Search Results for: "ctv-main"

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Throwback Thursdays – Mega Man Zero (GBA)

Dec 18, 2014 // GregaMan

Mega Man Zero  is finally available on the Wii U Virtual Console, so we’re throwin’ it back at 4pm PT today on Twitch . Tune in and watch Brelston and me get utterly humiliated by this hard, hard game. 

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Fright Club haunts LA area with playable demos, live music, zombie makeup and more

Dec 17, 2014 // Minish Capcom

If you’re in the Los Angeles area on January 15, then y’gotta make it out to our latest Fright Club. As with past events, we’ll have playable demos of our latest RE titles (Revelations 2 and the RE1 remaster), music, activities and much more. The full details:

  • Dirty Laundry (1725 N Hudson Ave, Hollywood CA 90028)
  • January 15, 2015
  • Doors open at 8:00pm – RSVP but it is first come, first serve so come early (first 200 people get a free gift)
  • RSVP: www.frightclubla.eventbrite.com
  • 21+ over, admission is free
  • Playable demos of Resident Evil Revelations 2 and 2015’s enhanced Resident Evil
  • Cosplayers welcome, RE themed cocktails, live music, zombie make up bar, photo areas and special guests
  • The Capcom Store will be there selling exclusive Resident Evil merchandise
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Devil May Cry digital Sound Box available now

Dec 17, 2014 // GregaMan

Riding the wave of Devil May Cry news this week, eclectic game music purveyors Sumthing Else Music Works  have announced the digital release of  Devil May Cry Sound Box,  which collects the original soundtracks of  Devil May Cry 1-4,  and is available now via Sumthing.com, iTunes, Amazon.com, and other digital music sites.

( Disc 1 | Disc 2 )

Pick up these incredible soundtracks and meditate on how excited you are for this new surge of activity for the awesome, awesome Devil May Cry brand.

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MegaManniversary sale discounts six games across the eShop, plus Mega Man Zero comes to Wii U

Dec 17, 2014 // Minish Capcom

To celebrate 27 years o’ the Blue Bomber, the North American Nintendo 3DS and Wii U eShops are discounting a great selection of classic titles until 12/22.

The following games are up to 50% off from now until 12/22 8:59pam PT:

3DS

Mega Man II GB ($1.49)

Mega Man III GB ($1.49)

Mega Man IV GB ($1.49)

And for a quick reminder about these three titles (plus MMV) check this video I put together for their launch back in Mega May:

And then hop over to your TV to check out these deals:

Wii U

Mega Man 5 NES ($2.49)

Mega Man 6 NES ($2.49)

Mega Man 7 SNES ($3.99)

And to cap off the 27th anniversary eShop festivities, GBA classic Mega Man Zero is available on Wii U… NOW! Why wait for the usual Thursday??

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USFIV Wild Costumes Out Now

Dec 16, 2014 // ComboFiend

Balrog as a dirty bull, E.Honda as a turtle and Adon as a…chameleon? Is this real life?! As of today, yes, yes it is. The wild costumes are now available in various packs highlighted in the video above. With Omega Edition just released as well as the 1.04 balance changes, now’s the perfect time to go Wild!

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Mega Man 1 stomps teens, priceless reactions abound

Dec 16, 2014 // Minish Capcom

Little lttp with this one (courtesy of a lovely seasonal bug) but in case you missed it, check out some young’uns trying to finish one level of the original Mega Man.

So, what gets me is that I was 7 when this came out and was able to handle it. Then MM2 followed not long after, and that cemented my love for not just the character but the design philosophy and general gameplay concepts as well.

The fact most of these folks don’t experiment with the buttons, or identify enemy patterns and behavior is a little telling to me. I might be reaching, but I’m guessing it’s due to being raised mostly on mobile / browser games in the late 00s. We may not think NES games are all that demanding, but it’s true they don’t explicity tell you what to do, what your goal is or offer you hints when you die. That alone makes it seem much harder than many games today that hand you advice or even plainly state your next objective. So, I kinda get why so many aspects of Mega Man (and several ’80s games) are so foreign to kids born way later.

