The State of the Korean FGC: Shoryuken Interviews Core-A Gaming’s Gerald Lee

If you’ve paid attention to fighting game media on YouTube within the last couple of years, you’ve surely crossed paths with a Core-A Gaming video. From their information on the Korean FGC, to fighting game analysis and even some interviews of Korea’s top players, he has covered nearly everything fighting game-related. Owing to their unique takes on some of the major issues within the scene–interlaced with wild humor and meme usage–the channel has become popular in a very short time.

Recently, I was able to sit down to talk with Gerald “mintcheerios” Lee, the creator and voice behind the videos of Core-A Gaming. One of the most opinionated and intelligent minds in the FGC media, he had a lot to say on the direction of the Korean FGC, which was why he started creating content in the first place.

Corey “Missing Person” Lanier: Gerald, with all the quality content you’ve put out over the last year and a half, you have become quite the fixture in the FGC. What drove you to start putting out content as a relative unknown in the community at large?

Gerald “mintcheerios” Lee: One of the most important things was when Hyounoo “Drakefang” Sung opened a bar called ArcadeStream in Seoul, and it became a place where all the top players could come and play weekly and monthly events on stream. But it was also a dart bar, and a general bar where you could also get food service. When it opened, it was a chance to cover the Korean FGC in a way that it hadn’t been covered before. You’d have all these top players coming in, with all these events happening in Seoul, with no one really covering it. I figured this would be a good opportunity for me to do so, and that’s how the Core-A Gaming channel got started. [Note: as of November 2016, ArcadeStream is now known as DartStream and is solely a dart bar.]

Later, I started doing analysis videos after having a lot of conversations with fighting game players. I thought a lot of these conversations were interesting, and thought that it would be a good idea to put that into a video essay format to see what happened. It turned out pretty good.

Missing Person: With the rise and fall of ArcadeStream, how do you feel this will affect the Korean FGC moving forward?

mintcheerios: Like I said, the main reason I started my channel was to support my local arcade, which was ArcadeStream, and if you look at all my videos prior to its closure, there was always a link to directions on getting to ArcadeStream at the end of my videos. Of course it’s important to have a place where you can go to play these games, and Street Fighter is not in the actual arcades over here. They had Street Fighter IV in some arcades at a certain point, but even those cabinets were getting removed. There are still a couple of places around for the scene to congregate, but they aren’t dedicated to Street Fighter, weeklies, and streaming.

I’m sure that everyone knows in recent years that it’s difficult to run an arcade. Nonetheless, it’s still important to have a scene, and place where people can meet and play these games. It’s kind of a loss to lose ArcadeStream, but I feel like it’s not over yet. I have some plans in regards to that, but some things need to happen first for them to come to fruition. I am trying to reunite the players over here, as all the players really don’t have too many places to go.

Missing Person: Do you feel like there are difficulties within the Street Fighter community in Korea beyond just having a place to play?

mintcheerios: The good thing is the internet here is really good. I recently tweeted what my internet connection looked like, and for the cost of $30 I was getting 100mbps both ways and a ping of 1ms. A lot of the up and coming Street Fighter players in Korea, such as NL and XYZZY, are really far away from Seoul, so they rely solely on online play to practice and improve. I feel like Capcom has moved in the right direction by getting people to play online. Of course, there are still some kinks to work out, but I’m sure they’ll come through.

Missing Person: Do you feel like NL and XYZZY’s travels are helping them, and overall do you think this will help improve the Korean scene?

mintcheerios: I feel like having these players–especially NL, who has been on TV and is a well-known King of Fighters player in Korea–definitely does bring more awareness to the game. It’s amazing because my cousin–who is a Tekken player–he heard about NL playing Street Fighter and decided to give the game a try. When you see these players trying out different games, it inspires you to try as well.

I’m not going to lie, Poongko’s ridiculous Akuma in Tekken 7 inspired me to get into Tekken somewhat, so I’m going to give it more of a shot when it releases on console.

gerald and daigo
Gerald “mintcheerios” Lee (left) with HyperX|Daigo Umehara at Evo 2013. Photo courtesy Gerald Lee.

