My Hands-On Experience with Tekken 7 at Wizard World Austin

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Wizard World has been producing successful fan conventions for nearly a decade. I have to assume, then, that they are very good at it–but truthfully, I wouldn’t know. For me these things are usually too loud, too crowded, and too easy to get sick at. (Also, no one enjoys driving in downtown Austin, TX. No one. NO ONE.) Their recent partnership with Namco, however, has certainly drawn myself and others out of the woodwork. Who wants to try Tekken 7 early?

It turns out a lot of people did, from all across the country. No one was surprised to see RIP, or Sajam, or TastySteve–popular individuals who have been mainstays in the FGC for quite a while. But there were four pools worth of players there! MysticBill came from Louisiana. Another player I talked to was from New York. Needless to say, every major city of Texas had someone show up. It was a surprisingly full tournament for a game that’s not out, for a subgenre that’s not the most represented, or understood, in the US.

The Tekken Area was set up to the side of the main tournament stage, and was already full of people the moment I arrived. When I finally got to play the game that Friday afternoon, it was clear to see why: it looks great, and it’s fun.

Tekken 7 is a familiar experience for fans of the series and the genre as a whole. Though the days of “Bound” are over (the midpoint extension of combos in the previous two games), it’s replacement is not a big change. The new juggle system uses “Screw Attacks (SAs),” which is frankly just ‘Bound’ by another name. The system itself is as creative and loose as it was before, but the primary difference is that SA sends your opponent further away. In a weird sort of way, this makes combo enders that were previously very difficult (think: King’s instant Shining Wizard) now much more do-able for the mid-level Tekken Player.

Execution monsters may dislike this change, but it’s really a small detail in an otherwise very open, freeform system. The new damage/gravity scaling does tend to open up for a different type of execution now, as harder combos tend to involve mini-dashes in-between hits. Or, you may have to dash towards your SA’d opponent and hit them with a complex input move before the spinning animation from the SA ends. For example, the “high damage” and “correct” ender for the Kazumi combos seemed to be:

Combo Starter, Filler, SA!, dash, b,f+2,1,1+2

At least, according to the footage I had been watching prior to Wizard World.

Without time to play in training mode, though, the timing for forward dash into a back-forward input seemed a little tricky. Replacing it with Kazumi’s running 2 gave me decent damage and wall carry: a quick, on-the-fly option that would work for me now. And, likely, for the first time Kazumi player that just wants to jump online. As with any Tekken, you’ll start to use different optimal combos for damage, combos for wall carry, combos for wake up pressure… it’s really the same game we’ve been playing for a little while now, but polished and prettified with 2016 graphics.

Outside of this tweak to the combo system, it’s really a stone’s throw from anything Tekken has done in the past. The biggest selling points Namco will throw at you–slow-mo finishes! Supers! Rage Drives!–are largely cosmetic, or incredibly situation-specific. Slow-Mo finishes–when both players press a button when one person is in danger of dying–never failed to get gasps and laughter. The pop from the crowd was noticeable every time, in every match.

Supers–known as Rage Arts–are the odd inclusion in Tekken 7. These one-time activation attacks are likely the main attraction to the outside world, but I think in actual competitive play they will have limited use. Though all of them have startup and armor, they are all unsafe. You cannot use the Rage Art armor versus another Rage Art. You only get them when you are low on health, but since you take damage if you armor attacks, you can still die before the Rage Art comes out. Some are slow enough that you can “check” them with a jab and then block.

All in all, their primary purpose seems to be big whiff punishes, or (often times) needless gambles versus button presses. They can also be used to shut down mix-up up situations, i.e. Gigas’s Walk Mixup. Damage scaling makes comboing into them not always worth it. But! There’s an alternative to Rage Arts.

Rage Drives, which also consume your one-time super activation, don’t give the big damage of a Rage Art on their own, nor are they as flashy as their cinematic counterparts. They are, however, typically very good–many are safe, some are combo starters, some are even frame traps. A few can push you into the wall on block, forcing you to take chip damage. In the long run, it really feels like Rage Drives are the biggest defining “new” mechanic of Tekken 7. Seeing people commit to Rage Arts over Rage Drives will likely be a big indicator of how confident, or competent, that player is.

Movement feels close enough to TTT2 and T6 that I was able to run in without it feeling foreign. Stepping was perhaps a little weaker compared to TTT2, but I still had mostly no trouble getting around and stepping that-which-is-stepable. Backdash Canceling felt exactly the same. I don’t torture myself with sway characters so I can’t tell you if the “true” Korean Backdash is any easier or harder, but I pretty much always got the movement that I wanted, when I wanted it. If you didn’t learn BDC before, you’re still going to need to spend a little time with it.

The only other thing I can immediately think of that was “new” was the Power Crush system. Each character has at least one move that absorbs attacks during its armor frames, at the cost of health. It didn’t show up as often as I thought it would–likely because it’s new to everyone, and unlike Rage stuff the game never outlines what your Power Crush moves are. What I did pick up on was that, generally, if your Power Crush move hit high, it was safe on block. If it hit mid, it was unsafe, and in some cases wildly so. Katarina’s was launch punishable. Kazumi had two–a high, safe one, and a mid one that didn’t even turn into an attack unless you came into contact with the armor frames. I can see some of the high, safe ones being pretty annoying–Lucky Chloe’s really irritated me, unsurprisingly. The health drawback hurts it’s use a bit but it’s going to still be a big thing people will need to learn to deal with.

In short, if you like Tekken prior to this, I really see little reason for you to dislike Tekken 7. The new mechanics don’t drastically change most moments in the game, and currently work pretty well. Sadly, the version we ended up playing was Arcade Version C–pretty disappointing since D had just been announced a few days prior, with some pretty big changes. (For example, standardized backdash speeds and distances across the cast. Also, Rage triggers later in Version D–probably for the best.) Still, it’s a good sign that, as solid as the build we played was, they are still fine-tuning and perfecting the game itself.

Now let’s talk about the bad.

803730838_64451_5711804936845979282

TastySteve vs. JustFrameJames. Note the camera differences on each monitor.

Tekken 7, as it stands right now, is incorporating head-to-head setups that attempt to synchronize with each other. When you start to play, you are given the option of selecting the position you’d like to default to–Left or Right. Tekken 6 did something similar, as well, though it would still force both players to share one camera. In that game, sometimes you just didn’t get the side that you wanted. Now, each player maintains their own camera–so, for example, if both players choose to play on the left hand side, they will have different camera positions when they play to reflect that.

