Keep the Pressure On with Necalli’s Midscreen Stomp

Necalli may not have the best footsies in Street Fighter V, but when the ancient warrior hits you, he hits hard. Sometimes though, he has to sacrifice stage positioning for damage, and that leaves him with the onerous task of finding another opening.

Necalli’s V-Trigger turns him into a faster, stronger killing machine and offers him a plethora of new options to put the pressure on. Enter Brian_F, who has explored how Necalli can make use of stomps to keep pressure on even after finished combos. In the video below he breaks down the options, how they work and the rewards you can get timing things just right. In fact, he even covers dealing with your opponent’s adjustments.

If you’re a fan of the bestial combatant, this looks like it’s going to be a key part of maintaining your offense so make sure to watch the video below and start working out how to add it to your game.

Source: Brian_F

Justin Wong Shows Off the Power of The Satsui No Hado in the First Episode of Tekken Talk

Mark “Markman” Julio might be best known for his contributions to the arcade stick industry, but he’s making his mark again in the Tekken community with a new talk show focused on Tekken 7, the newest installment in the iconic franchise.

In the first episode, which aired earlier this week, he’s joined by EG|Justin Wong and Circa eSports’ recently acquired Hao “Anakin” Luu to show off some fresh gameplay from the upcoming Tekken 7 Fated Retribution. Of course, Mark also dedicates some time to a question and answer session with viewers.

Sadly, Markman was tight-lipped about a console release date for the game, but there was plenty more to talk about while Justin and Anakin got their hands on Akuma and a handful of other characters, including a surprising announcement from Anakin ahead of Combo Breaker.

With over an hour of fresh T7FR gameplay and conversation, there’s plenty to see, so check out the video below.

Source: Bandai Namco Official Fight Channel, with a tip from GamerDWreck

Rivals of Aether Patch 0.14.0 Brings Ranked Mode, Tutorial Mode, More

Because Rivals of Aether is still in early access, the game sees frequent updates adding all manner of content ranging from new characters and stages to new modes and, of course, gameplay tweaks.

Earlier today, the game received a patch moving it from version 0.13.0 to version 0.14.0, and with the new version came a host of new features–everything from a Ranked Mode to characteristics of certain moves changing. Thankfully, Risuno of the Beefy Aether Doods is on hand in a new video to break down what’s changing and what’s new in this version of the platform fighter.

You can check out the video below, and continue on to see the full patch notes.

Rival of Aether ver.0.14.0 Patch Notes

GENERAL

  • Tutorial mode added – Learn about the mechanics of Rivals of Aether from your good friend Orby!
    Local Menu rearranged to better organize the different modes.
  • Rumble feature added for Xinput controllers. Rumble can be turned on/off on a per-profile bases in the custom controls menu.
  • Drift DI is now dependent on your horizontal speed in hitstun. When moving under 5 pixels per frame, you get the full effect of drift DI. When moving over 10 pixels per frame, you get 1/2 of the full effect. In between those two speeds is a linear gradient. This change increases the effectiveness of horizontal kill moves.
  • Added whiff landing lag to certain aerials, which means the move will not autocancel if it misses. This mechanic serves to make certain aerials very slightly more punishable on whiff (e.g. Forsburn Dair).
  • Increased the time of flinches caused by Jabs from 13 > 16 frames to ensure that more grounded Jabs into Tilts cannot be countered with a parry.
  • Crouch Canceling max knockback increased from 6 > 8.
  • Crouch Canceling Flinch Time reduced from 13 > 9.
  • Crouch Canceling is a stronger defensive option now for players to experiment with, particularly against projectiles which can be hard to parry during online matches.
  • Attack, Special, and Strong Buffers are cleared when leaving hitstun into tumble state, requiring players to time their Combo Breaker tool instead of mashing them. (example: Zetterburn Neutral Special)
  • Shockwaves now appear when you are hit with a move that would kill you with no DI or drift DI.
  • Previously, any move over a certain knockback value would create a shockwave.
  • The HUD now has visual feedback for player damage and deaths.
  • Bug Fix: Diagonal directional inputs are now processed the same in local and online modes. Up and down are now prioritized over left and right in online mode.
  • Bug Fix: Parrying an opponent’s Uspecial will no longer cause them to have weird momentum shifts. This mostly affects Wrastor and Maypul.

