Xian talks about his journey through the low Street Fighter V tiers in this interview

Razer’s Xian has seen a sudden rise to new glory: having struggled last year with F.A.N.G in Street Fighter V–only to see the character get worse in the season 2 update–he made a gut call to switch to Ibuki. The results were obvious: he took the inaugural Capcom Pro Tour 2017 event at Final Round 20 in convincing fashion.

At the event, he was interviewed by Kotaku about his proclivity to pick low tier characters and make them work. He described his choices as being, “playing characters that look cool and hype.” He also discusses his choice of Gen in Street Fighter IV, stating, “People treated Gen like Dan: ‘This character is too weak. I don’t need to know anything to beat him.’ I spent a lot of time with Gen, even though I lost a lot in the first year. If I managed to find a way to play this character strong, no one will be able to figure him out.”

However, in his switch to Ibuki, he states, “I had some matchups I just couldn’t figure out, so I decided to try out another character.” Check out the full interview over on Kotaku.

Source: Kotaku

Catch the weirder side of the Street Fighter IV series in this compilation video

While many players reminisce about fonder memories of the Street Fighter IV series, you can’t ignore that the game had some weird things happening in it… Regardless, the game did always prove to be entertaining, easily maintaining its status as the premier game of the FGC for as long as it did.

In this compilation video, you learn what an El Fuerte mirror might actually look like, why you should never play with your food in a match, and how Daigo Umehara can get hit with two Ultras in one game and still win, among other things.

Source: YogaFlame24

Nairo talks to Michael Martin about his Tokaigi win and Smash in Japan in Conversations and Fireballs

Liquid|Nairo is fresh off his victory in Japan’s Tokaigi event for Super Smash Bros. for Wii U, and he also just recently took first place in the Smash event at KI Con. Michael Martin caught up to him on the latest episode of Conversations and Fireballs; in it, they discuss the state of Smash in Japan, where Nairo points out that there are far more character specialists in Japan than the West. They also talk about how Smash will change with the discontinuation of the Wii U, should the game not be ported to the recently-released Nintendo Switch.

Source: Yahoo! Esports

Don’t think, feel: Iron Fist combos for Ultimate Marvel vs. Capcom 3

Iron Fist has perpetually found himself as one of the least-often-used characters in the competitive realm of Ultimate Marvel vs. Capcom 3. Having been relegated to low tier status very early on in the game, he never really has found his way out of that abyss.

Regardless of whether he is competitively viable or not, the Jeet Kune Do practitioner has some pretty flashy combos: combined with a team of Nova and Spencer, he can string along some amazing stuff, including several OTGs in one combo.

Source: HT MrFlubbs

“I don’t feel like I’ve slowed down”–Shoryuken talks to Team Spooky’s Arturo Sanchez

If you have been around the fighting game community for a while–or have at least tuned into Next Level Battle Circuit before–you are well aware of Team Spooky’s Arturo “Sabin” Sanchez. The New York Dhalsim main has been around fighting games almost as long as the reigning Capcom Cup champion–Liquid|NuckleDu–has been alive.

Back at Frosty Faustings IX, I talked to Arturo about his unique perspective on the scene as a commentator, streamer, and player.

Corey “Missing Person” Lanier: Arturo, how many years have you been in the scene?

Arturo “Sabin” Sanchez: This year will be my 19th year. I started playing in 1998.

Missing Person: What’s the difference between the skill gap then, and skill gap now?

Sabin: You see a lot of different players traveling now as opposed to back then. As a result, you see a lot more Western players able to compete with Japanese players. There is still a gap overall, but given how big the US is and how much we depend on online, it’ll always be there. But back then, it was a lot wider.

Nowadays, information travels instantly through the internet. Whatever tech Japan learns, we learn at about the same time. So there’s not as much guesswork as there was before.

Missing Person: Having played for so long at the highest levels, do you believe that age really plays a factor in the competitive scene?

Sabin: Not really; players like NuckleDu are the exception. When you look at the highest level of play, most of the players are in their 30s. I don’t feel like I’ve slowed down any with aging.

sfv_dhalsim_victoryMissing Person: You’ve stuck with your guns on Dhalsim throughout your gaming life. It was sometimes to your detriment, as in Street Fighter IV; how do you feel his skill ceiling looks in Street Fighter V?

