Super Street Fighter Carnival 2017 continues with Fatal Fury Special

“Super Street Fighter Carnival 2017” marches on! SSFC2017 is the currently-ongoing Japanese tournament series at Mikado Arcade for a wide variety of classic (and sometimes, obscure) arcade titles. If you missed the first few tournaments from SSFC2017, there’s a lot to catch up on!

Can’t get enough of the newly-released Geese Howard DLC in Tekken 7? Well aren’t you lucky that Mikado Arcade just ran its Fatal Fury Special tournament!

1993’s Fatal Fury Special combines classic, old-school footsies with its innovative 2-lane movement system, years before Virtua Fighter found its own 3D plane. Many of Tekken 7‘s Geese aesthetics are pulled directly from this game, most notably the version of his theme song “Soy Sauce for Geese.”

Enjoying SSFC2017? You can follow the action by subscribing to Mikado’s official YouTube channel, or you can even try to catch Mikado Arcade when they livestream!

Source: Mikado

Tekken 7’s Geese Howard, day two: Mastermind’s Geese guide, goofy Raging Storm hitbox, punishment options, & more!

We’re in day two of Geese Howard’s assault on Tekken 7 — have you given in to your fears yet? If you haven’t, maybe some of the discoveries that have been submitted to us through our tipline will make you afraid of South Town’s true king!

If you’re having trouble with canceling normals into Max Mode, it might help you to know that you don’t need to press all three buttons to cancel during combos. Thanks, Heroth!

Mastermind turned his tutorial series towards the SNK boss, breaking down his entire moveset.

Raging Storm’s instant invulnerability has… promise, as you can see from this discovery by HQRubbish.

Scallywag 93 lays out Geese’s punishment options for quick visual reference.

Looking for more uses for Max Mode outside of combos? BadoorSNK made an interesting observation: high parry in Max Mode also beats mids!

Tekken pro Tk_ Anakin has been enjoying Geese, it seems. If the QCB+2 mix-up remains real, then the mileage he’s getting out of it will be a very early indicator of Geese tournament play.

Samifish11 has found out a way to consistently get Final Reppuken to hit OTG, avoiding juggle scaling in the process.

And of course, in early days everyone is in combo discovery mode. Here are videos from EvilBowlOfCerealHurtboxTV, and BLUELINKBR.

Sources: mastermindScallywag 93HerothTk_ AnakinSamifish11HQRubbishBadoorSNKBLUELINKBREvilBowlOfCerealHurtboxTV

Cover all standard Super Smash Bros. for Wii U get-up options with this Diddy Kong Banana Drop setup

My Smash Corner is back with a fairly powerful edge guard-technique for the tournament-proven Diddy Kong in Super Smash Bros Wii U. It’s a straightforward option select that beats neutral recover, rolls, get-up attacks, and jumps.

By combining a short jump, Gun Cancel and Banana Drop, you’ll effectively cut off everything except non-standard get-up options. If your opponent is willing to stay on the ledge, or drop and use a character-specific recovery option, you’ll have to adjust your setup appropriately. Timing is key, but considering a correct read can lead to a forward smash (and stock), the effort is worth it.

Source: My Smash Corner

meLo’s new combo video “J.A.N.K.” breaks Pokkén Tournament DX’s understanding of wall combos

The FGC is known for pushing the games sold to them to their absolute limit. As a community familiar with seeing games buckle under the weight of our creativity, we know what it looks like when a game isn’t sure how to handle a situation. If you were wondering what it looks like when Pokkén Tournament DX‘s combo rules are stretched like taffy, I’d like to present exhibit A: meLo oLem‘s latest combo video.

“Which side is Pikachu Libre on? Did her attack cross up? Wait, it shouldn’t cross up, the opponent is on the wall. What do I… How do I…”

If stuttering machine code could be translated into human language, the above is what I’d like to think Pokkén was muttering as meLo oLem managed to preform cross-up combos on an opponent stuck to a wall. “J.A.N.K.” is a tribute to the high-execution, highly impractical, and perfectly stylish combos capable in Pokkén’s engine.

Source: meLo oLem

That Blasted Salami covers the essentials of Tekken 7’s King

Tekken 7‘s primary grappler, King, is one of the most unique powerhouses in the game. Unlike the concept of “grapplers” in the 2D genre, King’s quality isn’t quite so polarized around his grabs (despite having the best grabs in the game). This Monster Macho Man also comes equipped with fantastic pokes, containment tools, combo damage, range, and punishment options.

Continuing their excellent Tekken 7 Essentials series, That Blasted Salami is tackling the masked wrestler’s tool set and game-plan. Everything you need to know to pick up King is covered here, from his command grab mix-ups to his general wake-up options.

Source: That Blasted Salami

Virtual Storm has signed Claudio pro Changbin “Binchang” Moon to their roster

Virtual Storm has announced the expansion of its already strong Tekken 7 roster with the acquisition of Changbin “Binchang” Moon. Binchang will be joining the likes of Pokchop, Kodee, Trungy, and Spero Gin as Virtual Storm enters the 2018 Tekken season.

This Claudio pro is a strong player with a somewhat unrepresented character in the highest levels of Tekken. He dominated Canada Cup Vancouver 2017, and placed 7th recently at SoCal Regionals. With the power afforded by a sponsorship, it’ll be exciting to see how he can capitalize on the 2018 tournament season.

