NieR: Automata‘s 2B launched this week in SoulCalibur VI and she’s brought a whole new world of long, rule-breaking strings along with her to the meta. This is a character prepared to knowledge check you to death with high damage gimmicks, stance cancels, and more — but if you do your homework, you can pick up a lot of damage from her wild movelist.
While Talim is used as the base character for FyreNecromancer‘s latest demonstration video, this guide is valuable information for players of any character. With this visual guide — which breaks down 2B’s whole toolkit — you can clearly see that she’s swamped with a number of -12 moves. Between that and knowing what your character’s options are versus stance transitions, there’s a lot you can do to confine 2B’s belligerent movelist.
With Mortal Kombat 11‘s release date just a few months away, NRS Commentators PNDK&M are walking through the competitive history of modern Mortal Kombat games. If you’re excited for MK11 but missed some of the details of the way the past games worked, these tournament players have made an excellent primer for you to jump into.
Today’s video is a nearly hour-long retrospective on Mortal Kombat 9, the 2011 series reboot that brought MK back into mainstream tournament relevance. Every aspect of MK9’s system is broken down, and its an excellent source for those wanting to play catch-up — or those that just want to relieve this unique, series-rejuvenating title.
Override: Mech City Brawl is the latest game from indie developers Modus Games, and is their first entry into the fighting game genre. This game is a 3D arena mech brawler — which you probably gathered from its title — that shares a lot in common with the Gundam Versus series. Override tries to slow Gundam’s frenetic pace down, simplify its core combat, and balance it around 1v1 encounters as opposed to team-based matches. After some time with the game, I am happy to say it accomplishes this in ways that speaks well to the developers’ passion, even if parts of the overall experience are flawed.
The Battle System
Override‘s control scheme is wholly unique, as it tries to simulate the feel of piloting a mech by assigning each limb to a button. This means that you can independently operate limbs at the same time for your attacks — Every character shares the same two punches (which typically work well as anti-airs and combo fodder) and right kick (generally a good footsie tool on the ground and combo starter). Left Kicks tend to be unique attacks for each character — some get sweeps, some get backflips, etc.
This ability to modulate your attacks ties in to two important system mechanics — charging and dashing. Dashing will feel familiar to those that play Gundam Versus or other games of its ilk: you can cancel many of the attacks and animations in this game with the press of a button, but it consumes heat meter. If you overheat, you can no longer defend yourself with blocking, jumping, etc. The only thing you can do to save yourself is run — or spend one of your precious meters on a special move that gets you out of jail. More on that later.
Charging is exactly what it sounds like — you hold a button down to charge up your normal attacks. Your charge attacks cannot be shielded, but they can be parried. So you’d think, on the surface, that charging would be worthless in a world where you can reaction-parry limbs, yeah? But you can operate limbs independently of each other! And that’s the beauty of the pressure here in Override — your opponent may see the charged limb and be tempted to parry, but that could also open them up to you doing a fast normal with a different limb, then you combo into the charged limb. Or you can just shield/dash cancel your charged limb and see how they react.
It’s an incredibly simple system that manages to squeeze out good depth in an interesting way other 3D arena brawlers haven’t. With a single one round match length constrained by a five-minute timer, the pacing can be very slow and patient with good players involved — this might drive some new school, offense-hungry players crazy, but fans of the mental pressure of defensively play might find a lot to love here. This is a system that naturally makes matches tense.
There’s a slew of unblock-able style attacks in this game that can be set-up to “combo” if your opponent doesn’t tech in certain knockdown situations. If you know your opponent will tech, you can always just chase them down with another option, instead. It all boils down to the four bars under your health bar, and the health bar itself, as to how you want to approach your okizeme in Override. Since your opponent can only shield attacks in front of them, positioning and movement are important — single hits can confirm into big damage, especially when you start using your meter.
Meter Management
Meter Management is everything in this game. Your special moves each cost one bar, and you build meter by blocking or attacking. (Blocking, coincidentally, builds a surprising amount of meter, which makes shielding rather strong right up until you start getting into the charging meta-game described above.) Each character comes with 4 special moves and one super. Among the cast of 13 characters — including the recently released Stardust — is a wide variety of properties and play-styles. No one feels like a clone in this game, and there’s genuine match-up knowledge to be gained and applied. You’ll need to learn how to avoid various telegraphed unblockables, how to deal with certain supers, etc. Supers, in particular, are a unique checkmate tool that define many battles.