ZETTERBURN

Zetterburn is still doing well but can struggle because of his limited movement options particularly in the air. We wanted to give players the ability to use Down Special in more interesting ways as well as make Neutral Special feel a bit smoother by lowering its hitpause making the jump cancel more reliable.

  • Aerial Dspecial now gives a forward and upward boost.
  • Nair landing lag 10 > 7.
  • Whiff landing lag added to Dair.
  • Uncharged Nspecial hitpause 7 > 3, making combos more fluid by allowing players to jump cancel it more consistently.
  • Charged Nspecial can be jump-cancelled again.
  • Charged Nspecial now has the same knockback as uncharged Nspecial. This is because charged
  • Neutral Special didn’t feel like an earned KO nor was it particularly fun to play against. Instead we are making it safe again but lowering its effectiveness at high percents.
  • Charged Nspecial damage 8 > 10 (weaker hit 6 > 8).
  • Nspecial charge time 40 > 35.
  • Whifflag on Ustrong 0 > 30 (normally 20 endlag).
  • Dair knockback scaling .5 > .65. This makes the spike more powerful than some of the others in the game giving Zetterburn a bit of off stage power to make up for the risk of being off stage.
  • Dair hitbox height 50 > 75 (reaches the same distance downward, but farther upward).
  • Uair sourspot hitbox resized and moved to match the animation better.
  • Uair sweetspot moved to be in the center of the animation.
  • Dspecial knockback scaling .65 > .55.
  • Dspecial landing hitbox centered and resized 130×70 > 120×60.
  • Bug Fix: Can no longer airdodge out of Uspecial after it was parried.
  • Bug Fix: Fixed hurtboxes for Uair, Ftilt, and Ustrong.

ORCANE

Orcane is best whale dog 2015 and 2016 now. Congrats to Orcane.

  • Whiff landing lag added to Bair and Uair.
  • Uspecial sweetspot base knockback 12 > 11, scaling 1.45 > 1.4. This is to slightly reduce its effectiveness as a parry punish.
  • Uspecial sourspot scaling 1.05 > 1.1. This is to make the regular hit a bit more potent.
  • Bubble butt hitbox width 30 > 20.
  • Bubble butt hitbox moved closer to Orcane’s body. These two are to reduce the disjoint of bubble butt as it is risky to throw yourself at opponents.
  • Bubble SDI effectiveness increased from 50% to 100%.
  • Bug Fix: Fixed hurtboxes for Ustrong, puddle Ustrong, puddle Fstrong, and puddle Fspecial.
  • Bug fix: Orcane puddle can now exist on a moving pillar.

WRASTOR

For Wrastor, we are still trying to balance him out by removing reliance on Tornado and spreading out his KO potential elsewhere. We also wanted to make his Jump Canceled tilts more noticeable as many players were not even aware the mechanic existed.

  • Nair landing lag 16 > 8.
  • Whiff landing lag added to Fair, Bair, and Dair.
  • Nspecial SDI modifier x1 > x2.
  • Nspecial horizontal acceleration and speed reduced from .75x normal to .65x normal.
  • Nspecial Final hit knockback scaling reduced from .7 to .55.
  • Nspecial min time 42 > 40, max time 62 > 60.
  • Fspecial recovery 7 > 11.
  • Sourspot Fstrong base knockback 5 > 6.
  • Extended parry lag on strong attacks (extends parry lag to ~57 frames usually).
  • Dair hurtbox extended to reduce disjoint.
  • Prat land time 14 > 24.
  • Uspecial sweetspot scaling 1.1 > 1.25.
  • Bair knockback scaling .6 > .8, active frames 10 > 2 (turned into a sweetspot).
  • Second hitbox added to bair with the same knockback and active frames of the previous bair, but a smaller hitbox.
  • Wrastor can jump-cancel his tilts immediately after the last hitbox hits instead of only during the recovery frames (makes a 2-3 frame difference). This is because Wrastor has jump cancelled tilts as part of his design but they never felt impactful due to the late cancel opportunities. The recovery on each tilt was increased to balance out the risk of each.
  • Wrastor Ftilt Whiff Lag increased from 16 > 18.
  • Wrastor Dtilt Recovery increased from 12 > 14.
  • Wrastor Utilt Recovery increased from 12 > 14.
  • Wrastor Uair now has a center hitbox that deals 6 damage and knocks very slightly higher than the other hitboxes.
  • Bug Fix: Parrying Dspecial will no longer send him forward.
  • Bug Fix: Hitting with the last frame of Wrastor Dspecial will no longer cause him to fall to the ground instead of doing a backflip.
  • Bug Fix: Fixed hurtbox for Dstrong.

