Mikado Arcade shows off nearly 2 hours of tournament footage for Marvel Super Heroes

Before Marvel vs. Capcom became synonymous with “Marvel fighting game,” Capcom developed two 1v1 fighters for the famous comic book empire. Marvel Super Heroes was the second entry of the series, and featured a wide variety of unusual mechanics–most notably it’s Infinity Gem system. World-famous Mikado Arcade showed off what this game has to offer in a great tournament recently.

The Infinity Gem system allows players to enjoy a wide variety of subsystems and buffs, which you can read further about at the SRK Wiki. The gems have to be obtained manually as they appear, creating a interesting mental game where you may potentially want to give up pressure to go chase down a gem. Furthermore, gems spawn after fulfilling in-game actions, such as getting the first attack in a round, or by entering a low health state. In a way it can be considered a early example of a comeback mechanic, although more nuanced and creative one.

After the tournament, Mikado went the extra mile and did a Thanos exhibition. In a game known for its long, high-damage combos, Thanos’ are some of the easiest and most threatening. If you’ve only played Marvel vs. Capcom 2, you may not be familiar with how strong the Mad Titan was in his original games. After watching him ravage the competition here, you’ll have an idea of just how terrifying this character could be were he to show up in Marvel vs Capcom: Infinite.

Source: Mikado

Take a stance! Learn what Paul Phoenix can do with his Sway and Crouch Dashes in Tekken 7: Fated Retribution

Take a stance! is an article series designed to help you analytically approach the wide world of stances in Tekken. 

Welcome back to Take a Stance! In previous articles we focused on stances with expansive built-in options. Today’s character, Paul Phoenix, has quite a different take on this, as his “stances” are very brief transitions that occur in his movelist.

I eased you into this idea a little bit by introducing you to King’s Crouch Dash, a temporal state that works as both a “stance” and a mobility option. Paul’s role in Tekken is that of the muscle-brained brute, and that is reflected in Paul’s options in–and out of–stance. While it’s still necessary to talk about some of the built-in options here for Paul, what we’re really focusing on is the theory of his two stances: his Crouch Dash, and his Sway.

Note: for those unfamiliar, here’s how to read Tekken notation.

Crouch Dash

Of his stances, Paul’s Crouch Dash is the most straightforward. This may come as a shock, as Tekken’s highly complex dashing options are legendary. Well, Paul’s isn’t. There’s still depth to it, but not on the same level of the Mishimas.

Crouch Dash is performed with a simple input, QCF. If you’ve found your way to a website called Shoryuken, I trust you can throw a fireball in Street Fighter. Keep that analogy in mind as we look at his options from Crouch Dash.

Input Hit Level Speed Block Stun Hit Stun Counter Hit Stun
qcf+1 h 16(18~) -5 <-7> <-7> Launch Launch
qcf+2 m 13(15~) -17 KFUD KND
qcf+3 l (TC) 18(20~) -14 0 KND
qcf, 4 m 11~12 (13~) -6~-5 +5~+6 +5~+6
qcf+3+4 m (TJ) 19~20 (21~) -9~-8 Launch Launch
qcf, 1+2 l 27 -12 KND KND

You almost inevitably picked up this character because your jaw dropped when you first saw the damage on qcf+2, aka Pauls’ Death Fist. You may be surprised to see this move is wildly unsafe. However, this is one of those instances where the frame data doesn’t tell the full story.

Death Fist, like a fireball, is an amazing footsie tool. It pushes so much on block that it greatly reduces what your opponent can use to punish the move. On top of that, Death Fist has decent range, so if you can place it at its furthest ranges, many characters can’t even punish the move on block at all.

As Paul’s opponent, how do you beat Death Fist? You have two realistic options:

  1. You learn to punish versus Death Fist at every range.
  2. You try to make Paul whiff Death Fist during footsies with a sidestep or a back dash.

That’s pretty much it. If you can’t do one of those, Death Fist will forever remain a wall standing in your way. Death Fist is the ultimate “check” in the Paul matchup, and versus some intermediate skill levels could be all you need to win.

