Street Fighter V Beta Footage Provides More R. Mika Than You Can Shake a Championship Belt At

The second Street Fighter V beta went live late last night–or early this morning, depending on what sort of circadian rhythm you’re working with–and there has been more than enough time for ambitious combo and technology enthusiasts to uncover all sorts of madness within the game. We’ve encapsulated some of that madness and lined it up below for your viewing pleasure.

RnK Clan’s xOver gets us started today with a full four minutes framing Necalli’s bestial fury. The featured combos have been broken up into appropriate sections based on whether or not Necalli has activated his V-Trigger, and some of the V-Trigger combos involve entering wacky hair mode mid-string for added flare.

Next up, YMB 9 Shinzou equips their claw and shows off some fun ways to take advantage of Vega’s impressive mobility. It looks as though the fighter’s speed, in conjunction with his specials, allow for some reset situations that will almost certainly catch opponents off guard at least a handful of times. And if the reset options themselves don’t impress, Shinzou ends the video with an overhead combo into Critical Art for some nice, practical numbers.

This next Vega video will answer many questions that you may have regarding the resident Spaniard’s juggle potential, as well as some of his setup options following various situations. THE COOL KID93 has also mixed in a handful of combos to keep things interesting.

And who could forget Ken Masters? Set to the anthem of the 09er Ken, this combo video from HeartOfBattle shows more than a couple of ways to get opponents fired up as the master of the Shoryuken.

Twitter has been abuzz with concern for Ken’s current state, and while HeartOfBattle doesn’t address potential safety issues surrounding step kicks and run cancels, they do show that Ken’s crossup Tatsumaki, among other things, can still lead into respectable–sometimes even scary–damage.

Burnout Fighter has long been on the forefront of Street Fighter V technology, so it comes as no surprise that he’d have plenty to show off now that we’ve made our way back into beta land. It seems only appropriate that this combo video featuring the brightly-colored brawler lead the way into the largest section of videos, all of which show off some of the stuff that R. Mika can do.

If you’re into lengthy combo compilations, grab some coffee and get ready for this next set of footage from Fighters Generation, which clocks in at just shy of nine minutes. There’s not much filler to be found, either; the video covers the full range of combo options at Mika’s disposal, starting off simple and working up to strings worthy of ending with a mic drop.

Want some more Rainbow Mika? We’ve got you covered. This compilation from ElChakotay Andrich offers a quick look at some of Mika’s combo paths and makes heavy use of her V-Trigger to tack on additional hits.

If you prefer combos that require exceptional execution to perform, this next R. Mika option from Rafalibe Makoto will certainly put a smile on your face (and possibly a cramp in your fingers). Following a Crush Counter, the wrestler can bop opponents with frame perfect follow-ups to tack on a respectable 397 damage.

And we’ve got a final Rainbow Mika combo option from FlipPryde707, which shows a simple way to tack a Critical Art on to the end of a combo to bring in some serious damage numbers.

To close out the roundup, we’ve got a strange video from KSabot which shows R. Mika connecting a Critical Art for a whopping zero damage. Obviously, this isn’t intended, and the exact nature of what causes the situation to occur isn’t entirely clear, but KSabot does offer some insight into what could be the cause, saying that “both the super and Nadeshiko hit on the same frame presumably, causing stun but still getting grabbed while the game thinks you are in stun knockdown.”

Find some sick stuff of your own so far in the beta? Be sure to drop us a line and your video could end up in our next Street Fighter V beta roundup!

Sources: RnK Clan (tip via nop), YMB 9 Shinzou via Brett Awesome, THE COOL KID93, HeartOfBattle, Burnout Fighter, Fighters Generation, ElChakotay Andrich, Rafalibe Makoto, FlipPryde707, KSabot

Rising Thunder Patch to Bring New Edge Special, Better Defensive Options for Crow, and More

Earlier today, the folks at Radiant Entertainment released a preview of Rising Thunder’s upcoming patch, which will go live next Tuesday, October 27. This update brings about plenty of small, general tweaks, including alterations to how players gain both Overdrive and Kinetic meters as well as shifts in the scaling of juggle combos.

Of course, it’s always exciting when characters receive new special moves. This patch will add a new third special variant to Edge, replacing his Guy-style run. Merciful Gust, as the move has been named, promises to allow Edge a way to create space between himself and his opponents and should offer synergy with Tranquil Thunder.

