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Ultra Street Fighter 4 Change List

Jan 30, 2014 // ComboFiend

There’s an upcoming location test in Taipei in which fans there will get to play the latest build of Ultra Street Fighter IV. While there, players will get to see the changes for their favorite characters. We then thought, “why not let those who aren’t able to go to the location test see the change list? That way, they can follow how their character is progressing.” So, without further ado, here is the latest character change list.

In addition to the changes for the 39 characters, I’ve also included an explanation of how the new battle mechanics work. This is a long post, so hold that scroll bar down if you’re looking for a particular character.

System

  • Delay standing
    • Can only be performed against hard knockdown attacks
    • Can be performed by pressing any two buttons as the character hits the ground
    • The word “Technical” will be displayed if performed properly
    • Characters remain on the ground for 11 frames longer than normal
  • Red Focus
    • Performed by pressing light punch + middle punch + middle kick
    • Takes up two meters
    • Can absorb an infinite number of  attacks
    • Damage absorbed builds the Ultra meter at 2x normal speed
    • Does 1.5x damage of a character’s normal focus attack
    • Level 1 and 2 are the same as normal focus and armor effect fades when you release the buttons
    • Level 3 has armor effect until the attack is active
  • EX Red Focus
    • Performed by pressing light punch + middle punch + middle kick
    • Takes three meters to perform
    • Does 1.5x damage of a character’s normal focus attack
    • Level 1 crumples the opponent instantly
  • Ultra Combo Double
    • Allows characters the ability to use both Ultra simultaneously
    • Characters either do 75% damage or 60% damage of their normal Ultra damage
    • Character classified under the 60% damage are: Zangief, Cammy, Fei Long, T.Hawk, Makoto, Hakan, Dhalsim, Rose, Akuma, E.Honda, and Hugo
    • Characters classified under the 75% damage are:  All remaining characters

Abel

  • Close Standing Heavy Punch: First attack’s hitbox extended downwards hitting crouching characters much more consistently
  • Far Standing Heavy Kick: Attack comes out faster (14F-> 13F)
  • Far Standing Heavy Kick: Attack is active longer (2F-> 3F)
  • EX Falling Sky: Attack is active longer  (2F-> 3F)
  • EX Falling Sky: Extended Invincibility on Upper Body (6-7F to 6-8F)
  • Heartless: Attack is active longer (2F-> 4F)
  • Soulless: Ultra now connects when performed after crouching HP with opponent in the corner


Adon

  • Close Hard Kick: Hit box expanded at the tip to increase usefulness
  • Forward+MP: Frame advantage on hit reduced (4F-> 3F)
  • Light Kick Rising Jaguar: Opponents float a little higher after the second hit allowing to combo into another light kick Rising Jaguar more consistently near the corner
  • Light and Medium Jaguar Kick: Damage has been changed from 140-> 130
  • Light/Medium Jaguar Kick: Block damage changed to 33
  • Hard Kick Jaguar Kick: Damage has been changed from  130-> 120
  • Hard Jaguar Kick: Block damage changed to 30
  • Light/Medium/Hard/EX Airborne Jaguar Kick: Now does less block damage (20-> 10)
  • Jaguar Revolver: Distance traveled from second kick on reduced to reduce it going over opponents
  • Jaguar Revolver: Damage reduced slightly (510-> 480)
  • Light/Medium/Hard Rising Jaguar: Now less advantageous after focus cancel against a guarding opponent (-5 on block)
  •  

 

  Akuma

  • Close standing medium kick: Attack comes out faster (5F-> 4F)
  • Close standing medium kick: when connected against a crouching opponent, they are forced to stand
  • Close standing medium kick: hitbox has been extended downward to hit crouching characters more consistently
  • Crouching hard kick: Can no longer cancel into the Ultra Raging Demon from this attack
  • Light/Medium/Heavy/EX Zanku Hadoken : Longer recovery added when used during a back jump (2F)
  • Demon Flip: Can now cancel into EX Zanku Hadoken from this attack
  • Medium Goshoryuken: Attack is only focus cancellable on the first hit on block and on the first or second hit on hit
  • Hard Goshoryuken: Attack is only focus cancellable on first hit on block and on the first second or third hit on hit
  • Hard Goshoryuken: Invincibility reduced (6F-> 5F)
  • Light/Medium/Hard Goshoryuken: Now less advantageous after focus cancel against a guarding opponent (-5 on block)

 

Balrog

  • Light Dash Punch: Able to move faster after connecting with this attack (-2F-> -1F)
  • Light Dash Swing Blow: Damage has been reduced (80-> 70)
  • Light Dash Swing Blow: Stun has been reduced (100-> 70)
  • Light Dash Swing Blow: Less advantageous when this attack hits the opponent (10F-> 0F)
  • Light Dash Swing Blow: Less disadvantageous when the attack is blocked (-5F-> -2F)
  • Light Dash Swing Blow: Charge time has been reduced (55F-> 45F)
  • Medium Dash Swing Blow: Charge time has been reduced (55F-> 50F)
  • Medium Dash Swing Blow: Less disadvantageous when the attack is blocked (-7F-> -6F)
  • Medium Dash Swing Blow: Less advantageous when this attack hits the opponent (10F-> 2F)
  • Turn Punch: Charge time for levels 2~5 has been reduced to 2 seconds, 4 seconds for each level after that
  • Violent Buffalo: If the player holds punches for the last hit, Balrog performs a straight. If he holds kick, Balrog performs an uppercut
  • Dirty Bull: Command has been changed (63214×2+PPP-> 720+PPP)
  • Dirty Bull: Recovery has been reduced when it does not connect (58F-> 48F)
  • Dirty Bull: Reach has been extended (1.09-> 1.3)
  • Dirty Bull: Damage has been reduced (399-> 250)

Blanka

  • Forward dash: Moves forward faster (21F-> 20F)
  • Close middle kick: Considered airborne from the 3 rd frame onward
  • Crouching middle kick: More advantageous after hit (4F-> 5F)
  • Crouching middle kick: Slightly increased pushback when opponent is hit or blocks this attack
  • Heavy Rolling Attack: Knocks down from any distance
  • Light/Medium/Heavy/EX Backstep Rolling: Block stun increased (increased by 2F)
  • Light/Medium/Heavy/EX Vertical Rolling: Can be focus cancelled on either hit or block

 

