FGC Philosophy interviews Combo Queen co-founder DaPurpleSharpie, talks Origins, FGC, Invitationals vs Locals

“There’s nothing stopping you from going out and running your own event tomorrow.”

If you’ve always wanted to do something for the FGC beyond just playing the game, then the guest on The Philocypher‘s FGC Philosophy latest episode could (and should) be a new source of inspiration to you. Meet Combo Queen DaPurpleSharpie.

A commentator, content creator, competitor, and co-founder of the women-empowering organization “Combo Queens“, DaPurpleSharpie has made it her intention to give back to the FGC and grow it in every way she can. Her message is one of growth and achievement for everyone that wants to play fighting games — but the energy here is applicable to far beyond games alone.

Learn how to get in versus zoning in Pokkén Tournament DX

Pokkén Tournament DX‘s unique Field Phase is where a large part of the long-range game in this quirky Pokémon fighter takes place. Because of the nature of this 3rd person point of view, a lot of players have trouble getting in versus heavy zoning in the Field Phase because they aren’t utilizing its unique mobility.

That’s where Pokkén pro BadIntent comes in — as he lays out in his latest tutorial video, beating zoners with any character is simply a matter of knowing their options, and your own. Watch the video above to see just a few examples of how to negate Field Phase fireballs.

Source: BadIntent

Blade Strangers reveals the addition of Cave Story’s Quote to roster

Nicalis isn’t wasting any time on character reveals for their 2D crossover fighter Blade Strangers. Even though the bombshell of Gunvolt’s announcement was just dropped yesterday, there’s already has a new character reveal to talk about — Cave Story‘s Quote.

Quote will be joining fellow Cave Story protagonist Curly Brace, who was announced in the original reveal of Blade Strangers. His reveal trailer in the above tweet shows off his projectile, supers, combos, and — interestingly enough — a jump-canceled overhead reset.

Blade Strangers launches on Switch, PlayStation 4, and PC this summer.

Source: Nicalis

Learn to play with a Progressive Mentality in Tekken 7 with PepperBeef2Spicy

Everyone suffers from plateauing when learning a new fighting game. When this happens, it can be difficult to figure out how to progress in your learning. This is particularly true in Tekken 7, a game with years of legacy systems — it can be overwhelming just to know where to start learning when there’s so many things to catch up on.

It’s important to note that all players of all levels experience this. PepperBeef2Spicy, an accomplished Tekken tournament player, admits as much — progressing and improving isn’t a magic change that occurs overnight, but rather a gradual shift in how you approach thinking about your gameplay. In this video, he goes over how he managed to adopt this mindset to improve — and how you can too.

Source: PepperBeef2Spicy

Hands-on experience with SoulCalibur VI at Texas Showdown 2018 — Part 2: The Cast

Welcome back to the Stage of History! As you may know, I just spent an entire weekend destroying my own brain by playing non-stop SoulCalibur VI. The charred remains of my mind has been converted into the early impressions on the game’s cast below. If you want to read about the general mechanics, check out our previous post.

Today, we’re breaking down the playable cast and their current state. I’ll put these in order of characters I got to spend the most time with.


Groh

soulcalibur vi groh

Groh is great.

Ignoring for a minute his character design looks more at home in Under Night In-Birth than SoulCalibur VI, Groh is a solid character with a strong set of fundamentals (good AA/BB/2A/3B) He’s an excellent entry point for new players and if this is an example of the quality of future move-set designs, then nothing else has me more excited for SCVI than the new Nord.

It is impossible to talk about Groh without discussing his Stance K. This low is the literal foundation of Groh’s B+K Stance and primary offense – it’s unseeable and, on hit, creates an uninterruptible mix-up with his safe Stance BB. Combine this basic mix-up with his stance’s unique sidestep cancel options, and you end up with a solid, easy-to-play character whose secondary options grow with your knowledge of the game. Every character should have a way to open people up like Groh does, and he’s a really good mid-point to balance the cast around.

The sidestep cancel is just one example of Groh’s built-in mobility — in his non-stance move-set, he has several moves that automatically sidestep during their startup. 66B, 4B, 44A all had evasion properties in some way.

I’m happy to see that, at least for Groh, Namco made all the right frame data decisions for making this stance work– Groh has at least one on-block frame trap into stance (4A), and nearly every stance transition poke is positive on hit. (6B, 6A) Little things like this often make or break stance characters and I’m happy to say that Groh’s move-set, while lean, is beautifully designed.

