APB: Reloaded: XBox One Launch Day Arrives, PS4 Version in the Works

Gamers First has announced that APB: Reloaded has officially launched for XBox One as of today, Friday, June 3rd. The team also revealed that a PlayStation 4 version is in the works with a launch date to be determined. The letter goes on to remind PC players they have not been forgotten in all the months that the console versions were being prepared. As a result, the team is asking for help with all the new XB1 players that will be heading into the game.

Step Up Your Slayer Game with Optimized Punishes in Guilty Gear XRD -REVELATOR-

Slayer has historically been one of the hardest hitters in the Guilty Gear series. Tanabata, a Japanese Slayer player, is helping continue this trend by exploring the ability to spend his Burst to power up one of his Overdrives. This new mechanic to -REVELATOR- adds invincibility and damage to an already terrifying move: Slayer’s Dead on Time.

While these punishes utilize anywhere from 50% to 100% tension, many of them don’t use it until the end of the combo, and could easily be left out.

Stopping a common Millia pressure string:

Punishing Sin’s jump Dust (while Sin cancels to overdrive here, this concept will beat any cancel he uses):

Punishing Axl’s DP on block, sometimes a difficult task for players:

Blowing through Axl’s most common blockstring:

Stopping Axl’s obnoxious full-screen presence in Sparrowhawk Stance:

Interrupting one of Zato’s most common pressure strings:

Stopping Faust before he cancels into his sweep:

Punishing Jack-O’s 2H (Crouching Heavy Slash) – her multi-hit normal:

In a similar vein, we have a fellow Slayer from Japan (TTK|Moga) who’s happy to share some situational combos.

Stopping Sol’s left/right mixup where he airdashes over you as a Gunflame approaches:

Winning the ‘Blitz Shield battle’ when you and your opponent keep going back and forth using Blitz Shield:

Source: TanabataHeidern Moga0425

TheoryFighter Teaches the Basics of Understanding Street Fighter V Hitboxes

Underneath the glossy exterior of every fighting game lies a very basic skeleton. At the end of the day,  no matter how pretty your chosen avatar model might be, Ryu is a square creating smaller squares that move towards another square.

Everything that seems complex, be it art, music, or fighting games, has a foundation to its construction. To help guide you through this idea, TheoryFighter has created a great video exploring and explaining Street Fighter V’s hitboxes. He knocks out hitboxes, hurtboxes, throw boxes, proximity guard, and more in under 5 minutes.

There are a number of ways to approach looking at hitboxes, though none come prepackaged with Street Fighter. PC users may enjoy their own methods, but if you don’t want to go through the trouble of meddling with your PC copy of the game, there are alternatives.

Dantarion has put together two very interesting hitbox viewers. The first one is fairly straight forward hitbox viewer that shows you all relevant data towards your characters and its moves. For the truly adventurous, however, he has a comparison viewer that lets you put different moves against each other to see how they interact in a controlled environment outside of the game.

Sources: TheoryFighter, Dantarion