Cause trauma to your opponents in The King of Fighters XIV with these Sylvie combos

As one of the new characters in The King of Fighters series, Sylvie hasn’t seen much in the way of serious play over the year. Perhaps it’s her aesthetics, or perhaps it’s her gameplay itself. However, her damage potential is insane, and should not be ignored within the competitive landscape of The King of Fighters XIV.

This combo exhibition showcases what Sylvie can do at every level of meter, from 0 bars to 5 bars. She has lots of potential, getting her opponents down to nearly a magic pixel with full meter.

Source: playergodaines

MK_REO demonstrates the ability to duck under Green Arrow’s Hurricane Bow in Injustice 2

It’s really easy for an odd hitbox interaction to slip past a developer. When you consider the “Number of Characters” multiplied by “the Number of Unique Moves” each character has, it becomes a complicated web to hitboxs and hurtboxs to keep track of.

So it’s likely not intentional that 8 characters (Sub-Zero, Catwoman, Cheetah, Batman, Flash, Scarecrow, Starfire, and Black Canary) in Injustice 2 can duck under the mid-hitting flip in Green Arrow’s meter-burned special move, “Hurricane Bow.” As MK_REO demonstrates, if you’re ready for this interaction you can get a full juggle against the crime-fighting archer, regardless of whether he spends meter or not. One wonders what else the lower crouching hurtboxs of these 8 characters can go under.

[Note: This interaction may not have survived the version 1.08 patch.]

Source: MK_REO

WildStar – Homecoming Brings Collective Neighborhoods Online

WildStar has been updated with the Homecoming patch that brings neighborhoods into player where players can work cooperatively to create and build a unique environment together. Neighborhoods include “expanded social features that afford players the cosmetic opportunity to relocate their homes to shared land”.

Juri can do a double medium Fuharenkyaku in combos in Street Fighter V

One of the most interesting changes about Juri from Street Fighter IV to Street Fighter V have been the alterations to what she “stores” in the game. Whereas in the former game, she stored fireballs but had to hold the button she used to release the fireball, in Street Fighter V she stores different moves (including non-fireballs) but must input the motion again to unleash it.

This would require her to have a charge of a move in order to release it, which is impossible in the midst of a combo. However, with the use of her V-Trigger — which doesn’t remove her charges when Fuharenkyaku is used — she can use multiples of the same special strength when transitioning from V-Trigger to out of V-Trigger. This opens up her combo potential a little more, in an albeit situational way.

Source: Revelant