By: goukijones Mar 1, 2016 | 0 Comments
Audio and SPL measurements comparing the fan swap! I used a Pabst 612 FL
A quick look at my consolized CPS-2 A arcade board.
Here is a a look at my consolized CPS-2 arcade board, allowing me to play old Capcom arcade games on my TV! Enjoy!
We will be playing the CPS-2 fighters on stream at twitch.tv/goukijones on Thursday, July 17th at 7:00 PM. Thanks!
Arc System Works reveals the next chapter in the BlazBlue saga.
I'm glad to see that they're making another Blazblue game.
I like the new characters that are going to be added. Azrel looks like a total badass. Bullet looks as if she can kick ass. As for Amane, I don't know what to say about him, other than his fighting style looks interesting.
I also like how some of the returning cast is going to have some changes in moves, as well as appearance (Noel, in Particular).
Currently slated for Arcades in Winter 2012, and for PS3. No word yet on the 360 ver.Read full story...
By: goukijones Mar 15, 2011 | 4 Comments
Ghostbusters arcade style shooter is on the horizon and it's lookin' pretty sweet. Check out, Ray Parker Jr.! Smash TV style.
So that last Ghostbusters game may not gone over too well. Don't worry, the franchise can not be held in any containment unit. This new game for Xbox Live and PSN looks more like a classic Smash TV or the more recent Zombie top-down shooter styles out there. Ghostbusters is funny and if the humor and voice acting is done well, this could be fun to play. Once. Honestly ...
Ghostbusters: Sanctum of Slime
Check out Atari's new game, Ghostbusters: Sanctum of Slime Available Mar 23 for direct download on Xbox LIVE Marketplace. Join the Ghostbusters team in the battle against paranormal activity and defend New York City.
This is a short story of why I should win the Marvel VS Capcom 3 Ultra Combo Giveaway. Well I think its short enjoy! ^_^
First of all, if you have not read my first story I suggest you click on the link below.
In my first story I told you guys I have a lot of reasons why I love fighters. Well only a clip and a few words can only do so much to tell this community how much I really feel about fighting games. So let me explain more of why I love fighters. Like most gamers out there I started gaming when I was about four years old. I really didn’t care for it at the time because all I had on my mind was a dream of becoming a Power ranger. And like all other four year olds, I played with lots of toys of course. I had friends but most of them lived to far, so staying at home was a no brainer for me. Now I do not remember how my older brother got his hands on a Sega Genesis so I’m just going to say it magically appeared to give this story some spice. The game I started off with on the Sega was Sonic the Hedgehog. Sonic really made me happy for how no one else in my family was able to get so far on the game. And by my brother being eight years older than me it felt that much sweeter. I could never beat the dang video game, which leads me to forget about game. Until one day my brother bought the most amazing, electrifying game, Street Fighter II. When I first saw Street Fighter II I was blown away by the graphics, sound, & music. But with all of that said, that’s not what attracted me to the game. What really caught my attention was that versus screen. The fact that someone instead of the computer was playing against me just gave me goose bumps that were thick and solid as a basketball. I was in my sanctuary playing SF2 on the Sega Genesis with a smile so big the Joker would be jealous. I remember crying because M. Bison was beating me every time I’d reach the last stage. But one day I managed to beat him and during that whole year I never stopped smiling. A few years past by and If I remember correctly the Playstation system released. I got the Playstation the same year of its release with demos and all. Now I was into other games like Crash Bandicoot and more demos because for some odd reason fighting games like to take a few years off. Whatever the case that didn’t keep me from running into one of the greatest collaborations of all time. My mother works in the school system, so she had a really good relationship with the principle who owned the school. One night we were invited to the principle house or should I say mansion. And as the lady showed us around her lovely house she thought I felt bored. So she told me to go on the other side of the house and walk up stairs and I’ll be pleased to what her son was doing. When I finally got to the room I saw the game that almost made my head explode, Marvel VS Capcom: Clash of Super Heroes. When I saw Wolverine fighting Ryu I was literally screaming out loud “Hey that’s Ryu from Street Fighter, that’s Wolverine from X-Men!” Everyone who were sitting down playing the game didn’t even get mad because they were just as hype as me. With the battle system moving so fast, I was blown away once again by gameplay. I wanted to spend the night but my mother had other plans. Seeing MvC for the first time reminded me how great fighting games are again. I started buying every fighting game I could get my hands on and also played at the local restaurants that had arcade cabinets. More years past as my love for fighters grew with games like Mvc2, Guilty Gear series, Capcom vs SNK series, Street Fighter Alpha series, and Bloody Roar series. Now remember these are fighting games so once again the hiatus for the genre hit big time which lasted for almost a decade. The Playstation 3, Xbox 360, and Wii were the new babies. Games like Call of Duty and Halo was all we heard. Soul Caliber released and at the time felt really fresh, but it still didn’t feel that void. I hear some fighting game fans called it the dark ages and the feeling was just that “dark”.
