Winter Brawl 11’s Most Hype Mortal Kombat X Sets

Last weekend Winter Brawl had a healthy showing all around, but Mortal Kombat X particularly had a nice turnout. Even with Injustice 2 looming around the corner, many players still get excited about the latest Mortal Kombat iteration, with just one example being the latest Philly tourney.

To make that hype just a bit more readily available, we’ve got match highlights here courtesy of Anubiz Blackk. These assorted sets cover some of the most intense moments of the Top 8.: we’ve got Triborg mirrors, Liu Kang mirrors, 3-0s, Reverse 3-0s, and more.

Source: Anubiz Blackk

Make Sure Phoenix Stays in Her Ashes in Ultimate Marvel vs. Capcom 3

With the booming attention being brought back to Ultimate Marvel vs. Capcom 3, many are dusting off their skills to get back into the fight. While new players are getting acclimated to the game, old players who’ve been building their tech over the years naturally have a thing or two to teach the newcomers!

Today we’re looking at one such teaching: one of the most troublesome characters–if improperly dealt with–is Phoenix, thanks to her resurrecting with all the cosmic powers of the entity she draws energy from. This setup ensures that, with Firebrand’s unblockable swoop and some crafty setups, he can properly deal with just about anything Phoenix comes back into play with.

Source: Christopher Baghdadlian

Breaking Down on Lee Chaolan’s Changes in Tekken 7: Fated Retribution

With Tekken 7 finally arriving on home consoles in just a few more months, Tekken fans all over have been trying to soak up every bit of information they can from the already existing Tekken 7 arcade games. Learning from the Japan’s current version will be the key to improving faster than anyone else.

Lee has always been a fan favorite, and today we get a treat for people who main him. While players don’t have access to a changelog or training mode for the latest iteration, a player by the name of 4LCH3M15T has been researching changes simply through trial and error. While the details recorded here by blankaex are extensive, they may not be the full changes due to simple margin for human error. That said: this should help put you ahead of the competition for day one.

Source: blankaex

Nixing the Competition: A Walkthrough on Improving with Brawlhalla’s Latest Character

The most recent addition to Brawlhalla has been reaping her way through players left and right. With such a powerful moveset, players are rushing to get the hang of her, and learn to use her to her full potential. One such player is Berthen, who has now uploaded guides and gameplay for the character.

Here you can see a short guide on her normals and spacing:

He also put together this longer guide, going more in-depth into the frame data, and all of the character’s moves:

Lastly, we have some high-level gameplay, featuring the character going through ranked online, to reach the highest rank available in the game.

Source: Berthen

Understanding Synergy and How Team-Building Works in Skullgirls 2nd Encore

We recently had a long discussion about Skullgirls’ team mechanics, and how a player can improve upon their character’s existing moveset with the help of their teammates. Today, we’ll be doing a bit of theory-crafting with different team combinations; last time we learned why team building was important, and today we’re going to learn about how it’s done.

The first thing that must be considered when building a team is the assists, which fall into a few different basic types. The most regularly seen is the get-off-me assists, which traditionally have a lot of invincibility or armor, and preferably allow a combo afterwards. There are also lockdown assists, which are great for keeping the opponent in blockstun for a long time, and making resets safer. There are neutral assists, which–as the name implies–focus on getting hits or controlling space. The last assist type is the setup assist: these focus on things like scoring resources mid combo (Beowulf’s Hype, Big Band’s Taunt, etc.), setting up unique resets, or have some crazy gimmick that is exclusive to that assist. Those are the main assist types, but everything isn’t always cut-and-dry; assists sometimes overlap and serve multiple functions, especially for creative players.

The next thing to think about when building your team is what your DHC potential is; DHCs–or Blockbuster Sequels–being the term for having the main character do a super move, then cancelling into the teammate’s super move. DHC potential can mean unique combinations that allow you to continue the combo after a super you normally can’t combo from, or it could mean having a combination of supers that is completely safe on block. It’s important to consider your team and your team order–since the DHC character is always the second character, if your order gets messed up it could ruin your team’s DHC potential.

Alpha Counters are the next big thing to consider when building your team. For one bar you can–on block–immediately switch out with any teammate, using that teammates designated assist move. This can be used to punish normally unpunishable attacks, and it can also be used to escape if your DHC potential has been tampered with and you have no other way of getting your character out. It is vital to know whether your team has a safe escape, and to be aware of when your team is allowed to get away with the gimmicks and setups you put it together for.

