Major Texas tournament Absolute Battle 8 registration is now live; will be held August 25th-27th 2017

Plano, TX sits around 25 minutes from Dallas, and serves as home to one of Texas’s largest fighting game tournaments: Absolute Battle. Revealing its 8th iteration, Versus Gameplay has announced that Absolute Battle 8 will run from August 25th-27th, with online registration now available via smash.gg.

Absolute Battle is run by Versus Gameplay, Dallas/Fort Worth’s largest retro arcade and one of its most active esports organizations. Absolute Battle 8 will be held at the Comfort Inn in Plano, with registration costing $45 at present. Expect news on possible hotel booking deals, additional events and exhibitions closer to the tournament. So far, Versus Gameplay has announced events for:

  • Street Fighter V
  • Tekken 7: Fated Retribution
  • Pokkén Tournament
  • Super Smash Brothers Melee (Singles and Doubles)
  • Super Smash Brothers Wii U (Singles and Doubles)
  • Injustice 2
  • Guilty Gear Xrd REV 2

Source: Versus Gameplay

Pokkén Tournament’s Burst Mode, Exhaust Frames, and design philosphy

Note: This article uses numpad notation for moves!

It’s easy to walk away from playing Pokkén Tournament with the sense that this game was designed to bring new players into the fighting game genre. Pokkén distances itself from typical fighting game conventions at almost every turn; the lack of a mid/low block mixup, single button specials, the shifting Phase perspectives, and the color-coded attack triangle are all examples of this. Pokkén Tournament does a good job of streamlining the fighting game experience for new players, while still being grounded enough for any FGC-head to march in with strong fundamentals and run the shop.

Burst Mode, on the surface, seems like an extension of this accessibility philosophy. Pokkén’s equivalent of a super meter grants you temporary access to both a high-powered super attack (which, for almost every character, is safe on block, if not having frame advantage!), and a passive defensive buff that allows you to further pressure the opponent. The mode can really be looked at as an activation super–like Yun’s Genei Jin, or Juri’s Feng Shui Engine, in the Street Fighter series–that grants a high-powered state to the whole cast.

But while it’s easy to write it off as a candy-coated Genei Jin, Burst Mode does a lot of complex things for the game’s system mechanics. All at once it gives:

  • A panic button. When activated, Burst Mode sends out a damageless, invincible hitbox on frame 1, protecting the user. In a game lacking invincibility moves, this is basically the FADC Dragon Punch of Pokkén.
  • A reset tool for juggles. If the invisible hitbox hits, it resets phase shift points in Duel Phase.
  • A pressure tool. Burst Mode grants armor versus light attacks, unless the opponent is also in Burst Mode, or is using Eevee.
  • Health Regeneration. Exactly what it says on the tin.
  • Comeback opportunity. Burst Mode heals recoverable health and gives temporary, one-time access to that character’s super. For some characters, it even changes their move-list considerably.

And just condensing Burst Mode down to the above four points is a gross simplification of the mental push/pull that Burst Mode causes in a match. Much of this complexity comes from attributes the game itself never touches on. A game which focuses on accessibility shockingly never tells you about phase points, Burst Mode‘s invisible hitbox, or the strange state Burst Mode ends in, dubbed Exhaust Frames by the Pokkén Community.

Exhaust Frames Change Everything – But Only If You Know How To Use Them

Imagine, if you will, a version of Street Fighter V that punishes you for not KOing your opponent with V-Trigger. In this theoretical game, if your V-Trigger runs out, your character freezes in place, unable to jump or attack. It seems like your only option, for just a split second, is to guard. Meaning, in this fake-SFV land, free command grabs for the opponent. That’s, in a nutshell, Exhaust Frames. And for several months, it messed up a ~lot~ of players who were trying to remain active while their Burst Mode was ending.

Well, turns out, that wasn’t what Exhaust Frames really were. Like any good hypothesis, further study changed what we knew about the science.

Exhaust Frames have been misunderstood for a large part of Pokkén’s Tournament life, and the actual data on it still seems to be poorly documented and shared. The truth is, this same state where you can only guard, can also be altered by the player going through the exhaust. If you hold a direction without pressing any buttons, you gain a ton of invincibility. Take this example:

  1. Mega Blaziken’s Burst Mode is about to end. He jumps, the Burst Mode meter depletes, but since you don’t go into Exhaust Frames until you touch the ground, he remains in Burst Mode and does j.X.
  2. His opponent blocks at around chest level, then mashes 5Y.
  3. Mega Blaziken touches the ground and holds any direction, pressing no buttons (including guard). He turns back into normal Blaziken.