The only area I’m really unsure of is his Soul Charge options. In general, a day of game-play with no training mode is not really enough time to work out Soul Charge options, but I can tell you Groh becomes even more mobile thanks to a new teleport his stance gets. Unfortunately, like pretty much everything else in the game, you can use CE to punish it on reaction.


Kilik

kilik

He might look like Kilik, but you really can’t play him like any previous iterations. Nearly every input has been swapped in some way for this guy — his old 6AA is now AA, his old AA is now 6A, 2A is now 4A, etc. As a SCII Kilik player, the experience of playing him was incredibly jarring at first, and ultimately I don’t think he gels with what I liked about that character in the past — The 6A Just Frames are gone, Legend Rush cancels are gone, etc.

But I don’t think this means he’s bad, not at all. SCVI Kilik’s core toolkit is impressive — his combo damage is high, he has by far the longest range 3B he’s ever had, he has both a standard 2A and his old SCII 2A in the same game, and he still has some of his disgusting frame traps with 236K, Guard Breaks, etc. He even has a new low (that is basically the second hit of his SCIII 4KB) that seems to be positive on hit. In SCIII, he had a brutally good 2K to compliment his WS B. This new low is slower, but still allows the same type of belligerent guessing game from crouch. I’m a fan.

While I will ditto my comments on Soul Charge from Groh above, I’d like to note one thing about Kilik’s — For reasons beyond my comprehension, Kilik is allowed to do a CE from Soul Charge state despite only having one bar. His CE becomes a 40%+ damage command grab super, which is arguably balanced by the fact that Kilik’s Soul Charge drains his entire lifebar while active. Whether or not it actually is balanced, we’ll see over time, but just from a math stand point I’m not sure why Kilik gets to break the rules and get both a get-off-me panic button and an insane command grab/install super for the cost of only 1 bar.


Mitsurugi

SCVI Mitsurugi

Mitsurugi players should be happy — while SCVI’s take on the samurai is different from previous iterations, this reinvention of the character not only brings back both of his classic stances (Relic, Mist) but updates each with new moves and utility. Most of Mitsu’s moves have new transitions into these stances, and in general he’s able to dance and feint in ways he’s always felt like he was supposed to.

He’s also built around a new mix-up low (1BB) which is unseeable and does high damage, but leaves the opponent standing at mid range. It’ll take some getting used to the fact that your mixup low now leaves the enemy away from you, but Mitsu’s excellent mid range poke game plays with it well. 1BB is also a high damage combo ender for many grounded states, such as post 22B knockdown.


Xianghua

soulcalibur vi xianghua ready

I walked away from Texas Showdown with the distinct impression that Xianghua was the weakest character in the build. This isn’t “wrong” or “bad” in any sense — I can’t fault Bandai Namco for being hesitant to pull the trigger on a character that nearly became synonymous with developer oversight in the SCII/III days. And it’s to their credit that even if I ultimately felt she was “weaker” than others on the character select screen, this does not mean she is “weak” at all — all of the characters in this build felt like a threat.

Xianghua has a number of new stances that, upon initial impression, seem quite inconsequential to her game-play. These stances are very similar to Ling Xioayu’s Art of Phoenix stance in Tekken 7, but they lack a low mix-up. Instead, Xianghua gets access to a command grab mix-up or a series of decent mids. The problem here is that all of these options lose to 2A without enough frame advantage — when Xiaoyu taught Xianghua how to AOP, I guess she forgot to teach her to go under crouch jabs.

The most useful transition I found was her 6B poke, a brand new move whose long vertical range and speed gives even more utility and poke power to a character already known for both. This move isn’t just good because it’s a stance transition, though — 6BB is an excellent mid-range whiff punisher and combo starter, and 6BA is a low mix-up that ties this move’s many options together. Future Xianghua players, this is going to be a big part of your offense.

The only time I ever had the AOP-Like stance ever duck anything surprising was when it ducked Kilik’s 3K, which is traditionally one of the best panic button mids in the Calibur series. Go figure.

Outside of that, Xianghua has a lot of lows but most are crippled in the same vein that most lows between SCIII – V were: they’re just bad on hit, seeable on reaction, or just force you to go through a bunch of hoops just to get the move you want move. 3A, for example, is minus on hit, but you’re also supposed to use it to go into her stance. The lows I felt most at home using here were her old WS A+B (which is still fast and plus-on-hit, but requires you to be at point-blank range and crouch to do it) and 1B (seeable it seems, but it ducks and sidesteps). You may notice that it is a much larger chore to mix-up an opponent with Xianghua then it is other characters, and it stands out in this build when you look at what she can do versus, say, Groh, Mitsurugi, and Kilik.