This asymmetrical camera preference is a not new invention for Namco, and it is not conceptually a bad thing. Pokkén did it. In hindsight, I have to wonder if some of the architecture was built upon Pokkén’s code. The problem comes with the “solution” to implementing this. Pokkén forced a bizarre 30 FPS lock on local games, putting tournament organizers through the nightmarish hell of getting 2 Wii U’s per setup just to play the game properly. Once in game, however, it works pretty much as expected.

Tekken’s cameras don’t.

On a much more frequent basis then ever should be acceptable, both cameras on both setups will simply freeze. You have likely already seen this. The camera stops, the characters stop, but “physics” continue, like the swaying of clothes or bursting particle effects. This phenomenon is caused by both cameras trying to sync. It’s almost always brief and probably preferable to lag, but one too many times I’ve seen this interrupt combos, prevent players from blocking reactable lows, etc. I am also convinced that this occurs more frequently on some stages then others. Dragon’s Nest seemed like the worst offender, stuttering right out of the gate the first time I played on it, then repeatedly sync-freezing for the next 5 seconds.

I probably shouldn’t speak on behalf of Namco, but I can’t imagine they will repeat the mistake of Pokkén’s LAN requirements. Thus, this shouldn’t be a problem for offline tournaments. If this camera syncing issue finds its way into the final build, though, I can already predict the frustration of online players. You already have to fight both your opponent and their connection speed, and that’s enough to send some gamers straight into the Salt Dimension. Having to fight problems caused by their camera preference too?

Well, only time will tell how that will work out.

There’s one other very small negative to note. While playing casuals, I broke Kasumi’s Tiger. Some strange stray hit from Lili traded with my 2+3 Tiger, resulting in the tiger’s model being stuck on screen in what was very likely the model’s default pose. These things happen in beta. My opponent and I laughed about it for a little bit, circled the tiger, and tried to interact with it with attacks. We couldn’t.

I summoned another Tiger and the stuck model went away. I’m sure this will get removed, or well, not. It didn’t stop me from throwing more tigers afterwards and the move is kind of garbage anyways, so it’s not that big of a deal. There’s plenty of time for Namco to polish that. And, honestly, I’d gladly keep the dumb-looking bug for the Tiger not being -30 on block. That’s wishful thinking, though. I can accept my tiger-less fate.

All in all, the hardest pill to swallow about Tekken 7 is the knowledge that I still have to wait for it. It’s beautiful, it’s familiar, it’s fun and exciting. Slow-Mo got a intense reaction out of every person I met over the weekend. People were sharing combos and strategies with a wide-eyed enthusiasm I had not seen for a 3D game in this city in… years, honestly. To be fair, many players were out-of-towners hungry for the prize, but I would like to think some of their excitement rubbed off on the Austin SFV Players this weekend. It was the only fighting game, from the time I came in to the time I left, that always had every casual station full. Namco has built tremendous momentum with Tekken 7. They just need to cross the finish line.

I still got sick, but I thought the trip was worth it.

Slippingbug Breaks Down His Pokkén Tournament Tier List

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

I don’t need to tell you that information travels fast on Twitter. I also don’t need to tell that to Absolute Battle 7 Champion Slippingbug: he found out for himself!

Tier-making is a common exercise in the FGC, and Slippingbug was hardly the first to put together a tier list for Pokkén Tournament. However, he couldn’t have expected the flood of Japanese players re-tweeting and championing his list, including Evo champion Tono-sama. During our interview after Absolute Battle 7 we discussed his list, which seems to be one of the more generally agreed-upon lists at the moment.

The graphic is a little deceptive: there’s actually only two tiers, A and B. Slippingbug went on to explain why he organized it like this:

Slippingbug: Basically there’s two tiers. The gaps are really small between the pluses and minuses.

First, he broke down the A+ monsters, Sceptile and Braixen.

scept

SB:  He doesn’t have to play Rock-Paper-Scissors, really. Say he’s attacking your counter frames, he can Command Jump on reaction. That shuts down most wake up options in the game. He has a full screen mixup tool with Giga Drain. He has a ton of corner pressure with bullet seed and leech seed. He just has everything except, well, his defense is not that great. Detect is pretty easy to punish because of its end-lag. Leaf Blade is only real at long range. Frame data is not the best, he doesn’t have a i9. Everything else is really strong.

brax

SB: With Braixen, you can cancel anything into a Counter Pierce support. She has top tier mobility. She has the best anti-zoning tool, and she has good zoning. She has boomerang! It’s i17, and it can pop counters. Her counter attack is great. Her damage output is great. She definitely has everything. I can’t think of a weakness. I actually think she needs to be nerfed in some way. If the Braixen plays perfectly, what do you do? You can’t really have defense if she’s just constantly getting support.

Crow_Spaceboy: What’s funny is, she got nerfed in the last patch.

SB: Yeah, her super doesn’t shield break anymore. But her shield damage is still insane. She does really insane chip damage in burst, too. The way I would nerf her is to find some way to make the charge times shorter. That’s what’s really ridiculous about her. She can get like seven Emolgas in a round. Come on.

He gave a small, snarky laugh before resuming.

SB: Something they could do is put a hard limit on support usage in a round. You know how Cresselia can only be used once a round? Do a hard limit, like, 3 stocks for all the others. I think the optimal way to play her right now is amp until you have your support, then do stuff. On reaction to counters, cancel to support. It’s how a lot of Braixens play right now.

CS: You mentioned one time that “A buff to supports is a buff to Braixen,” too. That’s another challenge of balancing her.

SB: Yeah, pretty much. You saw Yveltal get buffed, and now, if you counter vs. an attacking Braixen, you don’t get to burst. It’s crazy.

SB: The rest of A tier is really solid characters with no bad matchups, or almost none. They, at worst, lose slightly to the ones above them (Braixen and Sceptile, primarily).

sui

SB:  He has arguably the best counter attack in the game. You can use it like a dragon punch because of how fast the second hit is, but you don’t have to commit to it thanks to CADC. Even after the nerf, j.Y is great. It makes it tough to get in OR zone versus him. Good damage. Good  oki. He probably has the best anti-airs in the game. He has good results both here and Japan. He has a lot of health…

CS: I always thought it was really silly that this option heavy, super well rounded, high damage zoner also had so much health.

