These new, spicy Jam combos in Guilty Gear Xrd REV 2 are too hot to handle

Jam players in Guilty Gear Xrd REV 2 should be happier than ever in the Xrd series. With a good set of buffs, Jam’s gameplay seems more coherent than ever before. It’s easier to get knockdowns, land the Parry combos, and her new double Puff Ball move is quite useful. Therefore, Jam is definitely emerging as a bigger threat in REV 2.

Taihot3 shows off a few creative combos in a compilation video. There’s a clever use of a Blitz Shield attack to charge a power-up card in the middle of a combo, a nice Burst bait from a Dust attack and big damage Overdrive finishes.

For even more combos, AKI TAK made a compilation of mostly more advanced corner combos:

You’re asking for Jam spreadsheets? Sway got your back. He made a chart that shows Parry P K follow-ups and how they work on every character:

View the Jam Combo Notes in Google Doc format. Make sure to view Sway’s timeline for more combo ideas.

Sources: @OkaySway; AKI TAK; Taihot3

DidYouKnowGaming turns its attention to Super Smash Bros. Melee in its latest trivia video

Following up on its previous episode on the original Super Smash Bros., DidYouKnowGaming has turned its attention to Super Smash Bros. Melee for its latest episode. Focusing on cut characters, cancelled features and other pieces of trivia, this episode sheds some light on some lesser-known facts about Melee’s development.

For example, Banjo-Kazooie, James Bond and Sonic the Hedgehog were all considered as characters to be featured within Melee. While Sonic was eventually added in Super Smash Bros. Brawl, Banjo-Kazooie and James Bond were left out due to issues with licensing. The only potential remnant of James Bond’s possible inclusion is with the Proximity Mine item which has a passing resemblance to the Goldeneye weapon of the same name.

Eight player Smash was even considered as early as Melee, but the GameCube’s hardware limitations stopped this from happening. It was only until the release of Super Smash Bros. for Wii U that Sakurai could implement this feature.

Source: DidYouKnowGaming?

EDGE interview reveals more about ARMS’ control schemes and future characters

In a recent interview with UK gaming magazine EDGE, ARMS producer Kosuke Yabuki and design director Shintaro Jikumaru revealed some extra details about the Nintendo Switch’s first major fighting game, mainly concerning the game’s motion controls.

Speaking about the game’s unique control scheme, Yabuki stated that “the true feel of ARMS comes when you’re holding both Joy-Con controllers in the Thumbs-Up grip”, but conceded that ARMS “does not require motion controls” in order to play. When played with a Pro Controller, your left and right punches are mapped to the triggers, you can guard by clicking in the left stick, with dodge and jump mapped to two of the face buttons.

However, according to the EDGE feature, “you can’t move in one direction and punch in the other” when on the Pro Controller, as the left stick is used to control the angle of your punches. You also cannot control the angle of your second punch until your first arm has fully extended, leaving JoyCon Grip and Pro Controller players at a massive disadvantage compared to those using motion controls.

As for new characters, the current roster of seven fighters is “just a fraction of what’s to come.” Expect more fighters to be revealed before ARMS’ June 16th release date.

Sources: Japanese Nintendo; NeoGAF via EDGE