Dissidia Final Fantasy NT closed beta impressions: This arena fighter is more “arena” than “fighter”

Dissidia Final Fantasy NT is the third entry in Square Enix’s Final Fantasy fighting game franchise, and it’s a massive departure from its predecessors. If (somehow) you did no research on the game’s arcade run and found yourself in the beta, you would have likely been surprised to find that the Dissidia series has now morphed into a 3 vs. 3 team game.

Before we begin, let’s get something out of the way: I doubt that Square Enix and Bandai Namco (makers of the new Gundam Versus arena fighter) conspired together to run betas of their team-based fighters on the same weekend. The coincidence did make it difficult for me to not compare the two, particularly since I had interest in both. I feel like both of these games target the same respective crowds of franchise fans, while teasing open-minded FGC players with interesting system mechanics. I will restrain myself from mentioning Gundam Versus any further in this article, other than to say that my experience with Gundam Versus did not help — or hurt — my opinion on the Dissidia beta. [But I would definitely expect to see some very direct comparisons between these titles in the near future, especially after this one launches in 2018. Our impressions of the open beta for Gundam Versus can be seen here. – Editor]

The official in-game tutorial video.

As a brand-new player to the Dissidia series, I found Dissidia’s offense relatively easy to pick up. Even though the UI is overwhelming at first, and the in-game tutorial neglects some surprisingly important information (for example: HP Attacks are unblockable!), it only took a game or two before I began to feel like I was really in control of how to move and what attacks I wanted. Dissidia’s dashing/flying mechanics require just the hold of a shoulder button, and the combination of auto-locking and an evasive sidestep make the defensive aspects of Dissidia simple, smooth, and inutitive.

By far the biggest problem I had was losing control of the camera. It could be likely that manipulating the camera is just not a skill playing other fighting games has taught me, but the somewhat limited turning range the camera made it really tough to keep focus on what I wanted to. Sometimes action, or my proximity to a wall or building, would move the camera in a way that left my character completely out of frame, which was frustrating. I felt like by the time I was finally getting my bearings on how the camera works, the beta was done and over with. Controlling the camera was by far the most negative experience I had in the entire time of the beta, and I’m hoping that it becomes a little more clear upon release what actions will cause the camera to unalign. 

Offense is easy to get to grips with because it is relatively simple, and largely based around footsies. On the surface, it seems like there’s a lot of weakness in defensive play: you can be guard crushed, sidesteps have very vulnerable recovery, and an opponent can only dash away for so long before their dash meter depletes. Combine that with the unblockable HP attacks and you end up with a game that rewards baiting whiffs or forcing mistakes and punishing them.

And I could probably stop there, were this a 1v1 game. But, ultimately, this game is about two things: positioning and teamwork. While, yes, you can outplay someone in neutral and do sick combos (to an extent — it is possible to cancel some attacks with dashing, and wall splats leave the opponent open to attack), that will only get you so far in a Dissidia match. Without a communicative team and awareness of Summoning Cores across the field, it’s easy to have a game go south very quickly.

An example of high level play from Japan’s 2017 National Tournament, commentated by Jaghancement.

Summoning Cores are large crystals that spawn around the map during the course of the game. Smash em’ to fill your summoning gauge. Once it’s full, one (or all) of your teammates can start holding down a button to call the summon you picked prior to the game. Summons are very powerful: they fill the screen with giant attacks and give various buffs to your party (or debuffs to the opposing team.)

Now is a good time to mention one other mechanical problem I had with the game: targeting the Summoning Core. Sometimes I’d sit there staring directly at the Summoning Core and would hit the “Target Switch” buttons, and it would continually spin me away from the core and target a member of the opposing team. This was frustrating — but I eventually found I could get the game to cooperate sometimes by just looking away from the Core after a failed attempt to target it, then look back at it and successfully select it. I suspect this a bug that will get ironed out, but I am surprised it happened to me with the frequency it did. [In my personal experience, I could target Cores by holding down both Target Switch buttons simultaneously, which should lock on to the nearest target. But even this was kinda twitchy in practice. – Editor]

Because of the power of Summons, there’s lots of fighting around Summoning Cores. Though battles can be won or lost long before a Summon is used, the fact that they exist and are so powerful makes it too important to ignore. I’m mentioning all this to tie in an earlier point I made: the team aspect of this game rules all decisions.

