With the release of Mortal Kombat XL and Kombat Pack 2, a host of balance changes have been applied to the game’s system mechanics and characters. As such, more than a few members of the returning cast now have new strategies available to them that players would do well to learn.
It’s new combos for one character, Kung Lao, that ETC’s Mcfly explores in his latest combo video. More specifically, this demonstration explores the Tempest variation, which received a number of changes meant to improve its standing alongside Kung Lao’s other styles.
Street Fighter V’s jiu-jitsu master Laura Matsuda is an interesting new addition to the franchise. Her hybrid style, combining traditional grappling and projectile-throwing rushdown, is something that hasn’t been represented much in the franchise.
For those having trouble getting a handle on Laura, the folks at GLHFtv have put together an extensive guide, covering her best normals, specials, punishes, and, most importantly, how to best apply these tactics so she can apply her mixups and maintain pressure. Give it a watch below and let us know what you think.
The Marvel vs. Capcom 2 exhibition between Fanatiq and EMP|Xecutioner had to be one of Winter Brawl X’s most intense matches.
Aside from both players’ lengthy histories with the game, the months leading up to the exhibition saw the pair exchange some heated words. Combined with the classic west coast vs. east coast theme, the tension and energy created an atmosphere that’s hard to capture on stream.
It’s this energy that Hold Back to Block’s latest Moments attempts to capture. Instead of focusing on the match itself, the video zeroes in on the action on stage. If you weren’t able to attend in person, this should help you live vicariously through those who did.
KOEI Tecmo America has announced a number of great deals for Dead or Alive 5 Last Round and its free-to-play Core Fighters variation on PlayStation Network.
First up, Jann Lee is now available to download for free in the PlayStation 4 version of Core Fighters. While the title’s available characters rotates on a regular basis, downloading Jann Lee will leave him permanently unlocked. Additionally, anyone who wants to simply unlock every character can now grab the full set for only $35.69, 30% off the regular price of $50.99.
If costumes are more your style, both versions have seen discounts on the Fighter Force and Deception costume packs. The former, which re-imagines the characters as superheroes, is available for only $16.99 (down from $22.99), while the latter has been priced at $23.79 (down from $33.99).
Interested fans can head on over to the PlayStation Store to check out these deals before they disappear on March 23.
Source: KOEI Tecmo America, thanks to AriesWarlock, Xhominid for the tips.
In order to flesh out Street Fighter V’s narrative, Capcom tapped the creators of Street Fighter: Assassin’s Fist for a brand new live action series. Street Fighter: Resurrection focuses on Charlie Nash, who has returned under mysterious circumstances after falling to M. Bison in Street Fighter Alpha 3.
In the trailer below, Nash reflects on the fine line between being a hero and a villain as he takes on franchise protagonists Ryu and Ken. It’s also revealed that Street Fighter V newcomer Laura will have a role to play in the upcoming mini-series.
Street Fighter: Resurrection is schedule to premiere on March 15.
With a cel shaded aesthetic that perfectly mimics the look of old-school sprite-based fighters, there’s no doubt Guilty Gear Xrd is one of the best looking games out there. That said, Xrd’s arrival on PC means that anyone can add their own artistic tweaks should its style not meet their standards.
A brand new “heavy shadow” mod does just that. Developed by deltabs, the modification in question darkens shadows on the characters to a deep black, resulting in a look that draws parellels to highly stylized anime productions like Madhouse’ REDLINE or Production I.G.’s Dead Leaves.
For a glimpse of this mod in action, check out the short clips from Twitter user Duse below.
Sporting a bigger sword and a new backstory as an immortal barbarian, classic Killer Instinct character Tusk is finally making his return in the rebooted franchise’s third season. To get the lowdown on how the veteran has transitioned to this new title, IGN’s Destin Legarie sat down with lead combat designer Adam “Keits” Heart.