Regardless, it’s a fun video and the kids here are great sports. It’s the latest in a long running series of REACT videos so check ’em out !

And FWIW, I’m sure there are modern games these folks can destroy that I’d blankly stare at becuase the visual vocabulary of modern games is so different from the ’80s / ’90s. It’s almost like people have different life experiences and we should be OK with that!

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USFIV Version 1.04 Adjustments

Dec 15, 2014 // ComboFiend

By now I’m sure you’re all aware that patch 1.04 is live and with it has come a few adjustments to the Ultra balance. After receiving feedback from the community since Ultra has dropped, we’ve went and added in the most highly requested changes.  

Continue on to see the latest changes to USFIV as well as a list of the bug fixes that have been included in this update as well.

                                           BUG FIXES

 

                                                E.HONDA 

LP/MP/HP Sumo Smash

The opponent character will only be able to perform a quick stand on the second hit for airborne hits and airborne counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                  BLANKA 

Shout of Earth (Anti Air)

Fixed the issue where Yun and Yang would lose their after-image effects, even if they performed Genei Jin/Seiei Enbu, if Blanka hit them.

 

                                                  ZANGIEF

EX Banishing Flat

The opponent character will only be able to perform a quick stand for grounded counter hits, mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                     VEGA

Flying Barcelona Special

Fixed the issue where the Vega and the opponent freeze if the claw attack trades with the opponent’s attack.

 

                                                    RUFUS

Messiah Kick –> Mid Attack

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                  EL FUERTE

Tostada Press

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                   DEE JAY 

Crouching HK

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the upper portion of the hitbox. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                     IBUKI 

MK/HK Tsumuji

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the third low follow-up attack. Delayed standing will not be possible.
This issue only affected the training dummy.

EX Tsumuji

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the second, third, and fourth low follow-up attack. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                    ADON

EX Jaguar Kick
EX Airborne Jaguar Kick

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the second hit. Delayed standing will not be possible.
This issue only affected the training dummy.

 

                                                    YUN

Taunt 10

Fixed the issue where Yun performed a LK instead of a taunt when inputting the taunt command for a particular costume.

 

                                                   EVIL RYU

Close Standing LP

Fixed the issue where he could not cancel special moves, EX Focus/EX Red Focus from this attack.

 

ONI

EX Sekisei Jiraiken

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits for the first hit. Delayed standing will not be possible.
This issue only affected the training dummy.

                                                    POISON

EX Whip of Love (Final Hit)

The opponent character will only be able to perform a quick stand. Delayed standing will not be possible.
This issue only affected the training dummy.

LP/MP/HP Whip of Love (1st/2nd Hit)
EX Whip of Love (Hits 1-3)

The opponent character will only be able to perform a quick stand for mid-air hits, and mid-air counter hits. Delayed standing will not be possible.
This issue only affected the training dummy.

                                     


                                       ULTRA CHANGES

RYU

Close Standing HK

• Recovery from 15F to 17F.
• Extra 3F of block/hit stun when it connects on a standing opponent.
• Extra 2F of block/hit stun when it connects on a crouching opponent.
• The second hit can be EX Focus/Red Focus/Super cancelled.

LP Hadoken

Projectile speed slightly decreased.

HP Hadoken

Projectile speed slightly increased.

 

KEN 

Crouching MK

Hitboxes and hurtboxes returned to the 2012 version.

LK/MK/HK Airborne Tatsumaki Senpukyaku

Can no longer cancel an attack into the Airborne Tatsumaki to fly away.

 

E.HONDA 

Crouching LP

Damage increased from 40 to 50.

Crouching LK

Damage increased from 30 to 40.

EX Hundred Hand Slap

He will automatically move forward regardless of stick input.

LP/MP/HP Super Killer Head Ram

Fixed the issue where the opponent could not perform a delayed standing after the first hit only.

Orochi Breaker

• Inputs changed from 720 + PPP to HCB x 2 + PPP.
• Damage increased from 450 to 500.

