Viscant Lists 7 Moves to Improve Against in Street Fighter V

As a game’s meta develops, certain moves tend to come to the forefront as those that people need to look out for. Such is the case with Street Fighter V, as more than a few players have started to gravitate toward specific attacks in competitive play. In his latest edition of “Hit the Ground Running,” BROKENTIER’s Jay “Viscant” Snyder lists seven of these attacks, stating why players need to look out for them and suggesting ways to train against them

R.Mika’s towards strong command normal is among these moves. This normal starts her Passion Press and leads to her Irish Whip combo and, depending on spacing, her corner game. While the move itself is unsafe–it’s -2 on block, combined with an 8 frame start up–many players are cowed into respecting it, leaving them unable to punish.

Other moves Viscant mentions include Vega’s stance change which, similar to Mika’s towards strong, is -2 (at best) on block, but is still somehow respected by many players. Birdie’s Bull Revenger, Chun-Li’s instant air legs, Ken’s V-Trigger cancelled Shoryukens, and a few more of R. Mika’s moves, specifically her target combo and her charged drop kick, make the list as well.

You can read more on why these are being used by players and how they can be trained against over at BROKENTIER.

Source: BROKENTIER

Here’s Everything April’s Update Brings to Street Fighter V

When the servers come back up and you download your patch for Street Fighter V later today, you’ll likely be pleased to finally be able to sling Sonic Booms with Guile. However, there is more to this update than the addition of everyone’s favorite brush-haired American. Some of these details came alongside the original round of Guile information, but we would like to reiterate these changes, as they stand to improve the game’s quality.

The biggest change involves the new system to punish rage quitters. While Capcom relied on users reporting players who consistently disconnected to avoid losses in the past, the new system should be able to address them automatically. Additionally, Capcom is refining the games matchmaking. As for the in-game shop, the real currency version that uses Zenny instead of Fight Money will still be unavailable. Luckily, this means Guile will be free to try until said real currency shop is launched. Guile’s Air Force Base stage will not be free, however, and will set you back 70,000 Fight Money.

More interesting, however, are some character-specific fixes. These are meant to address bugs where certain moves weren’t behaving as they should, including one that led to an option select off crouching lights.

You can check out these changes out below.

Street Fighter V April Patch Character Bug Fixes

Ryu/M. Bison/Vega(no claw)

Bug: After dishing out Ryu & Vega’s (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the “other action” will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.

Fix: Made the rapid cancel timing  of said moves 1F shorter.

Ryu

Bug: In the guard animation branch of  Ryu’s C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.

Fix: Adjusted the counter box on Ryu’s C. HK so that it is no longer present afterter the hitbox is not longer active.

Ken

Bug: In Ken’s C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn’t a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.

Fix: Adjusted the first 3 frames of Ken’s C. LP (including rapid cancels) so that Ken is in crouching state.

Bug: In Ken’s M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.

Fix: Corrected the feint box on Ken’s M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.

Bug: When a portion of Ken’s EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.

Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs.

Chun-Li

Bug: In Chun-Li’s EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).

Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.

Bug: In Chun-Li’s J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit.

(There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)

Fix: Adjusted  the juggle potential of Chun-Li’s J. MP so that it is the same whether or not it is a normal hit or a counter hit.

Cammy

Bug: Cammy’s S. HK’s hit box is no longer active, she was throw invincible.

Fix: Added a throw box to Cammy’s S. HK & Lift Combination while the move is active.

Bug: While Cammy’s EX Razer Edge Slicer is active, she was throw invincible.

Fix: Added a throw box to Cammy’s EX Razer Edge Slicer while it is active.

Dhalsim

Bug: During C. MK, Dhalsim was throw invincible.

Fix: Added a throw box to Dhalsim’s C. MK.

Karin

Bug: When the fourth hit of Karin’s EX Mujinkyaku hits an airborne opponent, the opponent’s float is differed from when it is a normal hit and when it is a counter hit.

Fix: Made it so that the 4th hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.

Bug: There were 2 bugs in Karin’s EX Ressenha.