Additionally, Crow players will be pleased to know that the Korean bot has seen improvements to his defensive options across the board, including better invulnerability frames on Riposte follow-ups as well as his back dash. These aren’t quite as handy as an attack with full invulnerability, but they’ll definitely give him more of an edge when facing overwhelming pressure.

For a full list of changes, check out the box below.

Rising Thunder 10/27/15 Patch Notes Preview

System Changes

  • Overdrive meter gain has been increased by 10%.
  • Kinetic Advance meter gain has been reduced by 20%.
  • Starting a combo with an instantly invincible or armored attack now applies 50% damage/dizzy/meter reduction to the rest of the combo.
  • Instantly invincible and armored attacks now generate much less meter.

Dev Notes: The ability to make invincible reversals safe using Kinetic Advance is an extremely powerful tactic, which can feel fair if properly costed. However, Kinetic Advance meter wasn’t precious enough at the previous build rate. Also, the utility of kinetic-canceled invincible and armored attacks is simply too high for them to function as full-damage combo starters. Therefore, the damage output of combos starting from instantly invincible and armored attacks has been greatly reduced. We’ll continue to refine these systems as necessary.

  • Juggle combo reduction now drops as low as 15%, rather than stopping at the 20% minimum.
  • The following attacks have been marked as power hits, increasing their minimum damage reduction to 33.33% and ignoring the juggle damage penalty, similar to Overdrives:
    • Dauntless’ Dust Breaker, charged Piston Tremor, Revolving Hook, and Vandal Hook
    • Chel’s Crush Breeze ender and Soaring Wind
    • Crow’s charged Devil’s Halo and Soul Cleaver
    • Edge’s Judgment ender, Reckless Lightning ender, and Relentless Tempest
    • Talos’ Titan Smash and Titan Wreck
    • Vlad’s Revolutionary Rocket and charged Cosmonaut Liftoff.

Dev Notes: Several of our variant designs are based on the tradeoff of increased damage at the expense of reduced utility. However, Rising Thunder’s steep damage reduction curve makes it difficult for high-damage attacks to stand out during even slightly long combos. Introducing power hits gives us a way to highlight the damage potential of these attacks, without increasing their base damage.

  • Kinetic Deflect meter gain is now tied to lifebar percentage loss, rather than hit point loss.
  • Pre-match UI timing is more consistently timed, especially in rollback situations.

Crow

  • Riposte forward dash is now invulnerable during the first 6 frames.
  • Riposte backdash invincibility has been increased from 8 frames to 12 frames.

Dev Notes: While Crow players have been finding lots of uses for the neutral jump version of Riposte, the forward dash and backdash versions still haven’t seen much play. Adding a little invincibility to Riposte forward dash should open up some new avenues for innovative tricks, and extending Riposte backdash invincibility should get Crow out of some nasty situations.

  • Backdash invincibility has been increased from 8 frames to 10 frames.

Dev Notes: Crow’s normal backdash invincibility has been increased slightly, since he struggles on defense without an instantly invincible attack. This should make it a little easier for Crow players to evade pressure and bait other characters’ invincible reversals.

  • Charged Devil’s Halo discs no longer hit crouching opponents during their first 6 active frames.

Dev Notes: Crow players found a particularly nasty corner trap involving Crow’s c.H canceled into charged Devil’s Halo. It was especially effective against characters without invincible reversal attacks, such as Talos and Crow himself. This change preserves the intended usage of Crow’s c.H -> S1, while eliminating that loop.

  • Aerial Core Slicer now has three different forward impulses, one for each jump type: forward, neutral, and back.
  • Aerial Core Slicer forward reach has been reduced slightly.

Dev Notes: The forward jump version still travels far enough to retain all of Crow’s old Devil’s Halo kinetic-cancel combos. The neutral jump version stays in front of opponents more consistently at close range, so it whiffs over opponents less often. The backward jump version still travels forward, but not quite as far, because it simply covered too many options before.

Edge

  • New S3 variant! Merciful Gust is an advancing strike which deals good damage and knocks opponents away, clearing some breathing room for Edge.

Dev Notes: Merciful Gust synergizes well with Tranquil Thunder, creating separation after basic combos without putting S2 on cooldown. S3v2 also synergizes with Kinetic Deflect, since it cancels directly into Overdrive without requiring a dash-cancel.