KRAGG

For Kragg, we wanted to address Pillar Spam even more as the move is still leaned on by many players particularly online. We have made it more risky for Kragg to use pillar on stage by increasing his landing lag after falling off a broken pillar. We also normalized the end lag for throwing rocks.

  • Fair autocancel frame 24 > 15 (autocancels right after the active frames).
  • Fair landing lag 10 > 9.
  • Dair endlag 10 > 16.
  • Whiff landing lag added to Fair and Dair.
  • Prat fall horizontal acceleration .85 > .5. Makes Kragg more easily punished when his pillar is broken.
  • Dstrong whiff lag 0 > 18 (normally 14 endlag).
  • Nthrow and Fthrow endlag 5 > 10.
  • Uthrow endlag 4 > 10.
  • Dthrow endlag 8 > 10.
  • Fstrong scaling 1.1 > 1.25.
  • Fstrong startup 22 > 24.
  • Rock’s horizontal momentum when deflected is now based on damage of the deflecting move.
  • Increased the range to pick up rock from 4px to 12px.
  • Wrastor’s slipstream goes behind rocks visually, increasing rock visibility when simple effects are turned on.
  • Added sound effect when rock is deflected.
  • New animation for Back Air to make it easier to see on backgrounds the same color as Kragg.
  • Pillar now has an offscreen indicator.
  • Prat Land time after falling off a broken pillar increased from 11 > 30. Remains 11 when landing after a pillarless Up Special.
  • Opponents can now tech on top of a pillar to avoid being put into Prat Fall during the tech frames.
  • Bug Fix: Removed Kragg’s ability to pull multiple rocks by himself (not the glitch that requires multiple Kraggs)

FORSBURN

For Forsburn we wanted to add some counter play to the cookie cutter combo approach of only using smoke for Combust. Now opponents can knock smoke out of Forsburn with powerful attacks and Forsburn has to work a bit harder to get the smoke.

  • Getting hit by a move with over 15 knockback will cause Forsburn to lose all smoke charges.
  • Uspecial upward leniency 96 > 50. Makes recovering from below the stage a bit more strict.
  • Nair landing lag 6 > 7.
  • Dair landing lag 7 > 8.
  • Dair spike angle 270 > 290.
  • Whiff landing lag added to Dair and Nair.
  • Dash attack base knockback 7 > 8.
  • Forsburn now gets smoke on inhale 5 frames later, meaning he can be interrupted more easily.
  • Whifflag on dstrong 0 > 30 (normally 20 endlag).
  • Directional input for Fspecial is read earlier in the attack, preventing accidental side swapping with the clone.
  • Fstrong hit 1 causes Kragg to lose more speed than before so that Forsburn isn’t punished for turning Kragg around when spaced properly.

MAYPUL

For Maypul, we wanted to keep her a fast character with quick options but wanted to reduce reliance on Neutral Air by giving it some whiff lag and lowering the disjoint. We also wanted to lower the amount of guaranteed KOs that Maypul gets from wrapping opponents with Strong Attacks by pushing the percents up.