Supers only cost one of the four bars on your meter, but can only be done when low on health, and only once. Some have invincibility, or have an area of effect, hone in on targets, etc. If you are both low on health, it’ll become vital to know how supers interact with each other in a match-up — for example, should Cocada pop his invincible-but-unsafe-if-it-doesn’t-kill super now or wait until the opponent tries to use theirs? That answer depends on life totals, positioning, opponent’s escape options… there’s a lot to think about, and that’s great.
Online
I can’t believe this indie fighting game’s online modes are as good as they are. It feels like Override‘s matchmaking has a priority system for location, as I have, more than once, played the same person twice in a row. That’s totally fine, as I haven’t had a laggy match yet in either its Ranked mode or 1v1 modes. Perhaps I’m incredibly lucky, but the only real complaint I have is that sometimes I may have to wait a few minutes to get an opponent. I played about 4 hours total online across two days — the first day (which was about 3 days after release) I could barely find any opponents without just turning to the communities discord. The second day, however, I was able to get back to back opponents the majority of the time.
There are other modes as well for online, including a free-for-all brawl. It’s not for me, but it functions well enough and will likely have appeal for anyone looking for something a little more chaotic. I do think it’s worth noting that, at the present time, weapons are littered in ranked battle which can take away from what makes Override‘s core combat system great. The developers have already stated this will be removed soon, which is worth bring up, because…
Developers
Do you like your developers to be involved in the community and transparent with its players?
Easily one of the most impressive things to me about Override thus far is the consideration for its players the developers are actively taking. There’s an active Discord they’ve set up, they pushed out this massive update fairly early into the game’s lifespan, and they seem to genuinely love the game they’re making. Those are all huge, huge pluses to me and tell me this game, or anything else made by this team, should be given a chance.
Single Player Modes
Override’s single player Arcade Mode is fairly robust. Instead of just fighting other mechs, you are (usually) fighting against invading alien monsters obviously lovingly-crafted after the Kaiju film genre. (Godzilla, etc for those unfamiliar with the term.) Its plot and dialogue aren’t terribly well-written and the art of the human pilots in the mechs is far below that of the mechs themselves, but giving a robot-haymaker to a skyscraper-sized alien demon is as satisfying at it should be. I expected Arcade Mode to just be a ladder versus other mechs — that it has a full fledged story and campaign in an indie title is, frankly,surprising. Plus, arcade is a somewhat unobtrusive way to quickly get loot drops, so completionists will probably spend some time here. Creature fans will also be pleased to see a lot of snarly, gross monsters here — such a variety that, frankly, I’m surprised there aren’t some playable Kaiju. Maybe that’ll be future DLC!
We’re FGC, here! You’re probably curious about Training Mode. Unfortunately, it’s quite bad. It’s just you and an AI that doesn’t take damage — that’s it. There’s no settings to change and nothing you can do to “test” anything unless you have a second player handy. Override‘s training mode is easily the worst part of the game and for lab-monsters that like to explore a game’s engine, I can immediately see the frustration this can give them. This is the biggest blight on Override and, while I understand the limited budget of an indie game, it is the mode I am most hoping to see further development on. It’s honestly surprising it’s as bad as it is, since I think Override‘s focus on being mechanically rich is quite obvious, and that’s undermined when you have no way to study what’s under the hood, so to speak.
Override allows some limited dress-up options for your mechs in the “Garage” mode. You can unlock several skins for each character and further customize them with an accessory. The items drop as loot from battles, and can also be purchased with in-game money (that you also can get as loot.) The mech designs are already great in my eyes — it’s the strong character design that initially attracted me to Override, if I’m being honest — but the skins are fantastic too.
I have to mention that Override has a 4-man co-op mode where each of you control a different limb of the mech. I have not personally tried this mode, so I will simply mention that it exists, and probably is fine for a one-off at a party.
Overall
Override: Mech City Brawl is a small project with a big heart, good ideas, and a set of developers that probably need more sleep than their constant community involvement currently allows them. Though its training mode is an incredible let down, there’s a real community coalescing around the game to fill the void. Whatever the future of Override is, it’s a blast to play right now and I highly encourage you to try it.
