FINALSHOWDOWN Dishes Out Some Serious Pain with Hayato in Marvel vs. Capcom 2

Even with all of the excitement going on in the Ultimate Marvel vs. Capcom 3 scene–thanks in no small part to recent upsets at Canada Cup and Youmacon–sometimes it’s nice to take things back to the time before TACs, MorriDoom, and, you know, Vergil. Clayton “FINALSHOWDOWN” Chapman decided to do just that in a recent Marvel vs. Capcom 2 combo video dedicated to Hayato, which he notes was a long time in the making.

If you’ve seen Chapman’s work in the past, you know to expect to see some things that you’ve never seen before, and you’ll not be disappointed on that front. The combo video features no assists, just a man, his energy sword, and his meter, slashing down all who oppose him for some fantastically stylish damage output.

Source: FINALSHOWDOWN

Hear the Rest of Rainbow Mika’s Street Fighter V Monologues

We got a chance to sample some of R. Mika’s motivational monologues last month thanks to a video from Burnout Fighter. Even though Mika had plenty to say, that footage barely scratched the surface of what the wrestler has on her mind.

It appears that she has–at the moment–seven different speeches to regale crowds with while she sits comfortably behind her single hit of armor. In the video below, Burnout Fighter returns to provide an opportunity to hear the rest of Mika’s talks.

For the most part, her words come as little surprise. There’s plenty of mention of rainbows, nods to how swell professional wrestling is, all that stuff. But her last offering is a little bit strange. It likely alludes to some story element that remains unseen at the moment, and involves pursuing an unknown target, a chase that she seems to believe requires the construction of a rainbow bridge.

There’s little chance that this is a nod to Norse mythology, but if anyone in the Street Fighter roster were to have something to do with Bifröst, I suppose the one named Rainbow would be the most appropriate.

Source: Burnout Fighter

Pick Up Some Hit Confirming Basics in Guilty Gear Xrd -SIGN-

Novril and the Chemical Lovers team are back with another set of tips and tricks for budding Guilty Gear Xrd -SIGN- players. Last week’s tutorial covered attack ranges and suggested that a good way to get started in the world of comboing is to figure out how to chain attacks together at a few different distances with your character of choice. With that tidbit out of the way, the team can move on to one of the most important, and most fun parts of the game: hit confirming.

In this week’s episode, the team suggests keeping your optimal chain ranges in mind, and then using the time during which your first few attacks connect to figure out what the best option for ending the combo will be based not only on range, but also on the current state of your opponent–standing, crouching, etc.

Check back next week for the team’s next video, and if you missed previous entries you can find information relating to basic offense, basic defense, ground movement, and aerial movement by following their respective links.

Source: Novril

Killer Instinct Patch Applies Bug Fixes Galore

The team behind Killer Instinct recently rolled out a sizable update, focused mainly on fixing the few lingering bugs in season two. If you take a look at the patch notes, you’ll be quick to notice that actual changes to system mechanics, game modes, and characters are scarce, which isn’t unexpected.

While mainly for polish, the update does unlock the ability to purchase XP boosters from the store, which may or may not appeal to your style, as well as Cinder and ARIA shadows in the Shadow Lab. At any rate, those who enjoy popping out Ultra Combos can now do so with even fewer bugs stepping in the way.

We’ve included the full list of changes below, courtesy of the original post on Ultra Combo.

Killer Instinct ver.2.11 Patch Notes

New Features

  • You can new purchase the long-awaited XP Boosters from the Store!
  • Shadow Lab – Added ability to watch Shadow Match replays in Shadow Activity!
  • Shadow Lab – Added Cinder and ARIA Shadows
  • Added HUD Meter Volume slider to Audio Options

Shadow Lab Fixes

  • Fixed an issue where Bounties were not deleted when the list reached its limit
  • Fixed an issue where signing out during Shadow Activity rewards process caused a softlock
  • Fixed an issue where Command Throws impacted the “Throw Tech” stat in Shadow Brain
  • Fixed an issue where loading into a 100 SP tier Shadow Survival match actually loaded into a 50 SP tier match
  • Various other system intelligence and performance improvements

Miscellaneous Fixes

  • Renamed Kyle difficulty to “Ultimate (Kyle)”
  • Fixed an issue that caused Alchemical Lab to appear washed out after playing in Crash Site
  • Fixed an issue where Spinal’s Viking Boots appeared overly dark
  • Fixed an issue where Riptor clip through her Dino Armor accessories
  • Fixed an issue where Riptor’s Feathered Limbs had missing pieces
  • Fixed an issue where Jago’s intro can be heard during Omen’s intro when vs Jago

