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An Introduction to the USFIV Omega Edition Characters: Part 1

Oct 24, 2014 // ComboFiend

A few weeks ago I had the pleasure of announcing the completely free and new update coming in the future which will give you all access to Omega Edition of all 44 characters in USFIV. What I didn’t give you however, was information on the characters and what attacks you can expect to see.

That’s all going to change today however, as the blog today breaks down the Omega Editions of the initial World Warriors. Be sure to check back weekly, as we unveil more and more of the Omega Edition Characters.

Hey everyone, Tomoaki Ayano here!

Winter is finally here. It seems like we just breezed through fall (um, no pun intended), but here I am still wearing a T-shirt. Maybe it’s time to break out the sweaters…

Anyway, starting this week, and for about the next seven weeks, I’d like to talk about Omega Edition and how it affects all 44 characters. We revealed Omega Edition at TGS 2014, and since then lots of people (including people inside the company!) having been asking about the changes to their characters. Today I’d like to take this opportunity to answer some of those queries.

First, though, I’d like to outline what Omega Edition is, for those of you who are like “Omega what now?” So, here are the basics:

  1. Omega Edition is a new option available under the Edition Select feature. This will bring the total number of selectable editions to six, including Ultra.
  2. As this version is completely different from all others, it does not include the Red Focus and Ultra Combo Double systems introduced in USFIV.
  3. Omega Edition will be available as a free update! (We’ll let you know exactly when it’s going to be available closer to release time.)

Now let’s take a look at some character-specific changes and additions!

 

Ryu

Hanagashi: Forward + HP + HK to activate damage-nullifying armor.

Some of you will get it just by looking at the screenshot, but this is pretty close to the parry system from SFIII.

While the move is active and after absorbing an attack, Ryu can use EX meter to deliver a follow-up strike. This gives him another form of defense in addition to the Focus Attack and is sure to completely change up his footsie approach!

Ryu also has new target combos and has gained both offensive and defensive options.

My inspiration: I guess you could say we wanted a showcase of Ryu’s moves from all of the SF games that have been released up until now.

 

Ken

Shippu Jinraikyaku: Use two bars of EX meter for a powerful multi-hit move.

You can combo into this move for big damage. This is sure to make Ken players think more carefully about meter management! 

The Reppu Hadoken also got a lot of buzz at TGS. In Omega we really wanted to emphasize Ken’s kicks, so he also has a few new kick moves too.

My inspiration: Ken with his hands tied behind his back.

 

Chun-Li

Houyoku-Sen: Use two bars of EX meter for a multi-hit move.

This SFIII move is back! It’s an interesting move and there are lots of different ways to land it.

Other changes: Chun-Li’s Kikoken has been changed from a charge move to a command move to make it easier for her to press forward. She also has Hakkei to nullify other players’ projectiles!

Many of her command normals and specials have been greatly changed from SFIV, making her a character who can really hit those hard-to-reach places.

My inspiration: I wanted a strong female character who can really apply the pressure.

 

Edmund Honda

Zuri Fugaku

You know, Honda is a sumo wrestler…but it’s easy to forget that since, except for his Hundred Hand Slap move, his moves aren’t particularly sumo-like. In SF we’re calling this Zuri Fugaku, but in sumo it’s known as “Yorikiri,” the act of pushing someone out of the ring by their belt. Honda starts off low and attacks the opponent twice on different levels, while the EX version adds a third attack. It’s extremely powerful, but also leaves him fairly exposed.

Speaking of sumo, you gotta have the salt throw, right? The Salt Toss doesn’t do a whole lot of damage, but what happens if you get a KO with it…?

These changes give Honda’s versatility a big boost. In the playtests a lot of people felt like he was now qualified to take on the title of the world’s strongest. Honda top tier? Heh heh.

My inspiration: going back to Honda’s sumo roots.

 

Blanka

Ever since SFII, Blanka’s been all about getting in there with ball attacks. In Omega we’re going to radically change that up.

