menat's standing medium punch thanks to its impressive and disjointed reach. This was a high pressure situation for MOV.

While MOV was forced to block Menat's orbs, Sako moved forward and made it appear like he was about to go for a throw. Instead of actually committing to this action, he instead jumped and performed a dive kick.

Even after all the orbs were used, Sako was able to keep MOV on lockdown in the corner until the inevitable KO.


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