dissidia_cloudWithout communication and awareness of your team, it’s easy to get wiped (or wipe your opponent’s team) because someone was a weak link, or someone didn’t go after a crystal. Each team has 3 “lives,” and you can theoretically kill the same person 3 times and win without touching the other two opponents. This will likely be the biggest thing that drives away many potential players that are more interested in the fighting part of this arena fighting game. Dissidia’s old 1v1 mode has yet to be confirmed, and even if it was, I kind of find it difficult to imagine some characters that were clearly balanced for 3v3 mode being even remotely viable in a 1v1 mode. More than once I would find myself paired with two random Cloud players and automatically know what the fate of our team would be. Shockingly, I couldn’t find a way to switch characters once a team was made, if there even was one. In a game where team composition is so crucial, it baffles me that this isn’t an option (yet).

If there’s no 1v1 mode, that almost definitely will reduce competitive play to just online, and… whew. Let me tell you. Six people all playing in the same game from around the country can result in some horrendously unplayable matches. When Dissidia’s netcode behaved it was a beautiful thing, but I think I was blessed with playable connections only about half the time. Otherwise, games either chugged, or matches straight up dropped at the beginning. I also occasionally would wait up to 10 minutes to find opponents. That may be forgivable right now due to the nature of a closed beta, but it still worries me.

Overall, I enjoyed the beta a lot, and I found that each character I played brought a uniquely deep set of mechanics to the battlefield. When I was locked in combat versus another person vying for positioning, the mental game was addicting. Every game left me wanting to play more, and 2018 seems really far away because of that.

But for every good decision in character depth or game design, I see a potential red flag for this game’s success and longevity. There needs to be a solution for the netcode, and at least some sort of custom ruleset to allow 1v1s. Without at least one of these issues being addressed, I think the core of the FGC will simply not be interested enough, no matter how good the game is. And while that’s a shame, I wouldn’t blame the average FGC player for thinking the 3v3 team game wasn’t for them.

dissidiasrk

Body Count Fighting reveals new trailer for BCF3, introduces Tekken 7 and Marvel vs Capcom: Infinite championship

Body Count Fighting is back with the third entry in their title-defense series. At BCF2’s conclusion, two champions were crowned: Frank “Slayer” Perales had retained his Injustice 2 championship, while Long “LPN” Nguyen defeated Jesse” Command Jesse” Espinoza to claim the Street Fighter V belt.

At BCF3, two new belts will be up for grabs for Tekken 7 and Marvel vs Capcom: Infinite. In addition, BCF3 will have 5 undercard matches, making this event — by far — the largest BCF event to date.  Below are the scheduled fights:

BCF3_SCR17_poster

You can watch BCF3 live on September 24, 2017 at 10:00PM PST on http://twitch.tv/bcfighting; replays from the event will be posted the following day on YouTube (http://youtube.com/c/bcfighting).

Source: Body Count Fighting

21 Hits teaches how to preform Pokkén Tournament’s notoriously difficult “Edgestonish” loops for Gengar

Gengar doesn’t show up often in tournament play outside of Japan for Pokkén Tournament, and the reason for that is simple: it takes a lot of work to be a good ghost.

Far from beginner-friendly, Gengar’s main bread-and-butter combo requires not only difficult execution but a keen understanding of how Pokkén puts together combos. The trade-off, however, is that you gain access to high damage options for one of the game’s slipperiest, most difficult-to-hit characters. Armed with a number of invincible transitions and movement options, properly-played Gengar can weave around opponents and cash in his hits for big, flashy damage… assuming, of course, you’re a good enough trainer.

Source: 21 Hits

Method|REO shares Injustice 2 tier list, proposes buffs for The Joker

Method Gaming’s Giuseppe “REO” Grosso recently shared his own personal tier list for Injustice 2 over on his YouTube channel. The NRS pro’s video briefly explains the justification for each tier, though the impatient can jump to 4:26 to see the full list.

While it’s probably not unexpected to see a tier list from a pro player, what’s interesting is that REO appears to be using this list as a springboard for a new project:

In his latest video, MK_REO has announced he’ll be proposing ideas for buffs or nerfs for the cast of Injustice 2. Starting at the very bottom with The Joker, his first episode discusses Joker’s trait, why it’s not working in competitive play, and what can be done from a design standpoint to raise his viability.

Source: MK_REO

Become a certified bear trainer with Hurtbox TV’s combo breakdown for Tekken 7’s Kuma

It’s easy to undersell Kuma (and Panda) in Tekken 7. The character has a larger hitbox then normal, allowing some much higher damage combos on their frame. The damage output from these bears also isn’t quite as high as it is with some other members of the cast. What’s the justification for playing as them, then?

