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Fights for the Future

Fatal four-way.

Ghost Rider turned out to be one of the more interesting creations with moves that ranged from a command grab that beats Super Skrull in terms of range, to a motorcycle super that lets him run over the opponent. He also has a vicious midair chain lunge that helps him dictate the distance as it covers nearly the full screen. Nemesis, meanwhile, is a lumbering tank that's as tall as Sentinel, but with health that's comparable to Hulk and specials that include a rush punch, tentacle grab and rocket projectile. His level-3 command grab, where he morphs into his final form from Resident Evil 3, also has scary range.

Ultimate also represents a vast list of tweaks and revisions for the returning cast of 36, which includes some flashy new moves like a hundred hand slash for Wolverine and a new spacing tool for Magneto that lets him keep the opponent at arms length or drag them closer in. The comeback potential of X-Factor has also been toned down with a damage and speed boost that's less overwhelming - even when the opponent only has a single character left. So as long as Capcom packages Ultimate with improved online functionality, it'll be less of a rising tackle on your wallet and more of a power wave of progression.

SoulCalibur V

Throughout the duration of the Expo, the big hitters consistently maintained a small crowd, but for the two stations in the corner that were rocking an early build of SoulCalibur V, there were times when no queue was present. I found this disheartening as even though it's not Namco's flagship fighter, the Soul series has always held a special place in my heart. It's also a series which I've purposely kept at an intermediate level, preferring to play with a close group of friends rather than scouring the internet for advance tips and tricks.

Natsu makes it into SoulCalibur V as Taki's apprentice. She shares the red ninja's flair for fancy kicks.

But when it came to re-familiarising myself with the 8-Way Run system after so many months away, it was reassuring to see my main character gripping his trademark zweihander on the 12 strong select screen, and in terms of how Siegfried played, all his classic thrusts, sweeps and stances were exactly where I remembered them. But while the moves felt familiar, the same can't be said for the raised tempo as both characters danced across the screen with a newfound immediacy, accentuated by an improved Quick Step that lets you sidestep almost instantly.

The Just Impact system from SoulCalibur IV has also been subtly changed, as rather than pressing block and a direction to parry the opponent's attack, you just have to time your block perfectly for a Just Guard. But the most significant change has to be the new Critical Gauge. This can be charged to two stocks - with a quarter netting you a revised Guard Impact that can deflect a normal attack of any height; a half used to dish out a Brave Edge that works like an EX special; and a full stock accessing your character's Critical Edge.

These replace the Critical Finishes from the last game and function as atypical supers. Astaroth, for instance, smashes his opponent into the ground before using his axe as a power drill, whereas new-boy Patroklos hurls his opponent into the air before following up a fiery dragon punch. But while the new meter management should give SoulCalibur some much needed diversity, my fondest memory was when I lured a Mitsurugi player to the arena's edge, only to ring them out with a well-timed fisherman's throw. I then asked if he was okay, to which he replied, "I think it's time you took the Fatal Fury hat off". God I love fighting games.

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