Street Fighter IV released and it put a smile back on my face bringing back the technicality of fighters to the so called dead genre. Other game companies started to catch on to the revival of fighting games like Blazeblue and Tekken 6. Even upgraded versions of the heavy popular SFIV A.K.A vanilla noticed the trend it set and decided to make Super Street Fighter 4. The funny thing about all this was the fact that my friends doubted me on how well fighting games would do on the next gen consoles. Now most of my friends play fighters more than any other video game genre. In the middle of all this and after a decade of demand Capcom announces Marvel VS Capcom 3 Fate of Two Worlds. I was so excited for this game simply because I already knew one of my favorite Capcom character was going to make it on there. Dante was all I wanted when it came to this sequel. Heck, Capcom could have said Marvel VS Devil May Cry and that would have sold me there. With the internet blowing up with pictures and videos it was only a matter of time before I get my hands on the game. I never knew I it would be as soon as October, 28 2010. I was lucky enough to live in one of the cities where Capcom would be hosting Fight Club. Fight Club is basically a get together like a night club but with a preview of a video game they’re promoting. I was dead set on going to that event no matter what. I’m currently in college and I had a test early that same day. I made sure I studied up and was ready to go that same day right after class. I met up with my friends and we drove straight downtown to the Atlanta metro area. When we got there we couldn’t find the location or at least the spot where it was being hosted because a train was oddly blocking the parking space. We quickly found a parking space and climbed over the train to find our place in line for the event. To be honest, I felt like a rebel climbing over the train which made the hype meter for this event rise. When we finally got into the event I couldn’t believe my eyes. I was thinking here I am a guy who grew up playing this game and now I’m at a night event that’s promoting it, Godlike! I didn’t just play the game at the event ether I also made the most of my night there using my other talent dancing. I also took some pictures as proof of this Fight Club event. My love for fighters after that night just blew the top off. I’m so happy to see how much fighters have evolved yet stay true to the fans that’s been with them from day one. I hope I win this contest to show other people who are not into fighting games show how strong this community is. Heck, I hope this inspires people who are not into video games at all. The gaming community is growing very fast and I believe the whole world should witness this.
In this video you might catch me dancing at the Capcom Fight Club I attended in Atlanta, Georgia.
In this picture its me next to the lovely cosplayer Yaya Han.
Source: Video http://www.youtube.com/user/CapcomUnityVideos
Las Vegas is getting its on Arcade this Spring. Full of classic arcades, the newest consoles, and DJs'? WTF? Anyway not much is known about this Arcade Lounge Game Bar, so Check out this video promo for it.
Tell us what you think in the comments. The most interesting thing here is that they are going to be having annual tournements and that there will be a ton of women dancing. It's Las Vegas so anything is possible. I'm hoping we can get a solid Arcade Scene in Vegas. I need my SSF4 Arcade Edition Fix!
Don't be a Jimmy and thanks for reading.
Daigo...the could have been Pro Mahjong player...
We hear a lot of stories about peoples past, but not as much info as this one. Nuki tells the story about his early years in gaming, how he came across Daigo, his impresions of him , how they met in other games and became rivals (ultimately bros) and Daigos secret obsession with Player Cards. I won't spoil too much so check out the two videos below. They are originally from a nico video, but cccloner999 has been taking parts of them and fully translating it to us in english with captions, also in the description box he has left notes for some things that may not make sense, like Arcade names and such. He has part 1 and part 2 done (ending in great suspense haha) still waiting on the epic part 3. Enjoy guys. And remember to turn the CAPTIONS on ;)
original - http://www.ustream.tv/recorded/11739439
from where cccloner999 riped video from http://www.nicovideo.jp/watch/sm13071567
Uploaded episodes from cccloner999
Cinderkin found this game, Full House Poker tucked away in the corner of the Microsoft Booth at CES 2011. What the hell is this game?