 

BLANKA

Close Standing MK

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Crouching MK

• Startup time reduced from 5F to 4F
• Frame advantage on hit reduced from +5 to +4. 
• Slightly reduced the pushback distance on block/hit.

 

 ZANGIEF

LP Banishing Flat

• Reduced the forward travel distance.
• Increased the pushback on hit.

EX Banishing Flat

Causes the opponent to stand on hit.

 

GUILE 

Flash Explosion

Invincibility frames increased from 1-6F, to 1-9F.

 

DHALSIM 

←+ LK

• Recovery reduced from 8F to 7F.
• Advantage on hit increased from +2F to +3F.

 

BALROG 

Crazy Buffalo
Violent Buffalo

Fixed the issue where the opponent could not perform delayed standing after all hits except for the final hit in the juggle state.

Dirty Bull

• Inputs changed from 720 + PPP to HCB x 2 + PPP.

 

VEGA 

LP/MP/HP Rolling Crystal Flash

• Fixed the issue where the final hit on counter hit did not invoke the counter hit properties.
• Fixed the issue where the final hit granted twice the meter gain.

EX Rolling Crystal Flash

• Fixed the issue where the final hit on counter hit did not invoke the counter hit properties.
• Fixed the issue where SC meter increased without the claw.

 

 SAGAT

Front/Neutral Throw

Increased the throw escape window by one frame, making it consistent with the other throw windows in the game.

Tiger Cannon

Damage increase on mid-air hit from 255 to 303.

 

M.BISON 

Front/Neutral/Back Throw

Decreased the throw escape window by one frame, making it consistent with the other throw windows in the game.

MK Double Knee Press

Reduced the pushback on hit for the first hit, making it easier to combo from an EX Red Focus attack.

 

C.VIPER

Emergency Combination

• Inputs changed from QCB x 2 + P to QCF x 2 + P
• Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

Burst Time

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

 

EL FUERTE 

LK/MK/HK Guacamole Leg Throw

Fixed the issue where the opponent could not perform delayed standing if the first hit traded.

 

ABEL

Close Standing HK

• Damage on the overhead hit changed from 30 to 70.
• Stun on the overhead hit changed from 50 to 100.
• Hit advantage on the overhead hit changed from +5F to +2F.

 

SETH 

Vitality

Vitality increased from 800 to 850.

Forward/Backwards

Jumping MK

Fixed the issue that applied counter hit damage and stun values if he was hit during the animation.

 

AKUMA

LP/MP/HP Gohadoken

Startup changed from 14F to 13F.

 

GOUKEN 

Forbidden Shoryoken

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

Denjin Hadoken

• The correction on the amount of stun it does as W Ultra is increased from 65% to 75%.
• Fixed the bug where, as W Ultra but under certain conditions, it did 100% of it’s usual U2 stun.

 

CAMMY 

MK Spin Drive Smasher

Fixed the bug where the opponent couldn’t perform delayed standing if the final hit caused a counter hit on the ground.

 

FEI LONG 

Rekkashingeki

Damage for the final hit non-animation version is reduced from 165 to 140.

 

SAKURA

EX Shunpukyaku

• Hits 1-3 will cause the opponent to stand.
• Increased the lower collision box so that she doesn’t go over the opponent.

EX Hadoken

• She can now change the projectile speed based on the button used (only for the non-charged Hadoken).
• Reduced the recovery frames by 4, going from 48F to 44F.

 

 

ROSE

EX Soul Spiral

Chip damage increased from 30 to 33.

 

GEN (MANTIS STYLE)

Crouching MP

Damage increased from 60 to 70.

LP/MP/HP Hyakurenko

Recovery decreased from 18F to 17F.

Zan’ei

Damage increased from 250 to 300.

Shinketsu

• If the first hit connects on an airborne opponent it will go into animation lock.
• Fixed the issue where the move properties changed if done as a reversal or canceled from a jumping motion.

 

 DAN

LP/MP/HP Gadoken

Startup reduced from 14F to 13F.