Sabin: If Capcom doesn’t change the game now, the skill gap will be wider and wider. They have stated that the game would focus more on neutral with a lack of throw loops and jumps being less powerful, but they’re all still in the game. I feel like it’s going to reflect Season 1 where Dhalsim’s place in the meta looks good now, but later down the line, it will get worse. I could be wrong though.

Missing Person: You’ve been known to travel to Japan some. What kind of knowledge do you pick up there that you bring back to the US?

Sabin: It’s kind of strange, because when I went over there for Street Fighter V, it was the first Street Fighter title that didn’t have an arcade release in Japan before the worldwide console release. So the entire Japanese scene was going though a huge adjustment period of not going to arcades, and having to open up and go to game bars. Naturally, the players there are still good, but after going there, I realized why all the Japanese players are coming here now. Ten or fifteen years ago, everyone was wanting to go to Japan. With esports, the media attention, and all the major events in North America, everything changed a lot last year.

Missing Person: With Evo Japan, do you think a shift will happen in Japan, where they will start to host more esports-centric events?

Sabin: Yes and no. On one hand, gambling is technically illegal in Japan, and they count events with entry fees like we’re used to as gambling. I feel like that is one reason why esports isn’t as big in Japan as it is in America. But it might come to a point where Japanese companies see a benefit to sponsoring events that are free to enter.

Missing Person: With being part of the backbone of Team Spooky, running the streams for events, what duty do you feel to keep doing what you’re doing?

Sabin: There’s no one out there that can keep the East Coast going like Team Spooky, so I feel like I have to keep going for that reason. The entire brand is bigger than myself and Spooky at this point. It’s going worldwide now. The channel now has a seven-year legacy now, and it’s important to keep it alive.

Missing Person: As a veteran commentator, what are some of biggest and most common mistakes you’ve seen rookie commentators make?

Sabin: One of the biggest problems with commentary now–and this includes myself–is that they talk too much about frame data. First, it’s easy to be wrong if you’re talking in absolute numerical terms. Second, viewers who have no idea about fighting games don’t get those terms. So saying that a move is safe or unsafe is better.

Also, listening to yourself after broadcasts is a great idea. You need to study your own tendencies. You can fall into a pattern with your commentary, so just mixing it up is a great idea.


[Feature image: Arturo Sanchez (left), Tom Brady (right)]

Bandai Namco’s Mark Religioso confirms Tekken 6’s Xbox One backwards-compatibility and more at PAX East

Tekken 7’s brand manager Mark Religioso was at PAX East this weekend, to help showcase the upcoming title in New England. While he was there, he did an interview with Outerhaven Productions about the upcoming title.

Firstly, he failed to rule out the possibility of another Street Fighter character making their way into Tekken 7 at some point. He also discussed what would be contained in the Tekken 7 Season Pass: which retails for $25, and features all DLC characters, a new game mode, and character customization options. Probably the most interesting news is his confirmation that the Xbox One will have Tekken 6 playable through backwards-compatibility in the near future–and it will be included for free in the pre-order of the Xbox One version of Tekken 7.

Source: The Outerhaven Productions

Unleash the true demon with this Ultra Street Fighter IV Oni combo video

Ultra Street Fighter IV had an interesting combo system, and there is still room for exploration within it; this video shows that there are still things to be learned–and Oni is an amazing example.

This video shows a slew of Oni combos, connecting off of meaty moves hitting at the last frame. While a lot of these combos are short and low damage, they are technically impressive–showing off a high degree of execution. One of the final combos is Deejay-specific, working only on him due to his enlarged hitbox.

Source: Quise B

See stars in this King of Fighters XIV Athena combo video

Athena Asamiya has always been a very popular character in The King of Fighters series, and she still maintains that popularity: being a fixture on many a team, as well as just a strong character overall, to boot.

In this six-minute-long combo video, you see everything Athena has to offer. From bread and butter to impractical meter-hogging combos, Athena can do it all. To top it off, you see some amazing reset situations, that could cause your opponent to lose a full health bar from a bad guess.

Source: Raí Oliveira da Silva

Ricki Ortiz talks to theScore esports about Street Fighter V Season 2 and ELEAGUE

EG|Ricki Ortiz finished off last season of the Capcom Pro Tour quite well: having finished 2nd in Capcom Cup 2016, she indeed made herself a lock for ELEAGUE, and beyond.