SB: Yeah, pretty much, haha. He plays really well at every range, and the effort-to-reward ratio is pretty good for him. Compared to, like, Gengar.

pika

SB: Pikachu doesn’t lose to anyone except Blaziken, randomly. That’s just because Pika’s anti-airs don’t work well vs. him. That said, even though he doesn’t really have results here, I still placed him high because he has everything option wise, and he has a fast burst build. I think fast burst is incredibly valuable in this game. Let’s see… he has 5X poke, the lightning bolt. That’s great.

CS: I almost played that character just because of that move. That’s such an obviously good footsie tool.

SB: Yeah. If you land it near the wall you get 250+. His wall carry is really good. Really safe. Top 3 counter attacks. Top 3 counter attacks are Suicune, Braixen, and Pikachu. His dash is really fast. I don’t think anyone in the US has used him effectively, like in Japan. You definitely never see anyone use Thunder properly. That tool can punish a ton of stuff with the right timing–Overheat, Umbreon, Psystrike.

CS: Yeah, you almost never see Thunder used carefully like that.

SB: It’s good, and if you see they didn’t commit, you can cancel Thunder. I think Lucario and Pikachu are kind of similar in how they are really well balanced, without anything super broken to put them higher. They are as good as the player. Pikachu + Jirachi is insane, though. Nuzzle > Super in the corner is 270 damage off a grab. His oki is really good. If you space 5X oki right, 5X cancelled into Nuzzle beats counters on reaction. You can also cancel into Iron Tail. 5X cancel options tend to shut down most wake up stuff.

luke

SB: Lucario has the best burst in the game, outside of Charizard and Gengar. Burst throw does so much damage. He’s super well rounded, and he beats Gengar/Chandelure/Gardevoir pretty much for free. He does well in a lot of match ups and doesn’t lose much. His wall damage is absurd. His only real problem is his field phase options are kind of unsafe. You have to commit. But he has Bone Rush! And duel phase options are so good they make up for his bad field phase. 2Y is so good.

m2

SB: Mewtwo has great tournament results, a strong mixup game, and amazing oki. He has a oki vortex because of barrier, basically. You can’t counter versus him on wakeup, and all his options give him big rewards. He has great health too. He’s just really solid.

weav

SB: Weavile, I used to think he was bad, then people got really good with him. His oki is really good since charged 5X counter pierces, and he’s so mobile. He’s really hard to hit. Great time out character. Pretty much impossible to catch him if you’re slowed down, or he has Togekiss.

rpika

SB: Libre, I think, could be higher. The only reason I put her lower is because I think her field phase is lacking, and everyone else above her has better field phase options.

s2

SB: I think Shadow Mewtwo has fallen off a lot. He has tons of great tools but he dies too easily. He requires a player to play him perfectly. Everyone knows he’s a glass cannon but he’s more glass right now. Shadow Mewtwo  may have gotten nerfed too much. They gave him some buffs but they weren’t meaningful to his play. The addition of the j.Y lag in field really hurt.

chari

SB: Charizard could be lower, but I put him here because he has lots of long range attacks. He can threaten you from some odd ranges. His field phase is surprisingly good, lots of good projectiles. He has a fast burst and Mega Charizard is really, really scary. His key match ups versus, like, Suicune, Sceptile and Braixen are really bad, though. That knocks him down.

SB: The next tier, I think, these characters have lots of really bad matchups.

chandy

SB: Chandelure loses really badly to Garchomp, Suicune… as well as Lucario, I think. She has really low health and she just struggles so much with things other characters don’t. So, like, she’s good, but she has lots of flaws. There’s better zoners.

machamp

SB: Machamp has a really good punish tool in Cross Chop. Sylveon combined with his health pool means he lives a long time, but he has so many bad matchups versus zoners in duel phase that it kind of doesn’t matter. You work so much more with this character.

garchomp

SB: Garchomp honestly has a lot of the same flaws as Machamp. They lose key matchups versus these top tier zoners and are overly reliant on this grapple style that isn’t that effective in Pokkén.

SB: I can see anyone B and above winning a tournament. I’m not sure I can see B- characters winning a major tournament.

gengar

SB: Gengar is really hard to use for little reward. His damage is meh. His neutral isn’t great. He’s slow. Then all of that changes when he bursts. But his burst is slow! Gengar is just burst mode, and it’s not enough.

blaz

SB: Blaziken could possibly be higher, but he has auto loss match-ups. Libre, Sceptile. The character seems so good until you really find out how exploitable his counter attack is. Once you know his gimmicks, it’s hard for him to do anything. As Sceptile, if you Blaze Kick his shield, he can Izuna Drop you anytime during the kicks. Against Libre, I can just throw out 8Y and it beats the majority of his move list, which is mostly highs. He struggles versus every zoner. The thing he has going for him is his high damage output. When you’re in the corner versus him it’s hard to get out. It’s similar to what Weavile does to you, but Weavile’s counter isn’t garbage. And Blaziken hurts himself.

gard

SB: Gardevoir is the worst character in the game. She has no mid-range. In Mid-Range, she has one move that she can use, and it’s -16. Unless she has Stored Power, but Stored Power is react-able. If they buff Gardevoir, though, I would like them to get rid of her unblockables. I just don’t think those should be a thing. Maybe, if you tech the grab, the future sight doesn’t go off. I mean, that’s why they nerfed Diglett, yeah? I’d rather her be a real character.


The whole tier chat was the second half of a nearly 45 minute chat with Slippingbug. You can read the first half here! He admitted to me that tier lists, to him, are liquid: something he’s always adjusting and rethinking as he’s encountering new information. A “living” tier list that has this amount of detail and consideration seems, to me, the best way to tackle such an easily debatable topic. Especially in the age of patching.

What do you think about Slippingbug’s tier list?

Interview with Labib “Slippingbug” Haq, Absolute Battle 7’s Pokkén Tournament Champion

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Pokkén Tournament is not like other fighting games. I bring this up because, to an outsider, Pokkén and King of Fighters probably seem like they require very similar skill sets. If you don’t play sports, you may make the mistake of thinking you just have to be “athletic.” Once you have either first hand experience, or have done your research, you know that each sport requires very specific types of training in order to succeed in it.

I had back-to-back interviews with the winners of Absolute Battle’s KOFXIV and Pokkén events, and you can read the interview with the KOF Winner, Benjamin ‘Vicio’ Martinez, here. I, as a player and spectator of both games, would like to think I have the smallest feel for the way each of these games work. But if I didn’t, and I wanted to start cracking into one of these games, I don’t think I could have had a more enlightening set of experiences then talking to these two players in succession.