  • S3v1 slide recovery has been increased by 2 frames, S3v1 overhead recovery has been increased by 1 frame, and S3v1 wallbounce recovery has been increased by 1 frame.

Dev Notes: S3v1 simply didn’t have enough drawbacks to compensate for having a built-in high/low mixup that led to significant damage. Making S3v1 slide unsafe adds more compelling risk management to the equation, and Edge still has ways to make it safe. Also, the new S3v2 is (just barely) safe on block and leaves Edge close to opponents, so he can still play the same pressure guessing game using S2 if he wants – just without the high/low mixup. These changes may finally cause Edge to surrender his title as the strongest character in the game, but we don’t expect him to drop very far – and he’ll be more interesting to play as and against!

  • F+M recovery has been increased by 1 frame.

Dev Notes: Increasing Relentless Cyclone recovery necessitated this change, to retain distinct risk/reward roles for both overheads. Otherwise, F+M would be strictly better than S3v1 overhead. Anyway this move is so useful that it would remain strong even with 5 additional recovery frames.

  • Standardized c.H dizzy to 150 (previously 125).

Talos

  • Close s.H damage and dizzy have been increased, and pushback has been reduced slightly.

Dev Notes: Since F+H range was reduced in a previous patch, it began whiffing after close s.H -> close s.H from certain distances. This change restores Clap-Clap-Boot consistency, and gives Talos a few extra pressure options. The other upgrades are meant to improve his damage output, specifically from combos involving close s.H – because finding an opening to land such a slow attack typically requires skillful play, which should be rewarded.

  • F+H damage has been increased slightly, and active area has been extended downward to reach low profile attacks such as Edge’s S3v1 slide consistently.
  • Backdash invincibility has been increased from 8 frames to 10 frames.

Dev Notes: Talos’ backdash is meant to support his close-range throw mixups, by evading invincible reversals and staying close enough to capitalize with full combos. This change should make it slightly easier to execute that gameplan, without going too far overboard and making it the dominant option.

Vlad

  • Revolutionary Rocket dizzy amount has been increased from 100 to 125.

GGPO Performance

  • Ping calculation is a more accurate representation of actual ping during a match.
  • Improved correction when the rift between two clients is high.

Bug Fixes

  • Dauntless’ charged Piston Tremor now applies block stun properly.
  • Spectating should no longer be desynced when joining a match that is past the first game.
  • Spectating dialogs have been updated to reflect the current state of the game, and where it will send you.
  • Loading screen now provides a bit more information after loads are complete.

Crash Fixes

  • Received an update from Unreal to potentially fix XAudio crash that happens occasionally during gameplay.
  • Dev Notes: We’ve been unable to consistently reproduce this crash, so we can’t verify that it’s fixed. We’ll be monitoring crash reports and player feedback to see if it resurfaces.
  • Fixed crash that would occasionally happen when doing a ping test with potential opponents.
  • Fixed crash in the UI when the escape menu was slow to come up and was brought up again.

Visual Improvements

  • Corrected Crow’s disc rotation in several animations.
  • Slight recovery pose improvements for Crow’s Devil’s Halo.

Source: Rising Thunder via Patrick Miller

Mcfly Strings Five Stage Interactions Together in Mortal Kombat X

Elite Tournament Chile’s Mcfly has been hard at work figuring out everything that is Kung Lao since the launch of Mortal Kombat X. His most recent bit of uncovered technology sees the wielder of the balded hat making use of five interactions in a single combo, which is honestly pretty impressive.

But the perfect timing required to make this possible may be the craziest part, not the number of stage interactions alone. Since using an interactive object takes half of your stamina meter, Mcfly can’t just spam interactions forever. If you watch the stamina bar throughout the combo, you’ll note there’s just enough time between sets of interactions to keep everything going.

It’s also worth noting that the final two uses don’t result in hits to actually extend the combo counter itself, but do provide additional chip damage and pressure.

Source: ETCChile

Marvel LIVE Now Streaming – SoCal Regionals, CEOtaku, and More with Special Guest Chris G

The Marvelous Essentials team is back with another episode in their biweekly Ultimate Marvel vs. Capcom 3 round table discussion podcast. This is the second episode to come from their partnership with Team Spooky, and they’ve got quite a show lined up.

Tonight, the team will be recapping last weekend’s SoCal Regionals and CEOtaku events, previewing the upcoming Youmacon and Defend the North tournaments as well as delving into the topic of what it means to be an EVO champion. In addition to the usual crew, the team will be joined by special guest Tempo|Chris G.

