HurtboxTV’s “Behind the Fighter” explores the development, easter eggs and history of the Tekken franchise

Over a decade ago at the trail end of 1994, the first Tekken game hit arcades around the world. Any project that has been around that long and survived has some interesting stories from behind the scenes, and that’s the subject matter of HurtboxTV‘s latest video, “Behind the Fighter”.

There’s a variety of ground covered here: you can learn about the initial project that lead to Tekken 1‘s development (it wasn’t originally a fighting game!), and the censorship that took place when various Tekken titles traveled overseas. If you’re a fan of trivia and lore, this series is tailor made for you.

Source: HurtboxTV

Put Tekken 7’s Eliza to rest with cutcc’s Anti-Eliza punishment guide

Having trouble with Eliza in Tekken 7? It’s likely you aren’t alone — much like Akuma, this vampire’s movelist forces longtime 3D fans to be aware of a new concept they may not be familiar with: special-cancelable normals!

Once you gain this awareness, though, the fog begins to clear: Eliza’s special moves are unsafe, and once you have familiarity of her movelist, exploitable. With cutcc‘s frame data guide and breakdown of her most common traps and loops, you’ll be able to force this meter-using-monster to play honestly.

Source: cutcc

EMT Goreson shows off advanced Machamp jump X useage, hit-sphere exploitation in Pokkén Tournament

Just like in Tekken, Pokkén Tournament uses hit spheres — giant invisible 3D spheres surrounding character models — to determine hit detection. Because of this, there’s a way for Pokkén character Machamp to exploit the hitsphere’s shape with his jump X body splash, getting larger combos then normally possible with proper positioning.

EMT Goreson demonstrates this, and other advanced tech with jump X, for Pokkén’s Machamp in his latest tech video. As a bonus, he also gives something of a public service announcement in regards to baiting and defeating Emolga — you get more anti-air invincibility with Machamp’s 8Y if you don’t have the Bulk-Up status.

Source: EMT Goreson

TEKKEN TRAINING: Electric Wind God Vids — Understanding stepping

Our Tekken Training series, Electric Wind God Vids, continues with a basic examination of “stepping” in Tekken 7. This video covers the different types of step, when to step, and why.

As many of you are 2D players stepping into 3D for the first time, this will hopefully give you a basic understand of when you can, and cannot, step in Tekken. This is a very quick and dirty explanation of the concept as it relates to Tekken: for a more broad explanation as it relates to the 3D genre itself, I wrote a much longer piece that you can check out here.

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!

Hour-long Tekken 7 tutorial comprehensively covers Jin Kazama’s playstyle and move list

That Blasted Salami has consistently been putting quality Tekken 7 content since their inception. However, this 5-part seminar on Tekken 7‘s Jin Kazama in the disguise of a tutorial might be one of the most comprehensive character studies to date for a Tekken character on YouTube.

Everything Jin is covered, from important offensive and defensive use of wavedash, to punishment and combo. Those wanting to learn to fight against Jin should give it a watch too — particularly the section near the end, that shows off what you can punish when fighting against Jin.

Source: That Blasted Salami

MK_REO demonstrates the ability to duck under Green Arrow’s Hurricane Bow in Injustice 2

It’s really easy for an odd hitbox interaction to slip past a developer. When you consider the “Number of Characters” multiplied by “the Number of Unique Moves” each character has, it becomes a complicated web to hitboxs and hurtboxs to keep track of.

So it’s likely not intentional that 8 characters (Sub-Zero, Catwoman, Cheetah, Batman, Flash, Scarecrow, Starfire, and Black Canary) in Injustice 2 can duck under the mid-hitting flip in Green Arrow’s meter-burned special move, “Hurricane Bow.” As MK_REO demonstrates, if you’re ready for this interaction you can get a full juggle against the crime-fighting archer, regardless of whether he spends meter or not. One wonders what else the lower crouching hurtboxs of these 8 characters can go under.

[Note: This interaction may not have survived the version 1.08 patch.]

Source: MK_REO

Mitchel explains Pokkén Tournament’s passive Synergy Armor mechanics and Burst properties

With a little over 2 weeks of wait time before Pokkén Tournament DX’s official release on the Nintendo Switch, now is a good time to revisit some important series-specific mechanics for new players. Mitchel recognized this and made a great primer for Pokkén‘s super system, the Synergy gauge.

Synergy activation grants a passive armor versus light attacks, making it a valuable and unique pressure tool. However, with knowledge, there are ways to counter-play it, such as using a support that gives an attack buff. The same can be said for “Bursts,” Pokkén’s version of supers. Each Burst in the game has different types of armor and properties, which Mitchel diagrams. Once you know what each Burst does, it’s a lot easier to make smart offensive decisions versus the otherwise terrifying Synergy Burst mechanic.

Source: Mitchel

Bandai Namco quickly rolls out Tekken 7 patch 1.06 to fix resolution change from Customization mode

Bandai Namco has revealed and made patch version 1.06 of Tekken 7 available today across all gaming platforms. The surprise patch, according to Namco’s official website, is specifically designed to fix issues with an unintended resolution change caused by Customization mode, and various problems with the Steam version’s leaderboards.

The patch may have other fixes not documented on the official website, however. reddit users at r/Tekken are reporting that the wait time from rematch declines have been reverted back to pre-1.05 wait times, for example.

Source: Bandai Namco

It’s Old School vs. New School as Nemo and Punk face off in this Street Fighter V exhibition from ECT 2017

Naoki “Nemo” Nemoto is one of Japan’s FGC greats, with tournament results going back to Capcom vs SNK 2, Guilty Gear XX #Reload, and Street Fighter IV. His aggressive, dynamic style of play can be seen in all of these games, and it has served him well in SFV with his character of choice: Urien.

Victory “Punk” Woodley represents a very different breed of player in the FGC. He’s young. Street Fighter V is where he’s made his name. He’s carved his path with Street Fighter V‘s Karin, employing smart and patient footsies in the offense heavy world of SFV. It was smart of Team Spooky and East Coast Throwdown, then, to get these two in a high stakes exhibition at ECT 2017.

The clashing of these giants is among the very best first-to-10s of Street Fighter V  that you can find. Regardless of who you’re rooting for — Old School or New School — you’re not going to be sure who’s downloaded who until the end.

Source: Team Spooky

Enjoy old school footsies with Mikado Arcade’s latest Samurai Shodown 2 tournament

Samurai Shodown 2 (known in Japan as Shin Samurai Spirits) is arguably one of the most beloved fighters in the SNK catalog, both within and outside the FGC. While the series itself has had it’s ups and downs from a tournament viability standpoint, Samurai Shodown 2 has remained a consistent, popular entry in the series.

Not that “tournament viability” would stop the masters at world famous Mikado Arcade from running a tournament for any game. The Japanese arcade is known for the skill of its fighting game players across a broad range of (sometimes classic, sometimes obscure) titles, so it’s no surprise to see the strength of the players here. With its refined POW meter, new movement options and methodical footsies, this is the perfect Samurai Showdown game for Mikado’s patrons to throw down in.

Source: Mikado Arcade