Microsoft's booth was pretty quiet game wise. Halo Reach was there, something else I didn't really care about and can't even remember now. I just know I was extremely bored and wasn't there for really long. I couldn't wait to get out. Then I saw Cinderkin up agianst the back wall jammed between two televisions, squatting, looking through some narrow passage. A few minutes later when he caught up to me I asked him WTF?! He told me, he found this game called Full House Poker for your Xbox 360 Avatar. My reply ... Nubfarm. Here's the video.
By: shenwoopunch Dec 6, 2010 | 9 Comments
General summary is that Guile got mostly nerfs and just one buff to his upside down kick. DJ and Hakan only received buffs. Seth got both buffs and nerfs.
Too bad no changes were mentioned for Guile's Shades move. It would have been funny if it was given a boost in some form. We will possibly see a lot of Guile users switching over to DJ. However, it can be argued that certain USA tourney Guile players will stick with him. Note that Lamerboi, Dieminion, Dagger G, Warahk aka wolverine sideburns have stuck with Guile from vanilla SF4. Daigo was the only one that added Guile to his tournament repetoire after realizing how Ryu isn't as strong as he was in SSF4. Daigo and Dieminion are like the only Guile players that have actually won tournies. I think each of them only won one tourney with Guile.
If you hate Seth users before you might hate him more after the AE update. Hakan who was generally thought of as low tier might have a chance of climbing up the tier list.
• Deleted hittable box for his Reverse Spin Kick (Toward or Back + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.
• Spinning Back Knuckle's (Toward + Hard Punch) damage reduced.
• Sonic Boom's meter gain at startup is halved, and we adjusted his meter gaining rate through the match.
• Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.
• Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.
• Damage nerf is applied to Special Moves and his Ultra 2, so we can say his damage is reduced throughout.
• He will require more attacks to finish off opponents.
• There are almost no changes to his frame data, so in Arcade Edition he can do everything that he can already do.
• His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.
• Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.
• Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.
• Crouching Hard Punch's start up is faster.
• Crouching Medium Kick has slightly more active frames.
• Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.
• His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.
• All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.
• Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.
• His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.
• Super's invincibility window was lengthened, and "the pursuit priority is increased." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]
• Ultra 2's recovery was shortened.
• Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.
• Ultra 1 deals more damage, but has a longer recovery time.
• Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.
• The changes on SSF4 Arcade Edition happened only where they affect the way he is played.
• He looks weakened in the first glance, but he also got strengthened in various points, so please research his playstyle in SSF4 Arcade Edition.
• Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.
• Crouching Medium Punch's priority was strengthened, and it deals more damage.
• Close Standing Medium Punch's active frames were increased by 1, so it's easier to use as anti air.
• Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is Cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.
• Close Standing Hard Kick, when it hits airborne opponents, will knock them out in the air, and the 2nd hit of the move has pursuit property.
• Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.
• Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.
• Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.
• Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out during the whole move, so if the opponent jumps in on you, you will be in a world of hurt.
• Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.
• Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.
• Machinegun Upper's damage was increased.
• Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.
• Hard Kick and EX Jacknife Maximum hitbox was adjusted in order to prevent it from whiffing some hits after connecting it.
• Ultra 2's recovery time was reduced as much as possible.
• Dee Jay's forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.
st.HP's hurtbox around his arm got smaller, so it's easier to use as an AA or a poke.
When Oiled, even when normals are input during forward dash he will still slide a little. (Translation incomplete.)
Step Low (F+LK) got to be cancelable.
For Oil Shower, the duration of the oil will be stacked now. The maximum duration will be 30 seconds.
Also, MK/HK/EX versions have 5f less recovery, and EX version can be canceled into Guard Position (D+3P, aka coward crouch).
Also, Oil Shower will be one of the follow-ups after Oil Slide.
The effect is the same as LK Oil Shower, and he will be in advantage nevertheless.
LP Oil Slide has faster start-up, and can be connected from cr.LP or Step Low.