The smallest backstep creates enough space on a blocked Death Fist to make Feng’s shoulder punish whiff.

Now, let’s pretend you, as Paul, are fighting someone that blocks and punishes Death Fist. What do you do to open them up?

Namco did a very good job of giving Paul’s crouch dash just enough options to remain flexible. Paul can cancel crouch dash in two ways: The first method is to input a sidestep with a single tap of “up.” This is your only mobility cancel option from crouch dash, and the fastest way to return to neutral. You can repeat this with “QCF, U, QCF, U…” if you’d like, but it doesn’t have quite the same speed or ferocity of a Mishima wave dash. It does, however, give you access to sidestep moves from a crouch dash.

More importantly, though, you can cancel a crouch dash with d+4. You cannot cancel crouch dash with other moves, but since Paul’s neutral is built around the fear of the Death Fist/D+4 sweep mixup, Namco made an exception for this move. The trick is to do D+4 as you rise from the crouch dash. Once you learn D+4’s just frame, you will have one of Tekken’s most frightening and frustrating 50/50s at your disposal.

The rest of Paul’s Crouch Dash’s other options are all standard Tekken fare. QCF+1 is a high, safe combo starter that has decent range. QCF+3 is a unseeable low that’s neutral on hit. QCF+4 is your WS+4, and we talked about the strengths of a mobile WS+4 in the King article. QCF+3+4 is a nice, somewhat slow jumping mid knee that’s safe on block. And lastly, QCF+1+2 is a garbage slow low that is safer than it looks, but still unsafe to generic WS+4’s. It’s a good knowledge check, but it’s a pretty bad move otherwise.

Sway

Sway is a strange beast. As a Paul Player, you’ve likely already encountered it when trying to learn how to backdash cancel. You can’t block during it, you can’t cancel it into a backdash or crouch dash, and it doesn’t really move that far. You can cancel it into sidestep using an up input (the same way you cancel your crouch dash) but as a mobility option, it’s not good.

Sway, however, does give you a wide variety of attack options. I’m not talking about built in options, either: you can cancel Sway with any attack that uses a up, forward, down-forward, down, or down-back input. No back directions being allowed, unfortunately, means you don’t have access to your homing move B+2. That’s right- if Paul sways, the opponent can sidestep right and avoid every single mid he has access to, and even most of his highs. What can Paul do? Well, look to Sway’s options itself for the answer to this.

Input Hit Level Speed Block Stun Hit Stun Counter Hit Stun
qcb+1 m 21~22 (23~) -2~-1 OC KND KND
qcb+2 m 15(17~) -8 KND KND
qcb+3 l (TC) 18 RC(20~) -21 -10 KND
qcb+3, 2 l, m 18(20~) -10 +6 +6
qcb+3, 2, 1 l, m, h 18(20~) -10 KND KND
qcb+3, 2, 3 l, m, l 18(20~) -13 0 aUD
qcb+4 h 15(17~) +3? KND CS
qcb+1+2 m 18~19 (20~) -14~-13 Launch Launch

Though Paul has access to good mids from Sway, they also lose to sidestep right. Paul’s only means of countering a sidestep right from sway is Sway+4 and Sway+3,2. Sway 4 is a high with frame advantage, and Sway+3,2 is a low, mid string that serves as a great knowledge check. Paul opponents must learn what Sway 3,2 does, otherwise it will eat them alive. The second hit of Sway 3,2 guarantees both string enders for massive damage. If you, as Paul’s opponent, get hit by Sway 3, always block mid versus the second hit. Sway 3 itself is awful on hit and block, and you can duck both enders, so the move amounts to nothing more than a gimmick for Paul to check you with.

It’s a strong gimmick, though, and one that shows up in high level play often. Paul’s DF+1 is the only move in his move list that cancels into stance: here’s Spero Gin using DF+1 > Sway 3,2 to check his opponent’s knowledge of the string. His opponent knows the gimmick: he eats the Sway 3, blocks the mid, and punishes it’s -10 recovery. With this info, Spero Gin could consider mixing up safer mids or Sway 4 now, as his opponent did not attempt to step.