Vicio was quick-witted and emotionally driven, a man whose words and wild play style came off the cuff. The next day I met with Pokkén winner Labib ‘Slippingbug’ Haq, and at some point during our conversation I realized not only how different their personality types were, but how their different personalities fit in with the games they played. Slippingbug was careful and calculated in his words and descriptions. In a lot of ways, this conservatism mirrored his play during the dominating performance at Absolute Battle.

pik

One of the most significant things about Slippingbug’s victory was his character choice, Pikachu Libre. This luchador Pokémon is often affectionately referred to as R. Pika, referencing a similarly named Street Fighter character I’m confident you’re familiar with. Unlike the Peach Bomber however, R. Pika had, until now, not secured a major win in the US Circuit. SlippingBug, whose only other major tournament appearance was at DreamHack Austin, became the character’s first champion at Absolute Battle. So, how does it feel to be king of the electric ring?

Slippingbug: I’m glad that I won something with her, because a few months ago, after she got nerfed, I lost my faith in the character. You know, “Where can I go with this?” Then, I watched some of the Japanese play and that really helped with my neutral. Hopefully, I want other Libres to adopt a similar style to what I have, which is based on what the Japanese implemented. I think that would yield better results overall.

Crow_Spaceboy: How would you describe your style? Or ‘that’ style of play that the Japanese used, and how it’s different from how most Libre’s play?

SB: The Japanese play a lot more calculated. They wait for their moments to strike. They are able to get a life lead, and they usually don’t approach. Say you land an enhanced combo in duel phase: Your opponent is in field phase with “slow,” and you’re far away from them with defense buffs and a health lead. So, that puts more pressure on them to approach you, and that increases their room for error, which you to capitalize on. I think with R. Pika, you should play her as a bait and punish type character. Against Lucario, for example, I would always stay in the range of Bone Rush, because all his projectiles at that range are unsafe. I can maintain that range and punish him for his mistakes.

CS: A lot of what your describing sounds really similar to the way Street Fighter players describe footsies. You’re not over-extending yourself. Do you think this is where Pokkén is headed? Or is this “patient footsie” style R. Pika specific?

SB: In general, I think that’s where Pokkén should be heading. A lot of what American neutral is right now is CADC back and forth and abusing Counter Attack. As players get better I think they will learn to punish counter attacks and counters won’t be as abuse-able. If you watch the Japanese play, they don’t counter attack that often. Because everyone in Japan knows how to punish counter attacks, and landing combos just yields more reward then landing counters.

SB: Counter attacks are really strong at low level and mid level. But watch my set versus BadIntent: there weren’t too many counter attacks in the neutral. I mostly only Counter Attacked vs. Earthquake or something else I could punish, if that makes sense?

It did. And the BadIntent match was a great talking point to pivot to!

Slippingbug had not dropped a single game prior to Grand Finals. BadIntent switched to Shadow Mewtwo from his usual selection of Blaziken, and that decision seemed to catch Slippingbug off-guard. In the close 3-2 set, was SlippingBug nervous at all that BadIntent was going to force a reset?

SB: Not really. Going into game three, when I won the first round, I knew I was going to win. I knew, by the third round, I’d have full synergy because of my cheer.

CS: Okay! So, in your mind, it was checkmate?

SB: I knew I had a pretty good chance. I felt like it didn’t matter if he killed me in round 2. If I won field phase even once I’d have the meter for super. In round 3 I took a huge lead because I had burst and he was really struggling to find a hit. He also kept trying to hit me when I was crossing him up. He got impatient.

Slippingbug revealed that it wasn’t just footsies he was patient with–he constantly and carefully monitored his meter use before determining how he’d act. This seems particularly valuable for his particular character: between her own natural meter gain and supports, Libre could easily get two burst modes in a single round.

All this math and homework aside, though, Slippingbug was still very much a fighting game player. This couldn’t have been made more clear when he revealed the long game he was playing with BadIntent.

SB: The previous night I had played in a 2v2 tournament in Dallas. I fought BadIntent there too. I beat him there versus his Blaziken, but he knew my tricks because of that tournament. I had to do some new stuff during Absolute Battle to keep him off guard. It was mid set and I was kind of like: “…what haven’t I done?” I threw more discharges on reaction versus his Shadow Mewtwo’s 5Y. I played with different approaches. This helped me win Field Phase a lot and he didn’t see that option at all the day before.

CS: Where are you going to go from here? You haven’t gone to many majors. Are you going to start traveling more?

SB: Maybe, if the major is closer to here. I’m going to focus on growing the Austin scene. I’m going to use the money from Absolute Battle to throw in pot bonuses at our weeklies. I don’t really care about the money, as long as I, like, don’t lose it.

CS: Where do you think Pokkén will go, as a whole, from here? Worlds is over. EVO is over. Milln said “If you think the game is dead, you aren’t paying attention.” Do you agree with that?

SB: Right now I think the scene is small, but it’s not dying, definitely. People are putting in serious effort to create content and stream. After worlds, the community realized, “Hey, we need to do stuff, we need to spread knowledge about what’s going on.” Season Two for Pokkén is going to happen, for sure. DC just got hired by the Pokémon Company. I mean, why would they hire them if  nothing’s going to happen?

CS: That’s true. That would be a strange investment for them to make.

SB: Yeah.

CS: Another question about Pokkén’s future. It’s silly. Are you going to play Darkrai?

SB: He doesn’t really look like my type of character, because I like characters that are up in your face and doing stuff. I’ll definitely play Scizor because he’s one of my favorite Pokémon.

CS: Um, you’ll possibly play Scizor, if he’s announced, Right?

SB: Yes. Possibly. I won’t drop Libre though, because she’s my best character. That’d be dumb, ha. Besides, she can handle most matchups.

CS: So you think she’s pretty balanced?

SB: Yeah. The only matchup she really loses is Machamp. And you can still win that as long as you run away for 80 seconds.

CS: Would you like to see the Pokémon Company change anything in the game in a future patch?

SB: I don’t think they can fix anything that’s wrong with a patch. Stuff that would be nice… an actual training mode. They could shorten some animations, like phase shift. Where the screen freezes for half a second. It’d speed the game up visually. Character balance wise? I think Braixen is a little too strong right now. I think unblockables should not be a thing. That’s it on what I’d like to see improved.