Oil Dive (including EX), while holding button, can be canceled into Guard Position.
Oil Rocket, Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's SPD.
By: Cinderkin Nov 2, 2010 | 8 Comments
The SSF4 Arcade Edition Japanese Blog has been translated. Here are a list of Changes for some of the characters.
Note: These may not be the complete list of changes for these characters.
• Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
• Improved the hit box for Crouching Light Punch.
• Target Combo hit box (Medium Punch into Hard Punch) also had its hitbox improved.
• Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.
• EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.
• EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• Crouching Medium Kick start up is now 6 frames, which is 2 frames faster.
• Crouching Medium Punch and Crouching Medium Kick do less damage.
• More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block.
• Less recovery time on EX Rolling Crystal Flash.
• You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash.
• His Ultra 2 has slightly more startup time.
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• EX Messiah does less damage. It took off 100 damage in SSF4.
• When Ultra 2 (Big Bang Typhoon) is used as an anti-air, it won't fully connect, so it does less damage in these scenarios now.
Is considered to be mid-air right after the invincibility frames of his backdash end.
• Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now.
• Close Standing Medium Kick has a 4 frame startup.
• Additional frame advantage on many moves.
• Less recovery on EX Rekka on hit and on guard.
• No invincibility on his Hard Flying Kick (Chicken Wing).
• Is considered to be mid-air right after the invincibility frames of his backdash end.
• Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen.
• Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example.
• Less stun and damage on the kick part of the Fireball Kick.
• No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns.
• Faster foot speed, while walking towards and backwards.
• EX Focus Attack hitbox improved (this could be incorrect, translation was a little fuzzy).
Tell us what you think in the comments. Don't be a Jimmy!
By: goukijones Oct 11, 2010 | 7 Comments
KONAMI AND MARVEL ANNOUNCE X-MEN ARCADE FOR PLAYSTATION® NETWORK AND XBOX LIVE ARCADE
Straight up jacked from Konami twitter:
KONAMI and Marvel Reach into the Retro Vault and Revive the Classic Side-Scrolling Arcade Brawler Just in Time for the Holiday Season
Konami Digital Entertainment, Inc., and Marvel Entertainment announced today that X-Men Arcade is coming to PlayStation®Network and Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft this year. Developed by Backbone Entertainment, this first ever home version of the popular 1992 cabinet arcade classic allows players to join their favorite X-Men characters in what is widely considered their first great video game appearance.
In X-Men Arcade, Cyclops, Colossus, Dazzler, Nightcrawler, Storm and Wolverine unite to use their special powers to save mankind from the Brotherhood of Evil Mutants and other terrible threats. Players will have to fight off hundreds of Sentinels, along with Super Villains such as Pyro, the Blob, Wendigo, Nimrod, the White Queen, Juggernaut and Mystique, as they battle their way to Island M to take down the Master of Magnetism, Magneto, and save Kitty Pryde and Professor Xavier.
X-Men Arcade brings the fun and excitement of the hit arcade game to next-generation consoles as players can engage in multiplayer action with 1-4 players supported locally and 1-6 players supported online. Online Drop-in multiplayer is activated, allowing anyone to jump in on the battle at any time. High-definition heads-up displays, menus and local/online leaderboards have also been integrated to track statistics and scores.
Players will be able to select the Custom Match Mode that will allow them to choose the kind of session they would like to join by setting the amount of players, difficulty and what level to start in to create a truly unique online experience. Players will also have the ability to select the Create Match Mode where they can establish themselves as the host and have the ability to control incoming players, number of players, difficulty setting, and starting level to have complete veto power over the match. For players looking for the ultimate X-Men challenge, multiple difficulty modes will also be available.
"Just like with our comics, Marvel has a rich history of great video games, and we're happy to play our part with Konami in reintroducing this classic to fans of all ages," said Seth Lehman, Vice President of Digital Licensing for Marvel. "Fans have been clamoring for X-Men Arcade to hit consoles for 18 years now, and we're confident they'll find this re-release was worth the wait. The game looks and plays exactly like we remember it - all without the added worries of being low on quarters when you're closing in on Magneto."
X-Men Arcade is slated to release in Fall 2010 for the PlayStation Network and Xbox LIVE Arcade. For assets and information on the game, please visit: www.konami.com.
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