Overall, Xianghua does what she’s always done — poke safely and whiff punish. But after years of nerfs, bad frame data, and the loss of some key mid-range tools (combined with some currently lackluster stances), I left feeling like I just needed a lot more time with her training mode to do anything interesting with her. I’m really excited to see how she develops, though — when the stance mix-ups do work out, it’s a blast, and I really do believe there’s hidden potential in these stances waiting to be found in the lab.


Sophitia

Sophitia Character Breakdown Featured Image

I honestly didn’t play too much as Sophitia, but I got to play against her more than anyone else mostly thanks to the fact Jonnitti and OmegaXCN were in attendance. So all of this is from the perspective of her opponent.

She seems completely average to me. I felt the most comfortable against her because her gameplan really hasn’t changed that much from what it was in past games — you punish properly and bully your opponent at mid range when necessary. I don’t know if 1K was slowed down or not, but I had a pretty high success rate of blocking the uncharged version, more so than I really thought I would. Its still minus on hit too, so either the coffee just really worked on Saturday night and its supposed to be unseeable, or this move is too weak and slow in its current state. Because of this, I found Sophie had a much harder time breaking my defense than other characters, but considering how whiff punishment heavy she’s always been, I’m assuming it’s just her play-style being overly reliant on frame data we don’t have yet. The bad backdash of SCVI hurts her (and to a smaller extent, Xianghua) the most, but she absolutely will backdash-44B your life away at some point. That’s just a fact of life.

None of the new stuff seemed terribly impressive to me — minor low string enders, a new (very telegraphed) mid-low from her Angel Step. The new moves that scared me the most came from Soul Charge, which has long pressure strings and multiple guard breaks. Here’s the problem, as I found out — you can CE in-between the strings easily. I think Sophie’s SC options, from what I’ve seen, are interesting but potentially not worth it since she has a really good CE to whiff punish with instead, particularly if your opponent has meter.

Oh, and her 3B, which has never been a great tool for mix-up purposes (and shouldn’t be, given how she’s built as the whiff punishment queen), is really bad in this game. At least five times I saw this move straight up go through people in ranges it was supposed to hit at. Please fix that, Namco. I don’t play this character but I’d hate to see this sort of thing cripple her for others.

Despite all this, one thing can’t be denied: Sophitia hits like a truck. One lethal hit 236B will melt your lifebar, as it guarantees a 66B combo. Absolutely brutal stuff.


Nightmare

soulcalibur vi nightmare steed

The character I played as the least was also the character I had the most trouble fighting against. Is there any correlation there? Probably. But I will standby this statement for now — I think Nightmare is both quite good at the moment, and quite easy to accidentally make really bad if Namco isn’t careful.

Nightmare is the one character in the roster that I absolutely would say should use Soul Charge over CE. His CE, being a chargeable and steppable armored attack, is much worse than everyone else’s in the game due to its small range and potential to be stepped/GI’ed. In contrast, his Soul Charge moves are absurdly powerful, and Nightmare is able to temporarily be in a Soul Charge state without spending meter by triggering his A+B explosion.

Namco has basically centered everything in Nightmare’s move-list around the A+B “Soul Wave” explosion. SCIII players and on will be familiar with this move — Nightmare flexes and explodes with dark energy, and during its startup will armor through high and mid attacks. In past games, this move is quite bad, being -20 on block whether or not the Wave parried anything. This is no longer the case — the wave is now safe enough to avoid launch punishment, and if he successfully parries something but fails to hit the opponent, the Wave itself is completely safe thanks to the fact it becomes a Break Attack. (And, yup, that means you can’t trigger the explosion with a fast 2A and OS GI it, either.)

On-top of all of this, Namco has also made each of Nightmare’s 6 attacks (6A, 6B, 6K) all automatically trigger Soul Wave if they are hit during their startup. This basically lets Nightmare bully with these three moves virtually anytime he’s at minor disadvantage. The solution, you’d think, would be to do a fast low like a 2K, but as we mentioned before, 2Ks don’t actually tech crouch early despite their animation (And, of course, 6B hits mid).