Cammy

  • Close standing hard punch: Damage reduced (85-> 80)
  • Close standing hard punch: Stun damage reduced (150-> 120)
  • Far standing hard punch: Damage reduced on the first frame (80-> 70)
  • Crouching light kick: Start up time increased (3F-> 4F)
  • Crouching heavy punch: Damage reduced (90-> 80)
  • Crouching heavy punch: Stun reduced (200-> 150)
  • Crouching heavy punch: Advantage after hit reduced (7F-> 6F)
  • Light/Medium/Heavy Cannon Strike: height at which the attack can be performed has been reduced
  • Light/Medium/Heavy Cannon Strike: recovery added (5F-> 7F)
  • EX Cannon Strike: Advantage on block reduced (5F reduction)
  • Hooligan Combination: Can cancel into Light/Medium/Heavy cannon strike
  • Spiral Drive Smasher: Last hit damage reduced on non animation version (210-> 170)
  • Light/Medium/Hard Cannon Spike: Now less advantageous after focus cancel forward dash against a guarding opponent (-5 on block)

 

Chun-Li

  • Vitality: Life increased (900-> 950)
  • Rear Spin Kick: Attack starts up faster and has received a hitbox improvement (12F-> 10F)
  • Yosokyaku (headstomps): Hitbox increased
  • Light/Medium/Heavy Spinning Bird Kick: Last hit causes a knockdown
  • EX Kikoken: Knocks down on hit
  • EX Spinning Bird Kick: Hitbox on the last attack improved to hit more characters
  • EX Spinning Bird Kick: Hitbox increased on first attack to hit crouching opponents
  • EX Hazanshu: Armor break effect added
  • Kikousho: Invincibility when the attack begins has been extended (8F-> 9F)
  • Kikousho: Damage increased (330-> 365)

 

Cody

  • Back Step: Distance traveled increased
  • Crouching middle kick: Advantage after hit increased (-3F-> -1F)
  • Crouching middle kick: Disadvantage when guarded decreased (-6F-> -2F)
  • Crack Kick: Considered airborne during attack (airborne from 8F)
  • Knife throw: Armor break effect added
  • Knife attacks:  Increased hit capabilities
  • Zonk Knuckle: Can be focus cancelled
  • Bad Stone: Stone is immediately thrown when punch button is released
  • EX Criminal Uppercut: Hit Invincibility increased to frame before it becomes active
  • EX Criminal Uppercut: Opponent pushback after block reduced by half
  • Last Dread Dust: Damage reduced (506-> 466)
  • Last Dread Dust: Distance traveled moving forward increased

 

C.Viper

  • Close standing hard punch: Damage increased (90-> 100)
  • Far stand hard kick: Hurtbox around foot slightly decreased
  • Crouching middle kick: Hitbox at foot extended
  • EX/Red/Normal Focus attacks: Start up time has been reduced (3F reduction on all)
  • Light Thunder Knuckle: Hitbox extended at the end of her hand
  • Medium Thunder Knuckle: Hit advantage increased when focus cancelled (to 4F)
  • Heavy Thunder Knuckle: Feint recovery increased (6F-> 7F)
  • Emergency Combination: Damage increased (300-> 350)
  • Burstime: Smoke effect during Ultra decreased
  • Burning Dance: Attack starts up faster (10F-> 9F)
  • Burning Dance: Height restriction on attack reduced

 

 

Dan

  • Crouching Taunt: Meter gain when taunt is performed (0-> 40)
  • Crouching Taunt: No gauge increase when taunt hits (70-> 0)
  • Air Taunt: Meter gain when taunt is performed (0-> 10)
  • Close hard kick: Changed to a new command of 4 +Hard Kick
  • Far standing light punch: hitbox increased at the top of his hand
  • Light Dankyaku: Hitbox increased downward
  • Heavy Koryuken: Hitbox extended horizontally
  • Light/Medium/Heavy Gadoken: Hurtbox reduced to his wrist area
  • Haoh Gadoken: All hits connect against airborne opponents during combos
  • Haoh Gakoken: Damage reduced against airborne opponents (368-> 331)
  • Shissho Buraiken: Armor break effect added

 

DeeJay

  • Far standing middle punch: starts up faster (7F-> 6F)
  • Far standing hard punch: counter hit causes float more often
  • Crouching light kick: starts up faster (5F-> 4F)
  • Crouching middle punch: Hitbox has been increased
  • Crouching middle kick: Damage increase (70-> 80)
  • Crouching heavy punch: Hitbox has been increased
  • Knee shot: More advantageous on hit (3F hit stun added)
  • Air Slasher: Block damage increased (12-> 15)
  • Light Rolling Sobat: Disadvantage when opponent blocks attack decreased (-5F-> -3F)
  • Medium Rolling Sobat: Longer hit stun on the first attack when focus cancelled (6F-> 7F)
  • EX Machine Gun Blow: Disadvantage when blocked increased (-5F-> -8F)
  • EX Machine Gun Blow: During hit or block, can be focus cancelled
  • EX Machine Gun Blow: Launches opponent higher on hit
  • EX Machine Gun Blow: Starts up faster (12F-> 6F)
  • EX Machine Gun Blow: Throw invincible (1F~7F)
  • EX Machine Gun Blow: Hitbox increased on first two hits
  • Sobat Festival: Travels further throughout the attack

 

Dhalsim

  • Stand middle punch: Starts up faster (10F-> 9F)
  • Stand middle punch: More disadvantageous on hit and guard by 1 frame
  • Far standing middle kick: Now hits two times
  • Far standing middle kick: Damage distribution changed (60-> 40*30)
  • Far standing middle kick: Stun distribution changed (100-> 50*50)
  • Far standing hard punch: Damage increased (75-> 80)
  • Far standing hard punch: Hit advantage increased (0F-> 1F)
  • 4+Light kick: damage increased (30-> 40)
  • 4+Middle kick: Hit and Guard pushback decreased
  • 4+Heavy kick: Damage increased (90-> 100)
  • Light Yoga Blast: Hurtbox reduced
  • Middle Yoga Blast: Starts up faster (15F-> 14F)
  • EX Yoga Blast: Damage increase (90*50-> 90*60)
  • EX Yoga Blast: Hits from further away
  • EX Yoga Blast: Quick standable
  • EX Yoga Flame: Damage increase (50*70-> 70*70)
  • EX Yoga Flame: Hits from further away
  • Yoga Shangri-La: Hits from further away
  • Yoga Shangri-La: Command has been changed (236×2+PPP-> 236×2+KKK)
  • Yoga Catastrophe: Not possible to perform if a Yoga fire is on screen

 

