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ZeRo Highlights 5 Underused Characters with Potential in Super Smash Bros. for Wii U
Tier lists are frequently at the forefront of many players’ minds, and it’s no surprise that among Super Smash Bros. for Wii U’s big cast there are a few characters left collecting dust. The tournament scene in particular is often prone to pitting the same fighters against one another on the same stages over and over.
Competitive Smash Bros. player TSM|ZeRo takes a closer look at a few underused characters in his latest video. ZeRo discusses five characters that he sees having more potential than what players have tapped into so far. For example, he discusses the complexity of Shulk’s Monado Art management, which not only adjusts the character’s strengths and weaknesses on the fly, but opens up advanced tricks with Art landing cancels.
Check out ZeRo’s opinion below, and let us know if you agree with his list in the comments.
Source: ZeRo
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Street Fighter V Players Express Concern Over PlayStation 4’s Offline Input Latency
Over the weekend, Dreamhack Austin brought together many Street Fighter V players to compete in the Capcom Pro Tour ranking event. In the midst of the competition, some notable names from around the community, like Logan Sama and Panda Global’s Filipino Champ, began complaining about the PlayStation 4 version of Street Fighter V–the current competitive standard–having 8 frames of native, offline input lag.
This isn’t the first we’ve heard of the issue, as a recent lag test video courtesy of Display Lag confirmed that the title clocks in at about 122ms/7.3 frames on a 60hz television screen. As all of our favorite fighting titles tend to run at a smooth 60 frames per second, this extra 8 frame delay between a physical button press and an action being performed on-screen is extremely detrimental to those competitors who prefer to play with a more reactionary style.
For comparison’s sake, the PC version of SFV has only 4 frames of native input lag, and the Xbox 360 version of Ultra Street Fighter IV, which stood as the tournament standard for the series until the release of the PS4 version, weighs in at a mere 85ms/5.1 frames. The PS4 version of that title comes in at a similar 89ms/5.3 frames following its 1.03 patch, which looked to bring the two versions closer into parity for competitive play.
You can see the results of Display Lag’s findings below, as well as a few Tweets from concerned players who have experienced this problem first-hand.
@fchampryan @Bizarro_Mike @maximilian_ it's the same as going from 360 sf4 to the first crap version of PS4 SF4
— WinnerStaysOn (@WinnerStaysOn) May 8, 2016
@UACDMani @GrahamWolfe1 @Snake_Eyez_ It's ~2.3 frames over USF4, ~7.3 frames total. USF4 approx. ~5 frames total.
— Adeel (@FourWude) May 8, 2016
No matter what Anyone says 8f of lag is affecting players that have a footsie reactionary style like @Snake_Eyez_ really hope it gets fixed.
— Máni (@UAlCDMani) May 8, 2016
and everyone wonder's why jumping seems to go so unpunished at times. It's like playing on SF4 online. https://t.co/WEccT4dalQ
— maximilian (@maximilian_) May 8, 2016
Source: Display Lag, WinnerStaysOn, FourWude, CD Mani, Maximilian
