Up Your Cammy Game in Street Fighter V with these Options

If you play Cammy in the latest Street Fighter and find yourself wanting to rise up the online rankings–or bolster your performance in tournaments–you’re in luck, as we’ve recently received two handy tutorials focusing on strategies with the Killer Bee.

In the first, YouTuber Nyasha showcases multiple safejumps, tech chases, pressure options, and a deceptive 50/50 setup while also offering insights into dealing with a few character matchups.

Up next, Micah Lewis breaks down a number of different ways to follow a connected Spiral Arrow to make sure your opponent feels the pressure. These options are demonstrated against three-frame normals, so be sure to give them a try against opponents prone to jabbing on wakeup.

Source: Micah Lewis, Nyasha, with a tip from Tarick

Observing Two Developing Metas – Dissecting Four Years of Growth Between US and Japanese Skullgirls

Editor’s note: The views expressed in this article are solely those of the writer and do not reflect Shoryuken as a whole.

Japanese players have always occupied a special place in the FGC. Many of the most respected and dominant competitors hail from overseas, so it’s no wonder that our collective heads tend to turn to see how our favorite games are being mastered by Japanese hands. The same holds true with indie fighter Skullgirls 2nd Encore.

To give a short bit of backstory on Skullgirls in Japan, it’s important to have a timeline of when the game became available. The title didn’t hit Japanese arcades until October 2015, quite a while after the 2012 release in the US. Many consider the arcades to be the ultimate proving grounds for fighters in Japan, so the arcade release could be said to have been the moment Skullgirls truly arrived there. The arcade port created a surge of attention, both stateside and abroad, even though the game had been available on Japanese consoles since about a year after the US version’s release.

The attention garnered by the arcade port was compounded by Skullgirls getting a PS4/Vita physical release in Japan on April 14th of this year, courtesy of Arc System Works. This release came with several videos from ASW, helping explain the game to newcomers. While players had a chance to get into the game before now, it’s important to note that the general Japanese audience Skullgirls is popular with is still relatively new to the game.

That’s the basic timeline for SG in Japan, leading up to today. While seeing this game experience a resurgence overseas is fantastic news for anyone wanting Skullgirls to do well, it is obvious that at every turn US players have had a lot more time to develop and learn the game. This has created a skill gap, one that hasn’t yet been overcome. Of course, this leads to the question of how play in the two regions compares.

One of the most interesting things to observe when comparing the US and JP is how the meta has evolved at both ends of the world. Skullgirls as a game gives players a lot of freedom, letting people decide how they play, which has interestingly led to two very different metas developing. In the US, from day one, play gravitated towards three characters and touch-of-deaths. This is most likely due to the US “Mahvel” background in MVC2, a game Skullgirls drew so much inspiration from. Many of the best teams included Parasoul, Valentine, or Fortune, characters that could rack up hits and make the best use of the then-lenient Infinite Prevention System (commonly shortened to IPS). US play slowly grew and adapted, largely due to the game changing and removing TODs and lengthy combos, but this was where the idea of how to play the game started.

As an example of what some of the more powerful characters could do, Ms. Fortune has the ability to remove her head, making it act separately from herself by pressing fierce. The head has a move called “Nom,” a hit-grab that holds the enemy in place, leaving Fortune herself free to move. This move was quite good because it let her easily rack up damage without losing positioning of the head or screen control, and could easily loop back into itself repeatedly. Parasoul has a lot of space control and a great assist. Her Napalm Pillar assist was one of the best, and it caused knockdown, which was amazing because assist0based knockdowns let the point convert nearly every time. She was as silly as many characters back then with crazy IPS combos, but her Napalm Tears did more damage than they were supposed to, and her command normals let her get more reps than most other characters. She could easily and repeatedly combo into Napalm Shot to rack up a lot of extra damage. Valentine was very mobile, and made excellent use of any assist, turning many stray hits into minute-long combos. Luckily for everyone, these and other problems with Vanilla Skullgirls were fixed to make the game more fun to play and more enjoyable to watch.