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

Watch live video from Teamspooky on www.twitch.tv

Source: Team Spooky

Rivals of Aether Patch Brings Balance Changes, Halloween Character Colors

Rivals of Aether has received a few small batches of bug fixes since the last official patch, but none of those were quite so sizable as the update that went live earlier today. Appropriately dubbed “The Pumpkin Patch,” this update boasts system changes as well as balance adjustments for each character, from reductions to Maypul’s camping ability to more tweaks to Kragg’s pillar and a even a massive list of changes to Forsburn. Each character has seen adjustment in this update, so be sure to check out the full patch notes below to see how your favorite Rival was affected.

Rival of Aether ver.0.0.7 Patch Notes

General:

  • One additional Halloween themed color palette available for each Rival.
  • You can no longer immediately air dodge when exiting a hitstun state to halt your momentum. Your character must return to a slow air speed before you can air dodge again.
  • Players can perform a neutral jump out of dash by quickly hitting the opposite direction during the jump squat frames.
  • Threshold for Down Hard Lowered slightly. It should be a bit easier to get Fast Falling and Dropping through platforms to trigger.

Zetterburn:

We are not changing much about Zetterburn. His Neutral Special was a little too disjointed considering it is meant to be a combo extender or close range punish. It is not meant to stuff approaches like it can currently.

  • Zetterburn’s Uncharged Neutral Special Hitbox size reduced from 85 diameter to 75 diameter.
  • Bug Fix: Fixed a Bug where Zetterburn’s Up Special would sometimes block projectiles during the startup when it was never meant to.
  • Reflecting a Zetterburn’s projectile no longer changes the flame color to default.

Kragg:

Now that Kragg is a big pumpkin, he is definitely more lovable, but we still have some issues with his Pillar. We are making the pillar a bit more punishable by melee attacks while simultaneously making it less punishable by projectiles. This should weaken its on-stage presence slightly.

  • Destroying a Pillar while Kragg is still in Up Special animation will cause Kragg to enter fall state now.
  • Kragg’s Pillar can no longer be destroyed by projectiles while Kragg is still in his Up Special Animation.
  • Bug Fix: Kragg’s Pillar will no longer go down or be destroyed when a player pivots away from a wall on the left side of them.
  • Bug Fix: Kragg’s Rock should no longer loop between destroyed and falling which would cause infinite damage on a spinning Kragg.
  • Bug Fix: Kragg can no longer Jump out of Maypul’s wrapped state when he is caught while using his Defense Ball.
  • Bug Fix: Fixed a bug where two rocks descending on a pillar caused the higher rock to become a hitbox over and over.

Forsburn:

Our spooky friend Forsburn has a few changes in store. His gameplay was becoming too reliant on his Down Special and getting early KOs with it. We have stripped back some base knockback on the Down Special and gave him some reliability on his Forward and Up Strongs to level him out. We also looked at some degenerate strategies including Smoke Stalling and Clone Camping and put in some fixes to limit his camping potential.

  • Reliable Capes: The Cape hits of Forsburn’s Up Strong and Forward Strong can no longer be teched and the base hitstun has been increased so opponents cannot air dodge out.
  • Forsburn’s Up Strong Second Hit: Base Knockback decreased from 8 – 6. Knockback Scaling decreased from 1.1 to 1.0.
  • Forsburn’s Forward Strong Second Hit: Base Knockback decreased from 8 – 7. Knockback Scaling decreased from 1.1 to 1.0.
  • Forsburn Up Strong and Forward Strong: Startup increased from 12 -> 14. Recovery (End Lag) on Knife attack increased from 28 -> 32.
  • Forsburn’s Down Special: Base Knockback decreased from 7 -> 4. Knockback Scaling increased from .75 -> .85.
  • Forsburn Cape hitstun no longer scales with Strong Charge. This was causing issues with Cape getting opponents locked into hitstun after bouncing off a wall.
  • Smoke Stalling: Forsburn can no longer Smoke Stall indefinitely. He can now teleport into two clouds before touching the ground. When attempting to teleport into the third, it will be destroyed as Forsburn reappears.
  • Clone Max: The clone can now perform 10 attacks before it bursts on its own.
  • Clone Deception: Getting a third smoke charge will burst your clone as you are giving up deception for your powerful combustion technique.
  • Teleport Control: Forsburn teleport now takes your input when you disappear instead of right before you re-appear.

