Catch classic arcade action with Mikado Arcade’s 2v2 Team Tournament for Virtua Fighter 3tb

World famous Japanese arcade “Mikado Arcade” knows what they do best: run a great tournament with strong players for a classic game. Today’s spotlight is on 1996’s Virtua Fighter 3: Team Battle, which is the arcade re-balance of the legendary 3D fighter “Virtua Fighter 3”.

This particular tournament used a 2v2 team format, and you can watch the fast paced action here:

And if somehow that’s not enough VF3tb for you, there’s even more footage from the qualifying event ran prior to the tournament:

Mikado is one of the most active YouTube channels for high-level play of old school arcade fighters, so be sure to check them out. You can also try to catch them live on their UStream!

Source: Mikado

desk’s latest video “Trade!” combines slick Street Fighter V trade combos with original synth track, “Panch”

In the world of fighting games, when two characters hit each other at the same time, it’s called a “trade”. In a normal game, this usually resets the situation for both players as they scramble to take back control.

In the world of combo videos, though, “trades” are a flashy way to show off situational links and juggles not normally achievable through standard game-play. That’s the subject of Desk‘s new, highly orchestrated combo video. While you likely won’t win your local because of your Alex clothesline traded with Zangief’s V-Skill, it’s the sort of oddball hitbox interaction that makes this video so entertaining.

Gameplay isn’t all that’s offered in Desk’s combo videos, though. “Trade!” features a remix of the crunchy, funky synth tune “Panch” from Desk’s latest EP, titled funcy. Music is integral to the syncing and editing of Desk’s combo videos, and a good portion of the gravitational pull from “Trade!” is just listening to “Panch” for the first time. I realize we’re not a music review site, but the skill on display here goes so far beyond just an ordinary combo so I feel it deserves special mention.

Source: desk

2D brawler-fighter hybrid Wishmere gets September 26th release date on Steam for PC, Mac, & Linux

It wasn’t too long ago that Crayder Studios offered a free demo of their new indie brawler-fighter Wishmere on the Steam platform. Today, they’ve announced that this Steam-greenlit project is now ready for retail release:

Wishmere is the first full release by the two-man team behind Crayder Studios. It’s an ambitious project, whose battle system features heavy meter management and a variety of combo possibilities. If that sort of thing interests you, you can check out the official website to read more in depth about the game’s systems and modes. Wishmere launches September 26th on Steam.

Source: CrayderStudios

Pokkén Tournament DX major “Burst Attack” in San Francisco, CA brings fighting games to the Thalia Beach

One of the advantages (and arguably, the primary selling point) of the Nintendo Switch is its portability. The Pokkén Tournament community is clearly eager to take advantage of that, having announced one of the more unique tournament settings seen in the FGC: a shore-side tournament at San Francisco’s Thalia Beach.

Planned for November 3-5, 2017, the tournament is already boasting a list of some of Pokkén Tournament’s best players from around the country, including the likes of:

  • Allister (NorCal)
  • IcySoapy (Arizona)
  • Rokso (Tri-State)
  • meLo (Missouri)
  • Bellsworth (Utah)
  • SirSpudd (Nebraska)
  • Thulius (Ohio)
  • Toasty (Texas)
  • Fosh (SoCal)
  • Kino (Florida)

You can find out more about this Beach-Side Scuffle here at Burst Attack’s official website. With the tournament entrants already advertised, it’s safe to say that this event will include points towards the previously announced Pokkén Arena Circuit.

Source: 21 Hits

Black Manta video roundup for Injustice 2: Using Manta Ray Laser, combos, float cancels, and more!

Injustice 2 players that purchased the “Fighter Pack #2” DLC have had a few days to play with the latest villain to hit the roster, Black Manta. Aquaman’s arch-nemesis is technical, controls mid-range well, and comes equipped with a fantastic whiff punisher with his f+21 string. Let’s see what tech the community has developed for him!

rooflemonger starts us out with a combo guide. You’ll definitely want to have these down once you see all the situations Black Manta can convert off of!

That float canceling in the combo video isn’t just to show off: it has real practical applications as a mix-up tool, as demonstrated by mjewaiian.

Combine your float cancels with instant Air Torpedoes, as demonstrated by MK_REO, you can really smother opponents in close and mid range.

MK_REO also has some insight on the unique properties of Manta Ray laser…

…and his mixups and pressure.

While not quite as ambiguous as the corner setup above, here’s another cross up setup mid screen from mjewaiian.

And last but not least, rooflemonger covers Black Manta’s neutral and overall gameplan.

