Battle of Gods: Mago Takes on Tokido in This Street Fighter V Online Akuma Mirror Match

As many of you already know, Hajime “Tokido” Taniguchi has once again picked up Akuma, taking him through a tear online in Street Fighter V. That said, Tokido isn’t the only Japanese “god” who’s picked up the Raging Demon.

The self-professed “2D God,” Kenryo “Mago” Hayashi has also seemingly started to learn how to play Akuma in Street Fighter V. With both players occupying the upper echelons of Street Fighter V’s online rankings, it wouldn’t be long before they eventually faced off against each other online.

For those wondering how this battle turned out, YogaFlame24 has recorded the replay of their clash and shared it on YouTube.

Source: YogaFlame24

The King of Fighters XIV Version 1.10 to Launch on January 11th, 2017

In conjunction with the release of Athena’s The King of Fighters ’98 retro outfit, Yasukuyi Oda has announced via the PlayStation Blog that version 1.10 of The King of Fighters XIV will launch on January 11th, 2017. If you are not yet aware, this update drastically improves KOFXIV’s visuals, by overhauling the lighting engine and improving the shader quality for all of the cast.

As well as these graphical improvements, version 1.10 of King of Fighters XIV adds two new color palettes to every fighter on the roster, and a special demo ver.2 will be released ahead of the full update for fans to get to grips with this new version. Do be aware that version 1.10 will not contain any balance changes, it will just contain the graphical upgrades.

You’ll be able to see KOFXIV’s new coat of paint in motion at the Four Kings Tournaments for The King of Fighters World Championship in February; expect more big updates from SNK in the new year.

Source: PlayStation Blog via Gematsu

Vortex Mixups, Unblockables and More for Kum Haehyun in Guilty Gear Xrd -REVELATOR-

A largely unexplored character, Kum Haehyun is coming along nicely in the tech department. Thanks to Japanese player Maroshi exploring the uses of his fireball—the trajectory of which is controlled by the player—we see below a vortex of options off a corner throw.

The superjump is a nice touch as it allows him to completely avoid most any reversal super that might escape the corner.

Throw Oki

Same side high: ad/f (airdash forward) j.S >  j.HS.


Same side low: 2K 2D.

 

Crossup low: 2K 2D.

 

Crossup high: ad/f j.S j.HS. If it’s blocked, this shows a followup to escape the corner and apply another mixup while you’re at it.

 

If they block the initial mixup, and you tag them after with 2K:

When going for the throw to start these mixups, make sure you option select with close Slash (6+S+H). Not only is an accidental 6H bad news up close, it’s incredibly negative on block.


Make sure you end your juggles with j.H with the opponent above your height for maximum timing to get a free 236H:

 

Another application of that meterless oki situation. After the fireball, 5H is used to bait the opponent into standing as the second hit is overhead. Another layer to this mixup could be using 6K which looks similar but hits low. Keeping them in blockstun with the 5H is a safer bet, though:

 

Faust has a strange hitbox that allows for some unique combos. Here’s how to utilize that for a relaunch:

 

Kum’s fireball super functions like the regular version—controlled by your directional inputs—and can be used to set up unblockables like so:

 

Clever use of fireball oki can also allow for meterless combos off his throw:

 

The other way to land an unblockable involves using the wallsplat from 5D6:

Don’t forget that comboing into 5D reduces some of the damage scaling of your combo, potentiallly netting you more damage than other combo routes after a roman cancel.

Tired of Leo’s backturned mixup situation? Wakeup super allows you to react—with the super freeze—and see what option he chose. If he countered, charge the super a bit to avoid it, otherwise you can let ‘er rip.

 

Source: Maroshi