I felt more solidarity there than any other point in the interview. Pokkén’s training mode is a strange misstep for a company whose training modes–thinking of modern Soul Calibur and Tekken–tend to be quite good.

Slippingbug won AB7 confidently, defending it from some of the biggest names in the US, such as BadIntent, Bolimar, and Domin0. He did it without worrying about traveling to every major, and instead focused on honing his craft through study and nuance.

There’s a lot of fighting games out there and a lot of ways to play them. In my eyes, Slippingbug’s success owes some small part in finding a game that fits his way of thinking.

Image Source: Tourney Locator

Interview with Benjamin “Vicio” Martinez, Absolute Battle 7’s King of Fighters XIV Champion

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

At Absolute Battle 7, the finals for King of Fighters XIV were tacked to the trail end of Saturday. The spectators in this darkened room were divided between two massive projectors: on one side of the room ran Street Fighter V’s scheduled exhibition matches. On the other side, another audience crowded around the last eight players in the first post-release KOFXIV major on US soil.

Even as a fan of SNK’s latest entry, it was hard to be salty about its time slot. The game was technically only three days old, which was easy to forget when you saw the level of play already being demonstrated. Many of the top 8 were familiar faces; dominate Texas-based KOFXIII players bringing their sharpened skills to a new game.

Wars waged, players dropped. The final two competitors standing were, perhaps, not a surprise to anyone there. There was accomplished FGC vet NerdJosh, who recently earned the affectionate moniker “BirdJosh” for playing the bird-wielding Nakoruru. His opponent was a name possibly less familiar to the FGC as a whole, but not to the KOF community: Benjamin “Vicio”  Martinez. Prior to this tournament, Vicio had already started working on building his KOFXIV credentials by finishing 2nd at Summer Jam’s pre-release event.

But let’s go back a bit: it was not the first time these two had met in this tournament. Up until their match in winners, NerdJosh looked indestructible, his finger seemingly on the pulse of KOFXIV’s early meta. But his ability to find “the good stuff” early in a game’s lifespan wasn’t enough to conquer an Orochinagi boy.

You really should see the set. If you don’t have time, at least consider this single moment. In their first encounter in the winner’s bracket, the very opening second of Round 3 said everything you needed to know about how dominate and brave Vicio’s play-style is.

I sat down with Ben on Sunday morning. While others were battling out to be crowned in other games, Ben was working on getting as many casual stations in the second game room converted to King Of Fighters as he could. He actually left at one point to get more monitors.

It wasn’t long until we were talking about that super. For me, it was the weekend-defining play, and I had to know what led him to risking a character like that.

Vicio: I saw her crouch. The moment I saw a little spark, I thought “That’s a special. My super’s invincible. I’m going to do it.”

[I could see him reliving the play with his fingers against the table.]

Crow_Spaceboy: [stammered] So… you were reacting to the QCF+C?

VI: Exactly.

CS: Wow. Really. So it wasn’t just a read, you just saw the move?

VI: I saw the move. I actually had already buffered it, saw her do the move, then just pressed the button. That’s all I needed to do.

The night before, his super placement looked like the sickest of reads to everyone in that room. Just now, when he claimed it was a reaction, I was stunned.

CS: Do you think that part of that was because you had been playing KOF at Summer Jam before the game came out? Or was it just your KOF experience overall?

VI: It’s a mixture of both, actually. At Summer Jam I also played against a Nakoruru. I think… I did it to that player too.

[He said this with the smallest smile.]

VI: It wasn’t round opening, but yeah. I look for that move thinking “If he does it right now, I’m going to super.”

I wanted to know what he thought about how people would react to KOF now that it was finally in people’s hands. Everyone knows the troubled start KOF had when it was first announced. But Vicio and I both know we didn’t drive to AB7 because of graphics.

VI: I think the more people see the game, the more people will get used to how it looks. It’s not animated poorly. It’s a scaffold, I guess you could say. They are not using the Unreal Engine or anything like that. They are using their own thing. Of course, right now, it’s not going to look as pristine like many other triple-A titles. We all know that graphics, yes, are important, but gameplay is king. And that’s what this game is all about.

I wanted to get his take on Nakoruru. NerdJosh’s most associated character got lots of people talking with her (seemingly) safe specials and her (very) invincible reversal. Despite how overwhelmingly strong she seemed, hers was not the tech that won. Is she just smoke and mirrors?

VI: Everyone’s been asking for her for a long time in the KOF series. They finally got her, and she’s good. She’s a great character. She’s only going to get better. I think right now everyone is looking at the big picture when they play as her. She’s going to have a lot of people playing her, and the more people that do, the better the tech will be with her. And that’s every character, not just her.

CS: So you actually think her stock will raise?

VI: Yes.

He answered confidently. There was something about how definitively he dismissed what we already knew about the character, that really showed the level he is already playing on. What made everyone else afraid, he saw as just simple early meta. And perhaps, rightfully so.

And what about his own bird-killing team? It was a team comprised not from the most popular characters, but made up almost entirely of his KOFXIII veterans. Almost. I had to know: are we going to see Vicio select Vice again? Vicio is–if you were curious–Vice in spanish. The absence of his namesake was surprising.

VI: Leona will never change. Mature, I’m feeling she’s really strong. They happen to be really good in this system. I feel pretty inclined to keep playing them for sure. I might pick up Vice on the way, but I don’t feel at home with her yet. I’d like to go back to my original team. If I don’t pick up Vice, I will probably go to Angel.

The inspiration may have been from one of his Top 8 matches:

VI: This weekend I played against Alekxkash. He has a terrific Angel. I can tell she can do some really nice mixups. She’ll probably be a character that will be easy to reset people. She has a guard break with one of her EX starters! I’m going to study her some more and see if I pick her up. And if I do, it’ll be Leona, Mature, and Angel… tentatively.

By now I knew he was probably eager to get back to playing casuals in XIV. Not wanting to keep him, I figured I’d ask one more question:

CS: Why KOF? What brought you to this series, and kept you here in the competitive scene?

VI: You have to realize, I used to play Fatal Fury… when it came out.

[I laughed. We were going way back.]

CS: Whoa, This is really a part of you.

VI: Exactly. Back in the early 90s. When I was a kid, you know, I’m reaching up and over the cabinet to get to the sticks. And then KOF 94 came out and it blew me away. “Oh my god! The Art of Fighting Characters!” As I was playing the game, I was just really hype. I remember the intro. I remember everything about the very first time I saw it. Nothing can replace it.