Dudley

  • Standing hard punch: Hitbox extended downward
  • Standing hard kick: counter hit pushes the opponent back less
  • Crouching light punch: hits from further out
  • Crouching light punch: the ability to chain crouching light punch into standing 6+light punch has been removed
  • Crouching middle kick: starts up faster (8F-> 7F)
  • 6+Middle kick: hits from further out
  • 6+Heavy punch: opponents are knocked down when hit out the air
  • Target Combos: damage increased for all combos (by 10)
  • Target Combo 1: block damage from second hit has been removed
  • Rose: Causes damage (0-> 1)
  • Rose: Advantage on hit increased (6F-> 13F)
  • Light machine gun blow: Disadvantage when block reduced (-2F-> -1F)
  • Heavy machine gun blow: Pushback on hit reduced
  • Light/Medium/Heavy Shortswing Blow: Throw invincible throughout attack
  • EX Shortswing Blow: Throw invincible until first hit

 

E.Honda

  • Close standing hard punch: Hitbox increased vertically
  • Far standing hard punch: Damage increased from max range (80-> 90)
  • Far standing hard kick: Disadvantage when opponent guards reduced (7F-> 6F)
  • Far standing hard kick: Hitbox increased in front
  • Forward/Backward jump middle punch: Hurtbox reduced
  • Forward/Backward jump middle kick: Attack is active longer (increased by 1F)
  • EX Sumo Headbutt: Pushback on block reduced
  • EX Hundred Hands: Advantage after hit increased (4F-> 5F)
  • EX Command Grab: Throw invincible on start (1F~5F)
  • Ultimate Killer Head Ram: Start up increased (8F-> 10F)
  • Orochi Breaker: Starts up faster after the flash (2F-> 1F)
  • Orochi Breaker: Grabs from further (1.16-> 1.4)
  • Orochi Breaker: Command change (63241×2+PPP-> 720+PPP) 

 

El Fuerte

  • Standing light punch: hitbox extended downwards
  • Close / Far standing light kick: Starts up faster (5F-> 3F)
  • Close / Far standing light kick: No longer able to special cancel
  • Close standing middle kick: Starts up faster (14F-> 11F)
  • Close standing middle kick: Recovers faster (14F-> 13F)
  • Far standing middle kick: Recovers faster (15F-> 14F)
  • Close standing hard kick: Starts up faster (12F-> 10F)
  • EX Guacamole Leg Grab: Recovers faster (10F-> 6F)
  • Levels 1/2/3 and EX Quesadilla Bomb: Start up faster (17F-> 14F)
  • Levels 1/2/3 and EX Quesadilla Bomb: Recovers faster (18F-> 14F)
  • EX Quesadilla Bomb: Throw invincible when it starts up (1F~7F)
  • Fajita Buster: Damage increased (150-> 180)
  • Tostada Press: Attack is active for longer (7F-> 8F)
  • Gordita Sobat: Recovers faster (18F-> 17F)

 

Evil Ryu

  • Vitality: Life increased (900-> 950)
  • Crouching middle kick: Stun on guard increased (1F)
  • Crouching hard kick: Starts up faster (7F-> 6F)
  • Target Combo: Can be performed off of far standing middle punch
  • 6+Middle Kick: Hitbox extended to hit crouching opponents
  • Heavy Axe Kick: Starts up faster (26F-> 25F)
  • Light/Medium/Heavy Shoryuken: More disadvantageous when dashing forward after a focus cancel (-5F)

Fei Long

  • Crouching light kick: Starts up slower (3F-> 4F)
  • Crouching light kick: Ability to rapid fire the attack has been removed
  • Crouching middle punch: Damage increase (55-> 65)
  • Light Rekka: Distance traveled on first punch reduced
  • Light/Medium/Heavy Rekka: Hit advantage on second hit reduced (reduced by 2F)
  • Shienkyaku: Removed accidental input command (464+K)
  • Light/Medium/Heavy Tenshin: Does one point of damage
  • EX Tenshin: Starts up faster (12F-> 10F)
  • Rekkashin Geki: 3 rd hit of the non animation version knocks the opponent higher so the final hit connects in combos against airborne opponents
  • Light/Medium/Heavy Shienkyaku: More disadvantageous when dashing forward after a focus attack cancel (-5F)

 

Gen

  • Fixed issue where Gen has 1 frame more invincibility on neutral wake up
  • Stun Vitality: Increased from 900-> 950
  • Normal/Red/EX/EX Red Focus attack: Hitbox has been reduced into his wrist area
  • [Mantis]
    • Stand heavy punch: Stun damage distribution changed (100*100-> 150*50)
    • Light/Medium/Heavy Hundred Hands: Hitbox has been extended to hit further out
    • Light/Medium/Heavy Hundred Hands: Frame advantage on hit reduced (reduced by 1F)
    • Light/Medium/EX Hundred Hands: Pushback on hit and guard reduced
    • Heavy Gekiro: Causes soft knockdown
    • Heavy Gekiro: Timing is now switched with the EX version from AE 2012
    • EX Gekiro: Causes hard knockdown
    • EX Gekiro: Timing is now switched with the Heavy version from AE 2012
    • ****nketsu: 600 stun when this attack connects with a full Ultra bar
    • ****nketsu: Hitbox extended outward to hit from further
  • [Crane]
    • Crouching light punch: Advantage on hit increased (3F-> 5F)
    • Crouching heavy punch: If the opponent is hit with a counter hit, they float higher
    • Crouching heavy kick: Recovery reduced (29F-> 24F)
    • Forward/back jump hard punch: Hurtbox increased to make it easier for the opponent to anti-air
    • Forward/back jump hard kick: Hurtbox increased to make it easier for the opponent to anti-air
    • Light/Medium Jyasen: Guard disadvantage after block decreased (-3F-> 0F)
    • Light/Medium/Heavy/EX Jyasen: Damage on last hit increased (increased by 10)
    • Oga: Hitbox on his foot has been reduced

 

Gouken

  • Far standing light kick: now is Special, Super, Focus, cancellable
  • Crouching light punch: Starts up faster (4F-> 3F)
  • Crouching medium punch: Advantage on hit increased (1F-> 3F)
  • Kongoshin: Removed accidental input command (646+P)
  • Hyakki Gosai: Stun decreased (200-> 160)
  • Light Senkugoshoha: Travels forward further
  • EX Tatsumaki Gorasen: Starts up faster (7F-> 5F)
  • EX Tatsumaki Gorasen: Invincibility reduced (1F~8F-> 1F~6F)
  • EX Tatsumaki Gorasen: Hitbox increased to hit opponents crouching and further out

 