  • Dash Attack whiff lag 16 > 20.
  • Nair landing lag 16 > 9.
  • Nair autocancel frame 4 > 2.
  • Nair hurtbox extended.
  • Dair landing lag 5 > 7.
  • Bair hurtbox extended.
  • Base wrap frames 30 > 24, wrap scaling .2 > .14.
  • Whiff landing lag added to Nair and Dair.
  • Jab hit 2 base knockback 4 > 5.
  • Jab hit 2 whifflag 0 > 13.
  • Dtilt width 100 > 70 (reaches the same distance forward, but not as far back). This is to reduce her insane tech chasing ability.
  • Aerial dspecial goes into special fall. To make it more consistent with Forward Special and give it some counter play when used mid combo.
  • Plant attack active frames 3 > 1. Makes rolling to avoid the attack more consistent.
  • Walljump now goes slightly outward instead of straight up.
  • Uspecial Sling base increased from 4 > 6. Sling Time by distance increased slightly.
  • Bug Fix: Removed inconsistent forward burst on jab combo.
  • Bug Fix: If a wall is destroyed while Maypul is clinging onto it, she will automatically walljump.

ABSA

For Absa, we wanted to tweak Forward tilt to give her a faster option on tap and the long whipe we know on hold. We also wanted to rework Down Special to make sure there was some risk to putting one on yourself since the reward is still pretty great.

  • Ftilt now differentiates between tap/hold inputs. Halfway through the startup of the move, if you are not holding the attack button anymore, Absa will do a quicker, minimum-range Ftilt. If you are holding the attack button, she will do the full-range version. Full-range Ftilt is the same speed as before.
  • Fair and Bair sweetspots moved to be centered on the sweetspot visual.
  • Fair and Bair sweetspot size increased by 2px.
  • Dair Sour Spot hitbox reduced in size.
  • Uair autocancel frame 28 > 20.
  • Whiff landing lag added to Uair.
  • Prat fall horizontal acceleration .5 > .4.
  • Uspecial aerial movement restricted for a few frames longer after Uspecial finishes (before going into prat fall).
  • Cloud kick hitboxes are now centered on the cloud instead of Absa’s foot.
  • Parrying another Absa’s Fspecial no longer makes the cloud yours, destroying your existing cloud.
  • Instead, it just destroys the Fspecial cloud. This fixes a bug that caused Absa to not go into parry stun when Fspecial was parried by another Absa.
  • Cloudless Dspecial now creates a cloud at Absa’s position and starts the normal Dspecial chain around it.
  • Holding Dspecial will charge the move. When fully charged, the chain lightning will follow Absa.
  • Bug Fix: Removed double jump to Nspecial super jump.
  • Bug Fix: Fixed hurtboxes for Nspecial and taunt.

ETALUS

For Etalus, we wanted to beef up the damage on some of his strong attacks and clean up some bugs and awkward interactions with Up Air and Neutral Special.

  • Whiff landing lag added to Fair, Bair, and Dair.
  • Weak hitbox added in the middle of Dstrong. Etalus can be punished for hitting with this hitbox.
  • Bair hitbox width 100 > 120 (reaches the same distance backward, but extends further forward).
  • Uair separated into two separate hits. This prevents Uair from trading so favorably with other moves. On a clean hit, the move functions identically to before.
  • Uair has a 45 frame cooldown on hit. This is to prevent linking up to 4 Uairs on an opponent frozen on a platform.
  • Dstrong strong hit base knockback 7 > 6.
  • Dstrong damage weak hit 4 > 6, strong hit 11 > 12.
  • Ustrong damage weak hit 2 > 3, strong hit 11 > 12.
  • Ustrong weak hit hitstun modifier 1 > 1.2.
  • Rolling opponents are no longer invincible when frozen.
  • Ice will not start melting if any Etalus is using Nspecial.
  • Can act slightly earlier out of Uspecial (min actionable speed -3 > -8).
  • Fstrong Ice Hitbox reduced from 120×120 to 100×80.
  • Dstrong Ice Hitbox reduced from 120×120 to 100×100.
  • Ustrong Ice Hitbox reduced from 120×120 to 100×100.
  • Parrying Fspecial now destroys the icicles instead of reflecting them
  • Etalus AI is no longer terrible at using his recovery options. He’s still no genius but at least he isn’t terrible.