Lightning Mole: Blanka charges up, disappears into the ground, and then jumps out with a charged attack!

Use it to throw off your opponent or set up a good read—there are many ways to incorporate this into your game. In addition to his aerial and grounded moves, Blanka finally gets a move that takes him underground. He’ll have a high degree of versatility that will let players develop their own playing styles.

Use two bars of EX meter to use the Lightning Grenade, an invincible hop into Lightning. Skilled players will be able to incorporate this into combos. Blanka also gains the ability to perform moves from the Coward Crouch. The first step to enjoying Blanka is to properly learn all of his moves.

My inspiration: the lightning-charged green beast.

Zangief

Russian Stomping

Omega Zangief is still a grappler, so we wanted to give him moves to help set up his throws. This attack hits on different levels. Use it to drive your opponent into a corner and pressure them with the possibility of a throw! This is a command normal forward-attacking move that ‘Gief can use together with Banishing Flat to keep the opponent in your sights.

Chrome Head: Press Forward + FP for a small jumping headbutt.

Just like in the Alpha series, this is a move that moves him forward and causes low poke moves to whiff.

My inspiration: Zangief with even more cyclone (hard to imagine, I know…!).

 

Guile

Sonic Break: Now it’s possible to fire off more than one Sonic Boom when using the EX version! Hit two punch buttons again for a second and possibly third extra Boom, each at the cost of an additional bar of meter.

Talk about explosive! This is good for when you want to keep your opponent out or do some chip damage. Sort of reminds you of his good friend Charlie, doesn’t it?

Guile also gets the CPS1 Chain and Blitz Combination, moves that SF series fans may find familiar. These changes increase his versatility and put a few new tricks up his sleeves…or, er, pant legs.

My inspiration: not only is it harder to get in on him, but now he can get in on you.

Dhalsim

Yoga Legend: Use 2 bars of EX meter for an invincible chop, a multi-hit moves that sends your opponent flying into the air!

As the name suggests, this is a move that packs quite a punch. It’s a good move to go for if you have meter to burn. You can also use the Yoga Rapture to lure your opponent in before unleashing the mid-hitting Yoga Chop. In Omega, the theme for ‘Sim is definitely “yoga”!

My inspiration: Dhalsim continuing to refine his abilities beyond mere mortal levels.

Well, I’ll wrap up the first installment here. I hope you enjoyed it! Next week I’ll be covering the four bosses plus Gouken and Akuma. Hope you’re looking forward to it!

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Banjo Guy Ollie plays Mega Man X opening stage theme

Oct 23, 2014 // Yuri Araujo

This one caught me a bit by surprise… show of hands, how many of you think  Mega Man X  music would sound good if performed only by banjos?

Well, turns out Banjo Guy Ollie made it sound pretty amazing! Check it out below:

So… what do you think now? Is it fantastic or what?

Also, am I the only one dreaming about a Storm Eagle cover? Or Spark Mandrill…? Great, now I can’t decide.

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Throwback Thursdays – Clock Tower 3 and Haunting Ground

Oct 23, 2014 // GregaMan

This week, Throwback Thursday is back with a spooktacular DOUBLE FEATURE for this special time of year. Tune into Twitch today at 4pm PT for a look back at two obscure horror classics:  Clock Tower 3 and  Haunting Ground,  both for the PlayStation 2. Both games are spiritually akin, and share some striking common (haunting) ground with some of the most popular horror games of today. Tune in and chat with us!

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ScrewAttack vs FUNimation USFIV Battle

Oct 21, 2014 // ComboFiend

This Thursday, October 23rd at 8pmPST/10pmCST, ScrewAttack will be going up against FUNimation in a 4 vs. 4 battle royale in USFIV. For those interested on seeing which of the two companies has the best players, you can check out it on either the Screwattack or FUNimation channels.

