VesperArcade covers Necalli’s changes for Street Fighter V’s upcoming balance patch

VesperArcade has continued his good work in explaining the upcoming changes to Street Fighter V’s soul-carnivore, Necalli.

A lot of the big changes of the latest patch actually already impacted Necalli: namely, the universal Dragon Punch changes. Necalli DP’s will therefore remain unchanged. He’s also getting a bug fix on his Heavy DP, which currently has no counter hitbox. The only other significant change he’s getting is his charge move, Disc’s Guidance: His V-Trigger version was buffed in the previous patch to be -4 instead of -6. The change seems to simply be a reversion back to Season 1’s version of V-Trigger Disc’s Guidance. Overall, most of Necalli’s fixes seem to be minor quality adjustments.

Source: VesperArcade

Sector-K Games shows off new Punch Planet combos and progress, teases new character: Dog

Quietly, Sector-K Games has been making a lot of great visual and gameplay progress on it’s sci-fi indie fighter, Punch Planet. Recently, they showed off a quick first-to-two between developers, and new combo footage for the current two characters, Cid and Roy.

The footage comes hot off the heels of the developers’ recent trips at NYC Gaming Center and NorCal Regionals, which got some love from some familiar FGC faces.

Wisely wanting to build off this momentum, Sector-K promised new footage of the character Dog will be coming soon. There’s little information to go on now–the announcement itself is buried in the description of the above combo video. Going off the website’s information, the canine character will be focused on heavy rushdown. One can only imagine that he will make extensive use of the game’s many combo cancels, but we’ll have to wait and see how hard he can bite.

punch planet Dog info

Source: Sector-K Games

 

Creating mini-games to improve your own gameplay

I have a feeling that everyone remembers their first rivalry, regardless of how friendly or heated it may have been. Mine was in a run-down Namco arcade in an outlet mall in Alabama. That’s where I was born, little Crow_Mashboy standing in front of a Soul Calibur 2 machine. My friends and I would go there a few times a week to play, but someone, the same someone, would always show up to destroy us.

To my right, on the player 2 stick, was a guy probably in his 30s or so, dressed in a suit. I guess he worked somewhere in the mall. He always appeared at around the same time, and would only stay for 30 minutes or so.  I couldn’t tell you anything else about the man. But I can tell you this:

“HOW DO I STOP IT!?” Crow_SpaceTeen shouted into the void.

He lived for Ivy’s 1A. Mr. Suitman’s Ivy was purely keep out, and revolved around basically any move that had long range. It’s the sort of thing that’s woefully unimpressive in hindsight, but when you’re new and lack the vocabulary and experience of a veteran, it seemed like the gameplay of the gods.

1A was the centerpiece of his game because it hit low. The more I played him, the more I began to understand that Mr. Suitman died once you got close to him. I started to just walk and block when I saw Ivy attack, but then 1A would come out and trip me up. He’d run away and I’d have to chase him down again, rinse, repeat. Rounds were dictated purely on whether I could walk in. Sometimes I’d try and guess and block low to beat 1A, but that usually just resulted in me eating some silly high-damage mid.

I knew that there had to be a way to beat this. After a few days of losing, I asked one of my friends to play Ivy so that we could figure out what the hell was going on. At first we just played normal games, which didn’t teach us a whole lot because neither of us knew Ivy. We had fun, but we couldn’t replicate his style if we didn’t know the character’s inputs.

At some point, my friend found 1A, and I relived every time my ankles had been clipped by that move. I asked him to only use that move versus me, and I tried to find ways to make it whiff or move past it. The more he used it, the slower the move looked. A few minutes of this clearly bored my friend, so he started mashing guard to try and trick me. It got a smirk out of me, for sure, but it wasn’t similar enough to 1A to trick me.

What we were doing there changed the way I viewed fighting games for the rest of my life.

We added more things. My friend would start doing really slow mids that we found. He’d yell “LOW!” while, obviously, not doing the low. Except when he did. If I wasn’t laughing at him, I usually blocked the low. Eventually, he wanted to see if he could block it too. I put him through the same mini game he put me through: at first I just did 1A, but then added more “traps” over time as he got better at isolating that move.


The result of this game we made for ourselves is that both of us could now block 1A on sight. If I had just kept throwing my body into his sword I probably would have never beaten him. But our mini-game not only helped me practice against that move, it found a way to teach me a difficult skill (twitch reactions) in a fun way. I don’t think anyone doubts the virtues of training, but sometimes we forget, or find it difficult, to have fun with it.