One of the key aspects of Tusk’s gameplay lies in the deflect window on many of his sword attacks. Unlike armored attacks, which simply prevent a character from flinching, the deflect window on Tusk’s attacks actually cause his opponents to stagger. This, along with his high damage and Virtua Fighter-style knockdown follow-up, plays into what Keits calls his “bully” playstyle.
Furthermore, activating Instinct Mode gives Tusk the ability to cancel one special move into another, allowing greater damage opportunities. For a full look at this returning character, check out the video below.
Tusk will crush his enemies, see them driven before him, and hear the lamentation of their women when Killer Instinct Season 3 launches for Xbox One and PC on March 29.
Desk has been quite busy the past few days. While we previously featured his Street Fighter V combo video for Ken in a recent roundup, he’s put out many more since then.
First up we have Nash, who’s teleporting V-Trigger is the perfect tool for someone like Desk to set up unique and flashy looking combos.
He follows this up with Cammy, a character who became a bit more straightforward in Street Fighter V. However, that hasn’t stopped Desk from finding some interesting looking combos, utilizing all sorts of unique interactions with other characters.
For Vega, he utilizes a combination of stance changes and V-Trigger usage to create all kinds of fanciness.
Traditionally seen as a less combo-centric character, Dhalsim’s Street Fighter V incarnation seems to have more potential than past incarnations, something Desk puts to good use.
R. Mika’s assist summoning V-Trigger was made for combo videos, so it’s no surprise that Desk puts it to goode use in this next video.
And finally, Desk pulls out all the stops with Karin, editing his combos so that they match the beat of her Street Fighter V theme.
Which was your favorite? Be sure to sound off in the comments.
Alongside new characters and improved network play, Mortal Kombat XL brings with it a host of system and balance changes. While some were already reported during the recent beta, the developers recently provided a complete look at what has been adjusted.
Some of the more notable changes include reduced chip damage and meter gain across the board, a more realistic game timer, breakers draining both players’ stamina, and a number of balance changes to the existing cast. The entire list has been included below.
Mortal Kombat XL Patch Notes
General Gameplay Fixes
New rollback based enhanced online multiplayer is now active
Reduced chipdamage from most normals
Reduced metergain from having most normals blocked
Round timer now operates in real time seconds
Neutral jumping attacks are more negative on block on the way up
After a breaker or block breaker stamina is removed from both players
Stamina now starts to refill 2 secs after a breaker (down from 2.5 secs) at a 50% faster rate
Lowered the trade priority of most jumping attacks and increased hurt regions after their startup frames
Reduced the meter gain on most multi-hitting strings and some multi-hitting special moves
Grab background interactions now function as true command grabs which can combo from a hit
Most projectile background interactions can now have their trajectory lowered by holding Down which can make them harder to low profile
Adjusted the background collision at the ends of some arenas which would cancel out some profiles sooner than desired
Added 2 more recovery frames after a blocked or missed attack while jumping backwards
Adjusted the throw immunity of most special moves
Increased combo damage scaling after a throw tech
Combos do not end after a meter burned throw at the end of a match
Some hit sparks are now red when the move connects during an opponent’s recovery frames
Fixed some incorrect framedata in the movelist
Adjusted many combos which were inconsistent if the player and opponent were not both chest to screen or chest away from screen