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Lead cast announced for Dead Rising: Watchtower

Oct 20, 2014 // GregaMan

Word is getting out about the cast of Legendary and Crackle’s upcoming live-action, feature-length flick,  Dead Rising: Watchtower ,  and you may see a few familiar faces.

First off, Rob Riggle of “22 Jump Street” will be filling the shoes of heartthrob photojournalist Frank West! Harley Morenstein of “Epic Meal Time” will play Pyro, a menacing biker and second-in-command to gang leader Logan, who will be played by Aleks Paunovic (“This Means War”). Keegan Connor Tracey of “Bates Motel” and “Once Upon a Time” will play the role of Jordan, a “straight-laced journalist.”

Look forward to more on  Watchtower  in the near future.

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Famitsu covers MH4U director’s presence at NYCC 2014

Oct 20, 2014 // Yuri Araujo

New York Comic Con was a total blast for  Monster Hunter  fans. We had a new playable demo, free Felyne pins, daily raffles, and the director of  Monster Hunter 4 Ultimate , Mr. Kaname Fujioka, even flew in from Japan to be part of our MH panel and run a few poster signings!

Now how do you know this totally happened and it was 100% legit? Simple: Famitsu covered it!

That’s right, Famitsu , one of the biggest magazines in Japan came to our Monster Hunter panel and Fujioka-san’s poster signing at NYCC. Here are some photos:

A close up shot of the panelists

Not a single empty seat!


MH4U director Fujioka-san signing posters, games and other MH merch


Want him to sign a Gore Magala’s wing? Challenge accepted!


A huuuuuuge line for the poster signing… I think I know that guy in the solid red sweater


Fujioka-san’s intricate and definitely cute autograph. BTW, I saw this photo being taken and can confirm this is Shepard’s 3DS !


Meat Pillow! Now just take a nap on it and your face will be autographed!

Again, our time at NYCC was a blast ! I also wanted to draw attention to the header image. Those onesies were custom made by the community folks at Monster Hunter NYC ; Here’s that same pose from another angle.


Can you tell what all the monsters are?

We are eternally grateful to Fujioka-san for coming to NYCC with us (especially since the MH4G launch was that same weekend!), and to Famitsu for covering the event. Here’s their article, btw .

ALSO! Remember we made some pretty big  MH4U announcements at the MH panel: new equipment designed by Square Enix’s Tetsuya Nomura and Mega Man Palico gear .

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Demon’s Crest, Gargoyle’s Quest II coming to NA eShop on October 30

Oct 17, 2014 // Minish Capcom

As mentioned back in June , Super NES classic (and rarity!) Demon’s Crest is on its way to the North American Wii U eShop. And in true spooky fashion, it and its NES predecessor will land just before Halloween on 10/30.

At that point, all three of Firebrand’s adventures will be available to a new generation – or one looking to reconnect with this ’90s saga.

Gargoyle’s Quest (Game Boy) – This Ghosts ‘n Goblins spinoff first appeared in 1990 and was the darling of my 3rd grade class (I am old). I wrote about it back here so check that out, OR pick up the game on the 3DS eShop… it’s been there since 2011!

Gargoyle’s Quest II (NES) – Much like Kirby, Firebrand’s second journey made the leap into full color on the NES. The gameplay is similar to its action-RPG ancestor, but with even more abilities and eye-popping visuals. Love that Firebrand sprite so much I built one outta PixelBlocks!

Demon’s Crest (SNES) – Released in 1994, the third and seemingly final solo adventure took the winning formula of GQII and enhanced it with 16-bit flair. Gain new powers via transformations, battle huge bosses and discover all kinds of cool secrets in a massive, Mode 7-filled overworld. Wrote about it during my first month at Capcom.

So yeah… on 10/30 pick up GQII on either 3DS or Wii U, and by all means try out Demon’s Crest on Wii U. It’s a rare treat and one that ANY Capcom fan should own. Still got mine but you better believe I’m droppin’ real 21st century cash on this thing.

