Black Desert Online: Players & Chargebacks – Kakao Taking a Stand

After what some have felt are a series of missteps by Black Desert Online publisher Kakao Games, a segment of the player population has been initiating “chargeback” requests to credit card companies. Chargebacks effectively give the player a refund of money spent on a product, in this case, Black Desert Online.

Stop Wake-Up Jabs with These Meaty Setups for Street Fighter V’s Chun-Li, Juri, and Guile

Using jabs on wake-up in Street Fighter V can be a fairly effective way of keeping an opponent in check; they can easily slow down the offense of a player that isn’t on the lookout for them.

For those interested in learning how to punish them properly, KikoMasterRD has put together a series of videos focusing on meaty setups to effectively punish those pesky wake-up jabs with Chun-Li, Juri, and Guile.

Source: KikoMasterRD

Stop Wake-Up Jabs with These Meaty Setups for Street Fighter V’s Chun-Li, Juri, and Guile

Using jabs on wake-up in Street Fighter V can be a fairly effective way of keeping an opponent in check; they can easily slow down the offense of a player that isn’t on the lookout for them.

For those interested in learning how to punish them properly, KikoMasterRD has put together a series of videos focusing on meaty setups to effectively punish those pesky wake-up jabs with Chun-Li, Juri, and Guile.

Source: KikoMasterRD

General: Weapons of Mythology: New Age Headed to the EU This Year

Weapons of Mythology: New Age will be heading to Europe in Quarter 4 2016 according to PlayStationLifestyle.net. Mythology features both PvE and PvP game play with dungeons, mounts, pets, “impressive foes” and more. The game will be localized in several languages and will be availabley on PC, PlayStation 4 and XBox One.

Level Up Your Dizzy, Part 2: Combos, Fuzzy Guard, and Setups in Guilty Gear Xrd -REVELATOR-

This is Part 2 of an in-depth look at Dizzy, the newest character in Guilty Gear Xrd -REVELATOR-. Part 1 can be found here, and focuses on okizeme; here we look at combos, fuzzy guard setups, punishes, and character-specific setups.

COMBOS

Good damage and corner carry for 50% meter.

 

Corner variant of the previous combo.

 

This video shows that it’s easy to get a knockdown using 6H (forward + Heavy Slash) off a bubble hit, even high up. Good to know for stray hits in neutral, or awkward confirms. This could also be used as an easier combo for anyone having a hard time with the instant air dash in the previous ones.

 

Very high damage combo. The last hit in the combo (6H, forward Heavy Slash) is spacing-specific and it’s probably best to end the combo with the fire spike and set up your fish oki.

 

Comboing into 5D actually reverses some of the scaling of your combo, allowing you to net higher damage:

 

Frame traps here using 2P > 5H (crouch Punch > standing Heavy Slash) and 2K > 2H (crouch Kick > crouch Heavy Slash), including high damage combo conversions:

 

Anti-air conversions into high damage combos, using 6P (forward Punch) and far Slash:

 

Converting high damage off of a connected YRC ice spike in the corner:

 

FUZZY GUARD

Throw into a fuzzy guard mix-up. If they block low, their character is still stuck in standing block animation from blocking the fire spear, allowing you to hit overhead with a rising j.K (jump Kick). This becomes useful once you’ve conditioned the opponent to block low after you land from airdash. 25% meter:

 

A fuzzy guard off bread & butter combo into ice spike:

 

It’s spacing dependent, but an early YRC on ice spike guarantees locking the opponent down (into a fuzzy guard):

 

 

ANTI-BLITZ SHIELD

Here we see a solid oki option that happens to be safe against Blitz Shield. Following it are high damage conversions for no meter. This means you will build a lot of meter, too:

 

Another way to cleanly beat Blitz Shield. Note the empty airdash low option can be thrown:

 

Another way around Blitz Shield is to keep your distance. Here we see lockdown using P fish, ice sickle, and ice spear from a distance before approaching. Trigger-happy opponents will waste meter on Blitz Shield (watch out if they charge it up though), or even Dead Angle Attack.

 

CHARACTER-SPECIFIC SETUPS

Optimal punishes on baited reversals from Sol, Raven, and Sin. The fish absorbs one hit, a counter hit super starts off the combo for 100% stun setups:

 

Anti-Potemkin tech—beating out his wakeup Trishula’s invincibility. Note that if he has meter, he has other options (including anti-air grab super) to escape:

 

Dealing with Axl’s sparrowhawk stance. Using 6P (forward punch) nets you a counter-hit and thusly a knockdown, if he goes low. A lower risk option is Dizzy’s 2S (crouch slash) which shrinks her hurtbox and allows her to counter-poke both the low and mid choices Axl has:

 

Using the midscreen crossup oki to bait Sol’s DP.

