See New Possibilities for the Mortal Kombat XL Cast in This Tech Roundup by REO

Last Tuesday’s patch for Mortal Kombat XL introduced some significant changes to the game, that heavily altered the competitive meta.  From increased Stamina costs for Running, to the complete removal of Armored Launchers, several characters were altered drastically. REO, known for being a strong player in all 3 NRS games, as well as having a penchant for finding new tech, has released a series of videos on various members of the cast, detailing some of the changes they’ve received in this latest update, and what this could mean for them in the future of the game.

Alien was widely considered to be quite a terror in the last version, due to the range of his tail attacks, which could be done with relatively little risk due to this part of the “perfect organism’s” body not having a hurtbox, allowing him to avoid punishment. He could even outright ignore things like Grandmaster Sub-Zero’s Ice Klone. However, the hurtbox in its tail has been extended to the mid-range, forcing him to be a bit more careful when throwing out these attacks, though he is still safe from the tip of it.

Kotal Khan’s B3,2 string, Tlaneltocaz, is now +2 on block with increased pushback, giving the Osh-Tekk warrior the ability to set up meaties against delayed wakeup, as well as some more pressure and checking opportunities.

One of the biggest additions to Cryomancer Sub-Zero’s arsenal was the addition of a new high-hitting command grab, Polar Puncture and its MB version, Arctic Assault. These use the formerly variation-specific ender animation of his Cold Blooded string (F4,2,1+3) and provide him with a wide variety of tick throws, allowing him to play in an entirely new way.

Another character who received a lot of love in this patch was Kitana. Her B2 overhead was increased to 18 frames, giving her unreactable OH/low mix-ups, her Throat Slash was made -8 on block with 2 hits of armor, giving her a safe wakeup option for 1 Meter, as well as the ability to cancel Rising Fan and Rising Blades into air MB Specials on hit, block or whiff, granting her better chip damage and mix-ups to crack open opponents.

In an attempt to make Netherrealm great again, Shinnok received several improvements to his Necromancer Variation, which had largely been ignored by competitive players. He’s received the ability to dash cancel his Judgment Fist and Judgment Smash before the drops for tricky mind games, as well as increased pushback on Devil’s Flick. Combined with a safer Amulet Strike and being able to choose whether or not to meter burn Charging and Krushing Shoulder on block for the old ground bounce gives him more flexibility than ever before.

Despite being a boss character in previous games, Prince Goro has not seen much favor in MKXL, with many regarding him as one of the weakest characters in the game in previous versions. However, the Shokan Prince now boasts a faster fireball, improved normals, though Fist Flurry no longer launches.

Warrior Predator’s Dread Launch is faster and safer on block, allowing for new pressure opportunities, at the expense of no longer launching, and with reduced startup and recovery on both versions of Self-Destruct, his corner game is significantly improved, due to no longer being stuck in a long animation.

Venomous D’Vorah’s Bug Burst has been changed from being a longer Spray that she could hold for increased Chip and Restands, to a single-hitting attack that knocks down and provides her with safe Armor, greatly increasing her defense and providing a safe way to end pressure.

The newly-reduced startup and recovery of Bo Flame and Bo Inferno, Kung Jin’s Bojutsu variation has significantly more air control than before.

Lastly, his Ancestral Variation received more time on his Quiver activations, as well as increased Blockstun and pushback when using his Fire and Vampiric Arrows, significantly improving his zoning game.

For more bits of MKXL tech from this new patch, as well as match videos with top players and podcast-style discussions about the new state of the game, check out his channel.

Source: MK_REO

VesperArcade Releases King of Fighters XIV Trial Guides for Kukri, Terry Bogard and Andy Bogard

Stepping away from Street Fighter V for a bit, VesperArcade has continued his series of Trial walkthroughs for the King of Fighters XIV. For this walkthrough, the focus is on the mysterious sand-wielding Kukri, as well as KOF mainstays Terry and Andy Bogard.  As always, he includes a handcam, allowing viewers to see his hands performing the motions and button presses required as they are being performed on-screen in real time.

You can also check out his guides for Iori, Ramon & Nakoruru, Angel, Sie Kensou, Leona & Antonov, as well as Meitenkun, Kyo, Vice, Kula, Chang & King of Dinosaurs. Stay tuned to his channel for additional guides and content.

Source: VesperArcade

Liga Oficial PlayStation Tournament 2016 Results

Barcelona, Spain is the site of Europe’s next Capcom Pro Tour event. Taking place as a part of the multi-gaming event Barcelona Games World, Liga Oficial PlayStation Tournament 2016 is the final CPT Europe ranking event before the regional finals next week at Milan Games Week in Italy.

Most of the event has been played off-stream, leaving the Grand Final as the last match. CCL and Luffy will face off, with Luffy coming from the winners bracket with the advantage.

Check out the Grand Final stream below.

Watch live video from LigaPlayStation on www.twitch.tv

Results

sfv-tournament

Street Fighter V

1. RB|Luffy (R. Mika)
2. AWS|CCL (Chun-Li)
3. MD|Mister Crimson
4. GS|TKR
5. DAZ
5. Will2pac
7. CristianRG
7. LaDOSE|Nassin

9. TruE|Deathwolf
9. Charly
9. Onishima
9. Rick TTT
13. Rincewind
13. OnlyInDeath
13. Jarzitu
13. Adriano

Match Log

Option Select Early Percent Stage Spikes in Super Smash Bros. for Wii U, With This Primer from the Beefy Smash Doods

At low percents in Smash 4, characters with bad recoveries like Cloud or Roy can easily be stage spiked, netting an early kill. In these scramble situations off stage, it can be difficult to determine whether you actually need to hammer the shield button in order to tech the stage, or whether it is safe to recover back to the ledge. Well, worry no longer as the Beefy Smash Doods have you covered with this new option select which covers this stage spike situation.

By hitting Up B and Shield at the same time, this OS will default to a wall tech at high enough percents, and an Up B back to ledge at lower percent. This is due to Smash 4’s buffer system, where specials have a higher priority than shields in the buffer queue. If your character can perform an Up B, they will perform the move first. Since at higher percents, the game is unable to get your Up B out in time, the game defaults to the next action which is a shield, thus resulting in a wall tech.

This OS works with any special, so try it out with other recovery methods like Wario’s Bike or Bowser Jr’s Koopa Kart if you are put in a situation where you have to tech the underside of the stage. Do note that you have to wait until your character comes out of hitlag for this OS to work; if you do it too early, neither move will come out.

Source: Beefy Smash Doods