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Duct Tape Productions will explore the past and future of Project M in Rewrite, coming in 2018
While it may have vanished from major Twitch streams, Project M is very much alive and kicking. With an active Championship Circuit and players continuing to push the game to its limit, this storied fan mod of Brawl shows no signs of fading into obscurity.
Hoping to follow in the footsteps of other landmark documentaries about the Smash community, Duct Tape Productions is planning to explore “the sordid history” of Project M in Rewrite, a film coming in 2018. From its humble beginnings to its rise in popularity, subsequent fall from grace, and now its rebirth, this documentary hopes to literally rewrite the Project M history book and tell the truth from the players and people who were there.
If Duct Tape Productions are able to meet some specific stretch goals on their GoFundMe, they plan to release some smaller films about Supernova — the tournament that sparked Project M’s renaissance — and the Wolf player Switch who is widely considered the Mango of Project M. There is also the possibility of a special Rewrite build of PM, complete with custom music and artwork.
Source: Duct Tape Productions
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Unbalance your opponent with this Goro Daimon combo video for The King of Fighters XIV
The version 2.00 update of The King of Fighters XIV impacted judo grappler Goro Daimon in an odd way. As Persona Entertainment notes in his latest combo video’s description, some damage values were shifted around, resulting in slightly less damage output overall.
To compensate, the EX Jiraishin ground pound was buffed both in neutral and in combos, allowing Goro to more easily do flashy and damaging mid screen juggles. 60% off two meters, as demonstrated early on in the video, is certainly nothing to sneeze at. More importantly, perhaps, is the fact that versatility is always a welcome addition to any grappler’s repertoire.
Source: Persona Entertainment
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How to effectively utilize launchers & Tekken 7’s combo structure in episode 3 of Marshall’s Dojo
After covering the topics of character selection, jabs, the “Core 4,” and the throw game on the first two episodes, Frabisaur and AceUnlimited move on to the topic of launchers and the finer points of what makes Tekken’s combo structure unique in the third episode of Marshall’s Dojo.
As Frabisaur’s King training continues, AceUnlimited notes that being airborne is when a character is most vulnerable in Tekken, as there are no Bursts or air escapes that can be found in most 2D fighters. He advises how to find your character’s launchers in the move list, such as King’s Jumping Knee Lift (U4,) by seeing if a move is executed “While Standing,” or if it knocks the opponent off their feet in some form.
After a brief look at the movelist notations, they then transition into setting up juggles, as well as how to utilize Tekken 7’s new Tailspin or Screw mechanic, which replaces the Bound system from previous titles. Lastly, the duo cover proper combo finishers, as Frabisaur begins to master some basic — yet complete — juggles, as he realizes that your instinct after landing a launcher should be going into your Screw attacks, as opposed to settling for panic jabs that cost you damage and positioning. You can see the full video below.
As always, if you have questions or want more information on any of these concepts, hit up AceUnlimited on Facebook or Frabisaur on Twitter. Keep an eye on his stream at http://www.twitch.tv/frabisaur for the occasional episode of Tekken Live, where he will be streaming along with Ace to teach viewers. Stay tuned for episode 4, which will cover the concept of strings and all the options they contain. If you’re looking to brush up on some frame data, you can download the Tekken Chicken app, available on both Google Play and the iTunes App Store.
Source: Frabisaur
