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How to properly approach 3D fighters: Exploring Fighting Games takes you under its wing
Taking a breather from 2D fighters for a moment, let’s take a deeper look on what mechanics define the 3D titles. This episode of Exploring Fighting Games focuses on the recently-released Tekken 7.
One thing that may be intimidating about Bandai Namco’s fighter is its plentiful move list, but novril explains that in reality, not that many are used as frequently. The video goes on to explain the basic properties of all moves, such as their heights and how to block them. Mid moves tend to be fairly rewarding, so in general, it’s good to use those frequently and to throw in some lows occasionally. High moves don’t offer any mix-up, as they are evaded while crouching, however, they are usually among the faster moves in the game, which is very good against aggressive button-mashers.
It gets more complicated than that, however. Refer to the full video below to learn how to add nuance to your game. Also, Dragon Ball FighterZ enthusiasts have something to look forward to: novril teased in the comments that the next episode will be a real treat.
Wondering how long it could take you to get good? Exploring Fighting Games episode 3 tackles that.
Source: novriltataki
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Fulgore and Thunder nerfs are on the way in Killer Instinct patch 3.8
To prepare Killer Instinct players ahead of Eagle’s release on Tuesday, Iron Galaxy have released the 3.8 patch notes for KI. No major system changes to report in this patch, outside of a bug fix which stops certain characters cancelling normals into specials from too far away. The main targets of the nerf bat in this patch are Thunder and Fulgore, with Jago, Shadow Jago and Rash getting a smattering of frame data changes.
The Thunder changes are meant to make his wakeup options less scary, so players can better threaten the chief on wakeup. As such, Hornbreaker no longer deals chip damage and its counter-hit damage has been reduced by 50%. All versions of Sammamish are now throw vulnerable on the first eight frames, while all versions of Ankle Slicer are throw vulnerable. Ankle Slicer is also vulnerable for its first two frames, meaning Thunder players now have to wary of meaty throws and lows. Thunder’s Murder of Crows forward dash is throw vulnerable, with MoC only being special cancellable if he is in Instinct.
As for Ultratech’s killer robot, Fulgore can no longer pip cancel while an opponent is Shadow-Countering. According to the developer notes, everyone knew “this ability was too strong” so this change should make it so Fulgore players have to respect the threat of a Shadow Counter. Along with making his crouching light and heavy kick less safe on block, Fulgore’s medium laser has received some frame data changes so it is a little more dangerous to whiff. Medium and heavy Cyber Uppercut are now vulnerable to lows on frame one, meaning characters with armor can now contest this move at close range. While it isn’t a permanent fix, Fulgore’s teleport VFX now ends four frames faster, which should make it a little easier to see on certain stages.
For all the character changes and bug fixes, check out the usual patch post over on Ultra Combo and watch the breakdown video below to see a sneak peak at Aganos’ Ultimate.
Sources: Killer Instinct; Ultra-Combo
The Fight 2017 streaming live from Bogotá, Colombia
Latin America’s next stop in the Capcom Pro Tour is Bogotá, Colombia for The Fight 2017. The includes The King of Fighters XIV, Mortal Kombat XL, Street Fighter V and Super Smash Bros. for Wii U in its main line-up.
Some familiar names from South and Central America and even one from North America will be in attendance. Players registered to compete include Flash, F3|Brolynho, RISE|MenaRD, Umbrella|Dark, DM|Baek and more.
If you want to check out the action live, tune into ColombianFGC’s channel on Twitch.
Watch live video from ColombianFGC on www.twitch.tv
Source: Smash.gg, Capcom Pro Tour
