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Camelot Unchained: Big Things in Small Packages
In this week’s Camelot Unchained (CU) update City State Entertainment (CSE) brought us another small update with a bit of big news sprinkled in for those of us paying close attention. Not being one that generally pays close attention (to anything and certainly not for very long) I almost missed it myself!
Gargos Begins the Invasion in Official Character Trailer
An official character trailer was recently released for Killer Instinct’s longtime antagonist, Gargos. The release of the trailer came just hours after the demon overlord was made available for play to owners of the game’s Ultra Edition.
Thanks to Iron Galaxy’s gratuitous gameplay reveal stream, fans have already gotten a good look at at the winged deity’s play style and move set, but the trailer offers a little more of his trademark condescension. In godlike fashion, Gargos goes into an ominous monologue and proceeds to bash the skulls of some of Killer Instinct’s top contenders.
If you’ve not yet had a chance to give Gargos a go for yourself, be sure to check out the trailer below.
Though this is his first appearance in the franchise as a playable character, KI fans know that Gargos has always played a crucial role in the game’s story. Now that his fate is in the hands of the players, It’ll be interesting to see how things play out from a warrior God’s perspective.
Source: Killer Instinct via Maximillian
Gargos Begins the Invasion in Official Character Trailer
An official character trailer was recently released for Killer Instinct’s longtime antagonist, Gargos. The release of the trailer came just hours after the demon overlord was made available for play to owners of the game’s Ultra Edition.
Thanks to Iron Galaxy’s gratuitous gameplay reveal stream, fans have already gotten a good look at at the winged deity’s play style and move set, but the trailer offers a little more of his trademark condescension. In godlike fashion, Gargos goes into an ominous monologue and proceeds to bash the skulls of some of Killer Instinct’s top contenders.
If you’ve not yet had a chance to give Gargos a go for yourself, be sure to check out the trailer below.
Though this is his first appearance in the franchise as a playable character, KI fans know that Gargos has always played a crucial role in the game’s story. Now that his fate is in the hands of the players, It’ll be interesting to see how things play out from a warrior God’s perspective.
Source: Killer Instinct via Maximillian
Learn to Keep Out Every Character in Street Fighter V with this Guile Zoning Guide
While Guile’s corner loops and offensive pressure when stocked with V-Trigger and a full Critical Art are well-documented, many players have found it difficult to mount the defensive, zoning-based gameplan that he is known for in previous iterations, despite Combofiend declaring that he would be a “moving fortress.”
After logging in 400+ games with the “Air Slasher” in SFV, known content creator LiangHuBBB has created a guide offering some helpful zoning tips for anyone looking for more of a keep away style of play with their Guile.
He notes that, of the other available characters in the cast, Zangief, Rashid, Bridie, Ken, F.A.N.G and Necalli are “Easy to Keep Away”$$ M. Bison, Chun-Li, Nash, Ryu and Alex, are “Medium” to Keep Away”$$ while Karin, R. Mika, Laura, Vega and Dhalsim are ‘Hard to Keep Away.”
First, he recommends using Guile’s V-Skill, Sonic Blade, to bait jump-ins, which will allow you to land an anti-air Flash Kick afterwards, which will also juggle into Sonic Hurricane, if you have the meter.
Next, he notes that Guile’s air throws, Flying Mare and Flying Buster Drop, both have high priority, which will allow him to jump and air throw any jump-in on reaction after forcing movement with a Sonic Boom, despite the move’s increased recovery from Street Fighter IV. He can also use his Bazooka Knee command normal to move forward and keep up pressure, while maintaining a charge.
He also mentions that, during a fireball war, Guile’s Sonic Booms will always recover faster, allowing him to jump in over a Hadoken for a full-combo punish while his foe is still in recovery frames. Additionally, Guile’s Flash Kick possesses more range than any Shroyuken-like special move in the game, making it perfect for AAing the opponent’s neutral jumps, especially if they’re trying to escape your corner pressure.
Guile even has an answer against movement options like Nash’s V-Trigger, Sonic Move, which he can AA with an auto-correct Flash Kick every time, as long as he’s pre-charging it by holding down, even after throwing a Sonic Boom.
Though you may not be able to punish as many things with Guile’s Spinning Back Knuckle in SFV compared to USFIV, it is still a great tool to stop an enemy’s forward movement, and will still connect on hit after a Sonic Boom.
Source: LiangHuBBB
Learn to Keep Out Every Character in Street Fighter V with this Guile Zoning Guide
While Guile’s corner loops and offensive pressure when stocked with V-Trigger and a full Critical Art are well-documented, many players have found it difficult to mount the defensive, zoning-based gameplan that he is known for in previous iterations, despite Combofiend declaring that he would be a “moving fortress.”
After logging in 400+ games with the “Air Slasher” in SFV, known content creator LiangHuBBB has created a guide offering some helpful zoning tips for anyone looking for more of a keep away style of play with their Guile.
He notes that, of the other available characters in the cast, Zangief, Rashid, Bridie, Ken, F.A.N.G and Necalli are “Easy to Keep Away”$$ M. Bison, Chun-Li, Nash, Ryu and Alex, are “Medium” to Keep Away”$$ while Karin, R. Mika, Laura, Vega and Dhalsim are ‘Hard to Keep Away.”
First, he recommends using Guile’s V-Skill, Sonic Blade, to bait jump-ins, which will allow you to land an anti-air Flash Kick afterwards, which will also juggle into Sonic Hurricane, if you have the meter.
Next, he notes that Guile’s air throws, Flying Mare and Flying Buster Drop, both have high priority, which will allow him to jump and air throw any jump-in on reaction after forcing movement with a Sonic Boom, despite the move’s increased recovery from Street Fighter IV. He can also use his Bazooka Knee command normal to move forward and keep up pressure, while maintaining a charge.
He also mentions that, during a fireball war, Guile’s Sonic Booms will always recover faster, allowing him to jump in over a Hadoken for a full-combo punish while his foe is still in recovery frames. Additionally, Guile’s Flash Kick possesses more range than any Shroyuken-like special move in the game, making it perfect for AAing the opponent’s neutral jumps, especially if they’re trying to escape your corner pressure.
Guile even has an answer against movement options like Nash’s V-Trigger, Sonic Move, which he can AA with an auto-correct Flash Kick every time, as long as he’s pre-charging it by holding down, even after throwing a Sonic Boom.
Though you may not be able to punish as many things with Guile’s Spinning Back Knuckle in SFV compared to USFIV, it is still a great tool to stop an enemy’s forward movement, and will still connect on hit after a Sonic Boom.
Source: LiangHuBBB
Check Out Some King of Fighters XIV Exhibition Footage from Combo Breaker
The King of Fighters XIV was at the recently concluded Combo Breaker 2016 event in St. Charles, Illinois. While the build shown by SNK was still the older, 24-character build of the game (and not the newer build being shown in Japan), it still represented the first time said build was playable in North America.
With this in mind, more than a few players were on hand to try the game out and play some matches. Players such as Bzerk, Kenshiro, James Jr, KCopedro, JDR, Terry, and more took place on some exhibition matches on the stream.
For those who missed it, Khaos Gaming has uploaded the footage of these matches onto YouTube. Check them out below.
Source: Khaos Gaming
