1 00:00:10,240 --> 00:00:16,380 Super Turbo goes tag team, with a wider view. This is TAG v3. 2 00:00:17,000 --> 00:00:20,294 Pick two fighters and switch during the match. 3 00:00:20,294 --> 00:00:23,660 The tag version gains a wider view and repairs. 4 00:00:24,500 --> 00:00:27,552 Old characters and Akuma remain, with their 5 00:00:27,552 --> 00:00:30,320 established moves and inputs preserved. 6 00:00:31,060 --> 00:00:34,189 Let's look inside with the board model. Its 7 00:00:34,189 --> 00:00:37,100 glow illustrates the flow of processing. 8 00:00:38,218 --> 00:00:43,758 Press heavy punch and heavy kick together to tag, with both teammates alive. 9 00:00:44,498 --> 00:00:47,606 Some tag paths cleared the value used for 10 00:00:47,606 --> 00:00:51,018 damage and defense. Those paths are repaired. 11 00:00:51,798 --> 00:00:54,983 The initialized value is preserved, including CPU 12 00:00:54,983 --> 00:00:58,038 settings; one value is not imposed on everyone. 13 00:00:58,718 --> 00:01:04,718 The incoming fighter is protected in the air. Protection ends on landing. 14 00:01:05,178 --> 00:01:10,198 The entry kick can still be blocked, so the opponent has a response. 15 00:01:10,838 --> 00:01:16,558 A grounded normal or special can lead into a tag after it hits or is blocked. 16 00:01:17,258 --> 00:01:19,808 A whiff or a throw is not a free tag 17 00:01:19,808 --> 00:01:23,138 opportunity. The established conditions remain. 18 00:01:23,858 --> 00:01:27,177 Release both buttons before another press. 19 00:01:27,177 --> 00:01:30,338 After crossing sides, check your facing. 20 00:01:42,227 --> 00:01:48,927 With both gauge levels full, roll down to back and press both heavy buttons. 21 00:01:49,347 --> 00:01:54,627 Variable Cross brings your partner in. Both fight until the TIME bar runs out. 22 00:01:55,427 --> 00:01:59,052 In two-player mode, one stick controls both fighters. 23 00:01:59,052 --> 00:02:02,267 Existing supers are free during Variable Cross. 24 00:02:03,107 --> 00:02:06,825 Variable Cross turns the stage grayscale. Fighters, 25 00:02:06,825 --> 00:02:09,887 hit effects and the HUD keep their colors. 26 00:02:10,707 --> 00:02:16,607 If both teams activate it, stage color returns after the last activation ends. 27 00:02:17,367 --> 00:02:22,687 With both gauge levels full, roll forward with both heavy buttons 28 00:02:22,687 --> 00:02:28,007 for a team super. Your fighter follows the partner's super flash. 29 00:02:28,596 --> 00:02:32,316 Here, the frame opens up. Watch the edges. 30 00:02:44,396 --> 00:02:54,356 The view grows from 384 by 224 to 512 by 224, adding 64 pixels on each side. 31 00:02:54,956 --> 00:02:58,242 The fighters keep their shape; more stage enters 32 00:02:58,242 --> 00:03:01,116 the view. The outline marks the old frame. 33 00:03:01,716 --> 00:03:04,729 That is 33.3% more horizontal pixels. 34 00:03:04,729 --> 00:03:08,556 Pixel-aspect mapping gives a 16:9 presentation. 35 00:03:09,196 --> 00:03:11,843 Camera tracking and fighter limits are 36 00:03:11,843 --> 00:03:14,976 adapted. The original stage endpoints remain. 37 00:03:15,576 --> 00:03:18,638 Health and names keep their central layout. 38 00:03:18,638 --> 00:03:21,556 Selection keeps its original composition. 39 00:03:22,096 --> 00:03:25,182 Backgrounds must load farther ahead too. 40 00:03:25,182 --> 00:03:28,576 More scrolling columns fill the outer edges. 41 00:03:29,136 --> 00:03:32,190 The small-tile map wraps at 512 pixels. 42 00:03:32,190 --> 00:03:35,556 Fine scrolling can require an extra column. 43 00:03:35,996 --> 00:03:39,294 The core draws that layer from original ROM tiles. 44 00:03:39,294 --> 00:03:42,196 Cammy and Dee Jay need adapted parallax too. 45 00:03:42,756 --> 00:03:46,558 Tag entrances and exits move outward. Incoming 46 00:03:46,558 --> 00:03:49,616 fighters travel from those new edges. 