Added 3 more frames to the throw tech window
A teched throw at the beginning of a match will no longer grant first hit bonus
Character Specific Fixes
Cassie Cage
Flip Kick now has 7 startup frames (up from 6)
Flip KickEx no longer has armor
Down+FP is now -6 on block (up from -8)
Away+BK has increased pushback and is now -4 on block (up from -9)
Change the last input of the Cage Raged combo from Away+BP, FP, BP, Down+FP+BP to Down+BP+BK
Reduced the cancel advantage of the 4th hit of the Away+BP, FP, BP, Down+BP+BK combo
Away+BP, FP, BP is now -14 on block with less pushback (down from -4)
(Hollywood) – The hit advantage of Nut Buster and Nut Kracker are now more consistent regardless of the height it connects at
(Brawler) – Added Haymaker (enhanced version of Take Down) which is armored and does more damage
(Brawler) – Added Bone Breaker (enhanced version of Bow Breaker) which is armored, does more damage, and can combo from a hit
D’Vorah
Increased the damage of Ovipositor Charge & Ovipositor Rush by 2
Ovipositor Rush now has 14 startup frames (down from 20)
Ovipositor Rush is now -17 on block (down from -12)
Away+FK is now a high block and +11 on block (up from +2 and a mid)
Away+BK has increased pushback and is now -11 on block (down from -15)
(Swarm Queen) – increased combo damage scaling after dash cancelling out of Wasp Grenade
(Brood Mother) – reduced the cooldown on Krawler to 3 seconds (down from 4)
(Venomous) – Bug Spray &Bug Burst is now max -23 on block and +12 on hit (down from -20 on block and +15 on hit)
Ermac
Away+FP is now a high block and has 9 startup frames and 3 active frames (down from 11 start and up from 2 active)
Down+FP is now -6 on block (down from -10)
Increased the block advantage of Away+BP by 1 and it is now more plus on block the longer it is charged
Towards+FK now has 11 startup frames and is -4 on block (down from 13 startup and -3 on block)
Towards+FK, BK is now -1 on block (up from -6)
Towards+BK, FK is now -6 on block (up from -11)
Away+BK has increased pushback and is now -10 on block (up from -16)
Changed the command input of Hover to Down, Up+Block (from Down, Down, Up)
(Mystic) – Levitate (Tele-Choke) is now -6 on block and has 9 startup frames (up from -14 on block and down from 11 startup frames)
(Spectral) – Changed the command input of Soul Ascension to Down, Up+Block (from Down, Down, Up)
Erron Black
Increased pushback on block for Sand Shot and it is now +6 on block (down from +7)
Increased range on Sand Trap Tackle and it now has13 startup frames (down from16)
Quick Sand Tackle will now combo from a hit
Increased the hit advantage of Quick Sand Tackle &Sand Trap Tackle by 10
Down+FP now has 7 startup frames (down from 8)
Towards+BK is now -12 on block and +17 on hit (down from -21 on block and up +7 on hit)
Away+BK has increased pushback and is now -7 on block (up from -12)
Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings
Ferra/Torr
Added Little One Slide (enhanced Bowl Girl) special move which can allow for a combo afterwards
Added Ferra Throw (enhanced Ferra Toss) special move which can allow for a combo afterwards
BP, Towards+BK is now -5 on block (up from -8), does 1 less damage, and can now be special canceled
Down+BP is now +4 on block (up from -11)
Away+BK has increased pushback and is now -9 on block (down from -18)
Down+FP (sans Ferra) is now -6 on block (down from -3)
Away+BK (sans Ferra) is now -6 on block (up from -17)
Towards+BP can no longer be used twice to extend the same combo
Grab ‘n’ Stab can now combo from a hit
Away+2 can now be special canceled into X-Ray or background interactions
Increased hit advantage and hit cancel advantage by 2-4 on most normals and strings
(Vicious) – Added Boss Launch (enhanced Boss Toss) which goes farther
(Vicious) – Slightly reduced the range of Boss Toss
(Vicious) – Gut Ripper can now combo from a hit
(Lackey) – Boulder Roll&Double Boulder Roll are now -10 and -6 on block (down from -12 and -9)
