Shoryuken interview: Snake Eyez on Capcom Cup preparation, and the grapplers of Street Fighter V

Shoryuken caught up with Capcom Cup 2017 finalist RB.CYG BST|Darryl “Snake Eyez” Lewis shortly after his run at Red Bull Battle Grounds, where he competed in Street Fighter V, Super Street Fighter II Turbo, and Ultra Street Fighter IV. Though he was not able to break into the finals that weekend, he spoke about his preparation for Capcom Cup, Street Fighter V’s grapplers, and the current direction of the Street Fighter community.


Forte: So, you’re through with all of your games today?

Snake Eyez: Yeah, I’m out, I played every game [except Street Fighter III: 3rd Strike]. To be honest, going from Street Fighter V to Super Turbo and then Street Fighter IV, then back and then playing the same character in every game… it was hard, because once I saw green hand my mind just changed. It was hard to retain the same play style in Street Fighter V, so I ended up losing that match then I went back to Super Turbo. It was like heavy juggling, I don’t think I should play that many games at the same time, you know?

Forte: But, at the same time, what made you want to play them?

Snake Eyez: They were all free. For some reason I didn’t think it was going to affect me the way it did, but it really hindered my performance a lot. But it was fun, I know that I can’t do combos anymore in Street Fighter IV. That was rough, that was something that I prided myself in, but since I don’t need it anymore I kind of just dropped it.

Forte: And how are you feeling about Capcom Cup? You’re not going to change your placing today.

Capcom-Cup-blackSnake Eyez: That’s the important one, I mean this is important too, but I’m definitely going to boot camp before Capcom Cup comes. And I’m going to get my pad fixed. I’m gonna try and play with relevant characters that are in Capcom Cup. And I don’t know if people are picking up new characters or if they’re trying out alternates, but I’m going to watch a lot of videos and play as hard as I can to try and take the whole thing.

Forte: Do you gameplan for specific players, like your route through the bracket, or are you just trying to square up your game in general?

Snake Eyez: I’m just trying to square up my game in general, but I do like to practice against specific players because I can’t purely out-footsie someone in this game and win the entire time. You need to have multiple elements to be able to beat them in a match. So it takes a little more effort to beat someone in this game, I have to really know what they want to do. I have to know if they’re going to dash a lot, or jump. Because you can’t really react, so you have to replace that with a lot of other things.

Forte: You came out to a big lead during the Capcom Pro Tour season, how have you been getting your practice in?

Snake Eyez: I actually have a few friends within my area, some not too close, in Texas and SoCal. So we end up playing against each other, I would say they’re like above-intermediate. So like almost as good as me, but not quite. But they can take games off of me, so that’s important. The thing about this game is you can play against casuals and still get relevant practice to go to a tournament and play in.

I get a lot of online practice and I’m always in training mode. I was trying to figure out how to properly train, because I was using a training mode mechanic that was supposed to be used a different way, and I was using it the wrong way the entire time, and I lost to Idom at East Coast Throwdown because of that specific thing.

Whenever I knocked him down he would wake up with a certain button that pushed him backwards, and I was like, he didn’t do that on purpose. So I did it again and he did it again and I was like “OK yeah, that was on purpose,” and it was actually surprising that he knew that. With Zangief I don’t have to do that specific string, I can just do headbutt and he would get hit, because he pressed a button on wake-up. So that was interesting that he would do it perfectly every time. And I like to try and figure out players and their intricate button timings, and stuff like that.

Forte: Without one frame links in the game, how do you use training mode?

Snake Eyez: When I’m in training mode, I’m like man, this is not that fun. What I mostly practice is hit confirms, so I’ll put the computer on random block and I’ll try to confirm one of my combos, or like a headbutt into super. Or with Akuma, I’m practicing certain strings, or something like that. So with Akuma it’s a bit more difficult because he’s a striker character, and I’m mostly trying to SPD with Zangief, like all the time.