47 00:03:50,116 --> 00:03:52,692 Projectile retirement moves outward too, 48 00:03:52,692 --> 00:03:55,396 so shots can survive beyond the old frame. 49 00:03:55,856 --> 00:03:59,229 The pool stays at 60 objects. Wider spacing and 50 00:03:59,229 --> 00:04:02,816 longer projectile lifetimes are tested separately. 51 00:04:03,356 --> 00:04:07,221 Use the matching ROM and core. To change width, 52 00:04:07,221 --> 00:04:10,756 choose another profile and reload the game. 53 00:04:18,199 --> 00:04:20,886 Cammy's medium and heavy Hooligan recognize the 54 00:04:20,886 --> 00:04:23,459 final direction and button arriving together. 55 00:04:24,199 --> 00:04:27,034 Fei Long's medium and heavy Chicken Wing get 56 00:04:27,034 --> 00:04:29,999 the same fix. Motion and timing are preserved. 57 00:04:30,959 --> 00:04:34,210 New T. Hawk's crouching medium punch recovery 58 00:04:34,210 --> 00:04:37,679 box is corrected. Tomahawk keeps its shared box. 59 00:04:38,399 --> 00:04:41,769 Ken and new Sagat can execute reversal supers, 60 00:04:41,769 --> 00:04:44,699 with the original meter cost and damage. 61 00:04:45,499 --> 00:04:48,539 Old Honda's throw-tech freeze did not reproduce 62 00:04:48,539 --> 00:04:51,579 on the supported revisions, so it is unchanged. 63 00:04:52,339 --> 00:04:58,719 These are bounded repairs. There are no new moves or broad character buffs. 64 00:05:04,133 --> 00:05:07,383 For installation, use expanded two-player 65 00:05:07,383 --> 00:05:10,713 World. Keep a separate clean backup first. 66 00:05:11,233 --> 00:05:14,194 The patch contains no ROMs or keys. Supply 67 00:05:14,194 --> 00:05:16,873 your own unmodified clean input files. 68 00:05:17,473 --> 00:05:20,733 Expanded profiles need the full verified 69 00:05:20,733 --> 00:05:23,993 set. An incomplete split ZIP is refused. 70 00:05:24,713 --> 00:05:26,971 Run the displayed Python command, passing your 71 00:05:26,971 --> 00:05:29,033 clean ZIP to the expanded-profile patcher. 72 00:05:29,573 --> 00:05:32,521 It writes a new ZIP and receipt. Keep the 73 00:05:32,521 --> 00:05:35,613 displayed output filename for this profile. 74 00:05:35,613 --> 00:05:42,373 In RetroArch, load the supplied S06 core. This binary is for Apple Silicon Macs. 75 00:05:43,033 --> 00:05:46,317 Then load the patched ZIP. The patcher does 76 00:05:46,317 --> 00:05:49,373 not install the core or launch the game. 77 00:05:49,993 --> 00:05:53,218 Standard two-player outputs need their 78 00:05:53,218 --> 00:05:56,953 RetroArch aliases. Use the names shown here. 79 00:05:57,653 --> 00:06:01,008 Four-player v3 is held for input validation. 80 00:06:01,008 --> 00:06:04,593 This preview and setup use two-player profiles. 81 00:06:05,353 --> 00:06:08,886 Reload after changing view or player count. Make 82 00:06:08,886 --> 00:06:12,273 fresh saves for the selected profile and core. 83 00:06:30,177 --> 00:06:33,099 This is a development preview. The board glow 84 00:06:33,099 --> 00:06:35,697 is illustrative, not measured telemetry. 85 00:06:36,497 --> 00:06:39,549 Matching stock game pace is unfinished. 86 00:06:39,549 --> 00:06:42,837 That work is deferred to the next release. 87 00:06:43,737 --> 00:06:47,158 Save replay compares internal state, image and 88 00:06:47,158 --> 00:06:50,357 audio. Results cover the tested conditions. 89 00:06:51,097 --> 00:06:53,787 Online play, Windows and Linux behavior, 90 00:06:53,787 --> 00:06:56,477 and physical hardware remain unverified. 91 00:06:57,197 --> 00:07:00,706 Competitive balance needs human playtesting. 92 00:07:00,706 --> 00:07:03,897 Try the tag decisions and wider spacing. 93 00:07:08,221 --> 00:07:11,772 Protected in the air, vulnerable on landing: 94 00:07:11,772 --> 00:07:15,081 does this tag entry feel fair in a match?