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Japan’s meta started off where players would almost exclusively play solo characters. Without the 10+ years of background in “Mahvel” that the US had, the assumptions and preconceptions of the way to play the game weren’t there. There were actually some tournaments in SG arcades that saw playing more characters as unfair, and such events even went so far as forcing someone who picked the larger team to let one of their characters be killed before starting the match. Only recently has Japan been collectively shifting its meta and understanding the advantages and strengths of picking more characters.

As far as tournaments go, the first appearances of a Skullgirls player flying straight from Japan was Inuchiyo 5131. Inuchiyo made a showing and earned 5th place at the Evo 2013 SG side tournament. The next year the playerbase for the game dwindled from the spotlight, but began to rise the closer the game got to its complete version, what is now known as Skullgirls 2nd Encore. Another Evo side tournament was still held in 2014, where Inuchiyo made a return appearance, but he couldn’t make it out of top 16. After that tournament, US SG players started looking for an alternative place to gather. Some hiccups with the stream at the time made some players feel like they needed a tournament more suited to them. With this, the following year saw many diehard SG players make a new destination in what would be the first Combo Breaker. You may already know how important Combo Breaker is to Skullgirls players, but this was the first time that excitement was discovered.

Up to this point, Skullgirls had seen several revisions. Sweeping changes were made to IPS, changes that made SG more of a two player experience than a combo video. With these changes, duos started to become more desirable than trios. Due to the frail nature of trios, having less health and doing less damage than every other team size, many players stopped seeing the point in playing them. The meta was in a transitional period, with many players still operating in the early mindset of optimal combos with few resets, while others were still trying to adjust and find their feet mastering the new way to play. At this stage, players were moving away from traditional teams with Valentine, Parasoul, and Fortune.

The budding new meta that emerged from the drastic changes to SG began to revolve around Cerebella, Fukua, and Double. I don’t think the community as a whole really understood the appeal of these characters, but players naturally started gravitating to them because they were easy to learn. Their combo and reset options weren’t complicated, they could confirm easily off of stray hits, and they generally had good matchups versus most of the cast.

Japanese players had more time to catch up, with noticeable changes to how they played the game. As their meta evolved, certain characters become very common. Parasoul, Eliza, Big Band, and Painwheel are the characters most often seen on Japanese teams up through today’s game. These characters have strong space control, something many Japanese teams revolve their whole game plan around. Controlling the sky, the ground, or poking from a distance became the way of Japanese play.

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One area that Japanese players consistently had trouble catching up in seemed to be assists. Assists tended to be called for space control, but were hardly used in conjunction with the point character. They tended not to be used to protect the point during mixups, and they weren’t used often to let the point character get in. The integration of an assist into play didn’t seem nearly as natural as US play, again the primary reason behind that most likely being the US head start in the Marvel series. Unfortunately, this means that while the US meta was just learning which team comps would work best and how to apply them, the JP meta had to learn that and the very premise of using assists and applying them correctly.

This brings us to SIG, the next Japanese player to make a showing at a US tournament. Like Inuchiyo before him, SIG made Evo his destination. After making it to Evo 2015, he took 3rd place in the Skullgirls 2nd Encore side tournament, after Swift-Fox Dash and cR|SonicFox. Unfortunately, the US playerbase’s shift to Combo Breaker saw to it that SIG’s showing missed some of the biggest SG players in the game.

After this, the next presentation of Japanese ability in the States was at NorthEast Championship 16. SIG made a return to US soil to compete with a more accurate sampling of Western skill. There were many exciting matches, with SIG’s unique method of play dominating many of the US veteran players. After blazing a trail through the bracket, the JP powerhouse finally clashed with one of the Titans of SG, dekillsage. cR|dekillsage vs. SIG was one of the most intense matches of the event, and it’s easy to see why. The set came down to the wire, with dekillsage managing to just narrow out a 3-2 victory. After falling into losers, SIG was eventually bested once more by the second Titan of SG, cR|SonicFox. After everything was said and done, SIG still managed to place 4th despite the higher level of competition.

