The third entry in the style exhibition combo video series features numerous veterans, many new faces, and several new fighting games! A total of nineteen combo makers collaborated on this extraordinary video – growing it into ten full minutes of creative and original combos, with a central emphasis on stylish gameplay.
It was written by Brett D. Bayonne, produced by Greg Gertmenian, and directed by Vahe Gabuchian – the team that brought you Balrog: Behind the Glory. However, Matador is a gritty drama with an all-new cast; focusing on Street Fighter’s sociopathic and self-adoring Spanish ninja, Vega.
A marked deviation from its comedic predecessor, the film takes an unflinching look at Claw’s traumatic childhood and the events that made him into the rage-fueled assassin he is today. In addition to the massive audience in attendance at the event, over 80,000 viewers from all over the world watched Matador live-streamed online.
If you enjoyed it, please follow @ChubbyBoyFilms on twitter, and let them know what you thought of the film. And of course, share it with your friends!
As some of you may have heard, i’ve been working on a PASBR balance patch with the extremely talented crew at Santa Monica Studio. In implementing these changes and prioritizing bugs to fix, we incorporated as much of the community’s feedback as possible.
Hopefully the end result is a more fun and balanced experience for the entire roster. Without further ado, here is the complete changelist for v1.12 of PlayStation All-Stars Battle Royale!
• Isaac’s alternate “Engineering R.I.G.” costume and Zeus’ alternate “Young Zeus” costume have been unlocked.
• Every character’s throw attempts have been standardized to 9 startup frames, 3 active frames, and 18 recovery frames, with the exception of Isaac, Kat, and Ratchet.
• The minimum effective range of throws has been increased to 1 meter (previously 0.75m) for all characters except Parappa, Sackboy, and Toro.
• In online matches, jumping out of an opponent’s throw attempt is now resolved through the throw clash system.
• Every character’s air dodge has been standardized to 27 invincible frames followed by 9 vulnerable frames (previously 29 invincible plus 7 vulnerable).
• Every character’s directional rolls have been standardized to 18 invincible frames followed by 16 vulnerable frames, with the exception of Fat Princess, Spike, and Zeus.
• Characters can no longer perform actions for 3 frames after landing from air idle.
• Characters can no longer double jump during down tech.
• Landing during down tech or down tech canceled into air dodge now triggers the same recovery as landing during an attack.
• Getting hit in the air no longer renews a character’s double jump ability.
• All timed transformation Level 2 Supers can now be ended manually by pressing L2. Read more…
It’s been two years since i’ve highlighted a combo video here; mainly because ComboVid.com serves that purpose now. But this particular release was simply too good to resist. It’s the result of a two-year collaboration between Keiko and izumojin, both experts in the Street Fighter Alpha series – and the outcome is absolutely astounding!
Containing over ten minutes of Street Fighter Alpha 2 and Street Fighter Zero 2 Alpha combos, the sheer amount of style on display is off the charts. There are so many crazy setups and new discoveries that it’s impossible to keep count.
This is a definite must-watch for any oldschool Street Fighter player. Magnetro did the editing, keeping it clean and simple, with fitting music choices. And according to the transcript, it may be Keiko’s final SFA2 series video. Well, it’s certainly a strong conclusion!
Even though the action RPG genre can be aggravating sometimes, i’ve sunk way too many hours into Diablo and Diablo 2 in their day to ignore Diablo 3. It’s an extremely polished game, especially in terms of visuals and presentation. Plus you get to spend half the game hanging out with Tyrael! What’s not to love? Well, a few things – so i have a few suggestions.
Item Auto-Pickup Conditions
Are speedy character builds such as “Spin Barb” and “Tempest Monk” intentional designs? If so, item pickup is what breaks their rhythm in a mundane way.
What if players could script a series of rules to automatically pick up and ignore certain item types? A one-page checklist would allow players to grab legendaries, rares, and Flawless Square gems by simply running over them – while ignoring blue and white items. If new players find this confusing, it can be hidden like Elective Mode or locked until lvl30 or lvl60.
Advanced players would love this feature, and pickup timing can be tuned to display the legendary orange beam for a split second before it’s bagged. (Seeing that beam is definitely an awesome moment! Whoever came up with that effect deserves a raise.)