Regardless whether this ends up being a silly gimmick or overpowering tool in the long run, I predict these buffed Soul Waves will overwhelmingly become scrub killers in the early lifespan of the game. You will need to lab and find the right punish for this move to stand a chance versus this character, on-top of all the high strings you have to learn to duck on reaction.

I want Soul Wave to remain strong because Nightmare so frequently gets shafted in the balance department of Calibur games, but I also worry about the combination of the parry safety + insanely high guard meter damage the triggered explosion does on block. I am very interested to see how this character develops — and how other characters develop to counter the newly-strengthened Soul Wave.


And that’s it. There’s likely more that I’ve forgotten, but I wanted to give as exhaustive of a picture of what SoulCalibur VI looked like at this moment in time. Overall, I actually had a lot of fun, even if I have some fundamental disagreements with design decisions made in the game. These disagreements are not strong enough to keep me from saying that, even in its beta state, playing SCVI is the most fun I have had in probably a decade of Calibur games.

But: I don’t think the game that I played can be finished by the end of the year. Mercifully, Combo Breaker is reported to have an updated build — I am really excited to see the direction the game goes, there, and hope we get a more complete picture of SCVI’s future.

Nintendo reveals details for the Nintendo Switch online service

Come September 2018, Nintendo will be launching the “Nintendo Switch Online” service, thus ending the Switch’s free online gameplay. This has been the stated intention since the beginning, but there’s good news in this announcement for those worried how it’d break their bank.

Individual membership

1 Month – $3.99 USD
3 Months – $7.99 USD
12 months – $19.99 USD

One per each Nintendo Account holder.

Family membership

12 Months – $34.99 USD

A Nintendo Account holder may invite up to seven others to join a family group; all members of the group will have access to Nintendo Switch Online.

Not only is the price point much cheaper for NSO than Sony and Microsoft’s offerings, but the addition of the “Family Membership” plan makes it to where up to 7 people can split a year-long membership. At $34.99, that’s roughly 5 bucks a player for a year

The NSO change will almost certainly impact any fighting games on the Nintendo Switch with online services, including future titles like the in-development Super Smash Bros. and SNK Heroines: Tag Team Frenzy.

Source: Nintendo

Hands-on experience with SoulCalibur VI at Texas Showdown 2018 — Part 1: Mechanics

At this time of this writing, I have arrived home from a day-and-a-half of SoulCalibur VI grinding at Texas Showdown 2018. I’m exhausted for all the reasons one usually is from a big trip, but the mental fatigue is entirely Bandai Namco’s fault. They are to be blamed for making a promising new entry into my favorite fighting game series — Thank you, Namco, and how dare you.

To give you a comprehensive rundown of my experience at TX Showdown requires gathering a lot of different thoughts — for this reason alone, we will be breaking up this editorial into two parts: today, we are covering the game’s mechanics in the current build.


As I sat down to share the details rattling around in my brain-pan, a strange thought bubbled up — I’ve been here before. 

It was hard not to compare and contrast the experience of playing SCVI for the first time with that of playing Tekken 7 at Wizard World prior to its release. Despite being the same company, the SCVI setup was much more modest and thrown-together. You could only use Xbox pads, there were fewer setups, and to my surprise, fewer players willing to jump in the fray. Maybe it’s because Calibur seems impenetrable to the 2D crowd, or maybe it’s just because there’s been less press for SCVI then Tekken 7, but it was much easier for me to get games in then I really thought it’d be. Part of me is happy about that — part of me is worried about Namco not making a bigger deal out of these public events like they did with Tekken.


Game Speed

sc6_sophitia_750

The Calibur series has been slowing down impact frames and movement speed for the past several iterations, to its detriment. This is almost certainly the thing most people are concerned about, and I’m pleased to say that the game speed feels great. Step is improved — I won’t say it’s back to SCII levels (here’s an example: in SCII, Xianghua can step Nightmare BB in both directions. In SCVI, she can only step it to her left.) but it’s so far beyond the stilted movement of SCV that it feels like you’re blazing around the arena comparatively. That generic AAs and BBs seem to have their oppressive speed and poke potential back certainly doesn’t hurt anything.

I can’t mention step without mentioning this, however: backdashing is terrible. I know that SCV players will probably raise their hands and say how much worse their version of backdash is, and they are not wrong. But if Namco wants to say that movement in SCVI is supposed to be “like SCII”, which they very clearly have, then this needs to be acknowledged. Stepping is ultimately the safer movement option.