Guile

  • General: Hurtbox sizes have been readjusted when Guile is getting up from the ground
  • Airthrow: Range has been increased
  • Crouching light punch: Advantage on hit increased (4F-> 5F)
  • Crouching middle kick: Both hitbox and hurtboxes have been extended
  • Reverse Spin Kick: Hitbox extended downward to hit crouching opponents more consistently
  • Light/Middle/Heavy/EX Flash Kick: Invincibility increased (1F for all versions)
  • Sonic Hurricane: Damage increased (300-> 330)
  • Somersault Explosion: Starts up faster (7F-> 5F)
  • Somersault Explosion: Damage decreased (510-> 450)
  • Somersault Explosion: Tracks which side the opponent is on upon start up
  • Somersault Explosion:  The second somersault’s start up has been reduced to connect against airborne opponents more consistently
  • Somersault Explosion: Invincibility has been reduced (1F~10F-> 1F~6F)

 

Guy

  • Movement: Guy walks faster
  • Far standing light kick: Hitbox increased around foot to increase anti-air capabilities
  • Far stand hard kick: Attack is active for longer (3F-> 5F)
  • Far stand hard kick: Hitbox increased around foot to increase anti-air capabilities
  • Crouching middle punch: Hitbox adjusted to reduce anti-air capabilities
  • Elbow Drop: Hitbox extended downward to hit crouching opponents more consistently
  • Ninja Sickle: Starts up faster (11F-> 9F)
  • Target Combo: HItbox has been increased on the 2 nd attack to hit opponents more consistently
  • Heavy Hozanto: Starts up faster (30F-> 28F)
  • Sudden Stop: Recovers faster (17F-> 16F)
  • Neck Flip: Hitbox increased to hit smaller characters more consistently
  • EX Neck Flip: Causes knock down when opponent is hit out of the air
  • EX Bushin Senpukyaku: Hitbox has been increased to hit smaller characters more consistently
  • Bushin Goraisenpujin: Travels further on the second hit

Hakan

  • Standing hard punch: Hitbox increased above his head to increase anti-air capabilities
  • Crouching light kick: Recovers faster (9F-> 8F)
  • Crouching middle punch: Can special cancel, super cancel, ex cancel, focus cancel out of this attack
  • Jumping middle kick: Hitbox increased to cross up much more consistently
  • 6+Middle Punch: Disadvantage after block reduced (-5F-> -4F)
  • 6+Middle Punch: Disadvantage after hit reduced (-2-> 0)
  • Airthrow: Damage increased (140-> 150)
  • Light/Medium/Hard Oil Rocket (unoiled): Throw distance increased (0.97-> 1.05)
  • EX Oil Rocket (unoiled): Throw distance increased (0.97-> 1.2)

 

Ibuki

  • Guard: El Fuerte bug that resulted her in not being able to block his 6+MK has been fixed
  • Crouching light punch: Start up increased (4F-> 3F)
  • Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently
  • Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently
  • Hammer Kick: Advantage on block reduced (3F-> 2F)
  • Backhand Punch: Second hit can be focus canceled with specials, high jump, focus attacks, red focus attacks
  • Tsujigoe: Recovery removed
  • Light, Medium, Heavy, EX Tsumuji: Hitbox extended downward to hit crouching opponents better
  • Medium Tsumuji: Recovery increased (3F-> 4F)
  • EX Kazegiri: Invincibility increased (6F-> 7F)
  • EX Kazegiri: Hitbox increased to hit airborne character more consistently (on frames 2~3)

 

Juri

  • Close standing light punch: Hitbox increased to hit crouching opponents more consistently
  • Close standing medium punch: Feng Shui version has been adjusted to match non Feng Shui version
  • Close standing middle kick: Feng Shui version has been adjusted to match non Feng Shui version
  • Far standing middle punch: Can cancel into special moves
  • Far standing light kick: Start up reduced (5F-> 4F)
  • Far Hard Kick: Feng Shui version has been adjusted to match non Feng Shui version
  • Crouching middle kick: Starts up faster (6F-> 5F)
  • Crouching middle kick: Reduced recovery (17F-> 16F)
  • Kasatsuchi (counter): Takes white damage when opponent’s attack is countered
  • Light, Medium, Heavy Shikusen: Cannot be performed when jumping backwards
  • Shikusen: 2 nd and 3 rd attack hitboxes have been adjusted to hit more consistently
  • EX Shikusen: Follow up attacks only come out if K button are pressed
  • EX Shikusen: Attack trajectory effected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)
  • EX Fuhaijin: MK+HK version can now hit crouching opponents
  • EX Fuhaijin: LK+HK version damage has been increased (50*50-> 60*60)
  • EX Senpusha: Invincibility increased (1F~6F-> 1F~7F)
  • EX Senpusha: Disadvantage after guard increased (-14F-> -15F)
  • Feng Shui Engine: Invincibility on start up reduced (4F-> 2F)
  • Kaisen Dankairaku: Hitbox has been extended horizontally and vertically to increase ability to hit the opponent from further out

Ken

  • Movement: Walkspeed has been increased
  • Close standing medium kick: Hitbox has been adjusted downward to hit crouching opponents more consistently
  • Crouching heavy kick: Starts up faster (8F-> 7F)
  • Thunder Kick: Disadvantage after hit reduced (-1F-> 0)
  • Light, Medium, Heavy Hadouken: Damage increased (60-> 70)
  • EX Hadouken: Damage increased (50*40-> 50*50)
  • Medium Shoryuken: The first hit now launches the opponent
  • Heavy Shoryuken: Can only focus cancel the attack on the first hit when blocked and first or second hit when it hits
  • EX Air Tatsumaki: Trajectory changed when used on the way up
  • Shinryuken: Damage increased (330->390) for the non animation version
  • Guren Senpukyaku: Forward movement during the first frames of the attack increased
  • Light/Medium/Heavy Shoryuken: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)

Makoto

  • Forward throw: Throw range increased (0.9-> 0.95)
  • Back throw: Throw range decreased (0.9-> 0.85)
  • Standing hard punch: Hit stun increased on crouching opponents to match hit stun on standing opponents
  • Crouching heavy kick: Stun damage increased (100-> 200)
  • Jumping middle kick: Hitbox increased to increase cross up ability
  • Light/Medium/Heavy Karakusa: increased recovery when it misses (4 frames added)
  • EX Fukiage: Can now hit standing opponents
  • EX Fukiage: Now jump cancellable
  • EX Fukiage: Damage decreased (120-> 80)
  • EX Fukiage: Stun damage decreased (200-> 100)
  • Light Tsurugi: Disadvantage after block increased (increased by 1F)
  • Medium Tsurugi: Disadvantage after block increased (increased by 1F)
  • Seichusen Godzansuki: Damage decreased (480-> 440)
  • Abare Tosanami: Projectile invincibility added