But yeah, just trying to make sure my combos are consistent. Akuma actually has difficult combos in the corner, like counter-hit crouch strong into the back fierce into delayed red fireball, and then uppercut. Then he has Crush Counter into pretty much the same thing. I’ve been practicing that a lot, and I’m starting to figure out that it may not be worth it because it’s just so hard. And I don’t know how Tokido does it, he must’ve been in training mode so long practicing that.

sfv akuma shun goku satsu finish raging demon

Forte: What about practicing online?

Snake Eyez: That’s mostly my training, but I’m playing online too. But sometimes it’s hard to get the right guys to train with, because some days they might be laggy, and then some days you come across a lot of newcomers and you can’t really profit from online play, it’s not consistent. Because when the game first came out you could play Ranked mode and it was legitimate practice. But I don’t think anyone really plays Ranked anymore. They only do Battle Lounge and they only look for people around their specific area, so you have to deal with that entire thing and it’s a hassle.

So I end up traveling to play with friends, I’ll take a break in Texas and play of the local guys there, then I’ll go back home to SoCal and play all of the local guys there. It’s getting a little harder to get practice though, seriously.

Forte: Is that just because you’re getting so far ahead of the pack?

Snake Eyez: I think so; it’s so weird that I’m playing guys in casuals and I’m destroying them, and then when tournament comes around it’s like somehow they got a little better, or I’m just playing slightly worse. Or I’m just guessing wrong with Zangief, because I kind of have to guess to get damage.

sfv zangief menacingForte: A lot of characters in SFV have command grabs in general, how do you feel Zangief is set apart from the other command grab characters like Alex and Laura?

Snake Eyez: I think that Zangief, his archetype is very fair because he’s very slow and strong when he gets close. But then you have characters who are strong and they’re fast, or they’re strong and they’re grapplers. So that doesn’t really make sense to me, because there were never really grapplers like that in Street Fighter except for Abel. But he was just a hyper grappler. He wasn’t like Laura who is almost like everything, and a grappler.

And Alex as a grappler, he is fine right now. It’s just the other characters are too good. He does well against Zangief, and Ryu (Ryu sucks too), but he does well against those characters. It’s just the stronger characters that present a problem.

Forte: How about Abigail?

Snake Eyez: I like Abigail, I don’t really like his anti-air though. He’s so tall that when a character jumps in, Abigail’s height meets them at the peak of their jump and you can’t really time it on the way down, you have to an anti-air them almost as soon as they jump.

That poses a problem for me because some of the most damaging combos in Street Fighter come from jump-ins, and if I can’t stop that it’s a huge problem. But aside from that he is very strong. Like if they gave him an extremely good anti-air, he would probably be too good. But he has tech, I was talking to CoolKid93, I think he might be the best Abigail in the US. He was sharing tech with me and I was like man, I might have to try out Abigail when I go back home. He did one combo on Samurai and it did 80% damage. And I was like wow, that really appeals to me as a player, that’s my style.

Forte: Is Abigail your favorite out of the season two characters?

Snake Eyez: He’s my favorite character to watch, but I don’t think I would play him in tournament. I would have to play him in a match-up that I know he’s good in, and also I would have to play him for a while to want to pick him in a certain match. Because I don’t really feel confident in his buttons and I need to have my instinctual thought process built into me to want to play a character. Because when something happens I don’t want to think about what I need to do, I want to just do it right away. And that works for Zangief and Akuma, but not Abigail right now. Definitely gonna stream really hard and play some Abigail.

sfv abigail max power

Forte: Most people feel that Zangief is a strong character, but I don’t think he pops up immediately in that conversation; what match-ups do you feel he has trouble with?

Snake Eyez: Lately I’ve been feeling like he loses to like F.A.N.G and like Alex, Dhalsim, and Menat. I actually think he doesn’t do so bad against Akuma, but other players have been telling me differently. Oh Guile! How did I forget that one? And he loses to Abigail, and that’s a really frustrating one, because he does what Zangief does to other characters — but he does more damage and has higher health, so it feels really shitty. I think that might be it, everyone else, he can beat them.