Now that we know what goes into team building, let’s start building one–with our first character being Peacock. Peacock is a very frail character; she has a reversal with Bang! (MP Bang) but it can be grabbed, avoided, or shut down with specific setups. Her primary focus is on bomb patterns, but players that know how to deal with her can easily slip through those patterns. She is vulnerable once the opponent gets within airdash distance, and has a very hard time escaping resets. Peacock traditionally uses one of two kinds of assists: a neutral assist to make her zoning pattern stronger, or a get-off-me assist for once the opponent breaks through her patterns. At first Peacock seems best on point for her zoning, but she finds use as a second on the team because her Lonesome Lenny super (the big bomb) has great DHC potential.

The next character we’ll be looking at is Beowulf. He has strong hard knockdown pressure, with his main weaknesses being his susceptibility to grabs outside of his reversal super, and the fact that he needs to be within a specific range to be a threat– which is about a dash attack distance away. He appreciates neutral assists that let him get into his specific zone, as well as lockdown assists that help him keep the pressure on. He’s usually put first on a team because he doesn’t have a lot of universal DHC potential, though Airwolf is usually safe to DHC into.

Let’s now focus on the options that become available to us by putting these two characters together. Peacock has a safe DHC and Beowulf has a fully invincible super that reaches full screen, so Beowulf is best on point for the safe DHC option. Peacock’s George’s Day Out assist works well for Beowulf, as the little slow moving bomb lets him go for more long-distance pokes and approach a little more confidently while it keeps him safe. He can also layer it on top of his hard-knockdown pressure for added protection.

Once Peacock is in, what does she need for assists? Beowulf has one get-off-me assist, H Chair Throw, which also doubles as added pressure for Peacock’s fullscreen zoning. Peacock can use this assist and M Bang at the same time to keep herself safe and cover the dead zone above her head, which smart players could otherwise abuse to pressure Peacock. Beowulf’s Chair Throw is also safe on block, making it a much safer Alpha Counter option than many reversal assists.

Beowulf also has one other less-obvious assist that could work well with this setup, and that’s c.hp. While c.hp isn’t immediately a great assist, if Beowulf doesn’t have his chair it becomes a massive fully armored move, one that can work really well for what Peacock wants. She can use it as a get-off-me assist, a lockdown assist, on block it can let Peacock choose to run away or set up pressure, it can on hit let Peacock taunt–which gives her a guaranteed version of item drop on her next use of the move–and it also works well as an Alpha Counter both as a move itself, and since it can be canceled into any special move or super.

While at first the problem of using Beowulf’s c.hp assist feels risky–Beowulf needs to get rid of his chair to use the armored version–its easier to set up than it seems. If Beowulf still has the chair when going for the safe DHC the team is designed for–Gigantic Arm into Lenny–simply throw the chair first; up close H Chair has hit invincibility, meaning you can get through most pressure with it. This setup lets Peacock come in at advantage with one of the most powerful assists in the game, one that she can combine with her reversals, teleports and her pressure to make everything she does within range a more powerful option. The main weakness in this setup is that if Beowulf gets hit and snapped out to Peacock before he can get rid of his chair, Peacock is stuck virtually by herself with a poor assist choice.

Let’s round out our team by adding one more character, something to spice things up and make it more solid at the same time; a good and easy choice would be Cerebella, as she works well with both of the other characters. Our team right now would be Beowulf/Peacock/Cerebella, because the DHC synergy still works the best with Beowulf and Peacock. Cerebella could take Beowulf’s place and keep most of the synergy, but we’d lose access to our c.hp trick so we’ll stick with our preferred order for this discussion.

Cerebella has some similar problems to Beowulf, where if she can’t make it into her range she can struggle, but between the Peacock assist letting her approach at her own pace and the armored Beowulf assist, she’s in an incredibly strong position here. Cerebella doesn’t have an abusable super to DHC into like Peacock’s Lenny, but with enough meter she can DHC in with Diamonds Are Forever (her level 3 super) which is safe on block. The assist we’ll pick for this team will be the H Lock n’ Load, which has two hits of armor; this assist helps Beowulf stick to his opponents once he gets in, can be used even if there’s already a Peacock assist bomb on the screen, helps Peacock control space at mid-range, and it also helps the team survive if Beowulf got snapped out before he can get rid of his chair.

For Alpha Counters, Cerebella’s assist doesn’t do a whole lot on its own, especially if the opponent grabs or sweeps her–as both options beat armor–but canceling into Cerebella’s command grab super is an expensive but effective option to get out of trouble with. Even if Beowulf has to Alpha Counter to Cerebella early in the match, the team keeps most of its synergy, though preferably Beowulf will have gotten rid of his chair before switching to Cerebella.