(Lackey) – Increased combo damage scaling on Boulder Roll&Double Boulder Roll
(Lackey) – Colossal Crush can now combo from a hit
Goro
Increased the active frames on jumping FP
Shokan Slam can now combo from a hit
armor on X-Ray now lasts until the active frames
Towards+BK is now +4 on block (up from +2)
Away+BK has increased pushback and is now -9 on block (down from -13)
Reduced run startup frames and increased it distance traveled
Slightly sped up his step forward
(Kuatan Warrior) – Tremor will be combo damage scaled after combo when used in an unavoidable off the ground situation
(Dragon Fangs) – Shokan Massacre can now combo from a hit
Jacqui Briggs
Bionic Dash & Bionic Blast are now -9 and 0 on block (down from -19 and -21) with increased pushback on block
BP, FK is now a low block
Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings
added 5 more frames to buffer the Stanky Leg input from BK
Away+BK has increased pushback and is now -6 on block (up from -10)
(Shotgun) – Single Barrel is now +17 on hit (up from +1)
Jason Vorhees
added 5 recovery frames to Back Breaker & Spine Shatter
Choke & Choke Slam now have 12 startup frames (down from 15)
You can now throw the opponent forward by holding Towards after Spine Shatter connects
Down+FP now has 6 startup frames (down from 8)
Down+BP now has 6 startup frames (down from 9)
Away+FK now has 9 startup frames and is -11 on block (down from 12 startup and -9 on block)
Away+FK, FP+FK is now a command throw
Added Away+FK, Up+FP combo string
Added Away+FK, Down+FP combo string
Towards+FK is now +7 on block (up from -1)
Down+FK now has 10 startup frames and is -3 on block (down from 11 startup and up -8 on block)
Away+BK has increased pushback and is now -3 on block (up from -14)
Down+BK now has 13 startup frames and is -2 on block (down from 16 startup and up -3 on block)
(Commando) – Choke &Strangle are now +15 and +23 on hit (up from -5 and +5)
(Commando) – Gains a new BP, BP combo string
(Commando) – Gains a new Away+FP, FK, FP+FK string
(Commando) – Rib Breaker&Power Bomb can now combo from a hit
Kenshi
Blade Reflect & Blade Absorb now have 7 startup frames (down from 10)
Blade Reflect & Blade Absorb can now parry most non low attacks
After a successful parry from Blade Reflect &Blade Absorb you can special cancel into another special move
Away+FP now has 13 startup frames and is -1 on block (down from 17 startup and up from -6 on block)
Down+FP now has 7 startup frames (down from 8)
BP now has 9 startup frames and is -14 on block (down from 11 and -9 on block)
BP, BP can now be meter burned to reset the combo string
Added Towards+BP, FP, FP / BK combo strings
Away+BK has increased pushback and is now -9 on block (up from -13)
Away+BP is now -4 on block (up from -18)
adjusted the reaction of BP, FP, FP, BP+BK to make comboing afterwards easier
Increased the damage of BK by 2 and decreased the damage of BK, FP by 2
Towards+BK is now a high block, has extended range, and has 16 startup frames (down from 18)
BP, FP, BP is now -2 on block (up from -5)
(Possessed) – After Demon Port & Demon Beam you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
(Possessed) – Increased damage of Soul Push & Soul Charge by 2 and 5
(Kenjutsu) – FK, BP, BP is now -4 on block (up from -8)
(Kenjutsu) – Away+BP is now -4 on block (up from -18)
Kitana
Down+FK now has 6 startup frames and is -3 on block (down from 9 startup and up from -5 on block)
BK is now +11 on block (up from +2)
Away+BK has increased pushback and is now -2 on block (up from -6)
(Assassin) – Sharpen &Razor Blade now has 54 and 30 recovery frames (down from 73 & 55)
(Assassin) – Increased armor frames on Assassin Impale
(Mournful) – reduced block stun frames on the first hit of Glaive Return
Kotal Kahn
Away+BK has increased pushback and is now -8 on block (up from -13)
Sunstone & Burning Sunstone now breaks through Ice Klone