Forte: Anything on your Season 3 wish list for the game?

Snake Eyez: I want Zangief to have green hand, that’s obvious. I don’t even know what his second V-Trigger would be. The biggest thing I want is for the input lag to be reduced. I heard about the Unreal Engine patch or whatever, and I was like hell yeah, we’re gonna get reduced lag. It’s decently low now at 6.5 or something like that, but if it was like 5 that would be really nice.

SFV Street Fighter V logo whiteForte: How do you feel about the direction of the game, and the community?

Snake Eyez: I feel like people are still into it, but for some reason lately people have been on this weird complainy route. They kind of seem like they don’t really know what they’re talking about, but they just complain. Or when someone tries to support them, they just have really crazy things to say about it or aren’t really grateful for having it. And there’s this weird hive mind right now that they’re developing, but I feel like everyone is in a better position now than they were before, and we’re not really sacrificing much to get more eyes on Street Fighter.

So I think it’s going in a good direction. If you look back just a few years ago we weren’t this big, and we’re still not done. I like the direction, the only thing I wish would change are certain things about the game and it could be so much better.

Forte: And what do you think about an event like this, where for free, you can play Street Fighter II, III or IV?

Snake Eyez: I couldn’t imagine being a guy living in Boston, working everyday, and then I just randomly hear about a Red Bull Street Fighter event down the street for just 10 bucks and I get to play in a tournament or just go there and play pros. This entire venue is modeled after Union Station and only Red Bull does stuff like that, it’s sick, and not a lot of people notice when they first come in. It was really fun — they like the VR thing, that was dope.

I love the grassroots of the fighting game community, because everyone’s still organic. You still see salt, you still see pop-offs, I got pop-off’d on early — well, it wasn’t a real pop-off but the guy apologized to me after, and I’m like, dude don’t apologize, that makes it worse! No other esports community is like the FGC where they do things like that, because everything is regulated in a corporate manner. But the fighting game community can have corporate powers behind it, but it’s still grassroots — and that’s what makes it extremely unique, and that’s something that it needs to pride itself on. And I understand why everyone is upset, but we can make a small sacrifice without having to sacrifice everything.

david-giraud-zangief-sf5-artwork

Red Bull: Tower of Pride results, featuring Tokido, Daigo Umehara, Nemo, Luffy, and others

While the United States enjoyed the Thanksgiving holiday yesterday, some of Japan’s top Street Fighter V talent was facing off at Red Bull’s Tower of Pride event in Tokyo. The open entry event took place in three stages: in stage one, challengers faced off in groups for the right to face off against one of eight “gatekeepers” in stage two. The winners of the gatekeeper matches advanced into an eight-player single-elimination bracket in stage three.

The event’s eight gatekeepers included Hx.CYG BST|Daigo Umehara, RB|Bonchan, QanbaDouyu|Xiao Hai, Echo Fox|Tokido, NASR|Big Bird, GGP|Kazunoko, DNG|Tachikawa, and AW|Nemo. Among the challengers to emerge from the Tower of Pride were Capcom Cup qualifiers RB|Luffy, CO|Dogura, CO|GO1 and Gachikun, along with strong Japanese players Machabo, Anman, Vanao, and Mizuha.

During the group stage, each player was given 10 coins to wager against the other players in their groups during their matches. The player with the most coins advanced onto the gatekeeper match. A number of notable players competed in stage one, but failed to move on to the next round, such as Bx3|Phenom, Haitani, DNG|Itabashi Zangief, John Takeuchi, StormKubo, and Reiketsu.

The event was streamed by Red Bull Japan, with Jiyuna providing commentary in English with 2DJazz on his own channel, AnimeIlluminati. You can find the videos with the original Japanese audio here.