Orcane:

Orcane is a spooky ghost now. Best character in the game no doubt.

  • Orcane’s Up Strong Hitbox Active time increased from 5 to 8 frames.

Wrastor:

Wrastor changes are to get his aerials a little more in line with the rest of the roster. This one percent increase won’t change his style as it does not affect knockback but it will allow him to get to kill percents slightly faster which should help in some of his harder matchups.

  • Wrastor’s Forward Air: Damage increased from 5, 4 sour to 6, 5 sour.
  • Wrastor’s Back Air: Damage increased from 4 to 5.
  • Wrastor’s Neutral Air: Damage increased from 4 to 5.
  • Wrastor’s Up Air: Damage increased from 6, 6 sour to 7, 6 sour.
  • Down Special Visual Update.

Maypul:

The defender of the forest has some upgrades coming her way. Her parry is now the same as the rest of the roster and her Neutral Air can now help her get out of some aerial combos. We also looked at some degenerate strategies on Maypul including Plant Camping and Up Special > Down Special Spam. Both of these strategies are not enjoyable to go up against and can slow the pace of the match down at multiple skill levels. We want to keep Maypul fast and fun without having her rely on camping to win close sets.

  • Plant Camping: Maypul’s Fat Plant now goes away after 15 seconds. You can not extend this time by feeding or taunting.
  • Maypul Fat Plant only takes 3 seeds to be fully fed now.
  • Maypul Down Special (Plant) Recovery reduced from 16 – 14 frames.
  • Maypul’s Strong Wrap base time increased from 24 frames to 30 frames.
  • Maypul’s Back Air Damage increased from 4,6 to 5,6.
  • Maypul’s Neutral Air Startup Decreased from 8 frames to 6 frames.
  • Maypul’s Parry active increased from 6 to 8 frames. Now all Rivals with the exception of Forsburn have the same Parry data.
  • Maypul’s Sling Shot Recovery (5 Frames long) can only be cancelled when Maypul is in the air. You must wait 5 frames before doing a ground attack now.
  • Maypul’s Aerial Down Special Startup increased from 10 – 13 Frames.
  • Maypul’s Up Tilt hitboxes adjusted to match the visuals.
  • Opponent Invincibility at the start of a Wrapped State removed.
  • Bug Fix: Maypul should no longer teleport when Sling Shotting toward an opponent that dies.
  • Bug Fix: Maypul should no longer go further during hitpause of Side Special.

Practice Mode:

  • CPU controlled players will no longer spawn on an invincibility platform or have invincibility.
  • B Button will unpause training mode.

Online:

  • The timer should no longer count down in a dead lobby even if you are ready.
  • We have made some adjustments to hopefully time out dead lobbies in the hopes of removing them going forward.
  • Bug Fix: Leaving while your opponent disconnects should no longer cause the main menu to be unresponsive.
  • Added a filter for tags online. Tags that do not meet the filter will not be displayed to opponents but will be displayed to players.
  • During any three consecutive online matches, you can no longer get the same random stage.

Menu / UI:

  • Added a Large Damage Option to the “HUD Damage” option in the Graphics Menu.
  • Added a Display Tags Option as “HUD Names” to the Graphics Menu. You can use this to turn all tag display on or off.
  • The last color you use for each character is saved to your profile save file.
  • Turning on Simple Effects turns off Wrastor’s current transparency while the current is active.

Bug Fixes:

  • Fixed a bug that only allowed players to fastfall once per air time.
  • Tap Jump was updated on the keyboard controls to jump earlier.
  • Fixed a bug with the default stage setting.
  • Fixed a bug where Orcane and Maypul’s hurtbox was a pixel lower than the other characters.
  • Fixed some lingering hitbox issues including Maypul Neutral Air and Forsburn Back Air.

As a seasonal treat, the update also includes some great color swaps for the existing members of the cast. These are Halloween-inspired, so there’s plenty of black and orange to go around as well as a great ghost costume for Orcane.

Rivals of Aether Halloween

Now these weren’t the only announcements to come today, but the rest relates to an upcoming addition to the cast. Since Dan Fornace has chosen to keep most information surrounding this character beneath (a very easy-to-open) lock and key system, we’ve decided to keep it hidden in a spoiler box ourselves. If you’d prefer to be surprised, you can skip on by this box and wait to see them in the game.