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Resident Evil games, Remember Me on sale on PSN

Oct 16, 2014 // Minish Capcom

Celebrate the spooky days of October with a li’l Resident Evil NA PSN sale… with Remember Me along for the ride!

From now until 10/20 you can snag these three PS3 titles for cheap:

Resident Evil 3: Nemesis   ($1.49)

Resident Evil Code: Veronica X HD   ($5.99)

Remember Me ($11.99)

Last but not least, a HUGE deal for those who haven’t picked up RE6 yet:

Resident Evil 6 Ultimate Edition ($19.49 OR $13.64 with PS+)

RE6UE includes the main game, Siege, Onslaught, Survivor and Predator multiplayer modes, and additional maps to go along with ’em. 

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A Battle of Resolve (Pt. 2) – Whipping the Story into Shape

Oct 16, 2014 // Janet Hsu

Hallo, hallo, hallo! Boy have I missed you guys, but with all the Comic-Con goodness that was going on, we wanted to make sure that word got around that “Phoenix Wright: Ace Attorney Trilogy” will be coming out on December 9 th in North America, and 2 days later on the 11 th in Europe!

As for this week’s blog, originally published on October 25, 2002, this is part two of Mr. Takumi’s blog about writing the initial draft of “Phoenix Wright: Ace Attorney – Justice For All”. In case you missed it, Mr. Takumi recounts in part one about how he was ordered to write out the rough draft of the entire game in three and a half months–and right after returning from vacation, no less! And now, without further ado, here’s part two!

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My first order of business was to figure out how to best make use of the three and a half months I had been given. I figured if I dedicated half a month per episode to writing just the dialogue, five episodes would take two and half months. That would leave me with just one month to draft the entire game’s story “prototype”. Breaking that down even further, it meant that I only had one week to sketch out the plot and tricks for each episode.

One whole episode per week… Talk about stressful.

“Prototypes” are… well, they’re the heart of not just the story, but of Ace Attorney itself. The first, most important element to consider when writing an episode’s prototype is what the central mystery will be. After determining that, I have to figure out the necessary “tricks” to pull off the big mystery, and then the hints the player will need to solve the tricks. After that comes the story that will bind the series of hints together, and finally, the characters that will convey that story to the player. With the massive number of things to consider in creating just one prototype, I had to really buckle down and put my nose to the grindstone.

One month later…

Despite my belief that it would be absolutely impossible, I had somehow managed to finish writing all five prototypes.

Two and a half months after that…

Despite my belief that it would definitely be absolutely impossible, I somehow managed to write the dialogue for all five episodes. Printed out, the text filled roughly six binders. It was 1,500 pages in all — the result of three and a half months of work.

Throughout the entire process — from when I started envisioning the prototypes up through the actual writing of the dialogue itself — I kept a daily “story diary”. Re-reading it now brings a tear to my eye, as it reminds me of such times as when I was focusing so hard on one of the prototypes that I had begun to question if what I was writing was even interesting at all. But ever so slowly, I pressed on with a whole lot of doubt in my heart and a guillotine blade named “Deadline” hanging over my head. The will to keep on going… I guess you could say it came from my stubborn pride and my love of Ace Attorney.

As an aside, a lot of people have been asking me recently, “How do you think up those stories anyway?” which is a rather difficult question — and one without a single, simple answer. Each episode comes from a different place and requires its own method of thinking to flesh it out. Sometimes, they even take off without me in some rather unimaginable directions.

I’ll begin sharing some of the backstories and “making of” stories about each episode in a few weeks. Until then, please try to solve every case in the game on your own, everyone.

I figured if I dedicated half a month per episode to writing just the dialogue, five episodes would take two and half months. That would leave me with just one month to draft the entire game’s story “prototype”. Breaking that down even further, it meant that I only had one week to sketch out the plot and tricks for each episode.

Maya: Maybe I should try writing sometime. I bet I’d be great at it!