Sources: mjewaiianrooflemonger; MK_REO

Perfect your rhythm with mastermind’s Lucky Chloe tutorial for Tekken 7

When Lucky Chloe was first unleashed on the world, there was fear that she was the Eddy Gordo stand-in for Tekken 7. Now that we’ve all had time to experiment with her (and, perhaps more importantly, contrast her with Eddy’s moveset) we can see that this is far from the case. Nevertheless, the arguably bottom tier newcomer appears to simultaneously stump new players learning her, and frustrate opponents that haven’t figured out what she’s doing yet.

For both sides, mastermind has put together an hour-and-a-half long tutorial for G-Corp’s popstar. This excellent tutorial breaks down Lucky Chlol’s primary pokes, punishment, and overall game-plan. Settle in with this dance lesson and you’ll know how to fight — and fight against — Lucky Chloe’s moves in no time.

Source: mastermind

TEKKEN TRAINING: Electric Wind God Vids — Applying backdashing in Tekken 7

Our Tekken Training series Electric Wind God Vids continues with a dissection and discussion of what the backdash is used for in Tekken 7. The focus here is not execution, but application.

For those that still have trouble with the actual execution of the backdash (in particular, the fabled Korean Backdash), we advise you to check out our execution guide here. Included are several exercises for improving your execution of repeated back-dashes, which is vital to the space control and whiff-punishing that makes up a large part of Tekken play. That space control, demonstrated via an in-tournament example, is the subject of today’s study.

Tempo Storm’s Axe and S2J discuss the unique format of Red Bull’s “Gods and Gatekeepers” tournament

Red Bull’s “Gods and Gatekeepers” Super Smash Bros. Melee tournament was one of the most unusually-structured events the Smash scene has seen. Put as simply as possible, the event was comprised of three tournaments: A “qualifying” tournament, a crew battle comprised of selected top players from the qualifying tournament, and a “Forsaken” bracket made up of those not picked for the Crew Battle.

Tempo Storm pros Jeffrey “Axe” Williamson and Johnny “S2J” Kim gave their behind-the-scenes thoughts on the structure of the event, reflecting on the nature of performance and entertainment within fighting game tournaments like Gods and Gatekeepers.

Source: Tempo Storm

PokkenArena.com announces 8-month offline league Pokkén Arena Circuit, prizes for top 3 point earners

The headquarters of competitive Pokkén, Pokkenarena.com, has just announced a community-led 8-month offline league called the “Pokkén Arena Circuit.” Working in conjunction with tournament organizers, this circuit turns all paid-entry events of 8 or more players into a qualifying event for their league.

Any qualifying Pokkén Tournament DX bracket can opt into the community circuit using smash.gg’s “Event Request” feature. Pokkén Arena Circuit points will be distributed across the top 8 based on the tier of the event, with tiers being determined by number of entrants. You can check out the Circuit’s smash.gg page on for more information.

The Pokkén Arena Circuit will conclude June 1st, 2018. The top 3 players that have obtained the most points by June 1st, 2018 will receive free housing to the Pokkén Tournament DX summer major of the community’s choice in 2018:

1st Place:

Free trip, flight, housing and entry + smash.gg swag

2nd Place:

Free housing and entry + smash.gg swag

3rd Place:

Free housing + smash.gg swag

As of now, no online events will count towards the PAC, so it looks like it’s time to travel to your locals, trainers.

Source: Pokkenarena.com

Tekken 7: Fated Retribution receives “Version N” balance patch, makes Xiaoyu AOP sweep juggable, buffs Lee

Bandai Namco has just announced the latest balance patch for Tekken 7: Fated Retribution (the arcade version currently in Japan and Korea) will be going live today, with a lengthy set of patch notes accompanying it on the official Tekken websiteFLYING WONKEY over on avoidingthepuddle has mercifully translated the patch list for Western audiences, and there’s some big news among the changes:

Hwoarang

  • Rage Drive 2 & 3 (In Rage u/f+3, 4, 3+4) has been adjusted so that you no longer lose rage status by just inputting the entire command.
  • Human Cannonball (f+2+3) can now be done by performing a “slide input” for the command (f+2~3).

Note: Bug fixes. The Rage Drive now has to have the 2nd and 3rd hit connect to consume your rage.

Xiaoyu

  • Firecracker (AOP 4~3) now leaves you closer to the opponent on block. Xiaoyu will now also be in an aerial state after having the move blocked.

Note: This makes the move now floatable on block.

Bryan

  • Snake Edge (d/f+3) attack hit box has been made bigger.

Note: Bug fix, sometimes the move will completely whiff right in front of the opponent.

JACK-7

  • Rage Art (In Rage, b+1+2) attack hit box has been made bigger.

Note: Assists in hitting opponents low profiling the Rage Art like with Dragunov’s d+2.

