Drift and Slice Through the Opposition, with This Advanced Super Smash Bros. Melee Guide to Aerial Drift and Fastfalling

Picking your spots and angles of approach is vital to scoring a hit in high-level Melee. Mixing up your aerial drift and fastfalling at specific points can be the difference between starting that massive combo or getting smacked for big damage. To outline just how important varying up your fastfalls can be, Kira from SSBM Tutorials has highlighted some footage of C9|Mango’s Marth and how he uses aerial drift and fastfall mixups to bait out opponents and land safe damage.

Using these clips, Kira can show how Mango can outspace and condition opponents to changing up his aerial drifts and choices when to fastfall or not. It’s a great display of how knowing and actively swapping between aerial approaches can keep your opponent on edge and make sure you can account for any of their defensive options.

Source: SSBM Tutorials

First Patch for The King of Fighters XIV Released: Addresses Netcode Issues

While SNK Playmore’s new title The King of Fighters XIV has received rave reviews, there were still issues with the product upon launch. Most people noticed that the netcode was hit or miss, with some connections–including low ping connections–having slowdown issues. While SNK Playmore has been notorious for releasing games from their fighting game library with lackluster netcode in the past–Garou: Mark of the Wolves and The King of Fighters XII in particular coming to mind–they seem to be intent on righting the ship this time with KOFXIV.

A new patch was just released for the game. The patch is aimed directly at fixing “connection slowdown issues in online Ranked Match and Free Match modes,” as well as “minor bug” fixes.

With this patch hot off the presses, it remains unclear how well this addresses issues with the netcode, but it should certainly be a step in the right direction. The next time you load The King of Fighters XIV on your PS4, you should find this patch waiting for you. If the netcode issues were keeping you away from the game before, it may be worth exploring now.

Source: yoan PNL (Twitter)

The Crossover That Never Was: CFN Portal Looks to Capcom Fighting All-Stars for Its Next Batch of Street Fighter V Profile Art

In 2003, fresh off the success of their numerous crossover games, Capcom was looking inwards at its own properties for its next crossover hit. Their idea was to combine characters from their existing franchises, Rival Schools-style 3D gameplay, some fresh new mechanics, and some stellar art from former SNK artist Senri Kita to create Capcom Fighting All-Stars: Code Holder. Sadly, negative reaction during location tests as well as the shrinking arcade market caused them to cancel the game–and, in its place, rush out the ill-fated Capcom Fighting Jam.

While it was never released, Capcom Fighting All-Stars is nonetheless not forgotten, as the CFN Portal has released a series of blog articles focusing on the three protagonists meant for the game: D.D., Rook, and Ingrid. Alongside their profiles, Capcom has put out new art of these characters in the same style as their previous Street Fighter V concepts.

You can check these out alongside some older Capcom Fighting All-Stars promotional art in the gallery below.

D.D.
Rook
Ingrid
CFAS_poster_01
CFAS_poster_02
CFAS_poster_03
CFAS_promotional_01
CFAS_promotional_02
CFAS_promotional_03
CFAS_promotional_04

As for whether this means that Capcom is considering these characters for future Street Fighter V content (especially Ingrid, who has played a role in Street Fighter’s overarching plot), we don’t know. That said, at the very least, it’s nice to see that Capcom hasn’t forgotten this piece of their history.

Source: CFN Portal