 

M.Bison

  • Stand middle punch: Starts up faster (8F-> 6F)
  • Stand middle punch: Now special, super, ex focus attack cancellable
  • Crouching heavy punch: Starts up faster (12F-> 10F)
  • Hell Attack: Follow up attacks now combo once this connects
  • Bison Teleport: Recovery increased (42F-> 47F)
  • Light Knee Press: Disadvantage on block increased (0F-> -1F)
  • Light Knee Press: Damage increased (60*30-> 60*40)
  • Medium Knee Press: Damage increased (60*50-> 60*60)
  • Heavy Knee Press: Damage increased (70*60-> 70*70)
  • EX Knee Press: Damage increased (70*70-> 70*80)
  • EX Knee Press: Projectile invincibility extended (1F~12F-> 1F~19F)
  • Head Press: Starts up faster (22F-> 20F)
  • EX Devil’s Reverse: Comes down from the sky faster
  • Light/Medium/Heavy Psycho Crusher: Will hit opponents who are in a float state
  • EX Psycho Crusher: Damage reduced (75*75-> 75*60)
  • Psycho Punisher: Damage reduced (450-> 420)
  • Psycho Punisher: Charge time reduced (55F->40F)

 

Oni

  • Crouching heavy kick: Starts up faster (9F-> 8F)
  • Crouching heavy kick: recovers faster (24F-> 23F)
  • 6+MK: Attack comes out faster. (Startup changed 13F-> 11F)
  • Focus attack: Hitbox extended to the tip of his fingers
  • Light Gouhadou: recovers faster (54F-> 52F)
  • Medium Gouhadou: recovers faster (61F-> 59F)
  • Heavy Gouhadou: recovers faster (69F-> 67F)
  • Light Sekisei: Disadvantage after block reduced (-7F-> -6F)
  • Medium Sekisei: Disadvantage after block reduced (-6F-> -4F)
  • Medium Sekisei: Removed invincibility frame
  • Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first or second hit when opponent is hit
  • Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first hit when opponent blocks
  • Heavy Goushoryu: Full and hit invincibility reduced (1F~8F->1~5F and 9~10F-> 6~7F)
  • Light Rankan: Damage reduced (120-> 110)
  • Light Rankan: Stun reduced (150-> 130)
  • EX Rankan: Disadvantage after block reduced (-10F-> -9F)
  • Heavy and EX Rankan: Hurtbox before the attack becomes active has been shrunk
  • Meido Gohadou: Damage increased on non animation version (350-> 375)
  • Meido Gohadou (ground): Starts up faster (11F-> 9F)
  • Meido Gohadou (air): Starts up faster (14F-> 11F)
  • Tenchi Sokaigen: command change (41236×2+PPP-> 63214×2+PPP)
  • Light/Medium/Heavy Goshoryu: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)

Rose

  • Movement: Forward dash recovery reduced (21F-> 20F)
  • Close middle kick: Hitbox extended downward to hit crouching opponents more consistently
  • Crouching light punch: Damage increased (20-> 30)
  • Crouching light kick: Damage increased (30-> 40)
  • Crouching middle punch: Damage increased (60-> 70)
  • Light Soul Spiral: Forward movement increased
  • Light/Medium/Heavy Soul Spiral: Damage increased (100-> 110)
  • EX Soul Spiral: Damage increased (120-> 130)
  • EX Soul Spiral: Stun damage increased (100-> 200)
  • EX Soul Spiral: Hit invincibility increased (11F-> 13F)
  • EX Soul Spiral: Can now be thrown
  • Medium Soul Spark: Recovers faster (22F-> 20F)
  • Heavy Soul Spark: Recovers faster (29F-> 27F)
  • Illusion Spark: Starts up faster (12F-> 10F)
  • Soul Satellite: Command change (214×2+PPP-> 214×2+KKK)
  • Soul Satellite: Recovery increased (2F-> 4F)

 

Rufus

  • Forward Throw: Damage reduced (150-> 135)
  • Far standing middle punch: Now special, super, ex focus/red focus cancellable
  • Far standing middle kick: active longer (1F-> 2F)
  • Target Combo: Disadvantage on block increased (-5F-> -8F)
  • EX Messiah Kick: Second hit adjusted to hit crouching opponents more consistently
  • EX Messiah Kick: Invincibility reduced (16F-> 13F)
  • Light Messiah Kick: Can hit opponents in float state
  • Messiah Kick Medium follow up: Recovery increased (19F-> 22F)
  • Messiah Kick Heavy follow up: Recovery increased (17F-> 19F)
  • Spectacle Romance: Hitbox on the 2 nd attack expanded
  • Space Opera Symphony: Damage reduced (460-> 420)
  • Big Bang Typhoon: Damage reduced (420-> 360)
  • Big Bang Typhoon: Ultra locks on to airborne opponents resulting in full hits

Ryu

  • Crouching medium kick: Decreased disadvantage on block (-3F-> -2F)
  • Jump forward/back middle punch: Can be cancelled into an air Tatsumaki
  • Air Tatsumaki: Will always combo after jumping medium punch
  • EX Air Tatsumaki: Hitbox and vacuum effect adjusted to increase consistency
  • Light/Medium Shoryuken: Disadvantage after focus cancel forward dash on block increased (-5F on block)
  • Shin Shoryuken: Invincibility increased (8F-> 9F)
  • Shin Shoryuken: Plays full animation if connected after an EX Shoryuken FADC cancel

 

Sagat

  • Close standing light kick: 2 nd hit is special, ex focus/red focus, super cancellable
  • Tiger Knee: First hit causes crouching opponents to stand when it hits
  • EX Tiger Knee: Disadvantage on guard reduced (-1F-> 0F)
  • Tiger Destruction: No longer switches sides when performed in the corner
  • Tiger Destruction: Distance traveled decreased
  • Tiger Destruction: Damage decreased against airborne opponents (395-> 340)
  • Tiger Cannon: Hits opponents more times when used in a combo against airborne opponents
  • Tiger Cannon: Damage reduced against airborne opponents (384-> 309)
  • Light/Medium/Heavy Tiger Uppercut: Disadvantage on block after focus cancel dash forward increased (-5 on block). Angry scar version also affected

 

Sakura:

  • Far standing middle punch: Hitbox extended at the tip of her fist
  • Forward/backward jumping hard punch: Hurtbox extended under her hands so that opponents can anti-air her more consistently
  • Light/Medium/Heavy/EX Shunpukyaku: Trajectory of the attack changed when used on the way up
  • EX Shunpukyaku: Advantage after guard decreased (+4-> +2)
  • EX Shunpukyaku: Hitbox has been increased to hit crouching opponents more consistently
  • Shououken (all versions): Hitbox extended to hit from further away
  • EX Sakura Otoshi: Starts up faster (14F-> 11F)
  • Shinkuu Hadoken: Hitbox behind her has been reduced

 

Seth

  • Wall Jump: Distance travelled reduced slightly
  • Far standing hard punch: Disadvantage on hit reduced (11F-> -5F)
  • Far standing hard punch: Disadvantage on guard reduced (-15F-> 8F)
  • Forward/backward jumping middle kick: crosses opponents up
  • Forward/backward heavy kick: no longer cross opponents up
  • Yosokyaku: Attack is active longer 3F-> 4F
  • Dive Kick: Hurt box increased slightly
  • Medium Hundred Kicks: Stun reduced (150-> 100)
  • Heavy Hundred Kicks: Stun reduced (200-> 150)
  • Light/Medium/Heavy/EX Piledriver: Stun reduced (200-> 150)
  • Light Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
  • Medium/Heavy Shoryuken: Invincibility reduced (7F-> 5F)
  • Medium/Heavy Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
  • Light/Medium/Heavy Shoryuken:  : Disadvantage on guard after a focus dash cancel forward increased (-5F on block)
  • Light/ Medium/ Heavy Tandem Engine: Can no longer be cancelled into from regular attacks
  • Tandem Stream: Recovers faster (66F-> 55F)
  • Tandem Typhoon: Can connect more hits against airborne opponents in a combo
  • Tandem Typhoon: Disadvantage after blocking reduced (89-> 70F)

T.Hawk

  • Movement: T.Hawk walks faster
  • Close standing middle punch: Pushback on hit and guard reduced
  • Far standing hard kick: Hurtbox on his leg has been increased
  • Far standing hard kick: Disadvantage on guard reduced (-7F-> -5F)
  • Crouching middle kick: Special, super, ex focus/ex red focus cancellable
  • Thrust Peak: Command changed (3+LP-> 4+LP)
  • Condor Spire: Command changed (421+P-> 623+K)
  • Light Condor Spire: Disadvantage on hit reduced (-5F-> -2F)
  • Light Condor Spire: Starts up faster (20F-> 11F)
  • Medium Condor Spire: Starts up faster (20F-> 14F)
  • EX Condor Spire: Travels further distance
  • Light Tomahawk Buster: Starts up faster (5F-> 4F)
  • EX Tomahawk Buster: Can be focus cancelled
  • Light Mexican Typhoon: Throw range increased (1.5-> 1.55)
  • Raging Slash: Command change (63214×2+PPP-> 63214×2+KKK)
  • Raging Slash: Hitbox above his head has been increased

 

Vega

  • Mask pick up: Mask must be picked up with 2+PP
  • Crouching heavy punch: Attack is active longer (2F-> 4F)
  • EX Rolling Crystal Flash: Advantage on hit reduced (4F-> 2F)
  • Bloody High Claw: Hitbox extended on the top of the attack
  • Splendid Claw: Starts up faster (8F-> 7F)
  • Super Barcelona Drop: Hits on the way up
  • Super Barcelona Drop: Damage has been reduced (100*100*200-> 100*100*100)
  • Super Barcelona Drop: Gauge is lost when the super is inputted

Yang

  • Movement: Yang walks faster
  • Close/Far standing light kick: Starts up faster (5F-> 4F)
  • Close stand middle kick: Hitbox increased to hit crouching opponents more consistently
  • Far stand middle punch: Can be special, super, focus cancelled
  • Crouching light kick: damage increased (20-> 30)
  • Forward/back jumping middle kick: crosses up more consistently
  • Light/Medium Mantis Slash: Damage increased on third hit (60-> 65)
  • Heavy Mantis Slash: Damage increased on third hit (60-> 70)
  • Light Kick Senkyutai: Hitstop increased on first hit only (8F-> 12F)
  • Light /Medium/Heavy/EX Command grab: Does one point of damage
  • Tenshin Senkyutai: Starts up faster (7F-> 6F)

 

Yun

  • Crouching middle punch: damage increased (50-> 60)
  • Standing middle punch: damage increased (50-> 60)
  • Light/Medium/Heavy/EX Command grab: Does one point of damage
  • Command grab: Throw distance decreased (1.1-> 1.0)
  • EX Command grab: Throw distance decreased (1.3-> 1.2)
  • Heavy Nishikyaku:  Invincibility removed

 

Zangief

  • Close standing light kick: Special, focus/red focus cancellable
  • Far standing middle punch: Can be hit before attack comes out
  • Far standing middle punch: Hurtbox extended
  • Far standing middle kick: Disadvantage after hit reduced (-7F-> -3F)
  • Far standing middle kick: Disadvantage after block reduced (-10F-> -7F)
  • Forward/back jumping heavy punch: Hurtbox increased to allow opponents ability to anti air Zangief
  • Light Screw Pile Driver: Throw distance decreased (1.75-> 1.7)
  • Light Banishing Flat: Disadvantage on hit reduced (-5F-> -2F)
  • Medium/Heavy Banishing Flat: Disadvantage on block reduced  (reduced by 2F)
  • Light/Medium/Heavy Banishing Flat: Starts up faster (each version by 2F)
  • EX Banishing Flat: Starts up slower (13F-> 16F)
EN

Kidrobot reveals upcoming Mega Man figure line

Jan 30, 2014 // Minish Capcom

OK, look. I collect a lot of figures, from Marvel to Godzilla to, yeah, a lot of Mega Man stuff. Every time I think I’ve got it under control though, something irresistible shows up and sets me down the Mad Collector path once more. THIS TIME it’s a Kidrobot Mega Man line, which is p much the exact type of thing I want next to my monitor.

The line is due later this dear, around fall. It’ll be an all-MM1 cast featuring Mega Man, Bomb Man, Fire Man, Cut Man, Ice Man, Elec Man, Dr Wily, Dr Light, Yellow Devil and Roll.

Oh and Proto Man too! While it breaks up the MM1 vibe, who wouldn’t want the option to take ol’ Break Man home as well?

EN

Dead Rising 3 Los Perdidos sign marked down, free shipping for next 50 orders

Jan 29, 2014 // GregaMan

Good news, Dead Rising fans! The very cool, extremely rare, metal “Welcome to Los Perdidos Hell” sign we previously advertised is now available (for pre-order)
for five bucks off, and you can  still use the promo code “AFTERPARTY” to get an  additional  five bucks off!