Watch Red Bull Tower Of Pride! [English Stream] from ANIMEILLUMINATI on www.twitch.tv

Match Results

RBToP3

Sources: Red Bull Japan; AnimeIlluminati

CPT North American Finals: PG Punk secures the top spot at Capcom Cup with his Red Bull Battle Grounds win

PG|Victor “Punk” Woodley completed his domination of the North American Capcom Pro Tour season by winning the NA Regional Finals at Red Bull Battle Grounds in Boston, and securing the top seed in next month’s Capcom Cup 2017. But before the Alpha was crowned champion, more than 270 competitors battled it out in the last chance qualifier for the final spot in the Regional Finals. Full results for the weekend’s tournaments are available here.

In a tournament filled with sponsored talent and East Coast underdogs, BxA|Marcus “CoolKid93” Redmond put together a monstrous losers bracket run with Abigail, defeating 10 straight opponents to earn his spot in the main event. After losing to Dexter “Tampa Bison” James in the first round of top 64, Redmond lost just two games total for the rest of the qualifier. Following a decisive 6-0 victory over Circa|Joshua “Wolfkrone” Philpot, CoolKid93 hoisted the Battle Grounds trophy and thanked his wife and his training partners through tears.

“I want to thank my wife, most importantly because without her pushing me and never giving up on me, or telling me not to do this; she just stuck by my side,” Redmond said on stage. “Of course she got mad at tournaments I did lose, we had a long talk when we got home, but I know she’s crying right now herself seeing this. And I’d like to thank my BxA|Squall, everybody that I play online, all of ya’ll helped me to get better. And my family too, for sticking with me too and not steering me the wrong way, and believing in what I want to do.”

Marcus "CoolKid" Redmondfights to maintain composure after winning the last chance qualifier (Photo c/o Drew Gurian / Red Bull
Marcus “CoolKid” Redmond fights to maintain composure after winning the last chance qualifier. [Photo c/o Drew Gurian & Red Bull]

Though he had demonstrated a high level of play during ESL exhibitions and Red Bull Proving Grounds events earlier this year, Redmond didn’t score any CPT points during the season. But by the time he finished stomping through the qualifier, there was no doubt that he was a contender.

“It feels good, hard work paying off after so many tournaments,” Redmond said after capturing the qualifier. “[I’m] always one of the players that always puts on a good show or a good match but you don’t ever win.”

Redmond’s wife Joy flew in overnight to offer him her full support (along with her powerful voice) during Sunday’s finals. It looked like the rampage from the qualifier might continue, as Redmond rushed out to a 2-1 lead against the top ranked player in the world, but Punk made the necessary adjustments to shutdown CoolKid93’s reset heavy offense and move on. After disposing of Brian “Brian_F” Foster’s Balrog 3-0, Woodley found himself in the Winners Finals against Derek “iDom” Ruffin’s Laura.

For iDom, winning the Regional Finals meant a guaranteed trip to Capcom Cup; the New York City native entered just five CPT events this year, and finished fourth or higher in all of them except for Evo. Regarded by many as the world’s best Laura, iDom made quick work of Echo Fox|Justin Wong in the first round, and beat his frequent Next Level Battle Circuit nemesis Rise|Smug twice in the finals. This left Punk as the only obstacle in the way of a Capcom Cup appearance.

In Winners Finals, iDom captured the momentum on a suicide overhead in game one and pushed Punk against the ropes early. However after failing to capitalize during a scramble in the third game, iDom saw a 2-0 lead start to evaporate. After that, Punk didn’t drop a single game, putting on a masterful display with Karin and beating iDom six straight times between Winners and Grand Finals.

Rise|Bryant “Smug” Huggins took home third with Balrog after beating defending Capcom Cup champion Liquid|Du “NuckleDu” Dang in two sets, eliminating 801 Strider along the way. Huggins and Dang have crossed paths several times over the course of the season, trading results back and forth. On Sunday, NuckleDu lost with both Guile and R. Mika in separate sets by scores of 3-1 and 3-2, respectively. While Balrog is regarded as a difficult match-up for Guile, Du’s R. Mika was more successful in applying pressure, managing to beat Brian_F 3-0 and push Smug to the last game.