ONLINE

  • Ranked Mode has been added! You can play to raise your Ranked Score and ascend the Ranked
  • Leaderboard. Your score is based on the Elo System where wins earn you points and losses subtract points. The better the competition, the more points you will earn.
  • There are two brackets for Ranked Mode matchmaking during early access. Players above 1200
  • Ranked Score and players below. We will assess if this is working based on the size of the community and scores that we see as time progresses.
  • There is now information given to you about an opponent before you accept a match in matchmaking. This includes the ping (connection indicator) as well as the self-appointed region of your opponent. After accepting a Ranked Match, you will earn a disconnect if you quit or disconnect before the set is complete.
  • Online Stats is a new category in the online menu that allows you to check out your position on the
  • Ranked Leaderboard or view your in-game stats for Local, Online or Ranked.

Source: Beefy Aether Doods, Rivals of Aether, image courtesy of Rivals of Aether

Get Behind the Scenes to Meet Some of Street Fighter V’s Biggest Personalities

One of the best parts about the exploding popularity of the Street Fighter scene is getting to know the players and personalities behind the sticks. The storylines that have grown and developed over the last few years–and have been propagated both in person and on all manner of social media–have made the matches all the more enthralling. With YouTube and Twitch paving the way for players to become their own brands, we know more about our Street Fighting idols than ever before.

Even so, it’s always exciting to be given the opportunity to get to know them a little better, and it seems that Capcom are more than happy to oblige. Matt Edwards, Capcom’s EU Community Manager, took to the floor at Stunfest this weekend to interview players from all over the globe, including Hiroyuki “HM|Eita” Nagata, Goichi “HM|Go1” Kishida and Chris “Rize|Cobelcog” McEntee. If you’ve ever wondered what’s going on between the ears of some of the best players Stunfest had to offer, this is exactly the interview series for you.

So why not find out what it’s like to be a world warrior, right from the players themselves? Check out the interviews below.

Or have a look at the full playlist–which looks like it will be updated as the year goes on–to watch the other interviews.

Source: Capcom Fighters

Make the Most of Orcane’s Unusual Options in Rivals of Aether

When you initially boot up Rivals of Aether, Orcane is probably not the first character to catch your eye. Zetterburn, with his high attack power and stylish flaming lion design, might be more your speed. Perhaps you’re more in the “Gotta go Fast” camp and gravitate straight to Maypul? At any rate, there’s something for everyone in Rivals, and though Orcane might not be the coolest looking beastie around, the whaledog really shines when you start digging into what you can do with its unusual moveset.

DolphinBrick–who’s one of the best Orcane players in the world, according to Rivals creator Dan Fornace –has done just that. In his “How to Train Your Whaledog” video, he breaks down Orcane’s moveset alongside a demonstration of some of the trickier aspects to her style and even muses on what might be the best way to approach playing the Water Rival. It’s aimed at beginners, but that doesn’t mean that it’s not chock full of useful information no matter your skill level, so be sure to check it out.

Source: DolphinBrick, feature image c/o Rivals of Aether

Unlock the True Power of the King of Darkness in Super Smash Bros. for Wii U

For a while now, we’ve known what some of the best characters in Super Smash Bros. for Wii U can do. We’ve all seen Zero Suit Samus do an elevator combo to oblivion, or Sheik swipe an opponent from left to right and back again. And well, the less said about some of the things that Rosalina and Luma are capable of, the better.

Other characters have been developed less, however. Maybe it’s because they’re not seen as the same sort of top level threat, or maybe it’s because they take a lot of effort to make work, but that doesn’t mean that there aren’t some dedicated players who want to truly plumb the depths of everything their character can do. Gleed is one such player who has taken to the internet to show off some of the coolest tricks Link’s age-old antagonist, Ganondorf, can pull off.

There’s everything from ledge cancels to swaggy footstools on offer, with examples that customarily end with a show of disrespect to the opponent. That is, after all, why you’re playing Ganondorf right? Check out some of his craziest techniques below, and be sure to stick around to see some disgusting applications of them at the end of the video. Ganon players, it’s time to start practicing your evil laughs!

