By: Arthvader Jan 12, 2011 | 5 Comments
Arthvader shows his skills off in Street Fighter. Please leave your comments. Another day, another set of matches. This time it'll be SFII Hyper Fighting.
I believe this might be the last time I will put up any matches i had until a much more, later time. I hope you all do have a good time looking at some of these old styles matches.
please, leave your comments about these vids, and also, don't be a Jimmy!
By: Arthvader Oct 15, 2010 | 2 Comments
A feature that could simplify the game on the 3DS
It's rather intresting how Yoshinori Ono is taking into consideration onto SSF4 3DS. Giving the players the ability to set four shortcuts on the touchscreen to use when in battle.
Personally, I think this would give come gamers who get this game whenever they get the 3DS a bit of a fighting chance. I myself, though, don't think I would go and use the touchscreen much, just because of the fact that i've been playing fighting games for a long time, though, it was intresting that CAPCOM would do a thing like this to give people new to the game an actual chance against someone who might be good.
Here's the Source:
Here's another Source:
By: Arthvader Feb 28, 2012 | 3 Comments
One of them is a trap. the other... well he uses a sword and has way too many costume changes. Find out why I would use these two as a team.
Once again, I managed to find another possible team to use. This time, I'll be talking about these two particular fighters:
Poison from Final Fight & Yoshimitsu from TekkenRead full story...
By: Arthvader Feb 9, 2012 | 7 Comments
Here are my reasons of why I'll most likely use these characters in SFXT.
I took a long good look at the roster for some time now and realized I could do good with the following two characters:
Vega from Street Fighter,
and Steve Fox from Tekken.
Let me explain Vega first, as I have more history involving this narcissistic madman from Spain. I remember, a long time ago, back when I used to play Street Fighter II on the SNES, He would always be one of the few opponents I would always have problems dealing with, no matter what character I used. He always was moving one step ahead of me, taking advantage of the situation. Eventually, when I finally defeated him,I felt a sense of relief. I gave him an 8/10 on the difficulty meter on that version.
Fast Forward a couple years later. Street Fighter Alpha 3 was out on consoles. I played it with a friend every time we meet up to have some fun. this was probably the first time I got to try Vega, although I wasn't much fond of using him, remembering all of what I had to deal with back in Street Fighter II. Much to my expectations, I was messing up a lot, which ended up with many defeats using Vega (Gen is my Main in the Alpha series since 2). Since then, when I had the chance, I would go and practice using Vega whenever my friend brought it over.
When the Street Fighter Anniversary Collection came out on the PS2 back in 2004, I rented it, and played alot of Hyper Street Fighter 2. Through this port, This is were I finally started embracing the use of charge characters, as Vega would finally be an asset for me to use. After running through the game multiple times, each time using a different version of Vega (Champion edition, Turbo, Super, & Super Turbo), Vega had become a powerhouse for me. I later bought the anniversary edition when it came out on the Xbox a year later.
Moving on to 2009, when I finally got my Xbox 360, I purchased Super Street Fighter II Turbo HD Remix, and put my Vega skills to the test in online battles. This is where I truly used Vega as a main, and not a secondary, and I ended up putting in many victories, both in ranked battles, and in friendly competitions with my online buddies. His unique style of attacks, evasive moves, and the Flying Barcelona Attack were key parts in my play style.
As you can see, I definitely had a lot of history with Vega, both annoying and great. As for why I would like to use him in Street Fighter X Tekken: He's a main in previous street fighter games, and i would like to apply my experience to him in this game.
When it come to Steve Fox, I might not have as much history with him as I did with Vega, but I'm still have my experiences with him. The first time I tried using him was in Tekken 4, in which he made his debut. Unlike any of the other characters in the roster, Steve Fox doesn't kick (that's right, he doesn't kick, unless you get him to do a jump kick in the air). Instead, like any boxer, he would bob and weave, dodging any attacks depending on the situation, as well as giving him opportunities to use other attacks as moves around. I took the time to getting used to him, and he eventually became one of my more frequently used characters in the series.
With Tekken 5, Steve pretty much stayed the same way, although he suddenly became a secondary, just because of the fact that I started picking up on Law (who i was familiar with in previous Tekken games), and Eddy (who truly had returned, not counting the unlockable version of him in Tekken 4). Here, I learned more about using him with each fight that I went through. It wasn't an easy road, but in the end, he still proved to be a favorite for me.
When it comes to Tekken 6, Steve Fox is one of the many characters I use, alongside Lars, Bob (Which I don't know why I started picking him up), and Mokujin (random style, possible reason for picking up Bob, seeing as how every two out of three battles, I end up with Bob style). Just like the other games he was in, Steve's ability to dodge and weave through his opponent's attack proved very useful. That and the ability to pull some tricky highs and lows makes him a fierce contender.
That's pretty much my history with Steve Fox. In the end, I see much potential in using Steve in Street Fighter X Tekken. I have a feeling, since he won't be kicking, I see him having the kick buttons either being different punches (just like Dudley), or his unique evasive options. can't wait to pick him up.
Well, That's pretty much the reasons why I would use Vega and Steve Fox as a team in Street Fighter X Tekken. two unique characters with a twist. I can't wait for this game to come out in March.
Leave your comments on the bottom, and don't be a Jimmy!
Other Stories by me:
Unique anime-style fighter is heading our way around the end of January.
Publisher 7sixty announced that they will be bringing out anime-style fighter Phantom Breaker to the US this month. Here's the first Trailer for the game:
Read full story...
By: Arthvader Feb 15, 2012 | 6 Comments
Back again with another team I would possibly use in the upcoming Street Fighter X Tekken game.