Du "Liquid NuckleDu" Dang fell to Bryant "RISE Smug" Huggin in two sets during the finals. (Photo c/o Drew Gurian / Red Bull)
Du “NuckleDu” Dang fell to Bryant “Smug” Huggins in two sets during the finals. [Photo c/o Drew Gurian & Red Bull]

Despite going 0-2 in the finals, Justin Wong came just one round short of an impressive comeback against Liquid| NuckleDu in losers. Wong chose Ed to start the set and despite catching NuckleDu a series of crush counters early, he struggled to find footing against Guile’s wall of defense. After an execution error gave Du an opening to win game two, Wong moved to his signature Karin. Though he often found himself playing from behind, Wong’s veteran patience helped him find the openings he needed to make comeback after comeback and force a final game. Even though the “Wong Factor” was shutdown in the end, Wong has shown that he is more than ready to compete at the highest level of Street Fighter V.


Red Bull Battle Grounds marked the culmination of a year’s worth of competition for many of the region’s best players. For some it was their last chance of the year to test their game against the very best, and they did not disappoint. Even players who had cracked the finals of Global Premier events earlier this year failed to make the top 8 of the last chance qualifier. The often underrepresented Midwest region saw three strong players (BxA|CoolKid93, Circa|WolfKrone, and Eric Contreras) reach top 8 of the qualifier, while New York City’s GeneralKills and SonicBoxx|JB represented New York.

Frequent CPT competitors like Samurai, EG|KBrad, Tempo|Alex Myers and Circa|LPN can still fight for the final last chance qualifier spot during the weekend of Capcom Cup; but the competition will likely be even more fierce, with more international players likely to attend.

Entering this weekend, iDom and Brian_F were the only North American finalists not qualified for Capcom Cup on points, but with Punk winning the region’s auto-qualifier spot and taking the weekend’s only available ranking points, North America’s second and fifth highest ranked players are left on the outside looking in.

Your North American Capcom Pro Tour finalists
Your North American Capcom Pro Tour finalists. [Photo c/o Drew Gurian & Red Bull]

Following PG|Punk’s victory, three of the four regional finals winners are players who had qualified for Capcom Cup based on points. Punk and Mousesports|Problem X were both ranked first in their regions, while Echo Fox|Tokido won Asia’s last chance qualifier, and then the regional finals. In the fourth case, the two top ranked players in the Latin American region chose not to compete; the Latin American Regional Finals was also the only one of the four events not to feature a cash prize.

Capcom Cup is scheduled for Dec. 9 and 10 at the Anaheim Convention Center in California, taking place alongside Playstation Experience, a multi-day gaming conference. Online registration for the Capcom Cup Last Chance Qualifier ends Nov. 29 and is capped at 256 entrants. You can find more details on the tournament’s smash.gg page.

Capcom-Cup-black

New nostalgia, holiday and (even more!) Chun-Li costumes coming to Street Fighter V

New screenshots have surfaced showing off 10 new costumes coming for Street Fighter V, including this year’s batch of holiday costumes and another set of nostalgia costumes. Gamer — a Japanese publication — released details on the new costumes along with the V-Trigger II trailer that debuted on Sunday at Red Bull Battle Grounds. Alex, Cammy, Kolin and Menat will receive new holiday costumes, while Birdie, Balrog, Chun-Li and Karin will get new nostalgia costumes. Chun-Li will also receive two additional costumes; a training outfit with more pads (but less fabric), and a SWAT costume.

Chun-Li Nostalgia
Chun-Li Training
Chun-Li SWAT
Birdie Nostalgia
Balrog Nostalgia
Karin Nostalgia

Menat Holiday
Cammy Holiday

Alex Holiday
Kolin Holiday

All of the premium costumes will be released at the standard price of $3.99 and Capcom will also offer a discounted pack of last year’s holiday costumes in similar fashion to the 2016 Halloween bundle. The Frosty Boulevard stage will once again be available for $1.99 or 70,000 Fight Money. Birdie and Balrog had fallen somewhat behind in costume choices, making them interesting picks for nostalgia costumes, especially for those who wished Birdie had stayed in shape since his Street Fighter Alpha days! Meanwhile, these three new outfits give Chun-Li more than a dozen costumes to choose from, and Karin isn’t far behind her.

