Moments ago, Circa eSports announced via Twitter that Long “LPN” Nguyen has signed on as their “official [Street Fighter V] player.” Over the weekend, Nguyen used a combination of Birdie and Alex play to tear through the Street Fighter V brackets at Northwest Majors, landing him with a fourth place finish.
Soon after the announcement of his sponsorship, Nguyen took to Twitter himself and assure his followers that they can expect to see him this weekend at Dreamhack, Austin.
Founded in early 2015, Circa eSports sponsors a number of players who compete in titles like Pokkén Tournament and Super Smash Bros. for Wii U, as well as games from outside the fighting genre, such as Hearthstone and Starcraft.
Cloud’s up special in Super Smash Bros. for Wii U isn’t the easiest attack to deal with. When making his return to the stage from a high altitude, if circumstances align, it seems nearly impossible to stop the swordsman from safely returning to solid ground–at least it used to. Panda Global’s ESAM recently hit the lab and figured out a method to put a stop to Cloud players who use this attack carelessly.
By power shielding the move’s hitbox, a number of characters can strike Cloud before he’s able to grab the ledge. While the punishes available often involve jabs, they leave Cloud in a hugely disadvantageous situation, and may wind up costing him a stock for his efforts.
This tactic does require nearly pristine execution to pull off, as the window to punish Cloud before he snaps to the ledge is quite small. Even so, this stands to change the way we look at the Cloud matchup and is definitely worth learning.
If you’ve seen Street Fighter V’s Guile in the hands of any top players since his release last week–or if you checked out our Guile roundup–you know that his combo potential borders on insanity. Thanks to his ability to loop Sonic Booms, combined with the proper use of Solid Puncher, Guile can keep the hit counter ticking up for long enough for his victims to set down their controller, prepare a snack, and possibly eat it before the swings stop coming.
So what happens when Desk takes control of a character with this sort of combo potential? The execution master decided to compile two reels–because one just wasn’t big enough–to show off everything he’s found with the returning fighter. Not every combo hinges on a high hit total, however, as Desk also demonstrates Guile’s ability to, say, use three Flash Kicks in a single combo, or begin a string with a full-screen V-Skill modified Sonic Boom.
If you’re looking for some stylish combos, these videos will not disappoint.
But that’s not all. Earlier today, Desk shared footage of himself performing a fairly standard Guile loop with only one hand, something akin to what we saw from him yesterday.
One aspect of Super Smash Bros. that makes it stand out the most when compared to more traditional fighting titles is the lack of proper health bars and the methods for eliminating opponents that stem from that. Anyone who has played Smash knows that hitting an opponent into a blast zone, or keeping them away from the stage until they fall to their doom, is the only way to secure a victory. If you’re new to the series, however, you may be struggling with how to go about denying opponents a return to solid ground.
In a new video, the folks at Super Smash Academy take a look at everything that goes into the act of edge guarding across all Smash titles, as the general concept–minus edge hogging–has remained largely unchanged since the Nintendo 64 version of the game.
As with nearly all strategies in the fighting genre, proper edge guarding relies heavily on character knowledge. Even so, arming oneself with a general strategy, as found in the footage below, is still a good place to start.
One aspect of Super Smash Bros. that makes it stand out the most when compared to more traditional fighting titles is the lack of proper health bars and the methods for eliminating opponents that stem from that. Anyone who has played Smash knows that hitting an opponent into a blast zone, or keeping them away from the stage until they fall to their doom, is the only way to secure a victory. If you’re new to the series, however, you may be struggling with how to go about denying opponents a return to solid ground.
In a new video, the folks at Super Smash Academy take a look at everything that goes into the act of edge guarding across all Smash titles, as the general concept–minus edge hogging–has remained largely unchanged since the Nintendo 64 version of the game.
As with nearly all strategies in the fighting genre, proper edge guarding relies heavily on character knowledge. Even so, arming oneself with a general strategy, as found in the footage below, is still a good place to start.
Judging by how full our inbox was this morning, it’s easy to see that plenty of folks enjoyed some quality time with Guile over the weekend and were kind enough to record some training mode footage for all to see. We’ve rounded up the best content from what we received and included it below. Let’s get started!
First up, PAN takes a look at some helpful strategies to get folks headed down the path to victory with this returning fighter. The tips include frame traps, meaties, and V-Skill uses to help open up those opportunities for Guile’s crazy combo potential.
Next, Dr.fatbody offers a quick look at a corner reset option offering massive damage potential.
Okay, now that we’ve gotten some proper strategies out of the way, it’s time for what we’re all excited to see: Sonic Boom-laden combos.
First up in our extended combo collection is a video from Doopliss, who decided to avoid standard combos, instead focusing on Guile’s potential to rack up hits with options that (usually) begin at a distance.
If you like your combos to lean more on the impractical side, this next collection, from izumojinX, has just what you’re looking for.
Now that we’ve had a look at some of the more ridiculous combos Guile is capable of, let’s get back to reality with some of his options that are more likely to see play in actual matches. First in this next segment comes a combo guide from Evil Pixel, which breaks down the basics of Sonic Boom slinging.
We received a number of other collections of practical combos ranging from beginner-friendly to more advanced. These submissions came from Sebastian Rikk, marlonlonmilk, Rnk Clan, and SitverGold.