Perhaps no character in SoulCalibur VI was nerfed more than Azwel in the latest patch. Namco made an honest effort to bring him more in line with the rest of the cast, and it’s easy to see that in decisions like the much requested backdash nerf. But just because the list of changes is long doesn’t mean all the nerfs are that severe, or that they are even all nerfs:
If we take a fine-toothed comb through his changes — as Scallywag 93 does in the latest video above — we can see that Azwel is still an incredible threat whose core gameplay is still in tact. He just has to play a little more honestly, and I’m sure Azwel will agree that that’s good for the glory of all mankind.
Eight months of GEICO-sponsored online tournaments — both for Street Fighter V: Arcade Edition and Tekken 7 — have built up to this one moment: the Final GEICO Championships. The top 16 qualifiers will travel to San Francisco, CA to battle for a prize poolof $15k, and you can see the event, in person, for free:
All year elite players have competed in the GGWP. SOON, the top 8 in #Tekken7 and #SFV will advance to the LIVE Final GEICO Championships to compete for a prize pool of $15,000!!
Evil Ry- er, Kage just dropped in Street Fighter V: Arcade Edition this week, which means it’s time for combo creator extraordinaire desk to break another character.
Whether be from meter or just pure frame advantage, Kage has some of the most absurd loops in the game on nearly all of his specials. Heaven weeps for tall characters like Abigail and G, as they seem to get pegged by tiger-kneed air fireballs for full conversion. The sickest thing of all, however, might be the V-reversal conversion desk found in the videos above.
For some people, NieR: Automata‘s 2B was the only way they were ever going to play and enjoy SoulCalibur VI. For these robot waifu connoisseurs, they are probably going to want to know what SCVI looks like at its highest quality settings — for completely normal reasons, of course. As usual, PC MasterRace Latinoamérica is here to show off what she — and her gorgeous new stage — look like in 4k:
For comparison’s sake, You can see the same tests performed on PCMR’s site for Tekken 7, Fighting EX Layer, and Street Fighter V. Note that the above is just a small sample of PCMRLA’s gallery: to see the full gallery of screenshots, click here to go to their site!
Mikado Arcade’s Street Fighter Carnival 12 is a multi-game tournament series designed to promote high-level gameplay in a wide variety of legacy FGC titles. We’re well into a month of arcade battles and the action isn’t slowing down — here’s two more VODs, featuring Samurai Shodown II and The Fallen Angels!
It’s almost guaranteed that everyone reading this will be familiar with SamShoII…
…but you may be less familiar with Psikyo’s The Fallen Angels. Better known for their world class shmup titles, Psikyo had a very brief run in the fighting game market with this game and an odd, okizeme-less martial arts fighterBattle K-Road. It’s a shame we didn’t get to see how far potential sequels could take The Fallen Angels — Some balance issues aside, it’s a gorgeous game with great flair and an emphasis on close range pressure. It is worth noting that the developers of this game largely moved on to work other fighting games for another company — SNK Playmore.
You can follow the action of SFC12 by subscribing to Mikado’s official YouTube channel. For the night owls in the US, you can even try to catch them when they livestream.
YouTuber Persona Entertainment has been on a mission to produce long, complicated, and flashy juggles for the entire cash of The King of Fighters XIV. Today, they try their hand at “Hurricane Upper” Joe Higashi.
If you like technical execution, there’s no shortage of difficult options to challenge yourself with when using the Muay Thai champ. In particular, his TNT punches can prove to be difficult to time and execute properly, but as seen in the video above, you can produce high damage combos and loops — including multiple 100% and stun combos.
There’s a good chance if you’ve played a video game or watched an anime — that should be all of you, theoretically — you’ve likely run into the voice acting work of Kyle Hebert. He’s the voice of Ryu for the past ten years, since Street Fighter IV — and that means, of course, he also got work as the recently released Kage in Street Fighter V: Arcade Edition. You might know him best from where he got his start in the industry, though: as Teen Gohan in Dragon Ball Z.
For those interested in the acting side of games creation, this is a great interview to listen to. Kyle shares his personal path into the industry, which sees him as one of the most prominent talents in the field — despite not starting