Source: Gleed

Unlock the True Power of the King of Darkness in Super Smash Bros. for Wii U

For a while now, we’ve known what some of the best characters in Super Smash Bros. for Wii U can do. We’ve all seen Zero Suit Samus do an elevator combo to oblivion, or Sheik swipe an opponent from left to right and back again. And well, the less said about some of the things that Rosalina and Luma are capable of, the better.

Other characters have been developed less, however. Maybe it’s because they’re not seen as the same sort of top level threat, or maybe it’s because they take a lot of effort to make work, but that doesn’t mean that there aren’t some dedicated players who want to truly plumb the depths of everything their character can do. Gleed is one such player who has taken to the internet to show off some of the coolest tricks Link’s age-old antagonist, Ganondorf, can pull off.

There’s everything from ledge cancels to swaggy footstools on offer, with examples that customarily end with a show of disrespect to the opponent. That is, after all, why you’re playing Ganondorf right? Check out some of his craziest techniques below, and be sure to stick around to see some disgusting applications of them at the end of the video. Ganon players, it’s time to start practicing your evil laughs!

Source: Gleed

ZeRo Receives a Last Minute Spot in GOML Thanks to Zinoto’s Withdrawal

Over the last few months we’ve seen a lot more of TSM’s Gonzalo “ZeRo” Barrios on YouTube than we have in competition thanks to a finger injury that has left him unable to compete. That’s all set to change this weekend however, as ZeRo has managed to land himself a last minute berth at Get On My Level after fifth seed PULSE|Zinoto had to pull out. This first came to light when it was Tweeted by Elliot “Ally” Carroza-Oyarce and was later confirmed by the man himself in another Tweet.

This means that ZeRo’s attendance at GOML has gone full circle–he initially registered at the event but, thanks to his finger problems, was unable to take part. However, his registration was still paid for and valid which meant that, when Zinoto had to unfortunately drop out of the tournament, ZeRo was already signed up and primed to take his place. Since ZeRo is now the highest ranked player in attendance, pools are set to be reseeded–though since Zinoto was already the fifth seed, it should be a relatively simple matter.

With the addition of a man who many believe to be the best player in the world, GOML has rounded out a lineup of high-quality attendees that include Nairo, hometown hero Ally, and Mexican wunderkind MKLeo, who will be making his very first international appearance. With such a surplus of top-level talent in attendance to challenge a rusty ZeRo, Get On My Level is primed to be a wildly exciting tournament with all manner of upsets on the cards–and that’s just Smash 4! With only PPMD missing, 5 of the top 6 Melee players will be battling alongside a whole host of challengers to lay claim to the Melee crown. It looks like Get On My Level is going to be a terrific event and, for those of us who can’t get to Canada, there will be multiple streams for our viewing pleasure. Check out the schedule below to see where and when you can feast your eyes on the best Super Smash Bros. action around.

GOML Stream schedule

Sources: Ally, ZeRo

The Concerning Case of the Pokkén Tournament UK Nationals

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

A boy, no older than ten, is crying in the corner, clutching his Pikachu plush. He’s just been told that he’s not allowed to play in the tournament because he’s not old enough, despite the rules clearly stating that, since he was born in 2006, he’s eligible to play in the Senior Division. He’s not the only child who has arrived at registration, only to be told that they’re not welcome to play. In fact, one such child has traveled all the way from Lithuania. His mother later showed me the email she had from the Pokémon Company confirming that he would definitely be allowed to compete.

Welcome to the Pokkén Tournament UK Nationals.

A crying child is somewhat symptomatic of Pokkén Tournament’s first UK major event. Despite promising initial signs–pre-registration went up weeks in advance and the organizers seemed communicative and helpful–troubles plagued Nationals. Even the good initial impressions quickly faded when pre-registration disappeared into the ether and all communication dried up.

