More Hilarious Bugs and Glitches: Come Get Your Fill with This Compilation from Various Games

As you may remember a couple months back, we featured one Twitter user who spends his time exploring and showing off peculiar oddities and glitches in classic fighting games. Today we’ll be revisiting him–along with one or two others–in looking at a whole new slew of bugs and hilarious happenings in old and new fighting games alike.

First up we have some Capcom fighters. The first features the Dramatic Battle from the Street Fighter Zero series bringing to light a pretty spectacular glitch using two Dans.

We also have some Street Fighter III quirks. The first is less of a glitch and more a hilarious consequence of how the game works, but they’re all worth watching.

We also have some Marvel vs. Capcom titles, which always seem to be home to some of the craziest bugs around.

Here we see some Guilty Gear glitches that I can’t even begin to wrap my head around.

Of course we also have a healthy helping of SNK games and their glitches.

While not a glitch specifically, this interaction is baffling, and may or may not have led to a very rightfully salty player.

Mortal Kombat is not one to be left out of the glitch department, as the many iterations and ports of its games are ripe for exploration.

Killer Instinct fans today may not know what the game used to look like back in the ’90s. We’re fairly certain the game didn’t look like this.

Last but not least, we see an interesting entry form the Dragon Ball Z line of fighting games, which don’t often see as much attention as other FGC games. This glitch stands with the best of them, despite this.

Sources: D-No; TekinoGuiltyJake; LytheroIWB TJOJO

Enjoy Some High-Level Street Fighter III: 3rd Strike Matches, Featuring Both Japanese and US Players

Interest for older fighting games seems to have been building as of late, something we just talked about in relation to the modern FGC landscape. Street Fighter III: 3rd Strike could easily be considered a poster child for classic fighters, and as such we gathered up a nice compilation of some great matches for the game here today.

Our first set features a 3v3 tournament held after the prominent Cooperation Cup a little over a month ago. Many prominent players compete through intense matches–it’s well worth the watch.

We also have here a compilation of older match footage of Hugo player Y・S・B around 2011 to 2013. These sets are a joy to watch, as his confidence and matchup knowledge really shine.

Here we have sets featuring Kuroda and his Oro, along with some more videos featuring various other high-level Japanese players, using a range of different characters.

If you’re a fan of higher-level casual play, we’ve got you with some US play featuring our own Bafael on FightCade. He goes up against ac-slayer in one video, and LiftedLeaf in the other, so buckle in for a long series of FightCade matches and commentary.

Lastly we have here a US FightCade tournament, which is nice to see.

Sources: 3rd STRIKEClassic Game FightersSf3lp

Level Up Your King of Fighters XIV Play with These Gato Ray Tutorials on Useful Intermediate Tactics

The King of Fighters XIV has been building a lot of steam lately. Between the graphical update, SNK’s World Circuit, and fans just getting more active for their game, there’s a lot going on in the scene right now. Not least of all in this community activity is the constant stream of educational video content, helping players of all levels improve their game.

Today we have a few videos from regular content creator Gato Ray. First up he shows off how to utilize hopping to crossup your opponent, giving many examples across the roster of instances where a hop leads to a crossup situation.

Next up is a compilation of all the moves in the game that have less than 5 frames of startup. Fully understanding which tools your character has, as well as your opponent’s tools, will help your punish and pressure game significantly.

The final video for today focuses on learning which specific moves link, chain, and cancel into one another. This is useful for combo filler, but can also be of great use for hit-confirms and block strings. Study up!

 

Source: Gato Ray

Catch Up on the Brawlhalla 2017 World Circuit with This Quick Rundown of Their Year So Far

If you’ve been paying attention, you might’ve noticed a new game making waves in the esports community lately. Brawlhalla, which has just recently announced its $100,000 prize pool circuit, has been gaining momentum and leaving serious impressions. We talked about how this game and others like it are adapting and gaining more presence in the overall community, so if any of this interests you, lets get you caught up on where Brawlhalla is currently sitting in its tournament circuit.

First up we have this comprehensive guide for how players use Smash.gg, the tournament-running system the Brawlhalla community is using. This isn’t Brawlhalla specific, and can actually be helpful for anyone entering a Smash.gg tournament, but it’s here for the express purpose of helping Brawlhalla players.

