PugilistPenguin’s Two Minute Tutorials Helps New Street Fighter Players Deal with Common Mistakes

With Season Two of Street Fighter V on the way tomorrow, there is going to be a new influx of players wanting to try out this new version with all the new characters, bells and whistles they’ve added since its launch back in February. To help those novice players who may be struggling break that initial difficulty barrier, Texan F.A.N.G main PugilistPenguin has started a new series, dedicated to advise players how to deal with bad habits and common mistakes.

Titled “Two Minute Tutorials,” this concise guides focus on how to conquer a specific topic that players may be struggling with. For this first episode, PugilistPenguin shows how novices can kick the habit of jumping way too much to start their offense. For newer players, jumping will probably be their main source of movement, hopping about the stage and throwing out loads of unsafe attacks. Curing this habit early may stop some of the frustration newbies have of not actually hitting their opponent and show them the importance of both the aerial and ground game.

Source: PugilistPenguin

Every Week Is Shark Week with These Garchomp Combos for Pokkén Tournament

Put the chomp on opposing Pokémon with these damaging combos.

If this dirt-swimming shark monster is your Pokémon of choice in Pokkén Tournament, RoksoTheSavage has a treat for you: namely a video full of high-damage combos for Garchomp. While mainly focused on Duel Phase–particularly corner-carrying juggles–there’s some Field Phase options in there as well. Check it out below, if you want to make this mean beast of yours even meaner–or if you want to see what it’s capable of, before you face it again in Ferrum Stadium.

Source: RoksoTheSavage

Liam Showcases Potentially Game-Changing Instant Overhead Tech for Skullgirls 2nd Encore

Skullgirls is a unique fighting game, in that most of the mechanics are specifically designed to reward resets over long combos. A successful reset–intentionally dropping a combo to start a new one–rewards the attacker with more damage than any basic combo, more meter gain, reduced meter gain for the defender, as well as more corner carry. The attacker may also get the use of their assist back–as an assist can be used once per combo–meaning more damage and meter gain, as well as using that assist to make the next reset attempt safe.

The bottom line is: the more you reset the more damage and resources you get, so learning the best ways to reset and capitalize off of correct reads is essential.

As for today’s tutorial, Liam brings us some tech that is widely underused by today’s players. This technique involves a 1-2 frame double jump cancel period at the start of a normal jump, which allows certain characters to instantly overhead faster than they otherwise are able to. While this is a bit difficult to pull off–especially on a traditional arcade stick–this seems like the kind of tech that could help define a character like Robo-Fortune.

Source: Liam

Big Potential Damage Changes are Coming in Killer Instinct Patch 3.6, and Iron Galaxy Confirms Kilgore as a New Fighter

It seems tomorrow is the big day for fighting game patches, as Iron Galaxy is also releasing a big balance patch for Killer Instinct on December 20th. The main focus for KI Patch 3.6 is to respond to the recent balance survey about potential damage, which asked players if the damage regained from successfully combo breaking should be tweaked.

Seeing as guess breaking is so powerful in KI Season 3, this potential damage change should still ensure players land damage on their opponent, no matter how many times they guess break. You now gain only 50% of your potential damage when you successfully combo break and you start regenerating that left over grey health after three seconds, rather than one second. As well as encouraging people to try for longer combos, this change also cut down the amount of post-combo breaker scrambles that tend to happen, as there is less reward for continuously hitting that breaker.

This change is also to nerf ARIA, who Iron Galaxy thinks is the best character in Season 3 right now. As you are now still racking up damage on your bodies even after successful combo breaks, ARIA players are now forced to switch between different bodies to keep all their combat options open. This stops ARIA mains from simply staying in the same body, rather than switching to preserve the health of an important but damaged body.

This patch does hit quite a few characters with the nerf bat, with Fulgore receiving heavy changes to his meter gain while in Instinct, Spinal’s meter gain off Searing Skull getting reduced by 25% and Arbiter’s Overhead and Lunging Slash becoming less safe on block, among other things.

Iron Galaxy has also confirmed the existence of Kilgore, with this robot coming to Killer Instinct in January. This early Ultratech prototype has two miniguns for arms and can jet around the stage with some rocket boosters in his feet. While he is not yet playable, there is a chance to fight against Kilgore in Shadow Lords mode by reaching a certain point. Some say that by reaching the Forgotten Laboratory with ARIA, you can battle up to 3 Kilgore units for a sneak peek of his eventual kit.

Read all of the patch notes, check out the patch rundown below and prepare for more KI content, including new fighters in 2017.

Source: Ultra-Combo; thanks to Arnold for the Shadow Lords tip.

Grim Dawn – Inquisitor Class Revealed, Coming in Expansion

The latest Grim Dawn Misadventures has been posted to the official forum that reveals some pretty exciting news for players: The introduction of a new class, the Inquisitor. The Inquisitor is a specialist at Ranged combat but isn’t afraid of close combat as well. Both forms of combat allow Inquisitors to unleash the power of fire and storm at enemies