CS: Maybe we’ll see a KOF 94 cabinet someday at UFO?

VI: That would be incredible!

CS: A whole new KOF 94 scene.

VI: KOF 94 has so much more to offer. Even now people are finding new combos, incredible combos. Like, how can you pull off stuff like that with systems from back in those days?!

[He pulled himself out of his nostalgia for a bit. He nodded, paused, then revealed the real role Arcade UFO had in his life.]

VI: That’s what brought me in personally, though. The competitive side is.. I got to Austin. I felt I was good at KOF. I felt like, if anyone was going to challenge me, I was going to beat them because I used to train in Mexico a whole bunch. That wasn’t the case! There were good players here. And I saw that they were really, really serious about the game… especially KOFXIII.

[He paused for a bit, nodding to himself. ]

VI: It was insane the level some of the players had. Fubarduck, for example. And I saw I was lacking in a lot of things. I went to a local tournament and got bopped really bad. I was like “Okay… I better start grinding, training, going to the lab.” And I HATE that. I don’t like doing that. I hate the lab. I just want to play people and get experience playing. I don’t want to just sit in a room by myself.

While Vicio explained his “upbringing” in the FGC, I thought about how there are so many different types of players in the world. There is not really a one size fits all solution to fighting games. No P90X for execution. And I think the reason why is because everyone has to find out what their best is. Ben is never going to play a slow, methodical grind, and I don’t think most tutorial videos are going to tell you ‘you know, just got nuts. Try throwing supers at crouch animations.’

Ben beamed the entire time he played, talked, and thought about KOF. You can’t learn any of that. That sort of love for the game is in your heart. In my time, I have heard players say there’s a difference between playing competitively and playing for fun. After talking with him that Sunday, I can say confidently: They haven’t met Vicio. That man has found a way to do both.

Image Source: Salty Mayhem 

McDareth Presents the Definitive Stance Armor Guide for Pokkén Tournament’s Blaziken

Pokkén Tournament’s Counter Attack Dash Canceling (CADC) mechanic–obviously inspired by Street Fighter IV’s FADC–is not the only way to absorb blows in-game. There’s a number of characters whose high and low stances allow them to absorb particular types of attacks. This adds a very unique flavor to Pokkén, increases match-up depth, and is ridiculously flashy; that last part makes a lot of sense, because “ridiculously flashy” is an accurate description of the Pokémon that takes Stance Armor the furthest. Enter: Blaziken.

In this fantastically narrated video, McDareth demonstrates Stance Armor in theory and in practice. Everything you could possibly need to know about this unique system is laid out here, including how Blaziken interacts with supports, and why he would prefer Stance Armor over CADC.

Thanks to CatFight for the tip!

Source: McDareth

Pokkén Tournament Player Tevin “Teejay” Stokes Signed by Noble Esports

Noble Esports has grabbed itself a wild Pokkén player! It was just announced that Sceptile main Tevin”Teejay” Stokes has been added to their expanding FGC roster.

Given his representation on Team USA, and his strong performances at Evo, CEO, Momocon, and more, the acquisition was probably inevitable. The signing occurs just in time for Teejay to advertise Noble at Pokkén Tournament’s World Championship in September.

He is the first Pokkén player to join this esports team, which includes players specializing in Killer Instinct, Super Smash Bros., and Mortal Kombat.

Source: Noble Esports

Kumite in Tennessee 2017 Announced for January 6th-8th, with Pokkén Tournament as Its First Game

Announced via Twitter earlier this morning, Kumite in Tennessee (often abbreviated to KIT) is set to rumble on January 6 to January 8, 2017. It would appear that the KIT social media team is planning on rolling out the red carpet slowly for its games: currently, only Pokkén Tournament has been announced. Given KIT’s importance and involvement with the southern and eastern scenes, more announcements can be expected to follow.

KIT, along with PandaXGaming, is also involved in the Mid-South Championship happening on September 10th. It’s likely we’ll see a flurry of more information for KIT 2017 once this event wraps up.

Source: KIT (Twitter)

3D Basics for 2D Players: Understanding and Implementing Sidestep

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Last time, we talked about blocking, and the differences between the way 3D and 2D games handle it. By now I’m assuming this concept is under your belt! Once you have an understanding of how guard shapes 3D games, you will be prepared to make intelligent decisions on how to practice for the 50/50s different characters can throw at you.

Now roll up your sleeves! Because that’s peanuts compared to the other big, distinguishing characteristic of 3D games.

It’s time to actually move into the third dimension.

When we discussed 2D jumps before, it was specifically in the context of testing your opponent’s reactions. For the purpose of that discussion, we ignored Jump’s evasiveness. That’s where we are picking up from! It’s not a perfect analogy, but stepping, like jumping, can get you out of some hairy situations. It’ll only do so, however, if you step correctly.

I know, I know. That’s pretty nebulous: what the heck is “correctly” stepping?

We’re going to use this set above between 꽃게랑’s King (a name shared with a crab cracker snack!) and Gakxini’s Lars for the large majority of our examples. Not (just) because it’s Tekken 7, but also because there’s a lot of really fantastic examples of GREAT intentional stepping. (It’s also very likely, if you follow Avoiding the Puddle, that you’ve watched this footage before. Which is good. You’ll have some familiarity going in!)

The Basics of Sidestepping

The way stepping is implemented in 3D games can be as wildly different between games as the way jumping is in 2D games. KOF hops, SF4’s more static jumps, Guilty Gear’s air dashes–they all do very different things for the game’s spacing and pacing. Such is also true for Tekken, Soul Calibur, Pokkén… even though they all are made by the same company, they handle lateral movement in completely different ways. Hell, corner a Calibur or Tekken player and you’ll find out step works completely differently between its sequels. Yikes!

There’s a world of data in each game on how step works, but we want to talk about ‘Step’ as a general concept. For now, these are the most basic concepts to understand about stepping in most 3D games:

  1. Stepping is primarily used to cause close-range whiffs, then punish.
  2. Successfully stepping is a combination of timing and reading/guessing.
  3. Attacks can be stepped to one side, both sides, or not at all. Thus, there is (usually) a risk to stepping.
  4. There is a difference between hitboxes and “tracking” when it comes to how moves interact with your step.

Since most of you are probably Tekken hopefuls, you might enjoy this quick breakdown of Tekken Tag 2’s movement systems from Tekken Zaibatsu. I will try to pepper in some other games’ examples here and there for flavor, but Tekken will be our focus, given its impending release.