  • When the second hit hits as a counter hit, the opponents Critical Gauge increase would be “0”
  • On counter hit, EX Ressenha’s starting juggle potential would be “0” for each hit.

Fix: Adjusted EX Ressenha on counter so that the opponent’s gauge increase and starting juggle potential are the same as when it is a normal hit.

Laura

Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.

Fix: Expanded S. MP’s hit box downward so that the move yields the same results in both corners.

Necalli

Bug: When rapid canceling Necalli’s C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.

Fix: Unified Necalli’s V-Trigger C. LP to the normal version.

M. Bison

Bug: When throwing an oponent with Psycho Fall, depending on M. Bison’s position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.

Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.

Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character’s behavior would be irregular after the hit.

Fix: Changed the behavior after hit on the EX Double Knee Press.

R. Mika

Bug: In R. Mika’s C. HK, there wasn’t a throw box in place. Even though the move is visually performed on the ground, it was throw invincible.

Fix: Added a throw box to R. Mika’s C. HK while the move is active.

Alex

Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.

Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own.

Source: Capcom-Unity

Catch Some More Street Fighter V Guile Action with this Early Footage from IGN and GameSpot

With Guile coming to Street Fighter V tomorrow, most players are likely chomping at the bit to sling some Sonic Booms of their own. While we can’t do anything about that, we do have what may be the next best thing: more gameplay footage of the American hero.

Both IGN and GameSpot were able to spend some early hands-on time with Guile and have shared footage of the character in various matches. Do note that you’re not about to be blown away with safe jump timings, meaty setups, stun combos or anything else we’re likely to see by the time Friday rolls around, but the videos do give a decent impression of how those who (probably) didn’t spend the nineties lined up at arcade cabinets approach the game when they first encounter Guile’s more defensive style.

Check out the videos below.

Source: IGN, GameSpot

Guile Coming to Street Fighter V on April 28

Ever since Guile’s announcement, there has been one question on every Street Fighter V player’s mind: when will he be coming to the game? Well, now we know.

Capcom just announced that Guile (and his multi-purpose theme) will be joining the Street Fighter V cast on Thursday, April 28 by 7:00 PM PDT (4:00 PM EDT). While the release time offered is specific to North America, it’s probably safe to assume that the rest of the world will be gaining access to those sweet shades at around the same time.

With Guile’s return just on the horizon, we suggest checking out some of our previous coverage on him, including some early gameplay footage, this breakdown of his moveset, and this piece on how he’ll bring defensive play back to Street Fighter V.

Source: Capcom

Check Out Some Desperation and Climax Moves from the Current Build of The King of Fighters XIV

SNK pioneered the concept of super moves with the introduction of Desperation Moves in the original Art of Fighting. As such, they’ve been an integral part of almost every SNK fighter since, including the storied King of Fighters series.

For The King of Fighters XIV, SNK is using a refined version of the system where each character has normal and EX versions of their Desparation Moves, as well powerful Climax moves that are similar to NeoMaxes from the previous game.

Now for those wondering how these moves look like in KOFXIV, GamesTenKO Master took the time to record nearly all the Desperation Moves and Climaxes from Monday’s King of Fighters XIV Experience stream. These include both classic Desperation Moves as well as new ones from newcomers and veterans alike, which you can see in the video below.

Source: GamesTenKO Master, thanks to AT Ryo Sakazaki for the tip.

Check Out Some Desperation and Climax Moves from the Current Build of The King of Fighters XIV

SNK pioneered the concept of super moves with the introduction of Desperation Moves in the original Art of Fighting. As such, they’ve been an integral part of almost every SNK fighter since, including the storied King of Fighters series.

For The King of Fighters XIV, SNK is using a refined version of the system where each character has normal and EX versions of their Desparation Moves, as well powerful Climax moves that are similar to NeoMaxes from the previous game.

Now for those wondering how these moves look like in KOFXIV, GamesTenKO Master took the time to record nearly all the Desperation Moves and Climaxes from Monday’s King of Fighters XIV Experience stream. These include both classic Desperation Moves as well as new ones from newcomers and veterans alike, which you can see in the video below.