There were also some tournaments that took place a week ago, which are part of the opening Winter Championship of the overall Brawlhalla Circuit. This and the coming tournaments this month will culminate in a big tournament early March. Check out the 1v1 and 2v2 tournaments for both US and EU regions below, and be ready for events that will be happening at the end of this week and the next. The first video we have queued up features a short interview at the beginning with Dan “Raidyhn” Nichols, the marketing and community manager for Brawlhalla, and he talks about the purpose and intents behind the overall circuit.

Source: Brawlhalla

Catch Up on Skullgirls 2nd Encore with These Tech Videos and Optimized Combo Routes

With the game essentially being finished, Skullgirls players have been having more time to delve deeper and deeper into the gameplay, discovering new setups, more damaging combos, and grimier resets. Here we have a small collection of what the community has been uncovering in recent days.

First up we have a really cool tag combo, utilizing Valentine’s hitstun poison to tag into Robo-Fortune and still continue the combo. Valentine’s hitstun/green poison increases the hitstun of every attack by a significant amount, which makes this possible. The combo isn’t optimized, but does well in showing off what is possible.

If you’ve been paying attention you’ll have noticed the final gameplay change to Skullgirls has undergone testing. The primary reason for this testing was because the community discovered just how optimal resets could be, and 3v3 teams were capable of killing with only one reset. While this problem is being addressed, below we have some combos showing off exactly why this needed to change.

First up is Mr.Peck, with a Peacock+Robo Fortune kill setup.

Next he posted a Peacock corner combo. While it isn’t a one-reset kill combo, doing this much damage at max undizzy (the green bar under the health that restricts combo length) is part of the problem being addressed in the next patch.

We also have some combos from Twitter, showing off just how much damage optimal combo routes can get in Skullgirls.

Lastly, we have a few combos from both cR|dekillsage and Echo Fox|SonicFox, the two best Skullgirls players today, showing off a lot of the crazy reset-into-death combos that were being uncovered. Most of these will be less potent and/or won’t kill after the next update, but they’re still cool.

Sources: Mr Peck; Datagram; SonicFox5000; Foshdekillsage

Think Jill Valentine in Ultimate Marvel vs. Capcom 3 Could Use More Love? Check Out This CMV & Tutorial

2017 seems to be becoming the year of Marvel: Ultimate Marvel vs. Capcom 3 is now available on current gen consoles, and the prior version’s lost DLC fighters are restored. This is before even the “last hurrah” it’s getting at Evo 2017 before the new Marvel vs. Capcom: Infinite drops and takes the world by Storm (whether or not she’s in the game).

As far as UMvC3 goes, one character who never really found a solid foothold in the meta was Jill Valentine, which was accented by her DLC’s removal in the prior version (along with Shuma-Gorath). There have always been fans of the character however, and here we see one such fan, HaileyLov3sP1nK, in action. Below we have both a series of fun combos, mostly featuring her in some capacity, and a tutorial for the character.

Source: HaileyLov3sP1nK

New Monstrous Statue of Mortal Kombat’s Goro Stands at an Intimidating 1/3 Scale

One of the most visually intimidating and easily recognizable characters in the Mortal Kombat series–perhaps in all of fighting games–is the four-armed beast known as Goro! His larger-than-life proportions dwarf his competition in-game, and the folks at Pop Culture Shock are looking to emulate that feel in statue form.

This 1/3 scale statue, standing at roughly 3 feet tall, has all the bells and whistles to help it feel as realistic as possible. It has actual hair, fabric for clothes rather than plastic, and a base that lights up with LED. You can see some shots of this beast of a statue below, along with a video showing off this beauty in all its glory. While no date or price has been announced for the figure yet, more details should be coming next week.

Click to view slideshow.

Instagram Photo

Source: Pop Culture Shock

Two Minute Tutorials Teaches Fundamentals of Frame Traps and Counter-Hit Confirms

Capcom is ramping it up for Street Fighter V’s second season, between new character reveals and the all-around changes to gameplay for the new season. While people are adapting to the new environment, it’s important to keep teaching new players the fundamentals to getting better.

Back again with another of his Two Minute Tutorials, PugilistPenguin continues his efforts to teach players about both SFV and basic fighting game concepts. This time he tackles the concept of counter hits, and setups that specifically take advantage of frame traps to build counter hit combos. With some practice and a bit of research, frame traps counter hits can yield much higher rewards than normal confirms.