 

Last but not least, the most optimal and stylish punish imaginable, instant kill. If the opponent is in hellfire state (low enough life) and you have 50% meter or more, you can react to your fish taking a hit for you, activate instant kill, and end the round with a flashy punish:

 

If you have any questions on any aspect of these videos—combo notation, clarifications, whatever—feel free to post up in the comments. A big thanks to everyone sharing their tech videos on Twitter.

Sources: Makki, Woki, Uri, Suwa, Hino, FAB, Rihaqqa, Kei, Syo, Ice Cube, Hi-to-mi, END, Shimonkin,

Level Up Your Dizzy, Part 2: Combos, Fuzzy Guard, and Setups in Guilty Gear Xrd -REVELATOR-

This is Part 2 of an in-depth look at Dizzy, the newest character in Guilty Gear Xrd -REVELATOR-. Part 1 can be found here, and focuses on okizeme; here we look at combos, fuzzy guard setups, punishes, and character-specific setups.

COMBOS

Good damage and corner carry for 50% meter.

 

Corner variant of the previous combo.

 

This video shows that it’s easy to get a knockdown using 6H (forward + Heavy Slash) off a bubble hit, even high up. Good to know for stray hits in neutral, or awkward confirms. This could also be used as an easier combo for anyone having a hard time with the instant air dash in the previous ones.

 

Very high damage combo. The last hit in the combo (6H, forward Heavy Slash) is spacing-specific and it’s probably best to end the combo with the fire spike and set up your fish oki.

 

Comboing into 5D actually reverses some of the scaling of your combo, allowing you to net higher damage:

 

Frame traps here using 2P > 5H (crouch Punch > standing Heavy Slash) and 2K > 2H (crouch Kick > crouch Heavy Slash), including high damage combo conversions:

 

Anti-air conversions into high damage combos, using 6P (forward Punch) and far Slash:

 

Converting high damage off of a connected YRC ice spike in the corner:

 

FUZZY GUARD

Throw into a fuzzy guard mix-up. If they block low, their character is still stuck in standing block animation from blocking the fire spear, allowing you to hit overhead with a rising j.K (jump Kick). This becomes useful once you’ve conditioned the opponent to block low after you land from airdash. 25% meter:

 

A fuzzy guard off bread & butter combo into ice spike:

 

It’s spacing dependent, but an early YRC on ice spike guarantees locking the opponent down (into a fuzzy guard):

 

 

ANTI-BLITZ SHIELD

Here we see a solid oki option that happens to be safe against Blitz Shield. Following it are high damage conversions for no meter. This means you will build a lot of meter, too:

 

Another way to cleanly beat Blitz Shield. Note the empty airdash low option can be thrown:

 

Another way around Blitz Shield is to keep your distance. Here we see lockdown using P fish, ice sickle, and ice spear from a distance before approaching. Trigger-happy opponents will waste meter on Blitz Shield (watch out if they charge it up though), or even Dead Angle Attack.

 

CHARACTER-SPECIFIC SETUPS

Optimal punishes on baited reversals from Sol, Raven, and Sin. The fish absorbs one hit, a counter hit super starts off the combo for 100% stun setups:

 

Anti-Potemkin tech—beating out his wakeup Trishula’s invincibility. Note that if he has meter, he has other options (including anti-air grab super) to escape:

 

Dealing with Axl’s sparrowhawk stance. Using 6P (forward punch) nets you a counter-hit and thusly a knockdown, if he goes low. A lower risk option is Dizzy’s 2S (crouch slash) which shrinks her hurtbox and allows her to counter-poke both the low and mid choices Axl has:

 

Using the midscreen crossup oki to bait Sol’s DP.

 

Last but not least, the most optimal and stylish punish imaginable, instant kill. If the opponent is in hellfire state (low enough life) and you have 50% meter or more, you can react to your fish taking a hit for you, activate instant kill, and end the round with a flashy punish:

 

If you have any questions on any aspect of these videos—combo notation, clarifications, whatever—feel free to post up in the comments. A big thanks to everyone sharing their tech videos on Twitter.

Sources: Makki, Woki, Uri, Suwa, Hino, FAB, Rihaqqa, Kei, Syo, Ice Cube, Hi-to-mi, END, Shimonkin,