Is this good? Is this bad? I don’t know. It does make it hard for some footsie situations, and I think it somewhat unfairly targets characters (like Sophitia) that are built around whiff punishes, but it also keeps the action a little more compact. Which was fun! I think only time will tell how this will play out in tournament matches, but I do predict a lot of SCII heads will have some habits to break in this area (myself included).


Performance

The game is beautiful, no questions asked. However, there’s a lot of optimization still left to be done — the game’s FPS frequently chugged, and noticeably would stall awkwardly at round ends. The game feels in a much worse state overall finishing-wise then Tekken 7 did at it’s preview event — not a surprise, since Tekken 7 was in arcades prior, but when I consider that there’s a 2018 release date tagged to this project, it fills me with enough concern to point out.


BBBs

One of the oddest changes to SCVI is the decision to give everyone a third hit on AA/BB strings. These are safe, too, and often times have very deceptive animations that make it look like it’s not a string, but two separate attacks. In the case of BBBs you can often step the third hit, so it does create an interesting mix-up situation where you are forced to try and guess step/GI, or try to take advantage of the frame disadvantage of BB.

I didn’t like this change at first for fairly shallow reasons — I initially saw BBB in a Sophitia trailer and thought it was a new move they gave just to her, only to learn they gave it to everyone as a generic tool. After a days worth of playing I have to say I greatly enjoy the way it forces players to think — button-happy opponents will find themselves, more often then not, eating the third hit. This will probably happen a lot at the beginning of the game’s lifespan, and it’s only going to get more interesting when you can start calling out their step/GI attempts to escape from this.


Tech Crouching

This is a change carried over from newer SCs — 2As and 2Ks tech crouch very late, and it’s just a frustrating experience to see either of these tools that are classically designed to beat highs, well, not do that. After stubbornly trying to make these work as anti-high tools, I just gave up and started doing while-rising attacks. While this worked, I’d rather the attacks that have crouching animations actually duck things. Perhaps I’m being picky.


Clashing

Horizontals and verticals can clash. I don’t even know what else to say other then that this has led to the most clashes I have ever seen in a Calibur game, and it’s kind of annoying. There also may be a priority system of some kind, as I have seen verticals knock away horizontals but not actually hit the opponent — for example, an odd interaction where Kilik 66B knocked away Sophitia 2A and put her in a reeling animation, but the 66B itself passed through her model without hitting her.

SoulCalibur III, incidentally, had a tiered priority system with its clashes as well, but more often then not it just resulted in trades or moves blatantly beating out others when they hit on the same frame. This feels like the inverse of that, in a way, but it’s entirely possible this is just a system still being worked out.


Critical Edge

sc6_xianghua_super_closeup

The change to make CEs one button is much bigger game-changer then I think most players understand right now. Unlike the much-slower Rage Arts of Tekken 7, CEs are quite fast and useful in punishment situations. Now that they are completely free from execution, it is brainlessly easy to turtle up and whiff punish virtually anything once you have the footsie range down. Goodbye stance transitions, too, unless your stance has an option to somehow avoid, block, or beat the CE.

This is going to be one of those things that will probably be fun for the person in control, and incredibly boring for the opponent and the audience. As someone that has listened to crowds of people complain about watching run away X in SCII, I have a feeling this could be a huge problem down the line, as it is. I hope it’s not, though — there is something special about a player finding a way to overcome the pressure this mechanic summons. I just don’t know if Namco intended it this way, since some CEs are much better than others at this.


Soul Charge

I wish I could go into more detail about Soul Charging, but the truth is that it’s mostly impossible to explore its options in this type of setting. There was no move-list available, no training mode, and no information posted anywhere around the setup about Soul Charging, so I’ll keep this short with what I do know.

The Soul Charge mechanic powers up your character at the cost of one meter. It’s activation pushes the opponent away from you with a damageless hitbox, exactly the same way Pokkén Tournament‘s Burst Mode does. Each character gets some new moves during this state, but the state itself lasts for a relatively short amount of time. It does not activate on frame 1, so it is not necessarily a get-out-of-jail-for-free card.

We will go into more SC detail in Part 2.


Guard Impact

This is the strongest Guard Impact I’ve ever seen in the SC series. It guard impacts everything — highs, lows, throws, you name it. Everything except Guard Breaks and Reversal Edges. I accidentally Guard Impacted Nightmare’s CE once. Yeah.