While it’s impossible to cover every team combination in the game properly in one article, putting this team together and exploring their options hopefully helps get the gears turning about your own characters. Does your team have safe DHCs with characters like Robo-Fortune, Painwheel, Double, or someone else? What do your characters need help with, and do your assists fill that role? What options are available to you if your team gets scrambled, or if you have to Alpha Counter? Hopefully we’ve helped you understand the importance of answering these questions, and exactly how much a team can benefit from thoughtful placement and tactics.

LINE Corporation Teams Up with Autumn Games to Distribute Mobile Skullgirls Game Worldwide

Some of you may remember the mobile Skullgirls game that was announced in July of last year. The folks at Hidden Variable have been hard at work building their game up, with the publisher Autumn Games working to make the game a commercial success. Their latest move forward on this front has been a partnership with LINE Corporation, a company that boasts over 220 million users worldwide.

This is great news, as it means there will be more players who have the chance to get introduced to both Skullgirls and the concept of fighting games. The increase in player base may mean an increase in profit, which could bode well for a sequel to the revolutionary indie fighter–though no solid official word has been given on the possibility.

The game has developed a great deal since its announcement last year, with both new mechanics and updated visuals.

Sources: PocketGamer; SG Mobile

The Fallen Titan Returns: Cyborg and New Story Details Shown Off in Injustice 2 Trailer

With Injustice 2 dropping soon, fans are itching to get their hands on the last few pre-release details. They’ve been pouring out recently, and today we just got another character reveal: in “Shattered Alliances, Part 1” we get a glimpse of Cyborg as he faces off against Blue Beetle:

While we don’t see any direct gameplay for Cyborg, he’ll likely be playing fairly similar to his prior Injustice: Gods Among Us incarnation. He does have a new super move, which was shown in the Injustice 2 Mobile game, which launches the opponent to what appears to be Apokolips as they’re attacked by Parademons–both of those being calling cards of Darkseid, who will be available via pre-orders.

In addition to Cyborg, we get interesting bits of story regarding the upcoming title: Superman, Wonder Woman, Robin, and Cyborg seem to be allied, while Supergirl may have just arrived from Krypton and is slowly realizing what the Man of Steel has become. She may have even been the one to free him from the Red Sun prison we see him in, thinking she was doing the right thing.

Either way, we can certainly look forward to even more reveals, up until the May 16th release date.

Source: Injustice 2 (Twitter)

Skullgirls 2nd Encore Community CMV Flaunts Some Crazy Side Switches, Unique Combinations, and More!

Skullgirls is well known for how much freedom it gives players. This freedom allows all sorts of different options per player, in both how they wish to play and in how they build their combos. This can lead to incredibly varied combo potential; despite the game making it ordinary to expect variety, what we’re looking at today takes being unique one step further.

This CMV–titled “Long Forgotten”–will be pretty hard to forget. It features combos from slew of different community members, from various parts of the world, along with several different characters in some truly wacky circumstances–even by Skullgirls’ standards. Though impractical, these combos are still quite entertaining.

Source: Autism Inc.

$5,000 Pot Bonus Promised to Brawlhalla World Circuit at CEO Dreamland

As CEO Dreamland draws closer, a lot more attention (than some initially thought) is being drawn to Brawlhalla! As a game that doesn’t fit into the traditional mold of what a fighting game should be, many people dismiss it without giving the title its due–but it’s making its mark alongside the Smash titles that inspired it. Yet another pot bonus is being announced for this platform fighter:

The circuit points will be attributed to the larger circuit that’s currently running. You can read up on that overarching series here, and be sure to catch CEO Dreamland when it runs April 14th-16th.

Source: CEOGaming (Twitter)

Our Little Teddie Can’t Possibly Be This Cute: Persona 4 Arena Ultimax CMV Shows Off His Destructive Side

Despite being a game that goes relatively unrepresented at tournaments, there are still a few players invested in Persona 4 Arena Ultimax. In their recent endeavor to go back and make content for this game, YouTuber Persona Entertainment is steadily covering the cast. We recently covered a few of their combo videos in the past, and this time they’re tackling the oddball mascot that is Teddie.

Teddie was a very strong character when the game was played competitively, but this combo video showcases a lot of fun–but impractical–kill setups. Whether or not you’ll be using these in real matches, this video shows off just why you should never judge a bear by its cover.

Source: Persona Entertainment