In this interview with theScore, Ortiz talked with them about her desire to keep playing Chun-Li, but admits that she is learning Cammy to cover Chun-Li’s bad matchups. She discusses her opportunity to be on ELEAGUE, stating that the televised tournament “will only make [Street Fighter V] more successful.” She also talks about Chun-Li in Season 2–that if she had just one of the tools she had in Season 1, like better anti-airing or instant air lightning legs–that she would be a perfect character.

Ortiz also calls for nerfs to Urien, and describes Rashid as a “secret top tier.” Read the full interview over at theScore esports.

Source: theScore esports

Is perfect balance possible? Is perfect balance even necessary?

Often, balance issues are what a game is primarily judged on, especially among the more competitive players. While graphics, characters, and sound design are part and parcel for making a game aesthetically pleasing enough to initially try, the balance of a game can make or break it; while people will differ on stylistic preferences, one thing people remain adamant about is proper balance.

One of the things that initially plunged the fighting game genre into relative obscurity was an oversaturation of games, in an attempt to cash in on the popularity of Street Fighter’s popularity, coupled by a poor understanding of how to actually design fighting games at the time. As a result, bad titles emerged with clear imbalances–Batman having an unblockable only on a certain side in Justice League Task Force, a nearly unbeatable Ivan Ooze in Mighty Morphin Power Rangers, and almost the entirety of Shaq Fu spring to mind immediately. Even during this Wild West of fighting game design, there were several surprise sleeper hits that maintained strong balance, such as Teenage Mutant Ninja Turtles: Tournament Fighters for the SNES, and Sailor Moon S for the Super Famicom–both of which still see competitive play to this day.

Because we, as a community, lived through this period where very few games were truly competitive, we have become a far more discerning bunch when it comes to game balance. If there are issues with this, then the game often sees its player base dwindle in an instant–should the developer not take the initiative to try to counter imbalance. But, have we become too obsessed with balance? Are we seeking that which may never be achieved–a perfectly balanced game?

Definition of Balanced

To look at the potential for fighters to be perfectly balanced, we must first look at what balance actually means. The best way to understand what is balanced, is by looking at what is the most useful data in determining balance: tier lists and matchup data.

Tier lists are often a legitimate factor in choosing competitive characters–and yet almost always the subject of great debate due to their own subjectivity. The best tier lists are often created off of matchup charts, which are usually compiled by the competitive community of a game at large. The principle that matchup data goes off of: if two players of equal skill and understanding of the game were to match up their best characters against each other, who would win the most matches? You’ll often see this quantified by saying something like Chun-Li beats T. Hawk in Ultra Street Fighter IV 7 to 3, meaning that Chun-Li should beat T. Hawk seven out of ten matches, if both players are playing perfectly.

These lists and charts are always in flux across the lifespan of a game, with even an aging title like Super Street Fighter II Turbo still seeing matchup changes over the years. Thus, this leads into the subjectivity of them: as we develop and discover new tech and strategies, this information can fluctuate wildly over the course of years, and even decades.

However, if we take it as face value based on the information we have now, we can clearly see an imbalance. If a T. Hawk player in the above example can play perfectly and still lose by virtue of facing Chun-Li, then that actually tilts the game in favor of the Chun-Li player. By this, we can now deduce what perfect balance would look like. Perfect balance would make it so any character, when played perfectly, can beat any other character played perfectly 50% of the time. This is the epitome of fairness.

Now that we know what perfect balance is, the question becomes: is it possible? Not only that, but what would it look like?

We’re Going to Take You Back to the Past

The truth is, perfect balance is possible. Not only is it possible, but it has already been done. Let’s go back to the 1980s, shall we?

In 1987, Capcom released the most balanced multiplayer version of Street Fighter ever released. It was, indeed, Street Fighter 1. The title had perfect balance. The reason? There existed only two playable characters: Ryu and Ken. The two shotos weren’t as dramatically different as they were from Super Turbo onward. In fact, they were completely identical aside from their color palettes.

The problem was: no one played Street Fighter 1 competitively. There exist no Street Fighter 1 side tournaments at Evo–although I now halfway expect someone to attempt to create one this year to spite me. Part of the reason that this game never gained a following was that the controls were terrible–it took a large amount of joystick maneuvering plus no small miracle to actually execute special moves in the game. That alone, however, did not make the game largely unplayed.