ITS|Spero Gin mixing Sway 3,2 into his poke pressure from a sway cancelled DF+1.

Cancelling from DF+1 is likely the most common use of Sway, as the cancel from DF+1 allows for some pretty strong pressure. For example, DF+1 > Sway Cancel into F+1 is a frame trap. It can also be side stepped right, but the timing for this evasion is a little tight. Of course, if your opponent doesn’t know how to deal with Sway options (ie. they aren’t side stepping right) you are more or less free to pressure them however you’d like. QCB+1 and QCB+2 are both safe mids that deal good damage and knock down, and QCB+1+2 is a launcher mid, if you’re certain they will get hit by a mid in this situation.

Incomplete Somersault/Crouching Ki Charge

This is purely trivia, but I figured I’d include it for completion’s sake. If your opponent is so tilted that they let you hold down for a full second, Paul does a taunt and gains the same properties a 1+2+3+4 Ki Charge gives. You could technically consider this a stance, as it gives you brief access to one move: The Incomplete Somersault. Immediately after you gain the Ki Charge, press u+3+4, and Paul will do a massive flip kick. This move does the same damage as a raw Death Fist. But, frankly, if you land this in a match, your opponent really should just forfeit the round all together.


And that’s it. Paul’s a bit of a tank when it comes to the mobility on his stances, but when you have a move like Death Fist, that’s probably for the best from a design standpoint. Learning how to punish Death Fist and neutralize Sway 3,2 should probably be some of the first anti-Paul tech you learn. The key to beating Paul is removing his gimmicks and beating him in the honest neutral. And no guide can teach you that last part–that’s between you and your opponent.

And if you’re Paul, and they don’t know how to deal with Death Fist properly… well. You know what to do.

Sources: INATEKKEN [for frame data], TekkenZaibatsu

SKDale helps you pick your main ‘mon for Pokkén Tournament

Want a piece of that $10k floating around for Pokkén Tournament events, but not sure who your starter Pokémon should be? SKDale, a top Pokkén Tournament player from the Pokkén Nebraska scene, has put together a simple guide for picking your main.

Aimed at players of all skill levels, the video does a great job of breaking down some obvious methods (i.e. Pick the coolest looking one! Play the game with all of them!) and more nuanced discussion related to top play. There’s a great list near the end of high level U.S. tournament players to watch for every character, and a breakdown of the main goal of each character’s overall game-plan.

Source: SKDale

meLo oLem’s “Fresh & Clean” Pikachu Libre video is the flashiest Pokkén Tournament combo video yet

The wide selection of assists in Pokkén Tournament means that there’s a lot of variety for combo video makers to really push their creativity. Player meLo oLem, one of the community’s best-known Pikachu Libre innovators, has proven this with his latest Libre video: “Fresh & Clean.”

Libre’s place in the cast is that of the heavy option, low damage mixup ‘mon. To see that character archetype pump out 300+ damage from a mid screen jump in, and not even spend its Burst, is eye-popping. What’s even more surprising is some of the tech meLo uses to put these combos together: I can say for certain I’ve never seen a Libre video use j.X wall jump cancels mid combo, or use the backside of Latios assist to rebound wall opponents.

Source: meLo oLem

Apolo Loussalier examines Kukri’s 2.0 buffs for The King of Fighters XIV

Sweep away your old perceptions. Sand-master Kukri received a ton of new dirt in the new King of Fighters patch, and Apolo Loussalier is here to examine just how strong it’s made this monster.

Hitbox improvements, hurtbox shortening, improved cross ups, and a wild amount of improvement on his air flip kick Bossa-Shougeki allow Kukri to rush down like never before. All of this combined together, as Apolo demonstrates here, allows for even tighter frame traps and pressure–for a character that didn’t necessarily suffer in that department in the first place.

