Lucario’s buffed 2X expands his versatility in Pokkén Tournament DX

Pokkén Tournament’s Lucario has always been Mr. Fundamental: a low-execution, well-rounded character suited to handle any situation adequately. This made him a popular tournament pick, and an unlikely candidate for any major buffs or nerfs in future releases.

There was, perhaps, one tool in his movelist that seemed redundant though: his 2X. Coming in at the speed as his jab (13 frames), this ducking sweep led to nothing if it hit other then a low-damage knockdown. It has shorter range then his other ducking tool (2Y), so aside from situations where your opponent was in Burst Mode, it had little use.

DX solves this by giving 2X a small launch property, allowing you to follow up with 6Y or 2Y for a decent 20% (and potentially more if you hit the wall!). Whether intentional or not, this also combos after Counter Attack stuns, effectively giving Lucario a new optimal path. Mr. Fundamental is fundamentally better, no matter how you look at it.

Source: DualDEATHLucario

Scizor shreds lifebars in Muramishi’s latest Pokkén Tournament DX combo video

In Pokkén Tournament DX, damage scaling and phase shift mechanics are Bandai Namco’s chosen methods of controlling damage output for optimal combos. Because of this, you generally see damage cap at similar numbers in Duel Phase, somewhere within the 200-230 range, before a phase shift occurs — depending upon the character at combo starter.

Scizor, Namco’s clear pitch to airdash fanatics, breaks through all of that with his “Swords Dance” subsystem, and the long air combos that come about because of them. Muramishi shows off some impressive stuff here, including a link from Scizor’s sword-buffed “Aerial Ace” and an insane Burst Mode-only 300+ combo that doesn’t consume his Burst Attack.

Source: Muramishi

MK_REO discusses how terrifying Injustice 2’s “background bounce” mechanic makes Brainiac

It’s a generally accepted fact that Injustice 2‘s Brainiac is a coin-flipping monster once he pins you down in the corner. With access to unreactable combo-starting options from both a 9-frame overhead and a 7-frame low, jockeying for position becomes incredibly important in order to beat the “Collector of Worlds.”

MK_REO, a NRS content creator and Method Gaming -sponsored player, observed that this isn’t enough to build a gameplan off of, when fighting Brainiac. The reason for this is because the “background bounce” mechanic allows him to setup the same unseeable, high-damage mix-up mid-screen on certain stages — which, as REO notes, is half the stage list of the game.

Source: MK_REO

Become “King” of the ring with BoxeR-King’s Tekken 7 neutral guide

In most fighting games, control of the neutral is all important. It’s also a little more difficult to maintain in the backdash heavy, high-execution world of Tekken 7.

But whereas grapplers in other games might spend their time on just getting in and coin flipping, the hyper-mobile Jaguar can control the neutral with his own assortment of strong, long range pokes. Mixed in with his wave-dashing and whiff punishing capabilities, King’s neutral is just as fearsome as his Giant Swing.

Source: BoxeR-King

TEKKEN TRAINING: Electric Wind God Vids — Beating Leo’s B+1,4 string

We’re is back with more Electric Wind God Vids, and today marks the start of our dissection of individual character’s tools, and how to beat them. We’re going to start with Leo’s B+1,4: a frustrating mid-mid string that seems, at first glance, shockingly safe.

But as with many other things in Tekken 7, picking apart the way the move works reveals a lot of opportunities for you to exploit and defeat anyone that throws this out predictably. Get your footsies and reactions ready — we’re going to turn one of Leo’s favorite moves into a liability.

For more TEKKEN TRAINING, be sure to subscribe to ShoryukenTube! And if you have any specific questions about Tekken gameplay you’d like covered in a future video, let us know in the comments!

Push Leo’s Magic 4 combo damage to the limit in Tekken 7

There’s a large disparity in the options different characters off their magic 4s in Tekken 7. (If you are unfamiliar with the concept of a Magic 4, SRK has made a video detailing the concept here!) While some characters get quite easy conversions off these fast counter-hit tools, many have to work on difficult micro-dashes in order to convert meaningful damage output.

Leo is one such character. It’ll take some practice, but with Scallywag 93‘s latest tutorial you can finally break 33% off of Leo’s Magic 4, and in the process cover one of the character’s few weaknesses.

Source: Scallywag 93

desk’s latest Marvel vs. Capcom: Infinite combo video only uses one button

How do you feel about auto-combos in fighting games? The FGC is understandably guarded about the perceived dumbing down of an integral part of our genre. But most of the time when this mechanic appears, the damage output of auto-combos almost inevitably pales in comparison to “real” combos.

Desk’s latest video was a test to push the damage of Marvel vs. Capcom: Infinite‘s auto-combos to their limits, a task likely inspired by his recent attempts to understand MvC:I’s infinite protection system. While most of these combos are better at giving your opponent meter then actually killing them, it is interesting to see some characters (like Chris and Dante) approach half life with just Light Punch. If nothing else, desk’s study was worth it to find some long, disrespectful ways to close a match.

Though, I don’t know if it’s necessary to dismember a poor stick over this, desk. Give him his buttons back!

Source: desk

FGC Philosophy explores media’s relationship with the fighting game community

We all start from somewhere, and SRK’s own Editor-in-Chief Zavian “mushin_Z” Sildra, started as a reader like anyone else. In the latest episode of FGC Philosophy, he was invited to chat with The Philocypher’s to discuss the relationship between the fighting game community and our website.

Within this discussion is a look at the correlation between communication and gameplay skills. If you’re interested in a path in gaming journalism (within the FGC or otherwise!), then make some time to listen to this episode.

Source: The Philocypher

Blocking won’t save you from Braixen’s new Homing Attack cancel in Pokkén Tournament DX

In the days of the Wii U, Braixen was queen of Pokkén Tournament. Though she received a number of nerfs in the transition to the Nintendo Switch version, Pokkén Tournament DX‘s Braixen didn’t walk away empty handed: Now that she has the ability to special cancel her homing attack, the sky’s the limit for guard crush and chip damage setups.

Perhaps it isn’t a surprise that the lone Pokémon with the ability to cancel into assists can make use of a new special cancel-able move. But what makes this new tool so potentially good is the versatility it adds to a character that was already very good at winning field phases in the first place. Time will tell if support-canceled-homing attacks ends up being as terrifying as they look now, but until counter strategies develop, you can count on even more meter being swung Braixen’s way thanks to this.

Source: Double_FGC

Catch lightning in a bottle with MK_REO’s Raiden breakdowns for Injustice 2

Over the past few days, Injustice pro MK_REO has been putting out a great set of videos all centered around Injustice 2‘s newly released Thunder God, Raiden. To get a feel for playing as Raiden, new players will probably want to start with REO’s beginner combo guide:

A big part of playing the character, though, will be making the most of his Character Trait’s insane meter building and safety.

As far as learning to fight against Raiden, REO has documented all the gaps and frame traps in his move-list are in his “Video Library” series.

And last but not least, check out Raiden’s incredible pressure from his EX Teleport cancels.

Source: MK_REO