If you look back even further in time, you can find fighting games such as Karate Champ and Yie Ar Kung Fu–two more titles that feature two characters with the exact same design and moveset battling against each other. These titles, much like Street Fighter 1, largely go unplayed to this day–relegated to the dusty shelves of fighting game history. You may be catching on to a pattern: No one wants to play the exact same character against their opponent. The lack of variety remains highly unenjoyable.

karate-champ-nes-image-2

Mirror matches still happen in fighting games, and while a lot of people dislike playing them, they are tolerable in the grand scheme of competitive play. However, if that were all you could ever play in a fighting game, it would become boring in a very short period of time, and you would likely quit playing and never think of picking it up again. This stems from the human brain, and its own proclivity to enjoy variety. [A good modern example of this is Nidhogg, a game generally quite well-regarded for its fighting mechanics, but with no character variety, and thus not retaining much competitive interest. – Editor] The same thing happens in daily life. If you were to eat a hamburger for every meal, you would eventually tire of it and crave something different, no matter how much you initially liked hamburgers.

That is why variety in a fighting game is important. It is the very reason that Street Fighter II caught on and took the world by storm. That is also why every fighting game since has taken the idea of having a variety of characters with varying movesets, and ran with it in their own series. But the flip side of the coin: in order to have a variety of characters with varying movesets, you have to accept a certain level of imbalance in order to make this happen.

Players do accept this, within an acceptable range. Anything from 8-2 matchups and lower are universally accepted as severe imbalances. Yet beyond that, it becomes subjective. Some players will accept 7-3 matchups where they are the underdog, so long as not every matchup is similar to that, while others would steer clear of a character like that even if they had strong matchups otherwise. Some players want everything as close to even–or at least 6-4 either way–as possible. Others still want to watch the world burn and try to pick outright broken fighters like Akuma in Super Turbo–despite his banned status.

Glossing over the latter group, players choose within themselves what sort of imbalance they are comfortable with and accept it. If they are unable to, they simply choose a different character, or move on to a new game if they find no other character that they enjoy. But ultimately, their choices stem from how challenged they want to be in matchups, and whether they are comfortable continually playing at a disadvantage. This is part of their own psychological makeup, allowing them to determine what sort of balance is acceptable and come to terms with it.

So it’s an inherent fact that fighting games need to be somewhat imbalanced to enjoy a healthy competitive scene. But what if I were to tell you that fighting games aren’t the only games that have this same problem?

Way Back to the Past

Chess is one of the most studied and scientifically-discussed games in the world. Its Grand Masters and championships are hotly contested to this day, and the game still sees no sign of stagnating. Yet, the game has one inherent imbalance.

White usually wins more than black–between 52 and 56% of the time, to be exact. The reason for this is simply that white gets to move first. This means that white can set up their opening gambit–thus taking control of the pace of a match. This forces black to play in a defensive position from the very beginning. This is not the only game that houses inherent disadvantages.

In Texas Hold ’em Poker–as well as any poker variant that has a community board, such as Omaha–the player in the dealer position is at an advantage compared to the rest of the table. The reason for this is that that player acts last after the flop, giving them more information about the current betting round than the person who acts first. This advantage is somewhat balanced out by rotating the dealer position around the table, but ultimately you will see acceptable opening hands be very tight for the person who acts first before the flop, and gradually loosen up the closer you get to the dealer button.

To go further back in card games–as well as to further illustrate my above point of acceptable imbalances–poker legend Stu Ungar was first well-known for–and is still widely considered to be–the best Gin Rummy player of all time. Around the time he started playing poker, he was having difficulty finding challengers in Gin, to the point where he would set handicaps for himself, such as playing from dealer position–which is an inherent disadvantage in Gin–and even letting his opponent see the bottom card of the deck.

Final Thoughts

So the point is now driven home–balance doesn’t always equate to a fun, competitive game. When you look at it from this angle, it actually proves to be the antithesis of it.

Games are supposed to be fun, no matter how competitive they become. This is why we play them to begin with. While balance is a major issue to be concerned with–given that it can actually make games virtually unplayable–the closer we get to perfect balance, the further we get from enjoyable games.

When we see stunning upsets in tournament, we not only talk about the player ranking, but also the character matchups that should not allow for it to happen. That is another part of the human psyche–we want to see upsets. We want excitement. We want to be shocked and awed by matches we have witnessed. Perfect balance allows for no such things to exist, outside of player talent alone.

When talking about balance and how it should be done, we should also be looking at how much imbalance is also acceptable. If we fail to do that, we run the risk of turning Street Fighter VI into Street Fighter I HD Remix.