Check out the full post on Capcom Unity.

Sources: Gamer; r/StreetFighter

desk reimagines Street Fighter V in the style of Street Fighter II: The World Warrior

Combo video maestro desk has released a new video re-imagining the sound and visuals of Street Fighter V in the style of Street Fighter II: The World Warrior. Inspired by the game’s recent addition of the classic Street Fighter 2 soundtrack, desk arranged parts of the Street Fighter V character select song and Karin’s theme using sounds from the CPS-1 arcade board and recreated the game’s UI to match the classic yellow and red health bars of Street Fighter II.

The attention to detail is rather astonishing; desk went out of his way to include reproduce the sound effects for individual hits used in Street Fighter II and used a bitcrush effect to make character voices and unique sound effects match the classic style. With the video, desk said he intended to create the sort of visual package he would buy, if it were released as DLC. The end result is the product of more than 100 hours of work and reflects a creativity that expands beyond the game.

You can read more about how desk developed Street Fighter 5: The World Warrior in the video’s description; a free music pack containing the tracks in the video along with a new CPS-1 arrangement of Guile’s theme and a Megadrive arrangement of Juri’s theme is available via Bandcamp.

Source: desk

Sajam breaks down Capcom Pro Tour Asia/Oceania Regional Finals for Street Fighter V

Fighting game commentator Sajam has continued his Street Fighter V match analysis series with breakdowns of the finals from the Capcom Pro Tour Asia/Oceania Regional Finals and Last Chance Qualifier held at Southeast Asia Major 2017 earlier this month. Along with examining matches from both brackets, Sajam provides more insight into the flow of the neutral game, utilizing frame data effectively, and whiff-punishing in Street Fighter V.

Echo Fox|Tokido put on a dominating performance in Singapore, winning the last chance qualifier and defeating fellow Capcom Cup qualifiers DNG|Itabashi Zangief, Echo Fox|Momochi and ZOWIE|Oil King in the process. In the process of taking the regional finals, Tokido also served as a gatekeeper for some of the strongest players in contention for the Capcom Cup, leaving players like Qanba Douyu|Xiao Hai and GRPT|MOV on the outside looking in as the season comes to a close.

Sajam’s full analysis of the SEAM LCQ and Regional Finals top 8 can be found on Twitch, or you can subscribe to his YouTube channel to digest each match as they are uploaded individually.

Source: Sajam

It never ends: A brief history of infinites in competitive Marvel vs. Capcom

Ever since X-Men vs. Street Fighter hit arcades in the fall of 1996, Capcom’s Versus franchise has been defined by high-speed gameplay, flashy combos, and extreme finishing moves meant to reflect its comic book origins. With flexible mechanics focused more on creating dynamic characters than balanced rosters, infinite combos and glitches have become ubiquitous with the series, and an unavoidable reality for its players.

When talking balance in fighting games, there are few subjects more polarizing than infinite combos. Whether placed in a game by design or discovered through exploits, the ability to eliminate a character in single combo will always be a powerful tool.

At a time where the competitive fighting game scene was just beginning to solidify behind Super Street Fighter II: Turbo and Street Fighter Alpha 2, X-Men vs. Street Fighter was a game where every character had an infinite. Outside of infinites, the game was regarded as “cheap” in the classic sense, due to easy high-damage combos, and struggled to be taken seriously in the small arcade tournament landscape.

However, even as players argued about the fairness and legitimacy of infinite combos, they embraced them as a part of the game and spared no effort in pushing the combo system to its limits. David “GuntherJPN” Dial and James Chen, two of the players most involved in documenting the infinites and intricacies of X-Men vs. Street Fighter, also spared no critique while blasting the game’s balance.

As 2-player fighting games, the VS series in general is a JOKE. As puzzle games, where the object is to find the infinite, they rule (well, XvSF does… the other two games are trash because they try to be something they aren’t — quality fighting games).
     – David “GuntherJPN” Dial on alt.games.sf2, Aug. 1998.