After I wrote my previous story about what characters I would use as a team in Street Fighter X Tekken, I figured I write another story dedicated to a possible second team. This time, I'll be talking about the following two characters:
Chun-Li from Street Fighter & Jin Kazama from TekkenRead full story...
With the Leviathan DLC coming next week, Bioware and EA decided to bring out a trailer.
Here's the Trailer:
Read full story...
A List of what's to come this week on Xbox Live.
New Month, new set of deals. Let's See what's available this week on Xbox Live:Read full story...
Is this cult classic game from Treasure worth your 800 points? Find out in this review.
Praised for being one of the best game on the Sega Saturn, Guardian Heroes has been brought over to the Xbox Live Marketplace on October 12, 2011. Is this game worth the 800 Microsoft points ($10)? Let's find out in this review.
This game has a total of four different modes:
- Story Mode: In this mode, you could play alone, or with a friend to form a two-man group. Depending on what choices you make throughout the story, the game's stages, story, and ending will change. Also, in the case of two people playing, they will both share the same pool of credits.
- Versus Mode: You can have up to 4 players locally, or a total of 12 people on Xbox Live can battle each other in this mode using any of the characters that have been unlocked in the Story Mode. Players can choose to fight in teams, or in a free-for-all in death matches or Point Matches.
- Training Mode: This mode is your general mode to practice your skills in the game.
- Arcade Mode: This mode serves as an endurance challenge, as you are pitted against wave after wave of endless opponents. As you level up in this mode, your stats will improve randomly, allowing you to survive longer until you are defeated.
The game can be played with it's original gameplay mechanic, or a more, refined mechanic which they called "remix". both has their own unique purposes. when it comes to the fighting, you are able to switch between three plains (or as I should say, lines). That way, if you were getting ambushed by a group of enemies, you can switch to another line to avoid being attacked. Each character also has a unique set of skills and spells that they could use. of course, using spells will cost MP. You'll be able to gain experience by attacking, using spells, making decisions in the Story mode, etc... to level up. As you clear levels in story mode, you can add attribute points to any stats based on how many levels you gained. Of course, the levels will reset after you beat the game, or if you were to get a game over.
When it comes to the sounds for the game, it remains unchanged. Composed by Hideki Matsutake and Nazo Suzuki, the music in the game is a combination of electronically composed tracks with electric guitar and saxophones, which is in my opinion, rather unique. Here's a track from the game for you to hear (and by far one of my favorite tracks in the game):
In terms of graphics, They did a really great job. the game has been reformatted from it's original scale to a 16:9 aspect ratio, thus expanding the playing field. The game offers both the classic and "remix" graphics mode, both of which runs in high definition with an updated user interface in both. With the remix graphics, they apply a hqx-like upscaling filter along with a pencil-shade effect on the sprites (which I think it's cool), true alpha blending, applies to the backgrounds bilinear filtering, and spells effects and character portraits are redrawn.
All in all, I feel that this is definitely worth the money. It's a fun game to play with a friend locally, and also a blast if you can find a lot of people online to go into a 12-person battle to the death. Other that that, I give this game a verdict of BUY IT!!!
Final Verdict: BUY IT!
Leave your comments in the bottom, and don't be a Jimmy!
Other Stories by me:
A list of what's to come this week on Xbox Live.
What do we have here this week? Let's Find out:Read full story...
By: Arthvader Aug 27, 2011 | 2 Comments
Halo: Reach to be patched with new balance, and an old friend!!
At PAX's Halo-Fest, 343 Industries announced that a title update will be heading to Halo: Reach, changing some of the balance of the games's weapons and armor abilities.
First up, Armor Lock:
It looks as if the Armor lock ability will be nerfed quite a bit. first of all, plasma grenades will no longer detach from the player if they use armor lock. This I feel should be necessary because This is one of the abilities that I hated to deal with the most. Also, The duration of armor lock will now be based on how much energy a player has instead of a set time, effectively diminishing it's usefulness.
Next up on the list: Active Camo:
All they are going to do is shorten the amount of time you are in Active Camo mode. I don't know if this could be a good thing, or a bad thing.
and now, other balance changes:
Players will no longer block another players sword with any other weapons except for another sword. To me, this makes if feel more like classic Halo mechanic, seeing as how in Halo 2 and Halo 3, you couldn't block the sword with anything but the sword.
Players will also be able to change their reticule's "bloom", allowing for increased accuracy during rapid firing. To be honest, I could welcome this inclusion.
A shield bleed-through effect will be included in the update, meaning that any damage that takes out the last portion of your shield can be carried over to your health.
The last update is for those who like the magnum in Combat Evolved. the magnum will get a boost in it's power, being one step closer to it's original power. This is one of the best things I've heard for reach in a long time. Sure, the magnum is good as it is now in Reach, but with this upcoming update, It's probably going to be the go to gun, perhaps more than the DMR.
The update will kick in starting in October.
Leave your comments in the bottom, and don't be a Jimmy!!
Just as the title depicts, the first trailer for Dungeon Fighter Live is up.
A couple of days ago, Nexon released a trailer for the XBLA port of MMO Beat-em'-up RPG Dungeon Fighter Online, now called Dungeon Fighter Live: The Fall of Hendon Myre. Here's the trailer:
Dungeon Fighter Live: The Fall of Hendon Myre is based on it's PC counterpart, Dungeon Fighter Online, which first launched in Korea back in 2005, and North America eventually received it five years later. the game is developed by Neople - a subsidiary of Nexon, while it will be published by Microsoft Studios. the game promises to provide the same, yet familiar control system as it's PC counterpart, but will be playable in 720P resolution.Read full story...
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