On November 22nd, the PC version of Monster Hunter World will be updated to bring Lunastra into the game. She is a rare Elder Dragon “that litters the air with hot blue dust”. The Lunastra update is the fourth major content expansion to MHW and also arrives with a number of technical updates alongside the new content to explore.
Fighting Tuesday 36 streaming live tonight from Red Bull Gaming Sphere Tokyo, featuring SoulCalibur VI, Tekken 7, & Dragon Ball FighterZ
Tokyo’s best battle weekly for dominance in Bandai Namco’s hottest titles!
Fighting Tuesday, presented by ANIMEILLUMINATI, sees fierce competition from some of Japan’s best players in SoulCalibur VI, Tekken 7, and Dragon Ball FighterZ, and is held weekly at the Red Bull Gaming Sphere Tokyo. You can catch it every week on ANIMEILLUMINATI’s Twitch channel — and check out the VOD archive on JIYUNA’s YouTube channel!
Fighting Tuesday 36 begins at 7:00 PM JST (3:00 AM PT). Look for the bracket on Challonge; for more details check out JIYUNA on Twitter or search the #FightingTuesday hashtag.
Watch live video from ANIMEILLUMINATI on www.twitch.tv

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Know your weapon arts for SoulCalibur VI’s Azwel — even if you aren’t playing as him
Azwel is an overwhelming force when you first encounter him — and, it turns out, when you first try to play as him. SoulCalibur VI‘s weapon summoner has a unique check to his wide array of magic melee attacks — he’s penalized with an additional 8 frames of startup if he tries to use a new weapon out of the blue.
As sikshot gaming explains in his latest tutorial video, this is a critical bit of information for both player and foe to keep track of when Azwel is on the screen — particularly when it comes to how airtight his pressure is after certain moves.
Source: sikshot gaming
Justin Wong reviews newly-released indie fighter Omen of Sorrow
Justin Wong is known as one player who does not shy away from playing every fighting game. Having dabbled in nearly every fighting game released in the last two decades, Justin understands what makes a game good, and can dissect mechanics faster than your average player.
So, after trying out the newly-released gothic fighter Omen of Sorrow, he felt compelled to give his opinion on the title. While he said he thought the game was fun and had interesting mechanics couple with good netcode, he did find a few things at fault. First, he said that the Doomed state needs to be addressed, as it makes comebacks nearly impossible. Secondly, he also said the tutorial mode was lacking in their explanations on how to play.
Source: Justin Wong
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Angel pushes the upper limits of damage in this combo video for The King of Fighters XIV
The King of Fighters series has always been considered one of the deepest 2D fighting game series, and The King of Fighters XIV is no exception. With her damaging combos, Angel proves SNK’s ability to push the boundaries of gameplay. And as with every Persona Entertainment combo video, the actual combos push the bounds of practicality, while still showing all the flair and damage associated with any The King of Fighters title.
Source: Persona Entertainment
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Demonstration of SoulCalibur VI’s current throw break OS bug
Since the SoulCalibur VI throw break OS was originally postulated by the SC community last night, I decided to try and work out this particular option-select to see if it was “real” or just a placebo effect. For those of you that don’t know, an option-select is simply a single input that always picks the correct answer for what “should” be a mixup scenario. In this case, I am breaking grabs with two different breaks via one single input:
The above video shows the breakdown and frame-count of the OS at work, with a third example thrown in at the end just for consistency’s sake.
As much as I love odd little option-selects like this, hopefully this will be patched out soon — it really has no place in Calibur’s engine and does nothing to make it a “better”game.
Apply the lessons of “The Art of War” to fighting games with TheRedGambit’s new lecture series
There isn’t a combo long enough or high damage enough to make up for a complete lack of strategy. That’s why Sun Tzu’s The Art of War, a military strategy guide from the 5th Century B.C., has endured — no matter your skill level or sport of choice, there is a broad observation made by a dead general that can help improve your way of thinking in-game.
If you’re daunted by reading a 2000+ year old document, that’s understandable — luckily, thanks to TheRedGambit, you don’t have to do it alone. He’s started a new lecture series that dissects “The Art of War” chapter by chapter, and takes the lessons of Sun Tzu and applies them to the battlefield of fighting games.
Source: TheRedGambit
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SoulCalibur VI may allow all throws to be broken at once
When Virtua Fighter 4 introduced the ability to break multiple throws in a single break window, it was by design — and it was balanced out by having several possible breaks, forcing players to still have something resembling a mixup and choice. SoulCalibur VI changed its break system to a directional break system similar to VF’s input, but since SCVI only has two breaks, in theory a wrong input during the break window should cause you to get thrown. Though this tends to be case, it appears players have found a way to do VF4 style multi-throw breaks anyways.
GAME BREAKING: the community has discovered a way to option select throw breaks in SC6 via some combination of inputs. I recorded me breaking some. It's apparent at the very end of the video that I'm breaking the back gab but inputting front grab break first. pic.twitter.com/Q3qiKLtdtw
— SoulCaliburAthenaeum @ Home (@SCAthenaeum) November 12, 2018
The slide input is somewhat strict, but still able to be recreated. Exactly what part of the throw system is breaking down is unknown, but it seems you can replicate this with any button — and just one button, as well.
I think I might know what the problem is, and I think it might be worse than we fear. This is one button press. pic.twitter.com/waSagoElMH
— Crow_Spaceboy (@CrowCrowters) November 12, 2018
Just to show it in practice. I think the input is still tight, but it's prob. doable with better execution than mine pic.twitter.com/d95oboL4qG
— Crow_Spaceboy (@CrowCrowters) November 12, 2018
Various players have reported that it works with any combination of buttons, and can even work by trying back-throw breaking first. (ex. 4A~B)
Thanks for sharing, that’s just crazy. I played around with throw breaks using A+B~4B and you get the same result too. Looks like the key is the slide into 4B after your neutral throw break input.
— Charbon @ RegularBathroomwithSenna (@supaachar) November 12, 2018
Considering the number of factors involved, there is a chance there is a different problem under the surface and players aren’t actually OSing these — but given some of the examples, that would imply that there are different issues involved, instead, with how the game’s break window interprets inputs. We’ll have to wait and see until more labwork is done — or until Okubo-san adds throw breaking to the list of things to fix in the upcoming patch.
Sources: SCAthenaeum; supaachar
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