Towards+BK now has 23 startup frames and is now +9 on block (up from 20 startup frames and -2)
(War God) – Sword Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
(Sun God) – Moon God Choke can now combo from a hit
Kung Lao
Reduced the hit region of Jumping BP
(Tempest) – Orbiting Hat is now +7 on block (down from +12)
(Tempest) – Orbiting Hat is now +40 on hit (up from +17)
(Tempest) – Cyclone pulls the opponent closer when blocked
Kung Jin
Towards+BK is now +4 on block (up from -1)
Away+BK has increased pushback and is now -8 on block (up from -12)
Liu Kang
Away+BK has increased pushback and is now -9 on block (up from -13)
(Dragon Fire) – Flip Kick from Bicycle Kick is now 0 on block (down from +2)
(Dualist) – Yang damage buff no longer goes away when you get hit
Mileena
Removed 5 recovery frames from Double Sai Blast
Removed 3 recovery frames from Sai Blast
Removed 3 recovery frames from Air Sai Blast
Down+FP now has 6 startup frames and is -5 on block (down from 9 startup and -4 on block)
Down+FK now has 8 startup frames and is -6 on block (down from 10 startup and -1 on block)
Away+BK has increased pushback and is now -4 on block (up from -8)
Towards+BK now has 15 startup frames and is -8 on block (down from 17 startup and -31 on block)
(Piercing) – Removed 5 recovery frames from Low Sai & Double Low Sai
(Piercing) – Away+FP is now -2 on block (down from -5)
(Piercing) – Away+FP, BP is now -1 on block (down from +2)
(Ravenous) – High Pounce now has 12 startup frames, is -3 on block, and has 9 less recovery frames (down from 15 startup and -7 on block) and has increased range
(Ravenous) – Low Pounce now has 8 startup frames and has 8 less recovery frames (down from 13 startup)
Predator
Down+FP now has 8 startup frames and is -6 on block (down from 9 startup and -3 on block)
Down+FK is now -6 on block (down from -3)
Away+BK has increased pushback and is now -10 on block (up from -15)
(Warrior) – Dread Slam now has 13 startup frames and is -4 on block (down from 29 startup and up from -9 on block)
(Warrior) – Dread Launch now has 13 startup frames and is -14 on block (down from 29 startup and down from -9 on block)
(Warrior) – removed 3 recovery frames from Self-Detonate & Self-Destruct
(Hish-Qu-Ten) – lowered damage of all Plasma Shots by 1
(Hish-Qu-Ten) – added 3 recovery frames with Cancel from Plasma Shot when the opponent is in block stun
Quan Chi
Trance is now +46 on hit (down from 80)
Removed 9 startup frames from Sky Crush
removed 5 startup frames from Sky Drop
Ground Burst meter burn is now -1 on block (down from +14) but it can now be delayed to increase the block advantage
Increased combo damage scaling after Ground Burst
Away+BK has increased pushback and is now -8 on block (up from -12)
(Sorcerer) – Black Magic now activates in 29 frames and has 30 recovery frames (down from activates in 53 frames and 70 recovery frames)
(Sorcerer) – Final Hex now activates in 31 frames and has 53 recovery frames (down from activates in 47 frames and 55 recovery frames)
(Sorcerer) – Dark Curse now activates in 36 frames and has 59 recovery frames (down from activates in 45 frames and 62 recovery frames)
(Summoner) – Increased combo damage scaling after Bat attacks
Raiden
Towards+FP, BP is now 0 on block (up from -3)
Down+FP is now -7 on block (down from -9)
Away+BK has increased pushback and is now -3 on block (up from -17)
Towards+BK is now +6 on block (up from -3)
Increased the cancel advantage of Towards+FP, BP
(Master of Storms) – Static Traps now last 20 seconds (up from 10 seconds)
Reptile
Increased active frames on jumping FP
Away+BK has increased pushback and is now -9 on block (up from -13)
(Deceptive) – added 5 recovery frames with Stealth & Invisibility when the opponent is in block stun
(Nimble) – Basilisk now recovers in 31 frames (down from 36)
(Nimble) – Basilisk Runner now recovers in 61 frames (down from 71)
Scorpion
Takedown & Takeout are now +15 on hit (up from -5)
FP, FP is now +1 on block (up from -4)