Phoenix: Sure, why not?

Maya: But I wonder how you’re supposed to come up with tricks and stuff…

Phoenix: I doubt there’s some sort of shortcut. You probably just have to think, think, and think some more.

Maya: But I heard that Takushu paces back and forth when he’s thinking up new ideas.

Phoenix: Maybe that’s how he takes his ideas from tiny buds to fully-blossomed flowers.

Maya: Oh, come on, Nick! You’re not taking me seriously here!

Phoenix: Ha ha ha, sorry. But honestly, I don’t know that there really is any one way to come up with plot ideas.

Maya: Don’t people say that ideas just come to you when you’re nice and relaxed, like after a long, soothing bath or a peaceful stroll?

Phoenix: You know that’s just a saying, right? I mean, I can guarantee that anyone who’s THAT relaxed isn’t thinking about work.

Maya: Oh?

Phoenix: Plus, I doubt anyone actually thinks it’s the perfect time to take a soak and stroll when something’s due the next day. They’re more likely to think, “I’d better do something before I give myself ulcers!”

Maya: On second thought… maybe professional writing is not the job for me.

Two and a half months after that…

Despite my belief that it would definitely be absolutely impossible, I somehow managed to write the dialogue for all five episodes.

Maya: So… it ended up being no biggie after all.

Phoenix: Well, just between us, Takushu apparently kinda, sorta regrets ending on such a high note.

Maya: But why?

Phoenix: Because he exceeded everyone’s expectations.

Maya: Um, isn’t that a GOOD thing?

Phoenix: Not if you think about it this way: Takushu has basically proven that he can write this huge amount of text in a super short period of time, right? But it’s not like he wants to do that every time. So by setting this precedent, he’s kind of screwed himself over for the rest of eternity.

Maya: That’s so like you to think about the future, Nick. But I say it’s more important to focus on shining as bright as you can while you can in the here and now.

Phoenix: …Like how a candle shines at its brightest just before it burns out?

Maya: Yup! Just like that!

Phoenix: Well, Takushu does admit to liking the thrill of cutting it close to his deadlines, and the feeling of really zeroing in on something and being in the zone. Just thought I’d throw that out there…

Maya: Oh? Well, maybe he prefers that to having too much time on his hands? 

The will to keep on going… I guess you could say it came from my stubborn pride and my love of Ace Attorney.

Phoenix: There’s actually one other motivating factor he conveniently left out…

Maya: No way! What is it?!

Phoenix: You’ve gotta promise to keep this a secret, though. Promise?

Maya: Yeah, I won’t tell a soul! Now hurry up and tell me!

Phoenix: It’s whiskey.

Maya: …I don’t get it.

Phoenix: It’s like Takushu’s gasoline. It’s always one shot — straight — just before he starts writing.

Maya: Wh-What?! Isn’t there a rule about no drinking allowed during work hours or something?!

Phoenix: Of course there is! That’s why he only does that when he comes in to work on the weekend or late at night… and on the down low.

Maya: B-But there’s no way he could get away with that sort of thing with all of his co-workers sitting nearby, right?

Phoenix: He’s got a few tricks up his sleeve… like replacing the contents of his energy drink bottles and stuff…

Maya: Ohhh, so he uses tricks not just in his mysteries but in real life, too!

Phoenix: Apparently, it fires him up and gets the blood flowing to his brain.

Maya: Is that so…

Phoenix: He likes to say that the more he drinks, the stronger he gets.

Maya: I don’t think anyone should put much stock in that…

Phoenix: One weekend, he had a small run-in…

 

Takumi: ………… *is busy wrestling with the story*

Division Leader: Hey, Takumi. You must be in a bit of a bind if you’re here on a Sunday.

Takumi: Ah! M-M-Mr. Mikami! H-H-How are you?! *trembles like crazy*

Mikami: You’re looking a little flushed in the face. Everything okay?