For the most part, the less skill used in playing this game, the more effective your strategy seems to be.
– James Chen’s X-Men vs. Street Fighter combo guide, circa ’99.

Ironically enough, X-Men vs. Street Fighter remains a niche favorite for players and combo makers alike, because of the relative strength of the roster. When everyone has access to strong tools the resulting craziness can be more entertaining than when high-level play is restricted to a certain group of characters.

Marvel vs. Capcom 2 – A decade of destruction

By the time Marvel vs. Capcom 2 became the first Versus game added to the lineup of the B5 Championships (Evo’s predecessor) in 2001, players had come to fully embrace the chaos that was Marvel vs. Capcom, infinites and all. The existence of infinite combos did not immediately define how the game was played at a high level; MvC2’s scaling and infinite prevention system made resets much more valuable. Some characters did have true infinites, but zoning strategies from lesser known characters like Blackheart and Spiral remained relevant until players learned to dominate those match-ups with high-mobility characters like Storm, Magneto, Sentinel, and Iron Man.

With a much smaller fighting game community restricted to learning the game offline, MvC2’s fast and unforgiving gameplay again earned a reputation for being “cheap” and riddled with infinites, pushing players away from the competitive scene as the skill gap increased. However, MvC2’s huge roster and stylish gameplay, the same factors that lead to infinites, made the game a cult classic among casual fans. Even as high-level play was whittling the roster down to just a handful of relevant teams, the speed and intensity of those match-ups fueled the game’s continued growth.

Marvel vs. Capcom 3 – Optimization vs. Infinites

When Marvel vs. Capcom 3 arrived in 2011, a decade of competitive MvC2 had led the fighting game community to understand infinites as just another part of the game, a tool to be utilized or neutralized on the way to winning. With the introduction of the comeback mechanic X-Factor, 100% combos went from being “cheap” to a basic part of the game’s high-level strategy.

Still, when players began discovering true infinites for different characters just weeks before Evo 2012, some felt the game would devolve into players looking for optimal infinite setups. While some advocated for the infinite loops to be banned, Evo opted to keep everything legal, remaining consistent with a long tradition of legalizing any tactic that is not game-halting.

TAC infinites became an important part of the game as players tried to squeeze every ounce of damage and efficiency out of their team, but in many cases they were simply risky alternatives to spending meter. In other cases, weaker characters found new utility through TAC infinites: if a player could consistently perform a combo with a high-execution barrier, they were rewarded with the damage their character lacked normally.

In the end, during the game’s final appearance at Evo this year, a team based around mobility and the ability to perform infinites to maximize damage won the tournament. Chun-Li, the point character on that team, saw almost no attention throughout the MvC3’s lifespan, despite being the first character to have an infinite discovered in MvC3. It wasn’t until RyanLV dedicated the time and execution to Chun-Li that a cohesive strategy could be built around the infinite combo.

However, through the eight matches in Winners Finals and Grand Finals, only a single infinite was done to completion. When the opportunity to kill key characters on his opponent’s team came up, RyanLV chose to perform easier combos by spending meter rather than going for higher-risk infinites.

Marvel vs. Capcom: Infinite – Marvel in the era of esports

Marvel vs. Capcom: Infinite is in many ways a return to the roots of the series. The new combo system normalizes the difference in damage between high-execution combos and simple chain attacks into super, making it easier for players without a ton of experience to score damage and stay in the game. The system gradually reduces hitstun as combos do more damage, making it difficult to extend combos beyond 60~% without specific tools that experienced players can learn to take advantage of.

Like all Marvel games, the developer’s intentions havn’t prevented players from swiftly bucking design and developing 100% combos and infinite loops, the most infamous of which involves Spider-Man looping two attacks, Web Ball and Reality Stone. Earlier this month Capcom took the rather unprecedented step of banning Spider-Man’s Web Ball + Reality Stone loop from tournaments, calling the combo “an unintended effect that circumvents the gameplay mechanics.” The loop was then removed via a patch, less than a month after the release of the game.