With the sudden change to on-site signups–and with only an hour scheduled to take signups for an expected turnout of hundreds–those who didn’t arrive early for registration ran the risk of being unable to compete, and those who had gone to the trouble or pre-registering were left in the dark as to whether or not they had to do so again. They did, and some almost found themselves ruled out from taking part because they arrived only shortly before registration closed at 9 AM. With only 44 players registered, the turnout was significantly lower than the 512 expected. Despite this, it was decided that the event would be held over two days, leading to some confusing situations in pools.

There were four double-elimination pools of 11 players, from which the top eight would qualify for the top 32 on Sunday. This bizarre decision meant that most players would only get one or two tournament games on Saturday and, in some cases, wouldn’t even have to win them to get into top 32. I know of two players who lost their only match on Saturday but still made it through into Sunday’s bracket.

Despite dozens of requests that the pools be played in a round robin fashion, event organisers were adamant that they would continue with the double-elimination brackets and, as we later found out, didn’t even let them play to completion for seeding purposes. In fact, there was no seeding whatsoever for Sunday’s Top 32, which saw multiple players who qualified in winners play against other winners’ qualifiers.

pokken-pikachulibremachamp-750

Games finally began on Saturday at around midday, hours after registration ended. In between there was almost no communication with the players apart from announcing a ban on friendlies. For over three hours, people who had travelled from all over the UK were left to sit and do nothing, with no explanation of why and without even the courtesy of being allowed to use one of the 40 empty setups.

The pools were also arranged in waves, despite having enough setups that every player could be playing a set and still leave space enough for friendlies–even a few friendly setups would be better than none at all. The first pool–which also constituted the first wave–started at midday and the fourth wave played their first games at 6 PM. That left, for no discernible reason, players who had been made to arrive at the venue before 9 AM waiting seven hours to play their first tournament games. For many, it was the only tournament game they played all day.

At around 1 PM, the organisers finally deigned to designate some friendly setups and allowed people to play on them. For the rest of the day they were mostly full, splitting numbers between participants of the tournament and those who just wanted to give the game a try while they waited for their wave of other trading card or video game tournaments.

By the time that the top 32 had been decided on Saturday evening, there was a distinct flavour of dissatisfaction and confusion in the air. It was becoming clear that the hosts had never held a Fighting Game event before, and even more clear that the focus wasn’t on making sure that the players had a great time. Time and again we were told that decisions were being made to improve the stream rather than the experience of the players themselves, and there was no shortage of angry or disappointed players as a result.

Pokken Nationals Setups

The story wasn’t much different on Sunday, though many of the players came into the day with much lower expectations. Once again the official statement was that play would begin at 9 AM on the dot, but upon arrival it was clear that wasn’t going to be the case. Games finally began shortly after ten–an improvement on the day before at least, but not what players had been promised.

About half of the first round of top 32 was to be played on stream, a process which involved playing the set itself followed by an interview with the winner. The interview, which wasn’t broadcast to the spectators in the venue itself, often took around ten minutes–great for the stream, but an unpleasant and frankly boring wait for those in attendance. The last matches of the first round were played nearly two hours after they were first called, and players weren’t allowed to leave the venue, meaning that they were forced to watch an empty screen occasionally punctuated by a set while waiting hours for their game.

This was only exacerbated by breaks taken in the stream, where the organizers decided to hold games that had already been called to take place on stream while they had some time off, leaving the players to sit and wait for their return. In several cases, this left players sitting at the stream setup with orders not to move or play the game for over half an hour. Imagine sitting across from your opponent, mentally ready and willing to play your game, but being told that you had to wait for no apparent reason.

pokken

In the venue, which had attracted spectators who wanted to get involved and enjoy the play, the mood was grim. Even when matches themselves were excellent or exciting–such as Wilksy15’s Perfect to finish his set against Plague–what little hype and buzz was generated swiftly drained away thanks to the lengthy waits between games. The excitement often attracted spectators from other halls who wanted to get involved with the small but loud audience, but during the lengthy delays they often drifted away to find something else that caught their attention. The only time this wasn’t the case was when the bracket was reset in grand finals and, for the first time all day, those watching were treated to two consecutive sets on screen. The response was fantastic, with cheers, applause and hype flavoring those two, superb, sets.