Source: VirtualStormLLC

Mikado Arcade’s Super Street Fighter Carnival 2017 returns with Kinnikuman Muscle Grand Prix 2

“Super Street Fighter Carnival 2017” marches on! SSFC2017 is the currently-ongoing Japanese tournament series at Mikado Arcade for a wide variety of classic (and sometimes, obscure) arcade titles. If you missed the first few tournaments from SSFC2017, there’s a lot to catch up on!

Mikado’s most recent SSFC2017 challenge is one of my favorite gems: the surprisingly competitive (and fantastically busted) Kinnikuman Muscle Grand Prix 2.

Based off the wrestling-themed Manga series Kinnikuman, this AKI Corporation (now known as Syn Sophia) fighter was published by Namco and played quite differently from anything else on the market at the time. It’s a guard-button based 3D fighter with no crouching state, instead opting for high/mid/low crush states similar to Pokkén Tournament.

It also has a Rock/Paper/Scissor system between Attacks/Throws/Parries, but Parries work quite differently from you might expect: instead of guaranteeing a free hit, they simply halt your opponent’s string. That’s more important then you might think: positioning is huge in this game, because if your opponent forces you to block an attack that pushes you into the ropes, they get a guaranteed corner combo. This is important, because there’s a lot of absurd high damage and potential infinites in the game, even for seemingly low tier characters.

The most important thing to pick up while watching KMGP2 is meter-use — nearly every throw and special move in the game costs meter, and there’s three different types of meter in the game. Depending upon what meter the player chooses, they get access to a once-per-round burst that grants different effects for a limited amount of time: Custom Combos, Super Armor, or Infinite Specials.

Enjoying SSFC2017? You can follow the action by subscribing to Mikado’s official YouTube channel, or you can even try to catch Mikado Arcade when they livestream!

Source: Mikado

Day one Tekken 7 Geese Howard roundup: Frame data, Kousuke’s Geese, Howard Estate combos, and more!

Tekken 7‘s DLC2 — SNK’s iconic Southtown Boss, Geese Howard — has been out for approximately five seconds. Despite that, the footage that’s already been released for Mr. Howard shows a consistent high-damage output, and strong toolset. Let’s take a look at some of the very early tech that’s been found for our favorite Goose:

Although, before we begin, I will throw a bone to anyone unable to access Geese for the moment, but wants to see his movelist. BLUELINKBR has you covered:

KURO KURO has got the goods on Geese’s on-block frame data. It’s a real mixed bag, but there’s still some surprisingly safe stuff, like F+1+2.

Geese’s wall damage is a really beautiful thing in this game. This will be a theme we return to often in this post, starting with the counter-hit low combo from RoboDuck.

It’s going to be really important to know what your wall splat options are with Geese, and Rikk has that information nice and compartmentalized for you:

You don’t necessarily have to be at the wall to start your big damage combos: as long as you can get there by the end and you have meter, you are a Reppuken away from laying on the hurt.

Neltharak Idrissil has put together a great starter combo guide for the new Geese apprentice.

Something that wasn’t quite apparent during Geese’s initial trailer was the fact that there’s several wall breaks on Geese’s stage. This, combined with Geese’s natural wall-destructive ability, makes it easy to see from 101shiki OBGM‘s video that Geese is going to enjoy having home field advantage.

Japanese player Kousuke has some early matches vs. Shudy‘s Heihachi that are absolutely worth checking out, just to see how the two Japanese players adapt to the new character.

LiangHuBBB has some early wall-carry ideas that show considerable promise.

But most importantly, famed Tekken combo video maker STL1119 seems to have already taken a shine to the SNK boss. Here’s his early exploration of Geese combos:

Sources: BLUELINKBRKURO KURORoboDuckThorasskickerNeltharak Idrissil101shiki OBGMSHUDY_JINLEELiangHuBBBRikkSTL1119

PHASE SHIFT: Pokkén Tournament Trainer Tips — An introduction to Pokkén Tournament DX’s footsies

Welcome to Phase Shift!

The goal of “PHASE SHIFT: Pokkén Tournament Trainer Tips” is to introduce the FGC to Pokkén Tournament DX’s meta, and examine how various skills from other games can be applied to Nintendo’s experimental Pokémon fighter.

One of the very first things you should be exposed to is Lucario’s 2Y: its range, speed, and safety form the foundation of his offense and gives us a reference point for future move discussion. This is the Ryu C.MK of Pokkén. And it’s going to be the foundation for the rest of our series to build upon, too.

For more PHASE SHIFT, be sure to subscribe to ShoryukenTube! And if you have any specific questions about Pokkén gameplay you’d like covered in a future video, let us know in the comments!

Here’s some tips for identifying and breaking 10 of Tekken 7’s deadliest command grabs

Scallywag 93 is back with some more study material for growing Tekken 7 players. Last time he shared with 10 annoying strings to learn to low parry. In a similar fashion, today we’re taking a look at 10 command grabs that you need to be mindful of, and how to deal with them.

Particularly for command grabs with more complex inputs, there are common situations and setups that you tend to see with each type of grab. There’s more to breaking grabs then just looking at the hands, although that’s important too. Recognizing your stage positioning and opponent’s habits are also critical to grab escapes, and that can only come from practice and knowledge.

Source: Scallywag 93