Not every training mode is made equal, of course. While it would be nice for every game to have a training mode like, say, Street Fighter V, that’s not always a choice. Training mode also doesn’t take into account the thought process of humans. Sometimes an irrational, heat-of-the-moment decision could completely change a situation, and that’s what you fight against in tournament, not optimal recorded actions 1 and 2.

I am, by my very nature, someone that likes challenges. Ever since that moment in the arcade, if I’ve encountered a problem in a game I’ve had trouble with, I’ve tried to create some sort of mini-game for me to tackle the situation. Conversely, that’s also how I tend to offer advice to people that I see struggling with something. If I tell you to get better at anti-airing, it puts a burden on you. But if I make a game out of it…

“I am going to try and get in. If I get to you in the first 10 seconds of the game, I win. I cannot attack, I can only block, dash, or jump.”

… as a very broad example, I am quickly forcing you to isolate a specific part of your game. It probably wouldn’t hurt if I setup a reward of some kind (for me? Coffee. Make the reward coffee and I will destroy you in all the mini-games.), but if both parties are having fun, it’s probably not necessary. Simple mini-games like this not only cut away a lot of the “noise” of a fighting game match, but they challenge your creativity. “I’m not sure of a solution for this situation. What can I create to make this simpler?”

Guilty Gear’s platformer-esque tutorial mode teaches you the game in a fun, hands-on way without seeming like school work.

There’s likely a larger psychological part to this. I found this little tidbit from a participant in a health mini-game conducted by a group of professors in “Virtual, Augmented Reality and Serious Games for Healthcare 1.” The game they were playing was an augmented-reality game (think: Pokémon Go, with less Pokémon and more Go.) designed as a method of aiding in health improvement and rehabilitation. The participant spoke on why they chose one exercise-related task over others:

So I picked the stairs one a lot because I live on the 4th floor. Going from the lowest one to the top one is like, almost impossible. But because there is this spark (in-game reward), I’ve tended to take them more.

Incentives, however small, can go a long way in driving progress. This game helped motivate someone with a much more significant physical problem then landing an anti-air.

I also think this can be a motivating tool to help with players that are struggling with themselves. Not just a problem with X game, but just their confidence with their game in general. It’s easy to feel lost when you lose a bunch of games, but set a specific challenge in front of someone and you can reveal skills that they, themselves, didn’t see. It helps show players their own possibilities, instead of just a blanket win-loss stat online.

I’ll admit right away this may not work for everyone; if you don’t enjoy training mode, or mini-games, or just the idea of separating tasks, this may not be for you. But your brain is an organ that behaves like a muscle, and it can be trained and strengthened in a lot of different ways. If your end goal is to get better at anything, I personally think you should find a way to both have fun, and work towards that goal efficiently.

jacko

BornFree interviews Floe at NCR 2017 about balancing a fighting game, Street Fighter V and more

Mark ‘BornFree’ Sheridan got to sit down with legendary FGC player (and streamer!) Ari ‘Floe’ Weintraub at NCR 2017. They talked about Floe’s first tournament in years, game mechanics, philosophy on balance, and much more for nearly an hour.

Floe admits that he is enjoying Street Fighter V more then Street Fighter IV, but has a lot of reservations about the way the game is developing in season 2. He feels that one of the biggest problems with Season 2 of SFV is that the game is too ‘Marvel’-y, equating V-trigger to MvC3’s X-factor.

When talking about overall balance, however, he’s not ready to say that the current top tiers should be weakened. “Buff bad characters, don’t nerf good characters. I like games where everyone is cheap,” Floe admits. Considering his background as one of the world’s best Soul Calibur 2 players, it’s not surprising to hear this take from him.

There’s a lot of ground covered, including Floe’s favorite game of all time (it’s not a fighting game!) and a Floe’s life outside of gaming. Be sure to check it out!

Source: BornFree

VesperArcade discusses balance patch changes to Cammy in Street Fighter V

For those that missed the patch notes, VesperArcade is here to cover the Cammy Changes for season 2!

The universal dragon punch changes, while buffing other characters, will end up being a nerf for the British assassin. These changes will force Cammy players to use the slower medium kick version Cannon Spike if they want to anti-air. It also negatively impacts her wake-up game due to the angle it travels. On the flipside, she gets a new air throw that allows her to switch positions–but does that compensate for the loss of light kick Cannon Spike’s invincibility?