Missing Person: With Tekken and KOF being the biggest games in Korea, and Street Fighter just emerging in the market, are players from other games branching out more with the rise of Street Fighter and the Capcom Pro Tour?

mintcheerios: I think it has waned a bit. Street Fighter had a big push when it first came out. There was a big advertisement for it in Yongsan–the biggest electronics center in Korea–so it had a lot of momentum from that. I think it’s starting to normalize a bit. But there are still a lot of new faces I have never seen before. I think Street Fighter is getting bigger than it’s been since the Street Fighter II days in Korea. It is growing; it’s just not huge. But it is becoming increasingly known. So even it doesn’t hit MOBA levels in the esports realm, it is still steady and consistent.

Missing Person: Talking about new faces in Korea, are there any you could name that people should be looking into?

mintcheerios: A lot of these guys are online warriors, but they do show up to the local tournaments. They do get good online, because with the internet here you can play all the best players in Korea and Japan online with very little lag.

But as far as names, I would look out for Verloren, as he won the Amateur Cup at Southeast Asia Major, and also made it out to Canada Cup as well. His Cammy is ridiculous. There’s also a solid Dhalsim player named Save over here.

I think these are players that are doing well, but all their success is going to depend on how seriously they take the game. I think one of the things about them is going to be support. Even people like Infiltration and Poongko, they were supported by r/Kappa back in the Street Fighter IV days. Even recently, XYZZY has also been sponsored by them. But it just goes to show how difficult it is for these players to get noticed enough to get sponsored for traveling and playing. And because of that, it’s going to be difficult for them to get to Capcom Cup despite their high-level play.

Missing Person: So in Korea, there is an influx of expats living in Korea and playing Street Fighter. Do you think this has helped the Korean FGC out?

Mintcheerios: Not necessarily. The expats and the Koreans don’t really mingle, partly due to the language barrier. Of course when we meet in tournaments, it usually goes well.

But the expats do definitely make their presence felt within the scene here. If you go to any tournament in Korea, you can expect the expats there. But what I like about Street Fighter is how international the game is.

– Activision Publishing Lays Off 5% of Staff

Despite strong earnings in 2016, Activision has laid off 5% of its publishing staff as well as employees at Infinity Ward, Beenox and others in both the company’s internal studios and central office. While earnings were strong, the company was keenly disappointed by Call of Duty: Infinite War and has only a few games ready for release in 2017 (Destiny 2 and Call of Duty). Layoffs did not affect Blizzard.

Translated Changes for the Second Guilty Gear Xrd REV 2 Location Test

As the second location test for the upcoming Guilty Gear Xrd REV 2 is coming up this weekend–February 11th and 12th–in Japanese arcades, Arc System Works has released a document that displays all of the new changes for the cast. There’s a lot of exciting changes for most characters, and even some of the more subtle modifications seem to open up new combo or pressure possibilities. There’s also a big system change for the Roman Cancel ability.

Note that the following translation notes do include the changes from the previous location test, which are assumed to be in effect. Refer to our post on the first REV 2 patch notes post for comparison.

SYSTEM CHANGES:

  • Characters that have regular dashes will now automatically dash after a certain time when the stick is held forward in Stylish mode.
  • Some characters have changed animations on certain actions.
  • Roman Cancel startup is counter hit state.
  • Input buffer during the RC flash increased.
  • For YRC and PRC, tension for RC is consumed at the moment of the flash instead of before.
  • YRC and PRC are counter hit state during startup.
  • Certain moves now feature alternate camera angles and other improved visual effects.
  • NOTE: the changes mentioned in the first location test with canceling normals into Blitz and the further changes to Blitz charge attacks have been rolled back.