Maybe you don’t have time to sit through a combo video that runs several minutes long. If that’s the case, these shorter combo collections–from Burnout Fighter, LianghuBBB, and Tom Badguy–offer a succinct look at some of Guile’s potential.
Guile has been telling his opponents to go home and be a family man for decades. If you’re interested in what else this returning combatant has to say after he wins–or what his opponents say to him when he loses–you can find all of that in this next reel from ADAPT Chance.
To close things out today, we take a look at the sillier side of Guile’s combo potential. Brian Kasugano decided to create a training mode-only string of hits for Guile which allows him to cap out the combo counter. This combo is only possible in Training Mode as it makes use of multiple V-Trigger activations to keep the hits coming long after they would have stopped under normal circumstances.
Perhaps most interesting in this video is footage of a 100th hit landing in a single combo. Note that this hit causes the opponent to enter an aerial state, even though the connected hit doesn’t normally result in such an effect. This is likely in place as a sort of last ditch effort toward infinite prevention, and is not something we’re likely to see in a proper match any time soon.
Judging by how full our inbox was this morning, it’s easy to see that plenty of folks enjoyed some quality time with Guile over the weekend and were kind enough to record some training mode footage for all to see. We’ve rounded up the best content from what we received and included it below. Let’s get started!
First up, PAN takes a look at some helpful strategies to get folks headed down the path to victory with this returning fighter. The tips include frame traps, meaties, and V-Skill uses to help open up those opportunities for Guile’s crazy combo potential.
Next, Dr.fatbody offers a quick look at a corner reset option offering massive damage potential.
Okay, now that we’ve gotten some proper strategies out of the way, it’s time for what we’re all excited to see: Sonic Boom-laden combos.
First up in our extended combo collection is a video from Doopliss, who decided to avoid standard combos, instead focusing on Guile’s potential to rack up hits with options that (usually) begin at a distance.
If you like your combos to lean more on the impractical side, this next collection, from izumojinX, has just what you’re looking for.
Now that we’ve had a look at some of the more ridiculous combos Guile is capable of, let’s get back to reality with some of his options that are more likely to see play in actual matches. First in this next segment comes a combo guide from Evil Pixel, which breaks down the basics of Sonic Boom slinging.
We received a number of other collections of practical combos ranging from beginner-friendly to more advanced. These submissions came from Sebastian Rikk, marlonlonmilk, Rnk Clan, and SitverGold.
Maybe you don’t have time to sit through a combo video that runs several minutes long. If that’s the case, these shorter combo collections–from Burnout Fighter, LianghuBBB, and Tom Badguy–offer a succinct look at some of Guile’s potential.
Guile has been telling his opponents to go home and be a family man for decades. If you’re interested in what else this returning combatant has to say after he wins–or what his opponents say to him when he loses–you can find all of that in this next reel from ADAPT Chance.
To close things out today, we take a look at the sillier side of Guile’s combo potential. Brian Kasugano decided to create a training mode-only string of hits for Guile which allows him to cap out the combo counter. This combo is only possible in Training Mode as it makes use of multiple V-Trigger activations to keep the hits coming long after they would have stopped under normal circumstances.
Perhaps most interesting in this video is footage of a 100th hit landing in a single combo. Note that this hit causes the opponent to enter an aerial state, even though the connected hit doesn’t normally result in such an effect. This is likely in place as a sort of last ditch effort toward infinite prevention, and is not something we’re likely to see in a proper match any time soon.
Created in cooperation with Fyazko, Izaw’s latest “Art of” video focuses on Super Smash Bros. for Wii U newcomer, Corrin. If you’ve seen previous videos in this series, you likely have a good idea of what to expect: loads of information covering the ins and outs of each special move the character has, plenty of combo options, and some general strategies.
This information includes tips on applying the different strengths of Dragon Fang Shot in the neutral, in ledge guarding, and in kill combo situations. Izaw also covers how to use Dragon Fang Shot loops against certain opponents to make kill confirms easier, how to ledge cancel Dragon Lunge to increase mobility and safety, and more.
The guys at Smash and Grab made a Corrin tutorial not too long ago as well. If you’re still hungry for more information on this Fire Emblem representative, be sure to check it out.
Deciding which input device to use is an important step in any fighting game player’s life, and few games have as many choices in this area as Super Smash Bros. for Wii U. It’s got legacy controllers, cost-effective controllers, higher end controllers, the cumbersome GamePad, and even a second portable game console that can be hooked up and used as a controller itself. With all of these choices, making a decision on how to tackle the game can be difficult.
In a new video, My Smash Corner takes an objective approach to discussing the pros and cons of each potential input device. Additionally, if you’re looking for the most effective way to configure your controller of choice, you’ll find tips on that as well.
Deciding which input device to use is an important step in any fighting game player’s life, and few games have as many choices in this area as Super Smash Bros. for Wii U. It’s got legacy controllers, cost-effective controllers, higher end controllers, the cumbersome GamePad, and even a second portable game console that can be hooked up and used as a controller itself. With all of these choices, making a decision on how to tackle the game can be difficult.
In a new video, My Smash Corner takes an objective approach to discussing the pros and cons of each potential input device. Additionally, if you’re looking for the most effective way to configure your controller of choice, you’ll find tips on that as well.