Ken has always been known to be slightly glitchy in Super Street Fighter II Turbo. In November, we reported on a glitch where the hitbox on Ken’s fireball disappeared in the ST Grand Finals at Canada Cup between Mattsun and Kusumondo. Now, there’s even more Ken glitchiness to go around.
In a match on Fightcade against well-known US player Binary, Aznpikachu215 experienced an instance where after blocking E. Honda’s Hundred Hand Slap, he had a peculiar Tatsumaki Sempukyaku come out on reversal. The move never moved forward, but stayed in the spot where it started.
While Aznpikachu has stated that he was attempting to do an air Tatsu, the common explanation is that this was caused by Ken’s Reversal Super Glitch, which causes the last special move performed to come out instead of Super. While grounded Tatsu would move forward as the Super Glitch is performed, an airborne Tatsu will not. The reason for this is that the move doesn’t have any airborne velocity to start, which is required for the move to go forward. This can also be proven by doing air tatsu off of a neutral jump–if this happens, the move only moves forward slightly.
VesperArcade clarifies what the incoming changes to uppercuts in Street Fighter V will actually mean.
Capcom has given us a detailed list of upcoming changes to Street Fighter V, inbound as a balance patch due before the end of April. One of the most vocally-lamented losses from Season 1’s build of SFV were meterless reversals–specifically, invincible dragon punch-type moves that could be used on wakeup to counter meaty attacks without burning off meter with an EX special move. These were yanked out of SFV Season 2; removing that option from the fighters that possessed them.
In the new patch notes, Capcom details how these uppercut moves thus became too “risk intensive” and describes a new universal model for DPs: lightShoryuken attacks have throw invincibility, medium Shoryuken attacks have airborne invincibility, and heavy Shoryuken attacks have frames of attack and projectile invincibility. In the individual character notes, they also list what the active frames of invincibility will be for these moves, which–unsurprisingly, as DPs have already been messed with in the last major patch–is causing some players confusion as to how exactly these changes will influence gameplay when they’re introduced.
VesperArcade has taken to YouTube to help clarify what these changes actually mean. The characters in question here are Ryu, Ken, Cammy, Akuma, and Juri, because Necalli already follows this new DP model in Season 2. Light Shoryukens already have throw invincibility, meaning that on wakeup (or otherwise), a light DP will hit a throw attempt. While medium DPs will not regain their initial frames of complete invincibility, they will gain total invincibility against air attacks, cementing their use as reliable anti-airs, as well as counters for other moves that have the airborne property. Heavy DPs are getting strike/projectile invincibility starting on frame 3–meaning they still aren’t an invincible anti-meaty reversal (unless the meaty is poorly timed), but can break into a wide frame trap or “fake” blockstring, or punish a blockstring that ends in a projectile at too-close a range and has a large enough frame gap. EX DPs will be unchanged, with invincibility on frame 1–for the price of some meter.
Check out the full video for further details, and Necalli-based demonstrations of these situations!
Explore what the Red Cyclone needs to do to escape divine immolation.
Is it Zangief’s worst matchup in Street Fighter V? In terms of concept, what could be worse for a dedicated grappler than a character built specifically for long-range combat? Thus the “flame that lights the way” has been a tough opponent for ‘Gief since Street Fighter II.
In the latest episode of Muscle Memory, Mr. Slay n man examines how to approach this troublesome matchup with the Red Cyclone. As per usual, the lengthy exploration starts with some basic tech versus tech in neutral, and expands to general discussion of counter-strategy, closing with a look at top-level play of the matchup. Joe Munday (author of Gief’s Gym) and anhdeptrai are on deck to assist with this one.
Check out prior episodes of Muscle Memory to prepare for these other SFV matchups:
With the number of fighting games being developed during the 1990s, it’s no surprise that there are a handful of promising titles that never got released. One such title is Primal Rage II, the sequel to Atari’s hit dinosaur fighting game.
For the longest time, the only way for anyone to play Primal Rage II was through the handful of prototype arcade boards that Atari developed, such as the one used by Galloping Ghost Arcade. However, anyone who wanted to try the game from the comfort of their own home was out of luck, as popular emulators like MAME were unable to run the game–until now that is.
After years of work, a custom build of MAME called MAME4RAGE, designed solely to play Primal Rage II, has been released. Now, the emulation itself still has some bugs–on top of the fact that the Primal Rage II prototype itself has some unfinished bits–but the game itself works, as you can see from these videos from Gruntzilla94 and WLNONYMOUS.
Gruntzilla94’s video focuses more on how to actually get the game running in this custom build of MAME.
For a more detailed explanation of the game and its mechanics, check out WLNONYMOUS’s extensive hour and forty minute-long video.
For those interested, MAME4RAGE can be downloaded here.