This is also, by far, the largest GI window I’ve ever seen. You know how you can GI someone, then immediately do a slow move to prey on their twitch reactions? Well, while that’s still possible, it’s a lot harder to do now because the GI window is so big it’s likely to catch even very slow lows. It looks visually odd, as the green spark from the GI will be gone from the screen but the GI will still catch the attack. It is still possible to punish early GIs, but this particular gimmick is a lot harder to do now. What frame speed you need to use to beat early GI will need to be discovered once the game is released.

I don’t know if it’s just the thrill of having it back at all, but I was able to hand-wave things that I thought would be real problems with having a GI this strong. Fundamentally, it’s still the same — you can still bait out GIs and whiff punish, you can still beat GIs straight up (only now you use Guard Breaks instead of high/low mix-ups), and you can still mess with people’s timing. GI is wild and strong and, right now, that feels great. I just hope that feeling remains  after I get used to it, instead of just being annoyed at how it shuts down mid/low mix-ups completely.


Reversal Edge

soulcalibur_vi_sophitia_mitsurugi_clash

Okay. Sip of coffee. Time to make myself unpopular with… probably everyone. I love my job.

The Reversal Edge is SCVI’s answer to Tekken 7’s Power Crush and Slow-Mo systems. It is an attack that automatically parries anything other then guard break attacks, and upon successful hit, launches into a cinematic Rock-Paper-Scissors mini-game. Correct guesses from this mini-game result in a (frequently powerful) hit, and different characters get different rewards for winning the mini-game. Some have combo starters, like Groh. Some get tricky low attack string followups, like Xianghua. It is the big dramatic exclamation point that SoulCalibur VI is attempting to hang its future on.

And it is, in its current state, a dismal failure of a mechanic.

It solves a problem that didn’t exist (“how do I actively break up my opponent’s offense?”) with a tool that isn’t useful in high or mid-level play. It is completely redundant in a game with Guard Impact, particularly now that GI has been buffed to the heavens.

If I, in my old age, am able to see this move once, on my first day playing, and then properly step-punish it on reaction with a launcher, this mechanic will not survive five months down the road. Period. And even when the RE successfully intercepts something, it’s possible to outlast it with an active-enough attack string. That Bandai Namco spokespeople continue to try and sing its praises during exhibitions not only baffles me, but indicates to me that they are, to some degree, tone deaf as to what’s actually happening in the matches real players are playing.

The general argument is that a RE gives you meter, and for that alone you should choose it over GI. It appears to be a gain of a little over 33% in the current build (a significant chunk, to be sure) but what’s left out of this argument are two important facts: 1) Your opponent still gets some meter for just participating in the RPS game whether or not they win it. And, perhaps more importantly, 2) You can still get murdered for being the person that successfully goes into RE.

soulcalibur6trailer

Here’s a real world example I experienced in a match I had with TX Showdown commentator and Calibur OG OmegaXCN: I had magic-pixel health, and his lifebar sat at, what appeared to me, around 25%. I AA’d, he successfully RE’d me, RPS cutscene happens. I facerolled because I absolutely don’t care about this mechanic or know what any of my or my opponent’s options are on day one. OmegaXCN loses the RPS mini-game and dies because, whoops, turns out the damage for this one giant hit from RE is hilariously high and avoids Guts-Scaling. Cool. I win the round — though I absolutely didn’t earn it.

I get it, Namco — you want your big cool cinematic cut-scene experience to sell copies of the game. No one blames you for that, and considering how much I enjoy your games, I want that for you too. You want to catch the lightning-in-a-bottle you had with Tekken 7’s Slow-Mo — but the thing that I think is missing here is that Tekken’s Slow-Mo still functions within the context of the game at all levels of play. A thinking player that is trying to win would (almost) never attempt a RE, especially when the series’s strongest version of GI is sitting there in the exact same game. And because of how heavy-handed and limited it’s designed, I really don’t think you’ll get the same wild reactions that the organic Slow-Mo of Tekken yields.

And unfortunately, I don’t entirely know how you fix this. If it’s really supposed to be about meter, I don’t think both parties should get it once the cut-scene triggers. The reward should absolutely be high for how risky RE is, but the way your lifebar can evaporate over this is an insane gamble far beyond the realm of rationality. A possible solution is to go all-in on the meter aspect — remove or reduce damage dramatically, then make correct RPS guesses within the system reward even more giant amounts of meter, and heavily scaling combo extensions. Make it actually about meter instead of just playing lip service to the idea. But even if you do that, it doesn’t change how absurdly risky the RE attack itself is, which is a good portion of the problem — and if you make RE too good, it risks invalidating GI, which also builds meter  to a much smaller extent. There isn’t enough difference between the two functionally, so just from a design standpoint, it might not even be worth it to balance RE.