Source: GamesTenKO Master, thanks to AT Ryo Sakazaki for the tip.

Check Out Some Desperation and Climax Moves from the Current Build of The King of Fighters XIV

SNK pioneered the concept of super moves with the introduction of Desperation Moves in the original Art of Fighting. As such, they’ve been an integral part of almost every SNK fighter since, including the storied King of Fighters series.

For The King of Fighters XIV, SNK is using a refined version of the system where each character has normal and EX versions of their Desparation Moves, as well powerful Climax moves that are similar to NeoMaxes from the previous game.

Now for those wondering how these moves look like in KOFXIV, GamesTenKO Master took the time to record nearly all the Desperation Moves and Climaxes from Monday’s King of Fighters XIV Experience stream. These include both classic Desperation Moves as well as new ones from newcomers and veterans alike, which you can see in the video below.

Source: GamesTenKO Master, thanks to AT Ryo Sakazaki for the tip.

CEOtaku Adds The King of Fighters XIV as an Official Tournament

After all the recent King of Fighters XIV reveals and announcements, it’s likely that more than a few folks out there are wondering when they’ll actually get a chance to compete in the game.

Well, now we know of at least one event that’s adding the game to its lineup. In a recent tweet, CEO Gaming has announced that The King of Fighters XIV will be joining CEOtaku this October as an official tournament.

While not an airdasher–which is traditionally the focus of CEOtaku–KOFXIV’s inclusion still goes with the event’s theme of focusing less on tournament staples such as Street Fighter V. While it’s not to say that KOFXIV won’t become a tournament staple in its own right, this is still a great chance to put more focus on the game.

CEOtaku 2016 will take place on October 1 and 2 in Orlando, Florida.

Source: CEO Gaming

SNK Playmore Rebrands Itself Back into SNK

Those who watched the King of Fighters XIV’s latest trailers, may have noticed something interesting in them. Instead of the logos of SNK Playmore we’ve been seeing for quite some time now, the trailers showed only the old SNK logo, dropping the “Playmore” bit.

It turns out there’s a reason for this: SNK Playmore has announced that they are officially changing their corporate logo and will simply be known as “SNK” henceforth. In addition to this, they are bringing back the classic “The Future Is Now” corporate tagline.

Founded by Eikichi Kawasaki back in 1978, the original SNK, short for Shin Nihon Keikaku (New Japan Project) was responsible for creating a number of beloved arcade and fighting franchises, many of which made their way into the King of Fighters, before eventually going bankrupt in 2001. SNK Playmore became a reality a couple of years after Kawasaki’s subsequent company, Playmore, acquired the rights to the original SNK intellectual properties.

The change of their corporate logo back to SNK, alongside their marketing efforts for King of Fighters XIV, seem to be symbolic gestures to generate goodwill among fans by showing that the spirit of the old company is still alive.

Source: SNK, thanks to Behemothbear for the tip.

Victor “Spooky” Fontanez Joins XSplit as Program Manager

If there’s one name that’s become synonymous with streaming within the fighting game community, it’s Victor “Spooky” Fontanez. Spooky has been a pioneer in terms of live streaming fighting game community tournaments and events, and its safe to say that we wouldn’t be where we are now without him.

Now, it seems that Spooky is moving up in the world, as he has recently announced that he will be joining XSplit as a program manager for XSplit Broadcaster.

As part of this, Spooky will be spending more time in the Philippines (where XSplit’s development office is based) and Asia in general. This also means that there will be more Team Spooky broadcasts of events in the Asia Pacific region. As for current Team Spooky streams, such as the Next Level Battle Circuit, Spooky has stated that he will be backed up by other Team Spooky members during the times when he’s unable to stream himself.

Spooky will be joining other fighting game community members such as Louis “Offcast” Vigil, Yu Shen “Farpenoodle” Tan, and Kevin “Burnout Fighter” Kim who have been hired by XSplit to help them improve their software.

We here at Shoryuken wish Spooky and XSplit the best in their new relationship.

Source: Spooky, feature image courtesy of Kara “Karaface” Leung