MK REO demonstrates interactable glitches in Injustice 2 for the “Red Sun Prison” and “Metropolis” stages

The way “Stage Interactables” (the term for optional, unblockable attacks players can activate around each stage) function in tournament play has been a point of derision in the Injustice community since the dawn of the series.

The derision is mostly centered around their unblockable property, with different sides in the community arguing for and against their perceived fairness. Regardless of which side of that debate you fall on, though, you likely won’t be a fan of the fact that some of these interactables can be glitched to the point of absurdity.

Here, MK_REO demonstrates two o these glitches. On the “Red Sun Prison” stage, the user of the stage’s laser can get interrupted, causing several placement and hitbox size changes for the active laser. More impractically, on the “Metropolis” stage you can actually trap your enemy out of the boundaries of the map. The setup requires crossing up your opponent with an air-to-air, landing a successful grab immediately afterwards, then doing a Super Attack while they are recovering from the throw.

Source: MK_REO

ROX Gaming’s Knee shares his personal tier lists for Tournament and Death Matches in Tekken 7

ROX Gaming’s Knee, whom is widely considered to be one of the greatest players of the Tekken franchise, recently put together his own tier list for both Tournament play and Death Match play. In short, this is his view of how character viability changes in short vs. longer sets.

For those that speak the Korean language, Knee joined KURO KURO on their channel for the creation of the tier list.

For those that want to jump to point, though: Flying_Wonkey has helpfully screen capped the final tier lists.

Perhaps the biggest shakeup from the Japanese tier list we saw earlier in the year is the rise of the Mishima Matriarch, Kazumi. Knee’s list includes the new console characters and is, interestingly enough, also more compact.

Sources: Flying_Wonkey; KURO KURO

Core-A-Gaming analyzes how tournaments organizers make the perfect brackets

Competition has always been a constant driving force throughout human history. There has always existed an insatiable need within the human heart to prove one’s superiority over another person. Whether it be gladiators in the ancient Roman Colosseum, sports teams battling on their field of choice, or players squaring off in any type of game imaginable, players and spectators alike always want to know who is the absolute best. However, when it comes to truly determining this, the process can actually prove quite challenging.

Starting off by noting that he got 513th place out of 2,622 Street Fighter V players and 641st out of 1,278 Tekken 7 players this year at Evo, Gerald Lee begins a very intriguing and informative discussion about how these placings are essentially meaningless because they are shared with so many other people. He goes into the topics of seeding by tournament organizers looking to maintain the integrity of the event, so that the world’s best players don’t meet in round one of the bracket.

Lee also debates the merits of single-elimination/double-elimination vs. a round robin format, as well as the reason the FGC prides itself on running open bracket events. While invitationals like ELEAGUE’s Street Fighter event are becoming more popular, events like these reduce the chances of unknown players make big upsets.

It’s a great watch if you’re unfamiliar with how this process tends to work, or if you would just like a refresher course on everything. You can catch the video below, and be sure to give us your thoughts on the types of tournament formats you prefer, whether they be inclusive or exclusive, in the comments section below.

Source: Core-A-Gaming