Outside of these changes, the relatively strong Cammy remains mostly unchanged, which surprises VesperArcade.

Source: VesperArcade

Get your classic 2D fix with Mikado Arcade’s Fatal Fury Special tournament

Mikado Arcade–Japan’s fighting game Mecca–just ran a tournament for SNK’s classic fighter Fatal Fury Special.

Looking back, it’s hard to believe how innovative Fatal Fury Special was. It originated 2-lane fighting years before Virtua Fighter found it’s own 3D plane. This 1993 release was just barely a year after Street Fighter II: Championship Edition, and may be the very first fighting game with stage interactions. All of this, and it still has the same solid footsies expected from the genre, as evidenced by this gameplay from the denizens of Mikado.

Source: Mikado

Registration opens for new Tekken 7 event “Brawl in the Fall” to be held August 5th in Houston, Texas

On August 5th, a new Tekken-only tournament will open its doors!

Hosted at the University of Houston’s Student Center, the event is dedicated (As of now) solely to Tekken 7, and will be sporting a pot bonus of $1000. Early sign-ups are now online at it’s EventBrite page. You can also check out the event’s Facebook page. This event is at its cheapest the earlier you register, so make your plans soon.

Given the event’s pot bonus and it’s location (this is the same state with Tekken pros ITS|Spero Gin, DJ Kor, IceColdEdge, and more!), you can guarantee there will be strong competition at this event.

Source: Brawl in the Fall

EGP WonderChef shares meaty setups–and a 200+ damage Field Phase combo–for Pokkén Tournament’s Suicune

YouTuber, commentator, Mortal Kombat X Northwest Majors Champion, and more: Evan “EGP WonderChef” Hashimoto has a solid fighting game resume across a variety of games. Recently he’s shared some tech he’s developed for Pokkén Tournament, showing off great setups for Pokkén’s “water dog,” Suicune.

Here, Wonderchef demonstrates Suicune’s ability to convert off of its 5X Water Spout on wake up. This more is one of Suicune’s primary zoning pokes in Duel Phase, but typically is used only as combo filler or as a combo starter off an anti-air hit. However, 5X’s long active frames allow it to link off of Pokkén’s set knockdown frames on wakeup, giving the zoner an impressive pressure option. Suicune’s naturally high damage turns this into some brutal conversions if the opponent expects a grab. Considering that 5X also has a built-in fake, these setups can result in some terrifying 50/50s.

And, as if Suicune needed more help in the field phase, Wonderchef decided to show off a bit with this flashy 200+ damage wall combo in field phase. Resource-heavy and impractical, it nonetheless shows off an important truth- Suicune hits like a tank no matter where it stands, or what phase you’re currently in.

Source: EGP Wonderchef

AutoMattock dissects Kolin’s Crush Counters in detail for Street Fighter V

David-Paul “AutoMattock” Mattock (also known as “Jibbo”) has made his love for Street Fighter V’s Kolin clear with the massive undertaking that is his working Kolin Guide. But just in case there was any doubt, he’s gone above and beyond the call of duty with this exhaustive two-part breakdown on Kolin’s Crush Counters.

These breakdowns cover more then just combos: he breaks down why you’re doing these moves, the execution requirements for extensions, and safe jump setups after your combos land.

Source: AutoMattock

Reverse Demon Slayer combos allow practical and flashy unblockable setups for Pokkén Tournament’s Gardevoir

For whatever reason, Gardevoir Twitter has been exceptionally active over the past few weeks.  Recent lab work on Pokkén Tournament’s Psychic/Fairy has revealed some exciting new combos with a backwards launching Demon Slayer (forward+X). As demonstrated by Pokkén player Bendy:

Both combos above allow the player to setup the holy grail of high-level Gardevoir: ambiguous unblockable setups. Certainly not something the original owner of Demon Slayer–Tekken’s Asuka–could do!

But that’s not all that’s come out of the Gardevoir lab:

Gardevoir’s Psychic is a great wakeup and long-range pressure tool. Kaloncpu57, however, found a way to combo the brutally slow move into itself.

Rounding out this list, Japanese Pokkén player Sanaito demonstrates combo starting height requirements for Gardevoir’s dress slam, jump X. The opponent’s hitbox plays an important role in determining the advantage on hit, and the safety on block.

Sources: SanaitoKaloncpu57Bendy