AXL-LOW

  • 6H can be blocked in the air.
  • 5P and 5H have increased cancel windows.
  • 2H counter hit window shortened, cancel window slightly shortened.
  • Raiei command changed to 623K.
  • j6K added.
  • j2S added.
  • Raieisageki command changed to 623K.
  • Rashousen no longer comes out if an up input is included in the command.
  • Haitaka command changed to 214H, can no longer be canceled with H after hitting, large changes to startup/hitbox/hurtbox (still has charge for unblockable and automatic cancel on block).
  • Kairagi Yakou (the two-hit green chain overdrive) second hit connects on airborne opponents and effects on hit changed.

BEDMAN

  • Defense decreased.
  • Forward dash total duration and counter duration decreased.
  • Backstep hurtbox increased in later frames.
  • Input buffer increased for buttons after 8 way dash.
  • Lower hurtbox on crouch and crouch guard.
  • New gatling route 5K 6H.
  • 2K to 5H and 2K to 6H gatling routes removed.
  • cS to 6H gatling removed.
  • 6H replaced with a new move.
  • 2H/3H no longer launch on ground normal hit.
  • jP hurtbox increased.
  • Can combo after airgrab RC.
  • Dejavu can now be done in the air.

CHIPP ZANUFF

  • Special moves that take Chipp airborne and can be canceled into wall cling will now automatically cling to the wall if the button is held.
  • Larger upper area hitbox/hurtbox on air alpha blade.
  • Alpha Plus now tumbles on counter hit.
  • The point where gamma blade can be YRC’d and still get the projectile is sooner.
  • Shuriken is now a projectile.
  • Shuriken damage increased.
  • Shinkirou blows the opponent back more on counter.

DIZZY

  • Smaller hurtbox on various normals.
  • fS JC added.
  • 4S attack level increased.
  • jP/jK to jD gatling route added.
  • 2S floats on ground CH, changed effect on air hit.
  • Ice and fire pillars will appear in the corner if done closer to the corner than their normal range.
  • Ice and fire needles have altered hitstop, and larger hitboxes.
  • Ice needle first hit rises faster. Second hit attack level increased.
  • P/K fish hitboxes increased.
  • D fish will track on the y axis if triggered as well as the x axis. Increased hitbox and greater effect on hit.
    Ice and fire wheels have less hurtbox and don’t go away on hit.
  • Bubbles will bounce off the corner. Created slightly in front of Dizzy compared to before.
  • Burst Imperial Ray no longer fails to recover the burst gauge on hit in certain situations.
  • Gamma Ray blowback changed.

ELPHELT VALENTINE

  • Defense decreased.
  • No longer projects phantom hurtbox before active frames of 6P, increased stagger on 6P.
  • jS initial proration removed, hitbox shrunk.
  • jH hitbox increased.
  • jD can be YRC’d before active frames and a mid-hitting projectile will be generated.
  • Rifle takes longer to become unblockable.
  • Rifle crosshairs can be moved during RC flash.
  • Shotgun H pushback increased slightly.
  • Roll into shotgun stance added, command is 236K.
  • Judge Better Half command changed to 236236K.

FAUST

  • Larger standing hurtbox.
  • Hack N’ Slash is harder to whiff.
  • Bomb’s active frames shortened.
  • New items added to the item toss.
  • YRC window for bomb bag to still get the projectile widened.
  • Increased vertical hitbox on Scalpel Overdrive (Stimulating Fists of Annihilation).

I-NO

  • The 663 hoverdash now has a different angle.
  • 6P cancel window increased.
  • 6S added.
  • 6H no longer counter recovery; vacuums on the second hit if the opponent is hit in the air.
  • 5D launches a mid-hitting projectile if YRC’d just before it becomes active.
  • jH no longer counter recovery.
  • P dive can cancel into more special moves after making contact.
  • Sterilization Method no longer has a throw hitbox behind I-no.
  • The ground version of Sterilization Method now combos when opponent is in hitstun, pushes opponent more while rising, and has slower startup.

JACK-O’

  • Servant spawn timer resets whenever Jack-O’ takes damage.
  • Level 1/2 servants will die in one hit.
  • Ghosts continue to gain exp while held.
  • Self-destruct cooldown shortened.
  • Servants become invulnerable while self-destruct is active.
  • Self-destruct chip damage increased.
  • Servants and ghosts in the area of Aegis Field no longer take damage (seems to mean they can still be hit).