 

T.HAWK

Front/Neutral Throw

Increased the throw escape window by three frames, making it consistent with the other throw windows in the game.

LP Condor Spire

Startup increased from 11F to 15F.

MP Condor Spire

Startup increased from 14F to 17F.

MP Tomahawk Buster

• Increased the number of hits from 1 to 2. The first hit causes little pushback and puts the opponent in a standing state.
• Damage is adjusted from 150, to 90 -> 60.
• Stun is adjusted from 200, to 150 -> 50.
• The first hit can be EX Focus/EX Red Focus/Super cancelled.

 

DEE JAY

Far Standing HP

Counter hit against crouching opponent now causes flying knockdown similar to standing or mid-air opponents.

LK Double Rolling Sobat

• Area from the knees below is invincible during all active frames.
• Increase the recovery on block from -3F to -4F.

EX Jackknife Maximum

Increased the downward hitbox for the first hit, making it easier to hit opponents with a low profile.

EX Machinegun Upper

Decreased the distance the opponent flies backwards upon hit.

 

CODY

Crack Kick

Startup reduced from 15F to 14F.

Zonk Knuckle

• The level charge times have been adjusted from 60/90/120F to 60/120/180F.
• Levels 2 and 3 are now throw invincible for all active frames.
• Level 3: Can now land juggle hits on the airborne opponent after hit.
• Level 3: Reduced the height at which the opponent flies back after hit.

EX Criminal Upper

Increased hit invincibility from 1-6F to 1-7F.

MP/HP Dead End Irony

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected.

 

 

IBUKI

Backhand Punch

Fixed the issue where she could cancel the move on whiff.

Yoroitoshi

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected, from mid-air non-animation lock.

 

MAKOTO 

→+ HK

Fixed the issue where the opponent could not perform delayed standing.

Abare Tosanami

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected from mid-air.

 

ADON

Close Standing MK

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Far Standing HK

Only the second hit will connect when used as part of a mid-air juggle combo.

Jaguar Varied Assualt

Fixed the issue where the opponent could not perform delayed standing if the move only partially connected from mid-air.

 

HAKAN

Crouching LP

• Recovery reduced from 8F to 6F.
• Advantage on block increased from +0F to +2F.
• Advantage on hit increased from +3F to +5F.
• Can perform chain cancels while oiled.

Diagonal Jumping MK

Only while oiled: Increased the hitbox backwards, making it easier for him to perform cross-ups.

 

JURI 

Close Standing LP

Hitbox during Feng Shui Engine will be the same size as it is during regular use.

Close Standing MK

• The first hit will cause the opponent to stand.
• 1-6F will be grounded, throw invincible.

HK Fuhajin

Projectile will not connect on crouching opponents.

LK/MK/MK Fuhajin

• Meter gain on the kick-charge portion is reduced from 20 to 10.
• Meter gain on the projectile increased from 20 to 10 on hit, and from 10 to 15 on block.

 

YUN

Far Standing LP

If Yun connects with a counter hit in mid-air during Genei Jin, the opponent will no long be able to recover in the air and go into a knockdown state.

LP Tetsuzanko

• Stun is reduced from 200 to 100.
• Reduction of the amount of meter gained. From 30 to 20 on startup, 60 to 30 on hit, and 30 to 15 on block.

EX Zesshou Hohou

Advantage on block changed from +1F to -1F.

 

YANG 

Crouching MK

Fixed the bug where the pushback time on counter hit was the same as a regular hit.

 

EVIL RYU

Vitality

Reduced his vitality from 950 to 900.

 

ONI 

EX Goshoryuken

Can EX Focus/Red Focus cancel the second hit on block as well.

LK Rakan Dantojin

• Increased damage from 110 to 120.
• Increased stun from 130 to 150.

Airborne Raging Demon

Fixed the issue where the opponent could not perform delayed standing if the first hit traded.

 

ELENA

Hurtboxes

Increased her general crouching, crouch neutral, and crouch block hurtboxes.

Jumping Motions

Fixed the issue where certain special moves could not be performed during jumping movement motions.