Though the relative ease of the infinite and the ability to ignore counter switch probably had a lot to do with it being banned and removed, Capcom’s response doesn’t specifically answer the question of what sorts of combos “circumvent the gameplay mechanics” enough to warrant a patch. The irony is that by time the Web Ball patch was implemented, other infinite loops had already been discovered in the game using the freshly-discovered hitstun deterioration glitch.

Competitive players still need to be prepared for a combo that can do 100% damage from a stray hit, especially in a tournament that plans to give a player an opportunity to score a free combo using rules outside of the game. Furthermore, as debates over the fairness and legitimacy of infinites are reignited, some argue on behalf of spectators rather than competitors, attaching a lack of skill and imagination to performing infinite loops.

In an era where fighting game competition is becoming synonymous with esports and games develop faster than ever, some see MvC:I’s infinites as a black mark that could damage the growth of the game. If history tells us anything, the process of finding and overcoming infinites is a part of the Marvel versus Capcom puzzle, and pushing the boundaries of the game will help push the limits of competitive play.

Sources: alt.games.sf2; The complete X-Men versus Street Fighter Combo FAQ by James Chen; LevelUpSeries; Tinshi; Brett H123; Abegen; Justin Wong; Evo

Explore the strength of psycho power with these Ed tutorials for Street Fighter V

Ed is no longer be the newest Street Fighter V character but there’s still plenty left to explore with the heir of Shadaloo. A new YouTube channel called Young Commander is bringing together some impressive tech for Ed, from mixups and meaty setups to optimizations for V-Trigger.

Young Commander’s early videos are focused on creating strong mixups using V-Trigger and his unique V-Skill, Psycho Snatch. Because both versions of anti-air Psycho Snatch Ed can create guaranteed mixup situations while his V-Trigger is active or even after a full punish. The channel’s newest video provides tips on how to use Ed’s Psycho Flicker including input methods for both pad and stick.

At a time where character-specific Discord channels are becoming more and more popular, having a YouTube channel dedicated to a character feels like a logical step.

Source: Young Commander

Nearly two hours of direct feed Marvel vs Capcom: Infinite gameplay from TeaMandem and Loading Bar London

We’re now less than a month away from the official launch of Marvel vs Capcom: Infinite and we’re getting more and more footage of the game in action as it reaches the final build. The members of TeaMandem, a London-based gaming group, were able to capture nearly two hours of direct feed video during a demo play session at Loading Bar London last week.

Capcom UK has been giving British players plenty of hands-on opportunities with MvC:I and it shows in these videos. You’ll see a number of practical Infinity Stone setups, creative uses for the game’s new Tag system and some early bread and butter combos. The Reality Stone seems to be a popular pick at this stage in the game’s life as the surge projectile can be used to lock an opponent down for easy mixups.

Even with all of this new footage the final build of the game hasn’t been tested by the public, so what we are seeing now is subject to change. Still, the pace and creativity we’re seeing from these short sessions make MvC:I look more and more like a worthy addition to the franchise that fighting game players know and love. Check out the full playlist with 16 videos below.

Source: TeaMandem

PC Street Fighter titles and Street Fighter V Season One Pass now on sale at Steam

Street Fighter V and several other Capcom fighters are currently on sale once again as a part of the Capcom Publisher’s Weekend event on Steam. The full game is available at a 50% discount ($19.99) along with the season one DLC character pass containing Alex, Guile, Ibuki, Balrog, Urien, and Juri ($9.99). While the game’s Battle Costume Pack 1 is on sale for $17.99 on PSN this week, the costume DLC has yet to go on sale for PC players.

Ultra Street Fighter IV ($7.49) , Ultimate Marvel vs Capcom 3 ($14.99) and Street Fighter X Tekken ($5.99) and related DLC are on sale this weekend as well. The deals will be available until Monday, Aug. 21, and also include some of Capcom’s other popular franchises like Devil May Cry and Dead Rising.

Source: Steam