Creating Whiffs

Let’s jump in! Go to 3:02 in the above video. I HIGHLY recommend using YouTube’s speed settings to slow this down to 0.25 speed, and to watch it in another tab.

The situation:

Lars hits King with his d/b+2,1 string. This leaves Lars with a large frame advantage. King considers options A and B for his defense.

A) If King presses most of his fastest buttons (jab, crouch jab, etc), he will get counter-hit by many of Lars’s moves, but he will beat slower moves.

B) If King freezes and tries to block, he’ll have to deal with 50/50s or block pressure, but he won’t get counter-hit.

Pretty straightforward! Not at all different from any other fighting game. However, instead of choosing A or B, King chooses C and Sidewalks. And what a decision it was! Lars assumed King would try Option B, and went for a mix-up with his ff+4,3: a low-hitting sweep that’s difficult to block and does big damage. Despite its animation, though, it doesn’t cover step well, and the whole string doesn’t even track.  (“Tracking” is the ability of a move or string to realign with the opponent. We’ll cover this more later.)

It’s such a huge whiff that King is able to get all the way behind Lars, and probably has time to do a few jumping jacks before getting his free launcher.

There is a lot to chew on from this one decision, but this fits neatly under concept #1: Stepping is used to cause close range whiffs, then punish.

(Tiny note for Tekken-specific players: King SIDEWALKED here. Sidestep and Sidewalk are similar: sidestep lets you cancel into block/actions quicker, but covers shorter distance overall. It’s unimportant towards understanding step as a concept in all 3D games, but it’s the sort of series-specific nuance you have to look for in any game that you play!)

Why It Worked

Why was King’s step successful in this specific situation?

Short answer: it worked because both players performed their actions at somewhat similar times, with only a few frames difference between them.

Long answer: as a 2D player, you understand that your character always snaps to face your opponent whenever they can. Half of your mix-ups in 2D games are based off of cross-ups, after all! But, (opinion!) I don’t believe this idea was originally put into fighting games as a “mix-up”. I imagine it was more of an elegant solution for trying to minimize the chaos of game production. The fact that there’s a mental game centered around a basic function of the system is, much like the well-documented history of combos, a nice quirk that has enriched the concept of the genre as a whole.

3D games have this “snapping” function too, but only when you actually perform an action. Go into a 3D game and step around a dummy. The dummy will not realign. (This makes sense, of course, because if both characters always realigned without player input, you couldn’t actually step around them, now could you?)

However, if you’re directly to the side of your opponent, or even a little off center, your opponent will realign to face you and perform whatever action it was told to do. This is fairly universal among 3D games–even the free-roaming field phase of Pokkén attempts to always realign with the enemy once you perform an action. Go into Pokkén’s field phase, turn away from your opponent, then press any attack button. Your character turns back around. Simple.

It might seem like I’m going on a tangent, but bear with me.

Look at 2:26. It’s an almost identical situation: df+2,1 from Lars hits, Lars attempts immediate throw, but gets stepped.

When King stepped, he was at frame disadvantage. Lars committed to his throw immediately. Therefore, Lars was already aligned to where King was before King started stepping.

If King had delayed his step, there’s a much higher chance he could have gotten thrown, as Lars would have aligned to King as he finished his step.

Likewise, if Lars had delayed his throw, it would have been more likely to hit, too. King would have been ending his step by that point.

So why did this work, in the end? Why does ANY step work?

King stepped Lars’s attack in the right direction, at the right time. Concept #2. Successfully stepping is a combination of timing and reading/guessing.

It’s not enough to know what move is coming, and it’s not enough to know your opponent is about to attack with something you think you can step. Your timing has to be on point, AND you have to be avoiding in the correct direction. And the only really way to know what is “correct” is through doing your homework.

Compare 2:30 (King sidewalk) and 8:40. (King sidestep) This is the same Lars move (d4) being stepped in the same direction (King’s right) yet one situation results in King getting hit. Both situations are when King is at frame disadvantage. (10-strings, the thing King started to use at 8:40, are usually at disadvantage even on hit.) There’s a slight range difference but outside of that, the only real difference is the fact King walked further.

The reward for stepping is high, but there’s a lot of difficult factors to consider. It’s deep, interesting, frustrating, and something that either hooks you in training mode or doesn’t.

Which Way Do I Step?

One of the deepest parts of any 3D game is trying to find out what side a character is typically weak on. Much like how you eliminate some mix-ups by knowing slow low animations, you shave off a large part of a character’s effective move list when you know that half their moves won’t hit you when you step left, for example.

(Soul Calibur 2’s Raphael nods knowingly, while weeping.)

This is likely something you are already familiar with, my 2D friends. Oh, I knocked down a character with no invincible reversal in a 2D game. Free mix-up. Oh, I’m jumping at a character with no anti-air at this angle. They have to block. You get it.

Nobi, over the course of several broadcasts, shared his thoughts on how to step properly versus various characters in Tekken Tag 2. Avoiding The Puddle compiled these suggestions here. You will notice something right away: these are recommendations, and not an exact science. It’s slippery. It’s fluid. Stepping, and defeating stepping, is oftentimes inexact and of-the-moment.

But that’s just beating moves that “cover” a side. There’s also something else to keep in mind. Check out 3:00 vs. 9:38.

At 3:00, King hits a low d+3, then steps right. Lars mashes out db+2,1. The first db+2 misses the step, but King is forced to block the second hit. Attacks can be stepped to one side, both sides, or not at all. And here, King can’t get around the string in this direction, no matter his timing.

At 9:38, Lars lands db+2,1. King attempts to step right and gets hit by another db+21. We can conclude from this that the second hit from db+2,1 “tracks” opponents to some small, situational extent. This makes this a reasonably difficult string to get around, as the game will attempt to align Lars with the stepping opponent even if you get around the first hit.

We know from our previous examples that he’s getting hit in 9:38 because of timing. We may not have Tekken 7: Fated Retribution frame data in its full, but this matches up with the data both of these moves had in Tekken Tag 2. (In those games, for you numbers nerds, Lars db+2,1 was +6 on hit, King’s d+3, which used to be Armor King’s, was +1 on hit)

This is the concept of Tracking. Instead of the move having built in coverage on a side, the move will try to realign to hit the opponent. This is not uncommon in Calibur and Tekken, and is virtually half the meta in Pokkén’s field phase, where you have to commit to a evasive roll in order to avoid homing moves. To beat these moves, you either need much tighter timing on your step, or you need a different answer all together.