Special Move Priority

If the inputs for Lynx Tail and Scratch Wheel overlap, Elena will perform Scratch Wheel, not Lynx Tail.

Crouching LP

Increased the size of the hitbox for the attacking leg up to her thighs.

Crouching MK

Increased the size of her hitbox and hurtbox down to her toes.

Jump HK

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

LK Scratch Wheel

Startup reduced from 6F to 3F.

HK Scratch Wheel

Increased the downward hitbox for the 3rd hit.

LK/MK Scratch Wheel

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

LK/MK/HK Scratch Wheel

The first hit will cause the opponent to stand.

MK Lynx Tail

The first attack draws the opponent closer on hit and block.

HK Lynx Tail

• Hits 1-3 draw the opponent closer on hit and block.
• Fixed the issue where the opponent could not perform delayed standing if the attack hit them while grounded.

LK/MK/HK Lynx Tail

Increased the forward and upper hitbox size.

MK Rhino Horn

Fixed the issue where she wouldn’t take a counter hit and was in a grounded crouching state if she was hit out of the move.

LK/MK/HK/EX Rhino Horn

The first hit only will connect against crouching opponents.

EX Mallet Smash

Disadvantage on block is increased from -4F to -5F.

LK/MK/HK/EX Spin Scythe

Fixed the issue where an opponent could dash through her if forward dashing from behind during the move.

 

ROLENTO

Close Standing HK

Stun reduced from 200 to 150.

Far Standing MP

Increased active frames from 3F to 5F.

Far Standing FP

• Slight increase of the upper hitbox for the second hit.
• Meter gain on hit decreases from 60 -> 60 to 30 -> 30, on block from 30 -> 30 to 15 -> 15

Diagonal Jump FP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

EX Patriot Circle

Slightly moved the hitbox for the first hit backwards on startup.

LP/MP/HP/EX Patriot Circle

Fixed the issue where Rolento’s Patriot Circle beat out certain counters.

LK/MK/HK Stinger (Follow-up Attack)

Increased the lower hitbox for the first frame.

LP/MP/HP Mekong Delta Attack. (Follow-up Attack)

• Changed from a flying knockdown to a grounded hit on counter hit.
• Changed recovery on hit from -2F to +2F.

EX Mekong Delta Attack. (Follow-up Attack)

• Changed the recovery on block from -10F to -5F.
• Changed the properties of all hits except for the last one, so that it causes flying knockdown rather than grounded hit.

EX Mekong Delta Air Raid

• Changed the first 1-10F after startup from projectile invincible, to hit and projectile invincible.
• If the follow-up attack is blocked, recovery time changes from -3F to -5F.

Mine Sweeper

Fixed the issue where the early inputs were not recorded upon reversal.

 

POISON

Vitality

Vitality reduced from 1000 to 950.

Hurtboxes

Increased the size of her standing and crouching hurtboxes.

Jumping Motions

Fixed the issue where certain special moves could not be performed during jumping movement motions.

Back Throw

Fixed the issue where she could perform a back throw using negative edge (releasing the button).

Close Standing HP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Far Standing MP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

EX Aeolus Edge

Made it easier to hit opponents in very close range.

LP/MP/HP/EX Aeolus Edge

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

LP/MP/HP/EX Whip of Love

Increased the size of the hitbox.

LK/MK/HK Love Me Tender

• Reduced the damage from 90 -> 100 to 70 -> 80.
• Increased the recovery on whiff from 16F to 19F.

EX Kissed by a Goddess

Increased the hitbox for the first hit.

Poison Kiss

Increased the throw range.

 

HUGO

Dizzy Motion

Hugo will be vulnerable to attack at the same timing for a normal wakeup.

Standing LP

• Recovery reduced from 11F to 7F.
• Advantage on hit increased from +2F to +6F.
• Recovery on block changed from -2F to +2F.

Standing MP

Fixed the issue where a counter hit was still possible after the active frames of the attack had already ended.

Crouching HK

Pushback hitbox moved backwards.