Amongst all the problems, the most disappointing aspect of the organisation was that it overshadowed the often fabulous play. Matches, especially matches in the top 8, swung on a single decision–choosing to use Suicune’s burst, only to see it beaten out by Pikachu Libre’s Synergy Burst, for example. In fact, it was so heartfelt that after the first game of the second set of grand finals, Tarrell “Afrokami” Black celebrated his tournament victory, not realizing that he had another game to win. In the end, he lost the next two matches and with them, the tournament. He didn’t let it slip easily however, fighting to the very last gasp against his opponent Angel Darksong

For a time, during grands, it was easy to forget all the problems with the weekend and just be absorbed in the excitement. Of course, it would have been nice if those finals were best of 5 but, despite the reassurances of Ryan “Prodigal Son” Hart that it was tournament standard, the Tournament Organizers decided against it. In the end, the winner of the tournament–Alex “Angel Darksong” Stopher–was decided in the final round of the last possible game in the set, after a bracket reset and with only a single point of health left. It was insanely tense, and the winner was basically knocked from his feet by his friends in excitement.

It’s all too clear that the game can stand on its own merits. What the weekend desperately needed was better organisation. A more experienced TO may well have looked at the low turnout and decided that it would be better to run round robin pools, just as they may have better organized the flow of matches on the stream setup to ensure that players weren’t left waiting hours to play. Instead, the players were left feeling like second class citizens while the focus was on the experience of the stream viewers, many of whom were equally let down by long breaks in play and at one point, interviews with the same player three times in a row.

pokken interviews

The players should have been the focus. They came from all over the country to compete and, as the weekend came to a head, played some phenomenal sets. The fact that they were often the last to know what was going on and why was a disgrace, and one that has clearly turned many off from attending another such event. I personally spoke to several players who were new to fighting games and had been drawn into the scene by the Pokémon, not the fighting game style, who were all too happy to say that if this is what tournaments were like, they definitely wouldn’t be back to another one.

Oh, and that crying ten-year-old? He was allowed to play in the end. His parents insisted on talking to the legal team, who confirmed that there was no lower age limit on competing and that he was welcome to play. So was the young Lithuanian who had travelled so far. But on Sunday, there was another, different young man crying. Although he hadn’t had the chance to play all weekend, he had heard the calls for the senior finalists and rushed over, hoping to be allowed to take part. He was told that this event was only for the finalists from the main rounds on Saturday. In tears, he told them that yesterday, he had been told that he wasn’t allowed to play. In the end he left, struggling to hold back yet more tears. It’s hard to believe that he’ll try to enter a tournament again.

Worryingly, that may well be the legacy of the Pokkén Tournament UK Nationals. In time, the veteran fighting game players will probably forget this tournament. After all, everyone has been to some events that didn’t quite go as planned before, right? That young kid, though, will never forget being told that he wasn’t allowed to play–even though the situation was rectified in the end. Those Pokémon fans who loved Pokkén despite its genre, not because of it, will also likely never forget what their first tournament was like. This was the first opportunity for the Pokkén scene to really prove itself in the UK. I’m afraid we might have blown it.

Up Your Bison Punish Power in Street Fighter V with Even More Parry Tech

A couple of days ago, Venom47 took to YouTube to show off M. Bison’s parrying skills. For him, it might have just been Tuesday, but for fellow Bison player Dr. Fatbody, it was inspiration to show off some tech that takes that same parry technique even further. In a brief video, he breaks down some options that reward the right parry read even more significantly than Venom47’s preferred option of scissor kicks.

In the words of Dr. Fatbody, parries can lead to “big damage” and, thanks to some creative uses of some of the more unusual properties of Bison’s V-Trigger, he’s able to show off how to take maximum advantage of such situations. Not content to leave it at that, he also shows off some neat tech that can stuff out a button-happy opponent on wakeup, even if they throw out an invincible move like Ryu’s Shoryuken!

Information is power, so even if you don’t call the Shadaloo Dictator your main, make sure you know what you’re up against in the video below.

Source: Dr. Fatbody