System Changes

  • Fixed a bug that would eat a player’s special cancel input if their opponent performed a Shadow Counter during the blockstop from the attack.
  • Fixed an issue that allowed several characters to perform Auto Doubles and Linkers after Instinct Activation following a Wall Splat. All characters must now perform a manual in order to combo after a Wall Splat.
  • Fixed an issue preventing certain Shadow moves that were breakable after a Wall Splat from being Counter Breakable.
  • Fixed a bug where some Enders could become counter breakable on whiff. Enders now only become breakable if the opponent is in a hit reaction.

Jago

  • Fixed a bug that could cause two crouching light kicks to come out in one button press if performed late after a standing light kick.
  • Fixed a bug that caused Shadow Tiger Fury to be Counter Breakable on block.

Sabrewulf

  • Fixed a bug that could cause Linker Shadow Leaping Slash to be bluffable and blocked after certain attacks.

Thunder

  • Fixed a bug that could cause Linker Shadow Ankle Slicer and Linker Shadow Triplax to be bluffable and blocked after certain attacks.

Sadira

  • Fixed a bug that could cause Linker Shadow Blade Demon and Linker Shadow Widow’s Bite to be bluffable and blocked after certain attacks or jump cancels.

Orchid

  • Fixed a bug preventing Orchid’s Firecats in instinct from being destroyable by normals that destroy projectiles.

TJ Combo

  • Fixed a bug that could cause Linker Shadow Flying Knee to be bluffable and blocked after certain attacks.

Kan-Ra

  • Fixed a bug that could cause Antilion to teleport Kan-Ra as if the hit was successful even if it missed, so long as the opponent was in hitstun from a swarm or another move.
  • Fixed a very rare issue that could cause his Ultra Combo to drop the opponent.

Riptor

  • Fix a bug that would cause Primal Linkers to come out on Heavy Buttons instead of Heavy Auto Doubles if you performed an opener special move right after a flame attack.

Omen

  • Fixed a bug we accidentally introduced in 2.10 that prevented Omen from canceling the later half of his throw into Instinct.

Aganos

  • Fixed a bug causing Peacemaker Command Grab to whiff if the opponent was armored.
  • Fixed a bug causing Aganos to be throwable during the ground ‘face slam’ version of recapture.
  • Fixed a bug that allowed Aganos to get a fresh Peacemaker in certain Grab->WallCrash situations even though it should have been destroyed.
  • Fixed a bug where an opponent would still impact an Aganos wall after successfully performing a Combo Breaker.

Hisako

  • Fixed an issue causing the recapture stun to be much shorter on the Medium and Heavy versions of Air On Ryo Zan.
  • Fixed a bug that could cause Linker Shadow On Ryo Zan to be bluffable and blocked after certain attacks.
  • Fixed a bug preventing Possession from grabbing characters who were performing attacks labeled Unblockable (such as Glacius Shatter).

Cinder

  • Fixed a bug causing Heavy Fission to be very negative instead of very positive.
  • Redid the bugged Inferno frame data to make it more useful in combat.
  • Fixed a bug where Fission Linker hitboxes could be retriggered after a blowout.

Aria

  • Fixed a bug that caused Explosive Arc to turn on projectile hitstop while a drone was hitting the opponent.

Source: Ultra Combo

Karin’s Just Frame EX Tenko Doesn’t Cost Any Meter in Street Fighter V

Burnout Fighter released a video shortly after Street Fighter V’s second beta ended demonstrating Karin’s ability to perform a just-frame version of her EX Tenko. He showed that, activated this way, the move is safer, faster, and provides more combo options–pretty good, right? Well, on top of all that, it seems that the just-frame special also doesn’t cost any meter.

That’s right. Pandora House’s LPN recently showed this concept in action with a brand new video. From what we can tell, this technique looks to be just as good in practice as it is on paper. There’s one minor restriction that at least sort of puts a damper on the tactic, and that’s the fact that it’s only free if it isn’t canceled into from a normal. As you can see from the rest of the highlight reel, that isn’t much of an issue.

It’s important to note that there has been no official word on whether this effect is intended or not. We’ve still got a few months left before we get our hands on the final product, and things like this could change entirely before that time. For now, and until we hear otherwise, be afraid of Karin.