H Moonsault Press

• Damage increased from 220 to 250.
• Stun increased from 150 to 200.

LP/MP/HP Moonsault Press

Removed the counter hit properties if he is hit before the throw frames become active.

LP/MP/HP/EX Giant Palm Bomber

• For all active frames, the hurtbox on his hands from the wrists to the fingertips will be projectile invincible.
• Changed Hugo’s hurtboxes while the move is active.
• Slightly increased the pushback on hit.
• Attack frames will still be active even when he cancels out a projectile.

EX Shootdown Back Breaker

• Damage decreased from 180 to 160.
• Decreased the distance he moves horizontally while falling.

LK/MK/HK/EX Shootdown Back Breaker

Changed input window for the command to be similar to others to reduce accidental inputs

LK/MK/HK/EX Ultra Throw

Removed the counter hit properties if he is hit before the throw frames become active.

LK/MK/HK/EX Meat Squasher

Removed the counter hit properties if he is hit before the throw frames become active.

Hammer Mountain

The first hit is completely invincible for all active frames.

 

DECAPRE 

Far Standing LP
Crouching LP

Can be cancelled into Rapid Dagger from a whiff or a chain cancel.

Far Standing MP

Shortened the startup time from 7F to 5F.

Crouching HP

Can now be EX Focus/Red Focus/Super cancelled.

EX Psycho Sting

• Increased the distance she moves forward while performing the move.
• Increased the opponent’s recovery on block by 4F, she will be at a -1F disadvantage after a forward FADC.

LP/MP/HP/EX Psycho Sting

Invincibility time for each increased from 1-5F to 1-8F.

LP/MP/HP/EX Rapid Dagger

• Increase the hitstun and blockstun for the hit before the last hit by 4F.
• Increased the guardstun for the chain cancel part for the opponent, making it easier to continuously block it.

EX Spiral Arrow

Damage reduced from 160 to 120.

EX Scramble (LK+MK)

The timing for when she disappears and when the variation move comes out has been reduced from 13F to 7F.

EX Razor Edge Slicer

Projectile invincible for all active attack frames.

DCM Anti-Ground
DCM Anti-Air

If the inputs overlap, Anti-Air will take priority over Anti-Ground.

                                             

EN

Omega Edition Move List

Dec 15, 2014 // ComboFiend

In case you didn’t know, patch 1.04 is live. That means that the new trials, Omega Edition and new battle balance are all out!

In regards to the Omega characters, we’ve covered some of the larger changes in the Omega blogs over the last few weeks, but those didn’t exactly provide an explanation on what the commands for those attacks were.

Well today, I’m providing that move list. Click this link to download the move list!

EN

Felyne Palicos hunting in style with Dante’s jacket and Alastor

Dec 15, 2014 // Yuri Araujo

This hunting party’s getting crazy!

That’s right! One more awesome collaboration coming your way. This time, to coincide with the two  Devil May Cry announcements , we’re bringing you Dante’s jacket and Alastor in form of Palico gear so they can…  meow down  monsters in SSStyle!

Jackpot , amiright?!

EN

Announcing DmC Definitive Edition, plus a very “special” teaser

Dec 15, 2014 // GregaMan

::UPDATE:: Trailer now live! Hit the jump to see.

I know I say this with virtually every Devil May Cry-related post, but it’s never rang more appropriate than it will right now:

JACKPOT.

Newly confirmed today are two Devil May Cry titles: DmC Devil May Cry: Definitive Edition and Devil May Cry 4 Special Edition. It must be the holidays. 

After the jump, you’ll find full details for the former, and a teaser for the latter to fuel your speculation until we have more info down the line. 

DmC Definitive Edition comes to the PlayStation 4 and Xbox One on March 17th, for $39.99. It will feature the following:

-60fps framerate, 1080p resolution on both SKUs. 

-Rebalanced, repolished gameplay – Ninja Theory has thoroughly examined the entire game and nearly two years of user feedback, and has made it tighter than ever. This includes bug fixes, rebalanced combat elements, enemy behavior, the Style system, and even new settings like an optional manual lock-on.  