JAM KURADOBERI

  • Crouching reeling hurtbox increased.
  • 5K reverse beat to 5P added.
  • 6K damage reduced, gatling route to 5H removed.
  • cS 6K gatling route added.
  • 2D hitbox improved.
  • Ryujin blowback on hit equalized from all directions.
  • Max Ryujin blowback increased.
  • Max ground Gekirin hit effect changed.
  • Kenroukaku hitbox improved, longer untech time.
  • Followup max Kenroukaku regains airdash options on hit.
  • Input buffer on Bakushuu followups increased.
  • Hyapposhinshou increases risc less on guard, longer untech time and blowback, chains directly into Senrishinshou with H.
  • Hochifu input buffer to Zekkei increased (previous buff with regard to parry P startup removed).
  • Renhoukyaku throw invulerability increased.
  • Baosaishinshou launch no longer affected by hitstun decay, larger clean hit window, greater frame advantage on clean hit.

JOHNNY

  • 5K hurtbox increased and recovery increased.
  • 2H can be air blocked.
  • Mist finer affected by Bacchus Sigh will now do a fixed amount of damage even on FD (previously it did none).
  • Mist finer affected by Bacchus Sigh has no pushback.
  • Can Mist Finer stance dash in the air now.
  • Zweihander attack level decreased.

KY KISKE

  • fS 6H gatling removed.
  • 6H replaced with a new move.
  • 5D produces a mid-hitting projectile if YRC’d just before it becomes active.
  • Stun Edge has a consistent size while traveling (previously it fluctuated in height slightly as it traveled).
  • Charged Stun Edge and Sacred Edge also have the above changed.
  • Stun Edge hurtbox slightly increased near the foot.

KUM HAEHYUN

  • Backdash hurtbox shrunk.
  • Air hitstun hurtbox shrunk.
  • Gatling timing from 2P and 2K to all attacks other than 2P->2P/2P->2S/2K-.>2H made faster than before.
  • jK/j2K hitboxes improved.
  • Shiinken (hold) better hitbox on the inner part.
  • Shiinken back (the red kick) has a slightly more lenient window on how fast 4 must be held after the command is inputted.
  • Hayabusa back (the overhead) launches farther on hit.

LEO WHITEFANG

  • 6P no longer has upper body invul, but instead has high armor (open to lows). All gatling routes from 6P removed. 6P blowback on air hit greatly increased.
  • 2K 6P gatling route added.
  • cS 6P removed.
  • Guard point (fS~P, 5H~P) now takes chip damage.
  • 5H hurtbox increased.
  • 2H faster startup.
  • Duwah doesn’t disappear if Leo is hit.

MAY

  • Standing and crouching reeling hurtboxes enlarged.
  • 6P keeps upper body invul if held.
  • 6H blind spot right in front of May removed.
  • 5P/2P to 2K gatling now works even if you use 3K (which would give you slide now).
  • jD has normal stun modifier.
  • May recovers in midair after landing Overhead Kiss.
  • Applause goes off after flash if you let go of the button during flash.
  • Instant cancel on the ridden hoop dolphin is now easier.
  • Beach ball now gains improved hit properties the moment May steps on it instead of after she bounces.
  • Ensenga hit effect changed, gained wall bounce in corner.
  • IK blind spot right in front of May removed.

MILLIA RAGE

  • Crouching hitbox enlarged while reeling.
  • 6P changed to 1 hit.
  • 5D no longer creates roses during chroming rose.
  • jH has been replaced with a new move.
  • Bad Moon gains changed properties when done from above a certain height.
  • Input buffer increased on roll followups.
  • Digitalis startup decreased, untech time increased.
  • S pin untech time and float increased.
  • H pin added. The command is j214H. (Shares the same pin as S pin)
  • Secret Garden first strike becomes active slightly slower.
  • Chroming Roses disappear when Millia is hit.