FP, BP is now -6 on block (up from -11)
Down+FP is now -7 on block (up from -9)
BP, FP is now +2 on block (up from -7)
BP, FP, BK is now +2 on block (up from -14)
FK now has 7 startup frames and is +2 on block (down from 11 startup frames and down from -3 on block)
Away+BK has increased pushback and is now -9 on block (up from -18)
(Ninjutsu) – Away+BK has increased pushback and is now -4 on block (up from -16)
(Ninjutsu) – The 2nd hit of Towards+BP is now an overhead block
(Ninjutsu) – Away+BK can now be special canceled before the 2nd hit
(Hellfire) – Hell-Ferno will be combo damage scaled after combo when used in an unavoidable off the ground situation
Shinnok
Amulet Curse has increased pushback on block
Down+FP is now -7 on block (up from -9)
Down+BP is now a high block
Away+BK has increased pushback and is now -8 on block (up from -19)
(Impostor) – After Air Tricky Portal you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
(Necromancer) – Judgment Fist & Judgment Smash now has 52 startup frames and is +2 on hit (down from 58 startup and -3 on hit)
Sonya Blade
Away+BK has increased pushback and is now -10 on block (up from -14)
(Demolition) – Grenades no longer bounce when they hit the ground
(Demolition) – Drone Drop now reloads 5 frames faster and recovers 3 frames faster
(Demolition) – Increased combo damage scaling on Stun Grenade
(Demolition) – Drone Drop now adds combo damage scaling
Sub-Zero
Down+FP is now -4 on block (up from -6)
Away+BK has increased pushback and is now -5 on block (up from -16)
(Unbreakable) – Icy Slide will now leave the opponent frozen if it connects while Frozen Aura or Ice Aura is active
(Grand Master) – Klone Toss can now have its trajectory lowered by holding Down
Takeda
Down+FP now has 7 startup frames (up from 8)
Away+BK has increased pushback and is now -5 on block (up from -9)
Towards+BK is now +9 on block (up from +2)
(Ronin) – Blade Kall and Blade Summon is now -13 on block and only hits once on block or armor (down from -5)
(Ronin) – Away+BP now has 15 startup frames (up from 12)
Tanya
Away+BK has increased pushback and is now -7 on block (up from -12)
FK, BK can no longer be canceled on the first active frame
(Kobu Jutsu) – reduced the blockstun on Tonfa Throw
(Kobu Jutsu) – Away+FP now has 10 startup frames (up from 9)
(Kobu Jutsu) – Reduced the pushback on block from the last hit of Tonfa Swipe
(Kobu Jutsu) – Away+FP, BP+BK is now -10 on block (down from -4)
(Dragon Naginata) – Increased damage of Away+BP by 2
(Dragon Naginata) – Increased damage of Down+Away+BP by 2
(Pyromancer) – removed 5 recovery frames from Low Fireball & High Fireball
(Pyromancer) – removed 2 recovery frames from Air Far Fire Blast & Air Close Fire Blast
Tremor
Rock Shower now activates 6 frames later and has 6 more recovery frames
Rock Drop now activates 6 frames later and has 10 more recovery frames
Down+FK is now -2 on block (down from +1)
Down+BK is now -11 on block (down from -8)
Ground Pulse & Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
(Crystalline) – Krystal Blast Down Shatter is now -5 on block (down from 0)
Mortal Kombat XL and its accompanying Kombat Pack 2 content are now available for PlayStation 4 and XBox One.
While known more for its shoot ’em ups, Touhou Project is no stranger to the world of fighting games. The generally PC-exclusive franchise counts one-on-one affairs such as Immaterial and Missing Power and Hopeless Masquerade among its many installments, and now the latest will be making its way to PlayStation 4.
Urban Legend in Limbo, which is already available on PC, is supposed to play somewhat like its predecessors in that there is no ground-based combat. Reflecting the series’ bullet hell roots, all of the combat takes place in the air, with a heavy focus on projectiles. A bit of this can be seen in the trailer below.
Other details regarding Urban Legend in Limbo’s upcoming console release are set to be revealed in the near future, so stay tuned.