With the above situation, the entire cast’s 5Y (except the unusually slow Chandelure’s i21 5Y) passes through Blaziken during the white exhaust flash, even if you hold towards the opponent. Given that Charizard’s jab starts up at a slow 17 frames and even he misses, this quirky state allows players that are knocked down as their burst ends to get yet another get-out-of-jail card. In short, you cannot perform meaty attacks on a Burst Mode’s exhaust wakeup. The mental game is no longer “do they think I will do mixup option A or B?” but rather “will they use exhaust invincibility, or do they not know about it?”

Does Invincibility on Exhaust Frames Make Sense In Pokkén?

Exhaust Frames can be counter-played, of course. If your opponent uses them, you can just delay your mixup. Use cancels to bait it out, then run a grab/attack mixup. The question I am posing isn’t “Can this be beaten?” but rather, “Does this mechanic make Pokkén Tournament a better game?”

If these invincibility frames are by design–which certainly seems to be the case, given their continued existence in the latest arcade patch–then one wonders why there is no mention of them anywhere in the game’s many tutorials or hints. One also has to wonder how a game design team that worked so hard to make an accessible mass-market fighter showed no such inclination on one of the game’s most important systems.

There is an industry term for software bloat–“Feature creep“–that almost perfectly describes what ended up happening with Burst Mode. To Pokkén’s credit, it’s a well-made, fascinating, adventurous fighter that has mostly stayed true to its design philosophy. And it is that strong, unique vision that makes me wonder what the future really holds for Burst Mode. A theoretical Pokkén Tournament sequel will likely want to reach out to a wider audience, but could you imagine trying to explain Exhaust Frames to someone outside of the FGC? If that game ever comes, I imagine Exhaust Frames will be reworked from the ground up. Even if, in a way, the invincibility frames ended up being better than the original understanding of the mechanic: getting grabbed for free.

The player in me is fine with Exhaust Frames only because the average player doesn’t know about it, and I find that exploitable. But the critical part of me doesn’t see how this does anything but make it a worse game. Either Exhaust Frames should be axed all together and replaced with a seamless transition, or reworked into a intuitive mechanic that makes sense for Namco’s design philosophy.

Until the day a sequel or major revision to the mechanic comes, though, don’t forget to hold a direction when your meter is out.

Silence Guile with OminousGames’ anti-Sonic Boom tutorial for Street Fighter V

Guile’s Sonic Booms have been bringing players to their knees for decades. If you have a blind-spot in your own game for how to deal with the projectile powerhouse, this tutorial from OminousGames should help you see the light.

By breaking down exactly what Guile’s options are in Street Fighter V, OminousGames reveals that gaps and situations you can exploit to throw off Guile’s rhythm. He also details how the charge buffering nerf impacts Guile, and optimal ranges to look for when considering jump in.

Source: OminousGames

Top For Honor players Petemoo and ExtheleonX discuss the 1.05 Balance Patch

For Honor’s latest balance patch just hit the PC servers! Two of the best For Honor players in the world, ExtheleonX and Petemoo, joined YouTuber Klyka to go through a comprehensive breakdown of all the changes in the latest patch.

The massive patch includes a number of much-needed bug fixes and re-balancing. For example, assassin classes had a mechanic where they wouldn’t fall down when thrown while out of stamina. This is a thing of the past, and a big blow to a number of Peacekeepers that were dominating the ranks.

Due to the certification process, the patch will come out within 1-2 weeks on console after the PC release.

Source: Klyka

Mikado Arcade goes back to 3D’s roots with a Virtua Fighter 3: Team Battle tournament

That mecca of fighting games, Mikado Arcade, recently ran a tournament for Virtua Fighter 3: Team Battle. VF3tb is the arcade re-balance of the legendary 3D fighter, and is the first entry in the series to actually feature movement into the third dimension.

While Virtua Fighter 4: Evolution would be the entry to really steal the FGC’s heart, 1996’s VF3 has plenty of depth and intensity on its own. Many of the innovations in the genre of 3D fighters are traceable directly to this game. This it to say nothing of the characteristically strong play Mikado provides here: as usual, the players are in top form, playing a game close to their hearts.

20+ years later, though, I still don’t understand Wolf’s cowboy outfit.