Super Secret Character Stuff

 

Source: Dan FornaceRivals of Aether

Learn to Survive Powerful Kill Moves in Super Smash Bros. for Wii U

Combo options against opponents of every weight class at exact percentage ranges and pristine kill setups are only worth having if you survive long enough to use them against your opponent. In their latest video, the Beefy Smash Doods discuss some of the most common and powerful kill moves in Super Smash Bros. for Wii U, and the best way to make it back to the stage after falling victim to one of them so you can show off those sweet, sweet combos.

These tips come in the form of suggested Directional Influence, which, by now, needs little explanation. Under some of the circumstances presented by these moves, a DI option that seems to make sense on paper may not be the best way to go about keeping your stock. You’ll learn to deal with various back throws and down throws, Zero Suit Samus’ up special, and plenty more.

If youre looking to live just a little longer in your Smash matches, be sure to check out this video.

Source: Beefy Smash Doods

Marvel Live: After Hours Coming to Youmacon 2015

One of the tournaments set to close out the month of October is Detroit’s Youmacon 2015. The convention will be hosting several tournaments outside of our sphere, but will also feature brackets for pretty much any fighter you could want to see played in a tournament setting. This includes old favorites like Street Fighter Alpha 3 and indie titles like Rivals of Aether as well as some of the expected games like Ultra Street Fighter IV and Ultimate Marvel vs. Capcom 3.

Once Street Fighter pools come to a close on Saturday, BROKENTIER’s Persia and Kinderparty are scheduled to present a special installment of their Marvel Live podcast. They’ll be joined by CORN’s Footwurk for some match analysis as well as a preview of Marvel’s top eight bracket, which is set to take place the following day.

In addition to the standard fare, viewers can expect to see a three-on-three Marvel exhibition, the details of which have yet to be announced.

For more information surrounding Youmacon, you can head over to their official website. And don’t forget to tune in to Marvel Live every first and third Tuesday for your regularly scheduled dose of Ultimate Marvel vs. Capcom 3 news and discussion.

Source: BGCallisto

Capcom Shares Their Favorite Moments from Ultra Hyakkishu Cup 2015

Over the weekend, Tokyo, Japan played host to Ultra Hyakkishu Cup, a 128-player Ultra Street Fighter IV tournament that brought out top talent to compete for cash prizes as well as a qualifying spot at Capcom Cup. As they’ve done for plenty of recent tournaments, the folks at Capcom handpicked their top five moments and compiled them in a special video, which we’ve embedded below.

Fresh off his new status as a free agent, Nemo had an impressive showing, taking his twirling baton and satchel of stingers all the way to the grand finals match against Red Bull’s Bonchan. And though he didn’t manage to pull out a victory in the tournament itself, by making it as far as he did, Nemo managed to guarantee a spot in the Capcom Pro Tour.

But there’s plenty more to see besides these two players, including Nishikin’s Blanka and EG|Momochi’s Ken. For full tournament results, you can check out our coverage hub.

Source: Capcom Fighters

Get the Lowdown on Lucas’ Low Percentage Combo Options in Super Smash Bros. for Wii U

Lucas mains looking to pick up some massive damage options in the low percent range have reason to be excited thanks to this new Super Smash Bros. for Wii U video from fyazko. After opening with a brief breakdown of some important frame data tied to the Mother 3 protagonist’s moveset, they demonstrate an incredible amount of ways to stringing his attacks together.

On top of these basic string options, fyazko also discusses ways to deal with directional influence, some options to keep Lucas at a safe distance after they conclude, and plenty more.

If you’re a newer Lucas player or just looking to brush up on some of his non-combo options, be sure to check out Fyazko’s previous video for more tips.

Source: fyazkoSSB

Pick Up Some Basic Movement Tips in This Week’s Guilty Gear Crash Course

Novril and the Chemical Lovers team have provided us with the third installment of Guilty Gear Crash Course, a series dedicated to bringing players up to speed in Guilty Gear Xrd -SIGN-. This entry features a short discussion on ground-based movement. Since new players of any game often spend more time making airborne approaches than grounded ones, this is a great topic for an early video.

On top of briefly discussing how the game’s run mechanic works, the team also breaks down the uses and benefits of back dashing, both for spacing and for the inherent invulnerability frames tied to the maneuver.

Be sure to check back next week for the next video, and if you missed previous entries you can find information relating to basic offense and basic defense by following their respective links.

Source: Novril