Some of Kuma’s combo starting tools have mighty hitboxes and, in some cases, not a tremendous amount of risk. Some great examples of this are F+1+2 (-12) and Kuma’s Uf+3,4 hopkick (-11). Kuma also has some great counter-hit fishing tools, such as  SS+1+2 and easy to hit confirm DF+1,2,1,2.

Source: HurtboxTV

Mitchel explains the reward-based meter building system of Pokkén Tournament

So often, you hear complaints that too many fighting games give giant rewards for “losing”. No one wants to have their secured victory stolen by a comeback mechanic, after all. (Until they are the ones that need a comeback, of course!)

Those looking for a meter system that rewards the winner might be interested in the way Pokkén Tournament does things, as Mitchel explains.

The entire purpose of winning Pokkén’s Field Phase is to score its massive meter reward. While Pokkén still does reward the loser with a small amount of meter, this demonstration makes it clear how disparate the gain is between the two. Couple its natural reward with critical hit-only combos in field phase, and you have a system that massively rewards knowledgeable, intentional manipulation of its system by skilled players.

Source: Mitchel

Woolie’s “Tale’s From The Loser’s Bracket” tackles Tekken fundamentals with guest Rami “Potatobrain” Nuseir

Rami “Potatobrain” Nuseir was, during the Tekken Tag Tournament 2 days, easily Canada’s best player. That’s why his appearance on Woolie’s (of Super Best Friends fame) talk show “Tale’s From The Loser’s Bracket” seems out of place: for a show billing itself as “A fighting game show for everyone stuck in the middle”, Rami certainly isn’t.

Not that his appearance isn’t welcome! This 30-minute+ podcast is dense with great information for new and experienced players alike. Rami talks about the surge of players in the Tekken community, parallels between 2D and 3D, and gives valuable advice to 2D heads on what adjustments they’ll need to make way in the 3D sub-genre.

Source: WoolieVersus

MK REO demonstrates interactable glitches in Injustice 2 for the “Red Sun Prison” and “Metropolis” stages

The way “Stage Interactables” (the term for optional, unblockable attacks players can activate around each stage) function in tournament play has been a point of derision in the Injustice community since the dawn of the series.

The derision is mostly centered around their unblockable property, with different sides in the community arguing for and against their perceived fairness. Regardless of which side of that debate you fall on, though, you likely won’t be a fan of the fact that some of these interactables can be glitched to the point of absurdity.

Here, MK_REO demonstrates two o these glitches. On the “Red Sun Prison” stage, the user of the stage’s laser can get interrupted, causing several placement and hitbox size changes for the active laser. More impractically, on the “Metropolis” stage you can actually trap your enemy out of the boundaries of the map. The setup requires crossing up your opponent with an air-to-air, landing a successful grab immediately afterwards, then doing a Super Attack while they are recovering from the throw.

Source: MK_REO

ROX Gaming’s Knee shares his personal tier lists for Tournament and Death Matches in Tekken 7

ROX Gaming’s Knee, whom is widely considered to be one of the greatest players of the Tekken franchise, recently put together his own tier list for both Tournament play and Death Match play. In short, this is his view of how character viability changes in short vs. longer sets.

For those that speak the Korean language, Knee joined KURO KURO on their channel for the creation of the tier list.

For those that want to jump to point, though: Flying_Wonkey has helpfully screen capped the final tier lists.

Perhaps the biggest shakeup from the Japanese tier list we saw earlier in the year is the rise of the Mishima Matriarch, Kazumi. Knee’s list includes the new console characters and is, interestingly enough, also more compact.

Sources: Flying_Wonkey; KURO KURO

The Pokkén Tournament DX demo is a glorified Empoleon preview — and that’s fine

If you played the original Pokkén Tournament on Wii U, there’s not going to be a whole lot that’s new to you in the Pokkén Tournament DX demo. The demo still takes place in the tournament-standard Ferrum Stadium locale despite the additions of new stages, and the two playable returning characters of Charizard and Pikachu are nearly identical to their Wii U counterparts. Virtually all changes for both of them come in the forms of new stance and special cancels that we’ve known about since the 1.5 arcade patch. Even my least-favorite mechanic in Pokkén Tournament, invincible exhaust frames, has made a return, although it “feels” like the invincibility window isn’t quite as long as it used to be.

Frankly, for an idea of new features in Pokkén Tournament DX, you’d do better by just visiting any Nintendo promo video.