This brings us to the current stage of the meta. After the final transition of the game to SG2E, US play eventually began leaning towards heavy setplay through resets and duo teams. A main part of the duo meta right now is crafting universal appeal teams, solid cores that are capable of dealing with many situations regardless of team order.

One example of a team that would fit into the current US meta is Double and Cerebella. Both characters have excellent assists with multiple applications, as well as great DHC synergy. Double on point has the chance to easily tag in Bella; she can do so by creating space between herself and the enemy, then using her Monster super before tagging in Bella. Monster creates a puddle on the ground that automatically attacks opponents that move over it, protecting Cerebella from nearly all forms of attack as she comes in. If she can’t make space, an overzealous opponent can be caught if the Double player Alpha Counters into Cerebella and then spends a second bar for the 360 grab. This is an almost unavoidable consequence of predictable offense for 2 bars of meter.

Regardless of how Cerebella comes in after Double, she immediately has access to an especially powerful option. One of her supers, Diamond Dynamo, is fully invincible, so using it as a reversal then DHCing out can be hugely beneficial, especially with a character like Double behind her. If Dynamo hits, she can DHC into Monster, letting Double continue the combo and press the advantage. If blocked or whiffed, Cerebella can DHC into Double’s Catellite Lives (commonly called Catheads) to keep herself safe. On block, Catheads gives Double free pressure and the chance to mixup her opponent, as well as letting her choose to make space from the opponent if she wants to. Much like with Double in front, for two bars of meter Cerebella can get out of many sticky situations, though using these options recklessly can deplete resources and negate some of the synergy.

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As SIG showed at both Evo and NEC, Japan’s meta has evolved substantially since its early days. Their play seems to function around the concept of counterpicking the opponent and the tactic of going for hard knockdowns over resets. Functionally, hard knockdowns and resets are very similar. Both techniques give an opportunity to pressure the opponent and potentially open them up. SIG proved that resets aren’t actually required, and the benefits of resets can be obtained in more traditional ways of hard knockdowns and okizeme setups. The more traditional method of getting these advantages is again likely due to Japan’s background in games like Guilty Gear, BlazBlue, and Street Fighter.

Another aspect of JP play that shouldn’t be ignored happens on Steam. A well-advertised 10 vs. 10 took place February this year between the best from US and JP, and despite playing online the matches were very playable according to players. The final score in that event ended up being 8-2, or 7-3, as the result of the final game was debatable. The final game was a rematch between SIG and cR|dekillsage. Viewers of the exhibition watched at home, but unfortunately the room “broke” during a match. The match wasn’t interrupted for the players, but the spectators, and thus the stream viewers, were removed from the room and missed the conclusion of the match. While both players reported SIG’s victory, Japanese players felt that the match should be replayed. The fight continued to be a close set, but ultimately ended 3-2 in dekillsage’s favor. Regardless of the debate surrounding the final match, US had won the majority of rounds, proving themselves to still have the edge over their overseas rivals.

SIG doesn’t seem to be making a return any time soon, despite him placing higher than his predecessor Inuchiyo. That doesn’t mean he has given up playing, and his online play shows his skill has improved by leaps and bounds over what he showed at NEC. Despite SIG’s absence, Japan will not be without representation this year. Fan favorite 159man made a name for himself on the PC version of SG2E, and is set to make an appearance at Combo Breaker this month, which again will be the largest exhibition of SG play of the year.

Seeing the skill gap between these two regions close little by little over the years is exciting, leaving many players wondering if 159man will be bringing home the Combo Breaker trophy. That head start the US got on the game between the background in Marvel and the earlier release of SG definitely shows, but the skill in Japan is worthy of respect. As a spectator, it would be exhilarating to see an upset like this occur, so keep your eyes peeled this month to see how the next chapter of the US vs. JP saga will unfold.