-All DLC from the last-gen version of DmC , including costumes, weapon skins, plus the “Item Finder” pre-order bonus item, and of course, the “Vergil’s Downfall” campaign—hours of new gameplay starring Dante’s badass brother, Vergil. 

-New “Bloody Palace” mode for Vergil – By popular demand, Vergil will now have his own Bloody Palace mode, featuring sixty waves of stylish madness. As an added bonus, the timer in Bloody Palace mode (for both characters) is now a toggle-able setting.

-Turbo Mode – A perennial favorite of the Devil May Cry franchise, this mode gives a 20% speed boost to all gameplay, upgrading the game’s tempo from Adagio to—wait for it—An dante . Pretty proud of that one. 

-Hardcore Mode – Designed for those looking for a classic, hardcore challenge, this setting can be toggled on and off between stages, and will affect various aspects of the game, such as Devil Trigger, AI, and the Style system. 

-Gods Must Die difficulty level – Unlocked after beating Dante Must Die, this mode is insanely hard, with all enemies spawning in Devil Trigger and dealing 2.5x the normal damage. Plus: no items allowed!

-Must Style mode – For the masochistic, this mode requires that players achieve an S style rank or higher in order to deal damage to enemies.  

-New costumes for Dante and Vergil celebrating the Devil May Cry legacy. 

-Updated trophies/achievements to account for the new modes. 

-New leaderboards for Hardcore Mode and Vergil’s Bloody Palace.  

-Next-gen standard sharing functionality – This may be a given, but consider the potential! Every single person who owns the game and has an internet connection will be able to upload combo videos or stream the game live. 

Now behold this trailer and these screens!


As alluded in the trailer, we are indeed also confirming the existence of Devil May Cry 4: Special Edition, which is apparently coming to PlayStation 4 and Xbox One next summer (2015) and has something to do with that blue guy. Not sure what, exactly. Guess you’ll all just have to start guessing. ;D


More info on that a little further down the line, but for now, let’s all just take a moment. Sometimes Mondays are Fundays.

EN

Here come two new challengers: Blanka and Chun-Li Felyne Palicoes for MH4U

Dec 13, 2014 // Yuri Araujo

Straight from the biggest Capcom fighting game event of the year, Capcom Cup , we take a little break for a special Monster Hunter announcement:

Equip your Monster Hunter 4 Ultimate Felyne Palicoes with classic Blanka and Chun-Li fighting attires from Street Fighter II. Okay, the MH team had to take a few liberties with the designs, so you’ll notice subtle cat paw print designs here and there… and Blanka’s weapon is a fish! Yeah, they went a little wild on that one. =P

If you didn’t see the video on the live stream (first of all, tune in to Capcom Cup already !), you can watch it here:

And here’s a Guild Card background in the style of a VS. loading screen… just try not to get distracted by the hunters that were made to look like Dhalsim and Guile; they’re not a special bonus or anything, but show how versatile the character creation system can be. 😉

Alright, now back to Capcom Cup !

But if you want more Monster Hunter content, check out some of the other special collaborations ( Mega Man , Mario , Sonic , Animal Crossing , Link , Samus , Taiko Drum Master , Tetsuya Nomura ) or this nice little walkthrough of one of the quests in the game . And remember to pre-order the Collector’s Edition before it runs out (almost there, btw)! 

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Capcom Unity Official Podcast: Episode 19

Dec 12, 2014 // GregaMan

It’s an exciting time for the game community with  Street Fighter V newly announced for PlayStation 4 and PC and the Capcom Cup mere  hours away. Yuri, Peter “ComboFiend” Rosas, and I weighed in on the news in Episode 19 of our podcast. 

Tune in here or via your iTunes subscription, and don’t forget to rate and review the show if you like it! Or if you don’t! 

Community Question: What are your hopes and/or expectations for Street Fighter V, and how do you think the fighting game scene and community will change over the next few years? Let us know in the comments, and one star commenter will win this delightful KidRobot enamel keychain depicting two rival fighters. Which two? Who knows?!