The most extreme example of this I can immediately think of is Yoshimitsu’s 44B+K in Soul Calibur 2. If you have that game and want a laugh, have player 2, as Yoshi, start 44B+K, then try to get around to his side or behind him. Doesn’t matter how–stepping, jumping, whatever. Yoshi will roll, then when he’s done rolling, immediately turn to wherever you are and stab. The tracking kicks in AFTER the roll, resulting in some janky looking stuff. There is no escape from the Yoshi Roll. (Except for SC2’s “Avoid” system. Yet another game-specific step mechanic to add onto the pile.)

To the point: There is a difference between “hitboxes” and “tracking” when it comes to how moves interact with your step. I imagine, as a 2D player, you already understand that hitboxes are simply the game’s invisible way of representing attacks. Simply think of tracking as “aiming” those hitboxes automatically towards your opponent. Pokkén makes this pretty easy to understand and practice, since so many fireballs track onto your location until you dash. (the game’s closest representation of “step.”)

Tekken and Calibur may have somewhat loose ways of defining a successful step, since they are more tied to the hitboxes of the attacks themselves (which is why you occasionally get funny looking things like 1:50, where Lars’s leg clearly passes through a stepping King). This is where you really have to prepare for the particular game you’re going to play–Virtua Fighter, for example, has rigidly defined “success” and “fail” states for its step. If you step without actually stepping an attack, you take much longer to recover.

Now what if Lars wanted to prevent that step without all the guess work of timing? He would have to use a move that specifically cuts off step in both directions, OR at least to the side he see’s King stepping towards. His homing move, b+1, hits both left and right sidestep. It also hits mid, so it functions as both a step killer and a part of the mid/low mix-up he represented, AND it’s very fast, so it would have counter-hit any buttons King had thrown out. Knowing all of this, it makes King’s successful step that much more impressive: Lars had just one move that would have beat almost all of his options! These players likely play each other a lot: who knows how many times this Lars has thrown out B+1 here in the past?

What To Practice, What To Look For, And What to Think About

Stepping is a tool. It’s powerful, but it alone cannot make these games solvable. Nobi won Evo, but he knew well enough to word these as “suggestions” and “recommendations” instead of “gospel.” Yeah, Lars may overall be weak to his right, but you’re still getting hit by b+1 probably if you just step all the time.

The absolute best thing you can do with stepping is to recreate actual match scenarios you encounter in training mode. Tekken has always had an exceptional recording function that allows you to do just that. Soul Calibur too. Definitely Virtua Fighter. (Not Pokkén. Sorry, Guys.) Use it.

I’m King, and I just hit with X move vs. Y character. If I do move Z, what happens when Y…

Steps left?

Side walks right?

Crouch jabs?

Hop kicks?

You get the idea. And eventually, you’ll have a really good idea of what side King needs to worry about people stepping towards, too. You’ll start to understand move Z hits left really well, or the second hit of string Z can’t be stepped at all. On and on.

Step, and its surrounding meta, gets even more complicated when you start taking into account how some characters have moves with built in side steps into the attack itself. That’s the 3D equivalent of partial body invincibility. These alone can be scrub-wreckers if your opponent is not thoughtful enough to think about shutting down your step.

Between understanding stepping and guarding, you are more prepared, generally, for 3D games then anything else you can learn. A lot of the other smoke and mirrors in 3D games tend to be things easy to explain (juggles! combos!) or system mechanics so specific to each individual game that it’s impossible to paint a broad stroke over them as just “3D games.”

So, that’s all I can think of on stepping! Thank you for reading this far, and thank you even more so for wanting to play Tekken 7. Or DOA. Or Pokkén. Or really, anything new that catches your eye. Moving into uncharted waters, which I know a few of you are with this, is as exciting as it is scary, often times for the same reasons. The 3D arena is where I was” born” as a player, thanks to Soul Calibur 2. If young and dumb Me can learn, thrive, and stick with this genre coming from a crappy Mobile, AL arcade in 2002, then you can do all that too with the resources available to you. I hope I have, between these two articles, given you some ammo to make your transition easier . That way you can get into the fun, messy meta of these games a lot quicker.

See you in the ring.

Potetin Shows His Dark Side with Pokkén Tournament’s Darkrai

It’s tough to find any high-quality footage of Pokkén Tournament’s newly added Darkrai. Not just because the its arcade-only; the pitch-black Pokémon seems, on the surface… complicated. He comes packed with his own character-specific mode (Dark Void!), and he has an intricate set of delayed projectiles; he’s a low-health, option-heavy glass cannon.

It would take a dedicated player to churn out a winning strategy for him this quickly, less then a month after his arcade release. Of course, who else but Potetin would be the first to give his opponents nightmares? This is the same player that played the most characters in top 8 at Evo 2016 of any game, after all!

These videos were shared with us thanks to twitter user Monkey_Engine. There are three matches currently on the account, including one with the legendary Gengar player Sasahune.

There’s great zoning and decision-making, showing off Darkrai’s out-of-the-box strengths well. It’s a pretty amazing sight to see a Suicune player get frustrated and try to go in during Field Phase.

The wait for a console release date for Darkrai (and possibly others) seems to just get longer.

Sources: Monkey_Engine

Potetin Shows His Dark Side with Pokkén Tournament’s Darkrai

It’s tough to find any high-quality footage of Pokkén Tournament’s newly added Darkrai. Not just because the its arcade-only; the pitch-black Pokémon seems, on the surface… complicated. He comes packed with his own character-specific mode (Dark Void!), and he has an intricate set of delayed projectiles; he’s a low-health, option-heavy glass cannon.

It would take a dedicated player to churn out a winning strategy for him this quickly, less then a month after his arcade release. Of course, who else but Potetin would be the first to give his opponents nightmares? This is the same player that played the most characters in top 8 at Evo 2016 of any game, after all!

These videos were shared with us thanks to twitter user Monkey_Engine. There are three matches currently on the account, including one with the legendary Gengar player Sasahune.

There’s great zoning and decision-making, showing off Darkrai’s out-of-the-box strengths well. It’s a pretty amazing sight to see a Suicune player get frustrated and try to go in during Field Phase.

The wait for a console release date for Darkrai (and possibly others) seems to just get longer.

Sources: Monkey_Engine