Takumi: Y-Y-Yes! Just p-p-peachy!

Mikami: You’ve gotta take better care of yourself, you know. You can’t live off of energy drinks alone!

Takumi: O-O-Of course, s-sir!

 

Phoenix: …I really worry about that man sometimes.

Maya: Yeah… He’s not exactly looking “strong” there, is he? Besides, he should know that if anyone figures that trick out, he wouldn’t be able to use it anymore.

Phoenix: Actually, he was found out pretty quick because late-night Takushu is one suspicious character.

Maya: …It figures.

Phoenix: In fact, whenever he seems even slightly off, his boss gets angry and yells, “Takumi! Did you sneak a drink behind my back again?!”

Maya: Well, who wouldn’t get suspicious after all that…

 

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Thank you, Mr. Takumi from 2002! It certainly sounds like it was rough, and you used some… shall we say, questionable tactics… but you made it through all right, it seems! Although… why do you keep talking about how there were “five episodes” in the second game when the final version only has four? Hmm… Me thinks some detective work is in order.

Join me again next time as I present another round of characters! “Great People Around Town” will be interviewing the assistants that make our protagonists’ lives easier, and quite frankly, more entertaining!

Until then!

Catch up on previous blog entries here!

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MH animation short by NCHProductions depicts a hilarious Egg hunting quest

Oct 15, 2014 // Yuri Araujo

Statistically speaking, 6 out of 5 hunters absolutely adore Wyvern Egg carrying quests, and would rather not do anything else. Yes, we have data to prove that.

Anyways, the fantastic animators over at  NCHProductions have created yet another hilarious  Monster Hunter animation short, and the theme is Egg Runs!

Pretty accurate, don’t you think? lol. Couple of things we can learn from this vid:

1) the eyes on the Qurupeco Helm blink too;
2) Jaggis know how to have fun;
3) there’s an endless supply of Wyvern Eggs… always! 

And in case you missed their MONSTERS of monster hunter series, here are the episodes so far:

Episode 1 – Plate runs

Episode 2 – Service fee

Episode 3 – the tour

Episode 4 – Egg Runs

Enjoy!

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PSA: Resident Evil Revelations 2 release dates still unconfirmed

Oct 15, 2014 // GregaMan

Hey guys, this is just a public service announcement that the release date you’re seeing listed for Resident Evil Revelations 2 – Complete Season  on the PSN Store is merely a placeholder date (these are required for digital pre-orders); the true release dates for each chapter as well as the retail version are all still pending. Don’t be fooled! 

Resident Evil Revelations 2  will launch via weekly episodes in  early 2015.   The Complete Season pack, available for pre-order as of today , will allow purchasers access to each chapter as they are released, as well as the RAID Mode “Throwback Stage Pack” and some further bonus content currently undisclosed. 

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PSA: Dead Rising 3 PC Patch 4 available now

Oct 15, 2014 // GregaMan

Heads up that another Dead Rising 3  PC patch has just gone live! This one will address the crash-on-boot issue some players have still been experiencing, as well as an issue affecting those playing the game in Russian. We want to say thank you to the community for providing us with information that led to the fixes for the crash on boot issue. It was a bug which was easy to fix but hard to find, and continued support really has paid off. The full change list is below: 

  • Fixed an issue which would cause the game to crash on boot for players running the game from a hard drive with a sector size that is different from their C Drive 
  • Fixed an issue which was causing the game to crash in a specific area when playing in Russian.

We also want to comment on some of the issues people are having when trying to force SLI and Crossfire to work. Some players have set up their systems to force usage of both GPUs by default, and some players have tried to force SLI/Crossfire ON while playing DR3. While this can benefit some games, DR3 PC does not make use of dual-GPUs. If your system is set to force dual-GPU usage when playing games, you can expect to see lower frame rates when compared to not forcing this setting. 

If you happen to still be experiencing any issues with the game, please report them in this Steam thread .