Sources: Siliconera, Skullgirls Twitter, ArcSystemWorks, AWAKE, NWepic, Kick-Punch-Block!, Datagram, DaPurpleSharpie, TRF

This Remix Makes Iori’s Theme Even Saxier

Anyone who has clocked some hours swinging fists in The King of Fighters knows the fast-paced fighting this series provides comes accompanied with a killer soundtrack. And when a game has so many memorable songs, it’s only natural for fans to take the time to give some of the music their own twist–gvgkid is one such fan.

With King of Fighters XIV right around the corner, there’s no better way to breathe in that nostalgia than with a fresh remix of an old favorite. If you’re in the market for a version of Iori’s classic theme that dials the soul all the way up to 11, you’ll not want to miss this track.

Gvgkid’s channel contains some other fighting game theme remixes as well, so if you like what you hear be sure to check them out.

Source: gvgkid

Team Yagami: Mature Revealed Alongside Iori and Vice in Latest King of Fighters XIV Trailer

Continuing what they started with the Team Japan KOF XIV gameplay trailer, SNK drops another literal bombshell on us in the form of the lovely Mature. She appears with her teammates, just as deadly as ever. Iori and Vice show off what they can do, but Mature steals the show.

We get a look at how some of Mature’s attacks will look, along with a good shot of her Desperation move. Also, viewers may notice that she clearly has both eyes in this trailer.

Since the teams seem to be revealed in the order shown in an earlier trailer, the next team trailer will most likely be Team K’.

Learn How Powershielding Works in the Super Smash Bros. Series

Smash as a series has always been a very technical, high-execution fighter. This can make it a bit hard for newer players to pick up the game and get into the action. Luckily, Super Smash Academy exists, and they’re devoted to breaking down potentially confusing and complex mechanics for anyone to easily pick up.

In their most recent video, they talk about Powershielding, a technique similar to Parrying in Street Fighter III. The folks at Super Smash Academy dissect this technique and its applications across all of the Smash titles, while also offering a look at the difference it can make in some specific matchups.

On their channel other helpful videos can be found, such as a breakdown of Ledge Gaurding and Wave Dashing.

Source: Super Smash Academy

Echo Fox Signs Jason “Mew2King” Zimmerman

Echo Fox is an eSports team best known for its activity in the League of Legends and Counter-Strike circuit. This year, however, they’ve been making moves to expand into other games. One such move includes their recent signing of Super Smash Bros. Melee “God” Jason “Mew2King” Zimmerman. 

This isn’t the first fighting game player they’ve sponsored, as they also picked up Julio Fuentes earlier this year to represent them in Street Fighter V.

If Echo Fox wants to make a splash in the FGC, they’ve certainly picked two great players to do so. Following this sponsorship, all eyes will be on Mew2King, as they often are, to see if the Melee master can bring home a victory for Echo Fox at any of the many upcoming majors.

Source: Daily Dot

This Skullgirls Combo Video Takes Looping to a New Level

Long-time readers may remember that, over a year ago, a particularly impressive Skullgirls combo video was posted. That video relied on the premise of Cerebella being able to counter Squigly’s Tracking Super.

The man behind that video has been hard at work since its release, juggling his time between getting a perfect on the final boss and trying to make the most impressive combos possible. He’s made many wondrously nonsensical CMVs before, and today he’s bringing us another one.

Dragonos’ most recent combo video offering involves using a specific move for a specific character as many times as humanly–and mechanically–possible. The result is an entertaining mashup of characters performing hilarious setups in an effort to squeeze out as many reps as they can.

Source: Dragonos451

Skullgirls Tournament Standard Shifting Towards Best-of-Five Matches

Tournament standards rarely change, but they are by no means set in stone. Community decisions on changing the standard usually lean towards banning characters, choosing or banning specific stages, or more commonly which kinds of monitors and sticks/pads are acceptable. However, in recent months the Skullgirls community has slowly been shifting its mindset on how tournaments should be run altogether. The intention being to make entire tournaments run Best-of-Five matches, not simply for Grand Finals or even Top 8. In a Best-of-Five (often referred to as 3/5) set, a player must win three games to win the series.