Source: PugilistPenguin

Urien Giving You Trouble? Watch This Street Fighter V Tutorial from Dr.Fatbody & Cross Counter TV

A lot of low-to-intermediate players struggle in every game with common tactics from strong characters. They’re usually tactics that force the opponent to respect them, or force the opponent to play differently than they’re used to. Such tactics are sometimes called overpowered, cheap or nerf-worthy, but simply understanding those options and how to beat them can make a world of difference in dealing with problem characters.

The folks over at Cross Counter TV, specifically Dr.Fatbody, saw to it to start a series based around learning to get around the common tactics for different characters. This video covers the 3 essential things every player needs to learn to deal with, in order to not get blown up by every Urien. Those 3 things: whiff-punishing Headbutt, baiting and punishing EX Headbutt reversals, and knowing how to deal with wakeup Aegis Reflectors.

Enter the Danger Room and check out the video on Cross Counter’s site here.

Source: Cross Counter TV; Dr.Fatbody

Is it Possible to Resurrect an Older Game with Esports? It May Be Easier Than You Think

We’ve been doing our best to have an honest discussion about the future and potential of esports over the past month or so; we’ve talked about the effect the esports landscape has on our community and our tournaments, but there’s still the third major part of the formula we’ve left out. Today we’re going to talk about the games themselves, which ones we choose as our defining titles, and whether or not there’s any room for anything different.

The main question we’re going to be considering is do we need to run our latest games over games from generations past? Developer support helps us make bigger events with grander prizes, but as we saw most prominently in the latest Evo donation drive, there’s a lot of love for older games without direct developer support.

Before going any further let’s set up the current landscape of the FGC. We tend to promote and play the latest games in our favored franchises. We play Street Fighter V over Street Fighter III: 3rd Strike, Soul Calibur V over Soul Calibur II, Guilty Gear Xrd -REVELATOR- over Guilty Gear XX Accent Core Plus R, and so on. This seems like a natural progression, moving on to the next game, but is it our only option?

soulcalibur2-screenshots4 (1)

When you sit down and think about our tendency to choose the newer games for competition, some basic questions start to come to mind. Are the newer titles better fighting games? Do we simply enjoy newer games more? People do enjoy the newness, the higher-end visuals, the sense of discovery. There’s also, of course, supporting your chosen company and franchise. These are important factors, but none of them translates to gameplay. If an older title was a better or more enjoyable game, why does it make so much sense to drop it completely for newer titles?

The current level of esports attention on the FGC means we are being viewed by a lot of people outside of our prior niche. We are getting backing from companies, we’re getting coverage on big news sites, and we’re appearing on ESPN. It makes sense in this light to play the newest game, as it aesthetically tends to be superior to past games, and this makes companies more likely to try and push it for newcomers.

On that grand scale, sure, playing the newest game seems ideal. Before ending the discussion at that, though, let’s take a break from the big esports talk and reel our sights in for a moment: without any outside perception or influence, if given the choice, which game(s) would our community promote to our biggest stages? Is it even within our power to do, or do we need the backing of parent companies to choose our games for us?

Some think so, but look at the Evo donation drive; we chose to promote Ultimate Marvel vs. Capcom 3 despite very little support from Capcom for the game outside of the recent PS4 port. UMvC3’s primary competition in that donation drive was Pokkén Tournament, which–while relatively new–has seen waning investment from Nintendo. If we as a community can choose which games go up on the Evo stage despite little-to-no developer interest, why don’t we choose fan-favorite games for the grand stage more often?

The concept of bringing our classic gems to the forefront wouldn’t even need to step on the toes of our current FGC esports setup, and could very easily mesh into the scenery. Let’s take a moment to imagine a scenario in which we, as a community, decided to promote an older fighting game as our title of choice.

The first problem you run into when considering an older game is the issue of attendance. Not as many players have access to the older titles–though many are rediscovering them through FightCade, emulators, and current-gen ports–and not as many people are even looking at them because they prefer to be a part of the bigger community. With fewer players, it seems like an endeavor doomed before it can start. There’s no point without wide-scale attendance, some might say.

For starters, this point of view only comes about by following traditional FGC logic. Many scenes and communities use their tournament presence as a sort of yard stick, measuring their worth compared to other games. This habit sometimes harms smaller games, with recent players dismissing games without large showings, but just looking at how much community attention is drawn to the idea of new tech for Vampire Savior, a new Street Fighter II update or Tatsunoko vs. Capcom tournaments, and it’s easy to see that the love for these games still exists. We even have an ongoing large-scale Street Fighter III tournament in Japan, which saw over 90 5-player teams competing (over 450 players!), and we have a big upcoming tournament for Super Street Fighter II Turbo at Combo Breaker, with an arcade cabinet as the prize. Excitement and passion for these old games still burns, just waiting for the chance to surface and be shown off.