Whatever they choose to do, I can say — with 100% certainty despite the fact I did not once use this mechanic intentionally in a sea of players that did — I never felt far enough behind in meter to warrant its risk. 

Moving on.


Glitches

There were a few odd glitches, which is to expected of any game in development. More then once I saw players get up backwards and attack in the wrong direction. Throw-attacker and throw-defender animations would go in the wrong directions, similar to SCIII VC glitches. This happened post-KO and I was, sadly, unable to recreate it.

But none of this compares to my favorite glitch of the night: I was rung out, but then landed unceremoniously on the stage during the replay. This possibly resulted from an error with the way the game re-positioned the models during the replay, but it had me in a fit of laughter when I saw my body clearly on stage while the announcer yelled about my “Ring Out!” loss.

I was not able to recreate anything too game-breaking à la Step-G/G2/VC aside from the lone instance mentioned above, which is for the best. I think it’s a good sign that all of the above mentioned problems are fixable and certainly common problems with development-in-progress.


That is it for SoulCalibur VI‘s mechanics, for now. Stay tuned, though — in Part 2, we’re jumping into the characters available at the TX Showdown build.

PepperBeef2Spicy teaches the art of throws and throw breaks in Tekken 7

Depending upon what stage of the Tekken journey you’re on, you will like have a very strong opinion of how strong — or weak — throws are. To new players, the three break options and reflex check initially seems impossible to defend against — to a more intermediate player, throws seem too weak due to their unique visual indicators.

The truth is, both camps are right. Though seasoned players will break throws on sight more often then not, no one breaks correctly forever. And thanks to the unique animations of some throw breaks, sometimes you’ll intentionally want your opponent to break throws to change your stage positioning. There’s always something new to learn with throws in Tekken — and PepperBeef2Spicy‘s lecture above is an excellent place to start.

Source: PepperBeef2Spicy

FrameWhisperer explains the absurd strength of Jack-7’s ff+1 in Tekken 7

“What would happen if you gave this move to Gigas?”

“I’m so sick of seeing the robot,” is a statement that has been said more then once by Tekken 7 audiences. It’s a little unfortunate, too, because “Big Body” style characters almost never make it to top tier status in the fighting game genre. Jack-7 isn’t even considered #1 by most top players, but still receives the brunt of spectator criticism (and, perhaps, reasonably so) from his frequency of use and incredibly simple play-style.

Sadly, tournament robots seem to only have a few subroutines, and in an age where the spectator is becoming the most powerful force in fighting game design, you could argue it’s time to consider tweaking Jack-7’s code. This is the underlying message, at least, of the latest FrameWhisperer breakdown of Jack-7’s ff+1 — an oppressive, long-range, damaging mid that goes a long way in determining his status as a safe tournament pick.

But how would you this move and keep Jack-7 strong? Do you nerf the push-out from it? Do you reduce its follow up damage? What would you strengthen in its place? Or, would you give Jack-Hammers to everyone? (Please don’t.)

That’s the tricky part of balance that FrameWhisperer wrestles with in the video above. Do you have your own ideas on how this robot should work, or is Jack-7 perfect as is?

Source: FrameWhisperer Tekken

Koihime Enbu’s latest arcade update, Koihime Enbu RyoRaiRai, will be coming to PC & PlayStation 4 this summer

Announced yesterday during the conclusion of its tournament at Japanese major KSB 2018, Koihime Enbu‘s latest arcade update, Koihime Enbu RyoRaiRai (恋姫演武~遼来来), will be coming to Steam and the PlayStation 4 console this summer.

While final dates and prices are not set in stone, (nor has this announcement made it onto the official Koihime site yet), the early estimate release of summer is good for news Koihime players, whom have been unable to try the new Arcade characters and balance changes for over a year. Less good news is the revelation that the game will be a separate title and not an update patch, but its low price point (4000 yen, the price it’s estimated to be under, is roughly $36) hopefully won’t break any anime banks.

SRK will be sure to update once more information becomes available on Koihime Enbu RyoRaiRai.

Source: HellaBrett