To give a bit of backstory to this shift, it’s important to know just how quickly Skullgirls runs. There is no need to button check, thanks to push to set button select at the start of the round. Tournament mode hastens the starting of subsequent matches by backing out to controller select after unplugging any controller. There are very few cinematic events, where some other games have unskippable winposes, supers, cutscenes, or what have you in the middle of a match. The loading time for matches in comparison to most other current games also appear to be markedly quicker, making for an overall quicker experience.

All this culminates in Skullgirls tournaments often finishing ahead of time, or finishing on time despite another game cutting into the time allotted for SG. For example, at Winter Brawl X the Skullgirls TO decided to just run all of pools at the same time, resulting in two hours of bracket time being finished in about an hour.

As more players are starting to play Skullgirls and the tournaments are getting bigger, there has been a growing desire to shift to 3/5 matches. The community has been seriously having this discussion building up to this year’s Combo Breaker, with people for and against it disecting the pros and the cons.

This isn’t the first time the Skullgirls community as a whole has decided to alter the Tournament standard for their game, if you didn’t know. After the PS4 version of Skullgirls came out, the community eventually got to the point where they refused to play on PS3 setups. The main problem with PS3 was occasionally a setups with missing DLC or an out of date version would pop up, but a big reason was that the PS4 version simply looked and preformed better. After this point, most events moved with the community’s decision and provided PS4 setups, but that wasn’t the case every time. There was at least one tournament, not to name any one specifically, in which due to a  PS4’s were not provided for play. In that case, instead of playing on PS3 or making a big fuss, the Skullgirls players simply scrounged up their own setups to hold the tournament and Top 8 on.

As far as the community effort towards playing 3/5, two recent experiments were held with this new standard in place. Northwest Majors VIII and XenoEncore were two tournaments held in April, and both were sort of guinea pigs to test how 3/5 would run throughout a whole event. The majority of players and spectators from both events seem to believe that 3/5 ran amazingly, and look forward to having this trend continue in the future. That future currently being Combo Breaker, which has already aligned their rules to accommodate 3/5 for Skullgirls.

Skarmand Teaches How to Use Double’s Vortex Loop in Skullgirls 2nd Encore Tutorial

Resets are a big part of Skullgirls 2nd Encore. One of the more powerful tactics as far as resets come is putting the opponent in a repeatable loop, ending with them in the air. This tactic prevents many mashed reversals, forcing the opponent to honestly deal with the mixup before getting out.

Skarmand, aka Liam, recently won Northwest Majors VIII, but still found the time to put together this basic Double vortex covering many of the opponents options. If you find yourself playing Double and getting mashed out by supers on the ground, try putting them in the air and force them to play honest.

Skarmand isn’t a stranger to tutorial videos. He has many tutorials up on his channel covering things like how to properly punish unsafe tactics, and how to punish moves that seem unpunishable.

Source: Skarmand’s Youtube

Playable King of Fighters XIV Demo Making a Stop at Community Effort Orlando 2016

A playable demo of The King of Fighters XIV has been making it’s way around the global tournament circuit, with new planned stops popping up regularly. We recently learned that CEO 2016–which takes place just two months before the launch of the game–now counts itself among the growing list of upcoming events to host a playable version of the title. If you live in the US and weren’t able to make PAX East or won’t be attending Combo Breaker, this might be one of your only chances to learn the game before the rest of the competition.

While the demo will not be a tournament title, it has been confirmed that CEOtaku in October will be one of the earliest major events to carry the game. Be sure to register and book your stay early, if that interests you.

Community Effort Orlando 2016 is happening June 24-26 in Orlando, Florida. More information can be found here. CEOtaku takes place October 1st-2nd in Orlando as well. Get a head start on preparing for that event here.

Source: CEO Gaming