Dragunov

  • Clipping Sweep (d/b+3) now starts up 2 frames slower.
  • Pommel Swing (b+1, 2) 2nd hit now comes out 1 frame slower.
  • Ballistic Upper (while standing 2) attack hit box has been made bigger.

Note: Nerfs. The ws+2 change helps him punish certain lows that recovers in a low profile like Miguel’s d/b+1.

Lili

  • Edelweiss (d/b+4) attack hit box has been made bigger.

Note: Like the Bryan change above.

Leo

  • Xiang Chui (d/f+2+3) now leaves you closer to the opponent on block. It now recovers 1 frame slower on block. It also recovers 4 frames slower on whiff.

Note: Nerf, this makes the move -15 now.

Lucky Chloe

  • Rage Drive (In Rage, d/f+3+4 → 1+2) 1st hit on block makes the opponent recover 7 frames slower. The 1st hit has an additional 1 more frame of active hit frames. Pushback on the opponent after connecting with the 1st hit has also been reduced.
  • Rage Drive (In Rage, d/f+3+4 → 1+2) 2nd hit on block now also makes the opponent recover 7 frames slower.
  • Step Up (while crouching, d/f+4) now has 1 more additional active hit frame.

Note: The pushback for Rage Drive on hit for the 1st hit should make the 2nd hit more easier in combos.

Josie

  • Step In Tracer (ff+4) attack hit box made bigger. The move now has 1 additional active hit frame.

Note: Buff, this move would whiff a lot especially in cases where opponents would stand at the tip range or sidestep it.

Gigas

  • Monster Axe (f+2, d+1) attack hit box on the 2nd hit has been made bigger.
  • Hell Crusher (In Goliath, 2) Now has 2 more additional active hit frames.
  • Repelling Blast (d+1+2) Now has 1 more active hit frame.

Note: Bug fix for the f+2,d+1 which would whiff a lot if the opponent was very close to Gigas.

Kazumi

  • Jab (1) range on the jab has been reduced.
  • Standing four (4) now recovers 2 frames slower on block and on whiff.
  • Crimson Dawn (d/f+1, 2) range on the 1st hit has been reduced.

Note: Nerfs. Standing 4 on block is now -9.

Nina

  • Sideslip (qcf+3) now has crouching status. This move was also adjusted so the move will now connect in situations where it looks like it should hit.

Master Raven

  • Quicksand Catastrophe (while crouching, d/f+3+4 → 4) attack hit box on the 1st hit has been made bigger. The frames where Master Raven has crouching status during the animation of the 1st hit of the move has been increased by 8 frames.

Note: Bug fix, hitbox made bigger make it connect more often since opponents would go right through it sometimes when very close. She also is considered in crouching status for 8 frames longer during the 1st hit animation.

Lee

  • Lee Somersault (4, u+3) now leaves you closer to the opponent.
  • Laser Edge Lee Somersault (d+4, n, 4, u+3) now leaves you closer to the opponent.
  • Rear Cross Punch (b+2) attack hit box has been made bigger.
  • Grass Snake (d/b+3+4) can now be done with d,d/b+3+4.
  • Twister Heel (while standing 2, 4) now recovers 2 frames faster on hit and leaves you closer to the opponent.
  • Silver Tail (while crouching, d/f+4) losing crouching status on this move by cancelling it into HMS has now been fixed.

Note: Somersault changes make them easier to use in combos. d/b+3+4 change was to assist in not getting accidental Blazing Kicks. You won’t lose crouching status by cancelling Silver Tail into HMS now.

Eddy

  • Rage Drive (In Rage, ff+3+4) your opponent recovers 7 frames slower after blocking the 1st hit of the Rage Drive.

Note: You could interrupt the 2nd hit of this Rage Drive with certain moves even after blocking the 1st hit. This has now been changed to prevent that.

Eliza

  • Dark Blade (SRK 2) tracking/homing properties have been improved.
  • Dark Blade Chaos (SRK 1+2) tracking/homing properties have been improved.
  • d/f+2,3 — Due to the 2nd hit of this move whiffing if you manage to land the 1st hit on the opponent’s side, the properties of the 1st hit of this move for your opponent has been changed.
  • Dark Cannon (qcb+3 & air qcb+3) now recovers 3 frames slower.

 

System Changes

  • Certain bugs with Eliza’s projectile attacks being parried/reversed have been fixed.
  • Certain bugs where air throws were not registering on Eliza after she is on the wall (wall splatted) have been fixed.
  • Various other minor system bug fixes.

 

While no date has been set for the console version, it’s an inevitability that we will see these updates on the console at some point.

Sources: ATPTekken