With this much in-house attention and hype for these older games, there is a clear path for these titles to resurface in an esports setting. For a clear example of an esports title running on only a few entrants, let’s look at League of Legends. We used League as a comparison in our last article, and talked about the fact that 40 teams of 5 players competed to form the qualifiers and the world championship. That’s only 200 players, which is lower than many numbers we get in Major Tournaments across the country, year-round. There are of course millions of League players, but it proves that a world-class showing of skill doesn’t need thousands of competing players to be successful. A concise experience on a focused circuit for an older game across 5 to 10 events a year is something that is genuinely manageable.

So, once you understand the route that an older game could take to find success, the next question that bubbles up is simply: why bother? Our current formula sees thousands of players making dozens of events across the country. So, why make the effort when our current method of operation works fine? Well, there are a few benefits that should be considered before dismissing the idea.

The main advantage these games have would be that they would be handpicked by the community, instead of assigned to us by companies trying to sell a product. Concepts like dealing with poor business practices, poor/unpopular design choices, rushing to learn the game and adapt faster than anyone else, dealing with certain parts of the world having the game longer than others, hoarding tech, and sudden meta changes become non-issues for the most part. An older game is essentially an unchanging monolith that allows competitors to simply focus on improving, uninterrupted by anything that isn’t just refining their play.

The other huge benefit to promoting an older game is never having to worry about the game changing with patches. Sports in general don’t need to concern themselves with learning the game over and over again with each new season (or mid season!), meaning you can leave and come back at any time while be completely familiar with how the game works. Having a fighting game that stays consistent would be largely beneficial for both spectators and competitors, something we see with Super Smash Bros. Melee. Fans and competitors alike are allowed the freedom to take breaks without losing basic knowledge of how the game works. Additionally, as a very technical game, the amount of practice needed to improve in Melee is so consuming that a rework every year would potentially kill a lot of the enthusiasm people have for practicing.

necro-3rd-strike

Games that are intentionally propelled into the esports realm by their developing companies have a habit of shaking up their community to maintain interest. Titles like Mortal Kombat XL and Street Fighter V have applied game-changing patches simply to stir up their community, but even titles that aren’t “esports” feel the sting of too many updates. Updates can be nice to fix problems and refine gameplay, but being able to stay consistent from one year to the next is a valuable quality for competition. In addition, promoting an old game would ensure more quality gameplay and commentary–thanks to sheer familiarity–and we as a community would be able to focus on a sleek experience made for nothing but our love of the game.

The last benefit of having a smaller, tightly run circuit for an older game would be for the tournaments and players themselves outside of the game. The FGC player base is ballooning in size, an issue talked about in our last esports article as being a potential catalyst for changes to the way we run a tournament. This over-saturation at events can lead to fewer tournament games and a larger disconnect between the players/events and the regular attendees.

While the issues discussed in that article–of cutting attentiveness to attendees–are negative effects with larger events, smaller and concise events would be able to get away with these things becoming more positive points instead. While attaching qualifying events to a 50-event series could be a confusing, expensive and a stressful headache for competitive players, a qualifier at the end of 5-10 events is reasonable. The issue of needing to cut back on number of setups solves itself with less players, and most of the other issues solve themselves by the simple act of running an older game at a handful of premier events.

Super Turbo Chun Hawk

If you’d like to see some of the stuff I’ve talked about in action, be sure to watch Combo Breaker this year. This tournament has chosen to run that high-profile Super Turbo tournament mentioned above, one that could mirror a lot that I’ve gone over in this article. This could be a great chance to see how esports and classic passion mix.

While we as a community are excited by our new stage and the spotlight we’ve attained, it’s important not to forget our roots or our sense of self. Older games symbolize a lot of what the FGC stands for, pure and uninfluenced passion for the fight. Whether the game(s) we chose would be Vampire Savior, Project Justice, Jojo’s Bizarre Adventure: Heritage for the Future, Ultimate Mortal Kombat 3, Samurai Showdown VI, or whatever other game you can think of, there are clear benefits to representing our heritage that would be a shame to ignore.