On top of that, the next fifty people to pre-order one will get free shipping! 

Triple deal! Pre-order and clear a space on your wall, gaming shelf, or zombie parlor now. 

EN

Dustforce Q & A: An interview with Hitbox Team

Jan 29, 2014 // Chris

Learn how everything from household chores to Super Smash Bros. inspired the upcoming PS Vita/PS3/Xbox 360 game, Hitbox Team’s Dustforce Capcom wish list and more…  

CAPCOM UNITY: So how long did you work on Dustforce?

HITBOX TEAM : Lexie and Woodley made a prototype of Dustforce in the summer of 2010.  They entered and won a contest with it, winning enough money to work on turning it into a full game, after bringing Matt and Terence aboard.  We finished it in early 2012, so the whole process took about a year and a half.


Above: A look at the Dustforce prototype

CU: Where did the idea for Dustforce come from?

HB: We wanted to create a game about mastering movement systems and showing off your skill stylishly.  Woodley was watching his uncle sweep up leaves one day, and was inspired by the fluidity of its movements and the catharsis of cleaning, and realized it was the perfect aesthetic theme for a game.

CU: What games inspired Dustforce? Were there any Capcom games that inspired Dustforce?

HB: Dustforce was heavily inspired by Super Smash Brothers Melee.  Its movement system was intuitive enough for everyone to pick up, but was filled with intricacies that gave players room to discover new techniques and to master the system.  We were also inspired by old hardcore platformers, particularly Mega Man, because we loved that they forced players to get better by improving themselves instead of their characters.

CU: Approximately how much of the game did you leave for the player to discover?

HB: Almost all of the game is left for the player to figure out.  After the tutorial, the player is free to explore any direction, and will have to discover and master the techniques required to find and finish the more difficult levels.  There are also lots of opportunities for the player to go off the beaten path and find secret visuals that we left laying around.

CU: How do you feel about what players have added to the game? User created levels and/or acrobatics you didn’t foresee?

HB: We were really impressed by the speed at which the top players developed their skills.  In only a few weeks, players were surpassing our own abilities and discovering advanced techniques that we didn’t even realize existed.  Later on, we tried to make a new final level that would be impossibly difficult, as a joke dare for masochistic players.  Within 6 hours of its release, a player beat it with a perfect score.  Just recently, that same player managed to beat the entire game completely blindfolded.


See how Unity stacks up to the Dustforce Pros! (HINT: Not well) 

A devoted speedrunning community has developed around shaving off every millisecond on each map, and our mapmaking community consistently adds new maps every week that contain gameplay ideas and visual ideas that we never even thought of.  We’ve seen lava pits, snowy mountains, speed boosters, all things we never intended to exist in the game.  It’s also really fun playing in the weekly races set up by the community on their custom maps, although sometimes it’s demoralizing coming in last place on your own game!

CU: Do you have a favorite level?

HB: My two favorite levels are some of the earliest ones we made.  The first one is Night Temple, which was the first level that we would consider to be very difficult.  It had elements of a map from the prototype of Dustforce, so there’s some nostalgia there.   It took us forever to beat, but now everyone seems to be able to do it consistently.

My other favorite level is one of the easiest in the game: Downhill.  It’s just a simple map perfect for boosting and sliding fast.  When we were making the game, we all competed on trying to get the best time.  We got really excited when one of us finished it in less than 18 seconds.  We tried harder and got it under 17 seconds.  We thought for sure that no one would get it in the 15’s.  But nowadays, the top score is in the 12’s!

As for custom maps, I love the visuals of Meark’s maps , one of our more prolific community map makers, and I love the flow and gameplay of Towelie’s maps , another great map maker.

CU: Who is you favorite character and why?

HB: A lot of people seem to be fan’s of the red Dust Girl, but I personally like the original blue Dustman himself.  He’s just well balanced all around, and a lot of the maps were built around his abilities. 

CU: Is there any Capcom character you’d like think would be suitable addition to the Dustforce crew?

HB: Dust Man from Mega Man 4 would be a great enemy, of course!  Dante from DMC and Vega from Street Fighter seem to have the finesse for cleaning up the Dustforce world. 


D USTMEN!

However, I think Otis, the janitor from Dead Rising, has the most experience in the business.

CU: How do you feel about the added Achievements/Trophies for Xbox, PS3 and Vita?

HB: I love the gold one that is only awarded on beating the entire game.  Dustforce is probably one of the hardest games out there: there’s only been around 30 players so far who have gotten an SS score on all the official levels.  Getting that gold achievement will truly be an achievement in the original sense of the word!

CU: Are there any secrets players have yet to discover?

HB: I think people have searched every nook and cranny by now, but I think there may be a hidden apple or two that have gone by unnoticed.  No one has shown me the one in Night Temple, so hopefully someone will now!

K eep your eyes on those apples

CU: Can you give players any hints and/or advice on what not to overlook in Dustforce?

HB: It’s important to get comfortable with the movement system!  Try to understand where you are failing and figure out how to improve, and then practice.  For example, most new players don’t realize that they often accidentally step off a ledge right before jumping, which uses up their second jump.  Look for the visual cue that says you are jumping off the ground and not the air, and make sure to give yourself enough room to make a jump.

CU: What are you working on now/next?

HB: We’re working on a first-person shooter roguelike game called Spire.  It’s a mix of Quake and NetHack – you have the ultra fast-paced movement and combat of Quake, which tests your mastery of moving and shooting, and the procedurally generated worlds and intricate item interactions of NetHack, which tests your ability to adapt on the fly and to be creative with what you are given. 

Like Dustforce, it’s a game about exploration and mastery.  It’ll also have quite a competitive aspect to it, the same way Dustforce does.  We want to really give something special to the speedrunning, climbing, and trickjumping communities that exist for many games.

CU: Thanks so much, guys!

Dustforce is headed to Xbox 360, PS3 and PS Vita starting February 4th. Click here to see how you can save a bunch of money on the PS Vita version. Head here for more official Dustforce info and other fun stuff.

EN

Street Fighter vs The Grammys

Jan 28, 2014 // Chris

Just because Ryu’s acid jazz side project never gets nominated doesn’t mean you can keep him out of the ceremonies. Poor, poor Taylor Swift found out the hard way at the 2014 Grammy awards…

Thanks to Twisted Genre and Cheweey

EN

Even more Monster Hunter for you: a Unity raffle

Jan 28, 2014 // Yuri Araujo

Alright, in my next attempt at making this week even more inundated with Monster Hunter goodness, here’s a Unity raffle !