The real meat of this demo is the opportunity to try out the previously arcade-exclusive Empoleon. This new Standard-Type fighter brings a really fresh and different style of combat to the Pokkén Tournament universe that I think might just fit some players that couldn’t find a main in the original version. Namely: Empoleon is an offensive-minded stance character.

Empoleon might just have the game’s worst walk speed, but that doesn’t mean he lacks mobility. Far from it: thanks to moves like Aqua Jet (5A), Empoleon can zip across the field quickly, and immediately transition into what I will forever refer to as his “HM Stance,” since the game doesn’t give the transition a specific name. Every move from it is named after a Hidden Machine from the main RPG series. HM Stance has:

  • Cut – A fast, safe combo ender used to score a knockdown or wall-splat. Useful for staying in Duel Phase, and has decent pushout on block.
  • Waterfall – Unsafe, high-damage combo ender that will almost always cause a phase shift in juggles.
  • Rock Smash – has Counter Attack property, counter pierces. Also gives a defense debuff.
  • Surf – Jump Cancellable, can also wall splat, throw breaks.

Because of Aqua Jet’s range and incredible speed, it is a powerful whiff punisher that allows Empoleon to play some terrifying footsies against non-zoner type characters. It also has a “Level” system, in the sense that there’s three versions of Aqua Jet: the further away you are from the opponent, the stronger the damage and the more hit/block stun you get from the move. The longer range Aqua Jets even allow you to combo into the slower Rock Smash/Surf options, which have their own mixup utility.

Arcade player punishing a jump back attempt with Aqua Jet > Surf, which gives him great wall carry and a setup for his other stance, “Slide.”

Aqua Jet has a great synergy with Empoleon’s other stance, “Slide.” By doing his Ice Beam, Jump X, Duel Phase 2[X], or Field Phase back [X], Empoleon freezes the floor and slides in a direction of the player’s choosing. From here he has the following options:

  • Jump Cancel – Useful as Empoleon can either shoot air projectiles with Jump Y, use his counter piercing Jump A attack, or continue pressure with another Jump [X]
  • Slide Attack – Limited use sliding attack.
  • Slide Projectile – Shoots multiple water bullets at the enemy. Somewhat slow moving, good zoning tool in Duel.
  • Hydro Cannon – The cornerstone of Empoleon’s wakeup game. This move does a gigantic amount of chip and normal damage, wall splats, shoots a giant projectile, and is +0 on block, allowing for pressure situations. Bonus: it has an amusing animation interrupt if you propel Empoleon into a wall.

Mastery of Slide and HM Stance is going to be key to Empoleon’s neutral game. It’s complex, interesting, and different from any of the other game’s characters. It’s also a pretty unique way to balance out the intentional slow pace of other aspects of his game — namely, his walk speed and his incredibly slow jab speed.

Lest you fear that Empoleon is nothing but a close-range fighter, he also comes equipped with some light zoning options. The aforementioned Ice Beam and Jump Y projectiles eat up a ton of space from full screen, and will likely define matchups where he may want to be more conservative with going in — the Machamp and Blaziken matchups immediately come to mind. It’s not quite enough to classify him as a zoning type character: he still probably wants to get in versus the likes of Chandelure and Braxien. But it does make him well rounded and versatile, appropriate for a Standard-Type.

If there’s any deficiency in Empoleon’s game, it’s his defensive options and his grab game. His grab in both phases does pitiful damage, but both Field and Duel Phase grabs do give him setups for pressure. He’s also fairly limited when he’s not the one in control. Empoleon will rely a lot on Blocking, Counter Attack, and Drill Peck — the latter of which is a low crushing, short range attack that can lead into HM Stance and serves as one of his fastest panic buttons. Empoleon does have an anti-projectile move in Defog, but its slow startup makes its use a little tricky. It does have a HM Stance transition, though, which potentially means you could Surf forward afterwards.

All-in-all, if Empoleon is completely distasteful to you but you’re already sold on Pokkén Tournament, the demo probably isn’t worth a try. If you haven’t played Pokkén before now and want to try out a wide variety of play, then the quick-moving Pikachu, grappler Charizard and heavy-hitter Empoleon should be a diverse enough cast to give you an informed opinion for your purchase. If all the new characters have the interest and complexity of Empoleon (and from what we know of the arcade version, they do!) then DX has many interesting future battles for the community already surrounding the game.

Pokkén Tournament DX releases on September 22nd.