Source:  Apolo Loussalier

Check out footage from Mikado Arcade’s latest Project Justice: Rival Schools 2 tournament

Mikado Arcade knows what players like. 17 years later, Project Justice: Rival Schools 2 still enjoys healthy popularity both in Japan, and in the hearts of many worldwide.

As a Capcom 3D fighter with heavy emphasis on jump cancel launchers, long combos and cross-under mixups, Project Justice is entertaining from both a spectator and player stand point. Its balance may not be the best Capcom has ever put forth (Hi, Roy and Momo) but Project Justice still has a healthy character selection in tournament play even today.

Source: Mikado Arcade

Polygon interviews the original development team behind SNK’s Samurai Shodown: “Samurai Gumi”

James Mielke over at Polygon scored big: he managed to get together Samurai Shodown series creator Yasushi Adachi, background designer Tomoki Fukui, and composer Norio Tate for a long form interview about one of the most beloved weapons-based fighters in gaming history. These three titans were a part of Samurai Gumi (literately: Samurai Team), and in their exclusive interview give an interesting behind-the-scenes look at the series’s development, budgets, and why the title had it’s “w” sliced out.

Of particular interest to the FGC is Adachi’s call to arms for old Samurai Gumi team members to get together and make a new IP, and his admission that they are not presently involved with SNK on development of a new title.

You can read the full article here!

Source: Polygon

Mikado Arcade keeps the spirit of Data East alive with Fighter’s History Dynamite: Karnov’s Revenge tournament

Only the world-famous Mikado Arcade would start off a week with a Fighter’s History Dynamite tournament.

For the uninitiated, Fighter’s History is an old school, footsie-heavy 2D fighting game made by the now-defunct Data East. The sequel, subtitled Karnov’s Revenge after Data East’s odd mascot, is the much beloved–and most competitive–entry in this series. This four-button fighter shows up regularly at Mikado Arcade, and continues to enjoy a healthy and diverse meta despite its age and obscurity.

Source: Mikado Arcade

Check out Vampire Savior & Super Street Fighter II Turbo at GAME a-cho’s “All Capcom Historical Olympics 2017”

Kyoto’s GAME a-cho threw a Capcom-flavored nostalgia party this past week for its “All Capcom Historical Olympics 2017” event; the games featured were obvious: Super Street Fighter II Turbo gave birth to the grounded fighters we know today, and Vampire Savior (AKA Darkstalkers 3) helped form some of the earliest air-dashing mechanics seen in the genre.

Regardless of which subgenre of the FGC you fall under, there’s a part of your gaming history represented here in these games. Relax with some great play from Japan’s finest!

Sources: A-Cho (Twitter)

The King of Fighters XIV version 2.0 roundup: Stuns, tutorials, anti-projectile conversions, and lots and lots of combos

How is everyone liking the new King of Fighters patch thus far?

I’m sure you tried to answer, but I can’t hear you over the chorus of Vanessas in the world right now. Here’s a 2-bar stun combo that’s bound to get some use, since it works off a jump-in mid screen:

Maybe you’re someone that’s been swayed by the new KOFXIV characters, but you’re not totally sure where to begin? TrueUnderDawgGaming has put together a beginner-to-advanced combo videos for Rock Howard, Vanessa, and Whip hopefuls.

What, no Yamazaki guide? No fear, HurtboxTV’s got you crime-loving goons covered.

And as a cherry on top, have an anti-projectile conversion from Pwick1 with KOF’s latest crazy criminal!

Speaking of anti-projectiles, Whip’s new reflect special shuts down a surprising amount of moves in this game, even some things you may not consider projectiles.

DLC characters aren’t the only thing to show off in 2.0, though! KOFXIV’s big boss Antonov shows off some new tricks in KEN TSANG’s combo video.

As with any new game’s release, there’s a lot of exciting content being published all at once. If you missed our previous roundups, go here and here!

Sources: KEN TSANG; Maloy; @Fighterslegend; TrueUnderDawgGaming; Pwick1; HurtboxTV