The picture above highlights the star of this  MH  package: a little Airou (Felyne) keychain that is exclusive to  Oita, Japan  – I guess they do this thing in Japan where each major city gets its own Airou keychain… and I was able to secure some for giveaways. All of the other ones were given at our local events, so here’s my last one!

But wait, there’s more!

Yep, win this raffle and you take home an  MH3U  lanyard,  MH3U cheat-sheet, MHFesta’08 sticker set,  MHTri Wii remote sticker set,  MH4 Yian Kut-Ku fans from TGS 2012,  MH3U  blue “Hunt Me” shirt (M, L, or XL) and the Airou dressed in a monkey suit keychain!

Click here to get yourself some tickets; 500 points a piece.

EDIT: International shipping available as well.

EN

Monster Hunter Illustrations 2 artbook by Udon available this week!

Jan 28, 2014 // Yuri Araujo

Man, this week keeps getting better! First, the  Monster Hunter 4 Ultimate   announcement, then the  MH3U sale and now this: our buddies at Udon Entertainment just said the  Monster Hunter Illustrations 2 should be arriving in stores this Wednesday and pre-orders are already being shipped!

If you have the first  Monster Hunter Illustrations you already know what to expect from MHI2 , but it’ll focus more on the third generation:  Monster Hunter Tri, Monster Hunter Portable 3rd and  Monster Hunter 3 Ultimate .

It includes tons of awesome official art, ranging from monster sketches, early equipment design, Felyne and Shakalaka gear, all the way to emblems and icons. It’s a must-have for  Monster Hunter fans and/or appreciators of the visual arts.

We’ve got some preview pages to show you here, but you can read more and check out the pre-order links over at  Udon Entertainment .

I hear these sell out pretty fast, so you better act quickly !

EN

Monster Hunter Mondays 1/27 live at 3pm PT

Jan 27, 2014 // Yuri Araujo

Today is probably the best Monday in a long time for MH fans out there, wouldn’t you say?

The  MH4U   reveal was quite intense, literally – I was sweating a bit as I uploaded the first image yesterday – and now we can all rest assured that there’s a fantastic Monster Hunter game coming our way in early 2015. =)

So who wants to hop on a live stream of  Monster Hunter 3 Ultimate  (which is currently 50% off on the eShop! ) and hunt some monsters to celebrate? We’ll be online at  3PM PST twitch.tv/capcomunity and  Help D Lobby 10 . See you there!

And how about that amazing fan art above, a crossover between  Stygian Zinogre and Amaterasu from Okami ? Please go thank InferorumCanis for such a brilliant idea and execution.

For those that haven’t seen it yet:

PS: the fan art is a hint of what I would suggest we hunt – that “divine” Event S.Zin…

EN

Monster Hunter 3 Ultimate is 50% off on the Nintendo eShop until Feb 3rd

Jan 27, 2014 // Yuri Araujo

While we we’re all excited about the  Monster Hunter 4 Ultimate announcement from yesterday, we figured it would be a great time to run a  Monster Hunter 3 Ultimate sale. All details below:

So, from now until  February 3rd  at  9AM PST you can get either the Nintendo 3DS or Wii U version for only  $19.99 on the North American  Nintendo eShop !

And for our European friends and future hunters, fret not! The word out there is that your sale starts this Friday and goes until February 6th. Though your discounts will be slightly different, it’ll still be a very significant sale!

So, go tell your friends and make the world of  Monster Hunter even better with some fresh hunters! Everyone wins! =)

EN

Mega Man 10 community speedrun recap video

Jan 27, 2014 // Minish Capcom

Eight levels, eight Robot Masters, eight expert players vying for out-of-stock Mega Man anniversary statues . There were several close calls and last-minute steals, but now the contest is over and the prizes are claimed – here’s who won, and how they played.

This speedrun challenge put you guys to the test and we were rewarded with some of the best jump-and-shootin’ seen in many months. Great job to everyone who threw their hat into the ring, and if you’re one of the folks who missed the winning time by mere seconds, I’ve got another video lined up that’ll give you a moment to shine as well.

Anyone interested in a Mega Man 9 contest? :3

EN

Monster Hunter 4 Ultimate coming to Nintendo 3DS in early 2015

Jan 26, 2014 // Yuri Araujo

Hey there fellow hunters! Want some really good news? Well, how about we start with… Monster Hunter 4 Ultimate is coming to the west in early 2015 on Nintendo 3DS!

I couldn’t be any more excited about a game reveal than this one… but before I say anything, here’s a special video message from the man himself, Monster Hunter series Producer Ryozo Tsujimoto:

You probably deduced this, but to put it clearly Monster Hunter 4 Ultimate will be the Western version of Japan’s Monster Hunter 4G . That means it will be built on the foundations of Monster Hunter 4 but have way more content. That’s a ton of stuff!

In typical Monster Hunter fashion, you can expect to see a number of returning older monsters, but also a great selection of new threats to challenge you in unique ways. And just wait until we have more info for you on the new mechanics, weapons and things you can do in this game! As Tsujimoto-san said in the video, they aimed to make the hunts a lot more fluid and dynamic… and they definitely nailed it!

We’ll have more to talk about later on throughout the year. But in the meantime, I’ll leave you with a quick reminder to keep an eye on this blog/forum, our Twitter, Facebook and YouTube pages, as well as our weekly live streams on Twitch . And don’t forget you can get awesome Monster Hunter  merchandise at the Capcom Store .

Happy Hunting!

EN

Robot Master collaboration image features 80 unique takes on Mega Man’s foes

Jan 25, 2014 // Minish Capcom

Man. 25 years of Robot Masters. These guys are what sold me on Mega Man way back in 87-88 when playing it for the first time. The idea that bosses were more or less on the same level as the player – a [Name] Man of similar size, durability and capability – was a distinguishing feature in an age of countless 2D action games. To this day I’m obsessed with the very idea of the “Robot Master,” a machine built around one idea that’s core to not just its function, but also its appearance and personality. So cool!

To honor this legacy, EIGHTY artists joined forces to create this huge tribute piece, and I couldn’t be more pleased. Please check it out on its own tumblr page and share!

I’d like to personally thank each and everyone of you for putting the time and energy into these pieces. Seeing all these works side by side is amazing and it’s been a pleasure organizing this collab.  So again, thank you to every single one of you fantastic artists for a job well done! – Justin Hill (Waywarddoodles)