Source: Mikado

EnnyMura partners with Playlive Nation to launch a multi-venue, state-wide Pokkén Tournament series

EnnyMura has been Southern California’s primary streamed Pokkén Tournament event for over a year now, bringing consistently high-level play from pros like SuperTurboRyan, EMP|WonderChef, AngBad at more. Their main series “Wednesday Night Fights: Pokkén” started as a part of Alex Valle’s Level Up Series, and has evolved into its own beast as it branched out. At the close of its most recent stream, host RudaFuda and weekly winner SuperTurboRyan announced another evolution for the series: an innovative multi-venue league for California and–eventually–beyond.

In conjunction with US gaming center Playlive Nation, the top players from each local will compete online with the top players from other locals for a larger prize the same day. The intention seems to be to branch out to any state with Playlive Nation–and RudaFuda encouraged any scenes interested in taking part in the tournament series to contact him. More details on the revolutionary tournament series are expected in the future.

Coupled with the announcement was the news that EnnyMura will be streaming both NCR’s and Dreamhack Austin’s Pokkén majors. EnnyMura’s next few months look to be very, very busy.

Source: EnnyMura

EnnyMura partners with Playlive Nation to launch a multi-venue, state-wide Pokkén Tournament series

EnnyMura has been Southern California’s primary streamed Pokkén Tournament event for over a year now, bringing consistently high-level play from pros like SuperTurboRyan, EMP|WonderChef, AngBad at more. Their main series “Wednesday Night Fights: Pokkén” started as a part of Alex Valle’s Level Up Series, and has evolved into its own beast as it branched out. At the close of its most recent stream, host RudaFuda and weekly winner SuperTurboRyan announced another evolution for the series: an innovative multi-venue league for California and–eventually–beyond.

In conjunction with US gaming center Playlive Nation, the top players from each local will compete online with the top players from other locals for a larger prize the same day. The intention seems to be to branch out to any state with Playlive Nation–and RudaFuda encouraged any scenes interested in taking part in the tournament series to contact him. More details on the revolutionary tournament series are expected in the future.

Coupled with the announcement was the news that EnnyMura will be streaming both NCR’s and Dreamhack Austin’s Pokkén majors. EnnyMura’s next few months look to be very, very busy.

Source: EnnyMura

Joe Higashi dosen’t need stun combos! Playergodaines shows off Joe’s high damage in The King of Fighters XIV

Recently playergodaines showed us the potential of Tung Fu Rue, and demonstrated a situational stun combo with him on King of Dinosaurs. That was a surprise, but stun combos for Muay Thai practitioner Joe Higashi are not. They’ve been with the character for multiple games now, to the point they have overshadowed the character’s built-in potential without them.

Playergodaines wanted to counter this perception. In the description he mentions that he wanted to show “how (Joe) does above-average damage without relying on difficult stun combos.” The result of this work is stylish, informative, and above all else, practical!

[Editor’s note: as this video immediately preceded the new version 2.0 balance patch, some of the tech may work slightly differently in the game’s new build.]

Source: playergodaines

CrossUPDP breaks down Xian’s fighting style and thought processes over his Street Fighter career

CrossUPDP’S “Pro Player Analysis” series now takes aim at recent Final Round 20 winner RZR|Xian, in an attempt to understand the mind behind the mixup master:

While the destination is Xian’s current tournament-winning Ibuki, CrossUPDP’s 11-minute examination maps out all of Xian’s characters across his Street Fighter journey. Originally a King of Fighters 2000 player, Xian’s focus on his entire Street Fighter career has been to take the road less traveled (or the character less picked), and blindside his opponents. In his own words, he “likes the feeling” of his opponents not understanding what he’s doing.

Source: CrossUPDP

Beefy Smash Doods present a Smash 4 Wario combo video full of Waft confirms and Motorcycle traps

The guys behind Beefy Smash Doods are no strangers to bizarre Smash techniques and combos. Wario has never been a straightforward character in any Smash game, using his obnoxious hitboxes like N-air and Motorcycle to confirm into a Waft kill. A Wario combo video from Beefy Smash Doods promises to be full of insane confirms off strange situations, and “It’s a Wii, Wario!” by SiC doesn’t disappoint.

I think Motorcycle Toss, down throw into Waft confirm is one of the most ridiculous things I’ve seen in Smash in a while. That was only a minute into this video, though: the awareness and performance of SiC clearly shown in their footstools, gimps, and low percent kills is impressive. If you’re a Wario main, there is definitely something you can learn from this.

Source: Beefy Smash Doods