POTEMKIN

  • Crouching hurtbox lowered, animation changed.
  • Crouching guard hurtbox lowered, animation changed.
  • 6H point blank blind spot removed.
  • Air throw untech time increased.
  • Heat knuckle improved hitbox, blows opponent higher.
  • Hammerfall moves faster and can be canceled into break later.
  • Hammerfall break no longer activates proxy guard, break is no longer CH during startup/recovery.
  • FDB can be held by holding the S button. In this case the projectile reflect and hitbox become active on releasing the button.
  • Trishula command changed to 214K.
  • ICPM does more damage on OTG.

RAMLETHAL VALENTINE

  • jP/jK can be canceled into air sword retrieval.
  • jS reverse beats into jP/jK added.
  • New string 2PPP added.
  • 5P4K string removed.
  • Martelli: new move, done with 214S with sword equipped. Can be done in the air.
  • Fortelli: new move, done with 214H with sword equipped. Can be done in the air. Can be chained after Martelli hits.

RAVEN

  • Excitement slowly decreases after a period of time.
  • 6P JC removed.
  • Scratch startup changes based on excitement.
  • Scratch gives excitement on hit.
  • Orb number of hits changes based on excitement.
  • Kokosare gains more excitement on taking a hit.
  • Kokosare no longer absorbs unblockable attacks.
  • Kokosare PRC window shortened.
  • Both command grabs give excitement on hit.
  • Verzweifelt gives excitement on hit.
  • Getreuer decreases excitement on hit. Unclear if it reduces by a certain amount or if it wipes it entirely.

SIN KISKE

  • Reduced invulnerability frames on backdash.
  • 6P JC removed, but untech time increased.
  • jK longer cancel window, lessened untech time, changed properties on air hit. No longer wall bounces (possible typo of wall splat in the patch notes; jK does not currently wall bounce).
  • Increased hurtbox on jH.
  • jD has a better hitbox near Sin, longer untech time, changed air hit properties.
  • Ground Beak driver iHtbox shrunk.
  • I’m Sure I’ll hit Something increases in damage and advances more over time, consumes calories. Forces stand on hit and combos more easily.
  • Leap can be canceled into special moves directly after leaving the ground.
  • Still Growing can be repeated if the H button is tapped rapidly while eating.
  • Air Beak Driver recovers in midair. Decreased untech time but now corner bounces. Changed air hit effects, increased damage on second hit.

SLAYER

  • The point where the hitbox of 2S changes has been modified. Hitbox improved.
  • Bite gives Slayer a buff where the next special move done within a certain period will become a forced counter hit.
  • Bite stun decreased.

SOL BADGUY

  • 5K startup increased.
  • 6H has a new animation.
  • Gunflame feint and DI Gunflame feint are now affected by dash momentum.
  • Air Bandit Revolver is now 2 hits. Attack level increased. Hit effect changed.
  • Wild Throw will no longer come out if the command for it contains an upward input (ex: 62369K).
  • The flames produced by DI Grand Viper will always knock the opponent toward Sol.

VENOM

  • Air hitstun hurtbox increased.
  • 6H pushing hitbox at close range increased (opponent gets pushed out more during the startup).
  • 2H replaced with a new move.
  • 2D hitbox improved.
  • Stinger Aim gains backspin if a downward input is done after the command. Otherwise it is topspin.
  • Carcass Raid gains backspin if a backwards input is done after the command. Otherwise it is backspin.
  • Red Hail startup decreased. Ball arcs changed.

ZATO-1

  • jD wall bounces on counter hit and now has initial proration.
  • Eddie retrieval increased recovery.
  • Eddie Mawaru and Nobiru increased hurtboxes.
  • Eddie BTL creates a shadow puddle.
  • Invite Hell proxy guard box decreased in size. Recovery increased.
  • Shadow puddle hurtbox size increased.
  • Great White effect on hit changed.
  • Great White can be summoned even while Eddie is not summoned.

Thanks to BjornSonOfBear for providing the translation.

Source: Guilty Gear Xrd REV 2 2nd Loketest Changes