Source: Pandora House

Robert “Wobbles” Wright Signs with Panda Global

If you’re a Super Smash Bros. Melee player, you’ve probably got a strong opinion regarding the legality the Ice Climbers’ wobbling technique in tournament play. Regardless of your take on the parka-powered infinite, there’s a good chance that you’ll be seeing more of it in the immediate future–barring any rule issues, that is.

This is because Robert “Wobbles” Wright, the man behind the infamous maneuver, recently made a triumphant return from a (brief) retirement period and will now sport the Panda Global tag. On top of popularizing the winter-garbed duo, he is perhaps best known as the Evo 2013 runner-up, the culmination of a long career that began back in 2006.

Wright bolsters Panda Global’s already impressive Smash lineup, which also fields Justin “Plup” McGrath, Eric “ESAM” Lew, Jestise “MVD” Negron, and Shane “SS” Bruce. The organization also sponsors general fighting game players Ryan “Filipino Champ” Ramirez and Steven “Coach Steve” Delgado.

Panda Clobal CEO Alan “SamuraiPanda” Bunney told The Daily Dot that Wright is “still a top level contender, taking out some of the Melee greats this year alone,” citing both his writing and commentary skills as their key motivation to bring him aboard.

Expect to see more of Wright’s infinite usage, mallet swinging, and commentary at fighting game events moving forward.

Source: The Daily Dot, featured image courtesy of Polygon

Get Serious with Jay Rego’s Street Fighter Newcomer Lessons

In just a few short months, we’ll all have our hands on Street Fighter V. Not only will the upcoming title bring hundreds of hours of punching to the masses who already pour plenty of time into the genre, it should also bring in throngs of new players eager to throw their first Hadoukens.

Those initial weeks spent with Street Fighter, regardless of iteration, can be rough. The more time passes, the rougher entry into the fighting game community becomes. With this in mind, Jay Rego has created a video for newcomers to the series that really gets at the core of Street Fighter basics: analyzing opponents to figure out their intentions, forcing opponents into specific situations, and taking advantage of momentum shifts.

While the video draws its footage from Ultra Street Fighter IV, the concepts appearing therein should readily transfer over to Street Fighter V when the time comes. If you’ve got friends looking to get into the genre, this may be the perfect place to start.

Source: Jay Rego

Eternal-Emz Pushes Ken’s Combo Capabilities in Street Fighter V

With two full beta tests behind us, we’ve seen all sorts of new technology spring up for the cast of Street Fighter V. It’s no surprise that combo videos rank among the most popular early discoveries, and we’ve all seen our fair share of different ways to string hits together against opponents.

Typically speaking, the number of hits per combo in Street Fighter V remains rather low when compared to the current iteration of the game–thanks, Evil Ryu–but there’s still plenty of time to close that gap.

In the combo video below, Eternal-Emz makes major strides in pushing the Street Fighter V hit counter as high as possible with returning veteran Ken Masters. The damage suffers from serious scaling, which is understandable when this many hits come packed together, but it’s definitely a flashy way to make sure every bit of meter gets put to good use.

Source: Eternal-Emz

Marvel LIVE Now Streaming – Naptown Clutch, Canada Cup, Youmacon, and More

The Marvelous Essentials team is back with another episode in their biweekly Ultimate Marvel vs. Capcom 3 round table discussion podcast, Marvel LIVE. This was a big weekend for the Marvel crowd, so viewers can expect this evening’s show to be just as big.

Tonight the team plans to discuss Indiana’s upcoming Naptown Clutch tournament, as well as the results of three recent tournaments, Defend the North, Canada Cup and Youmacon. There’s plenty to talk about when it comes to Youmacon, including the grand finals upset as Cosmos took home first place over Tempo|Chris G in a mirror match. You can also expect to hear about CCG|BeeBall defending his home turf against some of the best Marvel players in the world.

We’ve embedded the stream below for convenience, or you can head over to Twitch to join the chat.

Watch live video from TeamSp00ky on www.twitch.tv

Source: Team Spooky

HBK OR RKO’s Guy Runs Wild in Latest Olympic Gaming Ultra Street Fighter IV Spotlight

Olympic Gaming is back with another Ultra Street Fighter IV player spotlight. This week’s video features PandaxGaming’s HBK OR RKO, a Guy player who enjoys doing what Guy does best: running all over the competition. In the showcase below, they face off against a handful of high-ranking online players, rarely giving them enough space to take a breath, let alone think about what sort of mix-up the next command run will bring.

As always, if you’d like to learn a little bit more about the featured player, be sure to check out the video’s description for a brief, text-based interview.

Source: Olympic Gaming